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Images of Age of Sigmar Upcoming & New Releases in 2024

It is hard to keep up with the release schedule for Warhammer: Age of Sigmar.

Consult this page to see lowdown on confirmed Age of Sigmar upcoming releases. We will keep this page up to date so that you can use it as your single point of reference on what yet has to come.

If you are interested to know what Age of Sigmar things has already been released in 2024, you can consult this page. We also do the exact same thing for 40k, so if you are wondering what is going to release for 40k in the future you should check out this page.

We hope you enjoy this list of Age of Sigmar upcoming releases!

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Age of Sigmar Upcoming and New Releases:

The last preview was Warhammer Reforged at Dallas the 17th of May 2024.


Age of Sigmar 4.0

All that we know about Age of Sigmar 4.0 release

Following the plot from the Dawnbringer saga, evil stirs in the Mortal Realms and the Skaven are appearing in mass across all realms. Here the key points that we know about the new version.

Battletomes and rules

  • All battletomes from the current edition (third) will be replaced by day-one free Indexes containing warscrolls for all supported models. There have been several changes to the warscrolls, including colour-coded abilities so that you can visually see to which phase they refer to.
  • The infamous double turn is staying, but it has been fine-tuned and there are more actions that the opponent can perform off-turn.
  • Weapons ranges are gone, replaced by a simple 3″ range rule for everyone, valid also for contesting objectives.
  • A limited set of universal rules simplifies the warscrolls, for example a Champion, Standard Bearer or Musician will have universal rules.
  • Battleshock has been removed.
  • Everything models can do in game is an ability with a Declare step and an Effect step.
  • Command points and abilities are described in a section below.
  • Heroic actions are gone, but some still survive as Battle Traits in certain armies like Their Finest Hour for the Stormcast Eternals.
  • Guarded Hero is a passive ability that allows a Hero targeted by a non-hero unit:
    • Subtract 1 from hit rolls for shooting attacks that target that Hero
    • If the Hero is Infantry it cannot be picked as a target of shooting attacks by units more than 12″ from them

New Warscrolls

  • All warscrolls have been modified and have a new yet similar look.
  • Leadership is gone and replaced by a Control value that determines how many points a model counts when controlling an objective.
  • Wounds has been renamed Health
  • All melee weapon ranges are gone (shooting attacks maintain it)
  • There are seven universal weapon abilities that are clearly defined in the weapon profile.
    • Crit (Mortal) for example on a Liberator weapon does mortal damage when a critical hit is scored.
  • The various abilities are colour coded so that is clear in which phase they need to be used or are relevant. The phases are the same except the Battleshock phase that has been removed.
  • Fly, Ward and Wizard power level are now keywords at the bottom of the warscroll.
  • Abilities also have keywords, plus a Declare and an Effect step.

Command abilities in AoS 4.0

As described in the Warhammer Community article, command abilities have been rewritten and command points are a more scarce resource. There’s no more warscroll or faction ability that gives them.

Each player gains 4 command points each round. These cannot be accumulated from round to round. The underdog (those behind in points at the start of the round) get an extra command point. Those with less auxiliary units in their roster also get an extra command point. So the maximum (for now) is 6 per round.

Command abilities now have a cost in points. Each unit can only use 1 command each phase and each command can only be used once per phase.

There are 10 universal command abilities of which 4 are reactions that can be used only after the relevant ability has been declared (by you or the opponent). The active player first declares a reaction, if so wishes, and then the opponent has a chance to react. Here the 4 reactions:

  • All-Out Attack: reaction to your declaration of an Attack. Add 1 to those hit rolls, including Companion attacks.
  • All-Out Defence: reaction to an opponent declaration of an Attack. Add 1 to save rolls for that unit.
  • At the Double: reaction to your declaration of a Run ability. Instead of rolling a die to determine the run distance, you can move an extra 6″.
  • Forward to Victory: reaction to your declaration of a Charge ability. You can re-roll that charge roll.

