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Warhammer: The Game of Fantasy Battles (6th Edition)

Warhammer: The Game of Fantasy Battles (6th Edition) Rulebook

Table of Contents

Table of Contents

  • Characteristics
    • 0 Level Characteristics
    • Characteristic Profiles
    • Saves
    • Characteristic Tests
    • Leadership Test
  • Units
    • Banners, Musicians & Champions
    • Unit Strength
    • Facing
  • The Turn
    • Who Gets The First Turn
    • Improvising
    • Exceptions
  • Movement
    • Declare Charges
    • Charge Responses
    • Rallying
    • Compulsory Moves
    • Move Chargers
    • Flank & Rear Charges
    • Remaining Moves
    • Moving Troops
      • Movement Rate
    • Manoeuvre
    • Terrain
    • Obstacles
    • Charging
    • Flank and Rear Charges
    • Marching
    • Individual Models
    • Snaking
    • 1" Apart
    • Magic
  • Shooting
    • Range
    • Who Can Shoot and Line of Sight
    • Hills & Elevated Positions
    • Shooting & Close Combat
    • Stand & Shoot
    • Cover
    • Dividing Shots
    • Hitting the Target
    • To Hit Modifiers
    • 7+ To Hit
    • Wounds
    • Saves
    • Removing Casualties
    • Panic Tests
    • Fast Dice Rolling
  • Close Combat
    • Combats
    • Who Strikes First?
    • Which Models Fight
    • Hitting the Enemy
    • Defended Obstacle
    • Wounds
    • Saves
    • Removing Casualties
    • Combat Results
    • Combat Resolution Bonuses
    • Losers Take a Break Test
    • Panic Tests for Breaks
    • Fleeing Troops
    • Rallying
    • Pursuit
    • Redress the Ranks
    • Units Taking Casualties
    • Expand Frontage
    • Lapping Round
    • Overrun Rule
  • Psychology
    • Taking Psychology Tests
    • The Order of Tests
    • Psychology Tests
    • Panic
    • Panicking Units
    • Voluntary Tests
    • Fear
    • Terror
    • Fear and Terror Liabilities
    • Stupidity
    • Frenzy
    • Hatred
    • Stubborn
  • Weapons
    • Weapons and Units
    • Special Combat Rules
    • Special Weapon Rules
    • List of Weapons
      • Close Combat Weapons
      • Missile Weapons
      • Weapons Summary
  • Characters
    • Types of Characters
    • Moving Characters
    • Characters and Line of Sight
    • Compulsory Moves
    • Marching
    • Characters and Units
    • Shooting at Independent Characters
    • Close Combat
    • Challenges
    • Leadership and Psychology
    • Characters Riding Monsters
    • Special Characters
  • Generals & Battle Standards
    • General's Leadership
    • The Battle Standard
  • Monsters
    • Monsters as Units
    • Monster Mounts
    • Close Combat
    • Slain Riders & Monsters
    • Victory Points
  • Flyers
    • Air and Ground Movement
    • Aerial Movement
    • Units of Flyers
  • Standards, Musicians & Champions
    • Position within the Unit
    • Standards
    • Musicians
    • Champions
  • Special Rules
  • Skirmishers
    • Formation
    • Moving
    • Shooting
    • Close Combat
    • Characters
  • Fast Cavalry
    • Formation & Movement
    • Shooting
    • Fleeing Fast Cavalry
    • Characters and Fast Cavalry
  • War Machines
    • Models
    • Moving a War Machine
    • Aiming a War Machine
    • Characters
    • Combat
    • Charge Responses
    • Fleeing Crew
    • Attacking a Machine
    • Abandoned Machines
    • War Machines and Victory Points
    • Stone Throwers
    • Cannons
    • Bolt Throwers
    • Other War Machines
  • Chariots
    • The Chariot Model
    • Chariot Units
    • Moving Chariots
    • Obstacles & Terrain
    • Chariot's Weapon Skill
    • Shooting at Chariots
    • Destroyed Chariots & High Strength Hits
    • Chariot Saves
    • Characters in Chariots
    • Chariot Attack
    • Attacking Chariots in Close Combat
    • Chariot Challenges
    • Flee and Pursuit
    • Victory Points
    • Chariot Upgrades
  • Buildings
    • Moving Into and Around Buildings
    • Shooting
    • Fighting Inside Buildings
    • Destruction
  • Magic
    • Wizards
    • Spells
    • Magic Items
    • Wizard Levels
    • Casting Spells
    • Power Dice
    • Dispel Dice
    • How to Cast a Spell
    • Miscasts and Irresistible Force
    • Dispelling a Spell
    • Characters and Units as Targets of Spells
    • Natural Dispels and Magical Defences
    • Spells with Templates
    • Fleeing Wizards
    • Spells in Play
    • Dispelling Spells in Play
  • Spell Lists
    • The Eight Lores of Magic
    • Selecting Spells
    • Fire Balls and Other Magic Missiles
    • Cancelling Spells
    • The Lore of Fire
    • The Lore of Metal
    • The Lore of Shadow
    • The Lore of Beasts
    • The Lore of the Heavens
    • The Lore of Light
    • The Lore of Life
    • The Lore of Death
  • Magic Items
    • Who Can Use Magic Items?
    • Types of Magic Item
    • Magic Items Capable of Casting Spells
  • Common Magic Items
  • Scenarios
    • What is a Scenario?
    • Choosing a Scenario
    • Creating Your Own Scenarios
    • Victory Points
  • The Battlefield
    • Scenery
    • Placing Scenery
    • Dimensions of Terrain Pieces

Characteristics

In Warhammer there are many different types of warriors, from ordinary archers and spearmen to lordly knights riding mighty chargers. There are monstrous creatures too, some quite small such as Goblins and others that are huge such as fire-breathing Dragons.

To represent these in the game, we have nine characteristics that describe the various aspects of their physical or mental make up.

Movement Allowance (M). Often simply called Move, this shows the number of inches a creature can move on the tabletop under normal circumstances. Eg, a Goblin with a Move of 4 (M4) can move 4".

Weapon Skill (WS). Defines how accomplished or skilled a warrior is with weapons, or how determined and vicious a monster is. Weapon Skill is rated on a scale of 1 to 10 and the higher the score the more likely the fighter is to hit an opponent in close combat. An ordinary human has WS3 whilst a battle-hardened leader might have WS4, WS5 or possibly even higher!

Ballistic Skill (BS). This shows how good a warrior is with ranged weapons such as bows or handguns. Ballistic Skill is rated on a scale of 1 to 10 and the higher this value the easier a creature finds it to hit with missile attacks. Some monsters have natural weapons that can be used at range (they might spit venom, for example) and their BS is used to determine whether they hit or not.

Strength (S). Shows how strong a creature is. Strength is rated on a scale of 1 to 10. An exceptionally puny creature might have a Strength characteristic of 1, while a mighty giant might have S7 or even higher. Most Men have S3. Strength tells you how hard a creature can hit and thus how easily it can hurt an opponent it has struck.

Toughness (T). Toughness is a measure of a creature's ability to resist or withstand physical damage and pain and reflects such factors as the toughness of a creature's flesh, hide or skin, or the depth of its fur. Toughness is rated on a scale of 1 to 10 and the tougher a creature is, the better it can withstand an enemy's blows.

Wounds (W). Shows how much damage a creature can take before it dies or is so badly hurt that it can't fight any more. Most Men and human-sized creatures have a Wounds characteristic value of 1. Large monsters are often able to withstand several wounds that would slay a smaller creature and so have W2, W3, W4 or more.

Initiative (I). Creatures with a low Initiative score are slow and cumbersome whilst creatures with a high Initiative score (eg, Elves with I6) are quicker and more agile. Humans have I3. In close combat, Initiative dictates the order in which creatures strike, since faster creatures will attack before slower ones.

Attacks (A). Indicates the number of times a creature attacks during close combat. Most creatures attack only once and have an Attacks value of 1, although some monsters or warriors of exceptional skill may be able to strike several times and have A2, A3 or more.

Leadership (Ld). A creature with a high Leadership value is courageous, steadfast, and self-controlled. A creature with a low value is the opposite! Leadership is rated on a score of 1 to 10. Humans have a Leadership value of 7, which is average, whilst cowardly Night Goblins have only a Leadership value of 5.

0 Level Characteristics

Some creatures have been given a value of '0' for certain characteristics which means that they have no ability whatsoever in that skill. This usually applies to creatures unable to use missile weapons, so they have BS0, but it might equally well apply to other characteristics too. For example, an ordinary horse has no Attacks (A0).

If any creature or object has a Weapon Skill of 0 then it is unable to defend itself in close combat, and any blows which are struck against it will automatically hit.

If at any time a model's Strength, Toughness or Wounds are reduced to 0 or below, it is considered slain and removed from play.

Characteristic Profiles

Every creature in the Warhammer world has a characteristic profile which lists the value of its different characteristics. The examples below show the profiles for an Orc and a Man.

MWSBSSTWIALd
Orc433341217
Human433331317

As you can see, an Orc and a Man are similar in many respects. They both move at the same speed — 4", and they both have the same Weapon Skill and Ballistic Skill values which means they are very evenly matched in combat. Both have the same Strength value, so they can deliver blows with equal potency. When it comes to Toughness however the Orc wins over the Man — the Orc's value is 4 compared to 3. This is not a vast difference, but it does make the Orc better able to withstand blows and gives it the edge in any hand-to-hand fighting. Both creatures have 1 Wound, which is the normal value for man-sized creatures. The Orc loses out however when it comes to Initiative. This is not a terrible disadvantage, but it does mean that the Man will get to strike his blows before the Orc does when they get stuck into hand-to-hand fighting. Both races have the same Leadership of 7 — which is about average.

Saves

A creature's saving throw gives it a chance to avoid being harmed when struck or shot. Most creatures have a saving throw based on what kind of armour they are wearing, so their saving throw may be improved if they are equipped with better armour. Other creatures, such as the reptilian Lizardmen, receive an armour saving throw for having scaly skin, while others may have a thick skin or chitinous shell which grants them an armour save.

Some troops are protected by magic or are incredibly tough by nature. These creatures have what is known as a Ward save, a special type of save which can save them from almost any type of damage.

Armour saves are taken by rolling a D6. If a creature has a 3+ armour save, it can normally avoid any wound it suffers by rolling 3 or more on a D6.

Characteristic Tests

Often during a battle a model will have to take a test on one of its characteristics. In order to pass the test, the model needs to roll a D6 and obtain a result equal to or lower than the value of the characteristic involved. Note that if a 6 is rolled, then the model will automatically fail the test regardless of the characteristic's value.

Leadership Test

Tests that are made against the Leadership characteristic of a model are done slightly differently to other tests. In the case of a Leadership test, roll two dice and add the results together. If the result is equal to or less than the model's Leadership value, the test is passed.

Units

Warhammer allows you to fight battles with armies of troops, war machines and monstrous beings. It is up to you as the commander of your forces to find the best way to use your cavalry and infantry to achieve victory. The Citadel miniatures used to play Warhammer are simply referred to as models in the rules that follow. Each model is an individual playing piece with its own capabilities and characteristics.

In most cases, models band together into units. A unit will usually consist of several models, but a lone heroic character, a single, very large and powerful model such as a chariot, a monstrous creature like a Dragon or a Great Cannon and its crew are also considered to be a unit.

Units have different capabilities and are divided into several types as explained below. For example, when the rules refer to cavalry units, all troops that fall under the category of cavalry must follow those rules.

Units are arranged in a formation that consists of one, two, three or more ranks. As far as possible, the unit always has the same number of models in each rank and, where not possible, it is always the rear rank that is left short. The last rank is filled from the centre.

Infantry. Infantry includes all units of foot troops, be they Dwarfs, Elves, Men, or any other of the myriad Warhammer races fighting on foot. A typical infantry regiment is at least 10 strong but can include 20, 40 or even more! Infantry forms the backbone of most Warhammer armies.

Cavalry. As well as units of warriors fighting on foot, the armies of Warhammer include troops riding horses, giant wolves, and other creatures. The term cavalry refers to riders mounted on horse-sized creatures which have only one Wound in their profile. Bigger creatures are referred to as monsters and these have special rules as described later. Cavalry operates much in the same way as an infantry unit, although it moves faster than foot troops, and often the steeds ridden by the riders can fight as well. Rules for cavalry are discussed where appropriate.

A cavalry model is treated in all respects as a single model. Should the rider be slain the entire model is removed from battle. Cavalry models always use the rider's Leadership for all tests that require it. When the model is attacked, it is the rider's Toughness and Wounds that are used. The mount's Toughness, Wounds and Ld are never used, but are included on its profile because these creatures sometimes appear on their own.

War Machines (see p.118-125). These are usually huge, lumbering machineries of destruction, such as the Great Cannons of the Empire, Stone Throwers of the Orcs or bizarre and deadly Doomwheels of the Skaven. War machines are often fielded together with their crew and form a unit on their own. Some small war machines, such as Skaven Warpfire Throwers, are regarded as infantry instead of war machines and follow the rules that are given for infantry.

Chariots (see p.126-128). Many races make use of chariots pulled by creatures such as horses, boars or reptilian Cold Ones. Chariots move faster than infantry, roughly at the same speed as cavalry. A chariot's crew, as well as the creatures pulling it, are considered an integral part of the chariot, and if it is destroyed they are killed along with it. Powerful characters can also ride in chariots. In most cases, chariots fight individually.

Monsters (see p.103-105). Creatures such as Giants, Pegasus, Dragons, Chimeras or War Hydras are called monsters. These are creatures that fight as units of one model, and move individually, their size, strength and magical nature making them a match for units of lesser troops. Sometimes monsters are ridden by powerful Heroes, and follow a slightly different set of rules.

Banners, Musicians & Champions

Units of troops commonly include a Standard Bearer who carries the unit's banner and a Musician such as a hornblower or drummer. It is also usual for units to be led by a Champion, an experienced and able warrior.

The Champion, Standard Bearer and Musician are placed in the front rank of the unit whenever possible. When a unit turns to face its side or rear, they are automatically rearranged in the new front rank.

As we shall see later, a unit can also be joined by a character, in which case these models are also arranged into the front rank alongside the Champion, Standard Bearer and Musician. Don't worry about this for now — the rules for characters are explained later.

Unit Strength

Warhammer has several rules (such as outnumbering, panic, etc) where the unit with greater impetus, size or hitting power gains an advantage over its opponents. To establish the relative power of all these different creatures, you need to determine Unit Strength. In most cases this is worked out by simply counting the number of models in a unit. However some huge creatures such as Trolls, war machines, chariots, etc, are individually clearly more powerful than a single man on foot! These creatures have a different Unit Strength.

The table below gives the Unit Strength value of each troop type. Unit Strength listed is for each model in a unit. To figure out the Unit Strength of an entire regiment, count the number of models in the unit and multiply it with the appropriate number given. In the case of several types of models with different Unit Strengths in the same unit, simply add these together.

Eg, a unit of three Ogres has a Unit Strength of 9 (3 x 3=9).

Troop TypeUnit Strength
All Infantry1
Cavalry (ie, all models on 25mm x 50mm bases)2
Unit flyers (Warhawks, etc)1
Chariots4
War Machines including crew (ie, Cannons, Stone Throwers, Mortars, Bolt Throwers)3
Ogres, Trolls, Minotaurs, Kroxigor, Chaos Spawn, Snotling bases, etc (ie, models on 40mm or larger bases that are not monsters, including characters of these races)3
Monsters including Giants, Hippogriffs, Dragons, etc (ie, a Griffon with 4 Wounds has a Unit Strength of 4)Original number of Wounds
Ridden Monsters (including war beasts such as Stegadons and War Hydras)1 per rider + Unit Strength of Monster

All models not listed elsewhere automatically have a Unit Strength of 1.

Facing

All models taking part in the battle are assumed to face directly forward from the front of their base. This applies equally to units of troops as to large monsters fighting on their own. This is important because a model can only see things that lie in a 90° arc in front of it. Being able to see the enemy is vital when it comes to shooting and deciding whether units can charge their foe. Models can only see things that are within a 90° arc to their front.

The Turn

Battles are fought between two opposing sides — two armies that will struggle for supremacy using all their armed might and cunning. The warring armies are commanded by kings and generals, wizards and heroes. Their model counterparts are commanded by you — the player.

In a real battle lots of things happen at once and it is very difficult to tell exactly how the battle is progressing at any one moment. The fortunes of each side sway throughout the battle as one side charges and then the other, roaring with fury and bloodlust as they throw themselves upon the enemy. Mighty war-engines lob their cargoes of death towards their cowering foes and clouds of arrows darken the turbulent skies.

In Warhammer we represent the howling maelstrom of action in turns, in a similar way to chess or draughts. Each player takes one complete turn, then his opponent takes a turn. The first player then takes another turn, followed by the second player again, and so on: each player taking a turn one after the other until the battle is over.

To decide which side takes the first turn it is usual for both players to roll a D6 and the player who rolls highest goes first. See the Scenarios section for more about different ways of setting up a battle and deciding which side has the first turn.

Within the turn, actions are performed in a fixed order — this is called the turn sequence. Each turn is divided up into phases during which the player moves all his units, shoots all his missiles, resolves all close combat, and so on.

When it is your turn, it is up to you to keep track of where you are in the turn sequence. If you forget, your opponent should be able to remind you. Each turn is divided into the following phases. These phases are always completed in the order given below, and all actions in that phase must be resolved before moving onto the next phase.

Who Gets The First Turn

Which player gets the first turn of the game can be determined in a number of different ways. Normally both players roll a D6 and the player with the highest score can decide to move first or second. Sometimes the scenario you are playing will decide it for you. (See Scenarios, p.196).

1. Start of the Turn. The rules often call upon a player to make tests or actions at the start of a turn. These are mostly psychology tests (as discussed in the Psychology section), or special rules that apply to a specific race such as the Animosity rule for Orcs & Goblins.

2. Movement. During the Movement phase you may move your models as defined in the rules for movement.

3. Magic. In the Magic phase your Wizards may cast spells. The full rules for spellcasting and magic are described later in this book (see the Magic section).

4. Shooting. During the Shooting phase you may fire any missile weapons as described in the rules for shooting.

5. Close Combat. During the Close Combat phase all troops in close combat fight. This is an exception to the normal turn sequence in that both sides fight, not just the side whose turn it is.

Improvising

Warhammer is an involving game, with many different weapons, and endless possibilities. In a game of this kind and level of complexity there are bound to be occasions when a particular situation lies outside the rules as they are written. This is inevitable, as it would be impossible to cover every circumstance without writing many hundreds, if not thousands, of pages of dull and pedantic text. Warhammer players should feel free to improvise where necessary, resolving situations in a friendly and mutually agreeable manner, and evolving the game far beyond the published rules if they wish.

When you come across a situation in a battle that is not covered fully by the rulebook, be prepared to interpret a rule or come up with a suitable rule for yourselves.

When a situation of contention arises, players should agree on a fair and reasonable solution and get on with the game as quickly as possible. The most common way of resolving any disputes is for both players to roll a D6 to see whose interpretation applies in that instance.

After the game has finished, sit down and discuss what happened with your opponent and see if you can both reach an agreement in case the same situation ever arises again. Remember, you're playing to enjoy a challenging battle with friends, where the spirit of the game is more important than winning at any cost.

Exceptions

There are exceptions to the general turn sequence when things are worked out as they occur rather than in any strict order. Quite often the actions of one player will trigger the sudden appearance of a particular troop type, or activate some special weapon or occurrence. Examples of this are springing a bear trap or sinking into quicksand — consequences resulting from movement which may be conveniently resolved there and then. Inevitably, there will be the odd occasion when events can be worked out in one sense or another with little real difference.

Movement

During the Movement phase, or Move phase, you have the opportunity to move your forces around the battlefield. As with the turn sequence, the things that you can do within the Movement phase are performed in a strict order. An overview of each part of the sequence is given below and further rules governing movement are discussed in the section entitled Moving Troops.

1. Declare Charges. If you want any of your troops to charge, you must declare this at the very start of the Movement phase.

2. Rally Fleeing Troops. If any of your troops are fleeing, you can attempt to rally them after declaring charges.

3. Compulsory Moves. Move troops that are subject to a compulsory movement rule.

4. Move Chargers. Move charging troops and resolve other movement resulting from the charge.

5. Remaining Moves. Move the rest of your troops.

Declare Charges

At the start of your Movement phase, the first thing you must do is declare which units will charge. Except in a few unusual circumstances explained later, units are never forced to charge. It is always your decision which units, if any, will charge the enemy.

However, charging is the only way that models are normally allowed to move into close combat. If you want to attack an enemy then you must charge him — you cannot simply move your model into close combat without declaring a charge first. All charges are declared at the start of your Movement phase, in any order you wish.

To declare a charge, indicate which unit is charging and nominate one enemy unit that it is going to attack. For example, you might declare that your Empire Knights unit is charging your opponent's Orc Warriors unit.

A unit may only declare a charge if at least one model in the unit can see at least one enemy model in the opposing unit. It is not necessary for every model to be able to see an enemy — the whole unit is able to charge the enemy so long as one model can do so. For line of sight see Facing, p.41.

Troops can only charge up to a predetermined distance — this is called a charge move and is explained later. When you declare a charge you must do so without measuring the distance to the target, you must rely on your estimate of the distance to ensure that your troops can reach their target.

When deciding whether to charge you must also take into account any terrain that might slow you down, as described later. Deciding whether to charge or not calls for a good judgement of distances!

Charge Responses

After you declare your charges, but before you measure whether chargers are within range, your opponent declares how each charged unit will respond. A charged unit has three response options: stand & shoot, hold, or flee. Units already engaged in close combat may only hold.

Stand & Shoot. If the charged unit has missile weapons and the chargers are more than half their original charge move away, then troops can shoot at the chargers as they advance. For example, a unit of Knights with Move 7 can be shot at if they charge a unit of Archers from more than 3½" away, but cannot be shot at if it charges a unit 3½" or less away. Work this out immediately before moving chargers — refer to the Shooting section for rules governing missile weapons (p.61).

Treat stand & shoot responses which fail to hit the enemy because chargers are too close, etc, as a hold response instead.

Hold. A unit can stand fast and receive the charge, representing individual troopers bracing themselves for the inevitable impact. This is the usual response of troops who do not have missile weapons or who are too close to the enemy to use them.

Flee. Flee means just that — when your unit sees the enemy thundering down upon them, they turn tail and run! This is a rather desperate option as once troops begin to run they tend to carry on going, and may run away from the battlefield altogether, whether you want them to or not.

As soon as a unit declares that it is fleeing, it is moved directly away from charging enemies by 2D6" if its Movement characteristic is 6" or less, or by 3D6" if its Move is more than 6". The fleeing unit is repositioned facing directly away from the chargers. Move the fleeing models immediately by the distance indicated by the dice roll. This is explained further in the rules for fleeing models in the Close Combat section.

Rallying

Having declared charges and charge responses, the player whose turn it is now has the opportunity to rally any of his units that are currently fleeing. Troops are normally forced to flee when they are defeated in close combat, if they are frightened by large monsters, or if they have suffered some other unusually traumatic experience. Fleeing troops are of no fighting value unless they can be rallied, which means they come to their senses and stop fleeing in readiness to fight once more.

Because fleeing usually results from close combat the rules for fleeing troops can be found in the Close Combat section of this book. In the Rally phase of his turn, a player makes a test to determine whether his fleeing units manage to rally. If they rally then they remain where they are for the turn but may immediately adopt a new fighting formation facing in any direction. If the fleeing troops fail their Rally test and continue to flee then they are moved next along with other compulsory movement.

Compulsory Moves

After the player has attempted to rally any units that are fleeing, it is time to make any compulsory moves that the rules require.

Generally speaking, a player can move his troops wherever he wishes within the confines of the rules governing movement. However, sometimes troops go out of control for some reason, either because they are overcome by sheer terror, because they are compelled by magic, or because they are disorientated or confused. The player has no control over the movement of these troops and so these are referred to as compulsory moves.

The most common kind of compulsory move is fleeing. Fleeing troops always first flee away from their enemy and in subsequent turns towards the nearest table edge, and they always move a randomly determined distance.

All compulsory movement is done now before other movement takes place. This gives troops moving in this fashion the opportunity to get in the way, block lines of advance and do all sorts of other annoying things.

Move Chargers

Once any compulsory moves are complete, it is time for the player to move any units that have declared a charge. They are moved one at a time, in the order that the charges were declared.

Chargers are moved towards their target in accordance with the movement rules given later. When troops charge, they move twice as fast as normal, representing a run or gallop, and this double speed move is called a charge move. For example, troops with a normal Move of 4" per turn have a charge move of 8".

Flank & Rear Charges

Sometimes you may find that your models are able to charge an enemy unit in the flank or rear. This is particularly good because an attack from an unexpected direction will sometimes throw the enemy into a panic and might give you an advantage in combat too. A charging unit's position at the start of the Movement phase determines whether it charges into the flank, the rear or the front of the enemy unit.

If the charging unit is in the target's frontal zone when the charge is declared then it charges into the front. As units generally begin the game facing each other, this is the most common situation that will arise. However, if the charging unit comes from the flank zone, it charges into the side; if in the rear zone, it charges into the rear.

A unit's front, flank and rear zones extend out from its corners forming 4 quadrants. A unit in front of its enemy will charge the front, a unit to the side will charge the flank, and a unit behind will charge in the rear. If a charging unit straddles two areas, you must judge which area it is mostly in. If the situation is so close you can't determine where a unit should charge then roll a dice to decide.

Remaining Moves

Once compulsory moves and charges have been resolved, it is time to move the rest of your troops. Generally speaking, you do not have to move troops at all if you do not want to, or you can move them as short or as great a distance as you like up to their permitted maximum move distance.

The rules governing movement, the encumbering effects of weighty barding, hindering terrain, obstacles to movement, and manoeuvring units around the battlefield are covered in the following section.

Moving Troops

This section contains all the common rules for moving armies on the tabletop. The same rules govern almost all movement, including the movement of chargers and most compulsory moves. Any exceptions that apply to chargers and fleeing troops are discussed separately. Also, a few creatures move in a special way, flying monsters for example. These are exceptions to the usual rules which, for the sake of convenience, are discussed elsewhere.

Moving an army is an important and often decisive part of the Warhammer game. When opposing commanders are well matched, movement can be as challenging and as satisfying as a game of chess. However, unlike a chessboard, the tabletop is not divided into exact squares. Instead movement is determined using a measuring tape or ruler.

The nature of the game, the varied terrain it is fought over and the stability of the models themselves means that it is impossible to be absolutely accurate about the movement of troops — the odd fraction of an inch will inevitably disappear as lines are neatened and models edged together. On the whole, this need not cause concern during play as it is better to keep the game flowing rather than worrying about unavoidable imprecision. It is recommended that where a move is especially important or an exact measurement is critical, it is good practice to agree what you are doing with your opponent before moving troops.

Movement Rate

The normal Movement rate of a model is defined by its Movement (M) characteristic value.

During their Movement phase, units can move up to their Movement rate in inches. For example, Men have a Movement characteristic of 4 and so may move up to 4". Elves, naturally faster and nimbler of foot, move up to 5". You do not have to move the full distance allowed, or even at all if you prefer, but you cannot move further than your normal Move rate unless charging, marching, pursuing or fleeing (all of these types of move are discussed later).

Troops riding mounts with barding move more slowly because the weight of their gear impedes movement. A cavalry mount with barding suffers a -1" move penalty.

For example, a Knight riding a horse can normally move 8". If the horse is wearing barding then the Knight moves 8"-1" (for the barding), which equals a move of 7".

Manoeuvre

Troops move and fight in a tight formation of one or more ranks. Such a formation is often referred to by an appropriate title such as a regiment or, in the case of cavalry, a squadron, or it can simply be called by the general term — unit.

When a unit moves around the battlefield it must maintain its formation, which means that models are not free to wander off on their own. The formation can move straight forward as a body perfectly easily but if it wishes to change direction then it must make a manoeuvre.

There are three specific types of manoeuvre that enable a unit to turn about or rearrange its ranks: wheel, turn and change formation. In addition there is a fourth special manoeuvre called reform.

Wheel. To wheel, the leading edge of the formation moves forward, pivoting round one of the front corners. The unit swings round like the spoke of a wheel and completes the manoeuvre facing a different direction.

When it wheels, the entire unit counts as having moved as far as the outside model. Once the wheel is complete, you may use any movement that the unit has remaining.

For example, a unit of Empire Spearmen might wheel 2" to the left and move 2" straight forward, for a total move of 4".

A unit can wheel several times during its move as long as it has enough movement to do so and is not charging. A unit that is charging is only able to wheel once to align itself to the enemy, as described later.

Turn. To turn a unit, all the models remain in place but are turned around through 90° or 180° to face their side or rear. To make a turn, a unit must surrender a quarter of its move.

For example, a unit with a Move of 4" must give up 1" in order to turn.

A unit is allowed to turn several times during its move unless it is charging or marching.

When a unit is turned to face its side or rear, its leader is automatically rearranged into the front rank along with the Standard Bearer, Musician and any other characters that are in the unit. If there is not enough space within the ranks, models can be rearranged into the rear ranks as the player wishes.

