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WHFB 9th Edition Rules Summary and Special Rules Ver. 1.9
WHFB 9th Edition Rules Summary and Special Rules Ver. 1.9
➢ Dispel 3 2+ 3+ 4+ 4+ 4+ 4+ 5+ 5+ 6+ 6+
➢ Spell Resolution 4 2+ 3+ 3+ 4+ 4+ 4+ 4+ 4+ 5+ 5+
➢ Next Spell 5 2+ 2+ 3+ 3+ 4+ 4+ 4+ 4+ 4+ 4+
6 2+ 2+ 3+ 3+ 3+ 4+ 4+ 4+ 4+ 4+
❖ Shooting Phase
7 2+ 2+ 2+ 3+ 3+ 3+ 4+ 4+ 4+ 4+
Work through each unit that wishes to shoot, one by one,
8 2+ 2+ 2+ 3+ 3+ 3+ 3+ 4+ 4+ 4+
following the steps below. 9 2+ 2+ 2+ 2+ 3+ 3+ 3+ 3+ 4+ 4+
➢ Nominate Unit to Shoot 10 2+ 2+ 2+ 2+ 3+ 3+ 3+ 3+ 3+ 4+
➢ Choose a Target
➢ Roll to Hit TO WOUND CHART
➢ Roll to Wound TARGET’S TOUGHNESS
1 2 3 4 5 6 7 8 9 10
➢ Take Saving Throws
1 4+ 5+ 6+ 6+ 6+ 6+ 6+ 6+ 6+ 6+
ATTACKER’ S STRENGTH
➢ Remove Casualties
2 3+ 4+ 5+ 6+ 6+ 6+ 6+ 6+ 6+ 6+
❖ Close Combat Phase 3 2+ 3+ 4+ 5+ 6+ 6+ 6+ 6+ 6+ 6+
The player whose turn it is decides which order to resolve 4 2+ 2+ 3+ 4+ 5+ 6+ 6+ 6+ 6+ 6+
close combats, each time following the steps below. 5 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+ 6+ 6+
➢ Fight a Round of Close Combat 6 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+ 6+
➢ Calculate Close Combat Result 7 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+
➢ Loser takes a Break Test 8 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+
➢ Flee and Pursue 9 2+ 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+
10 2+ 2+ 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+
*Fast Cavalry and Skirmishers only
ARMOR SAVES
MOVEMENT Armor Saving Throw Special Rules
No SS M≤6 & SS M7+ & SS Light armor +1/6+ -
Move M M M Medium armor +2/5+ -
March Mx2 Mx2 Mx2 Heavy armor +3/4+ -
Charge** M + 2D6* M + 2D6 M + 3D6* Full plate +4/3+ -
Barding +1/6+ -1 to Movement
Flee 2D6 3D6* 3D6
Shield +1/6+* Parry (6+)***
Pursue 2D6 3D6* 3D6 Buckler +1/6+** Parry (5+)***
M = Movement Characteristic, SS = Swiftstride (Special Rule) *No Saving Throw vs ranged attacks to the rear, additional +1 vs
* Drop lowest die roll ranged attacks to the front for Infantry
** Models that charged the same turn add +1 to their Initiative **No Saving Throw vs ranged attacks
***Only applies if used with hand weapon and on foot
VOLLEY FIRE
❖ Weapons with this rule allow the unit to fire with all ranks
within range as long as at least one model in the unit can
draw Line of Sight to the target. However, if they do so,
they suffer -1 To Hit. A unit cannot Volley Fire if it
moved earlier in the turn or as a Stand and Shoot
reaction. Volley Fire cannot be used if the target is within
half the weapon's maximum range.