So far those are familiar and work pretty similar to the old ones. The following 6 are either rewritten or completely new and some can be used even in the opponent turn. Note that it seems that abilities from an opponent are declared at the end of the relevant phase after the active player completed all his actions:

  • Rally: any Hero phase. A friendly unit not in combat rolls 6 dice. For each 4+ they obtain a rally point. Each rally point can be used either to Heal(1) or to return a slain model as long as the sum of the points used covers the Health of the returned model. Unspent rally points are lost.
  • Redeploy: enemy Movement phase. D6″ move (counts as running for other purposes like charging), that cannot pass or end within combat range (3″) of an enemy unit.
  • Covering Fire: enemy Shooting phase. A unit not in combat can shoot at the nearest visible enemy unit with a -1 to hit penalty.
  • Counter-Charge: enemy Charge phase, costs 2 command points. A unit not in combat can charge as if it was their phase.
  • Magical Intervention: enemy Hero phase. A Wizard or Priest can cast or chant with a -1 penalty.
  • Power Through: end of any turn. A unit that charged in the same turn and is in combat with a unit with a lower Health characteristic than theirs, can inflict D3 mortal damage and perform a move even through the unit targeted. Can end not in combat with that unit but cannot engage a different unit.

New spearhead format and modular rules

  • New Spearhead format that allows to play with the content out of the box with simplified but still strategic rules.
  • Eventually all Vanguard boxes will be rebranded as Spearhead boxes.
  • More info about the Spearhead format can be found here.
  • Each player gets a deck of 12 cards and draws 3 each round. Those cards contain either a powerful command ability or a battle tactic that grants extra points. Their use and some examples are available here.
  • All core rules are modular, meaning that you can choose which one to adopt for your game. Matched Play for now will contain the following advanced rules, but a General’s Handbook could completely replace one of these modules: Commands, Terrain, Magic, Army Composition, Command Models, Battle Tactics.

How to create an army list in Age of Sigmar 4.0

  • Battlefield roles (Leader, Battleline, Behemoth, etc.) are gone
  • Now everything is included either in a regiment or as an auxiliary unit
  • At least a regiment is mandatory, and up to 5 can be included in an army. Each regiment needs to contain a hero and up to 3 other non-hero units (4 if the hero is the chosen general).
  • The leader will determine which type of units can be included in his/her entourage, for example a Lumineth Vanari Bannerblade can include any Vanari unit, while Teclis can include any Lumineth unit.
  • Only certain heroes can include in their regiment other heroes, for example a Mighty Lord of Khorne can include other Gorechosen heroes.
  • Earlier units not defined as “Single” could be reinforced, i.e. double or triple their minimum unit size with a limitation based on the format played. Now every valid unit can be reinforced, but only once (i.e. double their unit size).
  • Each unit not included in a regiment can be taken as an auxiliary unit.
  • Each regiment and each individual auxiliary unit count as a single drop. The player with less drops obtains an extra command point each battle round.
  • Subfactions are gone, replaced by battle formations that represent a particular way for the army to play, independently from the colour scheme or the unique characters included in it (did I hear you want to play Neferata, Manndred and Belladamma in the same army? Now you can).
  • Command Traits have been replaced by Heroic Traits and now any hero can take them (not just the general).
  • Artefacts of Power, Spell Lores, Prayer Lores and brand-new Manifestation Lores will be some of the enhancements available to choose from.

How to fight in AoS 4.0?

For those familiar with the third edition of Age of Sigmar, there are some small but significative changes in how units will fight. In particular each action, including Charge and Fight, have specific Declare and Effect step that determine how to use them.

Any unit that is in Combat or charged in the same turn can Fight. There’s no more start or end of the phase, but now the active player will activate all his Combat Phase abilities followed by the opponent, and then players will alternate to choose a unit to fight.

Strike-first and Strike-last still work as usual, allowing units with the former to fight before any other unit, and those with the latter will be the last ones to be picked in the combat phase.

The Pile-In move is a move of 3″ towards the target unit, keeping in consideration that the move has to end as close as possible to the target unit and cannot remove any enemy unit from the combat (so no more pile-in to get a unit stuck outside the 3″ of the unit they were fighting with). If the unit is not in combat (for example after another unit eliminated their target) the 3″ movement can go in any direction.

Save-stacking seems to be a problem of the past (the ability to add multiple +1 save bonuses so to reduce the efficacy of the rend) as the save bonuses are distributed more sparsely. Conversely, rend seems to be rarer as well.

Weapon options will now determine the unit role. For example spears like those of the Vindictors provide +1 rend when the unit is charged, and hammers like those of the Kroxigors add +1 rend when fighting Infantry units.

Coherency has also been changed to be within 1/2″ of another model for units from 2 to 6 models and within 1/2″ of 2 other models for units of 7 or more models. With the 3″ range attack area, this should represent more consistent ranks.