Change Formation. A unit of troops can also change its formation by adding or reducing the number of ranks in which it is deployed. For example, a unit that consists of two ranks may increase its depth to three ranks by moving models from the front two ranks to form a new third line.

A unit must surrender half of its move to either add or deduct one rank. A unit may add or deduct two ranks if it does not move at all.

When redeploying ranks in this way it is important to remember that a unit always has the same number of models in each rank, except for the rear rank which may contain the same or fewer models. A rear rank is still a rank whether it is full or contains only one model, although only ranks of four or more models are considered to be of any value in close combat, as described later.

Reform. A unit of troops can change the direction in which it is facing and rearrange its formation all at once by means of a manoeuvre called reforming. The leader issues the order to adopt a new formation and the troops mill about until they assume their new positions.

A unit of troops can reform during its Movement phase as long as it is not in close combat, and is otherwise free to move as it wishes. The player declares that the unit is reforming and regroups it into a new formation. Keeping the centre of the unit the same, arrange the unit into a new formation of as many ranks as you please facing whichever direction you wish, as long as none of the models in the unit move more than twice their Movement rate (ie, Men with Move 4 can move up to 8"). Character models, Standard Bearers and Musicians must still be placed in the front rank of the unit as normal.

A unit which reforms cannot move that turn because it takes the entire Movement phase to reform. Also, reforming troops cannot shoot with missile weapons that turn because they are too busy assuming their new formation. Other actions, such as Wizards casting spells, are still allowed.

Terrain

Troops only move their full Movement rate over unobstructed ground. They will slow down if impeded by broken ground such as bushes or woods. Terrain is divided into four types to simulate this: open, difficult, very difficult & impassable terrain.

Open Terrain. Open terrain is clear ground that doesn't impede movement at all. The battlefield is basically all open terrain unless otherwise indicated. This will normally include hills, as long as they are not too steep, as well as features such as roads, paths, gateways and other firm surfaces.

Difficult Terrain. Difficult terrain includes the following:

  • Brush, scrub and other clinging vegetation.
  • Debris, wreckage, loose rocks and boulders.
  • Fords, streams and shallow water.
  • Marshes, bogs and thick mud.
  • Freshly ploughed, flooded and muddy fields.
  • Sand dunes and areas of deep sand.
  • Stairs, steps and ladders.

Very Difficult Terrain. Very difficult terrain includes areas that are even more arduous to move through, such as the following:

  • Thick woods packed with briars and thorns.
  • Almost sheer slopes that need to be climbed on hands and knees.
  • Fast flowing but still fordable rivers.

Very difficult terrain reduces movement to quarter speed. Fractions are rounded up to the nearest ½" to prevent unnecessary complication.

Impassable Terrain. Impassable terrain is terrain so difficult to move through that it cannot be crossed during the course of a battle. It includes terrain features such as rivers, lakes, impenetrable swamps and sheer cliffs. Troops must go round impassable terrain.

Players should decide before the battle begins whether certain terrain features will be difficult, very difficult or impassable during the course of the battle.

Obstacles

Obstacles are things such as hedges, fences, walls and trenches that troops must clamber over to cross. Although obstacles may be similar in some respects to difficult ground, in that a hedge and a wood might both contain trees, there is an important difference. Obstacles are basically linear barriers, such as a wall, which troops must cross over before they can proceed. Difficult terrain describes an area of ground such as a bog or marsh that slows down a unit's overall speed.

It takes a model half of its move to cross an obstacle. So if a model has Move 4 it must surrender 2" to cross a hedge or a wall. If a model has insufficient move left to cross an obstacle it has reached then it must halt in front of it. The model does not count as being half way across if it has 1" of its 4" Move remaining, for example. Where an entire unit of troops is attempting to cross an obstacle, the penalty continues to apply to the whole unit as long as any of the models are crossing.

Sometimes the front of a unit may end up on one side of a linear obstacle and the back part on the other side. This is fine. Place the part of the unit which has crossed on the far side of the obstacle and leave the part that has yet to cross on the other side. As long as the ranks on both sides are in contact with the obstacle, this is perfectly acceptable. Once troops have moved over the obstacle, the unit's ranks are returned to base contact. Remember that the unit suffers a half move penalty until all its troops have crossed the obstacle.

If a wall, hedge or fence has a gate in it then it is assumed to be open unless otherwise agreed, and troops may move through the gate without penalty.

If a unit's formation is divided by an obstacle then it may not manoeuvre by turning or wheeling, and it may not change its formation. The unit must cross the obstacle before it can do any of these things.

Bear in mind that a unit of troops can suffer from reduced speed for moving over difficult terrain and the half Move penalty for crossing an obstacle. If troops are moving at half their normal speed, of 2" across difficult terrain (eg, a freshly ploughed field) they must still surrender a half of their move to cross a hedge or fence, a -1" penalty in this case.

Charging

Chargers are moved after compulsory movement and before you move the rest of your army. Make sure you complete all charges before moving other troops.

Chargers move at double their normal Move rate, but must make the usual deductions for crossing terrain and obstacles.

Before you move a charging unit check that your opponent has declared his response and that troops electing to flee have been moved and troops electing to stand & shoot have done so. Measure the distance between the chargers and their target.

A Failed Charge. If the enemy has fled, or if you have estimated your charge incorrectly, your troops might not be able to move far enough to reach their intended target. If this is the case, the charge has failed.

If a charge fails, the unit is moved at its normal Move rate rather than double speed. The unit is moved directly towards the intended target as if it were charging but halts once it has covered its normal Move distance. This represents when troops have begun to charge before realising it is impossible to reach their enemy; consequently their movement peters out as they lose impetus and enthusiasm.

A unit that fails its charge cannot shoot with missile weapons that turn, though Wizards may cast spells.

For example: the Knights have declared a charge against the Orcs. The Knights' normal move is 7", so they can charge up to 14". The player measures the distance and finds the Orcs are 15" away — disaster! As the charge has failed the unit must now move towards the Orcs as if it were charging, but must halt once it has covered its normal Move distance of 7".

Manoeuvring During A Charge. A charging unit cannot turn or change formation. This is because the troops are running or galloping once the charge has begun and are unable to execute delicate manoeuvres even if they were able to hear the orders of their leaders above the din.

The following rules govern manoeuvres during a charge:

  1. When a unit charges an enemy the player must endeavour to bring as many models from the charging unit into combat as possible. This can sometimes be achieved by moving the chargers straight forward, but often it will be necessary to wheel slightly to face the enemy. This is a very important rule, so be sure to get it right from the start!

  2. During a charge a unit can wheel once. It can, and indeed must, wheel in order to maximise the number of charging models able to fight. Note that the unit does not have to wheel if this would mean that it cannot reach its enemy.

If chargers need to wheel towards their target, execute the wheel as already described, measuring the distance wheeled as you normally would. This distance counts as part of the total distance charged. For example, if a unit can charge 12" it might wheel 4" to bring models to face the enemy and then move up to 8" towards them.

Once a unit has completed any required wheel it is moved straight forward towards the enemy and stops as soon as the two units touch.

Aligning The Combatants. Once the charging unit is in contact it is automatically aligned against its enemy to form a battle line. This extra alignment move is free.

If it is impractical to align a unit properly because of interposing terrain, other models, or whatever, then it is acceptable to re-align the charged unit as well (or instead) so that the battlelines remain neat.

For example: a unit of Knights charges an Orc regiment. The Knights charge forward until the edge of their formation touches the Orcs. The Knights are automatically aligned along the enemy's front to form a battle line. Note that this extra alignment move is free, and might result in the most distant Knights moving further than their charge move.

Moving Engaged Units. Once opposing units are engaged in close combat they may not move away until one side or the other breaks or is destroyed. Units already engaged in close combat at the start of their turn cannot move but must continue to fight in the Close Combat phase.

Charge Reactions. If a charged unit stands & shoots, it is possible that it may cause sufficient casualties on the charging unit to force an immediate Panic test. Panic tests and other special psychological tests are explained in the Psychology section. This might result in a charge being brought to a halt before contact is made with the enemy. That is why it is important to work out fire from enemies who stand & shoot before moving chargers. If the chargers are out of missile range at the beginning of their charge then work out missile casualties at the maximum range of the weapon.

If a charged unit flees as it is charged then it will move directly away from its chargers either 2D6" or 3D6" depending on whether its Movement rate is up to 6" or more than 6", as explained later. It may be that fleeing troops move too far for the chargers to catch them, in which case the chargers move their normal Move rate exactly as for any other failed charge.

If fleeing troops do not move far enough away to avoid their attackers then they are in deep trouble! If the chargers have sufficient movement to catch them then the entire fleeing unit is destroyed. The chargers only need to catch one model to destroy the whole unit as it flees. Chargers move their full charge move, moving past the point where the enemy was caught if necessary. The fleeing troops are run into the ground or scattered beyond any hope of recovery. See the rules for fleeing troops in the Close Combat section for more details.

Redirecting A Charge. If a charged unit flees, it can happen that another enemy unit is now within the charging unit's reach. If this fresh enemy unit is within range then the player is allowed to redirect the charge, though he does not have to. He must declare that his unit is charging against the new target, and the target must make a response as normal. If this unit flees as well then the charging player is not allowed to redirect his charge again.

If there is a choice of units that can be charged, the charging unit must go after an enemy that is nearest to the original target unit.

Troops who are charged in the flank or rear whilst they are already fighting other enemy who engaged them on the previous turn(s) must take a Panic test to see whether their nerve holds, as described later. This test is taken as soon as it is established that chargers are within range, but before moving any troops. The rules for Panic tests and other psychological tests are explained in full in the section on Psychology.

Combat Bonuses. If a unit is charged in the flank or rear by a unit with a unit strength of five or more then it loses any rank bonuses that it would otherwise have in close combat. Units that are ranked up in depth normally fight better because the troops in the rear ranks are able to physically support those in the front, lending their weight to the formation, but a unit which is charged in the flank or rear will lose this advantage. See the Close Combat section for details of combat results and how rank bonuses work. If a unit is attacking an enemy in the flank or rear, it gains the advantage of fighting a formation unprepared to fight in that direction. Consequently, the attackers receive extra combat bonuses, as described in the Close Combat section.

Oddball Stuff. A charge can sometimes trigger extra movement from the enemy. For example, Goblin Fanatics will leap out of their units as soon as enemy approach within 8". This happens out of the normal sequence: the charge is halted as soon as the chargers move within 8" and the Goblin Fanatics are moved and any damage they cause is worked out straight away. It is up to the player to say that he has out of sequence movements or actions to perform at the appropriate moment.

Flank and Rear Charges

Being charged from a direction you cannot see and thought was safe is a frightening thing for even the bravest of troops. With his field of vision narrowed by his position in the ranks, the average soldier has only a limited knowledge of what is happening on the battlefield. If the enemy has somehow got round behind him he might reasonably assume that the battle is lost. Doubt will be sown in his mind and he may become disoriented and confused. His fighting efficiency may even become impaired. If he is fighting in close combat, he might panic and flee, thinking that the enemy is upon his unguarded back.

Individual models can turn to face the chargers and avoid this test and any other penalties, unless they are already engaged in close combat.

Being charged from a direction you cannot see is a special case: when several different units are engaged in close combat fighting, it is obviously important to establish what units are actually fighting and which are close by but not engaged, eg, perhaps merely passing by. For this reason, opposing troops are kept at least 1" apart when they are not fighting. Models which would otherwise approach to within 1" of an enemy without engaging them are simply halted 1" away. Remember that units may only engage in close combat by means of a charge except in exceptional circumstances. These are clearly indicated in the rules.

This rule is ignored during charge moves — a charging unit may approach within 1" of any enemy. This is done for the purposes of game mechanics.

Marching

Marching at the double allows troops that are away from the main fighting zones to move more rapidly. This represents the swift movement of reserves to a critical area by means of a rapid march and helps to ensure that units do not get stranded away from the fighting.

Marching troops move at twice their normal Movement rate with weapons sheathed or shouldered. They are literally 'going at the double'. A unit that is on the march is not prepared for combat so marching is not suitable for a unit that is close to the enemy. In reality, no troops would approach the enemy with their weapons unready to defend or attack with.

Troops can march if there are no enemy models within 8" of them at the start of the turn. If there are enemy models (fleeing enemies do not count) anywhere within 8" at the start of the turn, the unit is too busy preparing to fight and so cannot march. Note that the marching unit can move closer than 8" to an enemy as it moves.

A unit on the march cannot change formation or turn, as this would disrupt its movement. It can wheel as normal, as you might imagine a column of troops would in order to follow a route or path, for example.

A marching unit cannot move through difficult or other obstructive terrain or cross obstacles. It must stop if it comes to these features.

A unit that is on the march cannot shoot missile weapons during the Shooting phase. It is unprepared for combat and any weapons it carries are not ready to be used. Any Wizards with the unit can still cast spells.

Individual Models

Units which consist of models that move individually, such as Giants or large monsters with or without riders, can march or move in the same way as units of troops.

In the case of individual models their speed bonus is not due to them 'marching' in formation but takes account of their freedom to move, breaking into a run, and so forth.

Snaking

A unit deployed in a column with models lined up one behind the other can move very easily. The lead model is not restricted by troops either side and so can choose a snaking path which twists about. This is called snaking. Trailing models are placed so that they follow the path of the lead model. This is a special type of movement unique to long lines of troops. It isn't a very practical formation for fighting, but it is very handy for threading your way through buildings and between obstacles.

1" Apart

Players will sometimes find that the movement of troops results in the tabletop becoming quite crowded, especially when several different units are engaged in close combat fighting.

Magic

After movement is resolved, it is time for the Magic phase. If you are new to the Warhammer game we recommend that you ignore magic for now and familiarise yourself with the rules for shooting and close combat. If you wish to learn how magic works, turn to p.134.

Shooting

Once the Movement and Magic phases are over, it is time to work out any shooting that is to be done. Troops armed with bows, crossbows or other missile weapons may shoot at any enemy targets they can see. Unless otherwise mentioned, each model can only make one shooting attack in each Shooting phase. You may also shoot with war machines such as stone throwers, cannons, etc. The rules for these are covered later.

You always start shooting with any weapons that require you to guess the range of the shot (such as cannons and stone throwers for example). Guess all the ranges of these before measuring any of them. Otherwise, there is no particular order in which shooting must be resolved.

Nominate one of your units that you want to shoot with and select the enemy target you wish to shoot at. For example, you might choose to shoot with your Empire Archers at the Goblin Wolf Riders or the unit of Goblin Spearmen. Once you have declared your target, measure the range and resolve shooting using the rules described. Continue until you have shot with everything able to do so, including any war machines you may have.

Range

All missile weapons have a maximum range which indicates the greatest distance that they can shoot. If your declared target lies beyond this maximum range, your shots will automatically miss. This is why you must pick your target before measuring the range.

For example: the Empire player is using bows, which have a range of 24". He declares that he is opening fire on the nearest Orc unit. When he measures the distance, he finds that the Orcs are 25" away. His hail of arrows therefore falls short of the jeering greenskins.

It often happens that some models in a firing unit will be within range and other models in the unit will be out of range. If this is the case then only those which are in range can shoot and the remainder automatically miss.

These ranges are the maximum distances that the weapons can fire. Missiles lose power and accuracy long before they reach their maximum range, so ranges are divided into two types: short range and long range.

  • Short range is up to and including half the maximum range of the weapon.
  • Long range is between half and maximum distance of the weapon.

For example: short range for a short bow is up to 8". A target that is at more than 8" counts as being at long range.

As we shall see later, there are modifiers that make it much more difficult for a weapon to hit a target at long range.

Missile Weapon Ranges

WeaponRange
Short Bow16"
Bow24"
Long Bow30"
Crossbow30"
Repeating Crossbow24"
Sling18"
Javelin8"
Thrown axe4"
Thrown knife, dart6"
Handgun24"
Pistol8"

Who Can Shoot and Line of Sight

The direction of the front of the model's base is assumed to be the actual direction faced by the creature it represents. Common sense dictates that a model cannot shoot at something it cannot see. To represent this, a target must lie within a 90° arc projected from the front of the shooter. Where models are on square bases, this can be imagined easily by projecting a line through the corners. This is called the line of sight and it determines which opponents the model can shoot at or charge.

A shooter's line of sight may be blocked if there is anything between him and his intended target which obscures his line of sight. Thus, interposing models or scenery may block a model's line of sight to a target. Because of this, except as noted later, only models in the front rank of a unit are able to shoot, as those behind will not be able to see past their friends.

Imagine a real battlefield with its contours, morning mists and haze of dust. Picture the woods and hedges that obscure vision, the sudden fall of ground that hides the enemy, and the distances that blur friend with foe. Towering over our miniature battlefield we are unaware of all this, but the troops represented by our models would not be so lucky. Just as their real life counterparts cannot see through hills or hedges, we must assume that our models cannot see behind corresponding scenic features.

As it is impossible for us to say exactly what everyone's scenery looks like, it is not practical to be definitive about which kinds of terrain block line of sight. You must be prepared to use your own judgement within the following guidelines.

Perhaps the easiest way of checking what a model can see is to get down over the table and take a model's eye view, but be reasonable about this, as in reality it would be much more difficult to see enemy troops than over a perfectly flat, mist-free gaming table.

Hills, large boulders and buildings obscure sight over level ground. If an interposing hill or house completely obscures a line of sight to a model on the other side of it, you may not see through it and so cannot shoot at the model on the other side.

Hedges and walls block line of sight over level ground. However, a model placed directly behind and touching an obstacle is assumed to be able to see and shoot over the obstacle, with head and shoulders clearly visible. Such a model can shoot but also be seen and shot at.

Woods block line of sight if the shooter and the target lie on either side of the wood. It is only possible to see through up to 2" of woodland, so if a model inside a wood is within 2" of the edge, he can see out and shoot and he can also be seen and shot at (a -1 penalty applies). If it is further than 2" inside the wood, a model can neither be seen by models outside nor can he see them. If both target and shooter are inside the wood then the missile range is reduced to the farthest they can see — which is 2".

Troops, either friendly or unfriendly, block line of sight. It is not possible to shoot directly through one model to hit another. This does not apply if a target behind normal-sized models (such as Men or Orcs) is defined as a large target. Snotlings or Goblins can't block line of sight to a Giant, for example! This works vice versa — a Dragonrider, for example, can shoot at targets over interposing friendly models which are not large.

Note that this does not allow large creatures to charge through any interposing models!

Hills & Elevated Positions

Hills are tactically important positions, overlooking the entire battlefield and giving war machines and missile-armed troops an excellent opportunity to shoot at the enemy. Many battles have been won or lost depending on a General's ability to exploit the tactical use of hills.

Missile Fire From Hills. Troops on a hill can draw a line of sight from an elevated position. To determine what the troops can see, you should get down over the table and take a model's eye view. Therefore, most of the time your troops may be able to see over troops that are on the ground below, and over other obstacles that are lower than the hill.

Troops on a hill are considered to be in a good position to fire, so can fire with one additional rank compared to missile-armed troops on flat ground. This means that most bowmen can shoot with two ranks if they are on a hill.

For example: a unit of Empire Archers are deployed on a flat-topped hill. They can shoot with two ranks if they choose to target the Spearmen on ground level. However, the Spearmen who are on the same hill as the Archers are not on lower ground and therefore the Archers can only shoot at them with a single rank as normal.

Shooting & Close Combat

Units in hand-to-hand fighting are far too busy to use missile weapons and therefore may not shoot. Players are not allowed to shoot at targets that are engaged in close combat. The risk of hitting their own troops is too great.

Templates. Sometimes some weapons (such as stone throwers) may deviate and hit units already in close combat. As described later, some of these weapons utilise a template to determine how many models are hit by a falling stone, a gout of Dragon fire, and so on.

Normally, models under the template are considered targets and will be hit. See the section on War Machines for details.

If a template ends up in such a way that it touches only models from one side, and none of the models it touches are actually fighting (ie, in base contact with their enemy), then all casualties are worked out exactly as normal. The shot has struck in such a way that all hits fall on that unit.

If a template ends up so that it touches models from either side that are fighting, or models from both sides whether fighting or not, then work out the number of hits as normal but distribute them equally to both sides. The shot has fallen in the thick of the fighting and both sides suffer the consequences.

Stand & Shoot

If a charge is declared against a unit with missile weapons it can respond by shooting at the charging unit but only if the charging unit is more than half its charge distance away. This reaction is called stand & shoot. The shots are worked out once all charges have been declared and before the chargers are moved. Work out the shots at the measured range and apply the -1 to hit modifier for shooting at a charging target.

A unit which stands & shoots does so out of the normal turn sequence, in the other side's Movement phase before chargers are moved. Note that chargers who begin their move within half their charge distance of the enemy cannot be shot at in this way. They are too close and there is insufficient time for the unit to shoot at their enemy.

If the chargers start their charge beyond the maximum range of the shooting unit's missile weapons, the shots are made at the maximum range of the weapons. The archers let loose as soon as their enemies are within range.

Cover

Troops who are in base contact behind certain terrain features, such as hedges or walls, can take advantage of cover. This makes them harder to hit because they can duck back out of the way, leaving arrows to splinter against a wall or tree. There are two sorts of cover: hard cover and soft cover.

Hard Cover. This offers real physical protection as well as partially concealing the target from view. The corner of a building, a large rock, walls and wooden palisades are all types of hard cover. Troops positioned at windows and doors also count as being behind hard cover. A model positioned at the corner of a building so that he is peeking round is protected by hard cover and models in trenches or pits are also in hard cover.

Soft Cover. Although it partially shields a target from view, soft cover provides scant protection against incoming missiles. You can hide behind a hedge, but a crossbow bolt or arrow will go straight through it. Hedges and woodland provide soft cover and troops within woods automatically count as being in soft cover.

Dividing Shots

In most circumstances, a unit of troops takes aim and shoots at a single target, such as a unit of enemy troops, a huge monster or chariot, obeying the command of their leader who is assumed to direct the unit's fire.

A unit may divide its fire between two or more enemy targets if it is impossible for all the models to shoot at a single target. For example, it might be that no single target is visible to all shooters either because it is obscured or because it is so close to the unit that it lies outside the arc of vision of some of the shooting models.

In the case of individual enemy models, such as large monsters, Heroes, Goblin Fanatics and similar, it is permitted to divide shots against these and other more distant targets, even if the entire unit could shoot against the single enemy model. This allows a shooting unit to spread its fire against a group of single models.

Hitting the Target

The chance of a shooter scoring a hit on his target depends on his Ballistic Skill, or BS. The higher the individual's Ballistic Skill, the greater his chance of hitting.

To determine whether you hit, you must roll a D6 for each model that is shooting. Note that the number of Attacks a model has will not affect the number of shots — each shooter can shoot only once unless the weapon he carries has a special rule which allows it to fire more rapidly.

Count how many models in your unit are shooting and roll that number of dice. It is easiest to roll all the dice at once, although you don't have to. If there are a lot of models shooting, you might need to roll several batches of dice. The following table shows the minimum D6 score you will need to hit.

Ballistic Skill12345678910
To Hit score6543210-1-2-3

If you score equal to or greater than the number required, you have hit. If you score less, you have missed.

For example: you fire with five Goblin Archers. Goblins have BS3, so you need a score of at least 4 to hit. You roll 5 dice and score 1, 2, 2, 4, and 6 which equals 2 hits and 3 misses.

Of course, you cannot roll less than 1 on a D6, so troops with BS6 or more will have a negative to hit score. However, in Warhammer no troops ever hit automatically, so a roll of 1 on a D6 always fails, regardless of the dice modifiers and Ballistic Skill of the model.

To Hit Modifiers

Shooting isn't simply a matter of pointing your weapon at the target and letting fly. Factors other than your Ballistic Skill affect the chance of hitting, such as range and cover as already discussed. There are other factors too, some of which make it easier to hit and others that make it harder. These are called To Hit modifiers, and they are cumulative.

Factors that make it easier are added to your dice roll. Factors that make it harder are subtracted from your dice roll.

All shooting to hit modifiers are cumulative. So, if you are shooting at long range at a target behind soft cover, your chance of hitting is reduced by -2. This means that with BS5 you would need to roll a 4 to hit instead of the 2 normally required.

For example: ten Goblin Archers fire at a unit of Elves. Their targets are 10" away. To make matters worse, the Elves are standing behind a hedge — soft cover! The Goblins are armed with short bows, so their targets are at long range (short range for these weapons is 8" or less). Because their BS is 3, the Goblins need 4s to hit, but since their targets are in cover and at long range, they suffer a penalty of -2. So each archer needs to roll a 6 to hit (6-2=4). The player rolls ten dice and manages to get two 6s = two hits!

+1 Shooting At A Large Target. A large target is anything which in real life would be massively tall or which is especially bulky. Dragons, Giants and Trolls are examples of large targets, for example, while Men, Orcs, Ogres, Cannons and the vast majority of troops are not. In every case, a creature's description in the relevant Army book will inform you whether it is a large target or not. Cavalry riders are not considered to be large targets if they are riding horses, wolves, boars or comparable beasts. Dragons, Greater Daemons and certain war machines are large targets.

-1 Shooting While Moving. If the shooter moved during the Movement phase (or during the Magic phase via the effect of a spell) then his chance of hitting is reduced. Even a simple turn or change of formation is enough to reduce his concentration and so counts as movement for this purpose.

-1 Shooting At A Charging Enemy. If a model is charged and elects to stand & shoot at his attacker then his chance of hitting is reduced. While the enemy thunders towards him, his aim will be distracted and his shot hurried as he abandons his weapon to take up a sword.

-1 Shooting At Long Range. If the target lies at over half your maximum range you are less likely to hit. Sometimes you will find some of the shooters are within short range and some are at long range. If this is the case, you must roll two batches of dice, one for each range band.

-1 Shooting At A Single Model Or At Skirmishers. If the target is a single man-sized model (including characters) on foot then this penalty applies. The penalty also applies when shooting at enemy in a skirmish formation or at any single man-sized model on its own. See the section on Heroes and Wizards for a complete explanation of the rules for shooting at character models, and see the section on Skirmishers for rules regarding skirmishing troops.

-1 Target Is Behind Soft Cover. If the target is behind soft cover then the chance of hitting it is reduced.

-2 Target Is Behind Hard Cover. If the target is behind hard cover, the chance of hitting it is drastically reduced.

7+ To Hit

If to hit modifiers result in a required score of 7 or more when shooting then it is still possible to score a hit, though very unlikely. As it is impossible to roll a 7 on a D6, you will first need to roll a 6 and then, for each shot scoring a 6, you will need to roll a further score as shown on the chart below. So, for example, in order to score an 8, you must roll a 6 followed by a 5 or more. If you require a score of 10 or more then it is impossible to hit the intended target.

To hit neededFurther roll required
76 followed by a 4, 5 or 6
86 followed by a 5 or 6
96 followed by a 6
10+Impossible!

Wounds

Not all hits will wound their target — some might glance off armour or merely graze their target. Some creatures are so tough that arrows do not easily pierce their flesh, or are so resilient that they are able to ignore missiles sticking out of their body. Once you have hit your target, roll again to see if he has been wounded. To do this compare the weapon's Strength with the target's Toughness. The Strength values of common missile weapons are given in the Weapons section; the target's Toughness 'T', is included in its profile.

Roll a D6 for each hit scored and consult the Wound chart below. Find the weapon's Strength and look down that row. Then scan along to the column for the target's Toughness. The number is the minimum score on a D6 needed to score a wound. Where the value is 'N' this indicates that the target is too tough for you to hurt. N stands for no effect — or no chance!

Strength \ Toughness1234567+
14566NNN
234566NN
3234566N
42234566
52223456
62222345
72222234
82222223
92222222
102222222

Weapon Strength. The following examples show the strength of various missile weapons. They are included here as examples: the section on Weapons describes all missile and close combat weapons in more detail.

Continuing our earlier example: the Goblin player, having scored 2 hits on the Elves, consults the table. His lads' short bows are S3. The Elves are T3. He sees that he needs to roll 4s or more to wound an Elf. He rolls a 4 and a 2, wounding one Elf.

Saves

If a creature is wounded by a hit, it still has a chance of avoiding damage by making a save roll on a D6. There are two types of saves: armour saves and Ward saves. These are explained below.

Armour Save. Models that are wounded still have a chance to avoid damage if they are wearing armour or carrying shields, or if they are riding a horse or similar creature. These models have an armour saving roll. Roll a D6 for each wound suffered by your troops. If you roll greater than or equal to the model's armour save, the wound has been deflected by its armour.

For example: a warrior carrying a shield and wearing light armour has an armour save of 5+, so he must roll a 5 or 6 to be saved by his armour.

Cavalry models automatically have an armour save of 6+ even if the rider is wearing no armour. This represents the extra protection afforded by the mount. If the rider is armoured then his armour save will be +1 better than it would be if he were on foot.

For example, a Man wearing light armour and carrying a shield has an armour save of 5+ on foot and 4+ when mounted.

Note that this bonus only applies to cavalry and not to characters or other models riding monsters. Rules for monsters and riders are discussed in the section on Monsters.

To continue our example from above, the Goblin archers have scored 1 wound on the Elf troops. Since the Elves are wearing light armour and have shields their armour saving throw is 5+. The Elf player rolls a 2. Not surprisingly he has failed. If he had scored a 5 or 6, the arrow would have bounced off and the Elf would have been unharmed.

Armour Saves Table

Armour WornArmour SaveArmour Save if Cavalry
None—6+
Shield or light armour6+5+
Shield & light armour, or heavy armour only5+4+
Shield & heavy armour4+3+

A rider equipped with shield and heavy armour who is also mounted on a barded (armoured) mount can improve this further still, to a 2+ save — the best save normally attainable on the Armour saves chart.

Armour Save Modifiers. Some weapons or creatures are so powerful that they can punch right through armour, so armour provides less protection against them. Such attacks confer modifiers that are subtracted from the foe's armour saving throw.

For example: a crossbow (S4) hits a warrior wearing light armour and shield. Normally he would need to roll 5 or 6 to make his save and avoid taking the wound but, because of the crossbow's enormous hitting power, -1 is subtracted from his dice roll. Therefore, he must now roll a 6 to save.

Strength of hitReduce armour save by
3 or lessNone
4-5-1
6-7-2
8-9-3
10+-4

Maximum Save. Observant readers will have noticed that the best save on the Armour saves chart is a 2+ on a D6 but it is possible to get a better save. Magic armour is one way to improve the wearer's armour save to 1+ or even less! However a roll of 1 will always fail, so even a model with a 1+ or better armour save will suffer a wound if it rolls 1 when taking its armour save.

The advantage of a 1+ save is that it offers better protection against weapons with save modifiers. For example, a model with a 2+ save hit by a S4 attack saves on a 3+, while a model with a 1+ save will save on a 2+.

Ward Saves. Some troop types and creatures are protected by more than mere physical armour. They may be shielded by magical charms or blessings, given protection by the gods of the Warhammer world, or perhaps they are just astoundingly lucky.

Models with this sort of protection are referred to as having a Ward save or Ward. This type of save is quite different from an armour save and it is very important to understand the difference from the beginning.

Wards represent magical or divine protection which can save a warrior when armour would be of no use at all. Unlike an armour save, a Ward is never modified by Strength modifiers, etc. Even if a hit ignores all armour saves, a model with a Ward may still try to make its Ward save as normal. A model may only ever make one Ward save against each wound it has suffered.

Sometimes a model has both an armour save and a Ward save. In this case, the model must take the armour save first and, if it is failed, the model is allowed to try to make a Ward save. No model can ever try to make more than one Ward save against a wound it has suffered. If a model has two Ward saves for any reason, use the better Ward save.

Removing Casualties

Most human-sized troops can only sustain one wound before they fall casualty. Some models can take several wounds before they become casualties, but these are the exceptions rather than the norm. The number of wounds a model can sustain before it falls casualty is indicated by its Wounds value or 'W' on its profile.

Casualties. Where troops have only a single wound, casualties are removed as follows. If a unit of troops is hit and suffers wounds which it does not save then for each wound, one model is removed as a 'kill'. Although it is convenient to think of casualties as slain, individual warriors are not necessarily dead, they may be temporarily knocked out, incapacitated, or simply too badly wounded to carry on fighting. For our purposes, the result is the same so we treat all casualties as if they were killed and remove them.

Although casualties would really fall amongst the front rank, for the purposes of gameplay remove models from the rear rank of the unit. This keeps the formation neat and represents rear rankers stepping forward to cover gaps in the line. If the unit is deployed in a single rank then casualties are removed roughly equally from either end, representing the troops gathering about their leader and standard.

Multiple Wound Casualties. If models have more than 1 Wound, casualties are removed as follows. Imagine that a unit of Minotaurs suffers 5 wounds from arrow fire. Minotaurs are huge creatures and each model has 3 Wounds. The arrows would fall randomly among the unit, possibly wounding several creatures, but for our purposes we shall remove whole models where possible. So, 5 wounds equals 1 model dead (3 wounds) with 2 wounds left over. The wounds left over are not enough to remove another model, so the player must make a note that 2 wounds have been suffered by the unit. If the unit takes another wound from some other attack then another Minotaur model is removed. It is obviously important to keep a record of wounds taken by units such as this.

Cavalry Casualties. In the case of cavalry models, all shots are worked out against the rider. If the rider is slain, the mount is removed as well. This is a convenient and practical way of representing cavalry, as it dispenses with the need for individual dismounted riders and loose mounts. Obviously some riders are dead, horses bolt and run away, and some mounts are killed, throwing their riders to the ground. But these things can be left to the imagination while models are removed as a single piece. Note that this only applies to ordinary cavalry (mounts which have 1 Wound) and not to monsters with riders. Monsters have more than 1 Wound on their profile and are covered by the rules for Monsters (see p.103-105).

Panic Tests

It is very difficult for troops to keep their nerve while people around them are falling to arrow fire. To simulate this, any unit taking substantial casualties may be called upon to take a Panic test. A Panic test is a Psychology test described in the section on Psychology along with other effects such as fear, terror, etc.

Fast Dice Rolling

You will have gathered by now that it is necessary to roll quite a few dice to resolve shooting — whole handfuls at once in fact! This doesn't take as long as you might imagine because all the dice are rolled together. The most practical way of going about this is to take as many dice as you have troops shooting and roll them all at once. So, if you're shooting with ten Archers roll ten dice, then pick out any dice which score a hit and re-roll them to wound. So, from ten dice rolled, four might typically score hits. These are re-rolled and may score 2 wounds, for example. Dice which score wounds are picked out and handed over to your opponent to take his saving throws with. This same system applies when working out close combat damage too.

Close Combat

Once shooting has been resolved it is time to deal with the brutal cut and thrust of close combat, hand-to-hand fighting or mêlée, as it's sometimes called. Once engaged in close combat, units cannot move or shoot missile weapons, they must stand toe-to-toe with their enemy until one side is destroyed or forced to flee. Regardless of which player's turn it is, all models that are in contact with the enemy must fight. The Close Combat phase is therefore an exception to the normal turn sequence in that both sides take part in the fighting.

Like the Movement phase, the Close Combat phase follows a set order or sequence as outlined below.

1. Fight Combats. Each unit involved in combat fights as explained in the rules that follow. Fight all the combats before working out results.

2. Results. Work out which side has won each combat and by how much. The losing side will have lost by 1, 2 or more 'points' as explained later.

3. Break Tests. Each unit that loses in combat must take a Break test. Any units failing their Break test are deemed 'broken' and a note is made or models are turned round to show this. Make all Break tests now.

4. Panic Tests. If any friendly units have broken then units nearby must take a Panic test as described in the Psychology section. Make any required Panic tests now.

5. Flee! Units which have broken or failed their Panic test must flee away from their enemy. Move all newly fleeing troops now.

6. Pursue. Units whose enemies have broken and fled that turn are allowed to pursue them and might possibly catch and destroy them.

7. Redress Ranks. At the end of the Close Combat phase, formations are tidied up ready for the next phase.

Combats

Work out each combat one at a time — resolve the fighting for all of the troops involved in one combat before moving on to the next combat.

A combat is often a fight between a single unit of troops from each side, but it is possible that several units, monsters and Heroes may become involved. In the case of several combats being fought at once, the player whose turn it is determines the order combats are resolved.

So long as fighting units are interconnected, they are participating in the same combat. All the combat results for such a combat are worked out at the same time.

Who Strikes First?

In the desperate hack and slay of close combat the advantage goes to the best and fastest warriors, or those who have gained the extra impetus of charging into combat that turn. To represent this, combatants strike blows in a strict order.

Troops who have charged that turn automatically strike first. Otherwise, all blows are struck in strict order of Initiative (I). Combatants with a higher Initiative strike first followed by those with a lower Initiative. This is important because if a model is slain before it gets to strike back, it obviously cannot fight — which is why it is better to charge your enemy rather than allow him to charge you.

If opposing troops have the same Initiative then the side which won the combat in the previous turn may strike first. If this doesn't apply, you should roll a D6 and the player who scores highest goes first.

For example: a bunch of Orc Boar Riders charges a group of Elf Spearmen. The Elves have an Initiative of 6, while the Orcs only have Initiative 2. The Orcs strike first because they charged. Next turn, the Elves will go first because of their higher Initiative.

Which Models Fight

A model can fight if its base is touching the base of an enemy model even if it only touches at the corner. Even models attacked in the side or rear may fight. If you wish, they may be temporarily turned in the ranks to indicate that they are doing so.

If a model is touching more than one enemy, it can choose which to attack. If a model has more than 1 Attack, it can divide its Attacks as the player wishes so long as this is made clear before rolling to hit. For example, if faced with an enemy Hero and an ordinary enemy warrior you might decide to attack the warrior because he is easier to kill, or you could take the outside chance of slaying the Hero.

In the case of cavalry mounts that have their own Attacks, such as Warhorses and Giant Wolves, the rider's Attack and the mount's Attack are worked out separately. This means that some cavalry models have two lots of Attacks: the rider's Attacks and the Attacks of his mount.

In any case, models in base contact with the enemy may not choose to avoid attacking their enemies.

Hitting the Enemy

To see whether any hits are scored, roll a D6 for each model fighting. If you have more than 1 Attack with your troops then roll a D6 for each Attack. For example, 10 Elves have 1 Attack each so roll 10 dice, but 10 Minotaurs have 3 Attacks each so roll 30 dice.

The dice roll needed to score a hit on your enemy depends upon the relative Weapon Skills of the attacker and his foe. Compare the Weapon Skill of the attacker with the Weapon Skill of his opponent and consult the To Hit chart to find the minimum D6 score needed to hit.

If your warrior's Weapon Skill is greater than that of his enemy, you hit him on a dice roll of 3+. Otherwise your model will hit on a 4+, unless the enemy's Weapon Skill is more than double yours, in which case you require a 5+.

Sometimes modifiers apply to these rolls, but, unless it is specifically stated that hitting a model is impossible, an unmodified roll of 6 always hits.

Cavalry. When you are fighting against cavalry, all blows are struck against the rider using the rider's Weapon Skill and never against the mount. A mount fights using its own Weapon Skill if it has its own Attack.

Defended Obstacle

Troops lining up behind a wall, hedge or other obstacle can adopt a position to defend it. The front rank is moved right up against the obstacle to show this. Enemy wishing to attack the defenders can do so by charging them as normal. Attacking models don't have to physically cross the obstacle, indeed they are unable to whilst it is defended. Instead, the front rank is positioned on the opposite side to the defenders.

If attacking an enemy behind a defended obstacle, a 6 on a D6 is needed to hit them. This penalty applies to a unit attacking troops that have already taken up position behind the defended obstacle. The penalty does not apply to both sides in the combat even though the obstacle lies between them. The defending side has the advantage of already taking up a good position with its weapons sticking out or over gaps in the hedge or wall, whilst the other side must mount an assault in the face of a wall of sword points or spear tips. Flying models attacking enemy behind defended obstacles ignore the penalty.

The attacking side continues to suffer the '6 to hit' penalty until it wins a round of combat. Once the attackers have won the combat, they are assumed to have climbed over or onto the wall, and further combats are fought as normal. Chariots cannot charge models across defended obstacles, they would just be smashed to pieces.

Wounds

Not all successful hits are going to harm your enemy — some may rebound from bones or bounce off tough hide, while others may cause only superficial damage which doesn't prevent the creature fighting. Once you have hit your foe, you must roll again to see whether your hits inflict wounds.

This procedure is the same as is described for shooting. Consult the Wound chart (the same Strength vs Toughness chart given in the Shooting section), cross-referencing the attacker's Strength with the defender's Toughness. Both values appear on the profiles of the creatures that are fighting. The chart indicates the minimum score required on a D6 to cause a wound. Note that where the table shows an 'N' this indicates that the target is too tough to be hurt. N stands for no effect.

Weapons Modifiers. Unlike hits from shooting, the Strength value of the attacker is used to determine wounds rather than the Strength of the weapon itself. However, some weapons confer a bonus on the attacker's Strength. For example, Bretonnian Knights that are charging with lances receive a +2 bonus to their Strength. These bonuses are discussed together with other special rules in the section on Weapons.

Saves

Combatants that are wounded have a chance to avoid suffering any damage if they are wearing armour, carrying shields or have a Ward save. This is exactly the same as described for shooting, and the same rules apply.

Removing Casualties

Close combat casualties are removed in the same way as shooting casualties. Although casualties fall amongst the rank that is fighting, it is more convenient to assume that models in the rear ranks will step forward to fill any gaps that appear. It is therefore more practical to remove casualties straight from a unit's rear ranks.

Models that fall casualty are not removed from the tabletop immediately, but are placed behind their unit. This is because when it comes to working out who has won the combat you will need to know how many casualties have been caused during it. Also, models which are removed before they have had a chance to attack may not do so, and models that are stepping forward from rear ranks to replace them can't attack that turn. This means that any casualties inflicted will reduce the number of enemy left to fight back. You need to know exactly how many models were killed that combat round who cannot attack back.

Excess Casualties. It can sometimes happen that a unit causes more casualties than there are enemy models in base contact with it. When this happens, the excess casualties are removed as normal. This represents the attackers springing forward and following up their assault by striking over the fallen bodies of their foes. Such is the ferocity of their attack and the surprise caused by their success, the excess casualties are struck down where they stand and have no chance to attack back.

Combat Results

For each separate combat you must determine which side has won. Do this once all the units engaged in the combat have fought.

Begin by adding up all the wounds caused by each side in the combat. It does not matter which particular units suffered the wounds, just add them all up. Do not forget to add the wounds taken by big creatures that have not been removed as casualties. Do NOT count the wounds that were saved by armour or Ward saves.

The side which has inflicted the most wounds wins the combat. The other side has lost. If both have inflicted the same number of wounds then the result is a draw.

However, a side can claim extra bonus points under certain circumstances — for example, if it has a Standard Bearer, if it is attacking the enemy in the flank, or if it is fighting from higher ground. Each bonus point is added to the number of wounds inflicted. So, for example, if both sides cause 3 wounds then the result is a draw, but if one side has a standard it adds +1 to its score, beating the enemy by 4 points to 3. These bonus points can make all the difference between winning and losing the combat. The Combat Resolution Bonus chart summarises bonus points.

Once both sides have established their total points, including the number of casualties caused and bonus points, compare the values to discover which side has won the combat.

The higher that the winner's score is compared to the loser's score, the bigger and more decisive the victory. An 8 point against a 7 point victory is only a slight win, for example, because the difference in scores is only 1 point. An 8 point against a 2 point victory, however, is extremely decisive, as the difference in scores is a whopping 6 points. This difference in scores is important because it is used when working out whether a defeated enemy stands his ground or turns and flees.

Worked Example. Six Empire Knights have charged into 15 Orcs arranged into three ranks of five. The Knights inflict 4 wounds, striking down four of the Orcs. In reply the remaining Orc Warrior inflicts 1 wound and kills a single Knight. To decide who wins the combat each side adds up the number of wounds it has caused. In this case the Knights score 4 and the Orcs 1. However, the Orcs have +2 from their extra ranks and they outnumber the Knights (Orcs' Unit Strength is 11, Knights' Unit Strength is 10), for a final score of 4. The combat is a draw.

In a second example, the remaining Orc warriors have been joined by a unit of 32 Goblins fighting in a formation eight wide and four deep, storming in from the flank against the Knights. The Goblins strike first as they have charged, inflicting one casualty on the Knights. The Knights strike next as their Initiative is higher than that of the Orc Warriors, and they kill three of their enemies. In reply the Orcs inflict a further casualty on the Knights. To work out which side has won, count up the wounds caused by each side. The Orcs and Goblins have caused 2 against the Knights' score of 3. However, the Orcs & Goblins receive a rank bonus of +3 from the Goblin unit. Note that only one bonus is added from ranks, and it is always from the deepest unit participating. In addition the Goblins are making a flank attack and so earn an extra +1 and the Orcs & Goblins outnumber the Knights 40 to 6 (a further +1). The Orcs & Goblins' total is therefore 2 (wounds) + 3 (ranks) + 1 (flank) + 1 (outnumber) = 7 against the Knights' 3. The Orcs & Goblins win by a difference of 4.

In a third example, the Knights have passed their break test and five Empire Spearmen have charged the Goblins in the flank. The Spearmen strike first as they have charged, inflicting two casualties on the Goblin unit. The Knights strike next causing one casualty on the Orcs, the Orcs kill one Knight, whilst the Goblins fail to kill any Knights but the models fighting on the flank manage to kill one spearman. The wounds inflicted by each side amount to 3 caused by the Empire and 2 caused by the Orcs & Goblins. The Orc & Goblin force loses their rank bonus from the Goblins because they have been charged in the flank — nor are there sufficient Orc Warriors remaining to provide an extra rank. Also, the Orcs & Goblins' flank bonus is lost because both sides now have one unit fighting to a flank cancelling each other out. The Orcs & Goblins earn an extra +1 for the outnumber bonus. The total scores are therefore 3 on each side and the result is a draw!

Combat Resolution Bonuses

This table is used to determine the combat resolution score. All of these are cumulative apart from where otherwise noted. Some magic items and exceptional circumstances may affect the combat resolution score; this is clearly indicated in their description.

+1 Extra Rank. If your formation is a unit at least four models wide then you may claim a bonus of +1 for each rank behind the first at the start of a round of close combat, up to a maximum of +3. The bonus can be claimed for an incomplete last rear rank so long as it contains at least four models. Fast cavalry and skirmishers never gain a bonus for extra ranks (p.117 & p.116).

If you have several units fighting in a combat, count the bonus from the unit with the largest number of ranks. Do not add up the bonuses from all the units fighting.

This bonus is lost if the unit is charged in the flank or rear by an enemy with a Unit Strength of five or more. Note that this applies only as long as the unit which charged is in combat with the enemy — if they break and flee, or are reduced to a Unit Strength of less than five, the unit regains its rank bonus.

+1 Outnumber Enemy. If the combined Unit Strength of your troops in combat is greater than the combined Unit Strength of your enemies you receive a +1 bonus.

+1 Standard. If any of your units includes a Standard Bearer (either a unit Standard Bearer or a Battle Standard Bearer) in its front rank then you may add a +1 bonus. Note that if several standards are involved in the combat (a unit Standard or a Battle Standard) then you still only add +1, not +1 for each standard. Rules for standards are described later.

+1 High Ground. If you are fighting from a higher position than your enemy, for example, your troops are occupying the crest of a hill, then you may add a +1 bonus. This bonus is only granted if your fighting rank is on higher ground than your enemy.

+1 Flank Attack. If you are fighting against an enemy unit's flank, you may add a +1 bonus so long as your unit has a Unit Strength of five or more. Note that you only count +1 even if both flanks of the enemy are engaged. If both sides have troops attacking in the flank then the side with the most number of flanking units gets the bonus. The bonus is only applied once, regardless of how many flanking units are involved in the combat.

+2 Rear Attack. The same comments apply as for a flank attack to units attacking in the rear. This bonus and the bonus for a flank attack are cumulative, so if you are attacking in the side and rear you will receive a bonus of +3.

+1 Overkill. If a character fighting in a challenge (see p.99) kills his opponent and scores more wounds than the enemy has then each excess wound scores a +1 overkill bonus towards the combat result up to a maximum of +5. This bonus only applies in a challenge as described in the Characters section.

Losers Take a Break Test

The side that loses a combat must take a test to determine whether it stands and fights or turns tail and runs away. This is called a Break test. You need to take a separate Break test for every unit involved in the combat.

Depending on which units pass and which fail their test, some may break and flee whilst others stand their ground. Troops which are better led, braver, and more professional are more likely to stand firm, whilst wild, temperamental troops are far more likely to run for it.

Take the test as follows. Firstly, nominate which unit you are testing for. Roll 2D6 and add the scores together. Add the difference between the winner's and loser's combat score. If the total is greater than the unit's Leadership (Ld) value then the unit is broken. Broken units will turn tail and flee once all combat on the entire battlefield has been worked out. Until all combat has been worked out, simply turn a few of the rear rank models round to remind you that the unit is broken.

For example: a unit of Elf Archers is fighting a unit of Goblin Spearmen. The Goblins inflict 3 wounds on the Elves, and the Elves inflict 4 wounds on the Goblins. However, the Goblin player has four complete ranks in his formation, each extra rank adding +1 to his score, and his troops outnumber the Elves, adding another +1. This gives him 3 + 4 = 7 points against the Elves' score of 4. The Elves have therefore lost the combat, even though they have caused more casualties — the vast numbers of Goblins pressing from the back have overwhelmed them. The Elves must therefore take a Break test adding +3 to their dice score, because the difference between the scores is 3. Elves have a good Leadership value (8) but with the extra +3 modifier on the dice, the player will have to roll 5 or less to stand and fight. The player rolls 2D6 and scores 7. The +3 modifier brings his total to 10 which is greater than the unit's Leadership, so the Elves are broken.

Panic Tests for Breaks

Once all defeated units have taken a Break test, each remaining unit that is within 6" of friendly units which have broken or been wiped out is called upon to take a Panic test, as described in the Psychology section. This represents the spread of panic amongst the army as friendly units collapse and turn tail and run. Panic is a special psychological effect, and the full rules for Panic are covered in the following section of the rulebook. However, it is worth bearing in mind at this stage that Panic tests must be taken once all Break tests are complete, but before fleeing troops are moved.

Fleeing Troops

Once you have completed all of the Break tests resulting from combat that turn and have taken all necessary Panic tests, it is time for broken and panicked troops to flee. Fleeing troops turn directly away from their enemy and run as fast as they can. If they were engaged by several opponents, they flee away from the enemy unit with the highest Unit Strength. They abandon their formation and run from their enemy in a complete rout, blindly scrambling over the ground in their efforts to avoid destruction. Even though the fleeing unit moves in a disorganised mob, for the purposes of moving the fleeing troops, it is convenient to keep them in formation.

Move Fleeing Troops. It is difficult to say precisely how far fleeing troops will run because they are no longer fighting as a body but milling around in a frightened mob. To represent this, dice are rolled to establish how far the fleeing unit moves. If the unit normally moves 6" or less roll 2D6. If the unit moves more than 6" roll 3D6. The result is the distance covered by the fleeing troops. Due to their disrupted formation, they ignore any penalty for obstacles and terrain (apart from impassable terrain).

Move the fleeing unit directly away from its enemy, so that the closest part of the unit is 2D6" or 3D6" away and facing in the opposite direction. Fleeing troops will move round friends where possible, but will move straight through friends if no other avenue of escape remains. Individual fleeing models that would otherwise end up in the middle of a friendly unit are instead placed to the side or beyond them if this is the only option.

A fleeing unit is destroyed if caught by pursuers, as described under Pursuit.

Subsequent Actions of Fleeing Troops. If they are not destroyed then fleeing units continue to move 2D6" or 3D6" during their subsequent Movement phases. This is their Flee roll. They must attempt to leave the battlefield as quickly as possible, which often means that they will move towards the nearest table edge. This is a 'compulsory move' so fleeing troops are moved before other troops once charges have been declared (see the Movement section). Due to their disorganised formation they ignore penalties for obstacles and terrain (except for impassable terrain).

A unit which is fleeing cannot fight, shoot or use magic — it can only flee. Where there is room, it will move round obstacles that block its path, including units of troops. Fleeing troops will not move within 4" of enemy unless they have no other choice — if they are surrounded, for example.

If any models from a fleeing unit leave the table edge then the entire unit is considered to have left the battlefield and is removed from play. Troops have scattered beyond recovery or have found places to hide themselves until the battle is over.

If enemy troops successfully charge a unit that is already fleeing then the unit automatically flees from the charge. The unit makes its 2D6" or 3D6" Flee roll just like any other unit fleeing from a charge. The charging enemy destroys the fleeing troops if it catches them. If they do not catch the fleeing troops then the charge has failed (see Movement for the rules relating to charges and charge reactions).

Rallying

A fleeing unit must attempt to stop fleeing by taking a Rally test in its Movement phase. This represents the efforts of leaders and brave individuals to call a halt to the rout, bring the troops to their senses and restore order. This is called rallying.

Rally Test. Rally tests are taken in the Movement phase after charges have been declared but before further movement has occurred (see the sequence at the start of the Movement section).

To take a Rally test roll 2D6. If the score is equal to or less than the unit's Leadership (Ld) then the unit stops fleeing and has rallied. The unit must spend the remainder of the turn reforming and may not shoot or fight, though the player may rearrange its formation and turn it to face in whichever direction he chooses. Any rallying characters may cast spells as normal.

If a fleeing unit has suffered a great many casualties it will be unable to rally — its warriors are too demoralised and are interested only in escape. A unit must have at least 25% of its original number of models surviving to be able to rally. If a fleeing unit has less than 25% of its original number left, the unit cannot rally and will continue to flee until it leaves the table or is destroyed. Other models, such as characters, may never join a fleeing unit. A character cannot leave a unit which is fleeing, so cannot be rallied if a unit he has joined flees with less than 25% of its original number left.

Pursuit

If a unit wins a combat and all the enemies it is fighting flee, then the victorious unit must normally pursue. The troops surge forward, hacking at their retreating foes as their backs are turned, cutting them down as they run and scattering them before their uncontrolled fury. Note that a unit will only pursue if all the enemies it is fighting flee — if one enemy unit breaks and flees whilst another fights on then the victorious troops cannot pursue. Like fleeing, pursuit is a hectic and uncontrolled affair, so dice are rolled to determine how far the pursuing unit moves.

Pursuit Move. Once fleeing troops have been moved, victorious units will pursue. To find out how far they pursue, starting with the unit with the highest Unit Strength, roll 2D6 or 3D6 in exactly the same way as for fleeing troops. This is their Pursuit roll. If a victorious unit scores equal to or greater than the Flee roll scored by the unit it is pursuing then the fleeing unit is completely destroyed — all the troops are cut down as they run or they are scattered beyond hope of regrouping. Pursuers are moved the full distance indicated straight towards the fleeing troops, and through their position if their pursuit move is especially long. If the pursuers do not roll a sufficiently high score to catch the fleeing unit then no further casualties are caused and the pursuers are simply moved the distance indicated towards their fleeing enemies. Pursuers always move their full pursuit distance unless their pursuit takes them into contact with fresh enemy. During a pursuit move, pursuers ignore any penalties for obstacles and terrain (apart from impassable terrain) — their victory has given them the extra impetus to chase their fleeing enemies.

Note that units do not continue to pursue in subsequent turns; pursuit is a single bonus move which is made when a beaten enemy flees. One unit can only pursue one fleeing enemy unit, even if it broke several units in close combat.

Pursuit Into Fresh Enemy. Assuming that pursuers do not encounter any fresh enemy, they move the distance indicated by their dice roll and thereafter are ready to fight normally. So, in their following turn they may charge, march or move normally exactly like any other unit, and no penalty is imposed because of their pursuit move.

It sometimes happens that pursuers move so far that they hit a fresh enemy unit. The pursuers are carried forward against the enemy unit as they chase their fleeing enemy. This is treated as if it were a new charge. However, this will only happen if your direct pursuit move would take you into contact with the enemy. The pursuing unit has no choice in the matter, they must charge against the fresh enemy. The unexpectedly attacked unit can only respond to the charge by holding; any attempt to flee, stand & shoot, or do anything else amidst the confusion of running bodies is deemed impossible. They must make any necessary Psychology tests immediately.

If the new enemy causes fear or terror (see the Psychology section), the pursuers do not have to make a test — they are gripped by the excitement of the chase and are ready to fight any enemy! Note that psychology will apply as normal in the subsequent turns — only the tests required to charge opponents who cause fear or terror are ignored.

Since pursuit into fresh enemy is treated as a new charge, all rules governing charges apply. Specifically, the pursuers must endeavour to bring as many charging models into combat as possible. This means that it will often be necessary to wheel slightly in order to face the enemy.

The resulting combat is worked out in the following turn. The pursuers are charging and so get all the usual benefits and bonuses as if they had charged that turn, even though their charge occurred during the close combat phase of the previous turn. A fleeing unit is destroyed even if its pursuers subsequently charge a new enemy, as long as the pursuing unit's Pursuit roll scores equal to or greater than the fleeing unit's Flee roll.

Restraining Pursuit. A player may decide that he would prefer his unit did not pursue a fleeing enemy. Normally a unit must pursue if it is able to do so, but, before rolling to see how far the enemy flees, the player may attempt to halt the pursuit by making a test against the unit's Leadership (Ld). This represents the unit's leader calling to his troops to hold, while their natural inclination is to run after the enemy and cut them down. Roll 2D6. If the score is equal to or less than the unit's Leadership value then the test is passed and the unit may remain stationary instead of pursuing.

A unit does not have to pursue if it is defending a wall, hedgerow or a comparable obstacle or fortification. As pursuit would force the unit to abandon its secure position there is obviously an incentive to stay put! In this case the player can choose whether to pursue or not without the need of a dice roll.

Pursuit Off the Table. A unit which pursues its fleeing enemy off the table returns to the same point from which it left the table, in the same formation in its following Movement phase, facing directly towards the battlefield. The unit may not charge, as it has missed its opportunity to declare charges, but may move its full Move that turn, and it may shoot and otherwise participate in the game as normal. In any case, the unit counts as having moved and so will suffer a -1 penalty to any shooting.

Redress the Ranks

Once fleeing troops and pursuers have been moved, it is time to tidy up the formations of fighting units in preparation for the next phase. This will not always prove necessary as much depends upon the casualties inflicted and the combat results.

Remember, a unit must always contain the same number of models in each rank as the first, except for its rear rank which may contain fewer. The process of redressing the ranks is intended to ensure that this remains true after combat, and also affords victors the chance to adjust their formation by expanding their frontage or lapping round as described below.

Fleeing Units. Units which have fled, abandon their formation and so have no opportunity to redress their ranks at this time. The unit forms a rough block or mass of troops, and models are arranged in a higgledy-piggledy manner to show their disorganised status. Fleeing units do not take further Psychology tests — they must test to Rally in their Movement phase.

Units Taking Casualties

Casualties are usually removed from the back of a unit's formation, in which case the unit is left exactly as it is. Remember, a unit engaged in combat cannot move in its Movement phase and so has no opportunity to change its formation.

If a unit is fighting in a single rank, forming a line of troops, then casualties are removed from either end. If this results in an enemy who is attacking the side of the formation becoming separated from the combat, then compensate for this by moving one or both units so that they remain in contact where possible.

If a character model is fighting as part of a unit's formation, perhaps leading the unit into battle, then his death will leave a gap in your front rank. In this case, move a model forward from the rear rank to fill the gap, or, if the unit is fighting in a single rank, move a model from one edge. See the section on Characters for more detail.

Expand Frontage

If a unit wins the combat, models can be moved from rear ranks and placed in the front rank to increase the width of the formation so that more models can fight. The formation's width can be increased by up to two models on either or both flanks.

For example, the Empire Spearmen win the combat and expand their formation by moving eight models to increase the width of the unit by two on each flank. Remember — units must maintain equal-sized ranks apart from the rearmost rank.

Lapping Round

If a unit wins the combat and its formation already extends to the enemy's flanks then models may be moved from the rear ranks round the sides of the enemy unit. These extra models are described as lapping round. You may move up to two models around each flank, assuming that there is room and that the flank is not blocked by another unit, buildings, or terrain. Once models have covered the enemy's flanks, further models may be lapped around the rear should they win a further turn. In this way, it is possible to extend your line and surround an enemy unit completely.

If a unit which is lapping around is successfully charged by fresh enemies that can reach them, the lapping models will immediately return to the rear rank of their formation. The chargers will be moved into contact with the reformed unit if their charge reach is sufficient. If they can no longer reach the charged unit because models in it have been moved to the rear ranks, the charge counts as having failed.

Combat Bonuses. Models that are lapping round the flank or rear are ignored for purposes of establishing a unit's rank bonus in close combat. Lapping round models in this way might therefore reduce your rank bonus by reducing the number of ranks fighting.

However, units which are lapping round do receive the extra bonuses for flank and rear attacks so long as the entire unit has a Unit Strength of 5 or more. This means that, in most cases, it's well worth lapping round whenever you can. Note that models lapping around an enemy unit's flanks or rear do not negate the enemy unit's rank bonus — only a new charge into the flank or rear of a unit negates its rank bonus.

Defeat in Combat. If a unit is defeated in close combat then any models already lapping round are immediately returned to the rear rank of their formation. They have been driven off by the enemy and forced to regroup behind the unit's main body.

Which Models Can Fight. All models touching base-to-base are allowed to fight, so troops along the sides of 'flanked' units can fight back against troops that are lapping round. Players might wish to physically turn the models round to face their enemies in order to show this, although it is not strictly necessary to do so.

Overrun Rule

Sometimes a powerful unit is capable of smashing through an enemy in a single round of close combat. In such cases, the thundering charge of the victorious unit will sweep it forward as it cuts down its pitiful enemies.

In Warhammer this is represented by the Overrun rule. This rule stops individuals and small units from stopping a unit of charging Knights in its tracks, for example.

Overrun. If all of a unit's opponents are slain in the first round of close combat then it is allowed to make an Overrun move as if it had broken its enemies. This will be 2D6" or 3D6" depending on the Movement value of the unit (like with fleeing and pursuit). The unit moves forwards in a direct line (ie, towards and through the position where the destroyed enemy unit was). Note that the victorious unit does not have to make the Overrun move — the player may elect to keep his troops stationary if he wishes.

Sometimes the Overrun move allows the unit to hit a fresh enemy unit. This is treated as if it were a new charge, and all the rules governing charges apply. In this case, the Overrunning unit has no choice in the matter, it must charge against the fresh enemy. The unexpectedly attacked unit can only respond to the charge by holding; any attempt to flee or stand & shoot is impossible. When moving an overrunning unit into contact with the enemy, the player must endeavour to bring as many models from the charging unit into combat as possible. This can usually be achieved by moving them straight forward, but it will sometimes be necessary to wheel the unit slightly to face the enemy.

If the new enemy or the overrunning unit causes fear or terror, neither unit has to make a Psychology test — the overrunners are too exultant and the charged unit is too surprised! Note that psychology will apply as normal in subsequent turns — only tests required to charge opponents who cause fear or terror are ignored.

The resulting combat is worked out in the following turn. The overrunning troops are charging and so get all the usual benefits and bonuses, just as if they had charged that turn, even though their charge actually occurred during the Close Combat phase of the previous turn.

Assuming that overrunning troops do not encounter any fresh enemy, they move the distance indicated by their dice roll and thereafter are ready to fight normally. So, in their following turn they may charge, march or move normally exactly like any other unit, and no penalty is imposed because of pursuing.

Psychology

It is an unfortunate fact that in the heat of battle troops often don't respond as you, their commander, might want them to. Faced with terrifying supernatural foes, their courage might fail, or they could simply be too dim to understand the orders they have been given. The hatred engendered by age-long feuds can overwhelm military discipline and leave troops overcome with bloodlust at the sight of their ancestral foes.

As the army commander, it is your duty to know about these things and take them into account in your plans. If you do not then you may find that you are defeated before you even begin.

The Psychology rules represent these factors in the game and call upon the player to make occasional tests to determine whether his troops are affected by adverse psychology, such as fear or terror. Most Psychology tests are made in the same way, so we'll describe the procedure first before we look at the individual psychological factors.

Taking Psychology Tests

When taking Psychology tests, roll 2D6 and compare the result to the Leadership value of the unit taking the test. If the result is less than or equal to the unit's Leadership score, the test is passed. If the result is greater than the unit's Leadership score then the test has been failed.

Players will immediately realise that a Psychology test is taken in the same way as a Break test in close combat and uses the same characteristic, namely the Leadership value. However, a Break test is not a Psychology test. The two are quite separate. This is an important point to remember because some bonuses will apply specifically to Break tests and others will apply specifically to Psychology tests.

Using Rider's Leadership. In the case of models such as cavalry, chariots and heroic individuals riding monsters, it is the rider's Leadership that is used and not that of the mount or monster. If a chariot has several crew, use the Ld of the crew member with the highest Ld value.

Using Leaders' Leadership. If a unit of troops is led by a character then the entire unit may choose to test against his Leadership value. Characters often have better Leadership values than ordinary troops, so a regiment led by a superior character will be less prone to the effects of psychology. See the Characters section for rules concerning characters and units of troops.

The Order of Tests

Many Psychology tests are taken at the start of the player's turn. For example, Panic tests caused by friends fleeing nearby and Stupidity tests are both taken at the start of the turn. When a player is called upon to take different tests at the start of the turn then do them in the same order as they are listed here. So, if a unit is obliged to take a Panic and a Stupidity test then take the Panic test first, and only if it is passed is it necessary to take the Stupidity test.

Psychology Tests

Warhammer uses the following psychology rules:

a) Panic b) Fear c) Terror d) Stupidity e) Frenzy f) Hatred g) Stubborn

Panic

This is the most common and most important psychological effect. Battles are often won or lost because an army panics and flees, even though it may not have been beaten in combat. Troops who see their friends run can easily lose their nerve and flee themselves, causing other troops to lose heart until the whole army is fleeing in blind panic.

A unit must take a Panic test in the following circumstances:

  1. Fleeing friendly unit is within 4" at the start of the turn.
  2. Friends within 6" break from close combat or are destroyed.
  3. The unit is charged in the side or rear whilst engaged in combat.
  4. Fleeing friends are destroyed by chargers who are within 4".
  5. The unit suffers 25% casualties from shooting or magic.
  6. A unit is wiped out by shooting within 4".

Note that most Panic tests are taken at the end of each phase, and you only need to take one Panic test per unit in each Shooting, Close Combat or Magic phase, etc, even if there are multiple reasons to take Panic tests.

1) Fleeing Friendly Unit Within 4" at the Start of the Turn. A unit must test at the start of its turn if there is one or more units of fleeing friends within 4". However, the unit does not have to test if its Unit Strength is equal to or higher than the combined Unit Strengths of all fleeing friendly units within 4". For example, a unit of 20 Spearmen does not have to test if a unit of five cavalry is fleeing past them. However, if the cavalry unit was 12 strong, the Spearmen would have to test for panic as the Unit Strength of 12 cavalry is 24 (12x2=24).

2) Friends Break from Close Combat Within 6". Test at the end of the Close Combat phase if one or more friendly units break within 6" as a result of being defeated in close combat. Measure from the closest point of the broken unit. In order to avoid confusion between units which are fleeing from combat and units which are fleeing as a result of panic, work out all combat results first and then take all resultant Panic tests. A unit only needs to take one Panic test on account of breaking friends in each Close Combat phase, regardless of how many units of friends break within 6". The same test must also be taken if a friendly unit within 6" is destroyed in close combat, unless it is a single model with less than 5 Wounds on its original profile, in which case no test is necessary. Although a unit which is destroyed cannot be broken as it no longer exists, its destruction is still extremely unnerving for friends nearby!

3) Charged in the Side or Rear While Engaged in Combat. A unit must test if it is fighting in close combat at the beginning of the turn, and is charged in the side or rear by an enemy unit with a Unit Strength of 5 or more. Make the test as soon as the charge is declared and determined to be within reach. No test is required if the charging unit is unable to reach its target unit. Also, no test is required if the charging unit amounts to fewer than five models.

4) Fleeing Friends Destroyed by Chargers Within 4". If a friendly unit flees from a charge and is caught and destroyed then all friendly units within 4" of the final position of the fleeing troops must take a Panic test once all charges are complete but before close combat starts. No test is needed if the unit outnumbers its destroyed friends, in the same way as described for point 1.

5) 25% Casualties from Shooting or Magic. A unit must take a Panic test if it suffers 25% of its current number as casualties in the enemy's Shooting phase or Magic phase. Only a single test per Shooting or Magic phase is required, and all the tests are taken at the end of the current phase. Example: a unit of 12 models must test if it suffers three or more casualties from shooting. War machines do not have to test if they lose one or more of their crew, and neither do ridden monsters if they lose their rider, or vice versa.

This test must also be taken by a charging unit if its enemies stand & shoot and inflict 25% casualties. This may result in the charging unit panicking before it contacts its target, in which case it has been forced to flee from the hail of arrows unleashed by the defenders.

This test must also be taken if the unit suffers 25% casualties from randomly moving enemies, magical effects or unusual terrain types as might be included as

'special rules' by the players. This is intended as a 'catch-all' to cover units that suffer high casualties from something other than normal close combat, shooting or magic. Some good examples include casualties inflicted by a crashing Gyrocopter, whirling Goblin Fanatics, or Squig Hoppers, which cause casualties as they move. These Panic tests are taken at the end of the phase.

6) Unit Wiped Out by Shooting or Magic Within 4". If a unit is completely wiped out by missile fire or magic, any friendly units within 4" of the destroyed unit must take a Panic test at the end of the phase.

Panicking Units

A unit that fails a Panic test will flee in the same way as described for units which break in close combat or which flee from a charge.

Fleeing troops abandon their formation and are moved in a rough mass or mob 2D6" or 3D6" away from the enemy and/or source of panic, but the player is allowed to decide exactly where to flee within these guidelines. See the Close Combat section for rules governing fleeing troops.

Panicking at the Start of the Turn. Note that if a unit panics at the start of its turn because of fleeing friends within 4", terror, etc, then it may not attempt to rally that turn. The unit must flee during the compulsory movement part of its Movement phase.

Panicking in Close Combat. If a unit is engaged in close combat and panics then the normal Flee and Pursuit rules apply. The fleeing unit can therefore be pursued if its enemy won the preceding combat, and consequently the fleeing unit may be destroyed in the same way as a unit that breaks following defeat in combat. If the enemy did not win the previous combat (or the two have not yet fought for some reason) the enemy cannot pursue.

Note that a unit which panics and flees from combat does not cause other units to panic as a result (ie, because friends break from close combat within 6"). A test is only required for friends that are defeated in combat and then broken as a result.

Voluntary Tests

It is conceivable that a situation occurs where both players agree a Panic test is in order, even though the rules don't strictly require it. This is most likely to happen if fighting a scenario you have invented, perhaps where ambushers spring a trap, where boulders are thrown from cliffs, or some such circumstance which the players have contrived.

If both players agree a Panic test can be taken to represent the unsettling situation the unit is in.

Fear

Fear is a natural reaction to huge or especially ugly and unnerving monsters. Some creatures inspire fear as is indicated in their relevant Army book and these include large and disturbing monsters such as Trolls as well as supernatural horrors such as Skeletons.

A unit must take a Fear test if it is faced by one of the following situations:

1. If Charged By A Fear-Causing Enemy. If a unit is charged by an enemy that it fears then it must take a test to see if it can overcome that fear and carry on fighting. Test when the charge is declared and the unit is determined to be within its charge range.

If the test is passed, the unit can fight on as normal. If the unit fails its test and its Unit Strength happens to be lower than the charging enemy, it will flee.

If the unit fails its test but its Unit Strength is higher than the charging enemy's, it will fight on as normal but must roll 6s to score hits in the first turn of close combat.

2. If a Unit Wishes to Charge a Feared Enemy. If a unit wishes to charge an enemy that causes fear then it must take a test to overcome its fear first. If the unit is unfortunate and the test is failed, it may not charge or shoot and must remain stationary in that Movement phase.

Defeated by Fear-Causing Enemy. A unit defeated in close combat is automatically broken without a Break test if it is fighting an enemy that it fears and its Unit Strength is lower than the victorious enemy. If the fear-causing enemy does not have a higher Unit Strength then a Break test is taken as normal. See the Close Combat section for details of combat results, Break tests and fleeing troops. Note that this rule applies whether the unit has passed any Fear tests or not.

Terror

Some monsters are so huge and threatening that they are considered to be even more frightening than those described by the Fear rules. Such creatures cause terror.

Troops who are confronted by monsters or situations that cause terror must test to see whether they overcome their terror. If they fail, they are completely terrified and are reduced to gibbering wrecks. Troops only ever test for terror once in a battle. Once they've overcome their terror they are not affected again.

If a creature causes terror then it automatically causes fear as well, and all the rules described for fear apply. However, you never have to take a Terror and a Fear test from the same enemy or situation — just take a Terror test: if you pass the Terror test then you automatically pass the Fear test too. As any unit of troops only ever takes one Terror test in a battle, any subsequent encounters with terrifying monsters or situations will simply count as fear.

  1. A unit must make a Terror test if charged by or wishing to charge an enemy that causes terror.

  2. A unit must make a Terror test at the start of its turn if there is an enemy which causes terror within 6".

Flee! A unit which fails its Terror test will flee away from the source of its terror as if it had failed its Break test in close combat or had decided to flee from a charge.

A unit being charged will flee immediately like any unit which flees from a charge.

A unit attempting to charge or failing a test at the start of its turn will flee in the compulsory movement part of its Movement phase.

A unit which flees in terror because of an enemy within 6" at the start of its turn may not attempt to rally that turn. It will flee in the compulsory part of its Movement phase, in the same way as a unit which panics because of fleeing friends within 4" (see Panic). Remember that only a single test is ever made for terror by any unit during the whole game, whether it is made because of a charge or because the unit finds itself within 6" of a terrifying monster.

Fear and Terror Liabilities

Obviously a large monster is less likely to suffer from fear or terror itself. There is no way a huge Dragon is going to be scared of a Troll, for example. These special liabilities also apply to any rider of a large monster (or a steed) too, so a Dragon rider wouldn't be afraid of a creature that would frighten him were he on foot. They also apply to units that are accompanied by fear or terror causing creatures: a Skink unit with a Kroxigor would be immune to fear, for example.

The following rules apply:

A creature that causes fear is not affected by enemies that cause fear. Faced with an enemy that causes terror, a fear-causing monster only suffers fear, not terror. For example, a Troll causes fear and a Dragon causes terror. The Dragon is not at all worried by the Troll, but the Troll fears the Dragon.

A creature that causes terror is not affected by fear or terror at all. For example, a Dragon rider is completely unworried by fear or terror because his mount causes terror.

It sometimes happens that an enemy unit of ordinary troops is led by a mighty Hero or a monster which causes fear or terror. In this situation, test for fear/terror if a charge will result in the charged unit fighting the Hero or monster in question.

In the case of terror a unit must also test if it is within 6" of the creature at the start of its turn, but not necessarily because it is within 6" of a unit that the terrifying creature is in. If the unit is charging a unit of enemy troops in the side or rear, so that the charging unit won't have to fight a terror-causing monster, then the unit does not have to test for terror. This is common sense — if you don't have to confront the beast then no test is required.

Stupidity

Many large and powerful creatures are unfortunately rather stupid. Even some otherwise quite intelligent creatures act stupidly now and again because they are readily confused or distracted, or perhaps because they are drugged or have been knocked insensible. The Stupidity rules represent the sort of slow wittedness or dumb behaviour which some especially

stolid or stubborn beasts are prone to. Creatures that are stupid are indicated in the Army books and include such monstrous creatures as Trolls.

Stupid creatures must make a test at the start of their turn to see whether they overcome their stupidity. Make a test for each unit of stupid troops. If they pass the test by rolling their Leadership value or less on 2D6 then all is well and good — the creatures behave reasonably intelligently and can move and fight as normal. Nothing untoward has occurred beyond a bit of drooling and the odd spontaneous cackle.

If the test is failed then all is not well. The following rules apply until the creatures' following turn when they must test once more to see whether they are overcome by stupidity. In addition, a Wizard subject to being stupid cannot cast spells if he fails the test.

  1. If already in close combat, half of the stupid creatures in base contact with the enemy suddenly stop fighting. They stare around blankly and wonder where they are. If the unit has an odd number of models or if a stupid creature is fighting on its own then roll a D6. If the result is 4 or more, the odd model fights; if not, it stands around vacantly. Note that only stupid creatures are affected. If a unit contains stupid creatures and other creatures (a unit of Trolls led by a Goblin Chieftain, for example) then the other creatures are not affected. The controlling player decides which individual creatures in combat cannot fight.

  2. If not in close combat, the unit momentarily forgets what it is doing. Move the unit directly forwards at half normal speed (for example, Trolls with Movement 6 would move 3" forward). Any enemy troops encountered are automatically charged. If there are friends in the way, both units blunder into each other and their ranks become confused, in which case both units are pinned in place for the rest of the turn and neither may move further. This counts as compulsory movement and so occurs before other movement, but after charges have been declared (see the Movement section). Creatures within the unit that do not suffer from being stupid must also move as described — they are carried along by the movement of the rest of the unit and risk being trampled if they attempt to do otherwise.

Further Psychology. Creatures affected by stupidity are quite unaware of anything happening around them, such is their state of confusion. Until they are no longer stupid they ignore all further Psychology tests. This means that stupid creatures cannot be affected by panic, fear, etc, but they can still be broken in close combat by failing a Break test exactly as normal.

Stupid troops that flee are not affected by stupidity until they have rallied, after which they must take Stupidity tests at the start of each of their subsequent turns.

Stupidity and Riders. It sometimes happens that a cavalry rider or a monster rider will be riding a stupid creature, for example a Dark Elf riding a Cold One. If a rider's mount is stupid then he will have to test for stupidity at the start of his turn, but the rider's Leadership characteristic is used rather than that of the mount. If the test is failed, the rider is obliged to hang on while the creature behaves in whatever bizarre manner the rules dictate, but the rider can fight normally if he gets the opportunity.

Frenzy

Certain warriors can work themselves into a fighting frenzy, a whirlwind of destruction in which all concern for personal safety is ignored in favour of mindless violence. Many of these frenzied warriors are drugged or tranced, and have driven themselves into a psychotic frenzy with chanting, singing, yelling and screaming. These troops are described as frenzied. In the case of mounted troops, frenzy only affects the riders. No Psychology test is required for frenzy and the following rules apply automatically.

Any enemies are within charge reach of any frenzied troops (ie, within the unit's charge move and in their normal charge arc). If so, the frenzied unit must charge that enemy. The player has no choice in the matter; the unit will automatically make its charge move. This automatic charge is done after charges have been declared, but you may declare normal charges with your frenzied troops if you wish. If there are several eligible units within the charge reach of the frenzied unit, the controlling player may decide which unit to charge.

Frenzied troops and characters fight with +1 extra Attack during close combat. Models that have 1 Attack on their profile therefore have 2, troops with 2 Attacks have 3, and so on. If models have an extra weapon then they will receive +1 extra Attack for this as normal, so if they have 1 Attack on their profile, they would receive 2+1=3 Attacks in total.

Frenzied troops and characters must pursue fleeing enemy whether the player wants them to or not. They even pursue if they are defending an obstacle. Unlike other troops, they may not attempt to hold back as they are far too crazed with battle lust. If they wipe their enemy out in the first Close Combat phase, they will always overrun their opponent. Frenzied troops may not elect to flee if they are charged — their bloodlust overcomes their concerns for safety.

Other Psychology. Frenzied units are not affected by other psychology. So long as they are frenzied, they are immune to panic, fear, terror, hatred etc, and do not have to make these tests. Note that this immunity only extends to Psychology tests. It does not include Break tests in close combat which must still be taken as normal. Frenzied troops cannot flee as a charge reaction — they are too consumed by their eagerness to fight!

Defeated in Combat. Troops that are defeated in close combat, as determined by the combat results, are no longer frenzied. Their exuberant, crazed frenzy has been thoroughly beaten out of them and they continue to fight as ordinary warriors for the remainder of the battle.

Hatred

Hatred is a powerful emotion and instances of hatred and rivalry are commonplace in the Warhammer world. There are grudges borne over centuries, racial animosity bordering on madness, and irreconcilable feuds that have left generations of dead in their wake. Some races hate other races with such bitter conviction that they will fight with astounding fury. Like frenzy, no Psychology test is taken for hatred.

Troops fighting in close combat with a hated foe may re-roll any misses when they attack in the first turn of any combat. This bonus only applies in the first turn of a combat and represents the unit venting its pent up hatred on the foe. After the initial round of blood-mad hacking they lose some impetus and subsequently fight as normal for the rest of the combat.

Troops who hate their enemy must always pursue them if they flee. They cannot attempt to avoid pursuit by testing their Leadership as other troops can. They must even pursue if behind a defended obstacle.

Stubborn

Some troops will fight on in close combat almost regardless of casualties. This can be because they consider themselves to be elite, have taken severe vows to hold their ground in combat or are simply too dumb to flee when defeated by superior troops! Sometimes troops will fight stubbornly against certain enemies because of honour, vows or racial animosity and fight normally against other enemies. These troops are referred to as being stubborn.

The following rules apply: stubborn troops take all Break tests on their unmodified Leadership value. They do not reduce this value regardless of any combat results, how many casualties they have suffered or other combat bonuses. This means, for example, that stubborn troops with a Leadership value of 9 will only ever break on the roll of 10 or more when making a Break test. If a stubborn unit contains characters with higher Leadership values than the rank-and-file troops who are not themselves stubborn, the character's Leadership value can be used to take the test, but it is still subject to the normal modifiers for a Break test. Use either the Leadership value of the character leading the unit or the unit's own Leadership value, depending on which results in the higher value for passing a Break test.

Characters that are part of a stubborn unit but are not stubborn themselves will not have to take a separate Break test — they benefit and gain from the determination of the troops around them! Stubborn units led by stubborn characters can use the character's unmodified Leadership value for Break tests. Note that any troops who are not stubborn but are led by a stubborn character may use his Leadership value for Break tests, but the roll is modified as normal.

Weapons

In a grim and dangerous world, warriors employ many different types of weapons against a multitude of foes. From the fine swords of the Elves to the sharp axes of the Dwarfs, every race has weaponry fitted to its preferred style of fighting. Few individuals manage to avoid violence in this perilous world. The rest wage war.

Weapons and Units

It is usual for all the models in a unit to carry the same weapons. So, a unit will be a unit of Spearmen, a unit of Halberdiers, a unit of Crossbowmen, etc. It is acceptable for a unit to include a minority of models that are differently armed for the sake of a varied and interesting appearance, but the whole unit still counts as being armed as the majority. Where models are varied in this way, it is important that the overall appearance of the unit is not misleading.

All troops and characters are assumed to carry hand weapons, such as swords, long daggers, axes, clubs, maces and comparable weaponry. In addition, some troops carry another weapon such as a spear, Great Axe, or halberd. At the start of the first turn of a combat, troops can choose which of their weapons to use. Whichever weapon they use must be used for the entire combat. Eg, troops armed with Great Axes may opt to fight with their swords if they do not wish to suffer the penalty of striking last, but must then fight with swords for the duration of the entire combat.

Special Combat Rules

Before we look at the rules for individual weapons we shall consider two exceptional but important cases. In both instances these rules only apply to warriors fighting on foot and not to mounted warriors or warriors fighting from chariots. They cover warriors fighting with a weapon in each hand and warriors fighting with hand weapons and shields.

Fighting With a Weapon in Each Hand. Some warriors carry two hand weapons, one in each hand, and can rain down even more blows on their enemy. This could include a sword in both hands, an axe and sword, a sword and long dagger, or any combination of hand weapons described in the Weapons section.

If a warrior on foot fights with a hand weapon in each hand, he receives +1 extra Attack to account for his second weapon. Eg, if the warrior's Attack characteristic is 1, he has 2 Attacks, if his Attack characteristic is 2, he has 3 Attacks, and so on.

Fighting With a Hand Weapon and a Shield. Some warriors carry a hand weapon in one hand and a shield in the other, and so are able to defend themselves easily by deflecting blows by means of either their shield or hand weapon. Any hand weapon is good for this, whether it is a sword, an axe, a club, pistol butt, etc.

If a warrior on foot fights with a hand weapon and shield, he may increase his Armour save by a further +1 in close combat. Eg, if he has a shield and light armour and a sword, his armour save is increased from 5+ to 4+ when fighting in close combat. This only applies in close combat, not against wounds suffered from shooting, magic, or other means.

Special Weapon Rules

Different weapons have advantages and disadvantages in different circumstances. Some require both hands to use but are very powerful, some missile weapons have long range but take a long time to load, and so on. These qualities are represented by the special weapon rules described here. Rules for individual types of weapon are listed later in this section.

Strength Bonus. Some weapons give their wielders a Strength bonus in close combat or when shooting. This is clearly indicated in the weapon's profile. Eg, a halberd has a +1 Strength bonus, so if used in close combat by a warrior with a Strength of 3, any hits caused are resolved with a Strength of 4. Note that this Strength bonus only applies when the warrior is using the weapon — his Strength characteristic remains unchanged for other purposes. Some Strength bonuses only apply in the first turn of a combat; this reflects the fact that the weapons are especially cumbersome or exhausting to use. Some Strength bonuses only apply in the first turn of a combat and only if the user has charged that turn; these are weapons that rely upon the impact of the charge to pierce the foe. Any such restriction is indicated in the weapon's description.

Requires Two Hands. Some weapons require two hands to use in close combat. These weapons usually have a long shaft. All Great Weapons require two hands to use and are sometimes known as 'double-handed weapons' for that reason, though Great Weapons are not the only weapons that require two hands to use. If a weapon requires two hands to use then it is not possible to simultaneously employ a shield or another weapon. If a shield is carried then it must be slung across the warrior's back or dropped behind him whilst he fights in close combat.

Strikes Last. Many weapons are very heavy and require considerable training and stamina to wield; such a weapon is described by the term strikes last. Troops armed with a weapon that strikes last will always strike last during close combat where they would otherwise strike in Initiative order. Note that troops that charge will still strike first in the initial turn of close combat, as charging troops always strike first rather than in Initiative order. For example, troops armed with Great Axes will strike first on the turn they charge and strike last thereafter.

Fight in Ranks. Spears and similar weapons are well suited to fighting in deep formations. Weapons used for fighting in ranks enable troops in a second or subsequent rank to fight in close combat as well as the warriors in the first rank who are actually touching the enemy. Eg, a unit of Spearmen can fight in two ranks — warriors in the second rank can stab past their comrades using their long spears. If a unit is entitled to fight in this way then any model in a second or subsequent rank can fight if it is behind a model that is engaged in close combat to its front. Extra ranks cannot fight to their side or rear, only to their front. Where a weapon can fight in two or more ranks, this is indicated in the weapon's description, eg, 'spears fight in two ranks'. In order to employ all of its additional ranks as described, a unit must not have moved in that turn. If a unit has moved — if it has charged, for example — then it fights with one less rank than it otherwise would; it will be able to fight with the extra rank during subsequent rounds of close combat. Note that troops armed with weapons which fight in ranks can fight with the extra ranks only against opponents engaged to their front, not against enemies fighting in the formation's flank or rear.

Multiple Shots. Some missile weapons enable their users to shoot several times in each Shooting phase — known as multiple shots. The number of times the weapon can fire is given as part of its description. Eg, a Dark repeater crossbow can fire two shots in each Shooting phase so is noted as having 2 x multiple shots. These weapons can either fire once without penalty, or several times with a -1 to hit penalty for each shot. Note that a model's Attacks characteristic has no effect on the number of shots it can make — the Attacks characteristic refers to close combat attacks only.

Thrown Weapon. Some warriors carry missile weapons which are designed to be thrown, such as javelins or throwing axes. These generally have a short range, but as they are aimed individually, they can be very accurate. Thrown weapons do not suffer the usual to hit penalties for shooting at long range or for moving and shooting. Note that this doesn't entitle the warrior to throw his missile if he charges or marches; it is simply that the usual -1 to hit penalty for moving whilst shooting does not apply.

Move-or-Fire. Some missile weapons take a long time to load, such as crossbows and handguns. So, a model that is armed with a move-or-fire weapon may not fire his weapon if he has moved at all during that turn. It doesn't matter if the model was forced to move by some compulsory action or by magic — any movement will prevent the model from shooting, even the simple act of turning round.

Armour Piercing. Certain weapons, most notably blackpowder weapons such as handguns, are even better at penetrating armour than their Strength value suggests. The enemy Armour save is reduced by an additional -1. Eg, an Armour piercing weapon that has Strength 4 would have a -2 Armour save modifier rather than -1.

List of Weapons

Listed below are some of the many and varied types of weapon used by warriors in the Warhammer world. The weapons covered here are those most commonly and universally used rather than a comprehensive list. Unusual weapons and weapons which are specific to individual races or armies are covered in the Army book for that particular race.

Close Combat Weapons

Close combat weapons are used in close combat. Most warriors carry at least a hand weapon of some kind and many carry something more potent in addition. In close combat, warriors fight using their own Strength characteristic to resolve hits, but modified as indicated for the weapon they use.

Hand Weapon (Sword, Axe, Mace, Club, etc). The term 'hand weapon' describes any stabbing, cutting or bludgeoning weapon held in one hand and not otherwise covered by the rules. No special weapon rules apply to hand weapons, but they can be used in combination with each other (see 'Fighting with a weapon in each hand') or with a shield (see 'Fighting with a hand weapon and shield').

Great Weapon (Great Sword, Great Axe, etc). Great Weapons are especially large and heavy weapons that are wielded with both hands; this includes Great Swords, Great Hammers, Great Axes, and similar weapons. Rules: +2 Strength bonus; requires two hands; strikes last.

Flail. The flail is a cumbersome and heavy weapon wielded with both hands, consisting of heavy weights attached to a pole or handle by means of chains. Rules: +2 Strength bonus in first turn of combat; requires two hands.

Morning Star. A single-handed weapon consisting of one or more spiked balls on a chain. Like the flail, it is tiring to use so its advantage lies in the first round of combat. Rules: +1 Strength bonus in first turn of combat.

Halberd. The halberd is a heavy bladed weapon mounted on a sturdy shaft, with a point like a spear and a heavy cutting edge like an axe. It is held in both hands. Rules: +1 Strength bonus; requires two hands.

Spears (Infantry). Spears are used by troops on foot to form a solid mass of spear points; because stationary spearmen can fight in two ranks, they are ideal defensive weapons. Rules: fight in two ranks.

Spears (Cavalry). All cavalry, monster riders and chariot riders armed with spears can employ them to ride down enemy troops. Rules: +1 Strength bonus in first turn of combat when charging.

Lance. All cavalry, monster riders and chariot riders armed with long lances can employ this deadly weapon with devastating effect. Rules: +2 Strength bonus in first turn of combat when charging.

Pistol (hand-to-hand). A pistol can be used in both close combat and for shooting at a distance, so it is included in both the Close Combat and Missile lists. In close combat, a pistol can be used in one hand whilst the other hand holds either a hand weapon or another pistol; in this respect it acts like a hand weapon and uses the 'Fighting with a weapon in each hand' rule, conferring +1 additional Attack. In the first turn of a combat, a pistol counts as having Strength 4 and also has an Armour piercing attack, reducing the enemy's Armour save by a further -1. This applies to all attacks if a model carries a pistol in each hand, but only to the single additional attack if a warrior is fighting with a hand weapon and a pistol (representing the pistol's shot). In second and subsequent rounds of the engagement the wielder uses the heavy butt of his pistol(s) like a club, so after the first round a pistol counts as an ordinary hand weapon. Rules: Strength 4 and Armour piercing in the first turn of combat only; counts as a hand weapon thereafter.

Missile Weapons

Missile weapons are bows, crossbows and similar weapons, whether simple like a javelin or more advanced like handguns and pistols.

Shortbow. Small, short-ranged bows favoured by Goblins; some cavalry also carry a shortbow because it is easier to shoot from horseback. Maximum range: 16"; Strength: 3; Rules: —.

Bow. A compact, long-ranged weapon carried by most races, cheap to make and easy to maintain. Maximum range: 24"; Strength: 3; Rules: —.

Longbow. A longbow is made of alternating layers of yew or elm. Maximum range: 30"; Strength: 3; Rules: —.

Crossbow. A crossbow consists of a short, strong bowstave mounted on a wooden or steel stock. It takes a long time to load and wind for each shot, but the bolt has tremendous range and power. Maximum range: 30"; Strength: 4; Rules: Move-or-fire.

Repeater Crossbow. Used almost exclusively by the Dark Elves of Naggaroth, the repeater crossbow is a lighter, less powerful type of crossbow that has a magazine of bolts, allowing a single bolt to drop into place ready for firing as the string is drawn. Maximum range: 24"; Strength: 3; Rules: 2 x Multiple Shots.

Sling. Not often used on the battlefield because of its short range, the sling consists of a looped string of cloth or leather into which a stone is placed. Maximum range: 18"; Strength: 3; Rules: 2 x Multiple Shots if enemy is within 9".

Javelin. A light spear designed for throwing; javelin-armed warriors often carry several. Too flimsy to be used in hand-to-hand fighting. Maximum range: 8"; Strength: as user; Rules: Thrown weapon.

Throwing Star/Knife. Small, easily concealed weapons favoured by assassins and lightly armed infiltrators; not suitable for close combat, but deadly in the hands of a skilled thrower. Maximum range: 6"; Strength: as user; Rules: Thrown weapon.

Throwing Axe. Heavy-bladed axes used by some Dwarf warriors, keenly balanced so they can be thrown accurately despite their weight. Note that throwing axes cannot be used in close combat (if used they simply count as hand weapons), and normal axes carried as hand weapons cannot be thrown. Maximum range: 6"; Strength: as user; Rules: Thrown weapon, Strength bonus +1.

Handgun. A simple firearm consisting of a metal barrel mounted on a wooden stock, ignited by a burning match. Handguns are not terribly reliable, but have a long range and hit very hard. Maximum range: 24"; Strength: 4; Rules: Move-or-fire, Armour piercing.

Pistol (shooting). A small version of a handgun fired by a spring mechanism. Although a model may carry several pistols, it may only shoot one in the Shooting phase. Pistols do not suffer the usual to hit penalties for shooting at long range or for moving and shooting. Maximum range: 8"; Strength: 4; Rules: Armour piercing.

Weapons Summary

Missile weapons table

NameMax. RangeStrengthRules
Shortbow16"3—
Bow24"3—
Longbow30"3—
Crossbow30"4Move-or-fire
Handgun24"4Move-or-fire, Armour piercing
Pistol8"4Armour piercing
Repeater crossbow24"32 x multiple shots
Sling18"32 x multiple shots if enemy within 9"
Javelin8"As userThrown weapon
Throwing axe6"As userThrown weapon, +1 Strength bonus
Throwing knife/throwing star6"As userThrown weapon

Close combat weapons table

NameRules
Hand weaponSpecial combat rules
Great WeaponRequires two hands; strikes last; +2 Strength bonus
FlailRequires two hands; +2 Strength bonus in first turn
HalberdRequires two hands; +1 Strength bonus
Spear (infantry)Fights in two ranks
Spear (cavalry)+1 Strength bonus in the first turn when charging
Lance+2 Strength bonus in the first turn when charging
Morning star+1 Strength bonus in the first turn
PistolStrength 4; Armour piercing in the first round of combat

Characters

Characters are individual models such as Heroes, Champions, Wizards and generals. They often have superior characteristic values compared to ordinary members of their race.

Types of Characters

Characters such as Wizards and Generals are represented by individual models, which fight as units in their own right. One of the most useful abilities of independent characters is to join other units in battle, so that they can bolster the battleline where needed. Some characters have the ability to cast spells; in game terms, all such characters are called Wizards. Wizards have a Power Level ranging from 1 to 4, representing their ability to cast spells and the number of spells they know. Full rules for Wizards, spellcasting, and magic items are covered in the Magic section.

Moving Characters

A character model is moved and fights as an individual piece, except that he may also join up with and fight alongside units of troops. When a character moves on his own he can ignore any penalties for crossing terrain and obstacles (apart from impassable terrain), and because he is not part of a larger formation he does not have to change direction by turning or wheeling — he can change direction freely as he moves.

Characters and Line of Sight

Characters on foot are able to move and see freely and can therefore see, charge and shoot 360° around themselves. However, if a character is mounted on a steed, in a chariot, or rides a monster, he must follow all the normal rules for line of sight (ie, the character has a 90° arc of sight). He must also still be able to see his enemy when charges are declared, and cannot dash round the side of a unit to charge it in the rear if he begins his move in front of it. Characters on foot who have 5 or more Wounds in their original profile also have to follow the normal rules for arc of sight, because they are so massive and cumbersome.

Compulsory Moves

As characters can turn freely as they move they can also be turned to face any direction once they have moved, in order to see a target the character intends to shoot at, for example. The exception to this is if the character makes a compulsory move, such as a charge, flee or pursuit move, in which case the model must finish its move facing the direction of travel.

Marching

Characters moving on their own are allowed to march just like formations of troops. Individual characters can march at double their normal Movement distance, even if within 8" of any enemy models, and they also ignore penalties for terrain or obstacles, apart from impassable terrain.

Characters and Units

Independent Characters Joining Units. Apart from Champions, who always fight as part of their regiment, characters can move and fight on their own; in effect they are individual units of one model. During the battle, a character can join a unit of ordinary troops, in which case he becomes part of that unit until he leaves it. To join a unit, a character has only to move so that he is touching it; he is then placed in its front rank, using up a proportion of his move as needed. If there is no room for the character in the front rank (because the Standard Bearer, Musician and Champion take up all the available positions, for example), he is placed in the second rank; as long as he remains in the back ranks he cannot fight, use magic or magic items, nor can the unit use his Leadership value for tests — only if he is engaged in close combat (via a flank or rear charge) can he fight back normally. Characters may not join units which are in close combat, although they may charge into battle if normal circumstances allow it. Characters may not join a fleeing unit.

Independent Characters Leaving Units. A character who is part of a unit of troops can leave during the Movement phase, and can leave one unit and join another in the same turn, but cannot join and leave the same unit in the same turn. A character may never leave or join a unit while it is subject to a compulsory movement rule — for example, he cannot leave a unit which is fleeing, which has declared a charge, which has rallied that turn, or which is engaged in close combat. If a unit a character is with declares a charge, he must charge with it; however, if the unit does not declare a charge, the character may declare a separate charge of his own and thereby leave the unit by charging out of it. Once close combat has begun, a character cannot leave a unit he has joined until all the fighting is over and any compulsory movement, such as fleeing and pursuit, has been resolved.

Independent Characters Moving with Units. If a character forms part of a unit, the unit as a whole dictates his maximum movement; he simply moves along like an ordinary member of the unit. If the character moves more slowly than his unit, the whole unit must slow down to keep up with him.

Moving Characters within Engaged Units. If a unit is engaged in combat and a character is positioned so that he is unable to fight — perhaps because he is in the front rank and the formation has been charged in the rear, or because the enemy unit is smaller and the character is stranded beyond the fighting — the player may move the character into a position where he can fight in his next Movement phase, by swapping him for an ordinary trooper model already fighting. This can mean the character loses the chance to fight in the first turn of combat. A character may not replace another character who is already engaged in close combat. A character cannot move within a unit once he is already fighting, nor move into a non-fighting rank to avoid fighting, unless he is deliberately refusing a challenge.

Shooting at Independent Characters

The Shooting rules are written from the point of view of units of troops firing on other units, but a character moving on his own is treated as a unit of one model and is a viable target just like a regiment. The following rules represent the fact that characters are harder to shoot at than larger units of troops.

Proximity to Friendly Troops. A character model which is more than 5" from a friendly unit of five or more models can be shot at without any restrictions. A character within 5" of a friendly unit of five or more models can only be picked out as a target if he is the closest target.

Picking Out Independent Characters. If a character is substantially larger than the troops he is with or near, he can be picked out as a target regardless of the rules just given — eg, a character riding a horse among infantry, or riding a Dragon or mounted in a chariot among cavalry.

To Hit Penalty. When deliberately shooting at a man-sized character model on foot there is a -1 to hit penalty. This does not apply if you are shooting at a character riding a steed or a monster (see the Monsters section); in such a case the shooter does not suffer the -1 penalty and benefits from the +1 to hit modifier if the mount is a large target.

Close Combat

When a unit closes with its enemies in close combat, character models will inevitably find themselves confronted by enemy troops. Where a player has a choice of attacking characters or ordinary troops, he must nominate which model(s) he is striking before rolling to hit.

Dividing Attacks. If a character has more than 1 Attack he can divide his attacks among characters and ordinary troops as described in the Close Combat section. The challenge is an important exception to this rule.

Excess Wounds. Casualties inflicted by a character can extend beyond the models he is touching — if a character has, say, 4 Attacks and is facing two enemy troopers, but scores sufficient wounds to slay three or four models, the enemy unit loses three or four troopers, not just two. If a character attacks an enemy character or another individual model such as a monster, any excess wounds caused are not carried over onto ordinary troopers fighting alongside — the attacker has chosen to concentrate his attacks on a single foe and any wounds left over are wasted and do not count towards the result of the combat. The exception to this is during a challenge (see below).

Challenges

In each turn before working out any close combat, each side is allowed to issue one challenge, representing one-on-one combat between rivals.

Issuing a Challenge. For each combat, start with the player whose turn it is. That player may choose one character model from those fighting to issue a challenge with. The second player has the option of refusing or meeting the challenge. If he refuses, no challenge takes place and the refusing player must retire a character from the combat as described below; the challenger fights normally in the following combat. If the challenge is accepted, the player selects one of his characters already fighting in the combat to take it up. If the player whose turn it is does not issue a challenge, his opponent may issue one himself, and the same options for accepting or declining apply. A challenge cannot be issued unless there is a character to fight — ordinary troopers or monsters cannot take up a challenge. To participate in a challenge, either to issue or meet it, a character must already be fighting in combat (base-to-base against an enemy model).

Refusing a Challenge. If a challenge is refused, the declining player must retire one character nominated by his opponent. The retiring character is removed from the engaged rank and placed at the back of the formation; he may not fight or do anything else that turn, and the unit may not use his Leadership for any tests that same turn. He is automatically returned to a fighting rank at the end of that Close Combat phase, in the same place as before.

Fighting a Challenge. Once a challenge is accepted, the character who accepted it is moved in the ranks so that the two protagonists are opposite each other (or, if the models are especially large, they may be removed and placed beside the fighting units). When combat is worked out, these two fight together; no other models may attack them even if their bases are touching, and no other models may shoot at them or use magic against them. Once the challenge is underway no further challenges may be issued in that combat until one character is slain — the challenge might therefore last over several turns of combat. If characters are riding monsters or steeds which have their own attacks, these fight during the challenge as well as their rider. If the character is riding in a chariot, the crew and creatures do not fight in the challenge at all.

Single Character Challenges. Sometimes a single character, possibly mounted on a huge monster, will attack a unit of troops. If challenged, he cannot refuse, as he has no formation to hide behind.

Overkill. Excess wounds caused when attacking characters are normally discounted, as all the effort of these attacks goes into fighting the character. However, any excess wounds scored when fighting a challenge do count towards the combat result (up to a maximum of +5), even though they are not actually inflicted — this is called the Overkill rule.

Leadership and Psychology

Character's Leadership. If a unit of troops is led by a character it may use the character's Leadership value for any Leadership-based tests it has to take, including spells resisted using the target's Leadership. Where a unit includes several characters, use the highest Leadership amongst them.

Independent Characters and Unit Psychology. While a character is with a unit of troops he is considered part of that unit in all respects. If the unit flees, he must flee with them at the same speed; if it pursues, he must pursue with it; if it declares a charge, he must charge as part of it. If the unit is affected by frenzy or forced to pursue because of hatred, the character must move along with the unit but does not benefit from any bonus unless he is himself affected by frenzy/hatred — a character does not go into a frenzy just because he is with a unit that can, although he has no choice but to accompany them when they charge. If a unit is affected by stupidity, characters must move as the unit moves (the character cannot leave a unit bound by this compulsory movement rule), although the character can fight normally unless he is stupid himself. If a character is liable to a Terror or Fear test which doesn't apply to the rest of the unit, he can ignore any such tests — for example, a character subject to fear who is in a unit of fear-causing troops does not have to test if charged by fear-causing enemies. If a unit of troops panics, or is forced to flee because of a Fear or Terror test, any character who is part of the unit must also flee even if he is himself immune to panic, fear or terror.

"Look Out, Sir!" Some shooting weapons, such as stone throwers, have an area template the firer can place anywhere he wants, allowing the player to deliberately aim at a character; cannons and similar weapons can likewise be aimed directly at characters. A character model who is part of a unit of five or more rank-and-file models of similar size may be lucky enough to avoid death from such an attack. If a character is part of such a unit and is hit by cannon fire, a stone thrower, or other missiles not governed by the normal target restriction, roll a D6: on a 1, the character fails to hear the warning and is hit, and damage is worked out as normal; on a 2-6, the character is alerted and avoids the missile, and the hit is transferred to the closest rank-and-file model in the unit instead. Some magic spells work like conventional shooting, in which case the normal rules for shooting at characters apply; others work like cannons or stone throwers, or differently altogether (see the Magic section).

Characters Riding Monsters

If a character is riding a creature that causes fear or terror, the entire combined model of rider and mount is assumed to cause fear or terror. The rider is only affected by fear and terror in the same way as the mount he is riding, and any tests required are taken using the rider's Leadership.

Mounts and Psychology. If a monster is subject to an inhibiting psychological effect, such as hatred or stupidity, the appropriate tests must be made, but all Leadership tests are taken using the rider's Leadership characteristic, representing the rider's ability to control the beast. If the monster is affected by frenzy, stupidity, hatred, etc, it carries its rider along with it, but the rider himself is not affected by the psychological reaction — so if a monster goes stupid and is unable to fight, this does not affect the rider, who continues to fight on as normal. The same rule applies to monsters pulling chariots; Psychology tests are taken using the best Leadership value of the chariot's crew.

Shooting Penalties. A character riding a large monster does not benefit from the -1 to hit penalty when being shot at (this penalty only applies to man-sized characters on foot); the rider and large monster will suffer the +1 to hit bonus when shot at if they represent a large target.

Special Characters

Special characters are named, unique individuals — mighty leaders, high ranking nobles or renowned Wizards — described in the Warhammer Army books and other Warhammer supplements, distinct from the standard character types available to any army. Players may also invent their own special characters if they wish.

Generals & Battle Standards

Every army has a heroic character to command it, referred to as the General, whatever his actual title. The General of your army is always the character with the highest Leadership value; if several characters share the same highest value, choose one to be the General at the start of the battle.

General's Leadership

Any unit within 12" of the General model may use the General's Leadership value instead of its own when making a Leadership-based test — this applies to Break tests in close combat, attempting to rally, Psychology tests such as fear and panic, and any other Leadership-based test. This rule ceases to apply if the General is fleeing.

The Battle Standard

A General can be accompanied by a special Standard Bearer carrying either his personal banner or the Battle Standard of the army itself; it does not have to move along with the General but is most useful when he is close by. An army's Battle Standard is usually carried by a character model with appropriately heroic characteristics. Unlike ordinary standards, the Battle Standard cannot be passed on if its bearer is slain; should the bearer be slain, the Battle Standard can be captured in the same way as a unit banner.

Combat Bonus. A Battle Standard Bearer can join a unit of troops like any other character. If he is with a unit fighting in close combat, the unit gains an extra +1 combat bonus when working out combat results if the Battle Standard Bearer is placed in the front rank. Troops fighting alongside their banners only receive +1 no matter how many banners are involved — a unit with both a Standard Bearer and the Battle Standard Bearer receives only +1 Combat Result bonus in total.

Re-Roll Break Tests. Any unit within 12" of the Battle Standard may retake a failed Break test once (a re-roll may never be re-rolled). If the General is also within 12" of the unit, it benefits from both his Leadership value and the opportunity to re-take a failed throw. Note that a Battle Standard allows a unit to retake only a failed Break test — it does not entitle a unit to retake any other Leadership test, such as a Psychology test or a test to rally.

Monsters

Monsters may be ridden to battle by mighty Heroes and Wizards, or fight on their own as powerful elements of the army.

Monsters as Units

Monsters can fight as if they were a unit consisting of one model. They do not have to turn or wheel to change direction but can pivot on the spot without penalty. They require line of sight if they want to charge or shoot, just like units of troops.

Monster Mounts

Monsters are most commonly employed as mounts for characters. A monster and its rider or riders count as a single model in the same way as a cavalry model, although different rules apply. Horses, wolves, warboars and other similar-sized creatures with only 1 Wound are covered by the rules already described for cavalry — if the mount's rider is slain, the complete model is removed including the mount, and an extra +1 is added to the rider's saving throw to represent the value of the mount, but otherwise no account is made of separate casualties for mount and rider.

If a mount has 2 or more Wounds it is classed as a monster and the following rules are used instead. No additional +1 is added to the rider's saving throw in this case, as the advantages of riding the monster are worked out in other ways.

Shooting at a Monster Mount. As a single model, the monster and its rider are considered a single target — it is not possible to shoot specifically at either the rider or the mount. All shots are taken against the whole model and hits are randomised between rider and monster.

Shooting at Character Riders. The usual restrictions for shooting at characters apply, except that the normal -1 to hit that applies to man-sized characters on foot does not apply to characters riding steeds or monsters; if the monster is a large target, the enemy adds +1 to his 'to hit' score instead.

Randomise Hits. When shooting at a monster and its rider, roll to hit the model as normal, adding +1 if the monster is a large target. For each hit scored, roll a D6: on a 1-4 the monster is hit (roll to wound the monster as normal); on a 5-6 the rider is hit (roll to wound the rider as normal). Work out wounds separately on the rider and mount, taking any saving throws due to each as normal. Most monsters have no armour save, though some have scaly hide which confers an equivalent save; riders take their own armour saves but do not receive the additional +1 save that cavalry get when riding smaller creatures. If a monster has two or more riders, randomise which rider is hit and work out any resultant wounds on that individual.

Excess Wounds. If a rider is slain and suffers more wounds than he has on his characteristic profile, excess wounds are discounted — they are not carried onto the monster or a second rider. Similarly, excess wounds inflicted on the monster are not carried onto the rider.

Close Combat

In close combat the monster attacks using its own characteristics, and the rider attacks separately using his own characteristics; as they are likely to have different Initiative values they may strike at different times, worked out as two separate batches of attacks. The enemy may direct his attacks against either the rider or the monster, distributing attacks between them in any way he likes, but must state how many attacks are against each before rolling any dice (otherwise all attacks are assumed to be against the rider). The score required to hit depends on the relative Weapon Skill of monster or rider versus the enemy, as normal.

Slain Riders & Monsters

Wounds are recorded separately for the rider and his mount. If the mount is slain, the rider may continue to fight on foot if a separate model represents him. If the rider is slain, the monster behaves erratically. Take a Leadership test against the monster's own Leadership (the General's Leadership may not be used for this even if he is within 12"). If successful, the player may control the monster as normal for the rest of the game. If the test is failed, roll a D6 and consult the Monster Reaction chart. Note that if the monster's rider is killed in close combat, resolve the combat first (fight until one side is broken or destroyed, resolve fleeing and rallying, etc), then make the Leadership test on the first turn the monster would be free to act normally.

Monster reaction chart

D6Reaction
1-2The monster makes for the nearest table edge as fast as it can and tries to leave the battlefield, avoiding troops or scenery blocking its way. If attacked, it will fight back, but will not charge of its own volition unless forced by a Psychology rule, and will not use any breath or other range weapon. Once it has left the table, it will not return.
3-4The monster attacks the nearest target it can see, favouring an enemy if there is a choice of two equally distant targets. It must charge if able, and if unable to charge must move towards the nearest target it can see as fast as possible. Once in close combat it will fight, pursue, etc, normally, and will use any breath or other range weapon against the nearest troops if able.
5-6The monster remains steadfastly where it is, guarding the fallen body of its master. It will not move but will face towards and use any breath or similar ranged weapon against enemy who approach within range. If engaged in close combat it will fight, but will not pursue fleeing enemy. It is unbreakable and immune to Psychology, remaining by its master to the end.

Victory Points

Victory points are awarded separately for the monster and the character riding it.

Flyers

Some creatures can fly, soaring quickly from one side of the battlefield to the other. All models capable of flight have the special rule Fly on their army list entry; for convenience they are termed flyers. There are two types of flyers: flying monsters and flying units, which share the same rules apart from a few exceptions noted below. All flyer models are on the same square bases as other troops, which makes it easier to resolve close combats between flyers and other units.

Air and Ground Movement

Most flyers are also capable of moving along the ground by walking or running. If a flyer has a Movement value, this represents its ground movement in the same way as any other model, and the usual movement rules apply. A flyer may choose to fly or move along the ground, but cannot do both in the same turn.

Aerial Movement

Flight is represented by a 'long swoop' or 'glide' of up to 20". The flyer starts on the ground, takes off, flies to where it wishes to go, and lands — flyers therefore begin and end their movement on the ground. Flyers never need to wheel or turn, and can always make their move in a direct line, though they still need to see any target they want to charge or shoot at and have a 90° arc of sight to their front. Flyers do not benefit from the extra Move distance conferred on ground-moving models for charging or marching — the flying move is never doubled.

Flying Charges. A flyer may charge an enemy within its 20" flight move; the charge must be declared normally and the enemy has the usual response options. The flying move is not doubled. A flyer must be able to see its intended target when charges are declared, and can fly over models and scenery which would stop the charge of a normal model. Flyers that charge are placed into base contact with the enemy unit in a normal manner (positioned to the sides if the attack comes from the flank, to the rear if from behind, etc).

Move Penalties and Restrictions. Flyers suffer no movement penalties for changing direction, overflying scenery, or crossing obstacles, and may overfly other models, including enemy troops, without penalty. Flyers may not move, land in, or take off from within a wood — if they wish to enter a wood they must land outside it and walk in using their ground movement in the next turn (this applies to any terrain both players agree would prohibit flying). Flyers may not land on top of enemy formations; if they wish to attack an enemy they must engage in combat as described above.

Working Out Combat. Close combat between flyers and their enemies is worked out in the same way as other combat, because flying monsters land at the end of their flying charge and then fight normally on the ground. The losing side must take a Break test and, if it fails, must flee just like in any other combat.

Fleeing Flyers. The distance flyers flee is usually based on their flying Move rather than their ground Move; the normal flee distance for flyers is 3D6", in common with all models whose move is more than 6". If flyers must flee along the ground due to some constraint preventing them from flying (for example, if they are in the middle of a wood), they flee 2D6" or 3D6" depending on their Movement characteristic, just like other troops. Flyers pursue fleeing enemy in exactly the same way as ordinary troops, with a normal pursuit rate of 3D6".

Units of Flyers

Most flyers are monsters, but some units of troops can fly too; such units are clearly identified in their army lists. They follow all the normal rules for flyers given above, apart from the exceptions noted below.

Skirmish. Flying units always operate as skirmishers.

Characters. Characters can never join units of flyers, even if they themselves ride flying creatures, because characters ride large flying monsters, which are nowhere near as manoeuvrable as the light, fast creatures of flying units and would slow them down considerably.

Standards, Musicians & Champions

More often than not, warriors march to war under the leadership of a captain or officer, to the accompaniment of a drum or horn and beneath fluttering standards. The rules that follow represent the boost that Standards and Musicians give to a unit's fighting prowess.

Position within the Unit

The unit's Standard Bearer, Musician, Champion and any characters within it must be placed in the front rank. When the unit turns round to face the side or rear, its Champion, Standard Bearer, Musician and any characters in the unit are automatically rearranged into the new front rank, with the Standard Bearer in the middle. Only if all the character models cannot fit into the front rank alongside the Musician and Standard Bearer are they placed into the second rank. Characters in the second rank cannot take part in close combat in any way unless they are directly engaged, via a flank charge for example.

Standards

A unit of troops may carry a standard, carried by a Standard Bearer, who is assumed to be armed and armoured like other models in the unit and fights in exactly the same way. The enemy cannot specifically attack Standard Bearers or Musicians as he can character models; Standard Bearers are not normally removed as casualties, as the player can always remove an ordinary warrior in preference to a Standard Bearer, even if the ordinary warrior is not in base contact with the enemy.

Combat Result Bonus. If a unit includes a Standard Bearer, it may add +1 to its combat result when deciding which side has won a close combat.

Standards Capturing. If a unit is defeated in close combat and subsequently breaks and flees, the enemy automatically captures its standard if they pursue, regardless of whether the pursuers catch and destroy the fleeing troops. Standards are also captured if an enemy unit is completely destroyed in close combat. If victors do not pursue, the standard is lost in the tide of battle but is not captured. In either case, the Standard Bearer model is removed from the unit and, if the unit is not destroyed, replaced with an ordinary trooper model. Standards are only lost if the unit is defeated and broken in close combat, not if it flees after panicking or because of a failed Fear test. Captured standards may be placed behind the capturing unit and carried about as trophies for the rest of the game (they have no fighting value); a captured Standard Bearer is surrendered for the duration of the game. Trophies may be recaptured along with the defeated unit's own standard if it later breaks and flees from combat. Once the game is over, a player can claim extra Victory points for standards he has captured and still holds (see the Scenarios section).

Musicians

A unit of troops may include a Musician model, either a horn blower or a drummer. Like Standard Bearers, Musicians fight just like an ordinary member of their unit, and the player can substitute an ordinary model instead of removing them as a casualty. Unlike Standard Bearers, Musicians are not removed automatically when a unit breaks and flees, and cannot be captured as trophies.

Rallying and Drawn Combats. A fleeing unit with a Musician in its front rank gains a +1 Leadership bonus in any attempt to rally (a unit's Leadership cannot be increased above 10 this way). Also, if close combat is drawn but one side has a Musician and the other doesn't, the side with a Musician wins the combat by one point; if both sides have a Musician, the result is still a draw.

Champions

A unit of troops can often include a single Champion, bought as an upgrade to a normal model in the unit as described in the Warhammer Army books. Although powerful, Champions are not characters but members of their regiment, and always fight as part of it, moving, attacking, fleeing and pursuing alongside the unit as a whole; a Champion never moves and fights on his own, and can never leave his unit or join another one. If any special rules apply to the unit, these also apply to the Champion. If killed in close combat, any excess wounds caused against a Champion are carried over to normal rank-and-file models in the unit. The Champion is always placed in the front rank along with the unit's Standard Bearer and Musician. Unlike Standard Bearers and Musicians, you can direct attacks against Champions and kill them — if removed as a casualty he is not replaced by another Champion. Even though they are not characters, Champions can accept and issue challenges and benefit from the 'Look out, Sir!' rule, as described in the Characters section.

Special Rules

Many troops in the Warhammer game have unique and unusual abilities and skills, from supernatural powers such as the regenerative abilities of Trolls and the fiery breath of Dragons, to the natural protection Lizardmen gain from their scaly hides. In the game these abilities are represented by special rules. Any creature may have one or more special rules and, unless otherwise mentioned, the effects from special rules are cumulative. The following list is not exhaustive but details the most common special rules.

Scouts. These troops are skilled at sneaking forward to scout out the enemy, and are able to deploy ahead of the rest of the army. Scouts are set up after both armies have otherwise been deployed. They can be set up anywhere on the table, at least 10" away from the enemy, out of the sight of any enemy troops, and in or behind interposing terrain (not out in the open). If both armies contain troops with this ability, each player should roll a D6, with the player scoring the highest choosing whether he deploys before or after the enemy's Scouts. Two opposing groups of Scouts cannot be set up within 10" of each other. Alternatively, Scouts can be placed in the controlling player's deployment zone like any other troops, after deployment of both main armies is finished.

Immune to Psychology. Some warriors are almost completely fearless, or such grizzled veterans that scenes which would make lesser troops panic have no effect on them. Troops immune to psychology are never affected by fear, terror, frenzy or any other Psychology rules, and may never flee as a charge reaction. These troops still have to take Break tests as normal.

Unbreakable. Some creatures are utterly fearless and will never give up a battle, no matter how hopeless the situation. These troops never break in close combat, and are also immune to panic, terror and fear or any other Psychology rules. If defeated in close combat (even by fear-causing creatures that outnumber them), unbreakable troops continue to fight on regardless of results. They may never declare that they are fleeing as a charge reaction, as they will fight to the death under any circumstances.

Scaly Skin. Some creatures have tough, scaly skin which acts exactly like armour. This save can be variable — for example, Lizardmen Skinks might have a scaly skin save of 6+ while a Dragon could have a save of 3+ or better. The effectiveness of scaly skin can be combined with armour (eg, a 5+ scaly skin save plus a shield would give a 4+ save). Scaly skin is an armour save for all intents and purposes, and may be modified by high Strength, etc.

Killing Blow. If a model with the Killing Blow special ability rolls a 6 when rolling to wound, he automatically slays his opponent without recourse to a saving throw, apart from Ward saves. This attack is only effective against roughly man-sized opponents such as Men, Orcs, Elves, Beastmen, etc, and has no effect on big creatures such as Ogres or Dragons, or things like swarms which consist of several creatures. It can be used against models mounted on steeds or monsters as long as the riders themselves are roughly man-sized.

Regeneration. A creature with this ability may try to regenerate any wound on a D6 roll of 4+; only one attempt may be made on each wound. When attacked in close combat, shot at, or the target of spells, calculate the number of wounds suffered as normal. Once all attacks for the phase have been made, roll a D6 for each wound suffered during that phase — on a 4 or more that wound has regenerated. Regenerated wounds are reinstated, and models removed as casualties are replaced if enough wounds are regenerated. Results of combat, panic, etc are worked out after creatures have regenerated (the number of wounds inflicted does not include any that are regenerated). The flesh of a regenerating creature cannot regenerate if it has been burnt — if a regenerating creature or unit sustains one or more wounds from a flame attack, it cannot regenerate any wounds for the remainder of the battle, not even those inflicted by other means.

Magic Resistance (1-3). Some supernatural creatures are resistant to magic. A creature with magic resistance is difficult to harm with magic; the number in brackets indicates the maximum number of extra dice that may be rolled when trying to dispel each spell that affects the magically resistant creature (see the Magic section for details of dispelling).

Poisoned Attacks. A warrior with poisoned attacks will wound his target automatically if he scores a 6 when determining whether he hits his opponent in the Shooting or Close Combat phases. Armour saves are taken as normal. Unliving targets (such as war machines) are immune to poison, as are some troop types (clearly defined in their description).

Breath Weapon. A model with a breath weapon may use it in the Shooting phase. Use the Flame template, placing the broad end over the intended target and the narrow end next to the creature's head. Any model that lies completely under the template is hit automatically; models whose bases lie partially under the template are hit on a 4+. The strength and any special effects of the breath weapon are detailed in the entry for each individual creature. Characters under the template are eligible for 'Look out, Sir!' rolls if they are in a unit. Breath weapons may not be used as a stand & shoot charge reaction, and cannot be used in close combat.

Flammable. Some creatures burn easily. A flammable creature hit by a flaming weapon or fiery spell takes double wounds — every wound suffered by a flammable creature is doubled to 2 wounds. Take any saves before multiplying the wounds.

Skirmishers

A skirmish is an encounter between small groups fighting in loose or dispersed formation rather than formal ranks and files. In a battle, only specified troops are allowed to skirmish, as indicated in their Army book, though any unit can adopt a skirmish formation to enter buildings (see the Buildings section).

Formation

A unit which can skirmish never moves in a rigid formation of ranks and files. Instead it moves as a loose group or rough line, which enables skirmishers to move more quickly and take advantage of minor folds in the ground, scrub and other small features to shelter from shooting.

1" Apart. Skirmishers are deployed in a formation consisting of a loose group; models in a skirmishing unit are positioned up to 1" apart so that they are not touching each other.

Facing. A skirmishing unit does not have a specific facing and can see all round (an arc of sight of 360°). Skirmishers can declare charges or shoot in any direction.

Moving

Troops in skirmish formation move in a loose group with models up to 1" apart. Should the group be split as a result of casualties, or should individuals become divided from it, the player must rectify this in his next Movement phase.

Manoeuvres. Skirmishing models are moved in the same way as individual character models. The unit does not turn or wheel; instead each model is moved in any direction without penalty. Once movement is complete, the entire unit must form a loose group or line with models no more than 1" apart.

Obstacles and Difficult Terrain. Skirmishers move around obstacles or over rough ground more easily than troops in formation, suffering no movement penalties for crossing obstacles or for moving over difficult or very difficult ground.

Double Pace. Because they are not restrained by a close formation, skirmishers can move up to double their normal pace despite the proximity of enemy troops within 8". Eg, a skirmishing unit with a Movement characteristic of 4" moves up to 8" rather than 4". Skirmishers do not double their 'doubled' move to charge or march — they simply move up to double their Movement rate all the time. Their standard move value is still used to work out pursuit and fleeing distances.

Shooting and Moving. Skirmishers moving faster than their standard Movement characteristic value are assumed to be concentrating on moving and are unable to shoot that turn.

Shooting

Skirmishers can shoot in any direction, though individual models can be pivoted on the spot so the unit looks more realistic (this does not count as movement). Thanks to their special training and loose formation, skirmishers do not block the line of sight of other members of their own unit (including characters that have joined the unit). Note, however, that units of skirmishers block the line of sight of other units — it is not possible to see through the gaps between skirmishing models. An enemy shooting at a skirmishing target suffers a -1 to hit penalty in the same way as if shooting at a single man-sized model. If a character is fighting as part of a skirmishing unit, the -1 to hit penalty is applied only once, not twice.

Close Combat

A unit of skirmishers may charge an enemy that is visible to at least one of its models when charges are declared; the normal rules decide which side of the enemy is charged. All models within charge reach are moved individually towards their foe and arranged into a fighting line. When the maximum number of models has been brought into base-to-base contact with the side charged (including models fighting corner-to-corner), remaining skirmishers begin to form up in ranks behind the first line. Any models unable to reach the enemy are placed in the rear ranks so the unit forms up looking like a regular formation behind the fighting line.

If the skirmishers are charged, the enemy is brought into base contact with the closest skirmisher and the enemy unit is halted; the skirmishers immediately form up following the rules above and then the enemy proceeds with further charges. The charging enemy models attack first in the ensuing Close Combat phase as normal. Skirmishers remain in this formation as long as the combat continues, and adopt the loose formation again once combat ends.

Skirmishers in Combat. Skirmishers fight in a normal formation of ranks and files but, due to their nature as extremely light troops, they lose most of the normal bonuses that apply to units who fight in ranks. Skirmishers receive no combat bonus for additional ranks in their formation, but they also do not negate the rank bonus of other units if they charge them in the flank or rear.

Characters

A character on foot can join a skirmishing unit and fight with it. No other characters (mounted, riding in chariots, etc) can join skirmishing units.

Fast Cavalry

Fast cavalry (sometimes called light cavalry) are riders of exceptional prowess, trained in lightning-fast manoeuvres and flank attacks. They are more lightly armed and armoured than heavy knights, but make up for this with their flexibility. Troops that are fast cavalry are indicated in their relevant Army book.

Formation & Movement

A fast cavalry unit uses regular formations as do other cavalry and suffers penalties in difficult terrain, following all the normal rules for units apart from the exceptions below. Fast cavalry receives no bonus for ranks.

Free Reform. Unless it charges, the fast cavalry unit is permitted to reform at any time during its Movement phase without incurring any penalties to its Move distance. None of the models in the unit can move more than their maximum move distance despite the free reform.

Shooting

Choosing a Target. A well-trained horseman can turn completely around in his saddle and shoot behind him while moving forwards. When shooting, fast cavalry can fire all round regardless of the direction the model is facing. For charging, stand & shoot reactions, etc, the model needs to be facing the enemy as normal.

Shooting and Moving. Fast cavalry armed with missile weapons are expert at shooting from horseback and can therefore shoot even when marching. The normal -1 penalty for moving applies.

Fleeing Fast Cavalry

Fast cavalry is extremely good at escaping from combat and regrouping. Unlike normal troops, a unit of fast cavalry which chooses to flee as a charge reaction and subsequently rallies at the beginning of their next turn may reform facing in any direction and is free to move during the Movement phase. If the chargers fail to catch the fast cavalry unit which declared flee as a charge reaction then the charge is a failed charge as normal. If the flee move of the fast cavalry does not take them beyond the charge reach of their enemies, the unit is destroyed as normal.

Characters and Fast Cavalry

Mounted character models may join fast cavalry units and move with the unit, but do not benefit from any of the special shooting rules.

War Machines

War machines are an important part of many armies — gigantic cannons, stone throwers that lob boulders, and bolt throwers that send spear-sized bolts through several ranks of enemy. These are relatively common war machines found in several armies, so their rules are collated here for ease of reference; some war machines described in the Warhammer Army books have their own special rules included with the appropriate army list entry.

Models

A war machine comprises the machine plus a crew, usually two or three crewmen, based separately (unlike a chariot or ridden monster, where crew or riders are physically attached to the model). This is necessary because a war machine's crew can be forced to flee from their machine, either because they are broken in combat or because they panic. Crew must be kept within 1" of the machine to count as crew.

Moving a War Machine

The machine's crew can wheel, carry or move their machine, perhaps to gain a better firing position. A war machine may not march or charge.

Aiming a War Machine

A player may freely pivot a war machine to face any direction he likes before shooting. Apart from this, a war machine or its crew may not move and fire.

Characters

A character model may join a war machine in the same way as he might join a unit of troops, though war machines never include their own Champions. The war machine benefits from the associated character's Leadership value in the same way that a unit of troops would. In the case of war machines, the character must be positioned within 1" of a specific machine for the purpose of allocating damage from shooting hits; however, only crew can operate a machine, a character cannot. Characters do not actually become crew when they join a war machine, and are never hurt should the machine malfunction, as they keep sufficient distance between themselves and the mechanism to be safe.

Combat

The crews of the war machines described in this section all fight in the same way, so the rules are collated here for reference.

Shooting at War Machines. When shooting at a war machine, shots are worked out against the entire model (both crew and machine) and any hits scored are randomised between the crew and the war machine. When shooting at a war machine, the shooter does not suffer any bonus or penalty to his to hit score, unless the war machine is a large target, in which case the normal +1 to hit bonus for large targets applies (this will be clearly indicated in the army list entry of each war machine). Once hits have been established, randomise where they strike by rolling a D6: on a 1-4, roll to wound the machine; on a 5-6, roll to wound a crewman. Once all crew are slain, if they flee, or once the machine is destroyed, further hits do not need to be randomised but will strike a crewman or the machine as appropriate.

Hits from Templates. Any shots from stone throwers, or weapons that use a template, are worked out as follows: if a crewman lies under the template, he is hit; if the machine lies under the template, it is hit.

Hits on Crew/Characters. Usually a machine's crew are identical, so it is not necessary to determine which is hit, but if a machine includes a character he may be hit by shots directed at the machine — in this case, randomise any crew hits to determine whether the character or an ordinary crewman is struck. Note that once they are separated from their war machine, crewmen become a fleeing unit; the number of crewmen fleeing is used as the basis for any Panic tests on friendly troops nearby.

If a machine includes a character, randomise any crew hits to determine whether the character or an ordinary crewman is struck — eg, with two crew and a character, roll a D6: 1-2 = crewman A, 3-4 = crewman B, 5-6 = character.

Charge Responses

If charged, a war machine's crew can either hold or flee, but cannot stand & shoot, as the machine is too cumbersome to allow this.

Hold. In close combat, the crew will defend their machine. Models are moved so they are interposed between their machine and the chargers, in order to fight the enemy that comes into contact with the machine. Enemy models can divide attacks between crew, characters or the machine that they are touching. The machine itself does not fight.

Flee. If a machine's crew flees from a charge, the chargers can either continue to charge past the machine in order to destroy its crew, or stop when they reach the machine and attack it instead.

Fleeing Crew

If crew flee from close combat, their machine is abandoned; the victors must ignore it in order to pursue, unless the player elects to restrain pursuit and passes the required Leadership test to do so. Once separated from their war machine, crewmen become a fleeing unit, and the number of crewmen fleeing is used as the basis for any Panic tests on friendly troops nearby. For the purposes of rallying, the original number of crewmen is considered to be the original size of the unit.

Attacking a Machine

A war machine attacked in close combat is assumed to have a WS of 0 and is therefore hit automatically. An enemy attacking an abandoned war machine is not considered to be engaged in combat — no combat results are worked out and the attackers are free to move away from the war machine as they wish.

Abandoned Machines

An abandoned machine can be re-crewed by crew members from any other war machine on the same side if their own machine has been destroyed, or if they abandon their own machine. An entire crew may deliberately abandon a war machine in order to crew another. Crew models will not fight away from a machine, and if they are charged whilst not serving as crew, they will always flee.

War Machines and Victory Points

In games where Victory points are awarded for fleeing or destroyed units, a war machine is considered to be destroyed for the purposes of calculating Victory points if either the machine has been destroyed or its entire crew has abandoned the machine (whether they have fled, been killed, or moved away).

Stone Throwers

These are powerful and destructive weapons that lob large boulders into the air. Work out the results of stone throwing in the Shooting phase using the small 3" round template. Pivot the stone thrower on the spot to face the direction it is going to shoot — the crew do not need to see their target, but must see that there are enemy in the direction they are firing. Declare how far the rock is to be fired without measuring the distance, then place the template over that guessed spot.

To decide whether the missile lands where it was aimed, roll the Scatter dice and the Artillery dice. If a HIT is rolled on the Scatter dice, the missile lands exactly where it was aimed; if an arrow is rolled, the missile veers off in the direction shown. The Artillery dice is marked 2, 4, 6, 8, 10 and MISFIRE. If a Misfire is rolled, something has gone wrong — roll a D6 and consult the Misfire Chart below; a Misfire automatically cancels the whole shot regardless of the Scatter dice result. If a number is rolled instead, it is the distance in inches the missile veers off target in the direction shown by the Scatter dice arrow (a HIT on the Scatter dice means the numbers are ignored and the shot has not misfired).

Misfire chart

D6Result
1Destroyed! The engine breaks under the tension as it is fired. The engine is destroyed and its crew slain or injured. Remove the engine and its crew.
2-3Disabled. The engine does not shoot this turn and cannot fire next turn either while the damage is repaired. In addition, one of the crew is slain.
4-6May not shoot. A minor fault prevents the machine shooting this turn. The machine is unharmed and may shoot as normal next turn.

Damage. Any model that lies completely under the template is hit automatically; models whose bases lie partially under the template are hit on a 4+. Any single model which lies directly at the centre of the template suffers 1 automatic hit at twice the stone thrower's usual Strength. Work out damage in the usual way once it is established which models are struck. A damaging hit from a stone thrower causes D6 wounds (most creatures with only 1 Wound do not need this rolled). No armour saving throw is permitted against wounds from a stone thrower, though Ward saves may be taken as normal.

Profiles. Most stone throwers use the following profile:

RangeStrengthDamageSaves
Stone Thrower60"4(8)D6No armour save

Stone throwers have a profile like a creature, with a Toughness value and a number of Wounds they can sustain before being destroyed:

MovementToughnessWounds
As crew73

A machine cannot move and shoot in the same turn except to turn to face its target.

Loss of Crew. A stone thrower requires a full crew to work it properly. If one crewman is slain, the rest can just about get by without slowing the machine noticeably. If two or more crewmen are slain, the remaining crew will be unable to cope and the stone thrower will have to miss a whole turn before it can shoot again (in addition to any Misfire penalty). The engine requires at least one crewman to work, and becomes useless should they all be slain.

Stone Thrower Summary. 1) Declare target and guess range. 2) Position the 3" template and roll the Scatter and Artillery dice. 3) If the Artillery dice is a Misfire, refer to the Misfire Chart; otherwise, if the Scatter dice is a Hit, the stone has struck home, or if the Scatter dice is an arrow, the stone has landed in the direction shown, 2"-10" away from the aiming point per the Artillery dice. 4) All models completely under the template are hit automatically, those partially under are hit on a 4+. 5) Work out hits as normal; no armour saving throw is allowed against a stone thrower.

Cannons

Cannons are dangerous, if sometimes unpredictable, weapons whose manufacture is limited to human and Dwarf experts. Cannons are fired in the Shooting phase along with any other missile weapons. To fire a cannon, turn it on the spot to point at the intended target, then declare how far it is going to shoot (eg, 24", 30", 32", etc). The cannonball travels the declared distance plus the score from the Artillery dice (remember the dice always adds at least 2" and up to 10", so aim a few inches short of the target).

Once it is established where the cannonball hits, place a marker over the spot. The cannonball does not stop where it hits the ground, but bounces straight forward, cutting a line through any targets in the way. Roll the Artillery dice again to determine how far the cannonball bounces, and mark the spot where it comes to land. Any models between the two points are hit by the flying cannonball; this line counts as a template for rules purposes (such as 'Look out, Sir!' rolls). When a cannonball passes through a unit, only one model per rank is hit.

Any model struck by a cannonball takes a Strength 10 hit resolved normally. If it wounds its target, it causes not 1 wound but D3 or D6 wounds depending on the size of the cannon (rolling this extra dice matters for Heroes, big monsters, and engines of war that can take several wounds). Wounds caused by cannon shot cannot be saved by armour; Ward saves can be taken as normal.

Grapeshot. Instead of firing a normal shot, cannon crew can declare at the beginning of the Shooting phase that they are going to use grapeshot. Place the Flame template straight in front of the gun; all models under the template (even if only grazed) suffer a Strength 4 hit (1 wound, -2 save modifier).

Misfires. The Artillery dice is rolled twice when a cannon is fired, so there are two chances of a Misfire result (the two rolls are used differently). If a Misfire is rolled on the first dice, the cannon has literally misfired and may explode — consult the Misfire chart below. If a Misfire is rolled on the Bounce roll, this merely indicates the ball has stuck in the ground and does not bounce.

Misfire chart

D6Result
1Destroyed! The cannon explodes; it is destroyed and its crew slain or injured. Remove the cannon and its crew.
2-3Malfunction. The powder fails to ignite and the cannon does not fire. The crew must remove the ball and powder before the cannon can fire again next turn.

Profiles. Details are given below for typical examples; bigger cannons carry a larger charge and so have a longer range and cause more damage.

MachineRangeStrengthDamageSaves
Cannon48"10D3No armour save
Great Cannon60"10D6No armour save

Loss of Crew. A cannon requires a full crew to work properly. If one crewman is slain, the rest can just about get by without reducing the rate of fire. If two or more crewmen are slain, the remaining crew will be unable to cope, and the cannon must miss a whole turn before it can shoot again (in addition to any Misfire penalty). The cannon requires at least one crewman to work it, and becomes useless should they all be slain.

Cannon Summary. 1) Align the cannon on the target and declare the distance you are aiming. 2) Roll the Artillery dice and add the score to the distance aimed — the cannonball travels forward this distance before striking the ground. 3) If you roll a Misfire, refer to the Misfire chart; otherwise mark the point where the cannonball strikes the ground and roll the Artillery dice again to establish the bounce distance — all models in the path of the bounce arc are hit. 4) If you roll a Misfire for the Bounce roll, the cannonball sticks in the ground and does not bounce. 5) Work out the effect of hits normally; models have no armour saving throw against a cannon hit.

Bolt Throwers

Bolt or dart throwers are large crossbows that shoot a spear-sized missile, mounted on their own stand with a crew of two or more required to wind back the torsion arms. Bolt throwers are fired in the Shooting phase along with other missile weapons. To fire one, turn it on the spot so it points towards its intended victim; the bolt travels straight forward and hits the first target in its path (in a unit of troops this will always be a regular trooper, unless there are no rank-and-file troops in the first rank hit, in which case randomise which model is hit).

Roll a D6 to hit using the crew's BS, in the same way as bow shots and other missile weapons; the usual modifiers apply, except no penalty is imposed for turning the machine. If a hit is scored, work out damage as below; if the shot misses, the bolt sails harmlessly elsewhere.

Working Out Damage from Hits. A bolt thrower can hurl its bolt through several ranks of troops, piercing each warrior in turn. If it hits, resolve damage against the target using the bolt thrower's full Strength of 6. If the model hit in the first rank is slain, the bolt hits the trooper in the second rank directly behind, resolved at Strength 5; if that trooper is slain, a model in the third rank is hit at Strength 4; and so on, deducting -1 from the Strength for each rank pierced. A model damaged by a bolt thrower sustains not 1 but D3 wounds (even large monsters can be hurt or slain). Armour saves are not allowed for hits from a bolt thrower; Ward saves can be taken as normal.

Profiles.

RangeStrengthDamageArmour saves
48"6, -1 per rankD3No armour save is allowed
MovementToughnessWounds
As crew73

A bolt thrower cannot move and shoot in the same turn except to turn to face its target.

Loss of Crew. Some bolt throwers have a crew of two; if one crewman is slain, the remaining crewman can just about get by without slowing the machine noticeably. Should a bolt thrower require a larger crew, the loss of a second crewman reduces its rate of fire to every second turn, in the same way as for stone throwers and cannons.

Bolt Thrower Summary. 1) Align the bolt thrower on target and roll to hit. 2) Resolve damage at Strength 6; no armour save is allowed. 3) If the target is slain, roll damage against the second rank at Strength 5. 4) Continue rolling for damage until you fail to slay the target or run out of ranks. 5) Deduct -1 from the Strength for each rank already pierced.

Other War Machines

Stone throwers, bolt throwers and cannons are common to several armies, but there are many strange war machines available only to specific armies, described in the Warhammer Armies books together with the special rules that apply to them — examples include flame cannons, multiple-barrelled organ cannons, and Skaven warpfire throwers. Some of these unique war machines have entirely new rules, but others are similar to the machines described above in that they consist of a weapon and its crew. In general, when shooting at such machines, all hits are randomised between the machine and crew in the same way as hits on stone throwers, cannons and bolt throwers, and the same close combat rules apply as for those crews, except where noted otherwise for the specific weapon.

Chariots

Chariots are capable of charging into the midst of units, cutting them down with their scythed wheels. Most chariots have at least two crew, with two creatures pulling the chariot (normally horses, though some races use wolves, warboars, Cold Ones, and other beasts). Chariots have separate characteristics for the chariot itself, the crew, and the creatures pulling it, though some characteristics are not used.

The Chariot Model

A chariot, including its crew and the creatures pulling it, is considered to be a single model in the same way as a powerful character riding a large monster. Chariots can move and fight individually in the same way as character models or large monsters — each chariot is, in effect, a unit of one model. Spells which move individual models cannot move chariots, as this would make them too powerful.

Chariot Units

Some armies, most notably the Tomb Kings, can group several chariots together into a unit. These are treated exactly as cavalry, though they can never gain a rank bonus; this is clearly indicated in the army list where applicable. Any standard carried in a chariot gives its usual benefit in close combat, and a magic banner carried in a chariot applies its magical effect as normal.

Moving Chariots

A chariot moves at the same speed as the creatures pulling it. Chariots can never march, although they double their move when charging like other models. There is no need to turn or wheel — chariots can turn to face any direction without a reduction to movement, though they still need line of sight to any enemy they intend to charge. Each chariot is pulled by two or more creatures, whose characteristics are listed in the chariot's army list entry, as they affect the speed of the chariot and because the creatures fight in the Close Combat phase.

Obstacles & Terrain

Chariots cannot voluntarily move over obstacles or difficult terrain, except to cross a river at a bridge or ford that is safe to cross. If a chariot is compelled to move over terrain it would not normally cross, it sustains D6 Strength 6 hits, applied as hits from close combat directed toward the chariot. Chariots cannot charge over obstacles.

Chariot's Weapon Skill

A chariot does not have a separate Weapon Skill, so when it fights in close combat, the enemy compares his Weapon Skill against that of the chariot's crew (using the highest value if crewmen have different Weapon Skills).

Shooting at Chariots

Treat a chariot like any other unit when firing at it; one of your units must direct all its shooting at it. Roll to hit and to wound against the chariot as against troops. Hits are targeted towards the chariot as a whole, unless characters are riding in it (see Characters in Chariots). Some chariots are large targets, giving a +1 to hit bonus, as indicated in the army list entry.

Destroyed Chariots & High Strength Hits

A chariot can only suffer a certain number of wounds before it is destroyed. Roll to wound as normal and take any saves that apply. A chariot has a pool of Wounds representing the chariot itself, its crew, and the creatures pulling it; when it loses its last Wound, remove the whole model. If a chariot is hit and wounded by an attack of Strength 7 or more, it is destroyed automatically with no armour saving throw allowed. If a chariot is destroyed, all of its crew are automatically killed; any characters in the chariot suffer a single Strength 5 hit — if they survive, they may continue to fight on foot, placed within 2" of where the chariot was (continuing the fight if the chariot was in close combat when destroyed).

Chariot Saves

Most chariots have an armour save, just like troops, to account for their heavy construction and the protection they offer their crew. The army list entry indicates the armour save value of each chariot.

Characters in Chariots

Characters can ride chariots in much the same way as large monsters. When shooting at a chariot, hits are randomised between the character riding it and the chariot itself: roll a D6, and on a roll of 6 the attack hits the character. Work out damage normally, except the character either gains a +2 armour save bonus for riding the chariot or uses the armour save value of the chariot, whichever is highest. In close combat, enemies can choose whether to attack either the chariot or the character riding it.

Chariot Attack

Chariots are heavy, lumbering machines which cause considerable damage when they charge; the crew and steeds pulling the chariot may also attack, making a chariot extremely dangerous in combat.

Impact Hits. When a chariot charges a unit, it causes D6 hits with its own Strength (increased by +1 if the chariot has scythed wheels). These hits are inflicted first, before the close combat begins, and any wounds caused count towards the combat resolution as normal; models killed by impact hits do not get to fight. The main danger from a chariot comes during its charge, so it is vital that it isn't outmanoeuvred and charged by the enemy — a chariot caught out this way gets no impact hits and is likely to be overwhelmed.

Attacking Chariots in Close Combat

You may choose to attack either the chariot (including crew and creatures pulling it) or a character riding in it, if present. For characters, the protection of the chariot increases their armour save by +2, or they may use the chariot's armour save if higher; otherwise combat against characters in chariots is resolved normally. Attacks in close combat against the chariot are resolved exactly like shooting attacks (except you roll to hit comparing your Weapon Skill against the highest WS of the chariot crew), then record any wounds suffered.

Chariot Challenges

A character in a chariot may issue or meet a challenge; he is considered to have stepped down from the chariot and the challenge is worked out as if he was on foot. Any impact hits from the chariot are worked out against the unit rather than the character, and the attacks of the creatures pulling the chariot and the rest of the crew are not part of the challenge.

Impact hits against a unit of troops are worked out against the troops rather than against any characters in the unit (including the unit Champion). If a chariot charges against a single character on his own, impact hits will strike the character; in other cases the character is assumed canny enough to avoid the crushing chariot. If a chariot charges another chariot ridden by a character, or a monster ridden by a character, impact hits are never worked out against the character but rather against his chariot or mount — crew and creatures pulling the chariot may attack the rider as normal. Only if the enemy character was on his own when the chariot charged are impact hits, crew and creature attacks worked against him.

Crew Attacks. Chariot crew may fight against enemy in contact with the chariot, whether to its front, side or rear. They strike blows in normal Initiative order and attack during a charge like other warriors. All crew (usually two) fight, including the driver. Crew and chariots may also shoot any of their missile weapons in the Shooting phase as normal (unless engaged in close combat), though a -1 to hit penalty applies if the chariot moves.

Creature Attacks. The creatures pulling the chariot may fight if they have their own attacks (Giant Wolves, for example). Due to restrictions of harness and reins, creatures can only attack enemy directly in front of them; they work out attacks in Initiative order but attack first during charges as normal.

Flee and Pursuit

Chariots flee and pursue exactly like ordinary troops. If broken in close combat or forced to flee, they move 2D6" or 3D6" depending on their speed; if caught by pursuers, they are destroyed. Similarly, they pursue fleeing enemies at the same rate and will destroy them if caught.

Victory Points

Chariots yield Victory points for each individual chariot destroyed. Calculate Victory points for characters riding chariots separately.

Chariot Upgrades

As indicated in the Warhammer Army books, some chariots can be upgraded as summarised below:

Chariot upgrade summary

UpgradeEffect
Extra crewman+1 additional crew attack per extra crewman
Extra steed+1 additional steed attack per steed
Scythed wheels+1 to impact hits

Buildings

Buildings provide interesting terrain features. Towers might overlook the battlefield, providing an excellent vantage point for archers, Wizards or war machines; troops deployed in buildings are hard to winkle out and can defend against a much more numerous enemy. One way to handle buildings is simply to treat them as difficult terrain.

Moving Into and Around Buildings

It is not possible for units of troops to enter buildings, courtyards, or small walled fortifications in a conventional formation — they automatically break into a skirmish formation to do so. Although only specified types of troops can skirmish on the open battlefield, any troops can skirmish in and around buildings.

Entering a Building. Models may enter a building in their Movement phase by moving through an unguarded door or window judged large enough to accommodate them. A unit of troops may be divided between several buildings, or a building and the surrounding area. Models can leave a building through an unguarded door or window in the same way, but are not allowed to enter and leave the same building in a single turn.

Inside a Building. The number of models that can be placed inside a building depends on its size. If the model has removable roofs and floors, models can be placed physically inside; otherwise players must decide before the game how many models the building can contain. Models too large to fit into the building cannot do so — a Dragon or Troll is too large to fit into a cottage. Unless your buildings have removable roofs and floors you will need to keep a separate record of where models occupy a building (for example, writing down how many models are inside on a scrap of paper placed under or beside the building). Except where buildings are really huge, you will not need to move troops about inside — models inside are assumed to be wherever you wish and can shoot from any windows, doors or other openings as opportunity permits. If a building is very large (roughly more than 6" along any side), record movement within it by means of graph paper charts or maps.

Shooting

Models inside buildings can shoot from arrow slits, windows, doors or other openings; up to two models may shoot from a single opening. Models on flat roofs, parapets, balconies or similar can also shoot. Troops occupying a building do not all have to shoot at the same target. Models which have shot from windows or other openings can be seen and shot at by the enemy in their turn. Models in buildings benefit from being behind cover (-2 to hit) as well as being in skirmish formation (a further -1 to hit).

Fighting Inside Buildings

A unit that wishes to attack an enemy-held building must adopt a skirmish formation to move through doors or windows; this is automatically accomplished as soon as the charge is declared. Attackers can move straight through any unguarded doors or ground floor windows but must stop if a defender is guarding the entrance. Up to two models per side can fight across a window or doorway. The defenders benefit from the rule for fighting across defended obstacles, so the attackers need 6s to hit regardless of their Weapon Skill until they win a round of combat. When both sides have troops inside a building, and models cannot physically be placed inside the model itself, resort to a map or ground plan: draw a rough ground plan noting windows and doors, place defenders' models onto it, and transfer attackers over as they move into the building; resolve further movement and combat on the plan, transferring models back to the gaming table as they leave.

Destruction

Buildings are tough but can be destroyed by large machines or monsters. Buildings are given a Toughness value and a number of Wounds in the same way as other constructions such as war machines and chariots; these are referred to as Damage points instead of Wounds (Damage points and Wounds are exactly the same thing).

Large Buildings. If a building is very large, it would be inappropriate to destroy it all at once — you might prefer to divide it into several portions and consider each separately (eg, a manor house with a main hall and two wings).

Damage on Buildings.

Building chart

Type of buildingToughnessDamage pts
Mud or straw huts, light wooden shacks/outhouses31
Timber or brick house or log built cabin52
Stone house75
Stone tower or fortification1010
Heavily reinforced & barred door61
Secured fortress gate85

If a building sustains its full quota of Damage points it collapses. Models inside a collapsing building must make their basic armour saving roll or they are trapped and slain; models which pass their armour save may be moved outside the building. Ordinary domestic doors are not considered to offer any significant defence.

Magic

This section introduces mighty Wizards, magical spells and sorcerous items into the Warhammer game. Magic is a very real force in the Warhammer world — a force to be both feared and respected.

Wizards

In the Warhammer game we commonly refer to a model able to cast spells as a Wizard. Some races use different terms, such as Sorcerer, Mage, Shaman or Seer, but all are considered to be types of Wizard for rules purposes.

Spells

In the player's Magic phase, his Wizards can cast spells. These can be terribly destructive, powerfully protective, or might confer special abilities on the caster or other models.

Magic Items

A magic item is an artefact or device imbued with magical power. This book provides a short list of general-type magic items which can be made and duplicated by an accomplished artificer of magic; most magic items are unique and strongly bound to the race that manufactured them, and are described in the Warhammer Army books. Likewise, some races have their own unique types of spell instead of those in this book, described in their Army book.

Wizard Levels

No two Wizards are identical in power or knowledge, but in the game we divide Wizards into four degrees of ability called Levels.

  • Level 1. Wizards of the First Level are those of basic ability, although mighty practitioners of magic in everyday terms.
  • Level 2. Wizards of the Second Level are experienced spellcasters whose powers are significantly greater than mere First Level Wizards.
  • Level 3. Wizards of the Third Level are great sorcerers of a kind rarely seen on the battlefield except in times of dire need.
  • Level 4. Wizards of the Fourth Level are the most mighty of all Wizards, the very equals of kings amongst the realms of sorcery.

The higher a Wizard's Level, the greater his ability to draw magical power from the winds of magic, either for his own use or that of his fellow Wizards.

Each Wizard begins the game with one pre-generated spell for each Magic Level he has: First Level Wizards have one spell, Second Level Wizards have two spells, and so on.

Casting Spells

In a player's Magic phase, which follows the Movement phase, each of his Wizards can attempt to cast each of his spells only once. Spell casting is determined by rolling dice, and the number of dice available limits the number of spells that can be attempted. Fleeing or dead Wizards cannot attempt to cast spells. Wizards cannot cast spells at units in close combat unless specifically noted in the spell's description.

Power Dice

At the start of the Magic phase, the player whose turn it is takes two dice and adds one further dice for each First Level Wizard, two dice for each Second Level Wizard, three dice for each Third Level Wizard, and four dice for each Fourth Level Wizard in his army. Some magic items also add bonus dice. All of these dice are called Power dice, and are expended throughout the Magic phase when rolling to cast spells.

Power dice chart

LevelNo. of Power dice
Basic2
Each First Level Wizard+1
Each Second Level Wizard+2
Each Third Level Wizard+3
Each Fourth Level Wizard+4

Dispel Dice

At the same time as the player whose turn it is makes a pile of Power dice, his opponent makes a pile of Dispel dice: he takes two dice (four in the case of a Dwarf army) and adds one further dice for each First or Second Level Wizard, or Dwarf Runesmith or Runelord in his army regardless of Level, and two dice for each Third or Fourth Level Wizard. As with Power dice, magic items can add to the Dispel pile. The Dispel dice are expended throughout the Magic phase when attempting to dispel spells cast by the opposing player. Fleeing or dead Wizards do not generate Dispel dice.

Dispel dice chart

LevelNo. of Dispel dice
Basic2
Each First Level Wizard+1
Each Second Level Wizard+1
Each Third Level Wizard+2
Each Fourth Level Wizard+2

Dwarfs. Dwarfs are legendarily resistant to magic, and a Dwarf army always adds two extra Dispel dice to its pile — a Dwarf army therefore starts with four dice plus one per Runesmith or Runelord in the army.

How to Cast a Spell

To cast a spell, a Wizard chooses and nominates one of his spells to cast and declares the target of the spell. Each spell has an associated casting value which varies from a minimum of 3 to a maximum of 15. When a Wizard attempts to cast a spell, the player rolls a number of dice from his Power dice pile up to the amount indicated in the table below; the result is the total of the dice rolled. Eg, if one dice scores 4 the result is 4; if two dice score 4 and 6 the result is 10; if three dice score 3, 5 and 6 the result is 14.

Spell casting chart

Level of WizardMaximum Power dice rolled for a spell
12
23
34
45

If the result equals or exceeds the spell's casting value, the spell is successfully cast; if less, it is not cast. In either case, all dice rolled are expended and removed from the Power dice pile. Rolling more dice increases the chance of casting a spell, but reduces the number remaining for further spells.

If a spell is successfully cast, the opposing player can make one attempt to dispel it, rolling as many Dispel dice as he wishes and comparing the total with the caster's score. If the result equals or exceeds the caster's score, the spell is dispelled — it is not cast and has no effect. Dispel dice are expended as they are rolled.

Minimum 3 to Cast. No matter how powerful a Wizard might be, he cannot cast a spell where the total of the dice result is less than 3 — a result of 1 or 2 is always a failure, regardless of any modifiers or bonuses.

Miscasts and Irresistible Force

Two special rules apply to all Wizards when they cast spells: Miscasts and Irresistible Force.

Miscasts. If a player rolls two or more 1s when rolling Power dice to cast a spell, this is a Miscast — the spell automatically fails to cast regardless of the total result, and something goes horribly wrong. Roll 2D6 on the Miscast table to discover the consequences. A Miscast spell never succeeds regardless of the actual number rolled.

Irresistible Force. When rolling to cast a spell, any result of two or more natural 6s means the spell is cast with Irresistible Force — it is cast successfully and the enemy cannot attempt to dispel it. If a spell miscasts and is cast with Irresistible Force at the same time (eg, from four dice the player rolls two 1s and two 6s), the spell counts as a Miscast; Miscasts take precedence. With Miscasts and Irresistible Force it is the actual dice scores that are considered, irrespective of bonuses and before any re-rolls from magic items — a re-roll cannot cause a spell to be cast with Irresistible Force, nor can it prevent a Miscast.

Double 1 and Double 6 when Dispelling. Just as with casting spells, if two or more of the Dispel dice come up as 1s, the attempt to dispel a spell automatically fails, regardless of any bonuses. If a player rolls two or more 6s when dispelling a spell, the dispel succeeds automatically. An automatic fail takes precedence over an automatic success when dispelling a spell.

Miscast table. Roll 2D6.

2D6Result
2The collected magical power explodes in a ball of energy. Models in base contact, friend or foe, suffer one Strength 10 hit, as does the casting Wizard.
3There is an explosion of dazzling colours as the Wizard loses control of the spell. The caster is blasted D6" in a random direction (use the Artillery dice for direction) and cannot cast further spells until he rolls a 6 on a D6 at the start of his Magic phase. If blasted into another model, both take one Strength 10 hit; if blasted into a wall, wood, or solid object, the caster takes one Strength 10 hit.
4The magical energies escape as the Wizard loses his concentration. The opposing player may immediately cast one of his own spells of the same casting difficulty rating or less; no casting roll is required — the spell is automatically successful — but it can be dispelled by the player whose turn it is using Power dice in the same way as Dispel dice, needing to beat the basic casting value of the spell.
5-6The caster is knocked off his feet by a sorcerous explosion. He cannot shoot or attack this turn, is hit automatically in close combat, and cannot cast any magic this turn or in his next turn, but is otherwise unaffected.
7-9The caster loses control of his spell and struggles to keep the magical energies in check. He cannot cast any more spells in this Magic phase.
10A massive vortex of power drains away the sorcerous energy. Any remaining Power dice held by the player are lost and the Magic phase ends. The caster is racked by sorcerous power and suffers 1 wound with no saves allowed.
11Ravaged by the power of Chaos, the Wizard loses some of his power. The caster's Magic Level is reduced by -1 (to a minimum of 1) and he cannot attempt to cast the spell that he has miscast for the rest of the battle. If the caster's Magic Level is reduced to nothing, he can cast no further spells for the rest of the battle, but still counts as a First Level Wizard for the purpose of calculating Dispel dice only.
12The caster's mind is ravaged by the power of a hideous Daemon whose attention he has drawn. The spell attempted to cast is successful and counts as having been cast with Irresistible Force, but the caster cannot cast further spells for the duration of the battle, and generates no Dispel or Power dice.

The Miscast table given here is a general table used for all races that do not have a specific table in their own Warhammer Army book; some races derive their sorcerous powers from specific gods or daemons, for which specific Miscast tables are provided in the appropriate Army books.

Dispelling a Spell

After a player has cast a spell, his opponent can immediately make one attempt to dispel it using any number of his Dispel dice; some magic items may allow a second attempt or a re-roll, but these are exceptions, and in normal circumstances only one attempt can be made to dispel a spell regardless of who or what the spell was cast at. The result can be increased further by the use of magic items — any number can be combined to boost the score, but the player must declare he is using them before making the Dispel dice roll (not retrospectively). To dispel a spell, the player must score the same number or higher than the caster scored to cast it. Eg, if the caster used four dice and got a result of 20, the dispelling player must score 20 or more on his Dispel dice.

Characters and Units as Targets of Spells

Characters on their own, large monsters, war machines, etc, are classed as units as well, so spells that target units can be cast on these targets. Characters in units cannot be targeted separately unless otherwise noted. A unit is considered to be the target of a spell if any of the models in the unit are affected by the spell.

Natural Dispels and Magical Defences

Some units have a natural resistance to magic, or are protected from hostile magic by magical artefacts they possess. These often add Dispel dice to attempts to counter spells cast against them; these dice may be used on their own as well — for example, a unit may carry a magic standard which gives two Dispel dice against any spells that affect the unit, either alone or in combination with Dispel dice from Wizards or other sources.

Spells with Templates

Certain spells utilise one of the templates provided with the game. Any models whose base is completely under the template are considered affected by the spell; models whose bases are not fully covered are not, if they can be judged to escape.

Fleeing Wizards

Fleeing Wizards are not allowed to cast or dispel spells and do not add any dice to the Dispel dice or Power dice pool. Wizards who are rallied before the Magic phase are allowed to cast and dispel as normal. Dispel dice can even be used if the player has no Wizards.

Spells in Play

Most spells are cast instantly and their effects worked out at once (eg, Fire Ball) — the spell has no further effect in the game during the same Magic phase and cannot be cast again in that phase. Some spells last longer and are said to Remain in Play or Last One Turn; these spells cannot be cast again while they remain in play.

Dispelling Spells in Play

After a player has finished casting, his opponent is allowed to dispel any spells that remain in play (unless they were cast in the same Magic phase) if he has any Dispel dice left — he only needs to beat the casting value of the spell in question, not the original casting score. In addition, these spells can be dispelled in the player's own Magic phase using any Power dice not being used to cast spells, as Dispel dice, following the same rules as above. A spell originally cast with Irresistible Force can be dispelled as normal in subsequent turns if it remains in play.

Magic phase sequence

  1. Cast. The player decides that one of his Wizards is casting a spell, nominates the target, and decides how many Power dice to use (limited by the caster's level). To cast successfully, he must roll equal to or greater than the spell's casting value. If two or more dice come up as 6s, the spell is cast with Irresistible Force and cannot be dispelled; if two or more dice come up as 1s, the spell is Miscast.
  2. Dispel. The opposing player may attempt to counter the spell using Dispel dice, rolling equal to or greater than the casting player's score. If two or more dice come up as 1s, the dispel automatically fails.
  3. Spell fails or succeeds. Apply the effect of the spell if it succeeds.
  4. Cast again. Provided he has more spells to cast and Power dice remain, the player whose turn it is can cast again.
  5. Dispel any spells in play. Once the first player has finished casting, the opposing player may dispel any spells in play if he has Dispel dice left; the casting player may use remaining Power dice to try to dispel spells in play.

Spell Lists

The Warhammer rulebook describes eight different kinds of magical lore, each represented by six spells, making a total of 48 individual spells. Each Lore is based on one of the eight magical traditions of the High Elves; men of the Empire learned their sorcery from High Elf mages and use the same system, though their knowledge is not as great. Sorcery of other races is also based on one or more of the eight kinds of magic but often includes race-specific spells, described in the Warhammer Army books. High magic and Dark magic (used by High Elves and Dark Elves respectively) are described in their own Army books.

The Eight Lores of Magic

The eight Lores of magic in Warhammer are Fire, Metal, Shadow, Beasts, The Heavens, Light, Life, and Death.

Selecting Spells

The Warhammer Army books describe which Lores are used by different armies and provide further race-specific spells in most cases. Those given here are used primarily by Wizards of the Empire and by Elves, but form the basis for the magic of other races too. All Wizards follow one particular kind of magical Lore; where permitted, an army can include Wizards who follow different Lores or several of the same, at the player's discretion. Wizards have one spell for each Magic Level: First Level Wizards have one spell, Second Level Wizards have two, Third Level Wizards have three, and Fourth Level Wizards have four.

The standard procedure for selecting spells is for each player to randomly generate a spell or spells for each of his Wizards before both sides deploy their troops. This is normally done openly, so opponents are aware of which spells their opponent has generated. A Wizard can always substitute one of his spells with the first spell on the list — eg, a Level 1 Wizard who rolls a 5 for Fire magic (getting Conflagration of Doom) could substitute this with the Fire Ball spell instead. Players who wish to adopt some other method of selecting spells (choosing spells, or secretly generating them) are welcome to arrange this between themselves. Players declare before the battle which Lore of Magic each of their Wizards is using before generating any spells. If two Wizards in the same army use the same Lore of Magic, they may gain duplicates, but no single Wizard can have the same spell twice. Two Wizards on opposing sides may use the same spell lists, so both sides may have the same spells.

Fire Balls and Other Magic Missiles

Many spells are described as magic missiles — for example, Fire Ball, where the Wizard conjures a ball of flame and hurls it at a target; all magical missiles are thrown, hurled or projected in this fashion. A magic missile can only be cast at a target if it would be a viable target according to the rules for shooting — the Wizard must be able to see the target, and individuals can only be picked out from surrounding units in the same circumstances as for crossbowmen or comparably armed troops. A Wizard cannot cast these spells if he is engaged in close combat.

Cancelling Spells

It is possible for the effect of one spell to contradict the effect of another — for example, a unit prevented from moving by one spell might subsequently have a spell cast on it by another Wizard that obliges it to move. In these cases, the most recently cast spell automatically dispels the previous spell.

The Lore of Fire

Fire magic is practiced in varying degrees by several races. In the Empire its secrets are kept by the Wizards of the Bright Flame, or Pyromancers. All spells from the Lore of Fire are considered to be Fire attacks and cause double damage against flammable creatures. To randomly generate a spell, roll a D6 and consult the table below (if you roll the same spell twice for the same Wizard, roll again).

SpellCasting Value
Fire Ball5+
Flaming Sword of Rhuin7+
Fiery Blast8+
Burning Head9+
Conflagration of Doom10+
Wall of Fire11+

Fire Ball. Cast on 5+. The Fire Ball is a magic missile with a range of 24". If successfully cast, it hits its target and causes D6 Strength 4 hits.

Flaming Sword of Rhuin. Remains in Play. Cast on 6+. This spell can be cast by the Wizard on himself, even if he is in close combat; it lasts until the Wizard attempts another spell. A magical flaming blade materialises in the Wizard's grasp, counting as a magic weapon. The Wizard gains +1 additional Attack, hits on a basic score of 2+, and adds +3 to his Strength while using the Sword of Rhuin. While he has the Flaming Sword, the Wizard must use it as his sole weapon and cannot combine it with other weapons.

Fiery Blast. Cast on 8+. An upmarket version of the Fire Ball, being both more powerful and harder to cast, with a range of up to 24". If successfully cast, it hits its target and causes 2D6 Strength 4 hits.

Burning Head. Cast on 9+. A phantasmic flaming head shoots 18" from the caster in a straight direct path, burning a trail of destruction. Each model that lies in the direct path of the Burning Head suffers a Strength 4 hit.

Conflagration of Doom. Cast on 10+. This can be cast on any enemy unit within range and visible to the caster. If successfully cast, the unit is engulfed in flame, taking a number of Strength 4 hits determined by comparing the casting player's dice score against his opponent's — the higher the margin, the greater the number of hits caused.

Wall of Fire. Remains in Play. Cast on 12+. This spell has a range of 24" and can be cast on an enemy unit which is visible to the caster and which has no models (friend or foe) within 1" of its front rank (walls, hedges and other scenic features don't matter). A wall of fire rises in front of the unit — represent this with cotton wool or paper in a line up to 1" thick in front of the unit. The unit suffers 1 automatic hit for each model (including characters) in its front rank, each hit resolved at Strength 4. No further hits are caused by the Wall of Fire unless a unit tries to move through it, in which case each model that moves through suffers a further Strength 4 hit. The Wall of Fire does not block line of sight or reduce the Movement rate of archers and chargers. The spell lasts until it is dispelled, until the Wizard chooses to end it (which he can do at any time), or until the Wizard attempts another spell or is slain.

The Lore of Metal

In the lands of Men, the Lore of Metal is more commonly known as Alchemy, and is practised by many races, though few as devotedly as Men. To randomly generate a spell, roll a D6 and consult the chart below (if you roll the same spell twice for the same Wizard, roll again).

SpellCasting Value
Rule of Burning Iron3+
Commandment of Brass6+
Transmutation of Lead8+
Distillation of Molten Silver8+
Law of Gold9+
Bane of Forged Steel11+

Rule of Burning Iron. Cast on 3+. Burning Iron is a magic missile with a range of up to 24". If successfully cast, the spell hits a single model (chosen by the caster) and causes 1 Strength 3 hit if the target has no armour save or a save of 6+, Strength 4 if the target has an armour save of 5+, and Strength 5 if the target has an armour save of 4+ or better. This is a Fire attack and causes double damage against flammable targets.

Commandment of Brass. Lasts 1 turn. Cast on 6+. This spell has a range of 24" and can be cast on an enemy war machine or chariot which is visible to the caster and not already engaged in close combat. If successfully cast, the machine cannot move or shoot until the end of its own following turn. If it is forced to flee for whatever reason, the spell is broken and the unit flees.

Transmutation of Lead. Cast on 8+. This spell can be cast on an enemy unit that is within 24" and engaged in close combat. If successfully cast, the enemy's armour, weapons and other equipment are transmuted to lead for the duration of the ensuing Close Combat phase — the affected unit suffers a -1 to hit penalty in close combat, and armour saves suffer a -1 penalty during that turn's Close Combat phase.

Distillation of Molten Silver. Cast on 8+. A magic missile with a range of up to 24". If successfully cast, a squall of molten silver hits the target and causes 2D6 Strength 4 hits. This is a Fire attack and causes double damage against flammable targets.

Law of Gold. Cast on 9+. This spell can be cast on an enemy unit that is within 24" of the caster. The opposing player must nominate one magic item carried by any model in the unit. The caster rolls a D6: on a 1-4 the item cannot be used until the end of the enemy's next turn; on a 5-6 the item cannot be used for the rest of the game. The Law of Gold has no effect on a unit that does not include any models with magic items.

Bane of Forged Steel. Cast on 11+. This spell has a range of 12" and can be cast on an enemy unit which is visible to the caster. If successfully cast, the enemy's weapons crumble and rust away — no weapon bonuses or penalties apply to the affected unit for the remainder of the battle. Eg, a unit wielding Great Swords will not get their +2 Strength bonus in combat for the rest of the battle, but will no longer have to strike last. A unit with missile weapons may not shoot for the duration of the battle. Affected units are assumed to use hand weapons instead. War machines and magic weapons cannot be affected by the Bane of Forged Steel — only ordinary weaponry carried by troops.

The Lore of Shadow

In the Empire, Wizards of Shadow call themselves Grey Wizards, though the common folk call them Trickster Wizards. Shadow Lore is the magic of deceit and illusion, of trickery, concealment and darkness. To randomly generate a spell, roll a D6 and consult the chart below (if you roll the same spell twice for the same Wizard, roll again).

SpellCasting Value
Steed of Shadows4+
Creeping Death6+
Pelt of Midnight7+
Shades of Death8+
Unseen Lurker10+
Pit of Shades11+

Steed of Shadows. Cast on 4+. This spell may be cast upon the Wizard himself or any single friendly independent character model, and can only be cast on a model on foot (it does not work on a mounted model or a model riding in a chariot). If successfully cast, the model can make a normal flight move of up to 20". The model can fly out of close combat if required, but cannot fly into close combat unless positioned so that it could do so by making a normal aerial charge (it must not already be engaged in combat and must be able to see the target).

Creeping Death. Cast on 6+. A magic missile with a range of up to 24". If successfully cast, it hits its target and causes D6 Strength 3 hits. No armour saves are allowed against wounds caused by the Creeping Death.

Pelt of Midnight. Remains in Play. Cast on 7+. This spell can be cast on a friendly unit that is visible to the caster. If successfully cast, all subsequent shooting directed at the unit requires a 6 to hit; all weapons which use a Scatter dice to hit will scatter automatically when targeted at the unit. It lasts until it is dispelled, until the Wizard chooses to end it (which he can do at any time), attempts to cast another spell, or is slain.

Shades of Death. Remains in Play. Cast on 8+. This spell affects a single friendly unit within 6" of the Wizard which is not engaged in close combat. The unit now causes fear. It continues to work until it is dispelled, until the Wizard chooses to end it, attempts to cast another spell, or is slain.

Unseen Lurker. Cast on 10+. This spell can be cast on a friendly unit that is within 24" and not already engaged in close combat. The unit can immediately make a move of up to 8", in the same way as a normal move made in the Movement phase, and can charge an enemy within 8" if opportunity permits, following the normal rules for a charge made during the Movement phase. The enemy can only respond by holding their ground — the Unseen Lurker conceals the charger's intent until it is too late to respond in any other way.

Pit of Shades. Cast on 11+. This can be cast on any one unengaged enemy unit anywhere on the table. If successfully cast, the ground falls away beneath the unit's feet, toppling them to their doom. Take the 3" template and place it over the target unit; models completely under the template are automatically hit, and those touched by it are hit on a 4+. Models hit suffer 1 Strength 3 hit. In addition, the affected player rolls a D6: on a 1-3 the unit climbs out of the pit (this counts as moving for the purposes of shooting, etc) and moves at half speed next turn; on a 4-6 the unit is unaffected. The pit closes up after the unit has clambered out.

The Lore of Beasts

The Lore of Beasts is the magic of Shamans and animal spirits — a sorcery of wild and primitive races, and of creatures that shun the cities of Men. To randomly generate a spell, roll a D6 and consult the chart below (if you roll the same spell twice for the same Wizard, roll again).

