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WARHAMMER FANTASY BATTLE 9TH EDITION RULES SUMMARY – v.2.

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

 Next Spell 3 2+ 3+ 4+ 4+ 4+ 4+ 5+ 5+ 6+ 6+
 Shooting Phase 4 2+ 3+ 3+ 4+ 4+ 4+ 4+ 4+ 5+ 5+
5 2+ 2+ 3+ 3+ 4+ 4+ 4+ 4+ 4+ 4+
Work through each unit that wishes to shoot, one by one,
6 2+ 2+ 3+ 3+ 3+ 4+ 4+ 4+ 4+ 4+
following the steps below.
7 2+ 2+ 2+ 3+ 3+ 3+ 4+ 4+ 4+ 4+
 Nominate Unit to Shoot 8 2+ 2+ 2+ 3+ 3+ 3+ 3+ 4+ 4+ 4+
 Choose a Target 9 2+ 2+ 2+ 2+ 3+ 3+ 3+ 3+ 4+ 4+
 Roll to Hit 10 2+ 2+ 2+ 2+ 3+ 3+ 3+ 3+ 3+ 4+
 Roll to Wound
 Take Saving Throws TO WOUND CHART
 Remove Casualties TARGET’S TOUGHNESS
1 2 3 4 5 6 7 8 9 10
 Close Combat Phase
1 4+ 5+ 6+ 6+ 6+ 6+ 6+ 6+ 6+ 6+
ATTACKER’S STRENGTH

The player whose turn it is decides which order to resolve 3+ 4+ 5+ 6+ 6+ 6+ 6+ 6+ 6+ 6+


2
close combats, each time following the steps below. 3 2+ 3+ 4+ 5+ 6+ 6+ 6+ 6+ 6+ 6+
 Fight a Round of Close Combat 4 2+ 2+ 3+ 4+ 5+ 6+ 6+ 6+ 6+ 6+
 Calculate Close Combat Result 5 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+ 6+ 6+
 Loser takes a Break Test 6 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+ 6+
 Flee and Pursue 7 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+
*Fast Cavalry only 8 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+
9 2+ 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+
**Units at 25% of their starting strength halve Ld when rallying
10 2+ 2+ 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+

MOVEMENT
ARMOR SAVES
No SS M≤6 & SS M7+ & SS Armor Saving Throw Special Rules
Normal Move M M M Light armor +1/6+ -
March Mx2 Mx2 Mx2 Medium armor +2/5+ -
Charge** M + 2D6* M + 2D6 M + 3D6* Heavy armor +3/4+ -
Failed Charge 2D6* 2D6 3D6* Full plate +4/3+ -
Flee 2D6 3D6* 3D6 Barding +1/6+ -1 M
Shield +1/6+* Parry (6+)***
Pursue 2D6 3D6* 3D6 Buckler +1/6+** Parry (6+)***
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
**Charging models gain +1 Initiative for next combat round **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 *Plus any modifier equal to Armor Piercing (x) special rule.

Based on the work of Mathias Eliasson


By Antti Sinivuori, v.2.1
COMBAT RESULT POINTS Spell types
 Wounds Inflicted +1 each Direct Magic
Augment Hex
Magical
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. To count as steadfast, a unit must fulfil these 2-3 Loss of Power
The Wizard cannot attempt to cast further spells this phase.
conditions: Higher Unit Strength than the enemy, Unit
4 Lost Concentration
Strength of at least 10, At least one full rank (not counting The opposing player may immediately cast any one of his own
the first one), an must not be Disrupted. spells of the same casting difficulty rating or less. 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
PANIC power dice in the same way as dispel dice). He needs to beat
A unit immediately takes a Panic test when: the basic casting value of the spell to dispel it.
 A unit suffers 25% casualties 5 Magical Feedback
 A friendly unit that started the phase with US 10+ is The Wizard and every model on the same side within 12" that
can channel/generate power or dispel dice suffer a Strength 4
destroyed within 6”, fails a Break test within 6”, or flees hit as a result of the magical backlash. The Wizard cannot
through a unit. attempt to cast further spells this phase.
Inspiring Presence 6 Power Drain
The casting player loses D3 dice from the power pool.
 A unit within 12”* of your General can use the General’s
7 Detonation
Leadership instead of their own. ** The Wizard and all models in base contact with him suffer a
Hold Your Ground! Strength 10 hit.
 A unit within 12”* of your Battle Standard Bearer can 8 Amnesia
The caster forgets how to cast the spell and will not be able to
reroll failed Panic and Break tests. ** cast it again during this battle.
*+6” if General or Battle Standard Bearer has LoS value 5+ 9 Calamitous Detonation
**Unless the General or Battle Standard Bearer is fleeing Centre the small round template over the Wizard – every
model underneath the template suffers a Strength 10 hit
(including the foolish Wizard – they do not benefit from Look
MAGIC Out Sir! in this case).
Generating Power and Dispel Dice 10 Daemonic Possession
 Roll 2D6 for Winds of Magic The caster suffers one Strength 10 hit and loses a Wizard level
and their highest levelled spell. If the caster reaches Level 0,
 +2D6 for each 2000 points after 2000 points he stops counting as a Wizard for all purposes and therefore
 Power Pool = total result will not be able to use any arcane magic items he is carrying
 Dispel Pool = highest dice result (see the Magic Items section).
11 Dimensional Cascade
 Channel with dice equal to total level of wizards in your
Centre the large round template over the Wizard – every
army, gaining one power die for each result of 5-6, or one model underneath the template (including the hapless Wizard
dispel die for each result of 6. – they do not benefit from Look Out Sir! in this case) suffers a
Casting Strength 10 hit.
12 Damned by Chaos
 If the casting total equals or exceeds the spell’s casting + The Wizard is annihilated and immediately removed as a
value, it is cast. casualty, regardless of any protective magic item or special rule
 If a 6 is rolled, you must roll a free additional die.* they might have.
 If the total dice roll is less than 3, the spell fails and the
Wizard can’t cast more spells this Magic Phase. Bound Spells
 Bound spells never benefit from casting modifiers the
 If two or more 1s are rolled, the spell is miscast,
user has. Additionally, failing to cast a bound spell
regardless of success or failure. never breaks a wizard's concentration.
 Maximum of +5 casting bonus.  When casting a bound spell from a magic item, you
Dispelling may add 1 free power die to the casting roll, but you
 If the dispel total equals or exceeds the casting total, the must use at least one die from the power pool. If a
spell is dispelled. miscast is rolled, do not roll on the Miscast table, but
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.
 Maximum of +5 dispel bonus.
*6s rolled on these additional dice do not count.