Units retreating now receive first D3 mortal damage, then they can move away.

Battle Plans and Battle Tactics in Age of Sigmar 4.0

A battlepack is the first choice to be made for each mode of play Age of Sigmar. The 4th edition will contain the First Blood battlepack for Matched Play, with 3 battleplans lasting 4 rounds each and simple scoring system but making use of all Advanced Rules Modules.

For tournament goers the General’s Handbook 2024-25 will contain 12 battleplans and make use of all Advanced Rules Modules plus a seasonal change. The underdog (the one behind in points at the start of a turn), will receive a small buff to be able to catch up, this is usually described in a twist within an individual battleplan.

Overall each turn a player can score maximum 10 points, 6 from objectives and 4 from the battle tactics.

This season introduces the Honour Guard, that is a choice between 3 different rules that can be given to a single unit from the same regiment as the general. In the case of Bodyguard, the chosen unit that is within 6″ of the general and did not charge that turn provides a debuff to enemy units attacking the general of -1 attacks in melee.

Battle Tactics are now worth 4 points once achieved and the player getting the double turn forfeits automatically one battle tactic for that turn. Exactly as before, you can only pick each battle tactic once per game and you need to achieve it in the same turn.

There’s no more faction battle tactics, the only source being the six universal ones usable both in the General’s Handbook 24/25 and the First Blood battlepack, and 2 extra for each Grand Alliance, introduced in the General’s Handbook.

Spells and prayers in Age of Sigmar 4.0

Casting spells is quite similar to the current version: you roll 2D6 and need to equal or beat the spell casting value. Each wizard has the power level in brackets next to their keyword representing how many spells they can cast each phase (and dispel as the enemy can also cast in your hero phase).

The big change is that during army composition, a Spell Lore is chosen for the entire army and all wizards know all the spells from that lore. A spell can be cast once per turn unless it has the Unlimited keyword, in that case each wizard can cast it once per turn.

The unbind is now a reaction and still works on a 30″ range with the roll of 2D6 which needs to exceed the casting roll of that spell to be successful.

Prayers instead have been completely reworked. As the wizards, even Priests have their power level within brackets in the keywords section, meaning how many Prayers or Banishes they can perform per phase. When praying, a Priest rolls a D6 and on a 2+ accumulates that many ritual points that can be used for that prayer or accumulated and used at a later round for more powerful effect, should the prayer have one. However, a chanting roll of 1 would reduce the ritual points by D3.

Endless Spells are now divided in Manifestation Lores, with the generic one now grouped in few thematic lores. Summoning works as usual, but now both wizards and priest can attempt to banish them by rolling 2D6 and beating the banishment value with a single attempt per turn.

This is the confirmed list in which the universal endless spells have been split (the faction ones have their own manifestation lore):

  • Forbidden Power (Shards of Valagharr, Lauchon the Soulkeeper, Horrorghast, Soulscream Bridge)
  • Morbid Conjuration (Purple Sun of Shyish, Suffocating Gravetide, Malevolent Maelstrom, Soulsnare Shackles)
  • Aetherwrought Machineries (Chronomatic Cogs, Quicksilver Swords, Aethervoid Pendulum)
  • Primal Energy (Burning Head, Emerald Lifeswarm, Ravenak’s Gnashing Jaws)
  • Twilit Sorceries (Umbral Spellportal, Geminids of Uhl-Gysh, Primastic Palisade)
  • Krondspite Incarnate

Endless Spells can be banished as explained above by a priest or wizard, or though like a normal unit. They still move, charge, attack and use abilities (specific to endless spells) in the same manner as units, including taking damage, but they cannot control objective and they can be moved through.

The moving manifestations are cast outside 9″ from any enemy unit and can’t move in the round they are set up, the static manifestations don’t have the same problem but also don’t prevent enemy units from moving within 3″ of them.

So, if you don’t have a priest or wizard to banish a manifestation, you can always shoot it or fight it. The same is valid now for faction terrain with the implications that some may even move and fight!

