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WARHAMMER FANTASY BATTLE 9TH EDITION RULES SUMMARY

PLAYER TURN Shooting Modifiers


❖ Movement Phase ❖ Moving and Shooting -1
Under normal circumstances, each unit can act in just one of ❖ Standing and Shooting -1
the following sub-phases. ❖ Target Behind Soft/Hard Cover -1/-2
➢ Start of Turn ❖ Target has Skirmishers special rule -1
➢ Charge ❖ Target is a lone model with US 2 or less -1
▪ Reactions ❖ Firing Multiple Shots -1
• Hold ❖ Firing Volley Fire -1
• Flee ❖ Firing at Point-Blank Range (4”) +1
• Stand and Shoot
• Fire and Flee* LINE OF SIGHT
➢ Compulsory Moves ❖ For a model to have line of sight to another, you must be
▪ Rally fleeing units able to trace an unblocked line from the front arc of its
▪ Move fleeing units base to the base of the target. However, models can see
➢ Remaining Moves and be seen behind models or terrain with a lower US.
▪ Reinforcements
TO HIT CHART
❖ Magic Phase TARGET’S WS
Roll for Winds of Magic, then follow the steps below until the 1 2 3 4 5 6 7 8 9 10
player cannot, or does not with to cast more spells. 1 4+ 4+ 5+ 5+ 6+ 6+ 6+ 6+ 6+ 6+
➢ Cast 2 3+ 4+ 4+ 4+ 5+ 5+ 6+ 6+ 6+ 6+
ATTACKER’ S WS

➢ 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

SHOOTING Armor Save Modifiers


To Hit Strength 4 5 6 7 8 9 10
BS 1 2 3 4 5 6 7 8 9 10 Modifier* -1 -2 -3 -4 -5 -6 -7
To Hit 6 5 4 3 2 1 0 -1 -2 -3 *Additional modifier equal to Armor Piercing (x) special rule.

Based on the work of Mathias Eliasson


By Antti Sinivuori, ver. 1.81
COMBAT RESULT POINTS Spell types
❖ Wounds Inflicted +1 each Direct Magic Magical
Augment Hex
damage Missile Vortex
❖ Charge +1 Forward arc Y Y N N Y
❖ Extra Ranks +1 each, up to +3 Line of Sight N Y N N N
❖ Flank Attack +1 per flank Target into
N N Y Y n/a
combat
❖ Rear Attack +2 Target out of
❖ Outnumber +1 combat Y N Y Y n/a
❖ High Ground +1 Targets allies N N Y N n/a
Targets
❖ Standard Bearer +1 per Standard enemies Y Y N Y n/a
❖ Battle Standard Bearer +1
❖ Overkill in Challenge +1 each, up to +3 Miscast Table
Steadfast ❖ Roll 1d6, adding +1 for each dice used to cast the spell
❖ A steadfast unit takes its Break test on its unmodified Roll Result
Leadership. 1-3 Loss of Power
The Wizard cannot attempt to cast further spells this
To count as steadfast, a unit must fulfil the conditions
phase.
below: 4 Lost Concentration
➢ Higher Unit Strength than the enemy The opposing player may immediately cast any one of his
➢ Unit Strength of at least 10 own spells of the same casting difficulty rating or less. No
casting roll is required – the spell is automatically cast – but
➢ At least one full rank (not counting the first one) 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
PANIC needs to beat the basic casting value of the spell to dispel it.
5 Magical Feedback
A unit immediately takes a Panic test when:
The Wizard and every model on the same side within 12"
❖ A unit suffers 25% casualties that can channel/generate power or dispel dice suffer a
❖ A friendly unit with US 10+ is destroyed within 6” Strength 4 hit as a result of the magical backlash. The
❖ A friendly unit with US 10+ fails a Break test within 6” Wizard cannot attempt to cast further spells this phase.
6 Power Drain
❖ A friendly unit with US 10+ flees through a unit The casting player loses D3 dice from the power pool.
Inspiring Presence 7 Detonation
❖ A unit within 12”* of your General can use the General’s The Wizard and all models in base contact with him suffer
a Strength 10 hit.
Leadership instead of their own.
8 Amnesia
Hold Your Ground! The caster forgets how to cast the spell and will not be able
❖ A unit within 12”* of your Battle Standard Bearer can to cast it again during this battle.
reroll failed Panic and Break tests. ** 9 Calamitous Detonation
Centre the small round template over the Wizard – every
*18” if General or Battle Standard Bearer has US5+ model underneath the template suffers a Strength 10 hit
**Unless the General or Battle Standard Bearer is fleeing (including the foolish Wizard – they do not benefit from
Look Out Sir! in this case).
MAGIC 10 Daemonic Possession
The caster suffers one Strength 10 hit and loses a Wizard
Generating Power and Dispel Dice level and their highest levelled spell. If the caster reaches
❖ Roll 2D6 for Winds of Magic Level 0, he stops counting as a Wizard for all purposes and
➢ +2D6 for each 2000 points after 2000 points therefore will not be able to use any arcane magic items he
is carrying (see the Magic Items section).
❖ Power Pool = total result 11 Dimensional Cascade
❖ Dispel Pool = highest dice result Centre the large round template over the Wizard – every
❖ Channel with dice equal to total level of wizards in your model underneath the template (including the hapless
Wizard – they do not benefit from Look Out Sir! in this
army, gaining one power die for each result of 5-6, or one
case) suffers a Strength 10 hit.
dispel die for each result of 6. 12 Damned by Chaos
Casting + The Wizard is annihilated and immediately removed as a
❖ If the casting total equals or exceeds the spell’s casting casualty, regardless of any protective magic item or special
rule they might have.
value, it is cast.
❖ If a 6 is rolled, you must roll a free additional die.
Bound Spells
❖ If the total dice roll is less than 3, the spell fails and the ❖ Bound spells never benefit from casting modifiers the
Wizard can’t cast more spells this Magic Phase. user has. Additionally, failing to cast a bound spell
❖ If two or more 1s are rolled, the spell is miscast, never breaks a wizard's concentration.
regardless of success or failure. ❖ When casting a bound spell from a magic item, you
Dispelling may add 1 free power die to the casting roll, but you
must use at least one die from the power pool. If a
❖ If the dispel total equals or exceeds the casting total, the
miscast is rolled, do not roll on the Miscast table, but
spell is dispelled. the item cannot be used again during the game.
❖ If a 6 is rolled, you may roll a free additional die. ❖ Innate bound spells are cast as normal. If a miscast is
❖ If the total dice roll is less than 3, the dispel fails and the rolled, do not roll on the Miscast table, but the wizard
Wizard can’t dispel more spells this Magic Phase. cannot cast further bound spells during this phase.