Based on the work of Mathias Eliasson


By Antti Sinivuori, v.2.1
REFORMING COMMAND GROUP
Type When Ld Test Champion
Normal Reform Before moving No  Removed as the last model in the unit as casualty.
Swift Reform Before moving No  Follow me! A unit accompanied by a champion may re-
Combat Reform After passing
Yes** roll failed rolls to march due to nearby enemies, reform
after loss Break test
Combat Reform After enemy has and restraining from pursuit.
No Standard Bearer
after win/draw passed Break test
Restrain and After enemy has  Removed as the second last model in the unit as casualty.
Yes
Reform fled from combat  Follow the Flag! A unit accompanied by a standard
Restrain and After wiping out bearer gains +1 to their combat resolution.
No
Reform all enemies Musician
*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
TROOP TYPES rank wins any drawn close combat by 1, unless the
Rank Supporting US /
Special Rules opposing side has a musician also, in which case the close
Width Attacks LOS
combat remains a draw.
Infantry 5 1 1/1 -
Expendable,  Form on Me! A fleeing unit accompanied a musician may
War Beasts 5 1 1/1 re-roll its Leadership test whenever it attempts to rally.
Swiftstride
Impact Hits (1),  Swift Reform. A unit accompanied by a musician may
Cavalry 5 1** 2/2
Swiftstride perform a Swift Reform in the Remaining Moves phase.
Monstrous  The unit can pivot without changing formation,
3 3 3/2 Fear, Swiftstride
Infantry make a normal move and fire weapons counting as
Monstrous having moved normally.
3 3 3/2 Fear, Swiftstride
Beasts
Fear, Impact
Monstrous MISFIRE CHARTS
3 3** 4/3 Hits (1),
Cavalry Stone Thrower
Swiftstride
Stomp, D6 Result
Monsters n/a n/a X/5 Swiftstride, 1 Destroyed! The war machine is destroyed.
Terror 2-3 Malfunction. The war machine suffers a wound with
Impact Hits no armor saves and cannot fire this turn or the next.
Chariot 3 - X/2 4-6 May not shoot. The war machine cannot shoot this
(D6), Swiftstride
Expendable, turn.
Swarms** 3 1 3/0 Skirmishers,
Unstable, Black Powder
*The mount does not make supporting attacks D6 Result
**Swarms hit by a template attack suffer D6 hits rather than 1 1-2 Destroyed! The war machine is destroyed.
X = Starting number of wounds, +1 for each additional crew 3-4 Disabled. The war machine cannot fire this turn or
the next.
and/or mount
5-6 May not shoot. The war machine cannot shoot this
Note: War Machines have LoS value 1, and US equal to their turn.
current number of crew. Enemies charging a War Machine
lose all charge bonuses (including bonus from special rules). MINIMUM UNITS
 An army must always include at least one unit per 500
VICTORY CONDITIONS points and above played in addition to any characters.
Unit Condition Points
50% of points
Decimated Unit at half strength ALLIES
cost Bound by
Unit at over half 50% of points Trusted Suspicious Desperate
Blood
Broken
strength but fleeing cost General’s
Unit at half strength 75% of points Inspiring Yes No No No
Shattered Presence
and fleeing cost Battle
Unit dead or fled 100% of points Standard’s
Yes No No No
Dead or Fled Hold Your
from the battle cost
Ground
Character at half 50% of points Join allied
Wounded Yes No No No
wounds cost units
The King is 100 additional Cause Panic
General killed tests in allies Yes Yes Yes No
Dead points
Friendly for
25 additional purposes of Yes Yes No No
Unit standard bearer points for unit magic
Seized or battle standard standards, 100 Dangerous
Terrain tests
Standards bearer killed in additional points fleeing No No No Yes
combat for battle through
standard allies