Miniatures that will say goodbye in the new edition

As every new start, there’s something of old that will leave space to the new. In particular some ranges will be receiving free rules that will be valid for competitive play only until summer of 2025 when they will be relegated forever to Warhammer Legends. Here is the full list of warscrolls abandoning Age of Sigmar in the fourth edition by army:

  • Stormcast Eternals (the entire Sacrosanct chamber plus some named characters)
    • Celestar Ballista
    • Evocators on Dracolines
    • Evocators
    • Sequitors
    • Knight Heraldor
    • Knight Vexillor
    • Lord Castellant
    • Lord Celestant
    • Lord Veritant
    • Lord Ordinator (and its second sculpt called Vorrus Starstrike)
    • Lord Exorcist
    • Knight Azyros
    • Paladins (Retributors, Decimators and Protectors)
    • Judicators
    • Liberators (a new sculpt has already been announced)
    • Prosecutors
    • Gavriel Sureheart
    • Astreia Solbright
    • Aventis Firestrike
    • Lord-Arcanum on Gryph-charger (available with an Evocator-Prime in the Masters of the Sacrosanct box)
  • Skaven (some of these models may receive an updated sculpt or even a new name)
    • Clanrats (a new sculpt has already been announced)
    • Skryre Acolytes
    • Warpfire Thrower
    • Ratling Gun
    • Gutter Runners
    • Rat Swarms
    • Master Moulder
    • Arch Warlock
    • Warp Grinder
    • Warlock Engineers
    • Rat Ogors
    • Giant Rats
    • Stormvermin
    • Plague Priest (the model on foot, not the one from the Screaming Bell kit)
    • Warplock Jezzails
    • Doom Flayer
    • Plague Censer Bearers
  • Bonesplitterz (the entire range)
    • Savage Orruk Boyz (and Morboys and Arrowboys warscrolls)
    • Savage Orruk Boarboyz (and the Maniaks warscroll)
    • Maniak Weirdnob
    • Wardokk
    • Wurrgog Prophet
    • Savage Orruk Big Boss
    • Hedkrakka’s Madmob
  • Slaves to Darkness (mainly Warcry and Underworlds warbands)
    • Horns of Hashut
    • Tarantulos Brood
    • Splintered Fang
    • The Unmade
    • Corvus Cabal
    • Cypher Lords
    • Scions of the Flame
    • Iron Golems
    • Spire Tyrants
    • Untamed Beast
    • Khagra’s Ravagers
  • Beasts of Chaos (the entire range will reappear in the Old World as Beastmen)
  • Sylvaneth
    • Branchwraith (in reality this model already does not have rules)
  • Seraphon
    • Saurus Eternity Warden (in reality this model already does not have rules)
  • Blades of Khorne
    • Valkya the Bloody
    • Scyla Anfingrimm
  • Gloomspite Gitz (both models have rules in The Old World)
    • Madcap Shaman
    • Big Boss on Gigantic Spider
  • Cities of Sigmar
    • Mistweaver Saih (in reality this model already does not have rules)

New Stormcast Eternals

The new edition of Age of Sigmar will see many new models for the Stormcast Eternals, including Tornus the Redeemed, a character with a long story tracking all the way to the Realmgate series previously corrupted by Nurgle and redeemed by the Celestant-Prime. This kit can alternatively be assembled as a Knight-Azyros.


New Skaven models

It’s never good news when Clans Skryre and Clans Moulder collaborate on something, and the Brood Terror is the last example of which crimes against nature they can accomplish together.


Warhammer Underworlds Roadmap and Upcoming Releases

Season 9 remains in Ghur, deep within the Deathgorge where Rimewyrms hatch but also where the deepest treasures can be found: the Wintermaw.


Warcry Roadmap and Upcoming Releases

The new season is centred in Ghur, realm of Beasts, and was accompanied by quarterly box sets containing new terrain and warbands, even those outside Grand Alliance Chaos.

Briar and Bone

The last Warcry box for this edition will be Briar and Bone depicting Ossiarch Bonereapers against Sylvaneth.

Ossiarch’s Teratic Cohorts are led by a Kavalos Centauri, the fusion between a Liege-Kavalos and his mount, that will be joined by the warped Mortek Cykloptians, Teratic Prowlers crafted from failed Mortek Guards and the winged Aviarch Harpies.

The Sylvaneth who have been infected by Gnarlwood parasites form a band of pariah sworn to find a cure called the Twistweald. At the helm there is Swarmsage, while the Twistroot Wardens ensure the Twistwood Revenants and Twistwood Dryads follow orders in battle.


Other GW Board Games Coming up for Release

Looking forward to news of other GW board games soon after the re-release of Cursed City in 2022 and of Munchkin Age of Sigmar (also released few years earlier).


Other great resources: