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In this document you will find both new and updated rules, replacing both the general rules as well as
army specific rules. Before each chapter, a short description will tell you how to apply the chapter in
relation to the 8th edition rulebook.
To make the transition easier for old players, we have colour coded the most relevant changes (from
8th edition) in blue.
GENERAL PRINCIPLES
Replace/add the following sections to General Principles chapter of the rulebook. Keep all sections in
the rulebook not mentioned here.
LINE OF SIGHT
A model can trace line of sight to its target (point
or unit) if you can extend a straight line from the
front of its base directly to its target, without
going out of the unit's front arc, and without being
interrupted by blocking terrain or by the base of a
model which has larger height than both the unit
and its target. Models in back ranks always draw
Line of Sight as if they were in the front rank, in
the same file(s) they are in.
Figure 1. Front, side and rear arcs are defined
A unit is considered to have a Line of Sight to a
using a 135° angle with the unit's edges. The
target if one or more models in the unit has Line
centre of the unit is marked with a red cross.
of Sight.
MODELS AND UNITS the ability/spell). Recovering wounds can never
bring dead models back, and cannot (unless noted
In warhammer, 'models' are used to represent
otherwise) increase a model’s wound above his
warriors fighting a battle. Everything on the same
starting number (any access wounds are lost).
base is considered the same model (I.E. a dragon
and its rider, or a cannon and its three crewmen
are both considered a single model). Some models
are comprised of more than one part, such as a RAISE WOUNDS
knight and its horse or a warmachine and its crew. Some spells or abilities can raise wounds. Use the
Whenever a rule, ability, spell (and so on) affects rules for Recover Wounds with the following
such models, all parts of the model are affected. exceptions. Raising wounds can bring dead models
If the different parts of the same model can be hit back. First recover all lost wounds on models in the
separately (such as for a dragon and its rider), this unit (except characters), then bring models back in
is model is known as a multi-part-model. Unless the following order, champion, standard bearer,
noted otherwise, multi-part-models are treated as musician, rank-and-file. Each raised model must be
a single model. recovered to his starting wounds before another
model can be raised. This cannot (unless noted
All models are part of a unit. Units are either a otherwise) raise a unit’s number above its starting
group of models (arranged as described under number (any access wounds are lost).
'forming a unit') or they are single models
operating on their own. Whenever a rule, ability,
spell (and so on) affects a 'unit', all models of the SUMMONED UNITS
unit are affected. Summoned Units are units created during the game
as a result of a Spell or an Ability. All models of a
newly summoned unit must deployed within the
RECOVER WOUNDS range of the spell/ability, and at least 1" away from
Some spells or abilities can recover wounds lost other units and impassable terrain. If the (whole)
earlier in the battle. The amount of wounds unit cannot be deployed, then no models can be
recovered are noted in the ability (Recover [X] deployed (you may still apply the lore attribute if
Wounds). If a unit containing multiple models, applicable).
each model must recover all lost wounds before Once summoned, the newly created units operate
another model can recover wounds. Characters as a normal unit on the caster's side. Unless noted
inside units never recover wounds from an ability otherwise, summoned units are not worth any
recovering wounds to his unit (characters only victory points.
recovers wounds when they are the only target of
MAGIC
The following chapter completely replaces the Magic section (pages 28-37) in the rulebook.
If a casting roll is made with overwhelming power Remove PDU dice from the power pool.
(and the spell was not dispelled), the casting
wizard also suffers a miscast (after spell effects 10-12
and lore attribute have resolved). The caster's Wizard level is reduced by PDU-2, he
loses one spell for each level lost (starting with the
miscast spell, randomizing the rest).
Scout
A unit with the Scout special rule may elect not to
be deployed normally. After all units have been
deployed, any units with Scout that was not
deployed are said to be scouting. Scouting units
are set-up after all non-scouting units have been
deployed. They can either be deployed in your
deployment zone using the normal rules, or they
can be deployed outside the deployment zone, but
must be more than 12” away from any enemy
units. Scouting units deployed outside their
deployment zone may not declare chagres in the
first player turn. If both players have scouting
units, alternate deploying units (roll off for who
goes first)
WEAPONS
Replace/add the following sections to the Weapons chapter of the rulebook. Keep all sections in the
rulebook not mentioned here.
- Note from authors: Some models might lose/gain access to certain of the reworked weapons
Flail. Requires Two Hands. +2 Strength for the first Crossbow. Range 30”. Move or Fire. Strength 4
round of combat. Morning Stars are considered
Flails. Handgun. Range 24”. Move or Fire. Armour
Piercing. Strength 4
Great Weapon. Requires Two Hands. Always Strikes
Last. +2 Strength Pistol. Range 12”. Quick to Fire. Armour Piercing.
Strength 4. Counts as additional hand weapon in
Halberd. Requires Two Hands. +1 Strength. close combat.
Additional Hand Weapon/Two Hand Weapons. Brace of Pistols. Range 12”. Quick to Fire. Armour
Requires Two Hands. +1 Attack. Mounted models Piercing. Multiple Shots (2). Strength 4. Counts as
cannot use Additional Hand Weapons. additional hand weapon in close combat.
TERRAIN KEYWORDS (or his unit) is on the hill, and hard terrain if no
part of the target (or his unit) is on the hill.
BLOCKING TERRAIN
Elevated position: Models with more than half of
Line of Sight cannot be drawn through blocking
its base on a hill are considered large height.
terrain. Some blocking terrain allows models to
Charging downhill: Models initiating a charge
move in or on them (such as hills), Line of Sight
move with half or more of its footprint on a hill
can be drawn into or out of (but never through)
and ending the charge move with half or more of
such terrain pieces.
its footprint no longer on the hill receive a +1
If blocking terrain obscures a target, it is
combat resolution bonus during the same player
considered within hard terrain.
turn.
SOFT TERRAIN
Shooting models drawing line of sight through Soft
Terrain suffers from Soft Cover to hit penalties if FORESTS
half or more of target's footprint is obscured, see Cover: Forests are soft terrain.
shooting section. Movement: Forests are Dangerous Terrain for
Cavalry, Monstrous Cavalry, Chariots and units
HARD TERRAIN using the Fly Special Rule
Shooting models drawing line of sight through Hard Steadfast: Units with majority of their footprint in
Terrain suffers from Hard Cover (and Soft Cover) to a forest can never be steadfast unless they are
hit penalties if half or more of target's footprint is stubborn, skirmishers or lone infantry characters.
obscured, see shooting section. Skirmishers and lone infantry characters with
majority of their footprint in a forest are stubborn.
IMPASSABLE TERRAIN
Line of Sight: Impassable terrains are blocking BUILDINGS
terrain. Line of Sight: Buildings are blocking terrain.
Cover: Impassable terrain are hard terrain. Cover: Buildings are hard terrain.
Movement: Models cannot move into or through
Entering a building: Units comprised entirely of
impassable terrain. Unless making a charge move,
models can not move within 1" of impassable Infantry, Monstrous Infantry, Warbeasts, Monstrous
terrain. If a charge move has brought a model Beasts and Swarms may enter an empty building by
within 1" of impassable terrain, the model (and his getting into base contact with it in the Remaining
unit) is allowed to stay within 1" until they move Moves sub-phase. All the unit enters the building
outside 1".
and no model in the unit may move more than
three times its M attribute while doing so (measure
HILLS from the model’s starting position to the closest
Line of Sight: Hills are blocking terrain. point of the building).
Cover: If shooting at a target that is obscured by a Leaving a building: Units in a building may
hill, the hill is considered soft terrain for model abandon it in the Remaining Moves sub-phase, but
obscured from the shooter if any part of the target
cannot do so in the same turn it enters the
building. The unit is deployed with its back rank count as engaged and the assault will go on
touching the building and all models within twice in the next Close Combat phase.
their M attribute from the building. The unit may ● If the assaulting unit won, and the
not move anymore in this phase. defenders broke or were annihilated, the
Shooting from a building: Units shooting from a assaulting unit can chose to enter the
building count as Large Targets. No more than 15 building (if able) or be nudged back 1” and
models (5 in the case of Monstrous models) may reform. It may not pursue or overrun.
shoot from a building. ● If the defender unit won, the assaulting
Rest of movements: For any unit which is not unit is nudged back 1”. Both units are no
longer engaged.
entering, leaving, or assaulting a building,
buildings are treated exactly as impassable terrain.
Assaulting a building: Declaring and resolving FIELDS
charges against a unit in a building, is done in theCover: Fields are Soft Terrain for any unit with
same way as against a Warmachine, including that majority of their footprint inside, except Large
the charged unit cannot Flee! as a charge reaction. Targets.
Movement: Fields are Dangerous Terrain for
Mounts (of any kind) may not fight in the ensuing
Cavalry, Monstrous Cavalry, Chariots and units using
combat, and any fighting model will not benefit the Fly Special Rule
from Impact Hits, mounted or barding armour Easy to blaze: Any unit with majority of its
saves, Lances or Spears. Up to 10 models can fight footprint in a Field counts as Flammable
from each side (Monstrous models count as 3, and
Monsters count as 6), which are selected at the
RUINS
start of the combat round, first by the assaulting
Cover: Ruins are Hard Terrain for any unit with
player and then by the defending. Each model can majority of their footprint inside, except Large
allocate its attacks to any enemy model in the fray Targets.
(to whom it will count as in base contact), Movement: Ruins are Dangerous Terrain for any
provided that no more than 5 models allocate their unit except skirmishers. Cavalry, Monstrous Cavalry
and Chariots fail Dangerous Terrain tests in Ruins
attacks against a single enemy model. After the
with a 1 or a 2.
combat ends, calculate Combat Resolution as
usual, except that the unit in the building counts
as having no ranks for Combat Resolution or WATER
Steadfast purposes, and Banners (both Standards Cover: None
Movement: Units may not march in, through, or
and Army Banners) only count if the model was
out of Water terrain.
part of the initial fighting party chosen. After the
Disordered for combat: Units inside a Water
combat is resolved, there can be several feature (even if only partially) may never be
situations: Steadfast (unless stubborn) nor claim any Rank
● If the assaulting unit won, but the bonus.
defenders didn’t break, the assaulting unit
can choose to reform and be nudged back
1” from the building, or keep assaulting
the building, in which case both units will
WALL
Cover: A Wall is Hard Cover for any model which
has the majority of its front of base defending the
wall. If the shooter is in the flank or rear, use the
corresponding file or the last rank as the first rank
instead.
Movement: A Wall is Dangerous Terrain for Cavalry,
Monstrous Cavalry and Chariots.
Combat: Models defending a wall (see below) are
hit at -1 in Close Combat by units charging them in
the same facing that the wall is, for the first round
of combat of the charging unit.
Defending a Wall: In order to defend a wall, a
model must be aligned and in base contact with it.
SCORING AND VICTORY CONDITIONS
Replace the section Victory Conditions under Fighting a Warhammer Battle (including subsections).
Notwithstanding Scenarios (note from Authors, scenarios will be released in later version of the 9th
age), at the end of each game add up your Victory Points (VP) according to the rules below:
● Dead or fled: For each enemy unit killed or which has fled the battlefield, you gain a number
of VP equal to its value in points
● Scared: For each enemy unit fleeing on the battlefield at the end of the game, you gain a
number of VP equal to half its value in points (rounding up)
● Decimated: For each enemy unit at or below 25% of its starting wound count at the end of the
game, you gain a number of VP equal to half its value in points (rounding up). Characters are
counted separately from units they have joined, but Ridden Monsters count as a single unit
composed by two parts: Ridder and Monster
● Their King is dead: If the enemy General was killed or fled the battlefield, you gain 100 VP
● Their flag is down: If the enemy BSB was killed in combat or broke from combat, you gain 100
VP
● Seized standards: For each enemy unit’s standard model killed in combat or which broken from
combat, you gain 25 VP
CHOOSING YOUR ARMY
The following chapter completely replaces the Choosing Your Army section (pages 132-135) in the
rulebook.
When composing your army, some rules must be followed to ensure that the result is a coherent force.
Armies can be taken from any Warhammer: Armies book and from the Legion of Azgorh Army List from
the Thamurkan Book by Forgeworld, with the modifications that appear on the Army section at the end
of this document.
Aside from this, there are other requirements that you must pay attention to when building your army
● The size of a battle is determined by the points limit on the armies. Each unit you add to your
army list has a points value. When adding up the points value of all your units, this total can
never exceed the determined points limit. Sometimes it’s not possible to reach the exact
agreed upon points limit, and you are therefore allowed to be slightly below (no more than 20
pt) the limit.
● Every army must nominate one of its characters as the General. This implies that it must have
at least one character who is able to be the General of the army.
● There are some One of a kind units or characters (for example, all special named characters
are Unique). Unique units or characters can only be taken once per army, regardless of it being
otherwise Core, Special, Rare, Hero or Lord. Its points still count towards the relevant category
● Units size differ greatly. While there are many rabbles made up of many many models, other
elite units have much lower numbers. To represent this, no unit (including any upgrades,
command, equipment…) may cost more than 450 points. Characters are not affected by this
rule.
-Note from authors, 450 points limit will be removed once all armies have been updated
● Sometimes on the battlefield the armies that clash are much bigger than usual. Armies of 4000
points or more are considered Grand Armies. All limits for the number of repeated units and
characters are doubled for this kind of armies. This includes (non-character) Unique units,
which can be taken up to 2 times in a Grand Army.
● Sometimes on the battlefield the armies that clash are much smaller than usual. Armies of less
than 1500 points are considered Warbands. All limits for the number of repeated units and
characters are halved (rounding up) for this kind of armies.
● Some units have a special repetition allowance to be taken more times than what their
category would otherwise them allow to. In such cases, the regular limits change to the
relevant limit stated.
COMMON MAGIC ITEMS
These replace all magic items given on pages 173-177 of the rulebook. Only the actual items are
replaced, not the rules for who can use and how to use the different types of magic items.
○ Soulrender 20pts
Type: Great weapon
Attacks made with this weapon have
Armour Piercing
MAGIC ARMOUR TALISMANS
○ Armour of Destiny 50pts ○ Talisman of Preservation 50pts
Type: Heavy Armour. Wearer has a 4+ ward Wearer has 4+ Ward Save.
save.
○ Obsidian Lodestone 45pts
○ Trickster's Helm 35pts Wearer has Magic Resistance (3).
Type: None (6+ armour save). Successful to
wound rolls against the wearer must be ○ Sprout of Rebirth 25pts
rerolled. Wearer has regeneration (5+)
MAGICAL BANNERS
○ Razor Standard 45pts
Unit has Armour Piercing