Based on the work of Mathias Eliasson


By Antti Sinivuori, ver. 1.81
REFORMING
Type When Ld Test COMMAND GROUP
Normal Reform Before moving No Champion
Test after ❖ Removed as the last model in the unit as casualty.
Swift Reform making a normal No*
Reform ❖ Follow me! A unit accompanied by a champion may re-
Combat Reform After passing roll failed rolls to march due to nearby enemies, reform
Yes** and restraining from pursuit.
after loss Break test
Combat Reform After enemy has Standard Bearer
No
after win/draw passed Break test ❖ Removed as the second last model in the unit as casualty.
Restrain and After enemy has ❖ Follow the Flag! A unit accompanied by a standard
Yes
Reform fled from combat bearer gains +1 to their combat resolution.
Restrain and After wiping out
No Musician
Reform all enemies
*Requires a Musician, cannot change formation, only pivot ❖ Removed as the third last model in the unit as casualty.
** Test is modified by the amount the fight was lost by ❖ Stand Fast! A unit accompanied by a musician in its front
rank wins any drawn close combat by 1, unless the
TROOP TYPES opposing side has a musician also, in which case the close
Rank Supporting
Width Attacks
US Special Rules combat remains a draw.
Infantry 5 1 1 - ❖ Form on Me! A fleeing unit accompanied a musician may
Expendable, re-roll its Leadership test whenever it attempts to rally.
War Beasts 5 1 1
Swiftstride ❖ Swift Reform. A unit accompanied by a musician may
Impact Hits (1), perform a Swift Reform in the Remaining Moves phase.
Cavalry 5 1* 2
Swiftstride ➢ The unit can pivot without changing formation,
Monstrous
3 3 3 Fear, Swiftstride make a normal move and fire weapons counting as
Infantry
having moved normally.
Monstrous
3 3 3 Fear, Swiftstride
Beasts
Monstrous Fear, Impact Hits MISFIRE CHARTS
3 3* 3
Cavalry (1), Swiftstride Stone Thrower
Stomp, D6 Result
Monsters*** n/a n/a **
Swiftstride, Terror 1-2 Destroyed! The war machine is destroyed.
Impact Hits (D6), 3-4 Malfunction. The war machine suffers a wound with
Chariot 3 - **
Swiftstride no armor saves and cannot fire this turn or the next.
Expendable, 5-6 May not shoot. The war machine cannot shoot this
**
Swarms 3 1 Skirmishers, turn.
**
Unstable,
Note: War Machines count as having US1 for LoS purposes Black Powder
*The mount does not make supporting attacks D6 Result
**Starting number of wounds, +1 for each rider, only +1 if 1-2 Destroyed! The war machine is destroyed.
Ridden Monster for LoS purposes 3-4 Disabled. The war machine cannot fire this turn or
the next.
***Character mounted on a Monster fails armor saves on
5-6 May not shoot. The war machine cannot shoot this
both 1 and 2 always turn.
**** Swarms are US 3, but considered US 0 for Line of Sight
ALLIES
VICTORY CONDITIONS Bound by
Trusted Suspicious Desperate
Unit Condition Points Blood
General’s
50% of points Inspiring Yes No No No
Decimated Unit at half strength
cost Presence
Unit at over half 50% of points Battle
Broken Standard’s
strength but fleeing cost Hold Your Yes No No No
Unit at half strength 75% of points Ground
Shattered
and fleeing cost Join allied
Yes No No No
units
Unit dead or fled 100% of points
Dead or Fled Cause Panic
Yes Yes Yes No
from the battle cost tests in allies
Character at half 50% of points Friendly for
Wounded purposes of Yes Yes No No
wounds cost
magic
The King is 100 additional
General killed Dangerous
Dead points Terrain
25 additional tests fleeing No No No Yes
through
Unit standard bearer points for unit allies
Seized or battle standard standards, 100
Standards bearer killed in additional points
combat for battle
standard

Based on the work of Mathias Eliasson


By Antti Sinivuori, ver. 1.81
Dangerous Terrain
WEAPONS ❖ When a model moves into or through an area of
Close Combat Weapons dangerous terrain, it is called upon to take a Dangerous
Name Range Strength Special Rules Terrain test – roll aD6. If a 1 is rolled, the model suffers
Hand Weapon Combat - -
a wound with no armor saves allowed.
Polearm Combat +1 Requires two Hands
Great Weapon Combat +1 Requires two Hands, ❖ Cavalry, monstrous cavalry, chariots and shrines treat all
Strength Bonus (1), terrain other than open ground as being dangerous
-2 Initiative terrain, as described above. A chariot or shrine that fails a
Flail Combat As User Requires two Hands,
Dangerous Terrain test suffers D6 Wounds instead of 1.
Strength Bonus (2)
Spear (Infantry) Combat As User Fight in Extra Ranks Hills
(1), Strength Bonus ❖ Hills are treated as Open Ground.
(1)*, +1 Initiative* ❖ For LoS purposes, a hill counts as Unit Strength 3 for
Pike Combat As User Fight in Extra Ranks
(3), Strength Bonus each 'level' it has. Models standing on top of a hill level
(1)*, +3 Initiative* add +3 to their Unit Strength for Line of Sight purposes.
Spear (Cavalty) Combat As User Strength Bonus (1)**, Hills grant the High Ground combat resolution bonus.
+1 Initiative** Forests
Lance (Cavalry) Combat As User Strength Bonus (2)**,
+2 Initiative** ❖ For Line of Sight purposes, a forest up to 5" in height
Additional Combat As User Requires two Hands, counts as Unit Strength 5. Forests taller than 5" counts as
Hand Weapon Parry (6+) Unit Strength 10. Models in or behind forests cannot see
*Only applies in turns the model is charged to its front.. Strength or be seen through it if there is more than 5" of forest
Bonus only applies against WB, Ca, MI, MB, MC, Ch and Mo
between them and the enemy.
**Only applies in turns that the model charges, and only against the
unit they charged. ❖ If a cavalry, monstrous cavalry or chariot model moves
Ranged Weapons through a forest, it must take a Dangerous Terrain test.
Name Range Strength Special Rules ❖ Models with the Fly special rule that begin or end a flying
Short Bow 18” 3 Multiple Shots (2)*, move in a forest must take a Dangerous Terrain test.
Volley Fire ❖ Forests provide Soft Cover.
Bow 24” 3 Multiple Shots (2)*,
Volley Fire ❖ A unit with the majority of its models fighting in a forest
Longbow 30” 3 Multiple Shots (2)*, can never gain rank bonus.
Volley Fire Rivers
Crossbow 30” 4 Move or Fire
❖ A unit at least partially in a river can never march or gain
Blowpipe 12” 1 Multiple Shots (2),
Quick to Fire, rank bonus.
Poisoned Attacks ❖ Potential bridges are treated as Open Ground.
Handgun 24” 4 Move or Fire, Armor Marshlands
Piercing (1)
Pistol 12” 4 Quick to Fire,
❖ A unit at least partially within marshland suffers a -1
Armour Piercing (1), penalty to its Movement value. Marshland is dangerous
+1 Attack**, terrain for all units, other than those with the Skirmish
Multiple Shots (2)*** special rule. Cavalry, monstrous cavalry and chariots that
Javelin 12” As User Armour Piercing (1),
Quick to Fire, enter marshland fail their Dangerous Terrain tests on a 1
Volley Fire or 2, rather than a 1.
Throwing 8” As User Multiple Shots (2), Obstacles
Weapon Quick to Fire
❖ If a cavalry, monstrous cavalry, chariot or shrine model
Throwing Axes 6” As Quick to Fire
User+1 moves over an obstacle, or charges an enemy on the
Sling 18” 3 Armour Piercing (1), other side of an obstacle, it must take a Dangerous
Multiple Shots (2)* Terrain test. In addition, models attacking a unit behind
*Only applies in turns the model has not moved. Cannot be used to
an obstacle lose all charging bonuses.
Stand and Shoot.
**Requires Two Hands to use.
❖ For LoS purposes, an obstacle counts as Unit Strength 0.
***Requires a brace of pistols, which Requires two Hands. When shooting at a model that is behind an obstacle and
in base contact with it, the target model counts as in
TERRAIN cover. Firing models that are in base contact with an
Open Ground obstacle may ignore it for the purposes of line of sight
❖ Any terrain not specifically classed as something else is to ❖ Measure any charge distance to a defended obstacle,
be treated as open ground. rather than the enemy unit defending it.
Impassable Terrain ➢ Fences and Hedges
❖ Units cannot voluntarily deploy in, enter, move or cross Grants soft cover to units behind them, and a -1 To
through impassable terrain. Hit modifier to charging models in base contact.
❖ Units can flee through impassable terrain, but take ➢ Walls
Dangerous Terrain tests if they do so. Grants hard cover to units behind them, and a -1 To
❖ For Line of Sight purposes, impassable terrain over 5" in Hit modifier to charging models in base contact.
height counts as Unit Strength 10. ❖ War Machines count as obstacles in close combat.

Based on the work of Mathias Eliasson


By Antti Sinivuori, ver. 1.81
SPECIAL RULES

ALWAYS STRIKE FIRST ❖ Ignores Armor Saves


❖ Models with this special rule always strike first in close Some attacks are able to bypass armour saves completely,
combat, regardless of Initiative. If a model with this rule is most notably war machines and certain types of magic
fighting an enemy with the same ability, the model with spells. If a model has this rule, no armour saves may be
the higher Initiative will strike first. taken at all, unless otherwise noted. Ward saves may be
In addition, if the model's Initiative is higher than their taken as normal.
enemy's when it is their turn to attack, they can re-roll
failed To Hit. AQUATIC
❖ Models with the Aquatic special rule can move within any
ALWAYS STRIKE LAST area of water on the battlefield, including rivers and even
❖ A model with this special rule always strikes last in close deep water that players may have deemed impassable to
combat, regardless of Initiative. If a model with this rule is other models, as if it were open ground. However, they
fighting an enemy with the same ability, the model with are still subject to any special effects that specific terrain
the higher Initiative will strike first. If a model has both may have (e.g. we don't exempt Aquatic models from the
this rule and Always Strikes First, the two cancel out and dangers of marshes).
neither applies so use the model's Initiative. In addition, models with this special rule can march,
In addition, if the model's Initiative is lower than their claim rank bonus and be steadfast even when in water.
enemy's when it is their turn to attack, they must re-roll Furthermore, if every model in a unit has the Aquatic
successful To Hit roll special rule, and the majority of the unit is within water
terrain, enemies shooting at that unit suffer an additional -
AMBUSHERS 1 To Hit penalty.
❖ A unit with the Ambushers rule can choose to not deploy
at the start of the battle. Instead, from Turn 2 onwards, BREATH WEAPON
the controlling player rolls a dice at the start of their turn ❖ A model with a Breath Weapon can use it to make a
for each unit of their Ambushers that have yet to arrive. special attack once per shooting or close combat phase. A
On a 1 or 2, the Ambushers have been delayed – roll for model with two or more different Breath Weapons must
them again next turn. On a 3 or more, the unit of choose which one they want to use. The form that this
Ambushers arrives, and will enter the board during the special attack takes depends on whether or not the
Remaining Moves sub-phase. If the Ambushers do not creature is in close combat. In the event that a model has
turn up for the entire game, they are are treated as having more than one Breath Weapon attack, it is permitted to
fled the battle for the purposes of determining the victor. attempt to use only one in a single turn.
Arriving Ambushers enter the battlefield from any point After each Breath Weapon has been used the first time,
on any battlefield edge, and move on using the rules for roll a D6 before attempting to use it again in later rounds.
reinforcements. On 4+, it may be used as normal. On a 1- 3, the model is
In addition, for every Core unit that deploys as literally out of breath, and cannot use its Breath Weapon
Ambushers in your army, you are required to include at this round. It may choose to attack normally in close
least one other Core Unit that does not deploy using the combat instead.
Ambushers rule. Note that Breath Weapons are not physical attacks, and
certain models may be Immune to the effects of some
ANIMATED CONSTRUCT Breath Weapons. However, all Breath weapons have the
❖ Animated Constructs have the Unbreakable and Ignore Cover special rule.
Immunity (Poisoned Attacks) special rules (explained ❖ Ranged Breath Weapon Attack
later in this chapter). However, they may not march, or Provided the model is not in close combat, it can use its
choose Flee as a charge reaction (though they may use Breath Weapon during its Shooting phase. A Breath
Fire and Flee as described under Fast Cavalry as normal). Weapon shooting attack can be made even if the model
marched or reformed during the same turn, but it
ARMOR PIERCING (*) cannot be used as a Stand and Shoot charge reaction.
❖ Wounds caused in close combat by a model with this Breath Weapon attacks use the Flame Template.
special rule (or who is attacking with a weapon that has ❖ Melee Breath Weapon Attack
this special rule) inflict a further negative armour save If the model with this special rule is in close combat, it
modifier as indicated by the number in the brackets, in can use the Breath Weapon instead of using its normal
addition to those for Strength. If a model has a weapon attacks. A model that makes a breath weapon attack in
with the Armour Piercing rule, only attacks made or shots this way inflicts 2D6 automatic hits (resolved like
fired with the weapon are Armour Piercing. This rule is shooting) on a single enemy unit in base contact
cumulative with other sources of Armour Piercing.

Based on the work of Mathias Eliasson


By Antti Sinivuori, ver. 1.81
DEVASTATING CHARGE Movement phase. The unit is also free to shoot as normal
❖ Models with this special rule have +1 Attack during a turn (but always counts as having moved). Note that if the flee
in which they charge into combat. move of the Fast Cavalry does not take them beyond the
charge reach of their enemies, the unit suffers casualties
ETHEREAL as normal.
❖ Ethereal creatures treat all terrain as open terrain for the ❖ Fire on the March
purposes of movement. They may not finish their Cavalry armed with missile weapons are expert at
movement inside impassable terrain. They are also never shooting from horseback and can therefore shoot during
slowed by any special rule, spell or item that would a turn in which they marched or reformed (providing
otherwise reduce their movement or stop them from their weapon doesn't have the Move or Fire special rule).
moving completely. However, the normal -1 To Hit penalty for moving and
Models with this special rule have both the Magical shooting still applies.
Attacks and Unstable special rules. Ethereal models can ❖ Armor Saves
only be wounded by spells, magical attacks and magic Cavalry with an armour save better than 5+ and/or
weapons or effects. Ethereal creatures block line of sight barding cannot use the Fast Cavalry special rule.
normally and cannot see through anything that would
block the line of sight of normal units. Characters that are FEAR
not themselves Ethereal are not permitted to join units ❖ Units in base contact with one or more models that cause
that are. Fear suffer -1 to their Leadership characteristic (including
units that are Steadfast). If the majority of the models in a
EXPENDABLE unit cause Fear, they also gain the Immunity (Fear)
❖ Models with this special rule do not cause Panic to special rule.
friendly units that are not Expendable themselves.
Character may not join a unit with this rule, unless FIGHT IN EXTRA RANKS (*)
specified. ❖ If a unit has this special rule then supporting attacks can
❖ For every Core unit with the Expendable special rule in be made by one more rank than normal for each number
your army, you are required to include at least one other indicated in the bracket, on a turn in which the unit did
Core Unit without the Expendable rule. not charge. This rule is cumulative with other sources of
Fight in Extra Ranks.
FAST CAVALRY
❖ Vanguard FLAMING ATTACKS
Fast Cavalry are inevitably at the forefront of any advance ❖ Models with Flaming Attacks cause Fear in War Beasts,
– Fast Cavalry automatically have the Vanguard Cavalry, Chariots and Flammable creatures. Any Panic
deployment special rule. test taken by any of these Troop Types from a Flaming
❖ Free Reform Shooting Attack suffer -1 to their Leadership when taking
Unless it charges, a Fast Cavalry unit is allowed to reform the test.
twice during its move without losing any Movement; once Unless otherwise stated, a model with this special rule has
before they move, and at the end of their move. The unit both Flaming shooting and close combat attacks (though
may do this even if it marches, provided that no model any spells cast by the model are unaffected, as are any
ends up moving a number of inches higher than double attacks made with magic weapons they might be
its Movement value. wielding).
❖ Characters
If a Fast Cavalry unit is joined by a non-cavalry character FLAMMABLE
or a Cavalry character with an armour save higher than ❖ If a model with the Flammable rule is attacked with a
5+, the unit loses the rule until the character leaves. Flaming Attack, all failed To Wound rolls made by the
❖ Fire & Flee attackers may be re-rolled.
A unit of Fast Cavalry armed with missile weapons can
choose Fire and Flee as a charge reaction. If they choose FLY
to do so, the unit will first fire upon the target following ❖ All flyers have the Swiftstride and Skirmishers special
the rules for Stand & Shoot. After this, the unit makes a rules.
flee move. However, they may not use their Swiftstride ❖ Moving Flyers
special rule if they do so, and the normal -1 To Hit In Warhammer, flight is represented by a swoop or glide
penalty for moving and shooting still applies. of up to 10", flyers beginning and ending their movement
❖ Feigned Flight on the ground. Note that any equipment or special
A unit of Fast Cavalry that chooses Flee or Fire & Flee as rules that affect the model's regular Movement will
a charge reaction do not cause Panic from fleeing through also affect its Fly move, unless specified.
friendly units and automatically rally in its next Units made up entirely of models that can fly can move
Compulsory Movement Phase. In addition, it is then also or charge normally on the ground, using their Movement
free to move during the remaining moves part of the value, or instead choose to fly. A unit that flies can move

Based on the work of Mathias Eliasson


By Antti Sinivuori, ver. 1.81
over other units and terrain, treating the entire move as a unit would gain Hatred in a round of close combat after
taking place over open ground. It may not finish the the first for any reason, treat this as the first round of
move on top of another unit or in impassable terrain. If a combat for this purpose.
model has the Large Target special rule they are able to
draw a line of sight over intervening units and make a HIDDEN
flying charge over the intervening unit. A unit that makes ❖ Hidden models can choose to deploy ‘hidden’ within
a flying charge uses the glide move of 10" as its Movement another friendly ranked unit, either the unit it belongs to
characteristic, using the Swiftstride rule. or in other separate units – make a note of which unit is
❖ Flying March concealing the hidden model(s).
A unit that is flying can march as normal, doubling its A hidden model is not placed on the table during
flying move to 20", representing a particularly long swoop deployment, but is revealed later during the game. If the
or glide. concealing unit is wiped out or flees from the battlefield
❖ Flee and Pursue before the hidden model is revealed, the hidden model
Flyers always move on the ground when attempting to counts as a casualty. There is no other way a hidden
flee or pursue – there simply is no time for them to take model can be harmed before they are revealed.
off properly.. Hidden models may be revealed at the beginning of any
❖ Hover of your Movement phases, or at the start of any Close
Models with the Hover special rule follow all the rules for Combat phase. Declare that the unit contains a hidden
Flyers, with the following exceptions: they only move 5" model and place the model in the front rank of that unit,
(10" when marching) and do not have the Swiftstride displacing models as you normally would if a character
special rule when charging. had joined the unit.
A model with this special rule cannot be your army
FRENZY General. Furthermore, other units can never use their
❖ To represent their fighting fury and lack of self- Leadership value.
preservation instincts, Frenzied troops gain +1 Attack and
the Immunity (Psychology) special rule. ICE ATTACKS
❖ Berserker Rage ❖ Models with the Ice Attacks special rule cause all models
A unit that includes one or more Frenzied models can in base contact with them to be subject to the Always
only choose Hold or Stand & Shoot as a charge reaction. Strikes Last special rule. Spells or missile attacks that are
If, during the Charge sub-phase, a unit that includes one Ice Attacks cause the enemy to be subject to the Always
or more Frenzied models could declare a charge, then it Strikes Last special rule until the start of your next turn if
must do so unless a Leadership test is passed. If the they are successfully cast or Hit. Models with Ice Attacks
Leadership test is failed, the Frenzied unit must declare a have Immunity (Ice Attacks).
charge against the nearest viable enemy. A unit that Unless otherwise stated, a model with this special rule has
includes one or more Frenzied models cannot choose to Ice Attacks for both shooting and close combat. Any
restrain pursuit if it beats a foe in close combat. It will spells cast by the model are unaffected, as are any attacks
either pursue or overrun made with magic weapons they might be wielding,
Note that if the enemy is wiped out in combat but the whether they be shooting or close combat attacks.
Frenzied unit did not charge that turn (or if the combat
was the result of a pursuit or overrun charge in the same IMMUNITY (*)
turn), then the Frenzied unit will reform as normal as it ❖ Models with the Immunity rule ignore the effects of the
has no other choice of action. rule(s) in the brackets. Note that in most of these cases,
❖ Losing Frenzy the model only ignores the effects of the rule itself, the
Unlike other special rules, Frenzy can be lost as the game physical attack still cause damage as normal. Note that
goes on. Models retain their Frenzy for the entire game unless clearly specified, all attacks are considered to be
unless beaten in combat, at which point the enemy have physical attacks.
succeeded in knocking them into a less fanatical state and Immunity can also include Panic, Fear and Terror. If the
the Frenzy is lost. majority of the models in a unit have the Immunity
(Panic, Fear or Terror) rule, the unit ignores the effects of
HATRED Panic, Fear or Terror and any such tests it would
❖ A model striking a hated foe in close combat re-rolls all otherwise had to take.
failed To Hit rolls during the first round of combat – the Models that are Immune to all three above effects have
rest of the combat is fought normally. Sometimes a the Immunity (Psychology) rule. This also includes
model will only Hate a specific foe. Where this is the automatically passing any Psychology tests they might
case, the type of foe will be expressed in the special rule. need to take. However, they may never choose Flee! as a
In the case an enemy hates a certain faction, they have the charge reaction (though they may still use Feigned
Hatred rule against all models from that army book. In Flight or Fire & Flee). Pride, or a sluggish acceptance of
addition, they must also re-roll successful rolls to restrain the situation, prevents them from doing so.
from pursuit against enemies they have Hatred against. If

Based on the work of Mathias Eliasson


By Antti Sinivuori, ver. 1.81
IGNORES COVER Any spells cast by the model are unaffected, as are any
❖ If a model's shooting attacks have the Ignores Cover attacks made with magic weapons they might be wielding,
special rule, they ignore To Hit penalties imposed by soft whether they be shooting or close combat attacks.
cover, hard cover and obstacles (other To Hit penalties
apply as normal). LOREMASTER
❖ A Wizard with the Loremaster special rule knows all the
IMPACT HITS (*) available spells from their chosen lore (limited by their
❖ The number of Impact Hits caused is shown in brackets Wizard level as normal). The lore in question is normally
after the special rule. If a creature is granted two sets of given in brackets as part of the Loremaster special rule.
Impact Hits, use the highest set, rather than a total before
rolling. If a unit contains more than one model that MAGICAL ATTACKS
inflicts a random amount of Impact Hits, roll separately ❖ All attacks made by spells and magic items are
for each model. considered to be magical attacks, as are all attacks that are
Impact Hits are only made on the turn the model makes specifically noted as being magical attacks. Shots fired
a successful charge, and only against the unit the model from magical items are also considered to be magical
has charged. Impact Hits are resolved at the very attacks, unless their description specifically states
beginning of the close combat, before challenges are otherwise. Hits inflicted by rolls on the Miscast table are
issued and attacks of any other kind are made. They hit a treated as magical attacks. Note that spells are never
unit in base contact and are randomised as Automatic considered to be physical attacks.
Hits. If the model is in base contact with more than one
unit, randomise the Impact Hits between them as evenly MAGIC RESISTANCE (*)
as possible. If the model with Impact Hits is not in base ❖ A model with Magic Resistance gains a bonus to dispel
contact with the enemy, no Impact Hits are inflicted. enemy spells directly targeting it (not including templates
Impact Hits roll to wound using the Strength of the that are placed on top of it) as well as its Ward saves
model making the Impact Hits. Any armour saves taken against damage caused by spells. This bonus is based on
are done using the close combat value of the armour, and the number shown in brackets after the Magic Resistance
Parry saves may not be taken. Any Wounds caused by special rule. Magic resistance can even give a Ward save
Impact Hits are counted towards combat resolution. to models that do not have one at all.
Unless specified, any special rules that apply to the If a character with Magic Resistance joins a unit, all
model’s normal attacks do not apply to its Impact Hits. models in the unit benefit from the Magic Resistance as
long as they are part of the unit. If a model has two sets of
KILLING BLOW Magic Resistance, the two do not combine, but uses the
❖ If a model with the Killing Blow special rule rolls an highest value.
unmodified 6 to wound in close combat, they
automatically slay their opponent. Armour saves and MIXED UNIT
Regeneration saves cannot be taken against a Killing ❖ A Mixed Unit most often consists of two different Troop
Blow. Ward saves may be taken as normal. Killing Blow Types, with one or more handlers. The handler(s) may
is only effective against Infantry, Cavalry and War beasts. be deployed in the rear rank of the unit. Mixed Units
Against Monstrous Infantry, Monstrous Cavalry and cannot be joined by characters, unless specified.
Monsters, a successful Killing Blow only inflicts one If a Mixed unit is required to take a characteristic test, this
Wound which Ignores Armour saves and Regeneration. is done using the characteristics of the unit itself, not the
Against other troop types, it has no effect. handlers. The only exception is Leadership tests, which
Note that if a Killing Blow attack wounds automatically, are taken using the unit’s highest Leadership value.
then the Killing Blow special rule does not come into When the models in a unit with the Mixed Unit special
play. Unless otherwise specified, Killing Blow applies rule have different Movement allowances, the handlers
only to close combat attacks. For the purposes of combat Movement value is ignored, unless they are the only
resolution, successful Killing Blows score the same models remaining. Any special rules that the unit might
amount of Wounds as the slain model had remaining have do not apply to the Handlers unless specified –
until the point of the Killing Blow was inflicted. ignore the handlers completely in those cases.
❖ Heroic Killing Blow As long as the unit (but not the handlers) have a unit
Heroic Killing Blow functions exactly like a normal strength of 5 or more, any missile hits are resolved against
Killing Blow, except it works on any Troop type except the unit itself. At less than unit strength 5, there is a
for Swarms. chance that any handlers in the unit could be hit – the
controlling player decides who is hit, but must allocate
LIGHTNING ATTACKS one hit on each model before they can add a second hit
❖ Lightning have the Ignores Armour saves special rule on a model; they must allocate two hits on each model
against all armour types except Natural Armour. before they can allocate a third, and so on. Hits from
Unless otherwise stated, a model with this special rule has templates are resolved against the handlers as normal. In
Lightning Attacks for both shooting and close combat.

Based on the work of Mathias Eliasson


By Antti Sinivuori, ver. 1.81
close combat, the handlers can only be attacked by normally be too close for such a charge reaction to be
models who are in base contact with them. declared.
Furthermore, Quick to Fire weapons may be used once
MOVE OR FIRE per turn when declaring a charge (unless they are also
❖ A weapon with the Move or Fire special rule cannot be Move or Fire), immediately after the enemy unit has
fired in the Shooting phase if the model moved earlier in declared their charge reaction (but before moving any
the turn, including rallying, reforming and pivoting on the units). If the enemy unit chose to Stand & Shoot or Fire
spot (except for Lone Models, who can pivot and fire in & Flee, both units will fire at the same time. Quick to Fire
the same turn). This even applies if the model in question weapons can be used this way even if the unit starts its
was forced to move as the result of a spell or other such charge outside their weapons' maximum range – the
compulsory action. Mounted models with Move or Fire shooting is resolved normally assuming the enemy is just
weapons may still move and fire, but they will suffer an within maximum range of the shooting unit's shortest-
additional -1 To Hit if they do so, unless specified. ranged weapon. If the charge fails, for whatever reason,
we assume that the chargers closed to within the weapons'
MULTIPLE SHOTS (*) maximum range first. Any shots fired in this manner
❖ A weapon with this special rule enables its wielder to fire suffer a -1 To Hit penalty.
several shots at a time, rather than a single shot. The
number of shots the weapon can fire will normally be RANDOM ATTACKS (*)
given as part of its description. Such weapons can either ❖ Models with the Random Attacks special rule do not
fire once without penalty, or as many times as indicated in have a normal number for their Attacks characteristic, but
their rules with an additional -1 To Hit. War Machines rather a dice roll. Each time a model with this special rule
with this special rule do not suffer the -1 To Hit for firing comes to strike blows, roll the indicated dice, adding any
Multiple Shots. modifiers shown, to determine the number of attacks that
All models in the unit (excluding characters) must fire the model will make, then roll to hit as normal. If a unit
either single or Multiple Shots – the player cannot choose contains more than one model with this special rule,
to fire Multiple Shots with only some. always roll separately for each model.

MULTIPLE WOUNDS (*) RANDOM MOVEMENT (*)


❖ Each unsaved wound inflicted by an attack with the ❖ Models with the Random Movement special rule do not
Multiple Wounds special rule is multiplied. The exact have a normal Movement characteristic, but rather a dice
number of wounds caused is shown in brackets as part of roll. This is the distance they move, charge, pursue,
the special rule. Where the number of Multiple Wounds overrun and flee – they cannot march. If a model has the
is generated by a dice roll, roll a dice separately for each Random Movement and Swiftstride special rules, then
unsaved wound and use the total of all the dice rolled for the Swiftstride special rule is not used. Note that certain
the final number of wounds inflicted. Random Movement rolls can result in the model having a
Movement value higher than 10 – this is an exception to
NATURAL ARMOR (*) the usual maximum.
❖ Models with this special rule have an armor save even Models with Random Movement cannot declare charges,
without any equipment. The degree of the armor save will and are always moved in the Compulsory Moves sub-
be stated in the relevant Warhammer Armies book. phase. When the model moves, first pivot it about its
Natural Armor can be combined with other armor as centre to face the direction in which you wish it to travel.
normal, including other sources of Natural Armor. Then, roll the dice shown in the model's profile. Finally,
move the model directly forwards a number of inches
POISONED ATTACKS equal to the total rolled by the dice. No other pivots can
❖ A model with the Poisoned Attacks special rule gets a +1 be made.
modifier to any To Wound rolls. Armor saves are There's a chance that the model's peculiar movement will
modified by the Strength of the attack as normal. cause it to come into contact with an enemy, so measure
Unless otherwise stated, a model with this special rule has the distance in a straight line before the model is moved.
both Poisoned shooting and close combat attacks. Any If the move is found to take the unit’s front arc into
spells cast by the model are unaffected, as are any attacks contact with an enemy, then it counts as charging, and this
made with magic weapons they might be wielding, is resolved using the normal rules for charges and using
whether they be shooting or close combat attacks. the distance rolled as its charge range. Charge reactions
cannot be declared against enemies with the Random
QUICK TO FIRE Movement special rule.
❖ Quick to Fire weapons do not suffer the usual -1 To Hit If the random move brings the unit to within 1" of a
penalty for moving and shooting. In addition, Quick to friendly unit or impassable terrain, it stops immediately
Fire weapons can always be used to Stand and Shoot and cannot move further during that Movement phase. If
against a charging enemy, even if that enemy would two or more models in a unit have the Random