Based on the work of Mathias Eliasson


By Antti Sinivuori, v.2.1
WEAPONS Dangerous Terrain
Close Combat Weapons  When a model marches, charges, flees, overruns or
Name Range Strength Special Rules pursues into or through an area of dangerous terrain, it
Hand Weapon Combat - -
must take a Dangerous Terrain test – roll aD6. If a 1 is
Polearm Combat +1 Requires two Hands
Great Weapon Combat +1 Requires two Hands, rolled, the model suffers a wound with no armor saves.
Strength Bonus (1),  Cavalry, monstrous cavalry, chariots and shrines treat all
-2 Initiative terrain other than open ground as being dangerous
Flail Combat As User Requires two Hands,
terrain, as described above. A chariot or shrine that fails a
Strength Bonus (2)
Spear (Infantry) Combat As User Fight in Extra Ranks Dangerous Terrain test suffers D6 Wounds instead of 1.
(1), Strength Bonus Hills
(1)*, +1 Initiative*  Hills are treated as Open Ground.
Pike Combat As User Fight in Extra Ranks
(3), Strength Bonus  Hills have LoS value of 2 for each 'level' it has. Models
(1)*, +3 Initiative* standing on top of a hill level add +2 to their LoS value.
Spear (Cavalty) Combat As User Strength Bonus (1)**,  If your unit charged and the majority of the models in the
+1 Initiative** unit began the turn uphill from the enemy unit(s) that
Lance (Cavalry) Combat As User Strength Bonus (2)**,
+2 Initiative** were charged, you receive the High Ground combat
Additional Combat As User Requires two Hands, resolution bonus.
Hand Weapon Parry (6+) Forests
*Only applies in turns the model is charged to its front.. Strength  Forests have LoS value of 5. Models in or behind forests
Bonus only applies against WB, Ca, MI, MB, MC, Ch and Mo
cannot see or be seen through it if there is more than 5"
**Only applies in turns that the model charges, and only against the
unit they charged. of forest between them and the enemy.
Ranged Weapons  Cavalry, monstrous cavalry and chariot models treat
Name Range Strength Special Rules forest as Dangerous Terrain.
Short Bow 18” 3 Multiple Shots (2)*,  Models with the Fly special rule that begin or end a flying
Volley Fire move in a forest must take a Dangerous Terrain test.
Bow 24” 3 Multiple Shots (2)*,
Volley Fire  Forests provide Soft Cover.
Longbow 30” 3 Multiple Shots (2)*,  A unit with the majority of its models fighting in a forest
Volley Fire can never gain rank bonus.
Crossbow 30” 4 Move or Fire
Rivers
Blowpipe 12” 1 Multiple Shots (2),
Quick to Fire,  Rivers can’t be marched through.
Poisoned Attacks  A unit at least partially in a river can never march or gain
Handgun 24” 4 Move or Fire, Armor rank bonus in combat.
Piercing (1)
Pistol 12” 4 Quick to Fire,
 Potential bridges are treated as Open Ground.
Armour Piercing (1), Marshlands
+1 Attack**,  A unit at least partially within marshland suffers a -1
Multiple Shots (2)*** penalty to its Movement value. Marshland is dangerous
Javelin 12” As User Armour Piercing (1),
Quick to Fire, terrain for all units, other than those with the Skirmish
Volley Fire special rule. Cavalry, monstrous cavalry and chariots that
Throwing 8” As User Multiple Shots (2), enter marshland fail their Dangerous Terrain tests on a 1
Weapon Quick to Fire
or 2, rather than a 1.
Throwing Axes 6” As Quick to Fire
User+1 Obstacles
Sling 18” 3 Armour Piercing (1),  Cavalry, monstrous cavalry, chariot and shrine models
Multiple Shots (2)* treat obstacles as Dangerous Terrain. In addition, models
*Only applies in turns the model has not moved. Cannot be used to
attacking a unit behind an obstacle lose all charge
Stand and Shoot.
**Requires Two Hands to use.
bonuses (including bonus from special rules).
***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.
 Any terrain with no specified LoS value is open ground  Fences and Hedges
for LoS purposes. Grants soft cover to units behind them, and a -1 To
Impassable Terrain Hit modifier to charging models in base contact.
 Units cannot voluntarily deploy in, enter, move or cross  Walls
through impassable terrain. Grants hard cover to units behind them, and a -1 To
 Units can flee through impassable terrain, but take Hit modifier to charging models in base contact.
Dangerous Terrain tests if they do so.
 Impassable Terrain has a LoS value of 5.

Based on the work of Mathias Eliasson


By Antti Sinivuori, v.2.1
SPECIAL RULES

ALWAYS STRIKE FIRST AQUATIC


 Models with this special rule always strike first in close  Models with the Aquatic special rule can move within any
combat, regardless of Initiative. If a model with this rule is area of water on the battlefield, including rivers and even
fighting an enemy with the same ability, the model with deep water that players may have deemed impassable to
the higher Initiative will strike first. other models, as if it were open ground. However, they
In addition, if the model's Initiative is higher than their are still subject to any special effects that specific terrain
enemy's when it is their turn to attack, they can re-roll may have (e.g. we don't exempt Aquatic models from the
failed To Hit. dangers of marshes).
In addition, models with this special rule can march,
ALWAYS STRIKE LAST claim rank bonus and be steadfast even when in water.
 A model with this special rule always strikes last in close Furthermore, if every model in a unit has the Aquatic
combat, regardless of Initiative. If a model with this rule is special rule, and the majority of the unit is within water
fighting an enemy with the same ability, the model with terrain, enemies shooting at that unit suffer an additional -
the higher Initiative will strike first. If a model has both 1 To Hit penalty.
this rule and Always Strikes First, the two cancel out and
neither applies so use the model's Initiative. BREATH WEAPON
In addition, if the model's Initiative is lower than their  A model with a Breath Weapon can use it to make a
enemy's when it is their turn to attack, they must re-roll special attack once per shooting or close combat phase. A
successful To Hit roll model with two or more different Breath Weapons must
choose which one they want to use. The form that this
AMBUSHERS special attack takes depends on whether or not the
 A unit with the Ambushers rule can choose to not deploy creature is in close combat. In the event that a model has
at the start of the battle. Instead, from Turn 2 onwards, more than one Breath Weapon attack, it is permitted to
the controlling player rolls a dice at the start of their turn attempt to use only one in a single turn.
for each unit of their Ambushers that have yet to arrive. After each Breath Weapon has been used the first time,
On a 1 or 2, the Ambushers have been delayed – roll for roll a D6 before attempting to use it again in later rounds.
them again next turn. On a 3 or more, the unit of On 4+, it may be used as normal. On a 1- 3, the model is
Ambushers arrives, and will enter the board during the literally out of breath, and cannot use its Breath Weapon
Remaining Moves sub-phase. If the Ambushers do not this round. It may choose to attack normally in close
turn up for the entire game, they are are treated as having combat instead.
fled the battle for the purposes of determining the victor. Note that Breath Weapons are not physical attacks, and
Arriving Ambushers enter the battlefield from any point certain models may be Immune to the effects of some
on any battlefield edge, and move on using the rules for Breath Weapons. However, all Breath weapons have the
reinforcements. Ignore Cover special rule.
In addition, for every Core unit that deploys as  Ranged Breath Weapon Attack
Ambushers in your army, you are required to include at Provided the model is not in close combat, it can use its
least one other Core Unit that does not deploy using the Breath Weapon during its Shooting phase. A Breath
Ambushers rule. Weapon shooting attack can be made even if the model
marched or reformed during the same turn, but it
ANIMATED CONSTRUCT cannot be used as a Stand and Shoot charge reaction.
 Animated Constructs have the Immunity (Poisoned Breath Weapon attacks use the Flame Template, placed
Attacks) and Unbreakable special rules. However, they entirely within the model's forward arc, with the narrow
may not march. end touching the model's base, not touching any friendly
units or enemy units that are in close combat.
ARMOR PIERCING (*)  Melee Breath Weapon Attack
 Wounds caused in close combat by a model with this If the model with this special rule is in close combat, it
special rule (or who is attacking with a weapon that has can use the Breath Weapon instead of using its normal
this special rule) inflict a further negative armour save attacks. A model that makes a breath weapon attack in
modifier as indicated by the number in the brackets, in this way inflicts 2D6 automatic hits (resolved like
addition to those for Strength. If a model has a weapon shooting) on a single enemy unit in base contact.
with the Armour Piercing rule, only attacks made or shots
fired with the weapon are Armour Piercing. This rule is DEVASTATING CHARGE
cumulative with other sources of Armour Piercing.  Models with this special rule have +1 Attack during a turn
in which they charge into combat.

Based on the work of Mathias Eliasson


By Antti Sinivuori, v.2.1
DODGE (*)  Feigned Flight
 Models with this rule gain a Ward save (*) against attacks A unit of Fast Cavalry that chooses Flee or Fire & Flee as
in its front arc (including templates, Stomps and Impact a charge reaction do not cause Panic from fleeing through
Hits). This is cumulative with other sources of Dodge. friendly units and will automatically rally in its next
This cannot be used against Magical Attacks that Hit Compulsory Movement Phase. In addition, it is then also
automatically, or that have the Always Strikes First special free to move during the remaining moves part of the
rule, nor can it be used if the model is subject to the Movement phase. The unit is also free to shoot as normal
Always Strikes Last special rule. Finally, Dodge cannot be (but always counts as having moved). Note that if the flee
used by mounted models, unless specified. 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  Characters
block the line of sight of normal units. Characters that are A character model that joins a unit of Fast Cavalry gains
not themselves Ethereal are not permitted to join units the Fast Cavalry special rule as long as they stay with the
that are. unit. Characters may only join Fast Cavalry with the
same Troop Type as them.
EXPENDABLE
 Models with this special rule do not cause Panic to FEAR
friendly units that are not Expendable themselves.  A unit containing one or more Fear-causing model gains
Character may not join a unit with this rule, unless +1 to their Combat Resolution bonus. If the US of all
specified. Fear-causing models is double or more of the enemy, the
 For every Core unit with the Expendable special rule in Combat Resolution bonus is increased to +2.
your army, you are required to include at least one other Note that the bonus from Fear is otherwise not
Core Unit without the Expendable rule. cumulative for having multiple units with the Fear special
rule involved in the same combat. If the majority of the
FAST CAVALRY models in a unit cause Fear, they also gain the Immunity
 Vanguard (Fear) special rule.
Fast Cavalry are inevitably at the forefront of any advance
– Fast Cavalry automatically have the Vanguard FIGHT IN EXTRA RANKS (*)
deployment special rule.  If a unit has this special rule then supporting attacks can
 Free Reform be made by one more rank than normal for each number
Unless it charges, a Fast Cavalry unit is allowed to reform indicated in the bracket. This rule is cumulative with
twice during its move without losing any Movement; once other sources of Fight in Extra Ranks.
before they move, and at the end of their move. The unit
may do this even if it marches, provided that no model FLAMING ATTACKS
ends up moving a number of inches higher than double  Models with Flaming Attacks cause Fear in War Beasts,
its Movement value. Cavalry, Chariots and Flammable creatures. These
 Characters Troop Types suffer -1 to their Leadership when taking
If a Fast Cavalry unit is joined by a non-cavalry character Panic test from a Flaming Shooting Attack.
or a Cavalry character with an armour save higher than Unless otherwise stated, a model with this special rule has
5+, the unit loses the rule until the character leaves. both Flaming shooting and close combat attacks (though
 Fire & Flee any spells cast by the model are unaffected, as are any
A unit of Fast Cavalry armed with missile weapons can attacks made with magic weapons they might be
choose Fire and Flee as a charge reaction. If they choose wielding).
to do so, the unit will first fire upon the target following
the rules for Stand & Shoot. After this, the unit makes a FLAMMABLE
flee move. However, they may not use their Swiftstride  If a model with the Flammable rule is attacked with a
special rule if they do so, and the normal -1 To Hit Flaming Attack, all failed To Wound rolls made by the
penalty for moving and shooting still applies. attackers may be re-rolled.

Based on the work of Mathias Eliasson


By Antti Sinivuori, v.2.1
FLY (*) HATRED
 Flying units consisting of more than one model have the  A model striking a hated foe in close combat re-rolls all
Skirmishers special rule. failed To Hit rolls during the first round of combat – the
 Moving Flyers rest of the combat is fought normally. Sometimes a
In Warhammer, flight is represented by a swoop or glide model will only Hate a specific foe. Where this is the
equal to the number in the brackets instead of using the case, the type of foe will be expressed in the special rule.
model's normal Movement value, beginning and ending In the case an enemy hates a certain faction, they have the
their movement on the ground. Note that any equipment Hatred rule against all models from that army book. In
or special rules that affect the model's regular Movement addition, they must also re-roll successful rolls to restrain
will also affect its Fly move, unless specified. from pursuit against enemies they have Hatred against. If
Units made up entirely of models that can fly can move a unit would gain Hatred in a round of close combat after
or charge normally on the ground, using their Movement the first for any reason, treat this as the first round of
value, or instead choose to fly. A unit that flies can move combat for this purpose.
over other units and terrain, treating the entire move as
taking place over open ground. It may not finish the HIDDEN
move on top of another unit or in impassable terrain.  Hidden models can choose to deploy ‘hidden’ within
Models that Fly can make a flying charge over intervening another friendly ranked unit, either the unit it belongs to
units and terrain as long as they can draw Line of Sight to or in other separate units – make a note of which unit is
their target as normal. A unit that makes a flying charge concealing the hidden model(s).
uses its Fly move as its Movement characteristic, using the A hidden model is not placed on the table during
Swiftstride special rule. deployment, but is revealed later during the game. If the
 Flying March concealing unit is wiped out or flees from the battlefield
A unit that is flying can march as normal, doubling its before the hidden model is revealed, the hidden model
flying move, representing a longer swoop or glide. counts as a casualty. There is no other way a hidden
 Flee and Pursue model can be harmed before they are revealed.
Flyers always move on the ground when attempting to Hidden models may be revealed at the beginning of any
flee or pursue – there simply is no time for them to take of your Movement phases, or at the start of any Close
off properly. Combat phase. Declare that the unit contains a hidden
model and place the model in the front rank of that unit,
FRENZY as if a character had joined the unit.
 To represent their fighting fury and lack of self- A model with this special rule cannot be your army
preservation instincts, Frenzied troops gain +1 Attack and General. Furthermore, other units can never use their
the Immunity (Psychology) special rule. Leadership value.
 Berserker Rage
A unit that includes one or more Frenzied models can ICE ATTACKS
only choose Hold or Stand & Shoot as a charge reaction.  Models with the Ice Attacks special rule cause all enemy
If, during the Charge sub-phase, a unit that includes one models in base contact with them to be subject to the
or more Frenzied models could declare a charge, then it Always Strikes Last special rule. Spells or missile attacks
must do so unless a Leadership test is passed. If the that are Ice Attacks cause the enemy to be subject to the
Leadership test is failed, the Frenzied unit must declare a Always Strikes Last special rule until the start of your next
charge against the nearest viable enemy. A unit that turn if they are successfully cast or Hit. Models with Ice
includes one or more Frenzied models cannot choose to Attacks have Immunity (Ice Attacks).
restrain pursuit if it beats a foe in close combat. It will Unless otherwise stated, a model with this special rule has
either pursue or overrun Ice Attacks for both shooting and close combat. Any
Note that if the enemy is wiped out in combat but the spells cast by the model are unaffected, as are any special
Frenzied unit did not charge that turn (or if the combat attacks or attacks made with magic weapons they might be
was the result of a pursuit or overrun charge in the same wielding, whether they be shooting or close combat
turn), then the Frenzied unit will reform as normal as it attacks.
has no other choice of action.
 Losing Frenzy IGNORES ARMOR SAVES
Unlike other special rules, Frenzy can be lost as the game  Some attacks are able to bypass armour saves completely.
goes on. Models retain their Frenzy for the entire game If a model has this rule, no armour saves may be taken at
unless beaten in combat, at which point the enemy have all, unless otherwise noted. Ward saves may be still taken.
succeeded in knocking them into a less fanatical state and
the Frenzy is lost. IGNORES COVER
 If a model's shooting attacks have the Ignores Cover
special rule, they ignore To Hit penalties imposed by soft
cover, hard cover and obstacles (other To Hit penalties
apply as normal).

Based on the work of Mathias Eliasson


By Antti Sinivuori, v.2.1
IMMUNITY (*) play. Unless otherwise specified, Killing Blow applies
 Models with the Immunity rule ignore the effects of the only to normal close combat attacks. For the purposes of
rule(s) in the brackets. Note that the model only ignores combat resolution, successful Killing Blows score the
the effects of the rule itself unless the attack is also listed same amount of Wounds as the slain model had
as being non-physical. The physical attack still causes remaining until the point of the Killing Blow was inflicted.
damage as normal.  Heroic Killing Blow
Immunity can also include Panic, Fear and Terror. If the Heroic Killing Blow functions exactly like a normal
majority of the models in a unit have the Immunity Killing Blow, except it works on any Troop type except
(Panic, Fear or Terror) rule, the unit ignores the effects of for Swarms.
Panic, Fear or Terror and any such tests it would
otherwise had to take. LARGE TARGET (*)
Models that are Immune to all three above effects have  Large Targets are models that are especially tall for their
the Immunity (Psychology) rule. This also includes Troop Type. Such foes cannot easily take cover behind
automatically passing any Psychology tests they might obstacles that would shelter lesser troops. Models with
need to take (such as many spell effects or special rules this special rule have a Line of Sight value equal to the
that would otherwise force a unit to take a Psychology number in the bracket. This replaces their normal Line
test). However, they may never choose Flee! as a charge of Sight value normally assigned for their Troop Type.
reaction (except when using Feigned Flight or Fire &
Flee, unless they also have Frenzy). Pride, or a sluggish LIGHTNING ATTACKS
acceptance of the situation, prevents them from doing so.  Lightning have the Ignores Armour saves special rule
against all armour types except Natural Armour.
IMPACT HITS (*) Unless otherwise stated, a model with this special rule has
 The number of Impact Hits caused is shown in brackets Lightning Attacks for both shooting and close combat.
after the special rule. If a creature is granted two sets of Any spells cast by the model are unaffected, as are any
Impact Hits, use the highest set, rather than a total before special attacks or attacks made with magic weapons they
rolling. If a unit contains more than one model that might be wielding, whether they be shooting or close
inflicts a random amount of Impact Hits, roll separately combat attacks.
for each model.
Impact Hits are only made on the turn the model makes LOREMASTER
a successful charge, and only against the unit the model  A Wizard with the Loremaster special rule knows all the
has charged. Impact Hits are resolved at the very available spells from their chosen lore (limited by their
beginning of the close combat, before challenges are Wizard level as normal). The lore in question is normally
issued and attacks of any other kind are made. They hit a given in brackets as part of the Loremaster special rule. If
unit in base contact and are randomised as Automatic a model knows spells from multiple Lores, then
Hits. If the model is in base contact with more than one Loremaster only applies to one Lore of your choice.
unit, randomise the Impact Hits between them as evenly
as possible. If the model with Impact Hits is not in base MAGICAL ATTACKS
contact with the enemy, no Impact Hits are inflicted.  All attacks made by spells and magic items are
Impact Hits roll to wound using the Strength of the considered to be magical attacks, as are all attacks that are
model making the Impact Hits. Any armour saves taken specifically noted as being magical attacks. Shots fired
are done using the close combat value of the armour, and from magical items are also considered to be magical
Parry saves may not be taken. Any Wounds caused by attacks, unless their description specifically states
Impact Hits are counted towards combat resolution. otherwise. Hits inflicted by rolls on the Miscast table are
Unless specified, any special rules that apply to the treated as magical attacks. Note that spells are never
model’s normal attacks do not apply to its Impact Hits. considered to be physical attacks.

KILLING BLOW MAGIC RESISTANCE (*)


 If a model with the Killing Blow special rule rolls an  A model with Magic Resistance gains a bonus to dispel
unmodified 6 to wound in close combat, they enemy spells directly targeting it (not including templates
automatically slay their opponent. Armour saves and that are placed on top of it) as well as its Ward saves
Regeneration saves cannot be taken against a Killing against damage caused by spells. This bonus is based on
Blow. Ward saves may be taken as normal. Killing Blow the number shown in brackets after the Magic Resistance
is only effective against Infantry, Cavalry and War beasts. special rule. Magic resistance can even give a Ward save
Against Monstrous Infantry, Monstrous Cavalry and to models that do not have one at all.
Monsters, a successful Killing Blow only inflicts one If a character with Magic Resistance joins a unit, all
Wound which Ignores Armour saves and Regeneration. models in the unit benefit from the Magic Resistance as
Against other troop types, it has no effect. long as they are part of the unit. If a model or unit has
 Note that if a Killing Blow attack wounds automatically, two sets of Magic Resistance, the two combine to a
then the Killing Blow special rule does not come into maximum of Magic Resistance (3), unless specified.

Based on the work of Mathias Eliasson


By Antti Sinivuori, v.2.1
MIXED UNIT separately for each unsaved wound and use the total of all
 A Mixed Unit most often consists of two different Troop the dice rolled for the final number of wounds inflicted.
Types, with one or more handlers. The handler(s) may Unless otherwise specified, Multiple Wounds only apply
be deployed in the rear rank of the unit. Mixed Units to close combat attacks.
cannot be joined by characters, unless specified.
If a Mixed unit is required to take a characteristic test, this NATURAL ARMOR (*)
is done using the characteristics of the unit itself, not the  Models with this special rule have an armor save even
handlers. The only exception is Leadership tests, which without any equipment. The degree of the armor save will
are taken using the unit’s highest Leadership value. be stated in the relevant Warhammer Armies book.
When the models in a unit with the Mixed Unit special Natural Armor can be combined with other armor as
rule have different Movement allowances, the handlers normal, including other sources of Natural Armor.
Movement value is ignored, unless they are the only
models remaining. Any special rules that the unit might PARRY (*)
have do not apply to the Handlers unless specified –  Models with this rule gain a Ward save (*) in close
ignore the handlers completely in those cases. combat. This is cumulative with other sources of Parry. It
As long as the unit (but not the handlers) have a unit cannot be used against attacks made against the model's
strength of 5 or more, any missile hits are resolved against flank or rear, nor can it be used against attacks that Hit
the unit itself. At less than unit strength 5, there is a automatically, attacks that are made at +3 Strength over
chance that any handlers in the unit could be hit – the the model's own Strength value, nor can it be used by
controlling player decides who is hit, but must allocate mounted models, unless specified.
one hit on each model before they can add a second hit
on a model; they must allocate two hits on each model POISONED ATTACKS
before they can allocate a third, and so on. Hits from  A model with the Poisoned Attacks special rule gets a +1
templates are resolved against the handlers as normal. In modifier to any To Wound rolls. Armor saves are
close combat, the handlers can only be attacked by modified by the Strength of the attack as normal.
models who are in base contact with them. Unless otherwise stated, a model with this special rule has
both Poisoned shooting and close combat attacks. Any
MOVE OR FIRE spells cast by the model are unaffected, as are any special
 A weapon with the Move or Fire special rule cannot be attacks or attacks made with magic weapons they might
fired in the Shooting phase if the model moved earlier in be wielding, whether they be shooting or close combat
the turn, including rallying, reforming and pivoting on the attacks.
spot (except for Lone Models, who can pivot and fire in
the same turn). This even applies if the model in question QUICK TO FIRE
was forced to move as the result of a spell or other such  Quick to Fire weapons do not suffer the usual -1 To Hit
compulsory action. Mounted models with Move or Fire penalty for moving and shooting. In addition, Quick to
weapons may still move and fire, but they may not March Fire weapons can always be used to Stand and Shoot
if they do so, unless specified. against a charging enemy, even if that enemy would
normally be too close for such a charge reaction to be
MULTIPLE SHOTS (*) declared.
 A weapon with this special rule enables its wielder to fire Furthermore, Quick to Fire weapons may be used once
several shots at a time, rather than a single shot. The per turn when declaring a charge (unless they are also
number of shots the weapon can fire will normally be Move or Fire), immediately after the enemy unit has
given as part of its description. Such weapons can either declared their charge reaction (but before moving any
fire once without penalty, or as many times as indicated in units). If the enemy unit chose to Stand & Shoot or Fire
their rules with an additional -1 To Hit. War Machines & Flee, both units will fire at the same time. Quick to Fire
with this special rule do not suffer the -1 To Hit for firing weapons can be used this way even if the unit starts its
Multiple Shots. charge outside their weapons' maximum range – the
All models in the unit (excluding characters) must fire shooting is resolved normally assuming the enemy is just
either single or Multiple Shots – the player cannot choose within maximum range of the shooting unit's shortest-
to fire Multiple Shots with only some. ranged weapon. If the charge fails, for whatever reason,
we assume that the chargers closed to within the weapons'
MULTIPLE WOUNDS (*) maximum range first. Any shots fired in this manner
 Each wound inflicted by an attack with the Multiple suffer a -1 To Hit penalty.
Wounds special rule (after armour and ward saves, but
before Regeneration) is multiplied into more than one
wound. The exact number of wounds caused is shown in
brackets as part of the special rule. Where the number of
Multiple Wounds is generated by a dice roll, roll a dice

Based on the work of Mathias Eliasson


By Antti Sinivuori, v.2.1
RANDOM ATTACKS (*) REQUIRES TWO HANDS
 Models with the Random Attacks special rule do not  If a weapon requires two hands to use, it is not possible
have a normal number for their Attacks characteristic, but for a model to use a shield or buckler alongside it in close
rather a dice roll. Each time a model with this special rule combat. Do note that a shield can still be used against
comes to strike blows, roll the indicated dice, adding any wounds caused by shooting or magic.
modifiers shown, to determine the number of attacks that
the model will make, then roll to hit as normal. If a unit SCOUTS
contains more than one model with this special rule,  Before starting deployment, a unit with the Scouts special
always roll separately for each model. rule can choose to not deploy at the start of the battle.
Scouts are set up after all other non-Scout units from
RANDOM MOVEMENT (*) both armies have been deployed, and do not count
 Models with the Random Movement special rule do not toward determining who finished deploying their army
have a normal Movement characteristic, but rather a dice first. They can be set up either in their controlling player's
roll. This is the distance they move, charge, pursue, deployment zone as normal, or anywhere on the
overrun and flee – they cannot march. If a model has the battlefield more than 12" away from the enemy. If
Random Movement and Swiftstride special rules, then deployed in this second way, Scouts cannot declare a
the Swiftstride special rule is not used. Note that certain charge in the first turn if their side goes first.
Random Movement rolls can result in the model having a If both players' armies contain Scouts, players should roll
Movement value higher than 10 as an exception. off. The players then alternate deploying their scouting
Models with Random Movement cannot declare charges, units one at a time, starting with the player who won.
and must always move in the Compulsory Moves sub-
phase. When the model moves, first pivot it about its SKIRMISHERS
centre to face the direction in which you wish it to travel.  Skirmish Formation
Then, roll the dice shown in the model's profile. Finally, Skirmishers are deployed in a 'loose' formation, where
move the model directly forwards a number of inches the models are not placed in base contact, but are
equal to the total roll. No other pivots can be made. positioned roughly 1/2" apart. The only difference to the
There's a chance that the model's peculiar movement will standard formation is that the models are slightly spaced
cause it to come into contact with an enemy, so measure out. All Skirmishers in a unit do not count as blocking
the distance in a straight line before the model is moved. each other’s Line of Sight, meaning that ranks past the
If the move is found to take the unit’s front arc into second can fire too.
contact with an enemy, then it counts as charging, and this When moving Skirmishers, you should measure from the
is resolved using the normal rules for charges and using location of each model before it moves and place it
the distance rolled as its charge range. Charge reactions anywhere within its Movement allowance, except when
cannot be declared against enemies with the Random there is a unit or impassable terrain in the way, the
Movement special rule. distance moved must include the distance required to
If the random move brings the unit to within 1" of a move around these obstacles.
friendly unit or impassable terrain, it stops immediately  Vanguard
and cannot move further during that Movement phase. If Skirmishers are inevitably at the forefront of any advance
two or more models in a unit have the Random – Skirmishers (except models with the Fly special rule)
Movement special rule, pivot the unit about its centre, have the Vanguard deployment special rule.
then roll the dice only once.  Skirmishers and Charging
If models in the unit have a different Random Movement If skirmishers declare a charge, or a charge reaction that
value, use the slowest for the entire unit. does not involve fleeing, they tighten their loose
A Random Move counts as a ‘normal’ move for triggering formation into a 'normal' formation after the charge
a Dangerous Terrain test, unless the model is making a distance is rolled and the chargers are moved. This
charge, pursuit or flee move, in which case it counts as a happens 'for free' when both units move into base
move of the appropriate type. contact. The unit immediately forms up in base contact
around the centermost model in the front rank that is
REGENERATION (*) also in base contact with the enemy. The number of
A model with the Regeneration special rule gains a Ward ranks, files and the formation's facing do not alter as the
Save (indicated by the number in the brackets). This is Skirmishers tighten up. If the Skirmishers are not in base
cumulative with other sources of Regeneration. contact with an enemy in the Remaining Moves sub-
Regeneration may not be used against Flaming Attacks, phase, the controlling player must move them apart back
successful Killing Blows (including Heroic Killing Blow) to their loose formation.
or wounds caused due the unit being Unstable.  Free Reform
If the model is Wounded by an attack that causes Unless charging, a skirmishing unit is allowed to reform
Multiple Wounds, first roll to see how many Wounds the twice during its move; once before they move, and at the
attack causes, and then roll for Regeneration for each end of their move. The unit may do this even if it
Wound. marches.

Based on the work of Mathias Eliasson


By Antti Sinivuori, v.2.1
 Feigned Flight STRENGTH BONUS (*)
A unit of Skirmishers that chooses Flee as a charge  Models with this special rule gain a Strength bonus to all
reaction do not cause Panic from fleeing through friendly their close combat attacks (including Impact Hits and
units and automatically rally in its next Compulsory Stomps) equal to the number in the brackets in the first
Movement Phase. In addition, it is then also free to move round of each new close combat they are involved in.
during the remaining moves part of the Movement phase. Note that any attack made with a weapon that gives
The unit is also free to shoot as normal (but always Strength Bonus only applies to attacks made with the
counts as having moved). Note that if the flee move of the weapon itself. This rule is cumulative with other sources
Skirmishers do not take them beyond the charge reach of of Strength Bonus.
their enemies, the unit suffers casualties as normal.
 Fire on the March STRIDER
Skirmishers can shoot even if they marched or reformed  Models with the Strider special rule are rare – normally,
earlier in the turn (providing their weapon doesn't have they will have a subset of Strider, such as Forest Strider or
the Move or Fire special rule). However, the normal -1 Marsh Strider and the rule only applies in terrain of the
To Hit penalty for moving and shooting still applies. specified type. Models with the Strider rule treat that
 Light Troops piece of terrain as open ground for the purposes of
All shots aimed at a unit of two or more Skirmisher Movement, meaning they ignore any Movement penalties
models with an individual US2 or less suffer an additional or Dangerous Terrain tests otherwise caused by it. Note
-1 To Hit penalty. Skirmishers always count as having that they still follow the combat rules for that terrain type.
zero ranks, and therefore cannot claim a rank bonus. In
addition, they cannot be Steadfast regardless of their Unit STUBBORN
Strength (unless they also have the Stubborn special rule).  If the majority of the models in a unit are Stubborn, the
 Characters unit is always Steadfast, whether or not they have a higher
A character model that joins a unit of Skirmishers gains Unit Strength than their enemy or are disrupted.
the Skirmisher special rule as long as they stay with the
unit. Characters may only join Skirmishers with the STUPIDITY
same Troop Type as them.  Provided that they are not engaged in close combat, a
unit that contains one or more models with the Stupidity
SLOW TO FIRE special rule must take a Leadership test at the start of its
 Weapons with the Slow to Fire special rule cannot be Movement phase. If the test is passed, the unit will act
used to Stand and Shoot. normally this turn.
If the test is failed, it moves directly forwards using the
SNIPER Random Movement (D6) special rule in the Compulsory
 A model with the Sniper special rule can make a special Movement sub-phase. The Stupid unit cannot take any
Sniper shot instead of shooting normally (though it can further action that turn, so cannot declare charges or
be used in combination with the Multiple Shots rule as make a shooting attack. However, a unit that has failed a
normal). A Sniper shot suffers an additional -1 To Hit Stupidity test can still be forced to move, or perform any
penalty, in addition to any other modifiers, but can be other action, by a spell, or other special rule/magic item.
aimed with great precision. Unless making a Stand and Until they pass the Stupidity test again, models that have
Shoot charge reaction, a model making a Sniper shot can failed their Stupidity test have the Immunity (Psychology)
shoot at a different target from the one chosen by their and Random Movement (D6) special rule, except that
unit. A hit from a Sniper shot is not distributed in the they can only move directly forwards. They cannot
same manner as other shooting attacks. The Sniper can choose to do a combat reform or choose any other
shoot at any model they can see, including characters charge reaction except Hold. In addition, Wizards cannot
within a unit. "Look out Sir!" cannot be used. Sniper attempt to cast or channel power dice or dispel dice.
cannot be used when firing weapons that use a template.
SWIFTSTRIDE
STOMP  When charging, units entirely made of models with the
 A model with this special rule can make a Stomp in Swiftstride special rule and Movement 7 or higher roll
addition to its other close combat attacks (including 3D6, discard the lowest result, and add the result to their
Breath Weapons). A Stomp has the Always Strikes Last Movement value. When fleeing or pursuing, they roll
special rule, and inflicts D6 (or D3 against lone Infantry 3D6, rather than 2D6.
models and skirmishers) automatic hits, at the model's When charging, units entirely made of models with the
Strength, on one enemy Infantry, War Beasts or Swarm Swiftstride special rule and Movement 6 or lower roll
unit in base contact with the model. 2D6, and add the result to their Movement value. When
Unless specified, any special rules that apply to the fleeing or pursuing, they roll 3D6, and discard the lowest
model’s normal attacks do not apply to its Stomps. result.
Swiftstride has no effect on models using a Movement
value lower than 4.

Based on the work of Mathias Eliasson


By Antti Sinivuori, v.2.1
TERROR If a character is deployed as part of a unit with the
 Models that cause Terror also cause Fear. Fear-causing Vanguard special rule, that unit can still make its
models or models with Immunity (Fear) treat Terror- Vanguard move if the character in question has the
causing monsters as causing Fear, rather than Terror – Vanguard special rule or is a model on foot. Otherwise
this is an exception to the rule that makes Fear-causing the character’s presence prevents the unit from using
creatures immune to Fear. Terror- causing models have Vanguard.
the Immunity (Fear/Terror) special rule.
 Run for Your Lives! VOLLEY FIRE
If a Terror-causing creature declares a charge, the target  Weapons with this rule allow the unit to fire with all
unit must immediately take a Panic test. If the test is models within range as long as at least one model in the
passed, the unit can declare charge reactions normally. If unit can draw Line of Sight to the target. However, if they
the test is failed, the unit must make a Flee! charge do so, they suffer -1 To Hit. A unit cannot Volley Fire if
reaction. Note that, if the target unit is not allowed to take it moved earlier in the turn or as a Stand and Shoot
any charge reaction then the target does not take this test. reaction. Volley Fire cannot be used if the target is within
If a unit wishes to declare a charge against an enemy that half the weapon's maximum range.
causes Terror, it must take a Psychology test to overcome
its terror first. If the test is failed, it may not declare the WARD SAVE (*)
charge against the Terror-causing unit, but may choose to  Some models have a special save called a Ward save,
declare a charge against another unit following the rules typically as part of their special rules or from certain
for Redirecting a Charge. If the test is passed, the unit Magic Items or spells. The value of a ward save will
may declare the charge as normal. always be shown in a model's entry in the relevant
Warhammer Armies book. These work in the same way
UNBREAKABLE as armour saves, and may be combined with other Ward
 Models with this special rule have the Immunity saves as normal. The key difference between ward saves
(Psychology) special rule and pass Break tests and armour saves is that ward saves are never modified
automatically. Characters that are Unbreakable may only by the Strength of the attack. However, no model may
join units that are also Unbreakable, and characters that have a Ward save better than 4+ by combining multiple
are not Unbreakable are not permitted to join units that Ward saves; single Ward saves with a better value than 4+
are Unbreakable (even if a character is Unstable). are always specified as such.
If a model has both an armor save and a Ward save, the
UNSTABLE model takes its armor save as normal, and if the armor
 Unstable units are Unbreakable, and suffer one extra save is failed, then the model takes its Ward save.
Wound for every point they have lost of the round of
combat by, with no saves of any kind permitted against
these wounds. If an Unstable unit would normally be
eligible to be Steadfast, they instead suffer 1 less Wound
than they would normally do. If an Unstable unit also
contains Unstable characters, the controlling player first
allocates wounds to the unit, then divides any remaining
wounds (if any) as equally as possible amongst the
characters.

VANGUARD
 After both sides have deployed all their other forces
(including Scouts), but before the roll to see who gets the
first turn is made, units with the Vanguard special rule
can immediately make a move up to 6" (12" in the case of
Cavalry) but are affected by terrain as normal. This
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.

Based on the work of Mathias Eliasson


By Antti Sinivuori, v.2.1

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