RulesPal
Chat
Rulebook
Warhammer: The Game of Fantasy Battles (7th Edition) thumbnail

Warhammer: The Game of Fantasy Battles (7th Edition)

Warhammer: The Game of Fantasy Battles (7th Edition) Rulebook

Table of Contents

Table of Contents

  • A Game of Armies
    • The Points System
    • Points & Time
    • How to Choose an Army
  • The Battlefield
    • The Sizes of Things
  • Other Things You Need
    • Pen & Paper
    • Tape Measure
    • Dice
    • Re-rolls
    • Artillery Dice & Scatter Dice
    • Templates
  • Playing the Game
    • 1. Set Up Terrain
    • 2. Select Spells
    • 3. Deploy for Battle
    • 4. Who Goes First?
    • 5. Play the Game
    • 6. Victory!
    • The Most Important Rule!
  • Characteristics
    • Movement Allowance (M)
    • Weapon Skill (WS)
    • Ballistic Skill (BS)
    • Strength (S)
    • Toughness (T)
    • Wounds (W)
    • Initiative (I)
    • Attacks (A)
    • Leadership (Ld)
    • Zero Characteristics
    • Characteristic Profiles
    • Saving Throws
  • Units
    • Ranks & Files
    • Champions, Banners & Musicians
    • Unit Types
    • Unit Strength
    • Facing & Arc of Sight
    • Line of Sight
    • Measuring Distances
  • The Turn - Phases
    • 1. Start of the Turn Phase
    • 2. Movement Phase
    • 3. Magic Phase
    • 4. Shooting Phase
    • 5. Close Combat Phase
    • Exceptions
  • Movement
    • The Movement Phase
    • Movement Rate
    • 1" Apart
    • Barding
  • Manoeuvres
    • Wheel
    • Turn
    • Change Formation
    • Reform
  • Marching
    • Individual Models
    • Moving Off the Table
  • Terrain
    • Open Terrain
    • Difficult Terrain
    • Very Difficult Terrain
    • Impassable Terrain
  • Obstacles
  • The Movement Phase in Detail
  • 1. Declare Charges
    • Declaring Charge Responses
  • 2. Rally Fleeing Troops
  • 3. Compulsory Moves
  • 4. Move Chargers
    • Flank & Rear Charges
    • Charging
    • A Failed Charge
    • Manoeuvring During a Charge
    • Aligning the Combatants
    • Moving Engaged Units
    • Units Fleeing from the Charge
    • Multiple Chargers
    • Multiple Targets
    • Oddball Stuff
  • 5. Remaining Moves
  • The Magic Phase (Turn Sequence)
  • Shooting
    • The Shooting Phase
    • Line of Sight
    • Missile Fire from Hills
    • Range
    • Shooting & Combat
    • Rolling to Hit
    • Cover
    • To Hit Modifiers
    • 7+ to Hit
    • Templates
    • Rolling to Wound
    • Taking Armour Saves
    • Armour Save Modifiers
  • Close Combat
    • The Close Combat Phase
    • How to Resolve Combats
  • 1. Fight Combat
    • Which Models Fight?
    • Who Strikes First?
    • Hitting the Enemy
    • Wounding the Enemy
    • Defended Obstacles
    • Taking Saving Throws
    • Incomplete Ranks
    • Removing Casualties (Close Combat)
  • 2. Combat Result
    • Combat Result Bonus Chart
    • Combat Result Bonuses
  • 3. Break Tests
    • Insane Courage!
  • 4. Flee & Pursue
    • Flee/Pursue Sequence
    • Declare Pursuit Intentions
    • Determine Flee Distance
    • Determine Pursuit Distance
    • Remove Fleeing Units Caught
    • Move Surviving Fleeing Troops
    • Move Pursuing Units
    • Overrun!
    • Pursuit off the Table
    • Multiple Fleeing & Pursuing
    • Pursuit into Fresh Enemy
    • Subsequent Actions of Fleeing Troops
  • 5. Redress Ranks
    • Free Manoeuvres
    • End of the Basic Rules
  • Advanced Rules
  • Psychology
    • Psychology Tests
    • Psychology Tests & Break Tests
    • Using Rider's Leadership
    • Using Superior Leadership
    • Tests at the Start of the Turn
  • Panic
    • 1) 25% Casualties
    • 2) Unit Destroyed within 6"
    • 3) Friends Break from Close Combat within 6"
    • 4) Fleeing Friendly Models Move Through the Unit
  • Fear
    • 1) Charged by Fear-causing Enemies
    • 2) Wishing to Declare a Charge against a Fear-causing Enemy
    • Defeated by Fear-causing Enemy
  • Terror
    • 1) Charged by Terror-causing Enemies
    • 2) Wishing to Declare a Charge against a Terror-causing Enemy
    • 3) Terror-causing Enemies within 6" at the Start of the Turn
  • Fear & Terror Immunity
  • Stupidity
    • Stupidity and Riders
  • Frenzy
  • Hatred
  • Immune to Psychology
  • Stubborn
  • Unbreakable
    • Unbreakable Swarms
  • Weapons
    • Weapons and Units
    • Special Weapon Rules
    • List of Weapons
    • Close Combat Weapons
    • Missile Weapons
  • Monsters
    • The Monster Model
    • Moving Monsters
    • Manoeuvring During a Charge
    • Monstrous Mounts
    • Shooting at Monstrous Mounts
    • Monstrous Mounts in Combat
    • Excess Wounds
    • Slain Riders or Mounts
  • Chariots
    • The Chariot Model
    • Moving Chariots
    • Manoeuvring During a Charge
    • Obstacles & Terrain
    • Chariots & Shooting
    • Chariot Armour Saves
    • High Strength Hits
    • Impact Hits
    • Chariots in Combat
    • Chariot Upgrades
    • Flee and Pursuit
    • Characters & Chariots
  • Skirmishers
    • Formation
    • Moving
    • Charging
    • Charging Against Skirmishers
    • Skirmishers Charging Other Skirmishers
    • Shooting
    • Close Combat
    • Characters
    • Monsters & Handlers
  • Flyers
    • Moving Flyers
    • Flying Charges
    • Fleeing & Pursuing
    • Units of Flyers
    • Flying Cavalry
  • Fast Cavalry
    • Movement
    • Shooting
    • Combat
    • Characters
  • Unit Strength
    • Unit Strength Chart
  • Characters
    • Characters & Units
    • Shooting
    • Close Combat
    • Challenges
    • Psychology
    • Characters & Mounts' Psychology
    • Special Characters
  • Command Groups
    • Position within Unit
    • Standards
    • Musicians
    • Champions
  • Generals & Battle Standards
    • The General
    • The Battle Standard
  • War Machines
    • Movement
    • Characters
    • Shooting
    • Shooting Against War Machines
    • Loss of Crew
    • Charge Responses
    • Fleeing Crew
    • Close Combat
    • Abandoned Machines
    • Cannons
    • Bolt Throwers
    • Stone Throwers
    • Other War Machines
  • Special Rules
    • Always Strikes First
    • Breath Weapon
    • Flaming Attacks
    • Flammable
    • Killing Blow
    • Magic Resistance (1-3)
    • Poisoned Attacks
    • Regeneration
    • Scaly Skin
    • Scouts
  • Buildings
    • Movement
    • Shooting into Buildings
    • Shooting from Buildings
    • Assaulting Buildings
    • Buildings & Fleeing
    • Buildings & Magic
  • Special Features
    • Control of a Feature
    • Special Feature Types
    • Other Special Features
  • Victory!
    • Enemy Units Destroyed
    • Enemy Units at Half Strength
    • Captured Table Quarters
    • Enemy General Slain
    • Captured Units' Standards
    • Captured Battle Standard
    • Other Victory Points
    • Victory Chart
  • The Magic Phase
    • Wizards
    • Spells
    • Magic Items
    • Magic Phase Sequence
    • Power Dice
    • Dispel Dice
    • Casting Spells
    • Irresistible Force & Miscast
    • Dispelling
    • Spells Commentary
    • Dispel Spells in Play
    • Cancelling Spells
  • The Lores of Magic
    • The Eight Lores
    • Selecting Spells
  • The Lore of Fire
    • 1. Fireball
    • 2. Flaming Sword of Rhuin
    • 3. The Burning Head
    • 4. Fiery Blast
    • 5. Conflagration of Doom
    • 6. Wall of Fire
  • The Lore of Metal
    • 1. Rule of Burning Iron
    • 2. Commandment of Brass
    • 3. Transmutation of Lead
    • 4. Distillation of Molten Silver
    • 5. Law of Gold
    • 6. The Spirit of the Forge
  • The Lore of Shadow
    • 1. Steed of Shadows
    • 2. Creeping Death
    • 3. Crown of Taidron
    • 4. Shades of Death
    • 5. Unseen Lurker
    • 6. Pit of Shades
  • The Lore of Beasts
    • 1. The Bear's Anger
    • 2. The Oxen Stands
    • 3. The Crow's Feast
    • 4. The Beast Cowers
    • 5. The Hunter's Spear
    • 6. The Wolf Hunts
  • The Lore of Heavens
    • 1. Portent of Far
    • 2. Second Sign of Amul
    • 3. Celestial Shield
    • 4. Forked Lightning
    • 5. Uranon's Thunderbolt
    • 6. The Comet of Casandora
  • The Lore of Light
    • 1. Burning Gaze
    • 2. Pha's Illumination
    • 3. Healing Energy
    • 4. Dazzling Brightness
    • 5. Guardian Light
    • 6. Cleansing Flare
  • The Lore of Life
    • 1. Mistress of the Marsh
    • 2. Master of the Wood
    • 3. Gift of Life
    • 4. The Howler Wind
    • 5. The Rain Lord
    • 6. Master of Stone
  • The Lore of Death
    • 1. Dark Hand of Death
    • 2. Steal Soul
    • 3. Wind of Death
    • 4. Walking Death
    • 5. Doom & Darkness
    • 6. Drain Life
  • Magic Items
    • Types of Magic Item
    • Bound Spells
    • Common Magic Items
  • Terrain Features (Hobby Section Summary)
  • Gaming
    • Setting Up a Game
    • Team Games
    • Alternative Set-ups
  • Scenarios
    • How Scenarios Work
    • Outnumbered Battles
    • Inventing Your Own Scenarios
    • Scenario: The Last Stand
    • Scenario: Battlefield Supremacy
    • Scenario: Flank Attack
    • Campaigns
  • Reference
    • Single Model Movement Chart
    • Last Man Standing

A Game of Armies

The Points System

To ensure that games are as fair as possible, every model is ascribed a points value which reflects its value in the game. If the two sides add up to the same points total, then the game will be as fair as possible.

Points & Time

In most battles, both sides choose armies to the same total points value. For example, 500 points a side gives a relatively small game that will last about an hour and can be played on a small battlefield with very little or no terrain. Larger battles (1,000 to 1,500 points per side) will take longer to play. A 2,000 points per side battle will last about three hours and larger battles of 3,000 or more points could take an entire day or longer.

Basic characteristics and points values can be found in the Army Reference (page 266) but the full list of points values, troop types, magic items and more can be found in the Warhammer Armies series of books. Each book covers one race and includes an army list that explains the troops the force is allowed, along with their points values. An Army book also lists all the weapon options, upgrades, and defines any restrictions on particularly powerful heroes, monsters, war machines and elite troops.

How to Choose an Army

The army lists in each of the Army books are divided into four basic sections: Characters, Core troops, Special troops and Rare troops.

  • Characters represent individual heroic models - Heroes and Wizards - which are limited in number. The most powerful are the Lords and Wizard Lords, while some armies also include priests, assassins and other individuals.
  • Core troops represent the most common warriors in the army. These usually form the bulk of the army. Every army has to include at least some Core units.
  • Special troops are the best of the army's warriors, as well as certain war machines or chariots. These are available in limited numbers.
  • Rare troops are scarce compared to ordinary warriors. This category includes uncommon monsters, unusual war machines and unique units of extraordinary troops.

The maximum number of characters, Special, and Rare units available varies with the size of the game being played, and some army lists may present additional differences. For example, normally in a 2,000 points game, an army must include one character (the General) and a minimum of three Core units. There is no maximum to the number of Core units that can be added to the army, but the maximum number of characters is four (one of which can be a Lord), the maximum number of Special units is four and the maximum number of Rare units is two.

The Battlefield

Before opposing armies can clash, you need to prepare an area for the game: a playing surface (a cleared space on the floor or kitchen table, or an elaborate modelled landscape), and any terrain features. "Terrain feature" is a term used to describe individually modelled pieces of wargames scenery, such as a patch of forest, a hill, a farmstead, border fort, or an ancient standing stone. Warhammer can be played on a flat tabletop with little or no terrain.

The Sizes of Things

The size of a gaming area will be limited by the space available. The amount and position of terrain is a personal choice; use the following as suggested guidelines and not strict rulings.

  • Games of less than 1,000 points a side work best on an area of about 4' x 4'. Use two to four terrain features, such as hills, woods or buildings. If players have a particularly impressive terrain piece, they can use it as a special feature (see page 100).
  • Games of between 1,000 and 3,000 points work best on an area of about 4' x 6'. Use four to six pieces of terrain, such as hills, woods or buildings. Again, players can use a special feature if they have a suitable piece. Larger games require proportionally wider areas and higher numbers of terrain pieces.

For practical purposes it is recommended that a terrain feature cover an area of somewhere between 4" x 4" and 12" x 12".

Other Things You Need

Pen & Paper

To record your army list - detailing your regiments and their weapons, magic items and other information - and make notes.

Tape Measure

For measuring distances you will need a tape measure marked in inches, or a couple of plastic range rulers.

Dice

All dice rolls use a standard six-sided dice (D6). Sometimes you will be asked to modify the result of the dice roll. This is noted as D6 plus or minus a number, such as D6+1 or D6-2. Roll the dice and add or subtract the number indicated to get the final result. You may have to roll a certain number of dice in one go. For example, 2D6 means roll two dice and add the scores together.

You may also come across the term D3. As there is no such thing as a three-sided dice, use the following method for determining a score between 1 and 3. Roll a D6 and halve the score, rounding up: 1 or 2 equals 1, 3 or 4 equals 2 and 5 or 6 equals 3.

Sometimes in a game of Warhammer you will have to roll many dice to resolve mass shooting or a combat. To save time in these cases, it is best to roll all the dice required rather than one dice at a time.

Re-rolls

Sometimes the rules allow you a "re-roll" of the dice. Pick up the dice you wish to re-roll and roll them again. The second score counts, even if it is a worse result than the first, and no dice roll can be re-rolled more than once, regardless of the source of the re-roll.

Note that re-rolling a 2D6 roll means picking up both dice and re-rolling them both, not just one of the dice. For 3D6 this would be three dice, 4D6 would be four dice, and so on.

Artillery Dice & Scatter Dice

Warhammer uses two special dice: the artillery dice (marked 2, 4, 6, 8, 10 and MISFIRE), and the scatter dice (marked with arrows and HIT symbols). These dice are mostly used to represent the effects of various war machines, such as cannons and stone throwers.

Note that, except where clearly specified, the artillery and scatter dice cannot be re-rolled.

Special dice symbols are used to represent occurrences of luck or misfortune. From this point onwards these are referred to as HIT and MISFIRE.

Templates

Breath weapons of certain creatures such as Dragons, as well as the shots of certain war machines and a few magic spells, use templates to represent the area affected. There are three templates you need: a teardrop-shaped flame template and two round templates of 3" and 5" diameter respectively.

Playing the Game

Presented here is a standard method for playing a battle, designed to produce a fair and exciting game.

Note on diagrams: each diagram in the rulebook is identified by two numbers. The first indicates the page the diagram is on and the second distinguishes between diagrams on the same page.

1. Set Up Terrain

Before beginning the game, the pieces of terrain must be set up on the table. Begin by selecting the terrain pieces you're going to use (an amount appropriate to the size of the game, as suggested in The Battlefield section). Each player rolls a D6 to determine who starts to place terrain (re-roll any ties) - the highest scoring player goes first. The player chooses one piece of terrain and places it anywhere on the table, but more than 12" away from the centre of the table. Then his opponent does the same, and the two players keep alternating like this until the terrain pieces run out, or either player declares that he will pass and stops deploying terrain. His opponent may then deploy one last piece of terrain and then the terrain set-up is finished. Note that both players must deploy at least one piece of terrain before they can pass.

2. Select Spells

After the terrain has been set up, it is time for both armies' Wizards to select their spells, as described in the Magic section (see page 107). Once the Wizards have selected their spells, your armies are ready to be deployed on the battlefield.

3. Deploy for Battle

Armies cannot be deployed within 12" of the middle line of the battlefield, so that more than 24" of no man's land will stand between the armies at the beginning of the battle (as shown in Diagram 2.1). The areas outside this middle ground are called deployment zones. In a 4' deep table, the deployment zones are 12" deep, but if you're playing on a table of different size, you could end up having smaller or larger deployment areas. This is fine - the important thing is that the opposing armies must be separated by a distance of more than 24" at the start of the game.

  • Both players roll a dice; the player who scores highest must deploy one of his units in either deployment zone, thereby claiming that side of the table as his own.
  • The other player then deploys one of his units in his own deployment zone.
  • After that, taking it in turns, each player deploys one unit at a time in his own deployment zone.
  • All the war machines in an army are deployed at the same time, though they can be deployed in different parts of the deployment zone.
  • The characters in an army are all deployed simultaneously as the last unit the player deploys. Each of them may of course be deployed in a different part of the deployment zone and they may be deployed within units.
  • Units with the Scouts special rule are not deployed with the rest of the army. Instead, they are placed on the table after all units in both armies have been deployed, as described in the rules for Scouts (see page 96).

4. Who Goes First?

After deployment is complete, both players roll a dice; the player who finished their deployment first (not including Scouts) may add +1 to their dice roll. The player who scores highest may choose whether to go first or second (if the modified result is a tie, the players must roll again).

5. Play the Game

The rules for playing the game are presented in the following pages of this rulebook.

Length of Game. A game of Warhammer lasts six game turns (both players get six turns) or until a player concedes defeat.

6. Victory!

At the end of game turn six, players use the victory points system to determine who is the winner of the battle. The complete rules to calculate victory points can be found on page 102, but for now all you need to know is that you have to try to wipe out the enemy army while minimising your own casualties. You also receive extra points for killing the enemy General, capturing standards and controlling large parts of the battlefield.

The Most Important Rule!

Remember, you're playing to enjoy a challenging battle with friends, where having fun and keeping to the spirit of the game is more important than winning at any cost. In a game of this size and level of complexity there are bound to be certain occasions where a particular situation lies outside the rules as they are written. Warhammer players should feel free to improvise where necessary, resolving such situations in a friendly and mutually agreed manner.

When you come across a situation in a battle that is not covered fully by the rules, be prepared to interpret a rule or come up with a suitable house 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 a player to roll a D6 to see whose interpretation applies in that instance. On the roll of 1-3 player A may decide, on a 4-6 player B may decide.

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 (this is called a "house rule").

Characteristics

To represent the many different types of warriors and creatures in the game, there are nine characteristics that describe the various aspects of their physical or mental make-up. All characteristics are normally rated on a scale from 0 to 10.

Movement Allowance (M)

Often called Move, this shows the number of inches a creature can move on the tabletop under normal circumstances. E.g., a Man with a Move of 4 (M4) can move 4" when moving at full rate. A horse moves twice as fast and therefore has M8.

Weapon Skill (WS)

This defines how accomplished or skilled a warrior is with his weapons, or how determined and vicious a monster is. The higher the score, the more likely the fighter is to hit an opponent in close combat. An ordinary Man has WS3, whilst a battle-hardened leader might have WS4, WS5 or possibly even higher.

Ballistic Skill (BS)

This shows how accurate a warrior is with ranged weapons such as bows or handguns. The higher this value is, the easier a creature finds it to hit with missile attacks. An ordinary Man has BS3, but a keen-eyed Elf has BS4. 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)

This shows how strong a creature is. An exceptionally puny creature might have a Strength characteristic of 1, while a mighty Giant has S6. 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)

This is a measure of a creature's ability to resist or withstand physical damage and pain. The tougher a creature is, the better it can withstand an enemy's blows. A normal Man has T3, but a creature such as a Treeman with his tough wooden flesh has T6.

Wounds (W)

This 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 Man-sized creatures have a Wounds characteristic value of 1. Large monsters and mighty Heroes are often able to withstand several wounds that would slay a smaller creature, and so have W2, W3, W4 or more.

Initiative (I)

This indicates how fast a creature can react. Creatures with a low Initiative score (such as Orcs with I2) are slow and cumbersome, while creatures with a high Initiative score (e.g., Elves with I5) 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)

This indicates the number of times a creature attacks during close combat. Most warriors and creatures have an Attacks value of 1, although some elite troops, monsters or heroes may be able to strike several times and have A2, A3 or more.

Leadership (Ld)

This indicates how courageous, steadfast, and self-controlled a model is. A creature with a low value is very unruly or cowardly. Humans have Ld7, which is average, whilst easily-scared Night Goblins have a Leadership value of only 5.

Zero Characteristics

Some creatures have been given a value of "0" (sometimes shown as a dash: "-") 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, some creatures or war machines may have 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 struck against it will automatically hit.

If at any time a model's Strength, Toughness or Wounds are reduced to 0 or less by magic or a special rule, it is slain and removed from play.

Characteristic Profiles

Every model in Warhammer has a characteristic profile, which lists the value of its different characteristics. For example:

MWSBSSTWIALd
Orc433341217
Man433331317

An Orc and a Man move at the same speed and have the same Weapon Skill and Ballistic Skill. Both have the same Strength. When it comes to Toughness, the Orc's value is 4 compared to 3, which gives it the edge in hand-to-hand fighting. Both have 1 Wound. The Orc loses out when it comes to Initiative: the Man will get to strike his blows before the Orc does in close combat. Both have Leadership 7.

Saving Throws

A creature's saving throw (often shortened to "save") 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. Reptilian Lizardmen and other creatures with a thick skin or chitinous shell receive a "scaly skin" armour saving throw.

Armour saves are taken by rolling a D6 and trying to score equal to or higher than the armour save value. For example, if a creature has a 3+ armour save, it can normally avoid any wound it suffers by rolling 3 or more on a D6.

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 that can protect them from almost any type of damage (explained later).

Characteristic Tests

During a battle, a model may have to take a test on one of its characteristics. In order to pass the test, the model has to roll a D6 and score 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 and of any other modifier that might apply. If a model has to take a test for a characteristic that has a value of 0 on its profile, it will automatically fail the test.

Leadership Tests

Tests that are made against the Leadership characteristic of a model are done slightly differently to other tests. Roll 2D6. If the result is equal to or less than the model's Leadership value, the test has been passed.

If a unit includes models with different Leadership values, always use the one with the highest Leadership value.

Units

Each model is an individual playing piece with its own capabilities and characteristics. A unit usually consists of several models (cavalry or infantry) that have banded together, but a single, powerful model such as a lone character, a chariot or a Dragon, a war machine and its crew, etc., are also considered to be a unit.

Ranks & Files

Models in a unit of infantry or cavalry are arranged in a formation that consists of one, two, three or more horizontal lines, called ranks (see Diagram 6.1). 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 (in which case it's referred to as an incomplete rank). The last rank is filled from the centre.

The vertical lines of models in a unit are called files, and that explains why sometimes the members of a unit are referred to as "the rank-and-file troopers" (to distinguish them from characters that have joined the unit).

Champions, Banners & Musicians

Units of infantry and cavalry 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, often referred to collectively as the unit's "command group", are placed in the front rank of the unit whenever possible. When a unit turns to face its side or rear (see page 13), they are automatically rearranged in the new front rank.

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.

Unit Types

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

Infantry includes all units of foot troops, be they Goblins, Men, Ogres, Trolls or any other race fighting on foot. Normally, infantry models are mounted on a 20mm, 25mm or 40mm wide square base. A typical infantry regiment can include 10, 20, 40 or even more models.

Cavalry refers to riders mounted on horse-sized creatures that have only 1 Wound in their profile, mounted on a 25mm by 50mm "cavalry" base. It also refers to other four-legged creatures, such as warhounds, wolves, etc., that have 1 Wound on their profile and are mounted on a cavalry base. Cavalry units operate much in the same way as an infantry unit. A cavalry model is treated in all respects as a single model. Should the rider be slain, the entire model is removed from the battle. Cavalry models always use the rider's Leadership, Toughness and Wounds. The steed's Ld, T and W, as well as the rider's Movement, are never used.

War machines are huge engines of destruction, such as the Great Cannons of the Empire, Orc Rock Lobbers or the Repeater Bolt Thrower of the High Elves. Normally, war machines and their crew form a unit of three or more models.

Chariots. A chariot is a wheeled war-vehicle drawn into battle by horses or other creatures and crewed by warriors. Chariots are normally mounted on a 50mm by 100mm "chariot" base. A chariot's crew and the creatures pulling it are an integral part of the chariot, and if this is destroyed they are killed. Powerful characters can also ride in chariots.

Characters are powerful individuals such as great heroes and sorcerous wizards. They can fight on foot as infantry, on a steed like a cavalry model, or ride in a chariot or on a monster. Some characters, like the mighty Daemon Princes of Chaos, are so large and powerful that they follow the rules for monsters.

Monsters. Creatures such as War Hydras, Giants, Griffons, Dragons or Great Eagles are called monsters. These normally move and fight individually and never join units. They are normally mounted on a 40mm or larger base. Sometimes monsters are used as mounts by powerful characters or they are goaded into battle by a group of beastmasters.

Unit Strength

Warhammer has several rules (such as outnumbering, fear, etc.) where the unit with greater weight of numbers gains an advantage over its opponents. To measure this, each unit has a unit strength. In the case of most infantry units, you just need to count the number of models in the unit - for example, 15 Men on foot have a unit strength of 15 and clearly outnumber eight Elves on foot (unit strength 8).

Models such as cavalry, monsters, war machines, chariots, etc., are individually more powerful than a single man on foot. For example, each cavalry model counts as two infantry. To establish the unit strength of all your different units, use the chart provided on page 71 (reproduced in the Unit Strength section below).

Facing & Arc of Sight

The direction of the front of the model's base is assumed to be its facing, the actual direction faced by the creature it represents. A model cannot charge or shoot at something it cannot see. To represent this, a target must lie within a 90 degree arc projected from the front of the model. Where models are on square bases, this can be imagined by projecting a line through the corners. This is the "arc of sight" and determines which opponents the model can shoot at or charge (see Diagram 8.1).

Line of Sight

In general (with the notable exception of the shooting phase), if one model in your unit can see at least one model from an enemy unit, that enemy is said to be "in sight" of your unit.

A model's line of sight may be blocked if there is anything between him and his intended target that obscures his view. Interposing models or scenery may block a model's line of sight to a target.

Interposing Scenery. Just as real troops cannot see through hills or hedges, we must assume that our models cannot see behind corresponding terrain features. As it is impossible to say exactly what everyone's terrain 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. 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 gaming table.

Woods. 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 he can also be seen. If it is further than 2" inside the wood, a model can neither be seen by models outside nor can it see them. If both the model and its target are inside the wood, then the line of sight is reduced to the farthest they can see - which is 2".

Normally in Warhammer, woods are represented by a few trees stuck on a base. For simplicity's sake, players should always assume that the entire base of the wood is covered in trees as tall as the tallest tree on the base, and therefore the entire area marked by the wood's base blocks line of sight.

Interposing Models. Troops, either friendly or unfriendly (i.e., yours or the enemy's), block line of sight. Because of this, normally 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.

This does not apply if a target behind normal-sized models (such as Men or Dwarfs) is defined as a large target in its special rules. Large targets can draw a line of sight over interposing models that are not large targets themselves. Orcs or Goblins can't block line of sight to a Giant (large target), for example. This works the other way round as well: for example, a Dragon (large target) can be seen and shot at by enemy models over interposing friendly models that are not large targets, even by models in the back ranks of a unit of troops armed with missile weapons.

Note that this does not allow large targets to charge through any interposing models.

Hills & Elevated Positions. Units on a hill can draw a line of sight from an elevated position and they can always shoot (and be shot at) over models that are not on a hill, in the same way as described for large targets. This means that models in the rear ranks of units on the flat may shoot against models standing on a hill.

When other pieces of terrain, such as woods, buildings or other hills block the line of sight of a unit on a hill, you should get down over the table and take a model's eye view to determine what the models on the hill can see. Therefore, most of the time your troops may be able to see over low obstacles that are on the ground below. It is normally a good idea to discuss with your opponent how you are going to treat line of sight before starting the game.

Measuring Distances

Whenever you are measuring the distance between two models, use a tape measure, ruler or other similar tool to measure the distance between the bases of the models.

Whenever you are measuring the distance between two units, always identify the two closest models in those units and then measure the distance between their bases (see Diagram 9.1).

If a model does not have a base, as is the case with some war machines, tell your opponent which part of the model you are measuring distances from/to and stick to it for the entire game (popular choices are: the closest part of the model, the muzzle of cannons, the crossbar of stone throwers, etc.).

Note that when measuring distances for a charge, slightly different rules are used in order to take into account manoeuvring, difficult terrain, etc., as explained later.

The Turn - Phases

A game of Warhammer consists of six game turns. During each game turn, each player takes one complete player turn, so that by the end of the game both players will have played six player turns. For brevity's sake, the term "player turn" is usually shortened to "turn". Players alternate taking turns until the battle is over.

Within the player turn, actions are performed in a fixed order - this is called the turn sequence. Each player turn is divided up into phases. When it is your turn, it is up to you to keep track of where you are in the turn sequence. The phases in a turn are always completed in the order given below, and all actions in that phase must be resolved before moving on to the next phase.

1. Start of the Turn Phase

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 (described in the relevant Armies book).

2. Movement Phase

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

3. Magic Phase

In the magic phase your Wizards may cast spells.

The full rules for spellcasting and magic are described at the end of the rules section - they are quite advanced and not needed right from the start.

4. Shooting Phase

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

5. Close Combat Phase

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.

Exceptions

There are exceptions to the general turn sequence, when things are worked out as they occur rather than in any strict order and, regardless of whose turn it is, both players might have to do something at the same time. Occasionally the actions of one player will trigger the sudden appearance of a particular troop type, or may activate some special troop type or occurrence.

Movement

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

Movement is determined using a measuring tape or ruler. 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. It is better to keep the game flowing rather than worrying about unavoidable imprecision. 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.

The Movement Phase

The things that you can do within the movement phase are performed in a strict order:

  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.

Movement Rate

The normal Movement rate of a model (also referred to as its "speed") is defined by its Movement allowance (M) characteristic value. During their movement phase, units can move up to their Movement allowance in inches. For example, Men have a Movement characteristic of 4 and so may move up to 4". Elves move up to 5".

Models do not have to move the full distance allowed, or can stay still if you prefer, but they cannot move further than their normal Move rate unless charging, marching, pursuing or fleeing (all of these types of move are discussed later).

Troops move and fight in a tight formation of one or more ranks. Such a formation is normally referred to with the coverall 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.

1" Apart

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 in normal circumstances units may only engage in close combat by means of a charge. However, during charge moves a charging unit may approach within 1" of any enemy (not only the ones they are charging).

Barding

Troops riding mounts with barding (horse armour) move more slowly because the weight of the armour 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 horse's barding), which equals a move of 7".

Manoeuvres

There are four specific types of manoeuvre that enable a unit to turn about or rearrange its ranks: wheel, turn, change formation and 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 turning wheel and completes the manoeuvre facing a different direction (see Diagram 13.1).

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, as described later.

Turn

To execute a turn manoeuvre, all the models remain in place but are turned around through 90 or 180 degrees 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, in which case it cannot turn at all, but can only wheel.

When a unit is turned to face its side or rear, its champion is automatically rearranged into the front rank along with the standard bearer, musician and any other characters that are in the unit (see Diagram 13.2). If there is not enough space in the front rank, such models are rearranged into the rear ranks.

When a unit is turned to face its side or rear, all models in the complete ranks are simply turned on the spot, while the models in the incomplete rank are moved to the rear of the unit in its new formation.

The most common use of the turn manoeuvre is for a unit to turn around 90 or 180 degrees, move half their normal move and then turn back to its original position. This effectively means that units can move backwards or sideways at half speed.

Change Formation

A unit of troops can also change its formation by moving models from/to its rear ranks to add or reduce the number of models in its front rank. For example, a unit that has five models in its front rank may add one model from its rear rank and have a front rank of six models. The models in the second and other ranks are then rearranged to match the number of models in the front rank.

A unit must surrender half of its move to add/deduct up to five models to/from its front rank. A unit may add/deduct up to ten models if it does not otherwise move at all. When redeploying models 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 and is filled from the centre outwards (see Diagrams 14.1 and 14.2).

The rear rank is still a rank whether it is full or contains only one model, although only ranks of five 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.

A unit of troops can reform during its movement phase as long as it is not in close combat, and is not subject to some compulsory moves. The player declares that the unit is reforming and regroups it into a new formation. Keeping the centre point of the unit the same, arrange the unit into a new formation of as many ranks as you please, facing whichever direction you wish, so long as none of the models in the unit move more than twice their Movement rate (i.e., Men with Move 4 can move up to 8"). Characters, champions, standard bearers and musicians must still be placed in the front rank of the unit as normal.

A unit that 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.

Marching

Marching at the double allows troops that are away from the main fighting to move more rapidly. 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.

Marching troops move at twice their normal Movement rate, with weapons sheathed or shouldered. Troops can march if there are no enemy models within 8" of them at the start of their move. If there are enemy models anywhere within 8" at the start of its move, the unit is too busy preparing to fight and so cannot march. Fleeing enemies are ignored as they present no immediate threat, and so they do not stop your units from marching. 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.

A marching unit cannot move through difficult or other obstructive terrain or cross obstacles. It must stop if it comes to these features. Units that ignore movement penalties from such terrain can march through it as normal.

A unit that has marched in the movement phase cannot shoot missile weapons during the shooting phase. Wizards with the unit can still cast spells.

Individual Models

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

Moving Off the Table

Units can only move off the table when fleeing or pursuing, as described later. Any other form of movement, whether voluntary or compulsory, treats the edge of the table as impassable terrain (unless differently specified in the special rules for a scenario, troop type, etc.).

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: open, difficult, very difficult and impassable terrain. As each player's gaming table and collection of scenery pieces is going to be very different, players should discuss before the battle begins which terrain features will be difficult, very difficult or impassable during the course of the battle.

Open Terrain

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

Difficult Terrain

Difficult terrain includes the following:

  • Woods, orchards, growing crops & dense foliage.
  • Brush, scrub and other clinging vegetation.
  • Debris, wreckage, loose rocks and boulders.
  • Areas of ruined buildings.
  • 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.
  • Steep or treacherous slopes (this can include particular hills if both players agree before the game, otherwise hills are considered to be open terrain).

All distances count as double when moving through difficult terrain, so every inch moved across difficult ground counts as 2". For example, if your unit has Move 4 then it can only move 2" in a wood.

If troops move over open ground and difficult terrain during the same turn, then their movement over open ground is normal and movement over difficult ground counts as double the actual distance travelled. For example, a unit of Men (M4) moves 2" across open ground and then enters a wood. It now has 2" of its move left and this is difficult terrain, so it can only move a further 1" through the wood.

Very Difficult Terrain

Very difficult terrain includes areas that are even more arduous to move through, such as:

  • Thick woods packed with briars and thorns.
  • Sheer slopes.
  • Fast flowing, but still fordable, rivers.

Distances travelled through very difficult terrain are quadrupled, so every inch counts as 4". Fractions are always rounded up to the nearest 1/2" 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 and troops must go around it. It includes terrain features such as large monuments, rock spires, rivers, lakes, impenetrable swamps and sheer cliffs. Very small decorative elements of terrain, such as a signpost, a well or a chest should be completely ignored, just as if they were not there, and models can freely move through them.

Obstacles

Obstacles are things such as hedges, fences, walls and trenches that troops must clamber over to cross. 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 and lose any remaining move. 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 that has crossed on one 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 the 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 or reform. The unit must cross the obstacle before it can do any of these things. The unit may charge, but it must completely clear the obstacle before wheeling towards the enemy.

The Movement Phase in Detail

The movement phase is divided into five sub-phases: 1. Declare Charges, 2. Rally Fleeing Troops, 3. Compulsory Moves, 4. Move Chargers, 5. Remaining Moves.

1. 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, you are never forced to charge.

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 unit of Empire Knights is charging your opponent's unit of Goblins.

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, in other words, it has line of sight to the unit it wishes to charge. 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 more on line of sight see page 8.

Troops can only charge up to a predetermined distance - this is called a charge move and is normally double the Movement value of the unit in inches. 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. Before deciding to charge you must also take into account any terrain that might slow you down.

Declaring 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. Note that this is an exception to the turn sequence, as your opponent gets to move his troops, shoot, etc., during your turn.

A charged unit has three response options: stand & shoot, hold, or flee. Units already engaged in close combat may only hold. Units already fleeing may only flee.

Stand & Shoot. If the charged unit has missile weapons and all of the units charging it are more than half their charge move away (taking into account wheeling and terrain penalties), troops can shoot at one of the charging units as they advance (see Diagram 18.1). This shooting is worked out just before moving chargers, during the move chargers part of the movement phase - refer to the Shooting section for rules governing missile weapons.

If the chargers start their charge beyond the maximum range of the shooting unit's missile weapons, their charge is interrupted and the shots are made at the maximum range of the weapons - the unit lets loose as soon as their enemies are within range of every firing model in the unit. If the volley fails to stop the enemy, the charge is then completed, while if the chargers Panic (see the Psychology section) they will flee from this position.

If the chargers are found to be too close to stand & shoot, treat the reaction as hold instead.

Hold. A unit can stand fast and receive the charge. This is the usual response of troops who do not have missile weapons or are too close to the enemy to use them.

Flee. Flee means 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.

Units that have declared a flee reaction will flee in the compulsory moves part of the movement phase (in the same order as the charges were declared). Fleeing is done by first pivoting the units on the spot (around their centre) to face directly away from the charging enemy, and then moving them directly away from the charging enemy unit by 2D6" if their Movement characteristic is 6" or less, or by 3D6" if their Move is more than 6".

If a unit is fleeing from two or more different chargers, they will flee directly away from the enemy unit with the highest unit strength (roll a dice in the case of equal unit strengths).

2. Rally Fleeing Troops

Having declared charges and charge responses, the player whose turn it is has the opportunity to rally each of his units that are currently fleeing, except for those that have begun to flee earlier during the same turn. Troops are normally forced to flee when they are defeated in close combat (see the Close Combat section). They might also flee if they are frightened by terrifying 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.

In the "rally fleeing troops" part of the movement phase, the player picks any one of his fleeing units and tests to rally it. He then proceeds to the next fleeing unit and attempts to rally it, and so on, in any order he wishes.

To determine whether his fleeing units manage to rally, the player takes a Rally test, which is a normal Leadership test (see page 5). If the test is passed, the unit stops fleeing and has rallied. The unit must immediately execute a reform manoeuvre. If the fleeing troops fail their Rally test and continue to flee, they are moved next along with other compulsory moves.

If a fleeing unit has suffered a number of casualties it may be unable to rally - its warriors are too demoralised. If the number of models in a fleeing unit (including any characters that have joined the unit) is equal to or more than 25% of the unit's original numbers, the unit is still able to rally. If a fleeing unit (including any characters that have joined the unit) has less than 25% of its original numbers left, the unit cannot rally and will continue to flee until it leaves the table or is destroyed. Characters may never join/leave a fleeing unit.

For example, if a unit that was ten models strong is reduced to two models and begins to flee, it cannot rally. If the same unit had been joined by a character before beginning to flee, it would now consist of three models and could still rally.

3. Compulsory Moves

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

Generally speaking, a player can move his units however 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 initially flee away from whatever caused them to flee, and in subsequent turns towards the nearest table edge. They always move a randomly determined distance.

All compulsory movement is carried out before other movement takes place. This gives troops moving in this fashion the chance to get in the way, block lines of advance and do all sorts of other annoying things. Where both players have units subject to compulsory moves in the same phase (normally as a result of units fleeing from chargers), the player whose turn it is can decide in which order to resolve the compulsory moves.

4. Move Chargers

Once any compulsory moves are complete, including moving enemy units that have declared a flee reaction, it is time for the player whose turn it is to move any units that have declared a charge. Charges are resolved one at a time, in the order that they were declared. Remember to resolve any stand & shoot reaction that has been declared against the chargers at this stage, before measuring if the chargers have made it into contact with the intended target.

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 gives you an advantage in combat. A charging unit's position at the start of the movement phase determines whether it charges into the front, flank or rear of the enemy unit.

A unit's front, flank and rear zones extend out from its corners forming 4 quadrants of 90 degrees (Diagram 20.1). 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. Whether a charger is in the front, flank or rear of its intended target is determined before charges are declared.

If a charging unit straddles two zones, the unit is considered to be in the zone where the majority of its models are. If the situation is so close you can't determine where a unit should charge, then roll a dice to decide.

Charging

Chargers move at double their normal Move rate, but must make the usual deductions for crossing terrain and obstacles. For example, mounted Knights have Move 7 and so can charge up to 14" in the open. If moving through difficult terrain or over an obstacle, such as a wood or a fence respectively, they move at half their speed, reducing their charge distance to 7". If the obstacle is defended by enemy troops, the charging unit does not need to cross the obstacle, but only to reach it, and therefore it will receive no penalty to its charge move (see defending obstacles in the close combat phase on page 35).

A unit may charge across an obstacle, but the unit's charge distance will be halved (for example, a unit with Movement 8 that is placed behind an obstacle can cross it and charge an enemy up to 8" away on the other side of the obstacle).

A Failed Charge

If the enemy has fled out of reach, or if you have estimated your charge incorrectly your troops might not be able to move far enough to reach their 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. A unit that fails its charge cannot shoot with missile weapons that turn, though Wizards may cast spells.

Manoeuvring During a Charge

A charging unit cannot turn, change formation or reform - it may only wheel. When a unit charges an enemy, the player must endeavour to bring the maximum number of models from both sides into combat. This can sometimes be achieved by moving the chargers straight forward, but often it will be necessary to wheel slightly to face the enemy.

During a charge, a unit can wheel only once at any one point during its move. It can, and indeed must, wheel in order to maximise the number of models able to fight. Note that the unit does not have to complete its wheel if this would mean that it could not reach the enemy at all.

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 (see Diagram 22.1). 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 realign the charged unit as well (or instead) so that the battle lines remain neat.

Moving Engaged Units

Once opposing units are engaged in close combat they may not move away until one side or the other flees or is destroyed. Models already engaged in combat at the start of their turn cannot move, but must continue to fight in the close combat phase.

Units Fleeing from the Charge

If a 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". It may be that fleeing troops move too far for the chargers to catch them, in which case the charge fails and the chargers must move their normal Move rate exactly as for any other failed charge (see Diagram 22.2).

Caught! If fleeing troops do not move far enough away to avoid their attackers then they are destroyed. If the chargers have sufficient movement to catch them, the fleeing unit is destroyed (run into the ground or scattered beyond any hope of recovery) and immediately removed from the battle. The charging unit is moved its full charge distance, straight through the final position of the fleeing unit.

Enemy in the way. After a unit has fled from the charge, it can happen that the chargers, as they make their full charge move straight after the intended target (or right through them), run into another enemy unit that is in the way of their move. Note that this may happen even if the original target is now so far away that the charge has failed.

If the charging unit runs into another enemy, they are allowed to immediately declare a new charge against the enemy unit now in their way. The chargers do not have to do this, and can instead choose to stop their move 1" away from the enemy, as normal.

If the chargers decide not to stop their move, the player must now declare that his unit is charging against the new target, and the target must make a charge reaction as normal. If this second target flees as well, so that another unit lies in the way of the new move of the chargers, this procedure is repeated until the situation comes to either a successful charge or a failed charge.

Multiple Chargers

When two or more friendly units are charging against a single enemy unit's front, flank or rear, they are moved in simultaneously and must try to bring as many models into the fight as possible. If there is not enough space for all charging units to bring all of their models into combat, the units should try to bring into the combat an equal number of models and still fill the space available as much as possible (see Diagram 23.1).

Multiple Targets

It might happen that a unit cannot charge its intended target without simultaneously charging other enemy units. This is normally the case when charging a line of enemy units that are very close and flush to each other (see Diagram 24.1). In such awkward cases, a unit is allowed to charge all the enemy units involved, which can all declare their own charge reaction.

Note that the charging unit must still try to engage as many models as possible from the intended target and then, after this condition has been met, it must try to engage as many models as possible in the other units charged.

Oddball Stuff

A charge can sometimes trigger unexpected actions from the enemy (due to some spells, magic items, special rules, etc.). It is up to the opponent to say that he has out of sequence movements or actions to perform at the appropriate moment.

5. 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 Magic Phase (Turn Sequence)

After the movement phase is finished, the turn continues with the magic phase. Magic belongs to the advanced rules, and the relevant section can be found later in this rulebook. The core rules continue with the shooting phase.

Shooting

Troops armed with bows, crossbows or other missile weapons may shoot at any enemy targets they can see. Unless otherwise specified, each model can only make one shooting attack in each shooting phase. You may also shoot with any war machines such as stone throwers, cannons, etc.

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. Next, resolve the results of these shots using the rules described in the War Machines section.

Once this first part is complete, continue on to the rest of your shooting. Nominate one of your units that you want to shoot and select one enemy unit you wish your unit to shoot at. Once you have declared your target, measure the range and resolve shooting using the rules described. Then proceed to the next unit that is shooting and continue as above until you have shot with everything able to do so, including any non-guess range war machines you may have.

The Shooting Phase

  • Declare the ranges at which all guess-range weapons are firing.
  • Resolve the firing of all guess-range weapons, in any order you wish.
  • Resolve the firing of all units equipped with missile weapons that do not require you to guess the range, in any order you wish.
  • The opposing player makes any Panic tests required (as explained in the Psychology section).

Line of Sight

The rules for determining a unit's line of sight are given on page 8, but in the case of shooting, each model firing needs to see its target (instead of using the entire unit's line of sight). It sometimes happens that some models in a firing unit will have line of sight to the target while other models in the unit will not (the target may be out of their arc of sight or obscured by terrain or other models). If this is the case, only those that have line of sight to the target can shoot and the rest automatically miss.

Remember that models and terrain block line of sight. This means that only models in the front rank of a unit are normally able to shoot, as those behind will not be able to see past their friends.

Missile Fire from Hills

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. For example, a unit of archers can shoot with its first two ranks when standing on a hill.

Troops on a hill can also draw their line of sight over models that are not on a hill. This works the other way around of course, making models on a hill visible to models that are not on a hill over intervening models, even over models in the same unit (see Hills & Elevated Positions).

Range

All missile weapons have a maximum range that indicates the furthest distance they can shoot. If your declared target lies beyond this maximum range, your shots automatically miss. This is why you must pick targets before measuring the range. For example, a unit of crossbowmen, whose weapons have a range of 30", declares that it is firing on the nearest Orc unit. When the distance is measured, it is found that the Orcs are 32" away. The hail of bolts therefore falls short of the Orcs.

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, only those that are in range can shoot and the remainder automatically miss.

Ranges are divided into two types: short range and long range. Targets within half the maximum range of the weapon are in short range. Targets further than this (but still within maximum range) are in long range. For example, a short bow has a maximum range of 16". Targets within 8" are in short range. Targets that are more than 8" and within 16" are in long range. Targets more than 16" away are out of range. It is more difficult for a weapon to hit a target at long range.

Shooting & Combat

Units in hand-to-hand fighting are far too busy to use missile weapons and therefore may not shoot. Units are not normally allowed to shoot against enemy units that are engaged in close combat - the risk of hitting their own comrades is far too high.

Templates and Accidental Hits. Some war machines (such as stone throwers) and other similar weapons, spells, etc., may miss their target, deviate and end up hitting units engaged in close combat. The shot has fallen in the thick of the fighting and both sides suffer the consequences. These weapons normally utilise a template to determine how many models are hit. Use the normal rules given on page 28 to determine which models are hit, even if they are on the same side of the firing unit.

Rolling to Hit

The chance of a shooter scoring a hit on his target depends on his Ballistic Skill, or BS. To determine whether you hit, 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 model can shoot only once unless the weapon he carries has a special rule that 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 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 Empire Archers. Men have BS 3, so you need a score of at least 4 to hit. You roll five dice and score 1, 2, 2, 4, and 6 which equals two hits and three misses.

Of course, you cannot roll less than 1 on a D6, so troops with BS 6 or more will have a negative to hit score. However, in Warhammer a To Hit roll of 1 on a D6 always fails, regardless of the dice modifiers and Ballistic Skill of the model.

Cover

Troops who are behind certain terrain features, such as hedges or walls, or inside a wood, can take advantage of cover. This makes them harder to hit because they can duck back out of the way. A unit is considered to be in cover if at least half of its models are in cover (or half of its body in the case of units consisting of single models). If you find this hard to judge, you can just roll for it (see The Most Important Rule).

There are two sorts of cover: hard cover and soft cover. Their effects are explained in the To Hit modifiers chart.

Hard Cover 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. 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 partially shields a target from view, but provides scant protection against incoming missiles. Hedges and crops provide soft cover and troops within woods automatically count as being in soft cover.

To Hit Modifiers

Factors other than your Ballistic Skill affect the chance of hitting, such as range and cover. Factors that make it easier are added to your dice roll. Factors that make it harder are subtracted from your dice roll. These are called To Hit modifiers, and they are all cumulative. So if shooting at long range (-1) at a target behind soft cover (-1), the chance of hitting is reduced by -2.

+1 Shooting at a large target. A large target is anything that would be massively tall or that is especially bulky. Giants, Dragons and Greater Daemons are large targets, for example, while Men, Orcs, Elves, Ogres, Chariots, Cannons and the vast majority of troops are not. In every case, the creature's special rules in the relevant Army book will inform you whether it is a large target or not.

-1 Shooting while moving. If the shooting unit moved during the movement phase (or during the magic phase via the effect of a spell) then their chance of hitting is reduced. Even a simple turn or change of formation is enough to reduce their concentration and so counts as movement for this purpose.

-1 Target is behind soft cover.

-2 Target is behind hard cover.

-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.

-1 Stand & Shoot. If a unit is charged and elects to stand & shoot at its attacker, then their chance of hitting is reduced.

-1 Shooting at a single model or skirmishers. This penalty applies if the target is a single model with a unit strength of 1, or a unit of models with unit strength of 1 who are in skirmish formation. If the target model or unit is cavalry or larger (unit strength of 2 or more per model), this penalty does not apply. See the sections on Characters and Skirmishers for more details.

For example, ten Goblins are resolving a stand & shoot reaction against a unit of Elf cavalry at long range (the Elves start their charge 12" away). Because their BS is 3, the Goblins need 4s to hit, but since their targets are charging and at long range, they suffer a penalty of -2. Each Archer therefore needs to roll a 6 to hit. The player rolls ten dice and manages to get two 6s - two hits!

7+ to Hit

If To Hit modifiers result in a required score of 7 or more when shooting, it is still possible to score a hit. 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.

Required scoreRoll needed
76 followed by a 4, 5 or 6
86 followed by a 5 or 6
96 followed by a 6
10+Impossible

Templates

Some creatures, spells and war machines use templates (circular, teardrop-shaped, etc.) to determine what they hit. Normally, after the final position of the template has been determined following the rules of the war machine, creature or spell using it, all models whose bases are completely covered by the template are automatically affected (full hits), whilst models whose base is only partially covered by the template are affected on the roll of a 4+ (partial hits). Examples of this procedure are illustrated in Diagrams 93.1 and 95.1.

Rolling to Wound

Not all hits will wound a target - some merely graze it. Once you have hit your target, roll again to see if it 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 later; the target's Toughness is included in its profile.

Roll a D6 for each hit scored and consult the To Wound chart. Find the weapon's Strength (rows) and the target's Toughness (columns). 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.

To Wound Chart (rows: weapon's Strength; columns: target's Toughness)

S \ T12345678910
14566NNNNNN
234566NNNNN

Weapon Strength. Examples of the Strength of various missile weapons (the Weapons section describes all missile and close combat weapons in more detail): Bow 3, Sling 3, Crossbow 4, Handgun 4.

Example: The Goblin player, having scored two hits on the Elves, consults the table. His Goblins' 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.

Taking Armour Saves

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 equal to or greater than 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.

Armour Saves

ArmourArmour saveArmour save if cavalry*
No armourNone6+
Shield or light armour6+5+
Shield & light armour, or heavy armour only5+4+
Shield & heavy armour4+3+
Riders with shield & heavy armour, riding barded mounts-2+

* Cavalry models that consist of a mount and a rider (but not those consisting of a single creature, like a wolf or a warhound) automatically have an armour save of 6+ even if the rider is wearing no armour. This represents the extra protection afforded by the mount to the rider. If the rider is armoured, then his armour save will be 1 better than it would be if he were on foot, or 2 better if the mount is wearing armour (i.e., barding) as well. 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 models riding monsters. Rules for monsters and riders are discussed later.

To continue the earlier example, the Goblin player has scored 1 wound on the Elf troops. Since the Elves are mounted and wearing light armour, their armour saving throw is 5+. The Elf player rolls a 2 and so the Elf is slain. If he had scored a 5 or 6, the arrow would have bounced off and left the Elf unharmed.

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 bolt (S4) hits a warrior wearing light armour and shield. Normally, he would need to roll 5 or 6 to make his armour 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.

A ward save is never modified by Strength modifiers.

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

Maximum Save

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+ armour save hit by a S4 attack (-1 save modifier) saves on a 3+, while a model with a 1+ armour save needs a 2+.

Ward Saves

Some troop types and creatures are protected by more than mere physical armour. They may be shielded by magical charms, preserved by the gods, or perhaps 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.

Wards represent magical or divine protection that can save a warrior when armour would be of no use at all. Unlike an armour save, a ward save 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.

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. Note that, regardless of any modifier, a roll of 1 is always a failed save - nobody is invulnerable.

Hits Inflicting Multiple Wounds

Some war machines, spells or magic weapons are so destructive that if a model is hit and wounded by them, the victim doesn't lose only 1 wound, but a number of wounds equal to the roll of a D3, D6, etc. (as noted in the weapon's rules). In such cases, roll to hit and to wound as normal and then take any armour saves and ward saves that apply. Finally, for each such wound that is not saved, roll the appropriate dice and add their results together to determine how many wounds are caused. If the model has only 1 Wound on its profile, there is no need to do this, as models cannot suffer more wounds than they have on their profile. The victim dies instantly and any excess wounds are wasted.

Removing Casualties (Shooting)

Most troops can only sustain one wound before they fall casualty. Some models can take several before they become casualties, but they are the exception rather than the norm. The number of wounds a model can sustain before it dies 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 that it does not save, then, for each wound suffered, one model is removed as a "kill". Individual warriors are not necessarily dead, they may just be too badly wounded to fight on; 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 game play 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 equally from both ends.

Suffering casualties may cause a Panic test as described in the Psychology section.

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. Note that this only applies to ordinary cavalry and not to monstrous mounts.

Multiple Wound Casualties. If models have more than 1 Wound, casualties are removed as follows. A unit of Ogres suffers 5 wounds from arrow fire. Each Ogre model has 3 Wounds. Remove whole models where possible: 5 wounds equals one 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 Ogre model is removed. It is important to keep a record of wounds taken by units such as this.

If a unit of creatures with more than 1 Wound on their profile is hit by a weapon that causes multiple wounds, determine how many wounds are caused on each model individually (remember that each model cannot suffer more wounds than it has on its profile). Add up all wounds caused on the unit and then remove the appropriate number of models, leaving any spare wounds on the unit.

For example, a cannonball from an Empire Great Cannon hurtles through a unit of Ogres, wounding three of them. The player rolls to determine the number of wounds, inflicting 2 wounds on the first Ogre, 2 on the second Ogre and 6 on a third Ogre (only count 3 wounds on the third Ogre, since that is the maximum a single Ogre can suffer). The unit has therefore suffered a total of 7 wounds (2+2+3), so the player removes two Ogres (3 wounds each) and records that the unit has suffered one additional wound.

Fast Dice Rolling

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 that score a hit and re-roll them to wound. Dice that 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.

Close Combat

Units engaged in combat cannot declare charges, 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 are taking part in the action.

The Close Combat Phase

During the close combat phase the player whose turn it is picks one of the fights and resolves it, following the procedure below. Once that combat has been resolved, including any flee and pursuit moves, the player picks another fight and resolves it, continuing like this until all the engagements have been fought.

How to Resolve Combats

  1. Fight Combat. Models in base contact with the enemy will fight.
  2. Combat Result. Work out which side has won the combat and by how much. If the fight is not a draw, the losing side will have lost by 1, 2 or more "points".
  3. Break Test. Each unit on the losing side must take a Break test. Any units failing their Break test are deemed "broken" and will run away.
  4. Flee & Pursue. Units that have broken must flee away from their enemy. Units whose enemies have broken and fled that turn are allowed to pursue them and might possibly catch and destroy them.
  5. Redress Ranks. Units are tidied up, ready to continue the battle.

Work out each combat one at a time in the order chosen by the player whose turn it is - resolve each combat completely, including any flee and pursue moves, 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 same fight (see Diagram 33.1). So long as fighting units are interconnected, they are participating in the same combat. The combat results for such a combat apply to all the units involved.

1. Fight Combat

Which Models Fight?

Models can fight if they are in base contact with an enemy model when it is their chance to attack, even if the bases only touch at the corner. Even models attacked in the side or rear may fight (though the models are not actually turned to face their enemy). If a model is touching more than one enemy, it can choose which one to attack when it is its turn to strike. 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 and can be directed against different targets.

In any case, models in base contact with the enemy may not refuse to attack their enemies.

Who Strikes First?

In close combat, the advantage goes to the best and fastest warriors, or to those who have gained the extra impetus of charging into combat that turn. 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 has a chance to strike, it obviously cannot fight back. Striking first is a big advantage, which is why it is better to charge your enemy rather than allow him to charge you.
  • If opposing troops would strike at the same time (e.g., they have the same Initiative), then the side that won the combat in the previous turn may strike first.
  • If this doesn't apply you should roll a D6 to determine who goes first.

For example, a unit of Orc Boar Riders charges a unit of Elf Spearmen. The Elves have an Initiative of 5, 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.

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, ten Elves have 1 Attack each so roll 10 dice, but four Ogres have 3 Attacks each so roll 12 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 the model it is trying to hit and consult the To Hit chart to find the minimum D6 score needed to hit.

Normally models hit an enemy on a 4+, but if the warrior's Weapon Skill is greater than that of his enemy, he will hit on a dice roll of 3+. In the rare case when an enemy's Weapon Skill is more than double that of the attacker, a 5+ is required for a successful hit. Sometimes modifiers apply to these rolls, but normally an unmodified roll of 6 always hits and an unmodified 1 always misses.

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. The mount fights using its own WS, Strength, Initiative and Attacks.

To Hit Chart (rows: attacker's Weapon Skill; columns: opponent's Weapon Skill)

Att \ Opp12345678910
14455555555
23444555555

Wounding the Enemy

Not all successful hits are going to harm your enemy. 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 To Wound chart (see Shooting), cross-referencing the attacker's Strength with the defender's Toughness. The chart indicates the minimum score required on a D6 to cause a wound. Where the table shows an "N" the target is too tough to be hurt.

Weapons' Bonuses. 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, Knights that are charging with lances receive a +2 bonus to their Strength. These bonuses are discussed together with other special rules in the Weapons section.

Defended Obstacles

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 do so while it is defended. Instead, the front rank is positioned on the opposite side to the defenders.

Models charging an enemy behind a defended obstacle do not get any of the bonuses normally associated with a charge and instead fight as if they were already engaged in the combat from a previous turn. This means they do not automatically strike first, but strike in Initiative order, do not get any Strength bonus from lances and other weapons that confer bonuses to the charger, no special rules that rely on them charging would work, and so on.

Flying models attacking enemy behind defended obstacles ignore the penalty.

Taking Saving Throws

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.

Incomplete Ranks

Models in the incomplete rear rank must normally be kept as close to the centre as possible. If the unit is fighting to its flank, the models in the incomplete rank are moved in contact with the enemy and fight normally (see Diagram 36.1).

If the unit is fighting to its rear, some enemy models might end up not in base contact with the enemy because of the models in the incomplete rear rank (Diagram 36.2 shows an extreme case). In this situation, models can attack the models in the enemy unit, even if not physically in base-to-base contact. In reality, the chargers would not have stopped one step away from the enemy and would have moved in, finishing their charge.

Removing Casualties (Close Combat)

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

It is a good idea not to immediately remove models that fall casualty but instead temporarily place them next to 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 this turn. Also, models that 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.

Excess Casualties. It can sometimes happen that a model 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, that the excess casualties are struck down where they stand and have no chance to attack back.

2. Combat Result

Combat is often decided when the courage of one side fails. Once all the models engaged in the combat have fought, you must determine which side has won. If one side has been completely wiped out in the fight, the other side is automatically the winner, regardless of the rules given below.

Each side scores a number of combat result points equal to the wounds caused in the combat. It does not matter which particular units inflicted the wounds, just add up all wounds caused by that side in the fight. Do not forget to add the wounds suffered by big creatures or characters that have not been removed as casualties. Do NOT count the wounds that were saved by an armour save or a ward save (only count unsaved wounds).

As well as points for wounds caused, a side can claim 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 points for unsaved wounds inflicted to obtain a final combat result score for each side. So, for example, if both sides cause 3 wounds, 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.

The side with the highest total combat result score wins the combat. The other side has lost and must take a Break test, as described later. If both sides have the same total, the result is a Draw and the combat will continue in the next turn.

The higher the difference between the winner's combat result score and the loser's, the bigger and more decisive the victory. An 8 points against a 7 points victory is only a slight win because the difference in scores is only 1 point. An 8 points against a 2 points victory is extremely decisive, as the difference in scores is 6 points. This difference in scores is used when working out whether a defeated enemy stands its ground or turns and flees.

Combat Result Bonus Chart

SituationBonus
Extra rank+1 per rank after the first (maximum +3)
Outnumber enemy+1
Battle standard+1
Standard+1
High ground+1
Flank attack+1
Rear attack+2
Overkill+1 per excess wound (maximum +5)

Example: The Knights charge the Orcs and attack first, inflicting 3 casualties. The Orcs left alive fight back and kill a Knight. The Orcs score 1 point for Wounds, plus 2 bonus points for the extra ranks they had, plus 1 for outnumbering (they have a unit strength of 12 against 10 for the Knights), for a total score of 4. The Knights score 3 for the wounds caused. The result is 3 to 4 in favour of the Orcs. The Knights have lost the combat and will have to take a Break test.

Combat Result Bonuses

Normally all of these bonuses refer to the situation after all the models involved in the fight have finished attacking. The only exception is the extra rank bonus, which instead refers to the number of extra ranks the units had at the beginning of that turn of combat, before any casualties were caused.

Extra Rank. If your unit's formation is at least five models wide, you may claim a bonus of +1 for each rank behind the first that the unit had at the start of that combat turn, up to a maximum of +3. The bonus can be claimed for an incomplete last rear rank, so long as it contains at least five models. If you have several units fighting in a combat, count the bonus from the unit with the most ranks. Do not add up the bonuses from all the units fighting.

This bonus is lost if the unit is fighting to its flank or rear against an enemy unit with a unit strength of 5 or more. Note that this applies while the enemy unit in the flank/rear is in combat - if the enemy unit breaks and flees, or is reduced to a unit strength of less than 5, the unit regains its rank bonus at the beginning of the following turn.

Skirmishers and fast cavalry never gain a bonus for extra ranks.

Outnumber Enemy. If the combined unit strength of all your units in the combat is greater than the combined unit strength of the enemy units, you receive a +1 bonus. See the unit strength chart.

Standard. If any of your units includes a standard bearer in its front rank, you may add a +1 bonus. Note that if several units' standards are involved in the combat, you still only add +1, not +1 for each standard.

Battle Standard. If the army's battle standard bearer is in the fight, you may add a +1 bonus. Note that this bonus is on top of the bonus for a unit's standard, so a unit with a normal standard and the battle standard receives a +2 combat result bonus.

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. In the case of a fight involving multiple units, the side that has the fighting rank in the highest position gets the bonus.

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 5 or more after both sides have attacked. Note that you only count +1 even if both flanks of the enemy are engaged. The bonus is only applied once, regardless of how many flanking units are involved in the combat. If both sides have flanking units, the side with the most flanking units gets the bonus.

Rear Attack. The same rules for a flank attack also apply to units attacking the enemy in the rear, except that a rear attack gives you a +2 combat result bonus. 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.

Overkill. If a character fighting in a challenge (see Characters) kills his opponent and scores more wounds than the enemy has, 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.

3. Break Tests

The side that loses a combat must take a test to determine whether it stands and fights or breaks from the combat and runs away. This is called a Break test. You need to take a separate Break test for every unit involved in the combat on the losing side. Depending on which units pass and which fail their test, some may break and flee whilst others stand their ground.

Take the test as follows. Firstly, nominate the unit for which you are testing and then roll 2D6. Add the difference between the winner's combat result score and the loser's. If the total is greater than the unit's Leadership (Ld) value then the unit has broken and will flee.

For example, a unit of Elf Archers is fighting a unit of Goblins. 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 rank beyond the first adding +1 to his score (+3), and his troops outnumber the Elves, adding another +1. This gives him 3+3+1 = 7 points against the Elves' score of 4. The Elves have therefore lost the combat, even though they have caused more casualties. 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 have broken and will flee.

Insane Courage!

If a unit rolls a double 1 for its Break test, it will always stand its ground, regardless of how badly they have lost the fight.

For example, a unit of Goblins is charged in the flank by a unit of Chosen Knights of Chaos. The combat is resolved and the Knights win the fight by 10 points. The Goblins' Leadership of 6 means that they would need to roll 6 or less with a +10 modifier to the dice, which is obviously impossible. There still is a point in rolling the dice for the Goblins though, because there is a remote chance of rolling a natural, unmodified, double 1, meaning that the Goblins would stand their ground.

4. Flee & Pursue

Once you have completed all of the Break tests resulting from the combat, it is time for broken troops to flee and for victorious troops to surge forward, cutting down their retreating foes. First consider the situation where all broken units are fleeing in the same direction, as it is the most common. The complex situation created by units fleeing in several different directions is dealt with later.

Flee/Pursue Sequence

  • If any victorious unit does not wish to pursue, take a test to try to restrain them.
  • Roll the dice to determine the flee distance of each fleeing unit.
  • Roll the dice to determine the pursue distance of each pursuing unit.
  • Remove each fleeing unit that has failed to outrun its pursuers.
  • Move directly away from its pursuers each fleeing unit that has managed to outrun its pursuers.
  • Move the pursuing units directly after the fleeing enemies.

Declare Pursuit Intentions

If a unit wins a combat and the enemies it is in contact with flee, then the victorious unit must normally pursue. Note that a unit will only pursue if all the enemies it is in contact with are fleeing - if one enemy breaks and flees while others fight on, the victorious troops cannot pursue.

Even if a unit can pursue, the controlling player may decide that he would prefer his unit not to pursue the fleeing enemies. Normally a unit must pursue if it is able to do so, but the player may attempt to restrain pursuit by taking a Leadership test using 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 destroy them. If the test is passed, the unit may choose not to pursue.

A unit does not have to pursue if it is defending a wall, building, 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 such cases, the player can automatically choose whether to pursue or not.

Determine Flee Distance

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 flee roll, which is the distance covered by the fleeing troops. Determine the distance fled by each unit fleeing from the combat, but do not move the models yet. If there were many units involved in the same combat, it helps to leave the dice showing the flee distance next to each unit.

Determine Pursuit Distance

After the fleeing distance of all fleeing units has been determined, but before the models are actually moved, the victorious units determine their pursuit distance. To find out how far they pursue, roll 2D6 or 3D6 in exactly the same way as for fleeing troops. This is their pursuit roll.

Remove Fleeing Units Caught

If a victorious unit's pursuit roll is equal to or greater than the flee roll scored by the fleeing enemy units, the fleeing units are completely destroyed where they stand. All the troops are cut down as they turn to run or are scattered beyond hope of regrouping.

Move Surviving Fleeing Troops

Fleeing units that rolled higher than any of their pursuers, or have not been pursued at all, have escaped. They immediately turn around (as per a turn manoeuvre), so that they face directly away from their enemy, and run as fast as they can. If they were engaged by several opponents, they must turn to face directly away from the enemy unit with the highest unit strength (roll a dice in case of equal unit strength) (see Diagram 43.1).

Fleeing units abandon their formation and run from the battle. Even though the fleeing troops move in a disorganised mob, for the purposes of moving it is convenient to keep them in formation. Pivot the unit on the spot to face the direction it is fleeing in and then move it the distance indicated by the dice roll.

Due to their disrupted formation, they ignore any penalty for obstacles and terrain (apart from impassable terrain, see below). 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 move straight through friendly units, fleeing enemy units, and all enemy units with a unit strength of less than 5. Fleeing units that would otherwise end up on top of such units are instead placed beyond them (Diagram 41.1). If this extra move means that the fleeing unit ends on top of another such unit, it is moved again through and beyond the new unit (Diagram 42.1), continuing like this until clear of all such troops. (Units that are moved through in this way may have to take a Panic test, as described in the Psychology section.)

Fleeing troops that have to move through non-fleeing enemy units with a unit strength of 5 or more are immediately destroyed as soon as they move into contact with such enemies (Diagram 41.2).

In a similar way, fleeing troops that have to move through impassable terrain are completely destroyed. We assume that they either died falling into treacherous waters or down a ravine, or are dispersed beyond any hope of rallying in a desperate attempt to negotiate the terrain blocking their escape.

The only exception to this is that units that break and flee from a multiple combat are allowed to move through any of the enemy units they were fighting (as in the case of a unit defeated by two enemies, one to its front and one to its rear), in the same way as described above.

Move Pursuing Units

Pursuing units pivot on the spot to face the chosen direction of pursuit and then move the full distance indicated by the dice (2D6" or 3D6", exactly like fleeing troops) in the same direction as the fleeing units they are pursuing (see Diagram 43.1).

Pursuers always move their full pursuit distance unless their pursuit takes them into contact with enemy (see Pursuit into Fresh Enemy), friendly units or impassable terrain, in which case they stop immediately. 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 that is made when a beaten enemy flees. A unit can only pursue once per combat phase. Occasionally, pursuing units can get in each other's way as they pursue. In such rare cases, move the pursuing units in order of decreasing unit strength.

Overrun!

If a unit charges into combat and, by the end of that turn's combat phase all its enemies have been wiped out, the unit may make a pursuit move, even with nobody left alive to pursue. This is an overrun move and represents the unit surging forwards, hungry to find more enemies to fight. During this special pursuit move, victorious units move 2D6" or 3D6" directly forwards (as if they were pursuing a fleeing enemy to their front). Note that in this case the victorious unit does not have to pursue - the player may always elect to automatically restrain pursuit if there are no fleeing enemies to pursue.

Pursuit off the Table

A pursuing unit that moves into contact with the table edge moves off the table. In its following movement phase (during remaining moves), the unit will be placed back as close as possible to the same point from which it left the table, in the same formation, facing directly towards the battlefield and with all of its rear rank touching the table edge. The unit may not charge, as it has missed its opportunity to declare charges, but may move normally, and may not march, but can otherwise participate in the game as normal. Even if it decides not to move, the unit counts as having moved for the purposes of shooting.

Multiple Fleeing & Pursuing

It may happen that one or more victorious units have defeated several enemies that were engaging them from different sides, which is a rather complex situation. For example, two enemy units are fleeing from the victor's front and another one is fleeing from the victor's right flank.

Multiple Flee/Pursue Sequence

  • Declare in which direction each victorious unit is going to pursue and take tests to try to restrain pursuit of any victorious units that do not wish to pursue.
  • Roll the dice to determine the flee distance of each fleeing unit.
  • Roll the dice to determine the pursue distance of each pursuing unit.
  • Remove fleeing units that have been caught by their pursuers.
  • Move directly away from their pursuers all fleeing units that managed to escape.
  • Move pursuing units directly after their fleeing enemies, in the directions declared.

A victorious unit that can pursue may choose to pursue any of the enemies that were engaged with it and are now fleeing away from it. All victorious units involved in the fight must first declare in which direction they are going to pursue - they can pursue the enemies fleeing from their front, from their right flank, from their left flank or from their rear.

After all flee and pursue rolls, compare the pursuit rolls of all pursuers with the flee rolls of all the enemy units they are pursuing. Destroy all fleeing units that have been caught.

For example, the winning unit declares it is pursuing the two enemies fleeing from its front. The enemy fleeing from the flank escapes automatically, as nobody is pursuing it. Then the pursuer will compare its pursuit roll with the flee roll of both units fleeing from its front and destroy those that have not scored higher. The pursuer is finally moved towards its front.

If the victor chose to pursue towards its flank or rear, the unit first pivots on the spot to face the direction it is going to move to and then moves straight forward (see Diagrams 43.1 and 44.1). Because of this pivoting, occasionally pursuers might move far enough to reach the unit they are pursuing, even if they rolled less than the fleeing unit. In such cases, stop the pursuing unit 1" behind the fleeing unit.

Pursuit into Fresh Enemy

Normally pursuers move the distance indicated by their dice roll and thereafter revert to the normal rules. So, in their following turn they may charge or move normally like any other unit.

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. If the fresh enemy causes Fear or Terror (see the Psychology section), pursuers do not have to take a test to charge them - they are inspired by their victory and ready to fight any enemy, no matter how scary.

The unexpectedly attacked unit can only respond to the charge by holding or fleeing: any attempt to stand & shoot amidst the confusion of running bodies is deemed impossible. The charged unit must still make any necessary Psychology tests as normal.

If the newly charged unit flees, resolve their flee move before moving the pursuers, and if the pursuers catch them, the fleeing unit is immediately destroyed. The charger then completes its entire original charge move. If the unit flees out of reach of the pursuers, simply move the pursuers the full pursuit distance towards the new target.

If the fresh enemy holds its ground, and since pursuit into fresh enemy is treated as a new charge, the pursuers must endeavour to bring as many charging models into combat as possible. This means that it is normally necessary to wheel in order to maximise the number of combatants.

If the unit that has been charged as a result of pursuit was engaged in combat with other enemy units from the beginning of that combat phase and its fight has not been resolved yet, the combat must be worked out immediately, and the pursuers get to fight another round of combat. The pursuers are charging and so get all the usual benefits and bonuses, except that if their side was to break or destroy the enemy again, they cannot pursue anymore, even if they normally are forced to because of Hatred/Frenzy, etc. They are completely spent!

If the unit that has been charged as a result of pursuit was not engaged in combat with other enemy units from the beginning of this combat phase, or if it was engaged but that fight has already been resolved in this combat phase (and nobody has broken from combat), the combat is not resolved in this combat phase, but in the next (see Diagrams 45.1 and 45.2). In the following combat phase the pursuers will still count as charging.

This may result in both sides having charging units in the same fight, in which case the charging units on both sides will get the normal bonuses for charging and will strike before units that have not charged. If charging models are fighting other models that count as charging, solve their attacks in Initiative order (roll off if same Initiative).

Subsequent Actions of Fleeing Troops

If they are not destroyed and fail to rally (see the movement phase), 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 means that they will move straight towards the nearest table edge. Pivot the unit on the spot to face the direction it is fleeing in and then move it the distance indicated by the dice roll. This is a "compulsory move" so fleeing troops are moved before other troops, once charges have been declared. Due to their disorganised formation, they ignore penalties for obstacles and terrain (except for impassable terrain) and may move through friendly units (causing a Panic test), enemy units with a unit strength of less than 5, and fleeing enemy units.

A unit that is fleeing cannot fight, shoot or use magic, and is immune to all psychology.

If any model from a fleeing unit moves into contact with a non-fleeing enemy unit with a unit strength of 5 or more, impassable terrain or the edge of the table, the entire unit is destroyed. The troops have been scattered beyond recovery or have found places to hide themselves until the battle is over.

If an enemy unit successfully charges a unit that is already fleeing, the unit automatically declares and executes a flee reaction from the charge. The charge is then resolved as normal.

5. Redress Ranks

If the combat ends in a draw, or if at least one defeated unit passes its Break test, the fight will continue in the next close combat phase and the player will move to the next fight he wants to resolve during the present close combat phase. Before he does that though, it is best to tidy up the formations of the units involved in the previous fight.

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, as described below.

Casualties are usually removed from a unit's rear. A unit engaged in combat cannot move and so has no opportunity to change its formation in its movement phase.

If a character or champion in the unit is killed, this will leave a gap in the unit's front rank. 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 end of the unit.

If a unit is engaged from its rear, or if a unit in a single line is engaged from the flanks, removing casualties could force some enemy units to lose contact with the unit. In these rare cases, move these units forward to keep in contact with the models they are killing (see Diagram 36.2).

In multiple combats it sometimes happens that at the end of a close combat phase some units are no longer engaged with any enemy unit (maybe because the unit they were engaged with has been completely destroyed). Such units are out of combat and can move normally from then on.

Free Manoeuvres

Units that have won the fight, but are still engaged in combat because their enemies did not break, can at this point execute one of the manoeuvres below. These free manoeuvres can be executed only if the winning unit is engaged to just one of its sides (front, either flank or rear), and only in order to bring more models in base contact with the enemies. They cannot be executed if the winning unit is engaged on two or more sides or if the manoeuvre would result in reducing the number of models in base contact with the enemy.

  • Winning units with enemies to their front can perform a free change formation manoeuvre to increase the number of models in their front rank by a maximum of five.
  • Winning units with enemies to their flank/rear can perform a free turn manoeuvre to face their enemies (this allows characters, champions, standard bearers and musicians to move into contact with the enemy, see Turn).

End of the Basic Rules

This is the end of the most basic rules you need to play Warhammer. It is suggested that you play a few games with these rules first and, once you are familiar with them, you may add more detail to your games with the advanced rules, which follow.

Advanced Rules

Psychology

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 Psychology rules are a set of special rules that represent these factors in the game. Some Psychology rules call upon the player to make occasional tests to determine whether his troops are affected by adverse psychology, such as Fear or Terror. Other Psychology rules, such as Frenzy and Hatred, always apply and do not require a Psychology test.

Psychology Tests

Most Psychology tests are made in the same way. 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 and all is well. If the result is greater than the unit's Leadership score, the test has been failed.

Psychology Tests & Break Tests

A Psychology test is taken in a similar 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 and special rules apply specifically to Break tests and others apply specifically to Psychology tests.

The most important rule to distinguish them is that units engaged in close combat and fleeing units never take Psychology tests (Panic, Fear, Terror and Stupidity). The reason for this is that troops that are busy fighting for their lives or already running madly for cover are less receptive to potentially upsetting events that happen around them, and their psychology is covered by the Break tests themselves.

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 members, use the Leadership of the crew member with the highest Leadership value.

Using Superior Leadership

Units use the best Leadership available for their tests, so if a unit of troops is joined by a character (or any other model with a better Ld), the unit uses the highest Leadership value available. Characters often have better Leadership values than ordinary troops, so a unit led by a superior character will be less prone to psychology effects. See the Characters section for rules concerning the interaction between characters and units of troops when they are subject to different Psychology rules.

Tests at the Start of the Turn

Some Psychology tests are taken at the start of the turn phase. For example, Terror tests caused by terrifying creatures within 6" and Stupidity tests are both taken at the start of the turn. Other tests, caused by special rules, spells, etc., are also taken at the start of the turn phase. When a player is called upon to take different tests at the start of the turn, do them in the order they are listed here:

  1. Terror
  2. Stupidity
  3. Other (caused by special rules, spells etc.)

So, if a unit is obliged to take a Terror test and a Stupidity test, take the Terror test first, and only if this is passed will it be necessary to take the Stupidity test.

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 are nearby when their friends are destroyed or run away can easily lose their nerve and flee themselves, causing other troops to lose heart until the whole army routs in blind panic.

A unit must take a Panic test in the following cases (described in more detail below):

  1. It suffers 25% or more casualties.
  2. A friendly unit within 6" is destroyed.
  3. A friendly unit within 6" breaks from combat.
  4. Fleeing friends move through the unit.

Note that you only need to take one Panic test per unit in each phase (start of the turn, movement, magic, shooting and close combat phase), even if there are multiple reasons to take Panic tests. Panic tests are often taken immediately when they are caused, and it is therefore a good idea to mark in some manner units that have taken a Panic test, as they will not have to test again as the phase continues. If a unit fails a Panic test, it must flee in the direction specified below. After this first flee move, the unit will then try and leave the battlefield as soon as possible, so it will continue to flee towards the closest table edge until it leaves the battlefield or it rallies.

1) 25% Casualties

A unit must take a Panic test at the end of any phase (except the close combat phase) if it has lost 25% or more of the models it started the phase with.

For example, a unit of 20 models is shot at by an enemy unit and suffers four casualties - not enough for a Panic test. In the same phase, another enemy unit fires against them causing three more casualties. Seven out of twenty is above 25%, so the unit must take a Panic test at the end of the phase.

If the test is failed, the unit will flee directly away from the unit that has caused the most casualties (roll a dice in case of equal number of casualties).

War machines do not have to test if they lose one or more of their crew, and neither do ridden monsters or chariots if they lose their rider, or vice versa.

This test must also be taken if the unit suffers 25% casualties from random factors, such as miscasts, misfires, magical effects, unusual terrain or other special rules. This is intended as a "catch-all" to cover units that suffer high casualties. A good example is casualties inflicted by whirling Goblin Fanatics, which cause casualties as they move. These Panic tests are taken immediately as the situation arises and not at the end of the phase, and may interrupt a unit's movement in the same way as a stand & shoot charge reaction.

If you cannot tell in which direction such strange situations would cause the panicking unit to run (as in the case of the casualties being caused by a member of the same unit exploding), the survivors will flee towards the closest table edge.

This test must also be taken (immediately) by a charging unit if its enemies stand & shoot and inflict 25% or more 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 missiles unleashed by the defenders).

2) Unit Destroyed within 6"

If a unit is completely destroyed (reached by a charger as it was fleeing, wiped out by missile fire, magic, close combat, or indeed any other occurrence), any friendly units within 6" of the destroyed unit must take a Panic test (you must measure this distance before removing the unit, of course). Units that had a unit strength of less than 5 at the beginning of the phase during which they were destroyed do not cause Panic.

If the test is failed, the unit will flee directly away from the point where the friendly unit has been destroyed.

3) Friends Break from Close Combat within 6"

Test if a friendly unit with a unit strength of 5 or more within 6" has broken as a result of being defeated in close combat. If the test is failed, the unit will flee directly away from the point where the friendly unit has broken.

4) Fleeing Friendly Models Move Through the Unit

If a friendly unit with a unit strength of 5 or more moves through the unit as part of their flee move, the unit must take a Panic test. If the test is failed, the unit will flee in the same direction as their fleeing friends, joining them in the mad rush to safety.

Exception: A unit that has declared a hold charge reaction and is panicked by fleeing friends running through its ranks before the enemy is moved into contact automatically changes its reaction to flee. This means they will flee away from the chargers instead of joining the friends that caused the Panic.

Fear

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.
  2. If a unit wishes to charge a Fear-causing enemy.

1) Charged by Fear-causing Enemies

If a Fear-causing enemy unit declares a charge against it, a unit must take a test to see if it can overcome that fear and take the charge. First declare the unit's intended charge reaction, then test as soon as the Fear-causing unit is determined to be within charge range.

  • If the test is passed, the unit can react to the charge as normal.
  • If the unit fails its test and its unit strength is lower than the unit strength of the Fear-causing charging enemy unit, the unit must immediately change its charge reaction to "flee".
  • If the unit fails its test but its unit strength is equal to or higher than the unit strength of the Fear-causing charging enemy unit, it will fight on as normal but must roll 6s to score hits in the first turn of close combat against the Fear-causing enemy models (no modifiers or special rules apply - only by rolling an unmodified 6 can models score hits against these enemies).

If more than one Fear-causing unit is declaring charges against it, a unit must take each test separately.

2) Wishing to Declare a Charge against a Fear-causing Enemy

If a unit wishes to declare a charge against an enemy that causes Fear, it must take a test to overcome its fear first. If the test is failed, it may not charge and must remain stationary in that movement phase, and for the rest of the turn is treated in the same way as a unit that has failed a charge. If the test is passed, the unit may declare the charge as normal.

Defeated by Fear-causing Enemy

Units in close combat automatically fail their Break test if they are defeated by an enemy that they Fear and the combined unit strength of the units on the losing side is lower than the combined unit strength of all Fear-causing enemy units on the winning side.

Note that an act of Insane Courage will keep such units in the fight though, so it is worth rolling the dice in the hope of a double 1.

If the Fear-causing enemy units do not have a higher unit strength, Break tests are taken as normal. Note that this rule applies whether the defeated units have previously passed any Fear tests or not.

Terror

Some monsters are so huge and threatening that they are even more scary than those causing Fear. 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. Troops only ever test for Terror once in a battle and then they are not affected again, even if the test is failed.

If a creature causes Terror, it automatically causes Fear as well, and all the rules described for Fear apply. However, you never have to take a Terror test and a Fear test from the same enemy or situation - just take a Terror test. If you pass the Terror test, 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.

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

  1. If charged by a Terror-causing enemy.
  2. If a unit wishes to charge a Terror-causing enemy.
  3. If there is an enemy that causes Terror within 6" at the start of the unit's turn.

1) Charged by Terror-causing Enemies

If a Terror-causing enemy unit declares a charge against it, a unit must take a test to see if it can overcome the terror and take the charge. First declare the unit's intended charge reaction, then test as soon as the Terror-causing unit is determined to be within charge range.

  • If the test is passed, the unit can react to the charge as normal.
  • If the unit fails its test, it must immediately change its charge reaction to "flee".

If more than one Terror-causing unit is declaring charges against it, the unit takes a Terror test against the first unit that declared the charge and, if the test is passed, then treats the rest as Fear tests instead.

2) Wishing to Declare a Charge against a Terror-causing Enemy

If a unit wishes to declare a charge against an enemy that causes Terror, it must take a test to overcome its terror first. If the test is failed, it may not charge and must flee in the compulsory movement part of its movement phase. If the test is passed, the unit may declare the charge as normal.

3) Terror-causing Enemies within 6" at the Start of the Turn

A unit must test at the start of its turn if there are one or more Terror-causing units within 6". If the test is failed, the unit will immediately flee directly away from the nearest Terror-causing creature.

Fear & Terror Immunity

A large monster is less likely to suffer from Fear or Terror itself.

  • 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.
  • A creature that causes Terror is not affected by Fear or Terror at all.

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.

This special immunity also applies to any rider of a Fear- or Terror-causing monster (or steed), so a Dragon rider wouldn't be afraid of a creature that would frighten him were he on foot.

Also, Fear tests or Terror tests are passed automatically if the Fear- or Terror-causing enemy is currently fleeing.

Stupidity

Many large and powerful creatures are rather stupid. Even some otherwise quite intelligent creatures act stupidly now and again because they are easily confused or distracted, or perhaps because they are under the effect of a spell. Creatures that are Stupid are indicated as such in the Warhammer Armies books and include such models as Trolls and Cold Ones.

Stupid creatures that are not engaged in combat 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, all is well - the creatures behave reasonably intelligently and can move as normal.

If the test is failed, the unit momentarily forgets what it is doing. The unit is moved directly forwards at half speed during the compulsory moves part of the movement phase (for example, Trolls with Movement 6 would move 3" forward). Skirmishing units will move at half speed in a direction determined by rolling the scatter dice. This counts as compulsory movement and so occurs before other movement, but after charges have been declared.

Any enemy troops encountered are automatically charged. This is then treated as a normal charge, except that the charger will move only half its normal Move rate (3" in the example above), regardless of the outcome of the charge.

If there are friends in the way, the units blunder into each other and their ranks become confused, in which case both units are pinned in place for the rest of the movement phase and neither may move further.

Units that failed their Stupidity test cannot voluntarily declare charges, shoot and cannot cast spells for that turn.

These rules apply until the start of the creatures' following turn, when they must test once more to see whether they are affected by Stupidity. The effect of Stupidity also stops immediately if the creatures are engaged in close combat, as their fighting instincts overcome their Stupidity.

Creatures affected by Stupidity are quite unaware of anything happening around them. Until they are no longer Stupid, these units are Immune to Psychology.

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, it 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 and is unable to shoot and cast spells while the creature is Stupid.

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. These troops are described as Frenzied. In the case of mounted troops, Frenzy affects both riders and their steeds.

In the declare charges part of the movement phase, after the charges of all non-Frenzied troops have been declared (including relative charge reactions), measure to see if any enemies are within charge reach of any Frenzied troops (i.e., within the unit's charge move and in their normal arc of sight). If so, the Frenzied unit must declare a charge against that enemy. The player has no choice in the matter; the unit will automatically make its charge move. If there are several eligible units within the charge reach of the Frenzied unit, the controlling player may decide which unit to charge.

Frenzied models fight with +1 extra Attack during close combat. Models that have 1 Attack on their profile therefore have 2, models with 2 Attacks have 3, and so on.

Frenzied models must pursue fleeing enemy whether the player wants them to or not. Unlike other troops, they may not attempt to hold back. They even pursue if they are defending an obstacle. If they wipe out an enemy in the turn they have charged, they will always overrun.

Frenzied troops that are defeated in close combat, as determined by the combat results, immediately lose their Frenzy (this happens before taking their Break test). They continue to fight as ordinary warriors for the remainder of the battle.

Frenzied units are Immune to Psychology as long as they are Frenzied.

Hatred

Some races hate other races with such bitter conviction that they will fight with astounding fury and this is specified in the troops' entry.

Troops fighting in close combat with a hated foe may re-roll any misses when they attack in the first turn of any close 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, they 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 against their Leadership as other troops can. They even pursue if they are defending an obstacle. If they wipe out a Hated enemy in the turn they have charged, they will always overrun.

Immune to Psychology

Some warriors and creatures are almost completely fearless, or are such grizzled veterans that situations that would make lesser troops panic have no effect on them. This will be specified in the unit's entry.

Troops that are Immune to Psychology (sometimes also called "Immune to all Psychology") automatically pass all their Panic, Fear and Terror tests and are not automatically broken if defeated in combat by outnumbering Fear-causing enemies, but take the Break test as normal.

Troops that are Immune to Psychology may never flee as a charge reaction. These troops have to take Break tests as normal.

Stubborn

Some troops will fight on in close combat almost regardless of casualties. These troops are referred to as being Stubborn.

During a Break test, Stubborn units use the Leadership value on their profile. They always ignore Break test modifiers, regardless of how much they lost the combat by. This means, for example, that Stubborn troops with a Leadership value of 8 will only ever break on the roll of 9 or more when making a Break test.

Unbreakable

Some creatures are utterly fearless and will never give up a battle, no matter how hopeless the situation might be. Unbreakable troops are Immune to Psychology. In addition, if defeated in close combat (even by Fear-causing creatures that outnumber them), Unbreakable troops continue to fight on regardless of results. They automatically pass all Break tests, regardless of modifiers, can never flee and will literally die fighting under any circumstances.

Unbreakable Swarms

Units classed as Swarms in their special rules in the relevant Army book represent seething masses of small creatures, often summoned to the battlefield by way of magic. They are an unthinking mass and are consequently Unbreakable.

On the other hand, swarms that are defeated in combat immediately take a number of wounds equal to the difference they've lost the fight by. These additional wounds cannot be saved, not even by ward saves, nor can they be regenerated.

For example, a Rat Swarm loses a fight by 3 points. The unit immediately suffers a further 3 wounds.

Note that swarms who are subject to special combat result rules (like Undead and Daemonic swarms) do not have the Unbreakable rule, but use their army's own special rules instead ("Undead" and "Daemonic Instability" in the examples above).

Weapons

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 and so on. 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, axes, clubs, maces and comparable weaponry. In addition, some troops carry another weapon such as a spear, lance or halberd. At the start of the first turn of a combat, each such unit can choose which of their weapons to use (the entire unit must use the same weapon, but characters can always choose separately). Whichever weapon they use must then be used for the entire combat. For example, troops armed with spears and shields may opt to fight with their swords if they want to benefit from the defensive bonus conferred by fighting with hand weapon and shield, but must then fight with swords for the duration of the combat, even if it lasts many turns, and cannot switch to their spears.

Special Weapon Rules

Different types of weapons have advantages and disadvantages in different circumstances. Some are powerful but require both hands to use, some take a considerable 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. For example, 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. This restriction is indicated in the weapon's description.

Some Strength bonuses only apply if the user has charged that turn. These are weapons that rely upon the impact of the charge to pierce the foe. This 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 and are heavy and cumbersome to use. If a weapon requires two hands to use, it is not possible to simultaneously employ a shield or another weapon. If a shield is carried, it must be slung across the warrior's back or dropped behind him whilst he fights in close combat.

Strikes Last. Many weapons, such as the great sword favoured by some Empire troops or the great axes of the Dwarfs, 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. If fighting enemies who also suffer from the same penalty, they would use their respective Initiative to decide who is going to strike first. In the case of same Initiative, the troops that won the combat in the previous turn will strike first. If this does not apply, roll a dice to determine who goes first.

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. For example, 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 but only to their front. Where a weapon can fight in two or more ranks, this is indicated in the weapon's description, for example, "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. For example, a unit of Spearmen can normally fight in two ranks, but will fight with only the front rank if they charge. The unit will be able to fight with the extra rank during subsequent rounds of close combat.

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 (e.g., a Dark Elf 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 as many times as indicated in their rules with an additional -1 to hit penalty. All models equipped with such weapons in the unit must either fire multiple shots or single shots, the player cannot choose to fire single shots with some troopers and multiple with others.

Remember that a model's Attacks characteristic has no effect on the number of shots it fires. The Attacks characteristic refers to close combat attacks only.

Thrown Weapon. Some warriors carry missile weapons that are designed to be thrown, such as javelins or throwing axes. These generally have a short range, but 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. 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. Therefore, the enemy armour save is reduced by an additional -1. For example, an armour piercing weapon that has Strength 4 would have a -2 armour save modifier rather than -1.

List of Weapons

The weapons covered here are those most commonly and universally used rather than a comprehensive list. Unusual weapons that are specific to individual races or armies are covered in the Army book for that particular race. Sometimes the same weapon has two different entries, one referring to the use of that weapon made by infantry (and other models on foot), and the other referring to mounted models (cavalry and models riding monsters or chariots).

Close Combat Weapons

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 Weapons. Unless noted otherwise, all models are assumed to be carrying a hand weapon of some kind. The term "hand weapon" is used to describe any weapon held in one hand and not otherwise covered by the rules. As such it includes swords, axes, clubs, maces, etc. Hand weapons have the advantage that they can be used with a shield or another hand weapon, as described below. In both instances, these rules only apply to warriors fighting on foot and not to cavalry and warriors mounted on monsters or chariots.

  • Fighting with two hand weapons (infantry). If a warrior on foot fights with a hand weapon in each hand, he receives +1 extra Attack to account for his second weapon. E.g., if the warrior's Attack characteristic is 1, he fights with 2 Attacks, if his Attack characteristic is 2, he fights with 3 Attacks, and so on.
  • Fighting with hand weapon and shield (infantry). 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 against enemies fighting from his front. So, for example, if he has a shield, 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. Also, this only applies against opponents engaged to the model's front, not against foes fighting in the model's flank or rear.

Great Weapons (Infantry). Great weapons are especially large and heavy weapons wielded with both hands. This includes great hammers, great axes, and such like. Rules: +2 Strength bonus; requires two hands; strikes last.

Great Weapons (Mounted). These are less effective when used by mounted models as freedom of movement is considerably reduced. Rules: +1 Strength bonus; requires two hands; strikes last.

Flails. A cumbersome, heavy weapon used with both hands. Rules: +2 Strength bonus in first turn of combat; requires two hands.

Morning Stars. A single-handed weapon that consists of one or more spiked balls on a chain. Rules: +1 Strength bonus in first turn of combat.

Halberds. Rules: +1 Strength bonus; requires two hands.

Spears (Infantry). Because stationary spearmen can fight in two ranks, spears are ideal defensive weapons for infantry. Rules: Fight in two ranks.

Spears (Mounted). All cavalry, monster riders and chariot riders armed with spears can use them to ride down enemy troops. Rules: +1 Strength bonus when charging.

Lances (Mounted Only). A lance is a heavier, longer version of the spear, used exclusively by mounted warriors. Rules: +2 Strength bonus when charging.

Pistol (Hand-to-Hand). In close combat, the heavy butt of a pistol can be used as a club, counting exactly like a hand weapon. If a model carries two (a "brace") or more pistols, it counts as being armed with two hand weapons in close combat. Rules: Counts as a hand weapon.

Missile Weapons

WeaponMaximum rangeStrengthRules
Shortbow16"3None
Bow24"3None
Longbow30"3None
Crossbow30"4Move-or-fire
Repeater crossbow24"32 x multiple shots
Sling18"32 x multiple shots if enemy is within 9"
Javelin

Notes: Shortbows are favoured by Goblins; some cavalry also carry a shortbow because it is easier to shoot from horseback. The javelin is too flimsy to be used in hand-to-hand fighting.

Pistols (Shooting). In addition to its close combat use, a pistol can shoot up to a distance of 8". Pistols do not suffer the usual to hit penalties for shooting at long range or for moving and shooting. Pistols require very little time to fire and so can always be used to stand & shoot against a charging enemy, even if the enemy starts its charge within half of its charge distance, and then used as hand weapons in the ensuing close combat. If a model carries two (a "brace") or more pistols it counts as having 2 x multiple shots with its pistols.

Monsters

Monsters are powerful elements of the army. Some monsters develop loyalty and devotion to their masters and will willingly fight for them, while others are placed under enchantments or simply driven forward towards the enemy in the hope that they will attack the right side. Monsters may be ridden to battle by mighty heroes and wizards.

The Monster Model

Monsters always fight individually; they can never join other models to form a unit, except when they are ridden by a character. Each monster is, in effect, a unit of one model and it has a front (used to determine its arc of sight as normal), flanks and rear as normal (see Diagram 59.2). A monster's front, flank and rear zones extend out from its corners forming four quadrants of 90 degrees. Monsters follow all the rules for normal units, except for the differences described in this section.

Moving Monsters

When moving a monster, simply measure the distance and move it. There is no need to turn or wheel, though the monster still has to have a line of sight to any enemy that it is going to charge. In effect, monsters can turn to face any direction (pivoting around the centre of the model) at any point during their move and as many times as they like without reduction to movement.

Manoeuvring During a Charge

Like all units, monsters are more restricted in their movement during a charge. Monsters can pivot on the spot only once during a charge move if a straight move wouldn't hit the target or would not bring as many models as possible into combat, but are free to do this at any point during the move. This means they can either pivot and then charge in a straight line, or move directly forward, stop to pivot towards a different direction and then complete their move in a straight line (see Diagram 59.1). Of course they must still abide by all normal rules governing charges, so they need to see their target at the beginning of the charge, cannot charge the flank of a unit if they start the charge in its front arc, must try to bring as many models as possible into the combat, and so on.

Monstrous Mounts

Monsters are often 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, war boars and other similar sized creatures that only have 1 Wound are covered by the rules already described for cavalry. If a mount has 2 or more Wounds, it is classed as a monstrous mount and the following rules are used. These rules would therefore apply to a hero riding a Griffon, a Wizard mounted on a Wyvern, a Dragon and its lordly rider, and so on. No additional +1 is added to the rider's armour save, as the advantages of riding the monster are worked out in other ways instead.

Shooting at Monstrous Mounts

As a single model, the monster and its rider are considered to be a single target. It is not possible to shoot specifically at either the rider or the mount. When you shoot at a character riding a monster, the rules for shooting at characters apply, as explained in the section on Characters. However, if the monster is a large target, the enemy adds +1 to his To Hit score.

Once you have established how many hits have been scored, you must apportion them between the rider and the monster. For each hit scored roll a D6; on a roll of 1-4 the monster has been hit. On a 5 or 6 the rider has been hit. Roll to wound the monster or rider as normal.

Work out wounds separately on the rider and his mount. Take any saving throws due to the target as normal. Most monsters do not have an armour saving throw as they have no armour, but some have scaly skin that confers an equivalent save. Riders are permitted saves for their armour, but remember that they do not receive the additional +1 armour save as cavalry models do.

If a monster has two or more riders (a very unusual combination) then randomise any hits among the two riders. If models are glued in place (as is likely) it will be necessary to make a note of any casualties suffered.

If you use a weapon or spell that uses a template against a ridden monster, all the riders and the mount are automatically hit if the monster's base is entirely covered by the template, and all can be hit on a 4+ if the monster's base is only partially covered (roll separately for each). If the hole in the centre of the round template is on the monster's base, randomise if the rider or the mount is hit by the higher Strength hit as you would for a hit from normal shooting.

Monstrous Mounts in Combat

The monster will attack using its own characteristics, and the rider attacks separately using his characteristics. As the monster and rider are likely to have different Initiative values, they might strike their blows at different times. These attacks are worked out entirely normally, one batch for the rider and one batch for the monster, against any enemies in base contact with the monster.

When it comes to attacking back, enemies in base contact with the monster will be faced with two potential targets: the rider and the monster. The enemy can choose to direct his attacks against either the rider or the monster, and can distribute attacks between them in any way he likes. The opposing player must state how many attacks are against the monster and how many are against the rider before he rolls any dice, otherwise all attacks are assumed to be against the rider.

Attacks are worked out exactly as normal, and the score required to hit will depend upon the relative values of the monster or the rider's Weapon Skill, like all hand-to-hand fighting.

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 through onto the monster, nor onto a second rider if the monster has multiple riders. Similarly, any excess wounds inflicted on the monster are discounted; they are not carried over onto the rider.

Slain Riders or Mounts

Wounds must be recorded separately for the rider and his mount. If the mount is slain, the rider may continue to fight on foot if you have a separate model to represent him. If the rider is slain, the monster might behave in an erratic fashion.

If the rider is slain, the monster must immediately take a monster reaction test: take a Leadership test on the monster's own Ld. If the test is passed, the monster fights on as normal. If the test is failed, roll a D6 and consult the monster reaction table below. Regardless of the result of the test, a monstrous mount that has lost its rider must always use its own Leadership for any Leadership-based tests, even if it is within the army General's area of influence (see the Generals & Battle Standards section).

If a stand & shoot reaction kills the mount during a charge, the model is replaced by a foot version of the rider and the model does not move at all, as the rider frees himself from the monster's harness. If it kills the rider, take the test for the monster and then finish the beast's charge if possible.

Monster Reaction Table

D6Reaction
1-2Uh? Free of the will controlling it, the monster has now to think for itself and might find its presence on the battlefield extremely confusing. The monster fights on as normal, but is subject to Stupidity for the rest of the game.
3-4Whimper... The monster stops moving immediately, remaining steadfastly where it is to guard the fallen body of its master. The monster will not move for the rest of the battle, except that it will always turn to face towards the closest enemy and use any breath or similar ranged weapon against the closest enemies within range if possible. If the monster is engaged in close combat it will fight, but it will not pursue fleeing enemy. From this point onwards, the monster is Unbreakable.
5-6Raaargh! The monster is maddened by grief and rage at the death of its master, or simply reverts to its feral instincts. The monster fights on as normal, but is subject to Frenzy and Hatred of all enemies for the rest of the game (it can never lose its Frenzy, not even if defeated in combat) and will always charge the closest visible enemy.

Chariots

Most chariots have at least two crew members with two creatures pulling the chariot - these creatures are normally horses, but many races utilise far more powerful and dangerous beasts. For example, Goblins capture and harness ferocious wolves to their chariots, while Orcs favour warboars, and the chariots of the Dark Elves are pulled by Cold Ones.

The Chariot Model

A chariot, including its crew and the creatures pulling it, are considered to be a single model in the same way as a cavalry or monster model. Chariots normally move and fight individually in the same way as large monsters. Each chariot is, in effect, a unit of one model and it has a front (used to determine its arc of sight as normal), flanks and rear as normal. Chariots follow all the rules for normal units, except for the differences described in this section.

Chariots have separate characteristics for the chariot itself, the crew, and the creatures pulling it, but some characteristics are not included in the profile as they are never used.

Examples of Chariots

Goblin Wolf Chariot (Armour save: 5+)

MWSBSSTWIALd
Chariot---543---
Crew-233--216
Giant Wolves9

High Elf Tiranoc Chariot (Armour save: 5+)

MWSBSSTWIALd
Chariot---544---
Crew-543--518
Elven Steeds9

Moving Chariots

A chariot moves at the same speed as the creatures that are pulling it. Because they are massive, lumbering war machines, chariots can never march, although they do double their move when charging, in the same way as other models. When moving a chariot, simply measure the distance and move it. There is no need to turn or wheel, though the chariot still has to have a line of sight to any enemy that it is going to charge. In effect, chariots can turn to face any direction (pivoting around the centre of the model) at any point during their move and as many times as they like without reduction to movement.

Manoeuvring During a Charge

Like all units, chariots are more restricted in their movement during a charge. Chariots, exactly like monsters, can pivot on the spot only once during a charge move if a straight move wouldn't hit the target or would not bring as many models as possible into combat, but are free to do this at any point during the move. This means they can either pivot and then charge in a straight line, or move directly forward, stop to pivot towards a different direction and then complete their move in a straight line (see the Monsters section for more details). Of course, they must still abide by all normal rules governing charges, so they need to see their target at the beginning of the charge, cannot charge the flank of a unit if they start the charge in its front arc, must try to bring as many models as possible into the combat, and so on.

Obstacles & Terrain

Chariots are not built to move over obstacles or difficult terrain, and they are likely to be damaged as their wheels strike rocks, their body becomes entangled in undergrowth, or they careen over a wall. If a chariot moves through any kind of difficult terrain or obstacle (except to cross a river at a bridge or a ford), the chariot sustains D6 S6 hits. Apply these hits immediately as the chariot touches the terrain/obstacle, treating them as hits from close combat (all the hits strike the chariot itself and not a character riding in it).

If the chariot is not destroyed, it can complete its move as normal and will not suffer such hits again if it crosses other obstacles or areas of difficult terrain during the same turn. If a unit of chariots moves through obstacles/difficult terrain, all models that move through the terrain will suffer D6 Strength 6 hits per model.

Chariots & Shooting

Chariot crew may also shoot any of their missile weapons in the shooting phase as normal.

When you want to fire against a chariot, treat it like any other unit. Roll to hit and to wound against the chariot in the same way as against troops. Any hits scored are targeted towards the chariot as a whole, unless any characters are riding in the chariot (see Characters & Chariots). Some chariots are large targets and you therefore get a +1 to hit bonus when shooting at them. If the chariot is a large target, this is clearly indicated in its army list entry.

Just like any other creature, 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 which represent the chariot itself, its crew and the creatures pulling it. When a chariot loses its last Wound, remove the whole model from the battlefield.

Chariot Armour Saves

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

High Strength Hits

If a chariot is hit and wounded by an attack of Strength 7 or more, and fails any saving throw it might have, it loses all its remaining wounds and is removed - even the strongest chariot can be smashed apart if hit by a cannonball or by an extremely strong creature.

Impact Hits

When a chariot charges a unit, it causes D6 hits with its own Strength. The number of hits is increased by +1 if the chariot is equipped with scythed wheels. These hits are inflicted at the very beginning of the combat, even before challenges are declared and before any model gets to attack. Any wounds caused by the charging chariot count towards combat resolution as normal. Remove any casualties as detailed in the Close Combat section. Like other casualties of close combat, models killed by impact hits do not get to fight.

The main danger from a chariot comes during its charge, so it is vitally important that it isn't outmanoeuvred and charged by the enemy. Chariots caught out in this way get no impact hits and are likely to be overwhelmed.

Impact hits against a unit of troops are distributed like shooting. See the section on characters for details on how to distribute them among the models of a unit containing one or more characters. If a chariot charges against a character that is fighting on his own, all the impact hits will strike the character. If the character is riding another chariot or a monster, all the impact hits will strike his chariot or mount and never the character itself. Crew and creatures pulling the chariot are however free to attack the character as normal.

If a unit of chariots charges into combat, only chariot models that are in base contact with the enemy will cause impact hits.

Pursuit Charges. It might occasionally happen that a chariot charges an enemy unit by pursuing into it, and then gets charged itself by some other enemy unit in the following turn. In this case, each enemy unit fighting to the front of a charging chariot will suffer D6 impact hits (+1 for scythes). Only units charging the flank or rear of a charging chariot do not suffer impact hits.

Chariots in Combat

Enemies rolling to hit against the chariot compare their own Weapon Skill with the Weapon Skill of the crew or that of the creatures pulling it, whichever is highest. Roll to wound as normal and then record any wounds suffered.

Crew Attacks. All chariot crew (usually two, including the driver) may fight against enemy in contact with the chariot whether to its front, side or rear. They strike blows as normal, using their own Weapon Skill, Strength and Initiative.

Creature Attacks. The creatures pulling the chariot may fight if they have their own attacks. Due to restrictions of harness and reins, creatures can only attack enemies to the front of the chariot and not enemies in the flank/rear of the chariot. They strike blows as normal, using their own Weapon Skill, Strength, and Initiative.

Chariot Upgrades

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

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

Flee and Pursuit

Chariots flee and pursue exactly like ordinary troops, with the exceptions listed here. Chariots take damage when fleeing/pursuing through difficult terrain or obstacles as described before.

If a chariot flees through a friendly unit, an enemy unit with a unit strength of less than 5 or a fleeing enemy unit, it will cause impact hits on it as it moves through. The chariot's flee move is executed as normal, and then the impact hits are resolved in the same way as missile fire against any unit it fled through. If a chariot flees into contact with an enemy unit with a unit strength of 5 or more that is not fleeing, resolve the impact hits as described above and then remove the chariot.

Some armies, most notably the Tomb Kings of Khemri, can group several chariots together into a unit. If chariots can be grouped into units, this is indicated in the army list, together with any special rules that apply to specific cases. These chariot units move like a unit of cavalry (except that they still cannot march).

Characters & Chariots

Characters can ride chariots in much the same way they ride large monsters. When shooting at a chariot, the hits are randomised between the character and the chariot itself. Roll a D6. On a roll of 6, the attack hits the character. On a 1-5, it hits the chariot. Work out damage in the normal manner, except that the character either gains a +2 armour save bonus for riding the chariot or can use the armour save value of the chariot, whichever is the best.

In close combat, enemies can choose whether to attack either the chariot or the character riding it, in the same manner as combat against characters riding monsters.

If a chariot is destroyed, any characters in the chariot will continue to fight on foot. Such characters are immediately placed by the controlling player anywhere within 2" of the place where the chariot was. If the chariot was in close combat when it was destroyed, the controlling player places the character in base contact with the enemies that were in base contact with the chariot and the fight continues as normal.

Skirmishers

A skirmishing unit is a small group of warriors fighting in loose or dispersed formation rather than formal ranks and files. In a normal battle, only specific troops are allowed to skirmish, as indicated in their Army book. Skirmishers follow all the rules for normal units, except for the differences described in this section.

Formation

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

1" Apart. Skirmishers are deployed on the battlefield in a formation consisting of a loose group. Models in a skirmishing unit are positioned up to 1" apart. The unit still blocks line of sight (see Diagram 65.1).

Facing. A skirmishing unit does not have a specific facing and can see all round (i.e., it has an arc of sight of 360 degrees), regardless of the actual facing of its models. This means that skirmishers can declare charges and shoot in any direction.

Moving

Manoeuvres. Skirmishing models are moved in the same way as individual man-sized characters on foot. The unit does not turn, wheel, etc., and each model is free to move 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 & Difficult Terrain. Skirmishers move around obstacles or over rough ground more easily than troops in formation. They suffer no movement penalties for crossing obstacles or for moving over difficult or very difficult ground and can even march through such terrain.

Charging

Like other units, skirmishers may charge an enemy that is visible to at least one of its models when charges are declared. To decide which side of the enemy is charged, follow the normal rules: the skirmishers will charge the enemy in the arc where most of the skirmishers are when the charge is declared. 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 will begin to form up in ranks behind the first line of models in base contact with the enemy.

Any models unable to reach (because they don't have enough movement or because there is no space left in the fighting line) are placed in the rear ranks so that the unit forms up in what looks like a regular formation behind the models that have formed the fighting line.

If the skirmishing unit includes a banner, champion or musician, and any character that has joined the unit, such models are then moved to the fighting rank if there is enough space, swapping places with ordinary models.

Charging Against Skirmishers

If the skirmishers are charged, the enemy is brought into base contact with the closest skirmisher as per a normal charge, except that the enemy is not aligned against the skirmishing model. The skirmishers form up as explained above, lining up alongside the enemy's front (their movement does not count as charging, of course). This is shown in Diagrams 66.1, 66.2 and 66.3.

Skirmishers Charging Other Skirmishers

When a skirmishing unit charges another skirmishing unit, take the model of the charging unit that is closest to the charged unit and move it into base contact with the closest model in the charged unit. Then, move all the charging models that can reach into a fighting line, lining them up with the first model moved, perpendicular to the line of charge. Other charging models that do not have enough movement to line up on the fighting line will form up behind it, as usual for skirmishers charging. Finally, the charged unit will form up as normal for a unit of skirmishers charged by an enemy unit (see Diagram 66.5).

Shooting

Skirmishers can shoot in any direction, though individual models can be pivoted on the spot so that the unit looks more realistic (this does not count as movement).

Thanks to their special training and loose formation, models in a skirmishing unit do not block the line of sight of other members of their own unit (including characters that have joined the unit).

Enemies shooting against a unit of man-sized skirmishers suffer a -1 to hit penalty in the same way as if they were shooting at a single man-sized model (see the Shooting section).

Close Combat

In close combat, skirmishers will remain in the ranked-up formation described above as long as the combat continues and will therefore have a front, flanks and rear as long as the fight continues, just like normal units. Skirmishers adopt their normal loose formation as soon as combat ends.

Skirmishers fight in a normal formation of ranks and files, but being extremely light troops, untrained in this form of combat, they lose most of the bonuses that apply to normal ranked-up units. Skirmishers receive no combat bonus for the number of ranks in their own unit. Skirmishers do not negate the rank bonus of enemy units when fighting them in the flank or rear.

If a skirmishing unit pursues the enemy and leaves the table, in the following turn place all models in the unit in base contact with the table edge, as close as possible to the point the unit left the table from, and then move normally, as described in the close combat phase (remember that they cannot march).

Characters

Roughly man-sized characters on foot can join a unit of skirmishers. No other characters can join skirmishing units.

Monsters & Handlers

Some rare units are made up of a monster that is goaded into battle by a small group of handlers or beastmasters.

These units normally move as skirmishers. When charging or being charged though, the handlers are completely ignored (as if they were not there) and the monster is the only model that matters. The monster's arc of sight and flank/rear are used to determine arc of sight for charges and the relative position of a charging enemy, as well as any charge distance, psychological reaction and so on.

The monster is also capable of negating the rank bonus of an enemy unit it has charged to the flank/rear if its unit strength is high enough. Once the monster is in contact with the enemy, form the handlers up with the monster in the same way as you would for a unit of skirmishers. They will fight as normal in the ensuing fight.

When shooting at such units, the rules vary depending on the size of the monster and number of handlers. See the relevant Army book for details and other special rules that may apply to each unit.

Flyers

Some creatures of the Warhammer world have wings and can fly, soaring quickly from one side of the battlefield to the other. As it is impractical to suspend heavy models over the tabletop, the following rules are intended to capture the feel of fast moving aerial combat in a practical manner without worrying unduly about skyward movement.

If a model is capable of flight it will have the special rule "Fly" in its entry in the relevant Army book. For the sake of convenience these models are referred to as "flyers". Flyers follow all the rules for normal units, except for the differences described below.

There are two types of flyers: flying monsters and flying units. They share the same rules apart from a few exceptions for flying units, which are given later. All flying models are mounted on square bases like other troops in Warhammer. This is more convenient and makes it easier to resolve close combat between flyers and other units.

Moving Flyers

In Warhammer, flight is represented by a long swoop or glide of up to 20". The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground.

Flyers never need to wheel or turn, but can always make their move in a direct line or stop to pivot at any point during their move. Of course, they still need to see any target they want to charge or shoot at and have a front, flanks and rear (used to determine their arc of sight as normal).

Flyers do not benefit from the extra Move distance conferred on ground moving models for charging or marching. The flying move is never doubled and flyers charge at normal speed.

Flyers suffer no movement penalties for flying over scenery or crossing obstacles. They may fly over other models, including enemy troops, without penalty. Flyers may not move, land in or take off from within a wood. If flyers wish to enter a wood, they must land outside it and walk inside using their ground movement in the next turn. Note that this applies to any terrain that both players consider would prohibit flying (it's a good idea for the players to discuss this before the game begins). Flyers may not land on top of enemy formations - if they wish to attack an enemy they must charge them.

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. When moving along the ground using its Movement characteristic the usual movement rules apply. A flyer may choose to fly or move along the ground, but cannot do both in the same move.

Flying Charges

A flyer may charge an enemy within its 20" flight move. The charge must be declared in the normal way and the enemy has the usual response options. The flying move is not doubled like a ground charge is and so, even in the case of a failed charge, flyers will still move the full 20" towards the enemy.

Note that a flyer must be able to see its intended target when charges are declared as normal, but can otherwise fly over models and scenery that would stop the charge of a normal model. The charging flyer moves straight towards the target, over any intervening terrain or models, and is placed in base contact with either the front, flanks or rear of the target depending on its initial position, exactly like any other charging unit.

Remember that flyers do not suffer from the normal penalties when attacking models that are defending an obstacle.

Fleeing & Pursuing

Flyers always choose to fly when fleeing, and so the distance flyers flee is based on their flying Move rather than their ground Move. The normal flee distance for flyers is therefore 3D6" in common with all models whose move is more than 6". Flyers can flee over interposing terrain and units, but if their move ends inside impassable terrain (including woods) or non-fleeing enemies, they are destroyed as normal.

If flyers must flee along the ground due to some constraint that prevents them from flying, for example, if they are in the middle of a wood, then they flee 2D6" or 3D6" depending on their Movement characteristic, just like other troops.

Flyers can normally choose to pursue fleeing enemies either on the ground (using the normal pursue rules) or with a flying 3D6" move. If they choose to use their flying move to pursue, they can ignore intervening terrain and units. During their pursuit, they can always choose to either fly over an intervening enemy unit or to charge it instead. They cannot end their pursuit move inside units or impassable terrain (including woods). If they would end their pursuit move in impassable terrain (like woods) or over a friendly unit, they stop just before it. If they would end their pursuit move on an enemy unit, they must charge it.

Units of Flyers

Most flyers are single model units, like monsters or characters, but some units of troops can fly too, like Harpies and Carrion. 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.

Units of flyers operate as skirmishers, except that obviously they cannot fly through woods or other terrain where flying movement is not allowed. If they decide to move on the ground using their Move value, then they move exactly like skirmishers, and ignore terrain penalties.

Models in a unit of flyers always have a unit strength of 1. Characters can never join units of flyers, even if they ride flying creatures or are capable of flight themselves.

Flying Cavalry

Flying cavalry, as the name suggests, are units of cavalry mounted on flying steeds, like Bretonnian Pegasus Knights. They are treated as units of flyers, except that they have a cavalry profile for use in combat, each model has a unit strength of 2 and the riders get a +1 armour save, as normal for cavalry. Also, if they decide to move on the ground using their Move value, they move as skirmishers, but they do not ignore difficult terrain penalties as the mounted warriors are much less agile than a skirmisher on foot.

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 knights, but make up for this with their flexibility. In battle, they act as scouts and outriders for the army, as well as harrying the flanks of enemy formations with missile weapons.

If a unit is fast cavalry, this is indicated in their entry in the relevant Army book. Fast cavalry units use regular formations and follow all the rules for normal cavalry units, except for the differences described in this section.

Movement

Free Reform. Unless it charges, a fast cavalry unit can reform as many times as you wish during its movement phase without incurring any penalties to its Move distance. See the rules for reforming. They can do this even whilst marching. Remember that no model in the fast cavalry unit can move more than double its maximum Move distance, despite reforming (see Diagram 70.1).

Feigned Flight. A unit of fast cavalry that chooses to flee as a charge reaction and subsequently rallies at the beginning of their next turn may reform as normal, but is then also free to move during the remaining moves part of the movement phase. The unit is also free to shoot as normal (but it always counts as having moved). Note that if the flee move of the fast cavalry does not take them beyond the charge reach of their enemies, the unit is caught and destroyed as normal.

Shooting

Shooting & Moving. Fast cavalry armed with missile weapons are expert at shooting from horseback (or wolfback) and can therefore shoot even when marching or reforming. However, the normal -1 to hit penalty for moving still applies.

Line of Sight. A well-trained horseman can turn completely around in his saddle and shoot behind himself while moving forwards. In the shooting phase, fast cavalry models can fire all round, regardless of the direction in which the models are facing (this, of course, does not allow them to shoot through friendly models, which still block line of sight as normal). Note that for charging, stand & shoot reactions, etc., the model needs to be facing the enemy as normal.

Combat

Rank Bonus. Being light troops, fast cavalry receive no combat bonus for the number of ranks in their own unit.

Characters

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

Unit Strength

Warhammer has several rules (such as Fear) where a unit outnumbering its opponents gains an advantage. 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, chariots, etc., are more powerful than a man on foot. These creatures have a different unit strength, as described in the chart below.

For example, a chariot has a unit strength of 4, but if a character is riding in it, it will have a unit strength of 5 (4+1).

Some unique creatures may be an exception to the chart, but when this is the case, it will be clearly specified in that unit's special rules.

The unit strength listed is for each model in the unit. To work out the unit strength of a unit, count the number of models in the unit and multiply it by the appropriate number given. In the case of several models with different unit strengths in the same unit, simply add these together.

For example, a unit including three Rat Ogres (3 x 3 = 9) and three Skaven Packmasters (3 x 1 = 3) has a total unit strength of 12 (9+3).

Unit Strength Chart

Model typeUnit strength
Roughly man-sized, square 20/25 mm base, on foot1
Up to and including Ogre-sized*, square 40/50 mm base, on foot3
Monster (larger than Ogre-sized)**, any base/no baseStarting Wounds
Cavalry***, 25 x 50 mm base2
Chariots4
Ridden monsters/chariotsEqual to monster/chariot +1
War machinesEqual to the number of crew remaining
Units of flyers1
Flying cavalry2

* Includes Swarms, Chaos Spawn, Dragon Ogres, etc. ** Includes Great Eagles, Stegadons, Giants, etc. *** Includes Flesh Hounds, Dire Wolves, Chaos Hounds, etc.

Characters

Some characters are tougher, meaner and more powerful than the average warrior. Others are faster than a typical member of their race, stronger and more skilled with weapons, or are natural leaders with the power to inspire. Some may have special powers, skills or abilities, such as the Dark Elf Assassins or Imperial Engineers. In most cases they are known by different names appropriate to their nation or race.

Characters often have superior characteristic values compared to ordinary members of their race. For example:

MWSBSSTWIALd
Man433331317
Captain455442538

Characters such as Heroes and Lords are represented by individual models, which fight as units in their own right. However, one of the most useful abilities of characters is to join other units in battle, so that they can bolster the battle line where needed.

Some characters also have the ability to cast spells. In game terms, all such characters are called Wizards. The complete rules for Wizards, spellcasting, and magic items are covered by the Magic section.

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 as described below. Characters move and fight in different ways depending on their size (unit strength) and on the mount they are riding into battle:

  • Man-sized characters on foot (normally mounted on a square 20mm or 25mm wide base), have a unit strength of 1 and follow the movement rules for skirmishers.
  • Characters that are larger than this (having a unit strength of more than 1), or that are mounted on a cavalry steed or a monster, follow the movement rules for monsters.
  • Characters riding in a chariot follow the movement rules for chariots.

Characters & Units

Joining and Leaving Units. Characters normally move and fight on their own. In effect, a character counts as an individual unit comprising of only one model. However, during the course of a battle, a character is allowed to join a friendly unit of troops - infantry, cavalry, unit of chariots or a war machine's crew, but never a monster, single chariot, unit of flyers or another character. In this case, he becomes part of that unit until he decides to leave it.

Characters mounted on flying creatures cannot join units. Characters mounted on chariots can only join units of chariots.

To join a unit of troops, a character has only to move so that he is touching it. Once he has joined the unit, the model is automatically placed in its front rank. Note that a character will inevitably use up a proportion of his move to reach the unit he is joining. If the unit has not already moved, its further movement is limited to the fraction remaining to the character. Any movement lost represents the time spent waiting for the character.

If there is no room for the character in the front rank of the formation (because the standard bearer, musician and champion and/or other characters take up all the available positions, for example), one of these models must be placed in the second rank of the unit. As long as a character remains in the back ranks he cannot fight (even with a spear), or use magic or magic items. Also the unit cannot use his Leadership value for tests. If the character is engaged in close combat (via a flank or rear charge, for example) it functions normally.

Characters cannot normally join or leave units in close combat, although they may obviously join the fight by charging their enemies. Characters cannot join a fleeing unit.

Except in the circumstances noted below, a character that is part of a unit of troops can leave during the movement phase. A character is able to leave one unit of troops and join another in the same turn if you so wish, but he is unable to join and leave the same unit in the same turn.

A character may never leave or join a unit of troops while it is subject to a compulsory movement rule. For example, he cannot leave a unit that is fleeing, which has charged during the same phase, which has rallied that turn (because it cannot move) or which is engaged in close combat.

If a character is with a unit when it declares a charge, he must charge with it. However, if the unit he is with does not declare a charge, a character may declare a separate charge of his own and therefore leaves the unit when he charges out of it.

Once close combat has begun, a character will not be able to leave a unit he has joined until the fighting is over and any compulsory movement, such as fleeing and pursuit, has been resolved.

The most important thing to remember when a character joins/leaves units as part of his move is that the character cannot use the fact he is joining/leaving units to extend his move beyond the distance he could have moved if he was simply moving on his own.

Characters Moving with Units. If a character forms part of a unit of troops, the unit as a whole will dictate 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 will have to slow down so that he can keep up with them. During a unit's normal move (i.e., not during compulsory moves or charges), a character is free to change position in the front rank of the unit, swapping places with other models in the front rank of the unit.

Moving Characters within Engaged Units. It sometimes happens that a unit is engaged in combat and a character is positioned in the formation in such a way that he is unable to fight, perhaps because he is in the front rank and the formation has been charged in the flank, or because the enemy unit is smaller and the character is stranded beyond the fighting. In his next movement phase the player is allowed to move the character into a position where he can fight. Simply swap the character for an ordinary trooper model that is already fighting. This can mean that the character loses the chance to fight in the first turn of combat. Note that a character may not replace another character that is already engaged in close combat.

Although the above rule allows a character to move within a unit in order to fight an enemy, he cannot move once he is already fighting. For example, he cannot move from the front to the rear if he is already fighting to the front, he must stay where he is and fight the enemy he is touching. Characters cannot move into a non-fighting rank to avoid fighting unless deliberately refusing a challenge, as described later. Once the combat is over, they are immediately returned to the unit's front rank.

Shooting

A character moving around on his own is treated as a unit consisting of one model. In this respect, a character is a viable target just like a regiment of infantry. When deliberately shooting at a man-sized character model on foot, there is a -1 to hit penalty in the same way as firing against a unit of skirmishers.

Characters Inside Units. If a character is part of a unit that includes at least five rank-and-file models (i.e., non-characters), he cannot be shot at. Any shots against the unit will hit ordinary troopers and not the character. If the unit contains less than five rank-and-file models when a ranged attack is targeted at it, then hits are allocated before rolling to wound. First, divide the number of hits evenly between all the members of the unit (including the characters). If after this there are still some hits left over, or if the number of hits suffered by the unit is smaller than the number of models in it, randomise which models are hit with a dice roll.

For example, if a unit composed of three rank-and-file models and two characters suffered seven hits, then each model would suffer a single hit, and you would allocate the remaining two hits randomly between the five models by rolling a dice for each hit (re-rolling any result of 6).

If a character model (including his mount) has a unit strength of 5 or more, then he can be picked out as a target regardless of the rules just given. Enemies may freely choose to either shoot at the character or the unit he has joined.

"Look Out, Sir!" Some ranged attacks, such as stone throwers and cannons, or the breath weapons of Dragons, for example, have unique targeting rules, which allow the player to deliberately aim his shot at a character inside a unit. In the case of missile weapons that can be aimed in this way, there is a special "Look out, Sir!" rule that allows characters to avoid destruction thanks to a warning shouted by a comrade.

This rule applies to all war machines that work in a different way to ordinary shooting (i.e., they don't fire against the unit as a whole, rolling to hit using their Ballistic Skill), and can therefore be aimed at characters who have joined a unit. It also applies to any other ranged attack that uses a template (like some spells and magic items).

If a character is part of a unit consisting of five or more rank-and-file models and is hit by such ranged attacks, roll a D6. On the roll of a 1, the character fails to hear the warning and is hit. Work out damage as normal. On a roll of 2 to 6, the character is alerted to the danger and avoids the missile. The character is not hit and the missile strikes another model - transfer the hit onto any rank-and-file model in the unit.

If a character model (including his mount) has a unit strength of 5 or more, then he cannot benefit from the "Look out, Sir!" rule.

Close Combat

When a unit closes with its enemies in close combat, character models will inevitably find themselves confronted by enemy troops. As described in the Close Combat section, models can attack any enemy models whose base they are touching. Troopers confronted by character models will usually have the option of attacking a character or ordinary enemies. Where a player has a choice of attacking characters or ordinary troops, he must nominate which model(s) he is striking against before rolling to hit.

Dividing Attacks. Characters often come face-to-face with enemy characters, and the same choice applies to them as to other models - they may attack any enemy whose base they are touching. 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. A challenge is an important exception to this rule as described later.

Excess Wounds. As with combat between ordinary warriors, casualties inflicted by a character can extend beyond the models the character is touching. If a character has say, 4 Attacks and is facing two enemy troopers then his attacks are worked out against these. However, if the character scores sufficient wounds to slay three or four models, the enemy unit loses three or four troopers, not just two.

If a model attacks an enemy character, or another individual model such as a unit's champion or a monster, then any excess wounds caused by those attacks are not carried over onto ordinary troopers fighting alongside. The attacker has chosen to concentrate his attacks on a single special foe and any wounds left over are wasted and do not count towards the result of the combat. The exception to this rule is during a challenge, as described next.

Challenges

In each turn before working out any close combat, each side is allowed to issue challenges. The challenge represents one-on-one combat between powerful rivals. The rules given below refer to characters, but a unit's champion can issue and accept challenges exactly like a character (see Command Groups).

Issuing a Challenge. One challenge can be issued in each combat that is being fought. For each combat, start with the player whose turn it is. The player may choose any one character from those in base contact with the enemy 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 then fights normally in the following combat. If the challenge is accepted, the player selects one of his characters from those already fighting in the combat to take up the challenge.

If the player whose turn it is does not issue a challenge in that combat, his opponent may issue one himself, which may be accepted or declined in the same way.

Note that a challenge cannot be issued unless there is a character to fight - ordinary troopers or monsters cannot take up a challenge. Also note that in order to participate in a challenge, either to issue it or to meet it, a character must be fighting in combat already. This means that the model must actually be positioned base-to-base against an enemy model. A character that is not already fighting, for example because he is in the front of a formation which has been attacked in the rear, cannot take part in a challenge.

Refusing a Challenge (Boo! Hiss!). If a challenge is refused, the declining player must retire one character nominated by his opponent (among those that could have accepted the challenge, of course). The retiring character is moved to a position in the unit where he is not in base contact with any enemy and replaced with a rank-and-file trooper. If this is not possible, as there are no positions in the unit where the character can avoid being in base contact with an enemy, the challenge cannot be refused and must be met.

A character that has been retired after refusing a challenge may not fight or do anything else that turn and loses all of his advantages (see the rules for characters that are not in the front rank of a unit). The retired character is automatically returned to a fighting rank at the end of that close combat phase, ready to fight in the following turn. He is positioned in the same place as before.

Sometimes a single character, possibly mounted on a huge monster or a chariot, will attack a unit of troops. If the single character finds himself challenged, he cannot refuse as he has no formation to hide behind.

Fighting a Challenge. Once a challenge is accepted, the character that accepted the challenge is moved in the ranks so that the two protagonists are opposite each other. If this is not possible, then the challenger is moved in the ranks to a position where he is in base contact with the character that accepted the challenge.

When combat is worked out, these two will fight together. No other models may attack them or their mount, even if their bases are touching.

Note that the striking order is not affected by the challenge - charging models still strike first. Note also that occasionally the presence of two characters engaged in a challenge may stop other models from fighting at all if the only enemy model they are in base contact with is the character.

Once a challenge is underway no further challenges may be issued in that combat until one character is slain or flees from combat. The challenge might therefore last over several turns of combat.

If a character is riding a steed or a monster, the mount fights in the challenge as well as its rider. If a character is riding in a chariot, the creatures pulling the chariot will fight in the challenge, but the other members of the chariot's crew (if any) cannot attack at all until the challenge is over. Any impact hits from the chariot are worked out against the unit rather than the character fighting in the challenge. Only if the enemy character was on his own when the chariot charged, are impact hits worked out against him.

If a character is killed in a challenge and its mount (monster or chariot) still had no chance to attack in that turn, work out their attacks as part of the challenge. The challenge is then over.

Overkill! Excess wounds caused when attacking characters are normally discounted because all the effort of these attacks goes into fighting the character. As any excess wounds are not inflicted, they are not counted towards the combat result. 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.

For example, a Lord-level character and his dragon fight a champion in a challenge. They slay the champion before he has a chance to attack and cause seven wounds on him. Their combat result score is 1 (the original wound of the champion) plus 5 (the maximum overkill bonus) for a total 6 combat result points. The last of the seven wounds is wasted.

In practical terms, the overkill rule means that it is an advantage to crush a challenged enemy as overwhelmingly as possible. It also means that players will benefit if they meet a challenge with as powerful a character as possible.

Psychology

Character's Leadership. If a unit is led by one or more characters, it must use the highest available Leadership value for any Leadership-based tests it has to take.

Characters & Units. While a character is with a unit of troops he is considered to be part of that unit in all respects. This means that if the unit flees, he must flee along with them at the same speed; if the unit pursues, he must pursue with them as well; if the unit declares a charge, he must charge as part of it.

Immune to Psychology. A character that is Immune to Psychology and joins a unit that is not Immune to Psychology loses his Immunity as long as he is with them. If the character leaves the unit by declaring a charge, he automatically regains his Immunity (including during that charge). A character that is not Immune to Psychology and joins a unit that is, becomes Immune to Psychology for as long as he stays with the unit.

Frenzy/Hatred. If the unit is affected by Frenzy or forced to pursue because of Hatred, a non-Frenzied/Hating character must move along with the unit but does not benefit from any bonus unless he is affected by Frenzy/Hatred himself. In other words, a character does not go into a frenzy just because he is with a unit that can do so, although he has no choice but to accompany them when they charge.

A Frenzied character must declare a charge and leave a unit he is with if the unit is not declaring a charge that turn and there are enemies within charge reach of the character.

A Frenzied/Hating character that has joined a unit of non-Frenzied/Hating models causes the unit he is with to always fail their test to restrain pursuit.

Stupidity. If a unit is affected by Stupidity, any characters with the unit and any model within the Stupid unit that do not suffer from being Stupid themselves must move as the unit moves. Remember, a character cannot leave a unit when it turns Stupid, because such a unit is bound by a compulsory movement rule. Such models may not shoot in the turn the unit is Stupid.

If a character subject to Stupidity fails this test while he is within a unit, the entire unit is affected by Stupidity as the troopers mill about in confusion because of the stupid orders they are receiving. Note that a Wizard subject to Stupidity cannot cast spells if he fails the test, but a Wizard that is not Stupid himself can cast spells even if the unit he is with is subject to Stupidity.

Fear/Terror. Sometimes an enemy unit of ordinary troops is led by a mighty character that causes Fear or Terror. Such units gain the same immunities as the character for as long as he is with them. In the same way, if a character is liable to a Terror or Fear test that doesn't apply to the rest of the unit, he can ignore any tests. For example, if a character that is subject to Fear is in a unit of Fear-causing troops, such as Ogres, and is charged by enemies who cause Fear, he does not have to take a Fear test.

If an enemy wishes to charge a unit containing a Fear/Terror causing character, test for Fear/Terror only if a charge will result in the unit fighting the character in question.

In the case of Terror, a unit must also test if it is within 6" of a Terrifying character at the start of its turn, but not necessarily because it is within 6" of a unit that the Terrifying character 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 model, then the unit does not have to test for Terror.

Stubborn. Stubborn troops benefit from the superior Leadership of the army's General or a character that joined their unit for all Leadership-based tests, but in a Break test they always use their own unmodified Leadership if it's higher than the character's Leadership reduced by the Break test modifiers.

For example, a Stubborn unit has a Ld of 8 and is joined by (or within range of) the army's General, who has a Ld of 10. They can use the General's Ld 10 for Panic tests, Terror tests, etc. If they lose a combat by one point, they are still better off using the General's Ld - that would be modified to 9 by the Break test modifier - but if they had lost the fight by three or more points, they would use their Stubborn Ld 8 instead. The same would be true of any non-Stubborn character joining a Stubborn unit.

If a character that is Stubborn himself joins a unit, then the unit can use the character's unmodified Leadership for Break tests (effectively becoming Stubborn themselves if they are not already) as well as other Leadership tests.

Unbreakable. Characters who are not Unbreakable cannot join Unbreakable units and Unbreakable characters cannot join units that are not Unbreakable.

Characters & Mounts' Psychology

Fear/Terror. If a character is riding a creature causing Fear/Terror, then the entire combined model of rider and mount is assumed to cause Fear/Terror.

Stupidity. If either the rider or the steed suffer from Stupidity, test using the rider's Leadership - both are affected if the test is failed. If both the rider and the steed suffer from Stupidity, test only once for both.

Immunity to Psychology or Panic, Hatred, Frenzy, Stubborn, Unbreakable. If either the rider or the steed is subject to any of these rules, the whole combined model is. This means that all the parts of the model (a monstrous mount, or the crew and steeds pulling a chariot) are affected by these rules.

Special Characters

Unique, named characters, those differing from the standard types, are referred to as "special characters". Special characters are famous war leaders and mages, individuals renowned amongst their own kind. Numerous special characters are described in the Warhammer Armies books and other Warhammer supplements and, of course, players can make up their own if they wish.

The special characters' models are normally equally exceptional, and players often field them in their army using the rules for a normal Hero or Lord character of their chosen army. This is perfectly fine, as long as you let your opponent know that the model is not the special character himself, but just a normal Lord or Hero that happens to look a lot like him.

Command Groups

Regiments often march to war under the leadership of a captain or some other officer, to the accompaniment of a drum or horn and beneath the standards of their cities and rulers. Standards and drums also have a practical value: they are used to signal to the troops, direct their movement and provide a highly visible point around which formation changes and manoeuvres can be made. The rules that follow represent the boost that the unit's "command group" (its champion, standard bearer and musician) give to their comrades' fighting prowess. Remember that even if they have special rules, they are otherwise rank-and-file troopers in all respects.

Position within Unit

The unit's champion, standard bearer, musician and any characters that have joined it, must be placed in the unit's front rank. If the unit's models turn to face the side or rear, the unit's champion, standard bearer, musician and any characters in the unit, are automatically rearranged into the new front rank.

If all such models cannot fit into the front rank, the player must place some of them into the second rank. Champions, standard bearers, musicians and any 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. Also, some of the bonuses these models confer to the unit are lost, as described below.

Standards

A unit of troops can often include a standard, which might take the form of a flag, banner, totemic idol or similar device. The standard is carried by a standard bearer, who can be bought as an upgrade to a normal model in the unit, as described in the relevant Warhammer Army book.

This model is assumed to be armed and armoured like the other models in the unit and fights in exactly the same way. Although the model might actually lack a shield or substitute a lance for a sword, such things are ignored and make no difference to the unit's overall fighting ability.

The enemy cannot specifically attack standard bearers as he can character models. Standard bearers are not normally removed as casualties, as it is assumed that if the standard bearer is killed, another warrior will pick up the banner and take his place. Therefore, the player always removes 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. A unit that has a standard bearer in its front rank adds +1 to its combat result when deciding which side has won a close combat. In a multiple fight, this bonus is +1 if one or more units on your side have a standard, and not +1 per standard.

Capturing Standards. If a unit is defeated in close combat and then subsequently breaks and flees, the enemy automatically captures its standard if they pursue. The standard is captured regardless of whether the pursuers catch and destroy the fleeing troops or not. If victors do not pursue a broken enemy, the standard is lost in the tide of battle but it is not captured. Standards are also captured if an enemy unit is completely destroyed in close combat, in which case there is no need to pursue.

In any case, when a unit breaks from combat, the standard bearer model is removed from the unit and, in the case of a unit that is not destroyed, it is replaced with an ordinary trooper model. Note that standards are only lost if the unit is defeated and broken in close combat, not if the unit flees after it has failed a Psychology test.

Captured standards are placed behind the unit that captured them and carried about as trophies for the rest of the game. Trophies have no fighting value; they are merely used to indicate that the unit has captured its adversary's flag.

Captured trophies can be recaptured by defeating the unit that has them in close combat, thereby restoring them, as well as capturing the enemy's own banner as a trophy. Any recaptured banners are immediately removed from the table, but at least will not end the battle in enemy hands.

Once the game is over, a player can claim extra victory points for enemy standards he has captured and still holds, as described in the Victory section.

Musicians

A unit of troops can often include a single musician model, like a horn blower or a drummer, to accompany it into battle. He can be bought as an upgrade to a normal model in the unit. A musician model is placed in the front rank of its unit.

Like standard bearers, musicians fight just like an ordinary member of their unit, even if the model itself has slight variances in armour or weaponry. Also, like standard bearers, the player does not remove musicians, but substitutes an ordinary model instead. However, unlike standard bearers, musicians are not removed automatically when a unit breaks and flees from combat. Musicians cannot be captured as trophies.

Drawn Combats. If a close combat is drawn, but one side has one or more musicians in its front rank and the other doesn't, the side with the musicians wins the combat by 1 point. If both or neither sides have musicians in the front rank, the result is still a draw.

Rallying Bonus. If a fleeing unit includes a musician, it will gain a +1 Leadership bonus in any attempt to rally, up to a maximum of Leadership 10.

Champions

A unit of troops can often include a single champion. He can be bought as an upgrade to a normal model in the unit. Champions of units have various names depending on the army they fight for - Orc champions are called Bosses, while Empire champions are called Sergeants or Marksmen, for example. No matter their name, champions always follow the same rules.

The champion is always armed and equipped in the same way as the rest of his unit, unless otherwise noted (even if the model is sometimes different in order to stand out). The champion is normally placed in the front rank along with characters and the unit's standard bearer and musician.

Unlike standard bearers and musicians, enemy models can direct attacks against champions and kill them - if a champion is removed as a casualty he is not replaced by another model.

Although they normally have slightly better characteristics than normal troopers, 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. If the unit has any special rules that apply to it, such as being Stubborn or subject to Frenzy, then these also apply to the champion. Unlike characters, a champion can never leave his unit or join another one.

If the unit suffers enough wounds to kill every model in it, the champion is removed together with his comrades, being after all a rank-and-file model.

Even though they are rank & file models rather than characters, champions are subject to the following rules that govern characters:

  • Champions can move within their unit in exactly the same way as characters (but may never leave their unit).
  • Champions can accept and issue challenges (and, of course, refuse them).
  • Champions are treated as characters when their unit is hit by ranged attacks (e.g., they benefit from the "Look out, Sir!" rule, etc.).

Generals & Battle Standards

The General

Every army has a heroic character to command it. The General model is in command of the whole army and represents you personally. He might be an Orc chieftain, a Bretonnian Duke, etc. Some armies are commanded by the ruler of their entire nation.

The character with the highest Leadership value is the General of your army. If several characters have the same (and highest) Ld value, choose one to be the General at the start of the battle and announce it to your opponent. The General is an important character, because he can inspire others to fight on where they might otherwise turn and flee.

General's Leadership. All friendly units within 12" of the General model always use the General's Leadership value instead of their own when making any Leadership-based test (unless their own Leadership is higher, of course). This normally means that a unit near the General uses his superior Leadership when testing for Break tests in close combat, when attempting to rally, for Psychology tests such as Fear and Panic, and for any other Leadership-based test. This rule ceases to apply while the General is fleeing, so it is normally a good idea to start rallying your fleeing units beginning with the General, so that the other units attempting to rally can benefit from his Leadership (assuming he rallies, that is).

The Battle Standard

Armies may include a special standard bearer carrying either the General's personal banner or the battle standard of the army itself. This battle standard bearer does not have to move along with the General but it is most useful when he is close by. An army's battle standard is usually carried by a character model who cannot normally be the General model itself. The battle standard cannot be passed to another model if its bearer is slain. If the battle standard bearer is slain or breaks and flees from combat (either on his own or as part of a unit), the battle standard is lost and may be captured as described below.

Combat Bonus. A battle standard bearer can join a unit of troops in the same way as any other character. If he is in the front rank of a unit that is fighting in close combat, or if he is anyway fighting the enemy (he could have moved to fight enemies engaging his unit from the rear, for example), his side receives an extra +1 combat bonus when working out combat results. A unit can benefit from both its unit standard bearer and the battle standard bearer bonuses, therefore receiving a +2 combat result bonus.

Re-roll Break Tests. All friendly units within 12" of the battle standard automatically re-roll failed Break tests. This rule ceases to apply while the battle standard is fleeing or if he is hiding at the back of a unit instead of fighting. Remember that you are only allowed to re-roll the dice once. Note that the controlling player may not choose whether or not a unit is going to use the battle standard re-roll, but must always use it if the first test is failed.

If the General is within 12" of the unit as well, then it will also benefit from being able to use his Leadership value. Note that a battle standard allows a unit to re-roll a failed Break test - and only a Break test. It does not entitle a unit to retake any other Leadership test, such as a Psychology test or a Rally test.

Capturing the Battle Standard. This follows the rules for capturing standards, with the following exceptions.

  • If the battle standard bearer is fighting on his own, the enemy may capture the battle standard by either killing the bearer in close combat or by breaking him and pursuing. The standard is then captured and held as a trophy exactly like unit banners.
  • If the battle standard bearer has joined a unit and the unit breaks from combat and flees, he will flee with the unit and lose the standard. In this case, the enemy may capture the battle standard (together with the unit's standard if it has one) by pursuing, as normal. If this happens, replace the bearer model with one that does not have the banner or otherwise mark the model to represent that it does not carry the banner any more.
  • If the battle standard bearer has joined a unit and he is slain in close combat and his unit breaks and flees in the very same turn, the battle standard can be captured as described above.
  • If the battle standard bearer has joined a unit and is slain in close combat, but his unit does not break in the same turn, the battle standard is simply removed as a casualty and cannot be captured.

War Machines

War machines include cannons, stone throwers and bolt throwers, which are relatively common war machines that can be found in several armies, and thus their rules are included here. Many other unique war machines are described in the Warhammer Armies books; their rules are included in the appropriate book.

A war machine comprises the machine plus a crew, which usually consists of two to four crewmen. The crew are based separately, unlike the model of a chariot or a ridden monster. This is necessary because a war machine's crew can be forced to flee from their machine. These models must be kept within 1" of their machine to count as crewing it.

Movement

The machine's crew can move their machine, perhaps to gain a better position to fire. The machine and its crew are moved like a unit of skirmishers, except that they cannot charge enemy units (not even if Frenzied), can never march and pay normal penalties for moving through difficult ground.

The Movement rate is the speed at which the machine can move with its full crew and it is the same as the crew's - if any crew members are slain, then its speed is reduced proportionally. For example, if the machine is normally moved at normal speed by a crew of three, it will lose a third of its movement for each model below three that is moving the machine.

Characters

A character model may join a war machine's crew in the same way as he might join a unit of troops, by moving to within 1" of the machine itself. The war machine benefits from the associated character's Leadership value in the same way that a unit of troops would. However, only crew can operate a machine, a character cannot (unless specified in their special rules).

On the positive side, this means that characters are never hurt should the machine misfire. Characters are free to fire their own missile weapons at a different target from the one that the machine is being fired at.

Shooting

In the shooting phase, a player may freely pivot a war machine to face any direction he likes before shooting. Apart from this, a war machine may not be fired in a turn when the machine itself, or even just its crew, have moved. Normally, the controlling player must be able to draw a line of sight to the target from the machine itself.

Each type of war machine is fired differently, as described in its own set of rules. Some war machines are fired like normal missile weapons and so make use of the crew's Ballistic Skill, but other machines require you to guess the distance between the machine and its target and make use of the artillery dice and the scatter dice. The scatter dice is the dice marked with arrows on four sides and the HIT symbol on two sides. The artillery dice is marked 2, 4, 6, 8, 10 and MISFIRE.

Remember to always start the shooting phase by guessing the range for all war machines that require you to do so.

Shooting Against War Machines

When shooting at a war machine, shots are worked out against the entire unit, and any hits scored are randomised between the crew and war machine. A war machine is treated exactly as any normal unit with regards to modifiers to hit. A war machine and its crew don't count as skirmishing, and so don't benefit from the -1 to hit penalty. Some war machines may be classed as large targets (this will be noted in the war machine's specific rules).

Once hits have been established, randomise where they strike by rolling a D6. If the result is 1-4, roll to wound the machine. If the result is a 5 or 6, roll to wound against the crew. Once all crew are slain or have fled, or once the machine is destroyed, further hits do not need to be randomised but will strike the machine or a crewman, as appropriate. Remember that war machine crew do not take Panic tests for casualties suffered from ranged attacks, such as missile fire and spells.

Hits from Templates. Any shots from stone throwers, or weapons and spells that use a template, are worked out as normal. Once the template has been placed, any models whose bases are fully covered are hit and models whose bases are partially covered are hit on a 4+.

Hits on Crew/Characters. Usually a machine's crew members 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 is hit. For example where there are two crew and a character roll a D6: 1-2 = crewman A, 3-4 = crewman B, 5-6 = character.

Loss of Crew

Normally a war machine requires a full crew to work it properly. If members of the crew are slain, this will affect the movement rate of the machine as described above, but will not slow its rate of fire until there is only one crewman left. The last crewman left will then be unable to cope - the machine can be fired normally one last time, but from then on it will have to miss a whole turn (for the remaining crewman to reload it) before it can shoot again. This is in addition to any penalty imposed by a misfire result. Obviously the machine requires at least one crewman to work, so the machine will become useless should all of its crew be slain.

Some war machines, such as the bolt throwers made by the Elves, are smaller and much easier to operate than the larger, more cumbersome ones. If a war machine has a crew of only two models from the beginning of the game (as specified in their entry in the appropriate Army book), they can be operated by a single crewman. If one of the crewmen of this machine is slain, the remaining one can therefore keep firing without slowing down the machine's rate of fire.

Charge Responses

If charged, a war machine's crew can either hold or flee but cannot stand & shoot with their war machine as the artillery piece is too slow and cumbersome to allow this. The crew and attached characters can, of course, stand & shoot with their own missile weapons (such as bows, pistols etc.), if they have any.

Hold. In close combat, the crew will defend their machines. The crew and any characters that might have joined the crew are lined up in front of their war machine, perpendicular to the direction of the charge, so that they are interposed between the machine and the chargers (see Diagram 84.1).

Flee. If a machine's crew flees from a charge, the chargers must stop when they reach the machine and will normally destroy it in the close combat phase, as described later. The machine itself does not flee as such, but is abandoned by its crew and any associated characters and will be automatically destroyed in the ensuing combat.

Fleeing Crew

Once separated from their war machines, crewmen become a normal fleeing unit. For the purposes of rallying, the original number of crewmen is the original size of the unit (this will usually be three). If they rally, they are treated like a skirmishing unit until they re-crew a friendly war machine.

Close Combat

During the close combat phase, enemy models fight the crew and attached characters as normal. The machine itself does not fight back. A war machine that is attacked in close combat is assumed to have a WS of 0 and is therefore hit automatically. Resolve the combat as normal. If the machine has no crew left to defend it at the end of a combat (because the crew fled from the charge, have broken from combat or are wiped out), the enemy automatically destroys the machine, and is immediately free to pursue the broken crew or overrun as normal.

A war machine's crew can automatically choose not to pursue enemy breaking from combat if they are still crewing their war machine (unless under the effects of Frenzy or Hatred). If they choose to pursue, they will abandon their machine and pursue as normal.

Abandoned Machines

An abandoned machine can be re-crewed by any other friendly war machine crew if their own machine has been destroyed or if they have abandoned their machine. The entire crew may deliberately abandon a war machine, perhaps in order to crew another.

Cannons

Cannons are dangerous, if unpredictable, weapons whose manufacture is limited to Human and Dwarf experts. When they work, cannons can shatter the most determined enemy, pouring deadly shot into his massed formations and toppling huge monsters. However, cannons often go wrong: they can explode when fired, or black-powder can fail to ignite or may explode prematurely.

Firing a Cannon. Pivot the cannon on the spot so that it is pointing in the direction of the model it is going to fire against. Declare which enemy model is going to be the target (remember, the target has to be visible from the machine itself) and then declare how far the cannon is going to shoot, up to its maximum range (e.g., 24", 30", 32", etc.). Do this without measuring the distance to that target, so try to guess the range as accurately as possible.

Once you have made your guess, roll the artillery dice and, assuming you haven't rolled a misfire, add the score of the dice to the distance that has been declared. The cannonball travels the distance that the player has nominated plus the score of the artillery dice from the cannon itself towards the target, and will either land short, pass straight over, or hit depending on how accurately the player guessed the range and what effect the dice roll has. Remember the dice will always add at least 2" to an estimate, and can add up to 10", so you should guess a few inches short of the target.

Once it is established where the cannonball hits, place a small coin or other marker directly over the spot. The cannonball will not stop where it hits the ground, but will bounce straight forward and cut a line through any targets in the way. To determine how far the cannonball bounces, roll the artillery dice again and mark the spot where the cannonball comes to land. If the cannonball bounces into impassable terrain that in reality would stand in the way of the shot, such as a sheer cliff (as opposed to a lake), it stops immediately, but other than this, nothing can stop a cannonball. If you roll a misfire on either roll of the artillery dice, something has gone wrong; see the rules for misfires below.

Any models between the points where the ball first strikes the ground and where it eventually comes to land are hit by the bouncing cannonball.

For example, a cannon is fired at a unit of Goblins. The player makes his guess and declares that he is aiming 12" directly towards the middle of the Goblin unit. Having made his guess the player then rolls the artillery dice and scores a 4, which equals 4". This makes a total of 16". He measures 16" towards the Goblins and places a marker where the ball hits. If he has guessed well, this will be just in front of them. The ball now bounces forward the score of the second artillery dice roll. This time an 8 is rolled and the ball bounces 8" straight through the Goblin unit, hitting all the models in the way.

This is completely straightforward in the case of skirmishing units and war machines and their crew, in which case any model touched by the line drawn by the bouncing ball is hit. However, when a cannonball hurtles through a ranked-up unit, only one model per rank can be hit. Of course if the cannonball is coming from the flank of the unit, the unit's files will count as ranks (see Diagrams 89.1 and 89.2).

If a cannonball hits a model that has several parts, like a character riding on a monster or chariot, resolve which part of the model is hit just like shooting with bows. For example, in the case of a cannon hit on a character riding a chariot, roll a dice: on a 1-5 the chariot is hit, and on a 6 the character is hit.

Damage. Any model struck by a cannonball takes a Strength 10 hit. Roll to wound as normal. No armour saving throw is permitted for wounds caused by cannons. Ward saves can be taken as normal. Unsaved wounds cause not 1 wound but D3 or D6 wounds, depending on the size of the cannon. As most models have only 1 Wound anyway, it will not be necessary to roll this extra dice, but it is important when it comes to rolling for Heroes, big monsters and other models that can take several wounds.

Grapeshot. Instead of firing a normal shot, cannon crew can opt to fire grapeshot, loading the gun with rusty nails, handgun bullets and other small, sharp projectiles. To do this, pivot the cannon so that it is pointing towards the target and then roll the artillery dice. If the result is a misfire, the cannon does not fire and the player must roll on the misfire chart. If the result is a number, place the flame template so that the small end is touching the muzzle of the cannon. Models whose bases are fully covered by the template are hit automatically, while those whose bases are only partially covered are hit on a roll of 4+ on a D6. Models hit suffer a hit with a Strength equal to the number rolled on the artillery dice, with an additional -1 armour save modifier (this is the "armour piercing" weapon rule). Unsaved wounds cause D3 wounds on the target.

Cannon Misfire Chart

D6Result
1Destroyed! The cannon explodes with a mighty crack. The cannon 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 shoot again - which takes another turn. The cannon therefore cannot fire either this turn or the next turn. It is a good idea to turn the cannon round to indicate this.
4-6May not shoot. A minor fault prevents the cannon from firing this turn. The cannon is unharmed and may shoot as normal next turn.

Misfires. The artillery dice is usually rolled twice when a cannon is fired, so there are two chances of rolling a misfire result. However, the two results will be different. If a misfire result is rolled on the first dice, the cannon has literally misfired and may explode. If a misfire is rolled on the second roll, the "bounce" roll, the cannon is unharmed, the misfire result merely indicates that the cannonball has stuck in the ground where it hits and travels no further. If the shot lands on top of a model then that particular model is hit as normal, but there is no further bounce damage. If a misfire is rolled as the cannon is shot, roll a dice and consult the misfire chart.

Profiles. In gaming terms, most cannons can be grouped into two categories: great cannons or normal cannons. The difference between the two types is range and damage.

RangeStrengthDamageSpecial
Cannon48"10D3No armour save
Great Cannon60"10D6No armour save
GrapeshotTemplateArtillery diceD3Armour piercing

Cannons have a profile with a Toughness value and number of Wounds that they can sustain before they are destroyed. The typical cannons have the value shown here:

MovementToughnessWounds
As crew73

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 to establish the bounce distance. All models in the path of the bounce are hit.
  4. If you roll a misfire for the bounce roll, the ball sticks in the ground and does not bounce.
  5. Work out the effect of hits normally. Models have no armour saving throw for a cannon hit.

Bolt Throwers

Bolt throwers are huge crossbows that shoot a spear-sized missile. They are so large that they are mounted on their own stand, often with wheels so they can be pivoted easily. A crew of two or more is required to wind back the powerful torsion arms and position the huge bolt ready for firing.

Firing a Bolt Thrower. Bolt throwers are fired in the shooting phase along with other missile weapons. First select a target unit following the normal rules for shooting, drawing line of sight from the machine itself. Now pivot the bolt thrower on the spot so that it points towards its intended target. To determine whether the bolt is on target, roll to hit using the crew's BS in the same way as bow shots, crossbows, and other missile weapons. The usual modifiers apply, except no penalty is imposed for turning the machine, as it is designed to be used in this way. See the Shooting section for details.

If the shot misses, the bolt hits the ground or sails into the air and comes down harmlessly somewhere else. If a hit is scored, work out damage as described below.

If the target is a unit of five or more ranked-up models, the bolt will always strike a regular trooper in the unit's first rank (as opposed to a champion or character in the unit) if the bolt thrower is in the unit's front arc, or the last rank if the machine is in the unit's rear arc. If the bolt thrower is in the flank of the target unit, the unit's files will count as ranks (see Diagrams 91.1 to 91.4).

If the rank hit by the bolt is made entirely of characters (including champions) or if the total of rank-and-file models in the unit is less than five, it will be necessary to randomise which model in the rank is hit.

Damage. A bolt thrower is a powerful weapon that 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 first model hit is slain, the bolt hits the trooper directly behind in the next rank: resolve damage on the second model using a Strength of 5. If the second trooper is slain, the model directly behind in the next rank is hit: resolve damage using a Strength of 4. Continue to work out damage as the bolt pierces and slays a model in each rank, deducting 1 from the Strength for each rank pierced. Stop rolling once the bolt fails to slay a model or it has gone through all of the ranks in the unit.

Armour saves are not allowed against hits from a bolt thrower because the missiles are so fast and deadly that any armour is pierced along with its wearer. Ward saves may be taken as normal. An unsaved wound causes not 1 but D3 wounds, which means that even large monsters can be slain by a hit from a bolt thrower.

Profiles

RangeStrengthDamageSpecial
Bolt Thrower48"6 (-1 per rank)D3No armour save

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

MovementToughnessWounds
As crew73

Bolt Thrower Summary

  1. Align the bolt thrower on target and roll to hit, using the crew's BS.
  2. Resolve damage at Strength 6. No armour save is allowed against a hit from a bolt thrower.
  3. If the target is slain roll for 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 model already slain.

Stone Throwers

These are powerful and destructive weapons that lob large rocks into the air, sending them crashing through enemy ranks. Not all are built in the same way: some use a massive counterweight to catapult their missile into the air while others use torsion power like a giant crossbow. The bigger the engine, the larger the rock it can throw and the more damage it can do.

Firing a Stone Thrower. To work out hits from a stone thrower you will need the small 3" round template. Pivot the stone thrower on the spot so it is pointing in the direction of the model it is going to fire against. Declare which enemy model is going to be the target (remember, the target has to be visible from the machine itself). Then declare how far the rock is to be fired - this can be any number of inches between a minimum of 12" and the maximum range of the stone thrower (normally 60"). Do this without measuring the distance to that target, so try to guess the range as accurately as possible. Once you have made your guess, measure that distance from the stone thrower itself along the line between the machine and the intended target, and then place the centre of the template directly over the spot where you have guessed.

For example, a stone thrower is firing at a unit of Bretonnian Knights. The player makes his guess and declares that the stone thrower is firing 28" directly towards the unit's champion. He then measures 28" towards the target. If he has made a good guess the template will lie over its intended target. If not, there's still a chance the stone may hit something.

To see whether the missile lands where it was aimed, roll the scatter dice and the artillery dice. If a misfire has been rolled on the artillery dice, something has gone wrong - roll a D6 and consult the misfire chart. A misfire roll automatically cancels out the whole shot regardless of the scatter dice result.

If a number is rolled on the artillery dice, this is the distance in inches the missile veers off target as shown by the arrow on the scatter dice. Move the template the distance indicated in the direction shown by the arrow. If a hit is rolled on the scatter dice, the missile lands exactly where it was aimed and the numbers on the artillery dice are ignored, a number simply indicates that the shot has not misfired. If an arrow is rolled on the scatter dice, the missile veers off in the direction shown by the arrow.

For example, the player guesses bang on and the template is placed directly in the middle of the chosen target. He then rolls both special dice. The scatter dice shows a hit! It has landed right on target. The artillery dice score is 4 - the number indicates that nothing is amiss - a fine hit!

Stone Thrower Misfire Chart

D6Result
1Destroyed! The engine cannot stand the strain placed upon it and 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 normal smooth running of the machine and its crew is disrupted by some accident or freak occurrence. The engine does not shoot this turn and cannot fire next turn either while the damage is repaired. To help you remember, it is a good idea to turn the machine round to face away from the enemy. 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.

Once it is established where the stone lands, damage can be worked out. Any model that lies completely under the template is hit automatically, while each model whose base lies partially under the template is hit on a 4+ (see Diagram 93.1). You will have to use your judgement and common sense to decide exactly which models lie under the template - sometimes it is not easy to judge precisely.

Damage. Once it has been worked out which models are struck, work out damage in the usual way. Roll for each target to see whether it has suffered damage. Stone throwers normally have a Strength of 4 or more. Refer to the To Wound chart for details.

No armour saving throw is permitted against wounds from a stone thrower. Ward saves may be taken as normal. Unsaved wounds from a stone thrower cause D6 wounds, but as most creatures have only 1 Wound, it is not necessary to take this dice roll. It is, however, useful when attacking characters, monsters, etc.

Any single model that lies directly under the centre of the template suffers one automatic hit at twice the stone thrower's usual Strength (even if its base is not completely covered by the template) - the stone lands directly on top of that model. This means that a stone thrower can easily wound even a very tough monster or character.

Profile

RangeStrengthDamageSpecial
Stone Thrower12"-60"4 (8)D6No armour save

A typical engine has the values shown here:

MovementToughnessWounds
As crew73

Stone Thrower Summary

  1. Declare target and guess range.
  2. Position the 3" template and roll scatter and artillery dice.
  3. If the artillery dice is a misfire, refer to the misfire chart, otherwise: (a) If the scatter dice is a hit, the stone strikes home. (b) If the scatter dice is an arrow, the stone lands in the direction shown, 2", 4", 6", 8" or 10" away from the aiming point as shown on the artillery dice.
  4. All models completely under the template are hit automatically, those partially under are hit on a 4+.
  5. Work out wounds as normal. Models are allowed no armour saving throw from a stone thrower.

Other War Machines

Stone throwers, bolt throwers and cannons are common to several armies, but in addition there are many strange war machines that are available only to specific armies. These are described in the Warhammer Armies books together with the special rules that apply to them. Examples include Dwarf Flame Cannons that spout a sheet of flames, undead catapults firing screaming skulls, and the deadly Helblaster Volley Guns of the Empire.

Some of these unique war machines are so different that they 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, the same rules apply to these crews as to the crews of stone throwers, cannons and bolt throwers. Exceptions to these procedures, together with the special rules for the weapons, are described in the appropriate Warhammer Armies books.

Special Rules

Many troops in the Warhammer world have unique and unusual abilities and skills. In the game, these abilities and skills 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 by no means exhaustive, but it does detail the most common special rules (more can be found in the Warhammer Armies books).

Always Strikes First

Some warriors are equipped with magic weapons or are under the effects of spells allowing them to strike with supernatural speed. Models with this special rule always strike first in close combat, even before models that have charged that turn and regardless of Initiative. If fighting another model with the same special rule, use the models' Initiative to determine who strikes first (roll a dice in case of same Initiative).

Breath Weapon

Fiery Dragons and the dreaded Hydras of the Chaos Wastes, as well as some even more bizarre creatures, have the ability to breathe fire, noxious gas, lightning or even stranger substances.

A model with a breath weapon may use it in the shooting phase, even if it has marched. Use the flame template, placing the broad end over your intended target as you wish and the narrow end next to the creature's mouth(s). Note that the monster must be able to see all its potential targets. Any model that lies completely under the template is hit automatically, while models whose bases lie partially under the template are hit on a 4+. The Strength and any special effects of the breath weapon will be detailed in the creature's rules. Characters under the template are eligible for "Look out, Sir!" rolls if they are in a unit, as normal.

Breath weapons may not be used as a stand & shoot charge reaction, and neither can they be used when engaged in close combat (and, of course, cannot be targeted at units that are engaged in combat).

Flaming Attacks

Some war machines, like the Warpfire Thrower of the Skaven, and a few arcane creatures, such as the dreaded Flamers of Tzeentch, use fire as a deadly form of attack. Their attacks will cause double wounds against creatures that are flammable. The flesh of a regenerating creature cannot regenerate if it has been burnt. Wounds suffered from a flaming attack cannot be regenerated.

Flammable

Some creatures, such as Mummies and Treemen, burn easily and so have this special rule in their profile. A flammable creature hit by a flaming attack will take double wounds, so every wound suffered by a flammable creature will be doubled to 2 wounds. As normal, take any saves before multiplying the wounds.

Killing Blow

Some warriors have honed the craft of killing into an art. If a model with the killing blow special rule rolls a 6 when rolling to wound in close combat, he automatically slays his opponent. No armour saves or regeneration saves are allowed against this wound, though ward saves can be taken as normal.

This attack is only effective against models with a unit strength of 2 or less. It can be used against characters mounted on chariots and characters mounted on monsters, as long as the riders themselves have a unit strength of 2 or less and only hits directed against the rider and not the mount/chariot will use the killing blow rule.

Rarely some models may have the ability of using the killing blow rule with ranged attacks (such as spells or missile weapons). When this is the case, it will be clearly specified in their special rules in the relevant Army book's entry.

Magic Resistance (1-3)

Some units have a natural resistance to magic, or they are protected from hostile magic by magical artefacts they possess. The number in the brackets indicates the maximum number of extra dice that may be rolled when trying to dispel each spell that affects the magically resistant model. These can either be used on their own against any spell targeted against the unit, or in combination with dispel dice from Wizards or other sources. For details of dispelling see the Magic section.

If a character with magic resistance joins a unit, the resistance affects the entire unit. In the same way, if a character that is not magic resistant joins a unit that is, the character will be protected by the unit's magic resistance, even if he is the only model affected by the spell.

Magic resistance is never cumulative, so if a magic resistant character joins a magic resistant unit, or a different magic resistance is bestowed on the unit by a spell or similar, never add the different magic resistances together, but use the best available.

Poisoned Attacks

Some warriors use lethal toxins to envenom their weaponry. Also remember that substances that are innocuous for some races may be lethal to others, as the pure water blessed by powerful priests is to the Undead.

A warrior with poisoned attacks will wound his target automatically if he scores a 6 when rolling to hit in either the shooting or close combat phases, or sometimes both (see the model's entry in its Army book for more details). The dice itself must score a 6 - a lower number increased by modifiers to a 6 does not count. Armour saves are taken as normal, modified by the Strength of the attack.

If the poisoned attack needs a 7+ to hit (in the case of ranged poisoned weapons), the rule has no effect. If you do score a hit, roll to wound normally.

War machines (but not their crew) are immune to poison. A few other troop types can be immune to poison as well, but if this is the case, it will be clearly defined in their Army book entry. Chariot models, because they include many elements that would be vulnerable to poison (crews, steeds), are not immune to poison.

Regeneration

Some creatures, such as Trolls, are able to regenerate damage - their flesh immediately healing from the most serious of wounds. This rule confers a special regeneration save to the model which works exactly like a 4+ ward save (see Ward Saves), with the following exceptions:

  • Wounds suffered from a flaming attack cannot be regenerated - no regeneration save is allowed against such attacks.
  • Regeneration saves are not ward saves, and can therefore be taken after armour saves and ward saves have been failed.

For example, a Von Carstein Vampire Count has an armour save of 5+ (due to his barded steed). He is also wearing the infamous Carstein Ring, which gives him a ward save of 4+ and the Regeneration special rule. If the Vampire is wounded by a crossbow shot (-1 armour save modifier), he will take his modified armour save of 6+ first. If this is failed, he will then take his Ward save of 4+, and if this is failed too, he will take a regeneration save of 4+ (as the crossbow is not a flaming attack).

Scaly Skin

Some creatures, the reptilian Lizardmen in particular, have tough scaly skin, which acts exactly like armour. This save is variable - Lizardmen Saurus warriors, for example, have a scaly skin save of 6+, while mighty Dragons could have a save of 3+ or more. The effectiveness of the scaly skin can be combined with armour, so a model with a 5+ scaly skin save and a shield would have a 4+ save. Note that scaly skin is an armour save to all intents and purposes, and may be modified by high Strength, etc.

Scouts

These troops are skilled at sneaking forwards to scout out the enemy before the main force arrives. By making the best use of cover, advancing at night, or with other troops providing a diversion, they are able to deploy ahead of the rest of the army.

Scouts are set up after both armies have been deployed. They can be set up anywhere on the table, more than 10" away from the enemy and must be out of the sight of any enemy troops and in or behind interposing terrain (not out in the open). If they are deployed in the controlling player's deployment zone, they can be in full view of the enemy.

If both armies contain scouts, each player should roll a D6, with the player scoring the highest deploying one of his scout units before the enemy. The unit is deployed exactly as described above. After that, the players alternate deploying one of their units of scouts at a time until all scouts are deployed.

Buildings

A watchtower, roadside inn or temple can become a focal point of a battle. Buildings offer substantial protection to those inside, and are a good vantage point for troops with bows, handguns and other ranged weapons. Warriors firmly ensconced in a building can only be driven out by a determined assault.

Players should identify at the start of the game all pieces of terrain for which they are going to make use of the buildings rules given here. This is important, as during the game these rules may give a clear advantage to some infantry units. Players may agree to treat some buildings as impassable (very small ones, or those with a strange shape, for example) and use these rules for other, more normal, ones.

Movement

Buildings are impassable to all models except for infantry, and only one unit may occupy a building at a time. The maximum unit strength of a unit that can occupy a building is 30 - units larger than this may not enter a building.

If an infantry unit moves into contact with a building, it may enter it, though it cannot do this in the same turn that it marches or reforms. Place a representative model from the unit in, on or next to the building to remind you that the unit is inside (standard bearers are the best at this), and place the rest of the unit aside from the battlefield.

To leave the building, use the same rules as a unit that re-enters the table after pursuing off the table - simply place the unit back on the table in the same formation it was in when it entered the building and with its rear rank in contact with any point of the building, and then make a normal move (remember, they cannot charge or march).

Once it enters a building, the unit is assumed to disperse as individual soldiers take up positions at windows and doorways, and spread through its storeys. As such, a unit in a building has no ranks, no flanks and no rear. In almost all respects, it is best to think of the unit now occupying the space that is represented by the building model - its walls are the edges of the unit. All distances relevant to the unit (for Psychology effects, spells, missile fire, etc.) are measured to and from the building itself.

Note that characters that count as infantry may leave or join a unit that is occupying a building (and vice versa) by simply entering or leaving the building as described above. The characters and the unit still count as a single unit occupying the building, as normal for characters joining units (their combined unit strength must still not exceed 30).

Shooting into Buildings

A unit in a building can be targeted by any enemy that can see the building itself. In other words, if an enemy can see the building, it can see the unit inside it. For ordinary shooting, missile fire is worked out as normal - the unit inside counts as being skirmishers in hard cover, for a massive -3 to hit (skirmishers don't get their normal -1 modifier on top of this). Remember that the unit has no ranks as such and so attacks that can affect multiple ranks, such as bolt throwers, will only hit one model.

Against cannons, stone throwers and other attacks that do not roll to hit or that use templates, if any part of the building is touched or crossed by the attack, the unit will take D6 hits. If such an attack inflicts hits at different Strength values, like a stone thrower, then all hits are worked out at the lower Strength.

Shooting from Buildings

If a building has a single storey, the unit occupying it has a line of sight in all directions, drawn from a height equal to the models themselves. A number of models up to a unit strength of 5 may shoot.

If the building has more than one storey, then another group of models up to a unit strength of 5 may shoot per extra storey, and these extra models may also trace line of sight over other models just as if they were on a hill.

Players should agree at the beginning of the game the number of storeys for each building. The range is measured from the edge of the building and all the normal shooting rules apply.

Assaulting Buildings

The only way to take a building after it has been occupied by an enemy unit is by storming in with one of your infantry units. This is called an assault.

Each occupied building may be assaulted by a single infantry unit during each movement phase. The assaulting unit must declare a charge against the unit in the building. There can be no multiple assault charges against a building, as the assaulting unit is imagined to surround the building and try to break their way through windows, doors and other openings. If multiple units that must charge enemies in range (such as Frenzied units) are in charge reach of an enemy-occupied building, only one must charge and the controlling player may decide which one will do so.

Assault charges are resolved just as if the building were the target unit. If the unit's charge move allows it to get into contact with the building, it is successful, otherwise the charge is failed as normal.

A unit in a building may hold, flee or stand & shoot as normal, and is subject to the rules for shooting and fleeing from buildings. If the unit flees the building in response to the charge and the assaulting unit has enough movement to reach the building, they will immediately occupy it.

Note that a charge during the movement or magic phase is the only way to initiate an assault. Other situations that would normally trigger a charge (such as a pursuit into fresh enemies during the combat phase) cannot initiate an assault and units must stop 1" away from the building.

An infantry unit inside a building may not declare charges, even if it would normally be forced to do so because of Frenzy or some other similar rule.

If an assaulting unit is engaged in combat with any other enemy unit (by a counter-charge or some other special rule or odd special circumstance), it will not fight the assault, but it will fight the enemies outside the building instead. The unit in the building takes no part in the fight whatsoever and, if the assaulting unit is still in contact with the building after the normal fight, the assault automatically fails.

Fighting an Assault. As models are not physically in base contact when fighting in a building, a little abstraction is required when working out combat.

It is hard to maintain the impetus of a charge in a confined area, and so models charging a unit inside a building lose all charging bonuses (including striking first, Strength bonuses for weapons, and so on).

For both the attacking and the defending unit, a number of models up to a unit strength of 10 may fight. For example, if a unit of twenty Goblins was assaulting or defending a building, ten models could fight. If the unit consisted of eight Ogres, up to three models could fight, as Ogres have a unit strength of 3 per model.

If characters, champions, or other models that can normally be singled out if they are in base contact, are involved in the fight, up to a unit strength of 5 of the enemy models fighting may choose to attack them (as often such heroes will be in the thick of fighting at doorways or on stairwells).

A single challenge may be issued and accepted as normal (within the unit strength 10 of models fighting and not in addition to this).

For special attacks and items that affect models in base contact, a model fighting in a building is assumed to be in base contact with one enemy model nominated by the controlling player - unless fighting in a challenge, of course, in which case they are in contact with the model they are fighting.

Combat Resolution. In the crush of a building, brute force or skill at arms counts more than any other factor. As such, only wounds inflicted by each side are counted for combat resolution, no other points are scored (note that musicians still have their normal effect in case of a draw on combat resolution scores).

If the result is a complete draw or the assaulting unit loses the fight, the assaulting unit has failed to storm the building and the combat ends immediately. No Break test is taken, the assaulting unit is simply moved back 1" (still facing the building), and is not engaged in combat anymore.

If the defending unit loses the fight, it must take a Break test as normal. If the test is passed, the assault is failed and the attackers moved back, as above. If the defenders break and flee, or are wiped out, the assault has succeeded. The assaulting unit cannot pursue the fleeing enemies, but it occupies the building instead, if it fits inside (this counts as pursuing for the purpose of capturing banners).

Buildings & Fleeing

A unit that flees from inside a building is placed outside directly opposite the assaulting unit and it then makes its fleeing move as normal - the building does not slow them in any way. Fleeing units otherwise treat all buildings as impassable terrain.

Buildings & Magic

Buildings do not offer any additional protection against magic missiles, spells that affect the entire unit, that target individual models, etc. Spells that use templates though will follow the rules given above for templates, hitting D6 models instead. Wizards inside a building may cast spells as normal following the rules for line of sight and range given for units shooting from a building.

Special Features

There is a class of terrain called special features. This category includes several different items of scenery that can benefit the army in possession of them, and the struggle for control of a special feature may play a prominent role in the battle.

Such is the nature of special features that it is recommended you only use one on the table. You can of course use more, but be prepared for the battle to be dominated by the fight for possession of these important terrain pieces.

A special feature is placed like any other piece of terrain. Each of the special features described contains examples of how that feature might be represented on the battlefield. A single piece of terrain might be representative of several special features so players should agree what sort of special feature a piece of scenery is before they begin placing terrain. If you really can't decide what something should be treated as, simply count it as a historic landmark.

Control of a Feature

Usually, the benefits of a special feature only go to the army or unit that currently controls it. Control is calculated at the start of every phase, and it is possible for possession of the special feature to change during the course of a player's turn. To control a special feature, a unit of unit strength 5 or more must be within 12" of the special feature and closer than any enemy units that can control it. Units that are fleeing may not control a special feature.

Unless the players agree differently when setting it up, the special feature is treated as impassable terrain and blocks line of sight as normal.

Special Feature Types

Historic Landmark. This is the broadest of all special features and could be represented by almost anything: a statue of a famous leader, a wayside shrine, a notable rock formation, a hag tree or maybe a gibbet. The landmark denotes a site of strategic significance or cultural importance. The army that controls the historic landmark at the end of the battle gains an additional 100 victory points.

Arcane Monolith. Examples of arcane monoliths include Elven waystones, Beastmen herdstones and Chaos altars. The army that controls an arcane monolith gains an extra power dice in its magic phase and an extra dispel dice in the enemy's magic phase. These are added to the pool of dice available to all Wizards.

Acropolis of Heroes. The battle is being fought over a much older battleground. The acropolis of heroes can be represented by a small patch of tumbled down columns, a group of Dwarfen oath stones, a cairn of skulls and so forth. The unit controlling the acropolis of heroes always counts as outnumbering its enemies, regardless of the actual unit strengths involved in the fight.

Ancient Idol. An ancient idol allows the controlling army to re-roll failed Leadership tests to rally fleeing units.

Fell Ruins. If the unit controlling the fell ruins causes Fear/Terror, all enemy units deduct 1 from their Leadership when taking Fear/Terror tests caused by the unit. If the unit does not cause Fear/Terror, it adds 1 to its Leadership when taking any Fear/Terror tests.

Monument of Glory. A monument of glory might be a gilded statue of a god of war, a monolith declaring the triumphs of a Chaos champion, or perhaps the rotten and vermin-gnawed remains of the losers. The unit that controls the monument of glory Hates all enemies.

Other Special Features

These rules are just a sample of the types of special features you could use in your game. Players can devise their own special features for particularly spectacular scenery pieces, perhaps just to try out something different or to recreate a specific battle from Warhammer history. There are also different types of special features for specific battles or types of games in White Dwarf magazine, on the Games Workshop website and in the series of Warhammer books.

Victory!

Warhammer uses victory points to determine who has won the battle. Victory points (sometimes shortened to VPs) are a way of measuring how much damage has been done to the enemy army, as well as giving a value to other factors such as a better tactical position and morale-boosting endeavours like capturing enemy banners.

At game end (normally after both players have had six turns), the victor is determined as follows. First both players add up all their victory points, following the rules given below, obtaining a total victory points score for each player. Then they cross-reference the difference between the players' scores and the size of the battle on the Victory chart to determine the magnitude of the result.

Enemy Units Destroyed

You receive a number of VPs equal to the points value of each enemy unit destroyed; units that are fleeing or have fled the table count as destroyed. For example, a unit with a points value of 400 is worth 400 VPs.

Each character is counted as a separate unit for this purpose, and characters mounted on monsters are also counted separately from their mount. For example, a hero on a Dragon is slain, but the Dragon is still alive, so the enemy scores the VPs for the hero only.

If the players are not using points values for their armies, maybe because they simply decided to use their entire collection of models, each unit is worth 100 VPs.

A Note on War Machines. 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 a crew is not in a position to operate the machine at the end of the game (whether they have fled, been killed or moved away). Casualties inflicted on the crew and wounds inflicted on the machine never score any victory points until the machine or crew are destroyed, so it is not possible to score half the points of a war machine, as it will always be all-or-nothing.

Enemy Units at Half Strength

You also score VPs equal to half the unit's points value (round up) for each enemy unit reduced to half its original starting number of models or less. Models that fight on their own and not in units (such as characters, chariots and monsters) are worth half their points value in VPs if reduced to half their starting number of Wounds or less. Do not count this if VPs have already been scored for the unit being destroyed.

For example, a unit costing 325 points is worth 163 VPs if reduced to half strength. Also, a character costing 133 points and starting the game with 2 Wounds on its profile is worth 67 VPs if it has suffered a wound at the end of the game.

Captured Table Quarters

Divide the table into four quarters. Each table quarter that contains at least one of your units and no enemy units is worth 100 VPs (units with a unit strength of less than 5 and fleeing units do not count for either side). Note that a unit can only capture a single quarter, so if a unit is positioned across two different quarters, it will capture the quarter where the majority of its models are (roll a dice if you cannot decide).

Enemy General Slain

If the enemy General is slain, fleeing or has fled the table, you score an extra 100 VPs, in addition to VPs scored for the General being a destroyed unit.

Captured Units' Standards

Each enemy unit's standard captured at the end of the battle is worth 100 VPs. Note that the unit that has captured the standard must survive and not be fleeing at the end of the battle.

Captured Battle Standard

The enemy battle standard captured at the end of the battle is worth 100 VPs. Note that the unit that has captured the standard must survive and not be fleeing at the end of the battle.

Other Victory Points

Occasionally there will be other factors determining how many victory points are scored. For example, the players may be using a historic landmark special feature, or some of the troops involved in the fight may have some special rules modifying their value in victory points, and so on.

Victory Chart

Cross-reference the difference in victory point scores with the size of the game (points per side).

Scores' difference (points)Up to 9991,000 to 1,4991,500 to 1,9992,000 to 2,9993,000 to 3,9994,000+
0-74DDDDDD
75-149MVDDDDD
150-224SVMVDDDD
225-299SVMV

D = Draw; MV = Marginal Victory; SV = Solid Victory; M = Massacre!

If a player concedes, the opponent automatically scores a "Massacre!" Of course, players are free to negotiate more honourable surrendering terms if they feel so inclined.

The Magic Phase

This section introduces mighty wizards, magical spells and sorcerous items into the Warhammer game. In the Warhammer world, all magic is derived from the same source - the fickle Winds of Magic. The potency of the Winds of Magic vary from time to time. Wizards must therefore learn to use best what power they can, tapping into the winds to channel its energies into their spells, or disrupting its flow to dispel the incantations of others. Thus, magic is not a sure strategy for any general, for though it can sweep aside whole armies when it is strong, it can just as easily slip through the grip of a caster with no effect.

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 of these and others are considered to be types of Wizard.

Wizard Levels. Wizards are divided into four degrees of ability called levels.

  • Level 1: Wizards of the first level are those of basic ability, although their skills are still highly valued by army generals.
  • 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 mightiest of all Wizards, the very equal 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. Each Wizard begins the game with one pre-generated spell for each magic level he has (we explain how to generate spells later). First level Wizards have one spell, second level Wizards have two, and so on.

Spells

In the player's magic phase, his Wizards can cast spells. These can be terribly destructive, or powerfully protective, or might confer special abilities on the caster or other models. A comprehensive list of spells is given later. Some races have their own unique types of spell that they can use instead of those in this book; these are included in the Warhammer Army book for each race.

Magic Items

A magic item is an artefact or device imbued with magical power. A short list of magic items is provided later in this book. These are items of a relatively general type. Most magic items are unique and their nature is strongly bound to the race that created them. Many more magic items specific to each race are described in the Warhammer Army books.

Magic Phase Sequence

  1. Generate Power Dice & Dispel Dice. The player whose turn it is assigns specific power dice to his Wizards and accumulates dice in his pool of power dice. The opponent accumulates dice in his pool of dispel dice.
  2. Cast. One of that player's Wizards casts a spell using the power dice.
  3. Dispel. The opposing player may attempt to counter the spell using his dispel dice.
  4. Spell Fails or Spell Succeeds. Apply the effect of the spell if it succeeds.
  5. Repeat Steps 2 to 4. Provided that he has more spells to cast and more power dice remain, a Wizard can cast another spell. The opponent can attempt to dispel again with any remaining dispel dice.
  6. Dispel Spells in Play. Once the player has finished casting his spells, he may use any remaining power dice to try to dispel spells in play (not the ones cast in that magic phase). Finally, the opposing player may use any remaining dispel dice to try to dispel any spells in play (not the ones cast in that magic phase).

Power Dice

These are expended throughout the magic phase when rolling to cast spells. There are two types of power dice, those that belong to each Wizard and those that are in a common pool of power dice and can be shared by all the Wizards in the army.

At the start of the magic phase, the player's Wizards draw magical energy from the winds of magic, each in proportion with their level of mastery. The player whose turn it is gives one dice to each first level Wizard, two dice to each second level Wizard, three dice to each third level Wizard and four dice to each fourth level Wizard in his army. Fleeing models and those that are not on the table do not generate any power dice.

These dice belong to the Wizard they are given to and no other Wizard can use them. It is a good idea to place the dice next to the models they belong to, whilst the dice in the common pool are placed in front of the player where they can be seen, or alternatively placed into a cup, a box or some other convenient place where they will not get mixed up with other dice used in that magic phase. Alternatively, the players may wish to use different coloured dice to represent groups of power dice belonging to different Wizards.

After doing this, the player makes up his pool of power dice (sometimes also referred to as the "pile" of power dice). This pool consists of two power dice, plus any power dice that are added to it by magic items or other special rules. The dice in the pool do not belong to any specific Wizard and can be tapped into and used by any of the Wizards in the player's army.

Power Dice PoolNumber of power dice
Basic2
Extra dice from magic items and special rulesvariable

Dispel Dice

The dispel dice are expended throughout the magic phase when attempting to dispel spells that have been cast by the opposing player. At the same time as the player whose turn it is gets his power dice, his opponent makes a pool of dispel dice. This pool consists of two dispel dice plus one further dice for each first or second level Wizard or Dwarf Runesmith in his army, and two dice for each third or fourth level Wizard or Dwarf Runelord in his army. With an army of Dwarfs, an innately magic-resistant race, the player may add two more dice and, as with power dice, magic items and special rules can add dice to the dispel pool.

Differently from power dice, all dispel dice are collected into the dispel pool and can freely be used by any of the Wizards in the army to dispel enemy spells - they can be used even if there are no Wizards in the army. As with power dice, the dice forming the dispel pool should be placed in front of the player where they can be seen. Fleeing models, and those that are not on the table, do not generate dispel dice.

Dispel Dice PoolNumber of dispel dice
Basic2
Dwarfs+2
Each first level Wizard, second level Wizard and Runesmith+1
Each third level Wizard, fourth level Wizard and Runelord+2
Extra dice from magic items and special rules+variable

Casting Spells

Once the players have gathered the appropriate number of power and dispel dice, the player whose turn it is can begin to cast spells.

In a player's magic phase, each of his Wizards on the battlefield can attempt to cast each of his spells only once. Spell casting is determined by rolling dice, and the number of dice available to roll limits the number of spells that can be attempted. Fleeing Wizards and those not on the table cannot attempt to cast spells. Note that Wizards who have rallied in the movement phase can act as normal in the magic phase.

To cast a spell, a Wizard nominates one of his spells to cast and declares the target of the spell. Wizards cannot cast spells at units engaged in close combat, unless the spell only affects the caster himself or the spell's description specifies otherwise.

Then the player declares how many power dice the Wizard is going to use to try to cast the spell. These dice can be taken from the Wizard's own reserve of dice and from the pool of power dice, in any combination. The maximum number of power dice a Wizard can use to cast a spell is one more than the Wizard's level, as shown in the chart.

Maximum Casting Dice Chart
Wizard LevelMaximum number of dice
Level 12
Level 23
Level 34
Level 45

The dice are rolled and their results added together to get a casting result. For example, 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.

Each spell has an associated casting value, which varies from a minimum of 3 to a maximum of 15, depending on how difficult a spell is to cast. Spells with higher casting values are more powerful and more dangerous to cast. If the casting result equals or exceeds the spell's casting value, the spell is cast (though it may still be dispelled and neutralised by enemy Wizards). If the result is less than the spell's casting value, it is not cast.

In either case, all dice rolled are expended. The chances of casting a spell can be increased by rolling more dice, but doing so will reduce the number remaining and hence the chances of casting further spells.

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 considered a failure, despite any modifiers. This is true regardless of any bonuses that might apply in any form, whether from a magic item or some other source.

Spellcasting & Re-rolls. If a Wizard is allowed to re-roll a failed casting attempt, he must re-roll all the dice he rolled and accept the second result, as normal with re-rolls.

Irresistible Force & Miscast

In addition to the casting value, there are two special rules that apply to Wizards when they cast spells: irresistible force and miscasts.

Irresistible Force. When rolling to cast a spell, any result of two or more unmodified 6s means that the spell has been cast with irresistible force. The spell is cast successfully and the enemy cannot attempt to stop it working by dispelling it, as described below.

Miscast! If a player rolls two or more 1s when rolling power dice to cast a spell, this is a very bad thing. Note that a miscast spell does not normally succeed, regardless of the actual casting result rolled by the Wizard. The player must roll 2D6 and consult the miscast table.

Obviously the chance of rolling a miscast or irresistible force is increased by rolling more dice. If a spell is miscast and is cast with irresistible force at the same time (e.g., from five dice the player rolls two 1s and two 6s) then the spell counts as a miscast. Miscasts take precedence in this case.

With miscast and irresistible force, it is the actual dice scores that are considered, irrespective of bonuses and before any re-rolls from magic items are taken. Unless otherwise specified, a re-roll cannot cause a spell to be cast with irresistible force, nor can it prevent a miscast.

Miscast Table

2D6Result
2The fibre of reality itself is torn apart as a passage to the Realm of Chaos opens. The Wizard is annihilated and immediately removed as a casualty, regardless of any protective magic item or special rule he might have. Models in base contact, friend or foe (including the Wizard's monster or chariot mount) suffer one Strength 10 hit (no armour saves allowed).
3-4The Wizard's body is wracked by a discharge of pure magical energy, warping and burning everything in his close proximity. The Wizard and all models in base contact with him (including his monstrous mount or chariot) suffer a Strength 6 hit, with no armour saves allowed.
5-6The magical energies backlash as the Wizard loses his concentration. The opposing player may immediately cast any one of his own spells. No casting roll is required - the spell is automatically cast - but it can be dispelled by the player whose turn it is as normal (by using power dice in the same way as dispel dice). He needs to beat the basic casting value of the spell to dispel it.
7The Wizard struggles to keep the magical energies in check. The caster suffers one Strength 2 hit (no armour saves allowed), loses all his remaining power dice and cannot do anything else during this magic phase.
8-9A massive vortex of power drains away the sorcerous energy. The caster suffers one Strength 4 hit (no armour saves allowed). In addition, all spells currently in play on the entire battlefield are automatically dispelled and the magic phase ends. All power and dispel dice stored in magic items are also lost.
10-11The caster's mind is ravaged by the attention of a hideous Daemon. The caster suffers one Strength 8 hit (no armour saves allowed) and loses a Wizard level (the spell lost must be the one he just attempted to cast). If the caster reaches Level 0, he stops counting as a Wizard and therefore will not be able to use any arcane magic items he is carrying (see the Magic Items section) and will generate no power/dispel dice.

Dispelling

If a spell is cast, the opposing player can make one attempt to dispel it. The player takes as many dispel dice as he wishes from the army's dispel pool, rolls them and adds their results, obtaining a dispel result. He then compares the dispel result with the casting result rolled by the caster's power dice.

If the dispel result is equal to or higher than the caster's score, the spell is dispelled - it is not cast and has no effect. If the dispel result is lower than the caster's casting result, the spell is said to have been cast successfully. Measure the range to the target and resolve the effects of the spell if in range.

For example, if the caster used four dice and got a result of 20, the dispelling player must score 20 or more on his dispel dice to dispel the spell.

Note that even an army that does not include any Wizards can still attempt to dispel an enemy spell, representing its natural magical resistance. As dispel dice are rolled, they are expended just like power dice, reducing the player's ability to dispel further spells.

Some magic items may allow a Wizard a second dispel attempt, or a re-roll, but these are exceptions and in normal circumstances only one attempt can be made to dispel a spell. In addition, the result can be increased further by the use of magic items. Any number of magic items can be combined to boost the score, but the player must declare that he is using any magic items before he makes the dispel dice roll. It is not permitted to roll the dice and then decide to use a magic item retrospectively. Many of these magic items can only be used a limited number of times, so it is important to be clear about whether you are using them or not, before rolling the dice.

Double 1s & 6s. 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 how many bonuses you might have accrued from magic items, etc., a roll of two or more 1s is always a failure. If a player rolls two or more 6s when dispelling a spell, the dispel succeeds automatically. Note that an automatic fail takes precedence over an automatic success when dispelling a spell. For example, the player rolls five dice for a dispel attempt and gets two 1s, a 4 and two 6s. Even if the total of the dice is enough to beat the casting result and the player has rolled two 6s, the two 1s take precedence, and the spell is cast successfully.

Irresistible Force. If two or more 6s are rolled when casting a spell, the spell is considered to have been cast with irresistible force. A spell cast with irresistible force is irresistible: you cannot dispel the spell and no dispel roll can be attempted (not even Dispel Scrolls can stop it).

Spells Commentary

Remember that characters on their own, 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. When any spell inflicts a number of hits or wounds on a target unit, these are distributed in the same way as hits from normal shooting, unless differently specified in the spell's description.

Magic Missiles. Many spells are described as magic missiles - for example, Fireball. In this case, the Wizard conjures a ball of flame and hurls it at a target. All magical missiles are thrown 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. For example, the Wizard must be able to see the target, and characters can only be picked out from a unit they have joined in the same circumstances as with normal missile fire. Unless otherwise noted, magic missiles hit their targets automatically. Unless otherwise specified, a Wizard cannot cast these spells if he, or the unit he is with, is engaged in close combat.

Spells with Templates. Certain spells utilise one of the templates provided with the game. When using templates, any models whose base is completely under the template are considered to be affected by the spell. Models whose bases are partially covered are hit on a dice roll of 4+. Characters do get their "Look out, Sir!" roll against spells that use templates.

"Remains in Play" Spells. Most spells are cast instantly and their effect is worked out at once. In this case, the spell has no further effect in the game during the same magic phase, and the spell cannot be cast again in that magic phase, as normal.

Some spells last for longer than this and they are clearly marked as "remains in play" in their description. Once cast, one of these spells lasts until it is dispelled, until the Wizard chooses to end it (which he can do at any time), attempts to cast another spell, leaves the table or is slain. Obviously, these spells cannot be cast again by the same Wizard while in play.

If a character under the effects of a spell that remains in play joins a unit, the spell does not affect the unit. If a character joins a unit that is under the effects of a spell that remains in play, the spell will affect the character as well as long as he is with the unit. If a character and a unit are under the effects of a spell that remains in play, and then the character leaves the unit, the caster must decide which one will be affected from then onwards - character or unit. Note that there may be exceptions to the above rules, and they will be specified in the spell description or other special rules.

Spells Lasting One or More Turns. Some spells do not remain in play, but they have effects that are not immediate and last one (or more) turns. Once they are in play, the effects of these spells cannot be dispelled, unless the spell description specifies otherwise. Wizards are free to cast other spells and even if they are killed or flee the table, the effects last for their normal duration.

Dispel Spells in Play

After a player has finished casting his spells, he is allowed to dispel any spells that remain in play (unless they were cast in that magic phase), using as dispel dice any power dice not used to cast spells. These dice can always be added together, regardless of which Wizard they belong to. Note that the player only needs to beat the casting value of the spell in question - he does not have to beat the original casting score. Spells originally cast with irresistible force can be dispelled as normal in subsequent turns if they remain in play.

Finally, his opponent is allowed to dispel any spells that remain in play (unless they were cast in that magic phase) if he has any dispel dice left, as described above. Magic Resistant units that are under the effects of a spell that remains in play from a previous turn may at this stage attempt to dispel it using the dice given by their resistance, with or without the addition of any dice from the player's other available dice.

Cancelling Spells

It is quite possible for the effect of one spell to contradict the effect of another. For example, a unit has a spell cast upon it by a Wizard that prevents it from moving, and it might subsequently have a spell cast upon it by another Wizard that obliges it to move. In these cases, the most recent spell automatically dispels the previous spell.

The Lores of Magic

This rulebook includes eight different kinds of magical lore, each of which is represented by six spells making a total of 48 individual spells. The sorcery of the other races of the Warhammer world is also based upon one or more of the eight kinds of magic but often includes spells unique to a particular race. The Warhammer Armies books contain further spell lists for specific armies where appropriate.

The Eight Lores

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

Selecting Spells

Wizards usually know only one lore. The Warhammer Army books describe exactly which kinds of lore are used by the different Warhammer races and provide further race specific spells in most cases. Those given here are used primarily by the Wizards of the Empire and by Elves, but form the basis for the magic of other races too.

Wizards normally have one spell for each magic level. Wizards of the first level have one spell, Wizards of the second level have two spells, third level Wizards have three spells and Wizards of the fourth level have four spells.

The standard procedure for selecting spells is for each player to randomly generate spells for each of his Wizards before both sides deploy their troops. Players must declare which Lore of Magic each of their Wizards is using before generating any spells.

If both sides are using Wizards, roll a dice to see who generates his spells first. Start generating spells for the Wizard with the highest level first. If two Wizards in the same army are using the same Lore of Magic, they may gain duplicates of spells, but no single Wizard can have the same spell twice. Two Wizards on opposing sides may use the same spell lists, thus both sides may have the same spells.

The spells in the lists are numbered from one to six. To randomly generate spells for a Wizard, roll a D6 per level of the Wizard and consult the chosen Lore of Magic (these are found on the following pages). If you roll the same spell twice for the same Wizard, roll again until you obtain a different result. This is normally done openly and players will therefore be aware of which spells their opponent has generated. A Wizard can always substitute one of his spells with the first spell that is on the list. For example, a Wizard of the second level who chooses to use Fire magic and rolls a 4 and a 5 (getting Fiery Blast and the Conflagration of Doom spell) could substitute either of these spells with the Fireball spell.

The Lore of Fire

Aqshy, the Fire Wind, is utilised by pyromancers to summon magical flames and create whirling fireballs. In the Empire, the Lore of Fire is studied by the Bright College. All spells in this list are flaming attacks (see Special Rules).

1. Fireball

Cast on 5+. This is a magic missile with a range of 24". If successfully cast, the Fireball hits its target and causes D6 Strength 4 hits.

2. Flaming Sword of Rhuin

Cast on 5+, remains in play. This spell is cast on the Wizard himself. A magical flaming blade materialises in the Wizard's grasp. This counts as a magic weapon. The Wizard gains +1 additional Attack to his profile for the duration of the spell. All the Wizard's attacks will hit on a basic score of 2+ and he adds +3 to his Strength whilst using the Sword of Rhuin. Whilst he has the Flaming Sword, the Wizard must use it as his sole weapon - he cannot combine it with other weapons.

3. The Burning Head

Cast on 8+. A spectral flaming skull shoots 18" from the caster in a straight direct path (any direction chosen by the controlling player). Each model that lies in the direct path of the Burning Head suffers a Strength 4 hit (this is resolved much in the same way as a bouncing cannonball). Any unit suffering one or more unsaved wounds from the Burning Head must take a Panic test.

4. Fiery Blast

Cast on 8+. The Fiery Blast is an especially dangerous magic missile - it is a more powerful version of the Fireball, being both more powerful and harder to cast. The Fiery Blast has a range of up to 24". If successfully cast, the Fiery Blast hits its target and causes 2D6 Strength 4 hits.

5. Conflagration of Doom

Cast on 11+. This can be cast on one enemy unit anywhere on the table, as long as it is visible to the caster. If successfully cast, the target bursts into flames taking D6 Strength 4 hits. The target can take additional hits depending on how long the fire burns. To represent this, both players immediately roll a D6. If the casting player's dice score is lower than or equal to his opponent's, the flames go out and nothing else happens, but if he rolls higher, add the dice roll to the number of hits caused. Both players then roll a further D6 and repeat the process until the casting player rolls equal to or less than his opponent. Once the casting player fails to roll higher, no further hits are caused. Roll to wound as normal for all extra hits caused in this way.

6. Wall of Fire

Remains in play, cast on 12+. This spell has a range of 24". Each model (including characters) in the unit's front rank suffers one automatic Strength 4 hit. As long as the spell is in play, if the target unit moves for any reason, every model in the unit suffers a further Strength 4 hit, and then the spell is automatically dispelled. If cast on units with a 360 degree line of sight, such as skirmishers, the Wall of Fire does not form and the spell has the same effect as a Fireball.

The Lore of Metal

The Gold Order of the Imperial Colleges of Magic study the alchemical arts and the Lore of Metal. Transmutation of base elements, the animation of mechanical creatures and the study of sorcerous elixirs are all made possible by the Wind of Chamon.

1. Rule of Burning Iron

Cast on 5+. Burning Iron has a range of up to 24". If successfully cast, the spell hits a single model (chosen by the caster, no targeting restrictions apply except that the Wizard needs line of sight to the target) and causes one Strength 1 hit if the target has no armour save, one Strength 2 hit if the target has an armour save of 6, one Strength 3 hit if the target has an armour save of 5+, one Strength 4 hit if the target has an armour save of 4+, one Strength 5 hit if the target has an armour save of 3+, one Strength 6 hit if the target has an armour save of 2+ or one Strength 7 hit if the target has an armour save of 1+ or better. No armour saves are allowed against wounds caused by this spell. This is a flaming attack.

2. Commandment of Brass

Cast on 6+. This spell has a range of 24" and can be cast on any enemy war machine or chariot. If successfully cast, the machine cannot move or shoot until the end of its own following turn. If forced to flee for whatever reason, the spell is broken and the unit flees.

3. Transmutation of Lead

Cast on 7+. This spell can be cast on any enemy unit that is within 24", and which is 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 and to wound penalty in close combat, and their armour saves suffer a -1 penalty during that turn's close combat phase.

4. Distillation of Molten Silver

Cast on 8+. The Distillation of Molten Silver is 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 flaming attack.

5. Law of Gold

Cast on 8+. This spell can be cast on any 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 the roll of 1-3 the item cannot be used until the end of the enemy's next turn, on a 4-6 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.

6. The Spirit of the Forge

Cast on 12+. This spell can be cast on one enemy unit that is within 24" and visible to the caster. If successfully cast, the enemy's armour starts to heat up until it is searing their flesh. The effects of this spell are exactly the same as the Rule of Burning Iron described above, except 2D6 models in the target unit will be affected (randomise hits like shooting).

The Lore of Shadow

Those that deal with the Lore of Shadow are often distrusted, suspicious figures. They are illusionists that use the Wind of Ulgu to create glamours and nightmarish terrors.

1. Steed of Shadows

Cast on 5+. This spell may be cast upon the Wizard himself or any single friendly character within 12" of him, no line of sight is required. The spell can only be cast on a model with a unit strength of 1 (it won't work on a mounted model or a model riding in a chariot, for example), even if engaged in close combat. If successfully cast, the model can make a normal flight move of up to 20", which may be a charge (the charged unit gets its normal charge reactions). The model can even fly out of close combat if desired, but in this case it cannot charge.

2. Creeping Death

Cast on 6+. Creeping Death is a magic missile with a range of up to 24". If successfully cast, the Creeping Death hits its targets and causes 3D6 Strength 1 hits. No armour saves are allowed against wounds caused by the Creeping Death.

3. Crown of Taidron

Cast on 8+. If successfully cast, all units within 12" of the caster are affected, friend and foe alike, even if engaged in close combat (excluding the caster himself). Each unit takes D6 Strength 4 hits, distributed exactly like shooting.

4. Shades of Death

Cast on 9+, remains in play. This spell can be targeted on any single friendly unit within 12" of the Wizard, even if the unit is engaged in close combat. The unit now causes Fear. If the unit already causes Fear, it now causes Terror instead.

5. Unseen Lurker

Cast on 11+. This spell can be cast on a friendly unit within 12". The unit can immediately make a move in the same way as a normal move made in the movement phase. The unit can charge an enemy if opportunity permits, and the same rules apply as for a normal charge made during the movement phase.

6. Pit of Shades

Cast on 12+. The Pit of Shades can be cast on any one unengaged enemy unit within 24" and visible to the caster. If successfully cast, the ground falls away beneath the unit's feet. Take the small round template and place it over a single enemy unit. All models in the target unit completely under the template are automatically hit and those partially covered by it are hit on a 4+ on a D6. Models hit must immediately take an Initiative test to avoid falling into the pit. If the test is passed, the model is not affected, but models failing this test are swallowed up by the ground and removed as casualties, regardless of any magical protection or special rules they may have. After this, the ground seals up and closes the pit, leaving no trace.

The Lore of Beasts

Ghur is the name wizards give to the Lore of Beasts, practiced by the Amber College of the Empire. It allows the wielder to commune with and control the wild creatures of the world, and even to take on their powers and appearances.

1. The Bear's Anger

Cast on 4+, remains in play. This spell may be cast upon the Wizard himself or any single friendly character within 12" of him, no line of sight is required. The spell can only be cast on a model with a unit strength of 1 (it won't work on a mounted model or a model riding in a chariot, for example), even if engaged in close combat. The target becomes as wild and powerful as a mighty bear. He adds +3 Attacks, +2 Strength, and +1 Toughness to his characteristics. He cannot wield a weapon nor use a shield whilst using this spell.

2. The Oxen Stands

Cast on 5+. This spell can be cast on any friendly fleeing unit on the tabletop. If successful, the unit rallies immediately, regardless of how many models are left in it.

3. The Crow's Feast

Cast on 7+. Corvos the Crow's Feast is a magic missile with a range of up to 24". If successfully cast, the spell causes 2D6 Strength 3 hits.

4. The Beast Cowers

Cast on 7+. This spell can be cast on an enemy cavalry unit, swarm, chariot or a single ridden or unridden monster anywhere on the battlefield, even if the target is engaged in combat. If successfully cast, any creatures in the unit (but not their riders) will cower and therefore may not attack in that turn's close combat phase. In addition, they will stubbornly refuse to move until the end of their next movement phase other than to flee, in which case they will be more than happy to oblige.

5. The Hunter's Spear

Cast on 8+. The Hunter's Spear is a magic missile with a range of up to 24". If successfully cast, the spear inflicts a Strength 6 hit, with no armour saves allowed. The spear then goes through the ranks of the target in the same way as a missile from a bolt thrower (see the War Machines section for more details).

6. The Wolf Hunts

Cast on 9+. This spell can be cast on a friendly cavalry unit, swarm, chariot or a single ridden or unridden monster that is within 24" of the caster. If the spell is cast successfully, the unit moves 2D6" towards an enemy unit that it can see. If no enemy are visible then it will not move. If the distance is sufficient to reach the enemy, the unit is deemed to have declared a charge and all the normal charging rules apply, except that if the charge is failed, the unit still moves the full distance rolled.

The Lore of Heavens

In the cities of Men, the Lore of the Heavens is called astromancy. The Winds of Azyr bring with them prophecy and foresight, and through its power the Celestial Wizards of the Imperial Colleges can glean the future from the stars and moons.

1. Portent of Far

Cast on 5+. This spell can be cast on a friendly unit within 12", even if engaged in close combat. If successfully cast, all subsequent dice rolls made either to hit or to wound by that unit can be re-rolled that turn. Re-rolled scores of 1 stand - you can never re-roll a re-rolled dice.

2. Second Sign of Amul

Cast on 5+. This spell gives the player a chance of re-rolling dice during the remainder of his own turn. These re-rolls may be used for rolls to hit, rolls to wound, armour saves and ward saves. If successfully cast, roll a D3 to determine the number of re-rolls the player can make. Any re-rolls not used by the end of the caster's turn are wasted.

3. Celestial Shield

Cast on 7+, remains in play. This spell can be cast on a friendly unit that is visible to the caster and within 24". The unit has a 4+ ward save against all normal and magic missiles.

4. Forked Lightning

Cast on 6+. This spell can be cast on any enemy unit in sight of the caster. If successfully cast, the unit is struck by lightning causing D6 Strength 4 hits.

5. Uranon's Thunderbolt

Cast on 9+. This spell can be cast on any enemy unit in sight of the caster. If successfully cast, the unit is struck by a thunderbolt causing D6 Strength 4 hits with no armour save possible.

6. The Comet of Casandora

Cast on 12+, remains in play. This spell can be cast upon any fixed point on the tabletop. If successfully cast, place a suitable marker over the exact spot affected - a small coin is ideal for this.

For as long as the spell lasts, the player rolls a D6 at the start of each player's turn (i.e., at the start of his turn and at the start of his opponent's turn). On a score of 1-3 nothing happens, but place another marker on the first. On the score of a 4-6 the spot is struck by the comet. All units from either side that are within D6" multiplied by the number of markers already placed are struck by the comet. Each unit struck by the comet takes 2D6 Strength 4 hits. For example, if there are two markers in place and the D6 roll is a 4, all units within 4 x 2 = 8" are struck. A successful dispel neutralises the spell completely and all counters are removed.

The Lore of Light

The Wind of Hysh is a fickle energy, but those that can trap and direct it are gifted with great powers. The Light Wizards study the magic of the sun, and can use its life-giving energies to heal, or harness its destructive might to blind and sear their foes.

1. Burning Gaze

Cast on 5+. Burning Gaze is a magic missile with a range of up to 24". If successfully cast, the spell causes D6 Strength 4 hits. Undead and Daemons take D6 Strength 6 hits instead. Burning Gaze is a flaming attack.

2. Pha's Illumination

Cast on 5+, remains in play. This spell may be cast upon the Wizard himself or any single friendly character within 12" of him, no line of sight is required. The spell can only be cast on a model with a unit strength of 1 (it won't work on a mounted model or a model riding in a chariot, for example), even if engaged in close combat. Regardless of his characteristics, he has 3 Attacks and Strength 5 whilst this spell lasts. He cannot wield a weapon whilst using this spell. Magic weapons used to attack him count as mundane weapons of the same type whilst the spell lasts.

3. Healing Energy

Cast on 5+. This spell can be cast upon the Wizard himself or upon any friendly model anywhere on the tabletop, even if engaged in close combat. No line of sight is required. If successfully cast, the model regains 1 Wound suffered during the game. In the case of a ridden monster/chariot, choose either the monster or the rider. This spell has no effect on Undead, Daemons, war machines and chariots.

4. Dazzling Brightness

Cast on 6+. This spell can be cast on any enemy unit that is engaged in close combat and that is within 18" of the caster, no line of sight is required. 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.

5. Guardian Light

Cast on 8+, remains in play. This spell affects all friendly units that are within 12" of the caster. No line of sight is required. If successfully cast, all these units are now immune to psychology and fleeing units rally immediately, regardless of how many models are left in them.

6. Cleansing Flare

Cast on 10+. If successfully cast, all enemy units within 12" of the caster are affected, even if engaged in close combat. Each unit takes D6 Strength 5 hits, distributed exactly like shooting. Undead and Daemons take D6 Strength 6 hits instead.

The Lore of Life

The Jade College of the Empire is learned in all things natural, from the language of plants, to the secrets of the rocks. With the power of the Wind of Ghyran, these Elementalists can bind these sources of power and change them to their will.

1. Mistress of the Marsh

Cast on 4+. This spell can be cast upon any unit, even if engaged in combat, that is within 12" of the caster or within 12" of a river, stream, bog, or any other water feature on the tabletop that has been identified as such before the game. If successfully cast, the ground beneath the unit is temporarily turned to swamp and the unit moves at half speed until the end of its own following turn. If forced to flee/pursue, for whatever reason, the unit flees/pursues at half speed (roll dice as normal based on the unit's normal Move value and then halve the result). This spell has no effect on flyers or ethereal creatures.

2. Master of the Wood

Cast on 6+. This spell can be cast upon an enemy unit that is within 12" of the caster or within 12" of a wood, copse or any other wooded feature on the tabletop that has been identified as such before the game. The target must also be visible to the caster. If successfully cast, the unit is battered by the branches of trees if within a wood, or lashed at by roots that erupt from the ground if there is no wood nearby, inflicting D6 Strength 4 hits on the target (D6 Strength 5 hits if it is partially or wholly within the wood).

3. Gift of Life

Cast on 7+. This spell can be cast upon the Wizard himself or upon any friendly model within 12", even if the target is engaged in close combat. No line of sight is required. If successfully cast, the model regains all its lost Wounds. In the case of a ridden monster, choose either the monster or the rider as the target of the spell. This spell has no effect on Undead models, Daemons, war machines and chariots.

4. The Howler Wind

Cast on 7+, remains in play. 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. War machines are never affected by this spell. This doesn't prevent units from firing through or out of the affected area at targets beyond.

5. The Rain Lord

Cast on 8+. This spell can be cast on an enemy unit visible to the caster and within 24". If successfully cast, the target unit is drenched in rain and counts as soaked for the rest of the game. All soaked models suffer a further -1 modifier on their shooting to hit rolls, increased to -2 if the model's weapon has the armour piercing rule. If the unit does not fire using BS (a cannon, for example), then it may only fire if the player can first roll a 4+ on a D6 each turn. There is no additional effect for being soaked more than once.

6. Master of Stone

Cast on 8+. This spell can be cast upon an enemy unit that is within 12" of the caster or of a hill, rocky outcrop, ruins or any area that has been identified as high ground, rocky or ruinous before the game. The target must also be visible to the caster. If successfully cast, shards of stone erupt from the ground and fly against the unit, inflicting D6 Strength 5 hits on the unit (D6 Strength 6 hits if the unit is partially or wholly within the feature).

The Lore of Death

Though reviled by most, the necromancer plays an important role in the world, for through his power the spirits of the dead can be contacted, while the power of Death itself lies in his hands. The Amethyst Wizards use the chilling Wind of Shyish to aid the counsels of the Emperor and support his armies.

1. Dark Hand of Death

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

2. Steal Soul

Cast on 8+. This spell can be cast on any enemy model within 12" (with no targeting restrictions whatsoever). The enemy model loses 1 Wound. No armour save is allowed. In addition, the casting Wizard gains 1 Wound for the duration of the battle. This spell can be used to increase the caster's Wounds characteristic beyond its normal maximum level, and can be used several times to increase the caster's Wounds even further.

3. Wind of Death

Cast on 8+. This is a magic missile with a range of 24". If successfully cast, the spell hits its target and causes 2D6 Strength 4 hits.

4. Walking Death

Cast on 9+, remains in play. This spell can be targeted on any single friendly unit within 12" of the Wizard, even if the unit is engaged in close combat. The unit now causes Fear. If the unit already causes Fear, it now causes Terror instead.

5. Doom & Darkness

Cast on 9+. This spell can be cast upon one enemy unit that is within 24" of the caster, even if engaged in combat. If successfully cast, the unit is shrouded by a black cloud of despair. For the duration of the turn, the affected unit will suffer a -3 penalty to any Leadership-based test 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 the duration of that turn as well. After this, the spell's effects end. Units that are Immune to Psychology are not affected by this spell.

6. Drain Life

Cast on 10+. If cast successfully, each enemy unit within 12" of the Wizard is affected, even if engaged in close combat. 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.

Magic Items

The Warhammer Armies books describe in detail the many different kinds of magic items that each army can use. Here are the magic items that are commonly used by all races. In cases of contradiction, the special rule of a magic item takes precedence over normal game rules.

Magic items can be carried by characters and, in some cases, by the standard bearer or champion of a unit of troops. This is indicated in the army list for each army in the appropriate Warhammer Army book. 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 (e.g., there cannot be two models equipped with a Sword of Striking in the same army). Scrolls are an exception to this - several scrolls of the same type can be carried by the same Wizard or by different Wizards if you wish.

Fleeing models cannot use any magic items that are one use only, bound items and similar magic items that require a decision on when to activate their powers. Only magic items whose effects are permanent still work for fleeing models.

Types of Magic Item

Magic Weapons. Most commonly swords, but also axes, maces, spears, bows, crossbows, etc. A character that has a magic close combat weapon cannot use any other close combat weapons, although it can carry a shield as normal. 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 unless otherwise specified in the description of the weapon.

Magic Armour. If a character wears magical armour, he cannot also wear ordinary armour and, needless to say, he can only wear one set of armour. Magical shields and helms are also counted as magical armour, so you cannot have a suit of magical armour and carry a magical shield or helm unless specifically stated in the description of the magic item. If a model has a magic shield he is allowed to wear a suit of normal armour. If a model is wearing a magic helm he is allowed to wear a suit of normal armour and carry a normal shield. If the model is wearing a suit of magic armour he is allowed to carry a normal shield.

A character that is not allowed to wear ordinary armour cannot be given magic armour/helms (unless differently specified in the Army book). A character that is not allowed to carry ordinary shields cannot be given magic shields (unless differently specified in the Army book). This includes many kinds of Wizard whose natural magical harmony would be seriously affected by armour.

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

Arcane Items. Arcane items are items that 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. Scrolls are a type of arcane item that contain powerful enchantments that enable Wizards to manipulate the power of magic. They are useful aids to spellcasting and to resisting an enemy's spell. Unlike other arcane items, there is no limit on the number of scrolls a Wizard can carry, other than the total points value of magic items he is permitted. Wizards can have one arcane item as well as carry several scrolls (of the same or of different type). Once a scroll is read, it crumbles to dust or its writing fades to nothing. Each scroll can therefore only be used once during the whole battle.

Enchanted Items. Many magic items are unique or belong to limited categories, such as rings, amulets, magic boots, etc. These items are enchanted items. No general restrictions apply to these (specific exceptions may), except that a character cannot have more than one enchanted item.

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. Occasionally, some units are allowed to carry magic banners as well, as detailed in their army list entry.

Bound Spells

Some magic items contain bound spells - spells that are wrought into their very fabric and can be unleashed by their wielder during the magic phase. Possessing a bound spell item does not make a character a Wizard.

The spell held in a magic item is cast in the player's magic phase just like other spells (for example, it cannot be cast by fleeing models) and can be countered in the same way as ordinary spells. Bound spells are cast automatically - no power dice are needed. A spell from a bound spell item can be cast once per magic phase.

Each bound spell item has a power level included in its description. An opponent must score equal to or greater than this power level to dispel the spell, or he can use Dispel Scrolls as normal. Magic items that dispel and destroy spells work as normal against spells cast from a bound spell. A character cannot have more than one bound spell.

Common Magic Items

The following magic items are considered to be common items - which is to say that they are common to all armies in the Warhammer world. Complete lists of magic items available to each of the different armies are included in the Warhammer Army book for each race.

Sword of Striking (Magic Weapon). The sword confers to the character wielding it a bonus of +1 when rolling to hit. For example, 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.

Sword of Battle (Magic Weapon). The blade confers +1 Attack on the character wielding it.

Sword of Might (Magic Weapon). The blade confers upon the character who fights with it +1 Strength when rolling to wound.

Biting Blade (Magic Weapon). The blade confers an additional -1 armour save modifier on any blows struck, so a blow struck at Strength 3 or less will have a -1 armour save, a Strength 4 hit has a -2 armour save, Strength 5 has a -3 armour save and so on.

Enchanted Shield (Magic Armour). The shield confers an armour save of 5+ rather than a mundane shield's armour save of 6+. This can be combined with other mundane armour - for example, light armour + Enchanted Shield = armour save 4+, heavy armour + Enchanted Shield + mounted = armour save 2+.

Talisman of Protection (Talisman). This confers a ward save of 6+ upon its wearer.

Staff of Sorcery (Arcane Item). A Wizard who has this benefits from the arcane power stored within it. Whenever he dispels a spell, his dispel result is increased by 1.

Dispel Scroll (Arcane Item, one use only). When it is 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 instead of attempting to dispel the spell by using dispel dice. This automatically dispels the enemy spell; no dice roll is required. Note that even a Dispel Scroll will not help if the spell has been cast with irresistible force. Note also that Dispel Scrolls cannot be used to dispel spells that remain in play other than at the moment they are cast.

Power Stone (Arcane Item, one use only). When it is activated by a Wizard before he rolls any dice to cast a spell, the effect is to enhance the efficacy of the spell. Two dice are added to the casting roll (they can be the only two dice used to cast the spell). Note that using a Power Stone will allow a Wizard to use more power dice than he is normally permitted. For example, a second level Wizard may activate a Power Stone and thus use five power dice to cast a spell (3 basic + 2 from the Power Stone). A Power Stone can only be used once - after one use its power is exhausted.

In a similar way to scrolls, Power Stones are not unique items, but they are prepared by a Wizard prior to battle. It is therefore possible for several Wizards to carry Power Stones, and for a Wizard to carry more than one, in addition to one other arcane item. However, only one Power Stone can be used to cast a spell.

War Banner (Magic Banner). A unit that has a War Banner adds a further +1 to its combat resolution when working out which side has won the combat.

Terrain Features (Hobby Section Summary)

Terrain does more than offer tactical options: it sets the story of the battle. The following terrain categories are used when setting up a battlefield.

  • Woods. In game terms, woods block line of sight, hinder movement, and provide cover to troops on the edge of the woods.
  • Hills. In close combat, high ground gives an advantage, but the biggest benefit of a hill is the line of sight it provides. When placed atop a hill, a war machine has clear line of sight over friendly troops. Troops with missile weapons on top of hills are allowed to fire with an additional rank.
  • Difficult Ground. This category covers a wide variety of terrain features that can be seen over, but will slow movement. For example, a jungle, wood, bog, small stream, or patch of rocky ground.
  • Impassable Terrain. This category includes any terrain features that are impossible for troops to move through (and often, but not always, see through), such as a swamp, cliff walls, rock formations, or quicksand.
  • Buildings. These structures can form important defensive positions in a game (see the Buildings section).
  • Obstacles. An obstacle is any linear terrain feature, such as a wall, hedge, fence, or hastily constructed barricade. Troops gain defensive advantages by staying behind such obstacles.
  • Rivers. A river counts as a single terrain feature and should run from one edge of the battlefield to another. To keep things simple, players should agree ahead of games which sections of a river are fordable, and which will count as either difficult ground or impassable.
  • Special Features. A special feature is an open-ended class of terrain that can benefit the army controlling it (see the Special Features section). While it is possible to nominate any particular terrain as a special feature - such as a strategically located hill or building - a custom-made special feature will add character to a game.

Gaming

Setting Up a Game

As there are so many ways to play Warhammer, it pays to discuss the following subjects with your opponent before the match begins:

  • How many points?
  • How many players?
  • Will you be playing a standard game or scenarios?
  • How to set up your battlefield?

How Many Points? When deciding how many points to play there are two overriding factors - how many models you have to choose from, and how much time you can dedicate to the battle. The number of models in your collection will limit the maximum number of points you can muster for a battle. The time it takes to fight a battle depends on how many models are being used and how familiar the players are with the rules.

Generally speaking, in a small game of Warhammer each player has an army of between 500 and 1,000 points - the battle will probably take an hour or so to play out. Medium games are between 1,000 and 3,000 points, usually taking an evening to play. Anything over 3,000 points is a large game that may take all day. Very experienced and ambitious gamers will even play matches that last over a weekend or longer, but of course this kind of game will need a lot of models and a gaming table that can be left standing in mid-battle.

Team Games

While the majority of the examples in this book have assumed that battles are fought between two opposing players, there is nothing to stop Warhammer being enjoyed by three, four or more players at once. Any number of players can join together to form a single side, just as long as the overall points total is roughly the same as the opposing team's. These sides are often, but not always, split amongst good and evil forces. Most often, each player commands his own army and the allied warlords consult each other and coordinate their plans. No matter how many players join in, a team game is played out in very much the same way as a one-against-one Warhammer battle.

Alternative Set-ups

As described at the beginning of the book, there is a specific system for setting up terrain and deploying armies for a battle. This can be considered the standard method, but there are alternatives that you can try out if both players agree. Players are free to use more terrain, or to theme a battle in any way they see fit. If you can't agree what to do, simply revert to the standard game.

Common Sense. It is difficult to come up with hard and fast "fair" rules for terrain without making all battles occur on the same ground. The best advice is to use your common sense and talk to your opponent about which approach you want to use.

One Player Sets Up, Other Chooses.

  • One player (determined by agreement or high dice roll) sets up all the terrain for the battlefield.
  • When the set-up is done the other player may choose which side of the table to deploy from. From then on, deployment and which side goes first is decided as per standard.

Advantages: This method allows for a cohesive themed battlefield to be set up in a way that alternating terrain placement does not. Disadvantages: It is possible that the battlefield will not be set up in a 100% equitable manner and one side may get a slight advantage.

Impartial Third Party.

  • An impartial third party or games master sets up the entire gaming board. After this, choosing table side, deployment and which side goes first is decided as standard.

Advantages: An impartial party can set up a cohesive and aesthetically pleasing layout and still maintain perfect fairness. Disadvantages: You have to find a third party who understands Warhammer and is unbiased towards the outcome.

Hidden Set-up.

  • Both players set up terrain in an alternating fashion as normal.
  • When the set-up is complete, both sides roll and the highest scorer chooses the table side.
  • Armies are then deployed in a hidden fashion - this can either be achieved by placing a barrier (such as empty boxes) down the middle of the table or by each player making a map of his deployment zone and marking which units go where. After both sides have finished their secret deployment, the barrier is removed or the maps are revealed. Once all models are placed on the table then which side goes first is decided as per standard.

Advantages: There is great shock and surprise value in not seeing any of your foe's set-up while doing your own. Disadvantages: Hidden set-up requires a bit more effort and you must be prepared for barriers that wobble or displace terrain features or opponents who forget to write down key units on their deployment map.

Scenarios

Warhammer scenarios are used when you want your battle to be something a bit different. Changing the "story" of the battle affects where models are set up or even what the players must achieve to win.

The standard game of Warhammer, also known as a Pitched Battle, is described at the beginning of this rulebook. Two players line up their armies opposite each other across the wargames table, then they begin the battle, playing out six turns. The army that has done the most damage to the enemy is deemed to be the winner.

How Scenarios Work

Essentially each scenario changes one, some or all of the aspects of the standard pitched battle. Many scenarios change the terrain set-up (for example, a river running between the two armies with a bridge in the middle, or lots more woods, hills or buildings than usual). Some scenarios alter the deployment positions, perhaps starting with one army marching down a road while the other launches an ambush from the side. You could play down the length of the table instead of across it, or even start with one army completely surrounded. Scenarios can also add special rules - for instance, part of one army may not deploy on the board but instead arrives part way through the game, moving on from the side table edge to launch a flanking attack.

Outnumbered Battles

Some scenarios match a larger force against a smaller one. When the points totals aren't matched, the victory conditions must likewise be altered so both sides have a balanced chance to claim victory. The smaller force may have to hold out until a relief force arrives to achieve victory, break out from an encirclement, or destroy a certain proportion of the attacker's force.

Inventing Your Own Scenarios

The best place to start is to come up with a situation or story, then work out what changes to the pitched battle will fit your idea. Simple ideas are often the best - one or two changes may be all you need for a great game. The hardest part is working out the victory conditions to ensure both sides have an equal chance of winning. It is also a good idea to play the scenario from both sides.

Scenario: The Last Stand

In this battle, a vastly outnumbered defender must sell the lives of his troops as dearly as possible.

  • Armies. Both armies are chosen to an agreed total, using the Warhammer army lists. The defender has half the points of the attacker. For example, 2,500 points of attackers would face 1,250 points of defenders.
  • Battlefield. Use the standard battlefield set-up or any mutually agreeable manner.
  • Deployment. 1) The defender must set up his army first, in an 18" square centred on the middle of the table. All of the units must face towards the same table edge. Scouts must be set up with the rest of the army. 2) The attacker then deploys his army. This may be set up anywhere at least 18" from a defending unit. Scouts may be set up at least 18" from the enemy.
  • Who goes first? The defender goes first.
  • Length of Game. The battle lasts six game turns or until one player surrenders.
  • Special Rules. The defenders are expecting to die and so are immune to panic.
  • Victory Conditions. The battle is mismatched in points and so the victory conditions are also altered to fit. To determine which side may claim victory, calculate the defender's victory points as normal. If the defender's victory point total is more than their starting points value, it is a victory for the defenders. This is true even if the defenders are wiped out as they have slain enough of the enemy or held them up long enough to achieve glorious victory. If the defender's victory points total is less than half of its starting points value then the attackers win. Any other result is a draw.

Scenario: Battlefield Supremacy

Two armies clash intending to wrest total control of the battlefield from the foe. Claiming the battlefield is more important than casualties.

  • Armies. Both armies are chosen to an agreed total, using the Warhammer army lists.
  • Battlefield. Use the standard battlefield set-up or any mutually agreeable manner.
  • Deployment. Use the standard deployment.
  • Who goes first? Both players roll a dice and the player who rolls highest may choose to go first or second.
  • Length of Game. The battle lasts six game turns or until one side surrenders.
  • Victory Conditions. Normal victory points are NOT used in this scenario but instead the victor is determined as the army that claims more table quarters (as per the rule under victory points).
  • Alternatives. Territorial battles are a classic type of scenario. There are numerous simple options that can be used to refine your games - for example, replacing the board quarters with specific terrain items from your collection, such as hold the high ground (hills), claim a key road, or take the village. A special feature, if players choose to include one, could be treated as a tie-breaker in case of an equal number of claimed table quarters.

Scenario: Flank Attack

Thanks to superior tactics, scouting, or luck, one army begins the game in the advantageous position of outflanking its foe.

  • Armies. Both armies are chosen to an agreed total, using the Warhammer army lists. After armies have been chosen, players should agree or dice off to decide which side should be the attacker and which the defender.
  • Battlefield. Use the standard battlefield set-up or any mutually agreeable manner.
  • Deployment. 1) The defender may choose on which table side he will set up his forces and then deploys his entire army. 2) The attacker can then survey the battlefield and decide which (if any) of his units and/or characters will serve as his flanking force. 3) The attacker then sets up his entire non-flanking army on the opposite table edge from the defender. 4) Scouts may then be placed. If both sides have Scouts then the defender always places his first.
  • Who goes first. Both players roll a dice and the player who rolls highest may choose to go first or second.
  • Length of Game. The battle lasts six game turns or until one player surrenders.
  • Special Rules. At the start of the attacker's second turn he may roll to determine if the flanking force has arrived. On a roll of 4+ the flanking force turns up. If it does not turn up, roll again at the start of each subsequent turn, adding +1 to the dice roll for each roll after the first (so the flanking force will turn up on a roll of 3+ on the third turn, and so on). Once the attacker has made a successful arrival roll, some or all of the units in the flanking force may be moved onto the table along any appropriate board space (see Flanking Zones on the map). Units that turn up act exactly as units returning from pursuit off table. Different units in a flanking force do not have to arrive at the same time or on the same flanking zone. Units that are not brought immediately onto the table after a successful arrival roll may be brought on board from either flanking zone in any of the attacker's remaining turns; there is no need for further rolls.
  • Victory Conditions. Victory points are determined as normal with the lone exception that the defender gains double the victory points for any units of the attacker's flanking force that are destroyed. Note that to count as destroyed, units must be wiped out completely, be fleeing at the end of the game or have fled the table. All other victory points are as normal, so for instance, the defender will not gain double points for each enemy unit from the flanking force that is reduced to half strength.

Campaigns

A campaign is a series of battles linked by a story, a map or some other method. This can be as simple as two linked scenarios played in a row, or as complex as a sprawling map campaign that plots out grand scale troop movement and supply chains. Campaigns are a way to interweave battles so that each game has some knock-on effect to the next. In a simple campaign tree, the outcome of the first game (for example a "Warhammer Battle") determines which scenario is played next (e.g., "Flank Attack", "Battlefield Supremacy" or "Last Stand") and who defends in it.

Reference

Single Model Movement Chart

Where models are ranked into units, they follow the normal rules for unit movement, except for skirmishers, flyers and fast cavalry, which follow the rules detailed in their own sections. Single models move in two different ways, depending on their type:

  • As Monsters: No need to turn or wheel - can pivot on the spot with no penalty but behave like units in all other respects (90 degree arc of sight, pay penalties for difficult terrain/obstacles and have clear flanks and rear).
  • As Skirmishers: No need to turn or wheel, can pivot on the spot with no penalty, 360 degree arc of sight for charges, etc., no penalties for difficult terrain/obstacles, will line up to formed units charging them and not vice versa, and do not have front/flanks/rear until engaged in close combat.
Model typeMovement
Roughly man-sized, square 20/25 mm base, on footAs skirmishers
Up to and including Ogre-sized*, square 40/50 mm base, on footAs monsters
Monster (larger than Ogre-sized)**, any base/no baseAs monsters
Cavalry***, 25 x 50 mm baseAs monsters
ChariotsAs monsters (may not march)
Ridden monsters/chariotsAs monsters/chariots

* Includes Swarms, Chaos Spawn, etc. ** Includes Great Eagles, Stegadons, Giants, etc. *** Includes Chaos Hounds, Dire Wolves, etc.

Flyers. Units of flyers and flying cavalry move as skirmishers. They cannot fly inside woods even if they move as skirmishers. Single flying models follow the rules for their type on the chart (e.g., skirmishers, monsters, etc.), except they have a 20" flying move, as described in the Flyers section.

Last Man Standing

The last surviving model of a unit of infantry with a unit strength of 1 is treated in all respects like a skirmisher. The last surviving model of a unit of infantry with a unit strength of more than 1 or of a unit of cavalry is treated in all respects like a monster (except that characters may still join it to form a unit).

  • Characteristic Tests
  • Leadership Tests
  • Maximum Save
  • Ward Saves
  • Hits Inflicting Multiple Wounds
  • Removing Casualties (Shooting)
  • Fast Dice Rolling
  • 3234566NNNN
    42234566NNN
    522234566NN
    6222234566N
    72222234566
    82222223456
    92222222345
    102222222234
    33344445555
    43334444455
    53333444444
    63333344444
    73333334444
    83333334444
    93333333344
    103333333334
    8"
    As user
    Thrown weapon
    Throwing stars/knives6"As userThrown weapon
    Throwing axes6"As user +1Thrown weapon
    Handgun24"4Move-or-fire, armour piercing
    Pistol (single)8"4Armour piercing, always stand & shoot
    Brace of pistols8"4Armour piercing, always stand & shoot, 2 x multiple shots
    3
    -
    3
    -
    -
    3
    1
    -
    3
    -
    3
    -
    -
    4
    1
    -
    MV
    D
    D
    D
    300-449MSVMVMVDD
    450-599MSVSVMVMVD
    600-749MMSVSVMVMV
    750-899MMSVSVMVMV
    900-1,199MMMSVSVMV
    1,200-1,499MMMMSVSV
    1,500-1,799MMMMSVSV
    1,800-2,099MMMMMSV
    2,100-2,499MMMMMSV
    2,500+MMMMMM
    12The caster mispronounces one of the secret words of power binding the power of the spell, triggering an anomaly. The spell he attempted to cast is successful and counts as having been cast with irresistible force, but after this the caster forgets how to cast the spell and will not be able to cast it again during this battle.