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Age of Sigmar: City of Ash Rules Reveal

3 Minute Read
Apr 14 2026
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The Skaven and the Cities of Sigmar rules for City of Ash have been revealed. Let’s see what we can learn about their updated units!

Warhammer Community had some great tips on how to run the Skaven and the Cities of Sigmar units in the upcoming City of Ash boxed set. This new Spearhead box has both of those armies ready to dive into the smaller game mode. That said, there’s still a lot of room for big plays. Today we’re getting more info on exactly what to expect with these two armies.

Skaven Rules

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First up we have a look at a new power the Skaven can tap into with Cloaked in Shadow. This ability lets a hero teleport to a combat and start attacking that turn!

Paired with the new Deathmasters, I can see this dirty trick being VERY popular. Crixxit has a whopping 13 attacks. So just imagine dropping him in using this ability and the opponents are just going to get cut to ribbons! Speaking of Deathmasters, they do get to keep their Shadowy Killers ability from the Battletome.

 

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Turns out that this ability is just as good in Spearhead games as full-sized AoS games. Who would have thought that only getting hit on 5+ would be so good? Oh yeah…everyone.

If you’re still wondering how you’re going to get you units into combat then here’s a few other tricks to pull out. Way of the Skittering Shade allows you to pull a unit from one table edge and move to a completely different one. You also only have to be 6″ away from the enemy.

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And if you’re worried about a hero getting charged instead, just pop Way of the Fiendish Claw on them to grant them Strike-First. At least that way they’ll probably be able to take out some enemies first!

Cites of Sigmar Rules

The other half of the box is the new Cities of Sigmar units. The big hero for them is Jorvan Kreel. He’s packing a new Ranger Doctrine which is basically “hit first and don’t get hit back!”

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Again, this seems like a Skaven type of trick to play but having a unit be able to fight and then immediately “jump” out of combat is pretty nice! They can’t hit you if you aren’t there. Another dirty trick is Hot-Blooded Endurance. This ability allows the general (Kreel in this case) to use the Charge ability even if they ran or retreated in the same turn.

On top of those movement tricks, the General also doesn’t suffer the possible Mortal Wounds for retreating either! It’s basically a get out of jail free card. Or jump into trouble if you’re being more aggressive with him.

The new boxed set is coming out soon! Are you ready for a new Spearhead force and maps?

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Spearhead games are seriously underrated. Give them a try if you haven’t!


 

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Author: Adam Harrison
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