Based on the work of Mathias Eliasson


By Antti Sinivuori, ver. 1.81
Movement special rule, pivot the unit about its centre, ❖ Vanguard
then roll the dice only once. Skirmishers are inevitably at the forefront of any advance
If models in the unit have a different Random Movement – Skirmishers (except models with the Fly special rule)
value, use the slowest for the entire unit. have the Vanguard deployment special rule.
A Random Move counts as a ‘normal’ move for triggering ❖ Skirmishers and Charging
a Dangerous Terrain test, unless the model is making a If skirmishers declare a charge, or a charge reaction that
charge, pursuit or flee move, in which case it counts as a does not involve fleeing, they tighten their loose
move of the appropriate type. formation into a 'normal' formation after the charge
distance is rolled and the chargers are moved. This
REGENERATION (*) happens 'for free' when both units move into base
❖ A model with the Regeneration special rule is permitted a contact. The unit immediately forms up in base contact
special regenerate saving throw, indicated by the number around the centermost model in the front rank that is
in the brackets, after it has failed any Armor or Ward also in base contact with the enemy. The number of
saves it may have. ranks, files and the formation's facing do not alter as the
If the save is passed, the wound is ignored. However, any Skirmishers tighten up. If the Skirmishers are not in base
Wounds caused against a model with Regeneration still contact with an enemy in the Remaining Moves sub-
counts towards Combat Resolution, regardless of whether phase, the controlling player must move them apart back
it has been saved or not. This rule is cumulative with to their loose formation.
other sources of Regeneration, to a maximum of 4+. ❖ Free Reform
Regeneration may not be used against Flaming Attacks, Unless charging, a skirmishing unit is allowed to reform
successful Killing Blows, including Heroic Killing Blow, twice during its move; once before they move, and at the
or wounds caused due the unit being Unstable. end of their move. The unit may do this even if it
marches.
REQUIRES TWO HANDS ❖ Fire & Flee
❖ If a weapon requires two hands to use, it is not possible A unit of Skirmishers armed with missile weapons can
for a model to use a shield or buckler alongside it in close choose Fire and Flee as a charge reaction. If they choose
combat. Do note that a shield can still be used against to do so, the unit will first fire upon the target following
wounds caused by shooting or magic. the rules for Stand & Shoot. After this, the unit makes a
flee move. However, they may not use the Swiftstride
SCOUTS special rule if they do so, and the normal -1 To Hit
❖ Scouts are set up after all other non-Scout units from penalty for moving and shooting still applies
both armies have been deployed, and do not count ❖ Feigned Flight
toward determining who finished deploying their army A unit of Skirmishers that chooses Flee as a charge
first. They can be set up either in their controlling player's reaction do not cause Panic from fleeing through friendly
deployment zone as normal, or anywhere on the units and automatically rally in its next Compulsory
battlefield more than 12" away from the enemy. If Movement Phase. In addition, it is then also free to move
deployed in this second way, Scouts cannot declare a during the remaining moves part of the Movement phase.
charge in the first turn if their side goes first. The unit is also free to shoot as normal (but always
If both players' armies contain Scouts, players should roll counts as having moved). Note that if the flee move of the
off. The players then alternate deploying their scouting Skirmishers do not take them beyond the charge reach of
units one at a time, starting with the player who won. their enemies, the unit suffers casualties as normal.
❖ Fire on the March
SKIRMISHERS Skirmishers can shoot even if they marched or reformed
❖ Skirmish Formation earlier in the turn (providing their weapon doesn't have
Skirmishers are deployed in a 'loose' formation, where the Move or Fire special rule). However, the normal -1
the models are not placed in base contact, but are To Hit penalty for moving and shooting still applies.
positioned roughly 1/2" apart. The only difference is that ❖ Light Troops
the models are slightly spaced out. All Skirmishers in a All shots aimed at a unit of Skirmishers suffer an
unit do not count as blocking each other’s Line of Sight, additional -1 To Hit penalty. Skirmishers always count as
meaning that ranks past the second can fire too. In having zero ranks, and therefore cannot claim a rank
addition, Skirmishers may be fielded in formations of less bonus, be steadfast, or disrupt an enemy with a flank or
than five models wide, as long as they do not have more rear attack – they make supporting attacks as normal,
ranks than files. however.
When moving Skirmishers, you should measure from the ❖ Characters
location of each model before it moves and place it A character model that joins a unit of Skirmishers gains
anywhere within its Movement allowance, except when the Skirmisher special rule as long as they stay with the
there is a unit or impassable terrain in the way, the unit. Characters may only join Skirmishers with the
distance moved must include the distance required to same Troop Type as them.
move around these obstacles.

Based on the work of Mathias Eliasson


By Antti Sinivuori, ver. 1.81
SLOW TO FIRE Movement phase. If the test is passed, the unit will act
❖ Weapons with the Slow to Fire special rule cannot be normally this turn.
used to Stand and Shoot. If the test is failed, it moves directly forwards using the
Random Movement (D6) special rule. The Stupid unit
SNIPER cannot take any further action that turn, so cannot declare
❖ A model with the Sniper special rule can make a special charges or make a shooting attack. However, a unit that
Sniper shot instead of shooting normally (though it can has failed a Stupidity test can still be forced to move, or
be used in combination with the Multiple Shots rule as perform any other action, by a spell, or other special
normal). A Sniper shot suffers an additional -1 To Hit rule/magic item.
penalty, in addition to any other modifiers, but can be Until they pass the Stupidity test again, models that have
aimed with great precision. Unless making a Stand and failed their Stupidity test have the Immunity (Psychology)
Shoot charge reaction, a model making a Sniper shot can and Random Movement (D6) special rule. They cannot
shoot at a different target from the one chosen by their choose to do a combat reform or choose any other
unit. A hit from a Sniper shot is not distributed in the charge reaction except Hold. In addition, Wizards cannot
same manner as other shooting attacks. The Sniper can attempt to cast or channel power dice or dispel dice.
shoot at any model they can see, including characters
within a unit. "Look out Sir!" cannot be used. SWIFTSTRIDE
❖ When charging, units entirely made of models with the
STOMP Swiftstride special rule and Movement 7 or higher roll
❖ A model with this special rule can make a Stomp in 3D6 and discard the lowest dice roll. When fleeing or
addition to its other close combat attacks (including pursuing, they roll 3D6.
Breath Weapons). A Stomp has the Always Strikes Last When charging, units entirely made of models with the
special rule, and inflicts D6 (or D3 against lone Infantry Swiftstride special rule and Movement 6 or lower roll
models and skirmishers) automatic hits, at the model's 2D6, and add the result to their Movement value. When
Strength, on one enemy Infantry, War Beasts or Swarm fleeing or pursuing, they roll 3D6, and discard the lowest
unit in base contact with the model. result.
Unless specified, any special rules that apply to the Swiftstride has no effect on models with a Movement
model’s normal attacks do not apply to its Stomps. value lower than 4.