SpellCasting Value
The Oxen Stands5+
The Eagle's Cry6+
The Bear's Anger6+
The Crow's Feast7+
The Beast Cowers8+
The Wolf Hunts9+

The Oxen Stands. Cast on 5+. This spell can be cast on any friendly fleeing unit on the tabletop. If successful, the unit is rallied immediately.

The Eagle's Cry. Cast on 6+. This spell can be cast on an enemy cavalry unit, swarm, chariot, or a single ridden or unridden monster within 24" of the caster which is not engaged in close combat. If successful, the creature(s) become momentarily wild and uncontrollable. The affected unit must take an immediate Leadership test. If passed, the unit suffers a -1 Movement penalty during its next Movement phase (-2" if it marches or charges; the Movement of flyers is reduced to 12"). If failed, the unit/monster immediately makes a compulsory move of 2D6" directly towards its own side's table edge, halting if this brings it into contact with a friendly unit, impassable terrain, or within 1" of any enemy. If the unit moves off the tabletop, it counts as having fled the battle.

The Bear's Anger. Remains in Play. Cast on 6+. This spell can be cast by the Wizard on himself, even while he is in close combat. He becomes as wild and powerful as a mighty bear, adding +3 Attacks, +2 Strength, and +1 Toughness to his characteristics; he cannot wield a weapon while using this spell. Once cast, the spell lasts until the end of the next close combat engagement in which the Wizard takes part, until it is dispelled, until the Wizard chooses to end it, attempts to cast another spell, or is slain.

The Crow's Feast. Cast on 7+. A magic missile with a range of up to 24"; if successfully cast, a flock of crows mobs the target and causes 2D6 Strength 3 hits.

The Beast Cowers. Cast on 8+. This spell can be cast on any enemy unit of cavalry, a chariot, a ridden monster, a lone monster such as a Great Eagle, or a Swarm, which must be visible to the caster and not engaged in close combat. If successfully cast, any creature in the unit (but not their riders) will cower and therefore require 6s to hit in that turn's Close Combat phase; if 6s are required anyway, the creatures may not attack.

The Wolf Hunts. Cast on 9+. This spell can be cast on any friendly unit of cavalry, a chariot, a ridden monster, a monster on its own, or a swarm. The target must be within 24" of the caster and must not be engaged in close combat. If cast successfully, the unit moves 2D6" towards the nearest enemy it can see (if no enemy is visible it will not move — if in doubt which enemy unit is nearest, the caster may choose, but must do so before rolling the distance). If the distance is sufficient to reach the enemy, the unit is deemed to have charged and all the normal charging rules apply, except the enemy can only stand their ground — no other charge response is possible due to the speed of the spell.

The Lore of the Heavens

In the cities of Men, the Lore of the Heavens is called Astromancy — the magic of the sky and stars, of portents, fate and the movement of heavenly bodies. To randomly generate a spell, roll a D6 and consult the chart below (if you roll the same spell twice for the same Wizard, roll again).

D6Spell
1Second Sign of Amul
2Portent of Far
3Forked Lightning
4Uranon's Thunder Bolt
5Storm of Cronos
6Comet of Cassandora

Second Sign of Amul. Cast on 5+. This spell can be cast by a Wizard and gives the player a chance of re-rolling dice during the remainder of his own turn. If successfully cast, roll a D3 to determine the number of re-rolls the player can make. Each re-roll entitles the player to take any single D6 he has rolled (including one of the dice rolled on a 2D6, 3D6, etc) and roll it again; the player cannot re-roll a re-rolled dice. Any re-rolls not used by the end of the turn are wasted.

Portent of Far. Cast on 6+. This spell can be cast on a friendly unit that is within 12" and engaged in close combat. If successfully cast, all subsequent dice rolls of a 1 made either to hit or to wound by that unit can be re-rolled that turn; re-rolled scores of 1 stand.

Forked Lightning. This spell can be cast on an enemy unit visible to the caster anywhere on the tabletop. If successfully cast, the unit is struck by forked lightning causing D6 Strength hits, distributed exactly like hits from shooting.

Uranon's Thunder Bolt. This spell can be cast on any enemy unit visible to the caster anywhere on the tabletop. If successfully cast, the unit is struck by a thunder bolt causing D6 Strength 4 hits with no armour save possible; these hits are distributed exactly like hits from shooting.

Storm of Cronos. Cast on 9+. This spell can be cast on all enemy units which are visible to and within 12" of the caster. If successfully cast, all enemy units within range and sight are affected — each unit takes D6 Strength 4 hits, distributed exactly like shooting.

The Comet of Cassandora. Remains in Play. Cast on 10+. This spell can be cast upon any fixed point on the tabletop. If successfully cast, place a suitable marker (a small coin is ideal) over the exact spot affected. Once cast, the player rolls a D6 at the start of each player's turn (his own and his opponent's). On a 1-3, nothing happens, but place another marker on the first; on a 4-6 the spot is struck by a comet. All units from either side within D6" multiplied by the number of markers already placed are struck by the comet, each taking 2D6 Strength 5 hits. Eg, if there are two markers in place and the D6 roll is 4, all units within 4 x 2 = 8" are struck. If the spell is dispelled while in play, all the markers are removed.

The Lore of Light

The Lore of Light is a magic of bright and radiant power, of the solar wind, and of life-giving energy; its Wizards are sometimes called White Wizards or Hierophants. To randomly generate a spell, roll a D6 and consult the chart below (if you roll the same spell twice for the same Wizard, roll again).

SpellCasting Value
Pha's Illumination5+
Shem's Burning Gaze5+
Urru's Dazzling Brightness6+
Ulzah's Healing Hand7+
Karu's Guardian Light8+
Amshu's Blinding Light9+

Pha's Illumination. Remains in Play. Cast on 5+. This spell can be cast by the Wizard on himself; once cast it lasts until the Wizard attempts another spell or until it is dispelled. The Wizard is swathed in power — regardless of his characteristics, he has 3 Attacks and Strength 5 while this spell lasts, and cannot wield a weapon while using it. No magic weapons can be used to attack him while the spell lasts. The spell lasts for the duration of the combat engagement until it is dispelled, until the Wizard chooses to end it, attempts to cast another spell, or is slain.

Shem's Burning Gaze. Cast on 5+. A magic missile with a range of up to 24". If successfully cast, it hits its target and causes D6 Strength 4 hits; this is a flaming attack and so causes double damage on flammable targets.

Urru's Dazzling Brightness. Cast on 6+. This spell can be cast on any enemy unit that is engaged in close combat and within 18" of the caster. If successfully cast, the target unit is dazzled and its WS characteristic is reduced to 1 for the duration of that turn's Close Combat phase.

Ulzah's Healing Hand. Cast on 7+. This spell can be cast upon the Wizard himself, or upon any friendly model anywhere on the tabletop that has suffered one or more wounds. If successfully cast, the model regains all its lost Wounds (in the case of a monster and its rider, choose one as the target of the spell). This spell has no effect on Undead models, Chaos Daemons, war machines, chariots or other unliving units.

Karu's Guardian Light. Remains in Play. Cast on 8+. This spell affects all friendly units within 12" of the caster. If successfully cast, all these units are now immune to psychology, and fleeing units automatically rally. Once cast, the spell remains in play until it is dispelled, until the Wizard chooses to end it, attempts to cast another spell, or is slain.

Amshu's Blinding Light. Lasts one turn. Cast on 9+. This spell can be cast on an enemy unit visible to and within 24" of the caster, which is not engaged in close combat. If successfully cast, the unit is blinded — its Movement is reduced by half and its WS and BS are reduced to 1 until the end of the unit's following turn.

The Lore of Life

The Lore of Life is the magical lore of the growing earth, bound to the changing seasons — a form of magic strongest close to rivers and where woods and forests grow most abundantly. To randomly generate a spell, roll a D6 and consult the chart below (if you roll the same spell twice for the same Wizard, roll again).

D6SpellCasting Value
1Siodh Silverhyl, Mistress of the Marsh6+
2Bheortaine Briartangle, Father of the Thorn7+
3Olannan Rattledor, the Howler Wind7+
4Keirnu Oakenclub, Master of the Wood7+
5Rulainn Boulderfist, Master of Stone8+
6The Rain Lord9+

Mistress of the Marsh. Cast on 6+. This spell can be cast upon an enemy unit that is within 6" of a river, stream, bog, or other water feature on the tabletop which has been identified as such before the game (if there are no such features in range, it can be cast on any enemy unit within 6" of the caster). It cannot be cast against a unit that is engaged in close combat. If successfully cast, the ground beneath the unit is turned to swamp and the unit moves at half speed until the end of its own following turn; if forced to flee, the unit flees at half speed. This spell has no effect on flyers or ethereal creatures. The swamp disappears at the end of the opposing player's Magic phase.

Father of the Thorn. Cast on 7+. This spell can be cast on an enemy unit within 24" of the caster, which is not engaged in combat and is visible to the caster. If successfully cast, thorns and briars shoot from the earth entangling limbs and tearing at flesh. The spell causes 2D6 Strength 3 hits. The thorns wither and disappear at the end of the Magic phase.

The Howler Wind. Remains in Play. Cast on 7+. This spell can be cast upon the Wizard himself. If successfully cast, no shooting with Strength 4 or less can be targeted at units within 12" of the Wizard, even if some models in the unit are more than 12" away (the howling wind engulfs the whole unit if any part of it is within 12" of the caster). This doesn't prevent units from firing through or out of the affected area at targets beyond. In addition, all enemy units within 12" of the Wizard move at half speed due to the effect of the howling wind (this move penalty only applies when actually within the affected area — the entire zone is treated as difficult ground). Once cast, the spell lasts until dispelled, until the Wizard chooses to end it, attempts to cast another spell, or is slain.

Master of the Wood. Cast on 7+. This spell can be cast upon an enemy unit that is within 12" of a copse or other wooded feature on the tabletop which has been identified as such before the game (if there are no such features in range, it can be cast on any enemy unit within 6" of the caster). It cannot be used against a unit engaged in close combat. If successfully cast, the unit is battered by the branches of trees if within a wood, or lashed by roots erupting from the ground if there is no wood nearby. This causes D6 Strength 4 hits, plus a further D6 Strength 4 hits if the unit is partially or wholly within the wood. This spell does not affect Dryads or Treemen. At the end of the Magic phase, the trees settle again or the roots retract into the earth.

Master of Stone. Cast on 8+. This spell can be cast upon an enemy unit that is within 12" of a hill, rocky outcrop, ruins or any area identified as high ground or ruinous before the game (if there are no such features in range, it can be cast on any enemy unit within 6" of the caster). It cannot be used against a unit engaged in close combat. If successfully cast, shards of stone fly against the unit, causing D6 Strength 5 hits, plus a further D6 Strength 5 hits if the unit is partially or wholly within the feature.

The Rain Lord. Cast on 9+. This spell can be cast on an enemy unit within 24" and visible to the caster. If successfully cast, the target unit is enveloped in rain and gets a soaking. A soaked unit must roll a 4, 5 or 6 when attempting to shoot, because bow strings become damp and ropes stretch and don't work properly. A unit using gunpowder, including cannons, must roll a 6 in order to shoot; Dwarf Flame Cannons and any other shooting weapons powered by steam, blackpowder or flame must also roll a 6. If the roll is failed, the affected unit cannot shoot during that Shooting phase. Once affected, a unit stays soaked for the rest of the game — this is not a magical effect, the unit is simply wet — and a unit can only be soaked once.

The Lore of Death

The Lore of Death, or Amethyst magic, is the most feared of sorceries, drawing its power from the realm of the dead. To randomly generate a spell, roll a D6 and consult the chart below (if you roll the same spell twice for the same Wizard, roll again).

SpellCasting Value
Dark Hand of Death5+
Death Dealer5+
Wind of Death7+
Steal Soul8+
Drain Life10+
The Aethyric Shroud12+

Dark Hand of Death. Cast on 5+. A magic missile with a range of up to 24". If successfully cast, the spell hits its target and causes D6 Strength 4 hits.

Death Dealer. Cast on 5+. This spell can be cast on a friendly unit that is engaged in close combat and within 24" of the caster. If successfully cast, models which fall casualty can fight back, stabbing at their enemy with their last strength. The spell lasts for the duration of that turn's Close Combat phase — fight the combat as normal, and any model in the affected unit which falls casualty during the combat may make one further attack with its basic Strength before it is removed, regardless of whether it has already fought. In the case of mounted models, models riding chariots or monsters, etc, only riders may strike back.

Wind of Death. Cast on 7+. A magic missile with a range of up to 24". If successfully cast, the spell hits its target and causes D6 Strength 4 hits.

Steal Soul. Cast on 8+. This spell can be cast on an enemy model within 12". If successfully cast, the victim's soul is torn and rendered by dark forces and sacrificed to the caster himself, adding to the caster's Wounds (any stolen Wounds are lost at the end of the battle). If the victim has no Wounds left when the last is removed, he is slain. The spell cannot affect Undead, Chaos Daemons, and similar units which don't have a soul.

Drain Life. Cast on 10+. If cast successfully, each enemy unit within 12" of the Wizard is affected. Each unit takes D6 Strength 3 hits. No armour saves are allowed against a Drain Life spell; these hits are distributed exactly like hits from shooting.

The Aethyric Shroud. Cast on 12+. This spell can be cast upon an enemy unit which is within 24" of and visible to the caster. If successfully cast, the unit is enshrouded by a black cloud of despair. For the duration of the turn, the affected unit suffers a -3 penalty to any Leadership test (including Break tests) it is required to take. At the start of its following turn, the unit must take and pass a Leadership test (at -3), otherwise it remains affected for that turn as well; at the end of the affected unit's following turn, the spell ceases to have any effect. The spell cannot affect Undead targets, Chaos Daemons or unbreakable units; units immune to psychology are not affected either.

Magic Items

Magic items form an important part of the Warhammer game. The Warhammer Armies books describe in detail the many different kinds of magic items each army can use; here we examine the magic items commonly used by all races. In cases of contradiction, the special rule of a magic item takes precedence over normal game rules.

Who Can Use Magic Items?

Magic items can be carried by characters and, in some cases, by the Standard Bearer of a unit of troops, as indicated in the army list for each army. A character can only have one magic item of each type (weapon, armour, etc) unless otherwise indicated. No specific magic item can be carried by more than one model in the army, with the exception of scrolls, which are not limited in this respect — several scrolls of the same type can be carried by the same character if you wish.

Types of Magic Item

For convenience, we distinguish between the types of magic item as follows.

Magic Weapons. Most commonly swords, but also axes, maces, spears, bows, crossbows, etc. A character with a magic close combat weapon cannot use other close combat weapons (he cannot have a magic sword in one hand and an ordinary sword in the other, for example), though he can carry a shield with a magical weapon. No character can carry more than one magic weapon. Magic weapons always ignore any special rules that apply to an ordinary weapon of the same type.

Magic Armour. A character who is not allowed to wear ordinary armour cannot be given magic armour — this includes many kinds of Wizard whose natural magical harmony would be seriously affected by armour, so Wizards cannot wear magic armour unless specifically mentioned in the description of the item. If a character wears magical armour, he cannot also wear ordinary armour, and can only wear one set of armour. Magical shields are also counted as magical armour, so you cannot have a suit of magical armour and carry a magical shield unless specifically stated in the item's description. If a model has a magic shield, he is allowed to wear a suit of normal armour; if wearing a suit of magic armour, he is allowed to carry a normal shield.

Arcane Items. Items which enhance a Wizard's magical powers in some fashion. Only a Wizard can carry an Arcane item, and no character can carry more than one. Scrolls are a type of Arcane item containing powerful enchantments that help with spellcasting or resisting an enemy's spell. Only a Wizard can carry a scroll, but unlike other Arcane items, there is no limit on the number of scrolls a Wizard can carry, other than the total value of magic items he is permitted; a Wizard can have one Arcane item as well as carry several scrolls. As scrolls are expendable, once read they crumble to dust or their writing fades to nothing, so a scroll can only be used once during a whole battle.

Talismans. Talismans, charms, amulets and wards are tokens of magical protection. A character cannot have more than one talisman.

Banners. Magical banners can only be carried by Standard Bearers, as indicated in the army lists in the Warhammer Army book for each army. The only character permitted to carry a magic standard is the army's Battle Standard Bearer, and he can carry only one magical banner.

Enchanted Items. Many magic items are unique or belong to limited categories, such as rings; these are Enchanted items. No general restrictions apply to these, though particular restrictions may apply to individual items. A character cannot have more than one Enchanted item.

Magic Items Capable of Casting Spells

Some magic items have spells wrought into their very fabric that can be unleashed by their wielder during the Magic phase. Possessing a Bound Spell item does not make a character a Wizard for the purposes of the rules. The spell held in a magic item is cast in the player's Magic phase just like other spells, and can be countered in the same way as ordinary spells. Spells cast by magic items succeed automatically — no Power dice are needed. A spell from a Bound Spell item can be cast once per Magic phase. A character cannot have more than one Bound Spell item. Each Bound Spell item has a Power level included in its description; an opponent must score equal to or greater than this to dispel the spell.

Common Magic Items

The following magic items are considered to be common items — common to all armies in the Warhammer world, not commonplace in any sense; even the least potent magic item is rare and dangerous. Complete lists of magic items available to each army are included in the Warhammer Army book for each race.

Sword of Striking (+1 To Hit). 30 points (Magic Weapon). A Sword of Striking is possessed of a keen intelligence that guides its blade to the target, conferring a dice bonus of +1 to hit to the character wielding it. Eg, where a 3 is normally required to score a hit, the character will hit on a 2. However, a dice roll of 1 is always a miss regardless of bonuses — the minimum successful roll to hit is therefore 2.

Sword of Battle (+1 Attack). 25 points (Magic Weapon). A Sword of Battle is forged with potent magic that enables its wielder to employ it with dazzling speed and deadly effect. The blade confers +1 Attack on the character wielding it.

Sword of Might (+1 Strength). 20 points (Magic Weapon). A Sword of Might is wrought with enchantments that bind within its fabric a great and magical strength, conferring +1 Strength upon the character who fights with it.

Biting Blade (-1 armour save). 10 points (Magic Weapon). The Biting Blade is forged with bitter curses that work against the armour of its foes, conferring an additional -1 armour save modifier on any blows struck, in addition to any normal armour save modifier for Strength — so a blow struck at Strength 3 or less has a -1 armour save, a Strength 4 hit has a -2 armour save, a Strength 5 hit has a -3 armour save, and so on.

Enchanted Shield (5+ armour save). 10 points (Magic Armour). The Enchanted Shield protects its user with powerful magic, conferring an armour save of 5+ rather than a mundane shield's 6+ save. This can be combined with other magical or mundane armour — eg, light armour + Enchanted Shield = armour save 4+.

Staff of Sorcery (+1 to dispel). 50 points (Arcane). A Wizard who has this benefits from the arcane power stored within it. Whenever he dispels a spell, the score required to make a successful dispel is reduced by 1.

Power Stone. 25 points (Arcane). The Power Stone is imbued with a powerful magical invocation. When it is held out by a Wizard before he casts a spell, a further two dice are added to the casting roll. Using a Power Stone allows a Wizard to use more Power dice than he is normally permitted — eg, a First Level Wizard may use a Power Stone to cast with four Power dice (2 basic + 2 from the Power Stone). A Power Stone can only be used once; after one use its power is exhausted. Using a Power Stone will bring any spell in play cast earlier by that Wizard to an end, in the same way as casting a new spell by ordinary means. As with scrolls, Power Stones are not unique items — several Wizards may carry them, and a Wizard may carry more than one, though only one Power Stone can be used to enhance a single spell. Note that a spell cast with a Power Stone can never be cast with Irresistible Force, though it can be Miscast.

Dispel Scroll. 25 points (Scroll). A Dispel Scroll is inscribed with a powerful anti-magical invocation. When read out by a Wizard, the effect is to drain away magical power and weaken a spell that has been cast. As soon as a spell has been cast, any Wizard who has a Dispel Scroll can read it; this automatically dispels the cast spell, with no dice roll required. Reading a Dispel Scroll brings any spell cast by the Wizard reading it to an end — a Wizard who has a spell in play will automatically cancel it by reading a Dispel Scroll. As with all scrolls, Dispel Scrolls are not unique items — several Wizards may carry them, and a Wizard may carry more than one, though only one can be used at a time. Note that a Dispel Scroll will not help if the spell has been cast with Irresistible Force — any spell successfully cast with a result of 12 or more is irresistible and no Dispel roll is permitted.

Talisman of Protection (6+ Ward Save). 15 points (Talisman). The Talisman of Protection is a protective charm which confers upon its wearer a Ward save of 6+.

War Banner (+1 Combat Resolution). 25 points (Banner). The War Banner carries powerful enchantments that fill all those who fight beneath it with heroic courage and determination. A unit which has a War Banner adds a further +1 to its combat resolution when working out which side has won the combat.

Scenarios

This section covers the many different types of battle you can fight using the Warhammer rules.

What is a Scenario?

The simplest game of Warhammer — two armies lining up opposite each other and fighting turn by turn until one is mostly fled or wiped out — is a 'pitched battle', in which both sides approach head on and form up their battle lines at dawn. This represents only one sort of scenario. In the course of a war or campaign, many battles are not pitched battles, since a General will try to outwit his opponent by leading his army by devious routes or luring him into a trap; this leads to other possible battle scenarios such as an ambush, flank attack, encirclement, or even a siege. Different scenarios require players to re-examine their army choices and tactics, and ensure that every game is different from the last.

Choosing a Scenario

There are nine different scenarios of varying complexity. For your first few games, it is recommended you play the Pitched Battle scenario until you are confident with most of the Warhammer rules. Scenarios 1 through 5 all use an equal points value; if you and your opponent haven't already decided which scenario to play, you could randomly generate one after picking your armies — roll a dice and consult the following table.

Scenario chart

D6Scenario
1-2Pitched Battle
3Breakthrough
4Meeting Engagement
5Flanking Force
6Capture

The other battles use uneven points values or have additional restrictions on what to take in your armies, and you will need to agree with your opponent beforehand which of these you want to play, as this will affect the size and/or type of army you can choose. Each scenario follows a common format: Background (an example from the Warhammer world of the type of battle), Overview (a summary of what the armies are trying to achieve), Armies (the size and composition of the armies, with any restrictions in addition to the normal rules for choosing an army), Battlefield (a map and any special terrain rules), Deployment (where and in what order armies are set up), Who Goes First? (how to determine which player gets the first turn), Length of Game (how long the battle lasts), Special Rules (any additional rules particular to the scenario), Victory Conditions (how to determine the winner), and Historical Re-fight (notes about re-fighting the battle presented in the Background).

Creating Your Own Scenarios

Making up a scenario to fight isn't as difficult as it might seem — inspiration can come from military history, films, books or comics. If you follow the same format used for the scenarios in this book — filling in a little bit of history, deployment rules and victory conditions — coming up with your own scenario isn't hard. In fact, some players just play scenarios they've invented themselves, because they know best what armies and terrain they and their opponents have.

Victory Points

Many scenarios use Victory points to determine who has won the battle. Victory points (sometimes shortened to VPs) measure how much damage has been done to the enemy army, as well as other factors such as a better tactical position and morale-boosting endeavours like capturing enemy banners. A player scores Victory points as shown in the Victory Points chart below, then compares the difference between the players' scores and the size of the battle on the second chart to determine the result.

Victory Points chart

  • You receive a number of Victory points equal to the points value of each enemy unit either destroyed, fleeing, or having fled the table. Eg, a unit worth 400 points is worth 400 Victory points. Each independent character is counted as a separate unit for this purpose, and characters mounted on monsters are also counted separately from their mount (eg, if a Hero on a Dragon is slain but the Dragon is still alive, score Victory points for the Hero only).
  • You also receive Victory points for each enemy unit reduced to below half its original starting number of models, and independent models (characters, chariots and monsters) reduced to below half their starting number of wounds (do not count this if Victory points have already been scored for the unit being wiped out). Score Victory points equal to half the unit's points value (round up). Eg, a unit worth 325 points is worth 163 Victory points if reduced to below half strength.
  • Divide the table into four quarters. Each table quarter that contains at least one of your units with a Unit Strength of 5 or more that is not fleeing, and no enemy units which are not fleeing — 100 Victory points.
  • Enemy General slain, fleeing, or having fled the table — 100 Victory points in addition to Victory points scored for being a destroyed unit.
  • Each enemy unit Standard captured at the end of the battle — 100 Victory points.
  • Enemy Battle Standard captured at the end of the battle — 100 Victory points.

Once each side's Victory points are totalled, compare the difference between the two scores against the size of the battle (in points) on the Victory points chart to find the result: a draw (neither side holds the upper hand), a minor victory (you have won, but only just), a solid victory (you have decisively defeated the foe), or a massacre (you have ruthlessly crushed your foes).

The Battlefield

To play Warhammer you will need a flat, level playing area to be the battlefield. The most useful dimensions are 6'x4', the average size of a wargames battlefield, providing enough room for a good battle between two players with 2,000 or 3,000 point armies (roughly 100-300 models); larger areas allow room for bigger battles, smaller areas suit smaller armies.

Scenery

If the battlefield is just a wide, open flat plain, missile troops and war machines will be able to shoot at almost everything in sight (there being no terrain in the way), and mounted troops will be able to ride about all over the place charging when and where they want. A battlefield with more varied scenery — hills, woods, streams or rivers — looks better, is more realistic, and makes for more interesting battles.

Placing Scenery

Terrain features can have a significant effect on the game. Woods and walls can conceal troops and provide cover from shooting; hills give a height advantage to troops occupying them; rivers and similar features are a barrier to movement and cause delays to troops crossing them; buildings block lines of sight and can be defended as strongpoints. Since terrain can have such a drastic influence on the outcome of a battle, placing terrain needs to be considered carefully.

There are two approaches to setting up battlefield scenery. One is to set up the scenery according to the rules given in a particular scenario (in which case the terrain may deliberately favour one side, as part of the scenario's challenge). The other is to place scenery according to a method which creates roughly the same advantages and disadvantages for both sides. The battlefield does not have to be arranged symmetrically to achieve this; several methods that achieve this effect are as follows.

Method 1. One player sets up the scenery on the battlefield; the other player chooses which edge of the table to deploy on. This is useful when playing at a friend's house, since it allows one player to set up the table before his opponent arrives, using whatever terrain he has available — the fact that his opponent can choose either side of the table ensures the terrain is placed without undue favour to either side.

Method 2. The table is divided in half (using a row of dice) and each player sets up terrain in one half of the table. Both players then roll a dice and the higher scorer chooses his preferred half of the table in which to deploy. This is suitable when both players arrive at the same time to set up the battlefield, since neither player knows for certain where he will deploy while setting up the terrain.

Method 3. Each player chooses his preferred edge on which to deploy before the scenery is set up. Both players then roll a dice, and the highest scorer has first option to place a terrain feature — rolling on a terrain generator to generate a feature (rolling again if the feature generated is not available), then positioning it somewhere in his own half of the table. Then it is the other player's turn to generate and place a feature. This continues until either all the features are placed or until one player considers there is enough terrain and opts not to place a feature in his turn, at which point the other player may place the last feature. This method represents the sending out of scouts to look for a good place to deploy before the battle begins, and works best with a large and varied collection of terrain pieces.

Method 4. Divide the battlefield into 2'x2' squares. Generate or choose one terrain piece for each square and place it in the centre of the square (players may wish to take it in turns to position features, as in Method 3). Then the players roll a dice for choice of edge on which to deploy their force. Alternatively, one player can set up the terrain and the other can choose his preferred edge. This method is suitable for modular terrain, in which case each terrain board is positioned until the battlefield is completed; otherwise it ensures terrain features are spaced apart with plenty of open ground, and is particularly good for a limited choice of quite large pieces of scenery.

Dimensions of Terrain Pieces

There are two kinds of terrain pieces: areas and linear features. Areas include such things as woods, hills, marshes, villages, scatters of boulders, lakes, and anything represented by a single terrain piece or group of small pieces placed within a defined area. Linear features are such things as walls, hedges, fences, streams, rivers, roads, ditches, ravines, gullies, and anything several times longer than it is wide, or made up of several sections laid end to end.

Areas generated from a terrain generator chart are assumed to be no greater than 12" across at their widest point — so a wood or hill can be 12" in diameter, or 12"x6", for example. Anything larger counts as two terrain items of the same type joined together (a double feature) — eg, a wood could be a single 12"-diameter piece, or made up of three clumps of trees arranged so that together they are no more than 12" across. All linear features are assumed to be in sections, each no more than 12" long and no more than 6" wide; any section longer or wider than this is assumed to be two sections joined together (a double section). Eg, when a section of river is generated, it can be placed from one edge to another across a corner of the table, and a subsequent generated section is added to the first to lengthen the river.

The height and slope of hills should allow troops to be placed on them while making it clear whether the hill is flat-topped and whether troops can see or shoot over others on lower ground — as a rule of thumb, if a model falls over when placed on a slope, that slope is a steep slope, and if a model is pointing his bow at the back of another model, he is probably not high enough to shoot over him. With area features such as woods and villages, it is a good idea to leave open spaces within the feature in which to place models, making it easier to show that the feature is occupied. As a rule of thumb, features which force models to be spread apart like skirmishers are difficult ground, and if you have to shift the odd tree or boulder aside to move a regiment through, the feature is probably difficult ground.