STRENGTH BONUS (*) TERROR


❖ Models with this special rule gain a Strength bonus to all ❖ Models that cause Terror also cause Fear, but with a -2
their close combat attacks (including Impact Hits and Leadership characteristic penalty rather than -1. In
Stomps) equal to the number in the brackets in the first addition, fear-causing models treat Terror-causing
round of each new close combat they are involved in. monsters as causing Fear, rather than Terror – this is an
Note that any attack made with a weapon that gives exception to the rule that makes Fear-causing creatures
Strength Bonus only applies to attacks made with the immune to Fear. Terror- causing models have the
weapon itself. This rule is cumulative with other sources Immunity (Fear/Terror) special rule.
of Strength Bonus. ❖ Run for Your Lives!
If a Terror-causing creature declares a charge, the target
STRIDER unit must immediately take a Panic test. If the test is
❖ Models with the Strider special rule are rare – normally, passed, the unit can declare charge reactions normally. If
they will have a subset of Strider, such as Forest Strider or the test is failed, the unit must make a Flee! charge
Marsh Strider and the rule only applies in terrain of the reaction. Note that, if the target unit is not allowed to take
specified type. Models with the Strider rule treat that any charge reaction then the target does not take this test.
piece of terrain as open ground for the purposes of If a unit wishes to declare a charge against an enemy that
Movement, meaning they ignore any Movement penalties causes Terror, it must take a test to overcome its terror
or Dangerous Terrain tests otherwise caused by it. Note first. If the test is failed, it may not declare the charge
that they still follow the rules for that terrain type in terms against the Terror-causing unit, but may choose to
of combat. declare a charge against another unit following the rules
for Redirecting a Charge. If the test is passed, the unit
STUBBORN may declare the charge as normal.
❖ If the majority of the models in a unit are Stubborn, the
unit is always Steadfast, whether or not they have a higher UNBREAKABLE
Unit Strength than their enemy or are disrupted. ❖ Models with this special rule have the Immunity
(Psychology) special rule and pass Break tests
STUPIDITY automatically. Characters that are Unbreakable may only
❖ Provided that they are not engaged in close combat, a join units that are also Unbreakable, and characters that
unit that contains one or more models with the Stupidity are not Unbreakable are not permitted to join units that
special rule must take a Leadership test at the start of its are Unbreakable.

Based on the work of Mathias Eliasson


By Antti Sinivuori, ver. 1.81
UNDEAD WARD SAVE (*)
❖ All units with the Undead special rule have the Animated Some models have a special save called a Ward save.
Construct, Fear, and Unstable special rules. The value of a ward save will always be shown in a
❖ Tomb Kings model's entry in the relevant Warhammer Armies book.
…However, they may make march moves if they are These work in the same way as armor saves, and may be
joined by a character with the My Will Be Done or combined with other types of Ward saves as normal. The
Sworn Bodyguard special rule. difference between ward saves and armor saves is that
❖ Vampire Counts ward saves are never modified by the Strength of the
…However, they may make march moves if they are attack. However, no model may have a Ward save better
within 12" of the army General or within 6" of a Wizard than 4+ by combining multiple Ward saves; single Ward
with the Lore of Necromancy. saves with a better value than 4+ are always specified as
such.
UNSTABLE If a model has both an armor save and a Ward save, the
❖ Unstable units are Unbreakable, and suffer one extra model takes its armor save as normal, and if the armor
Wound for every point they have lost of the round of save is failed, then the model takes its Ward save.
combat by, with no saves of any kind permitted against ❖ Parry
these wounds. If an Unstable unit would normally be Models with this rule gain a Ward save (*) in close
eligible to be Steadfast, they instead suffer 1 less Wound combat. It cannot be used against attacks made against
than they would normally do. If an Unstable unit also the model's flank or rear, nor can it be used against
contains Unstable characters, the controlling player first attacks that Hit automatically, attacks that are made at
allocates wounds to the unit, then divides any remaining double the model's own Strength value, nor can it be used
wounds (if any) as equally as possible amongst the by mounted models, unless specified.
characters. ❖ Dodge
Models with this rule gain a Ward save (*) against attacks
VANGUARD in its front arc (including templates, Stomps and Impact
❖ After both sides have deployed all their other forces Hits). This cannot be used against Magical Attacks that
(including Scouts), but before the roll to see who gets the Hit automatically, or that have the Always Strikes First
first turn is made, units with the Vanguard special rule special rule, nor can it be used if the model is subject to
can immediately make a move up to 6" (12" in the case of the Always Strikes Last special rule. Finally, Dodge
Cavalry) but are affected by terrain as normal. This cannot be used by mounted models, unless specified.
cannot be used to move the Vanguard troops within 12"
of the enemy. A Vanguard move does not count as
moving for the purpose of shooting in the first turn.
If both players' armies contain Vanguard troops, players
should roll off. The players then alternate moving their
Vanguard units one at a time, starting with the player who
won the roll-off.
Units that have made a Vanguard move cannot declare a
charge in the first turn if their army goes first. This also
includes charging in the Magic phase.
If a character is deployed as part of a unit with the
Vanguard special rule, that unit can still make its
Vanguard move if the character in question has the
Vanguard special rule or is a model on foot. Otherwise
the character’s presence prevents the unit from using
Vanguard.

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.

Based on the work of Mathias Eliasson


By Antti Sinivuori, ver. 1.81

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