The following sequence is suggested for the Movement Phase:
Declare Charges
Attacker tests for fear if required
Defender tests for fear if required
Defender tests for panic if charged in flank/rear by 5+ models when already engaged in combat
Defender declares options: stand & shoot, hold, or flee
Resolve stand and shoot missile fire (panic test if 25%+ casualties)
Rally Fleeing Units
Compulsory Movement
Move Chargers
Remaining Movement
Source: Warhammer Design Team
No.
Source: Warhammer Design Team
When its base touches the edge of the board.
Source: Warhammer Design Team
No. The movement rate given is the base movement rate, modifications due to heavy armour and shield or barding need to be taken into consideration. The only exception to this is that Dwarfs' movement is not slowed by heavy armour and shield.
Movement modifications are:
No Armour: No movement modifier
Heavy Armour & Shield Only: -1 Movement Modifier
Barding Only: -1 Movement Modifier
Heavy Armour & Shield, Barding: -2 Movement Modifier
Source: Rulebook, pp. 20 & 95
The movement penalty is taken before the movement rate is doubled.
Source: Rulebook & Warhammer Design Team
No. The movement penalty is only for heavy armour and shield.
Source: Rulebook & Warhammer Design Team
A unit can attempt a charge any enemy unit that is within its line of sight, and it can only wheel once during its charge.
Source: Rulebook, p.16
The units may block the line of sight for the unit that wants to charge. Even if they do not, the unit cannot charge through them. The interfering units cannot move out of the way due to the sequence of the movement phase:
Declare charges.
Rally fleeing troops.
Compulsory movement.
Move chargers.
Move the rest of the troops.
Source: Rulebook, pp. 16, 18 & 25
Yes, but unless the charging unit is able to contact all the enemies it declared its charge against, then count it as a failed charge. Note that if the charge fails the unit can't move closer than 1" to an enemy unit, even if said enemy was one of the units it declared a charge against (i.e. you must get all or none!)
Source: Warhammer Design Team
No.
Source: Rulebook, p. 48 & Warhammer Design Team
No.
Source: Rulebook, p. 48 & Warhammer Design Team
Yes, as long as the skirmishers have 5 models.
Source: Warhammer Design Team
If a charged unit chooses to flee, use the dice (either 2D6 or 3D6) to determine how far the fleeing unit moves. The charging unit can move its maximum charge distance from its original starting point in an attempt to reach the fleeing unit. If the charger catches the unit, it is destroyed. If the charging unit will not catch the fleeing unit, it is treated as a failed charge (and the attacking unit only moves its regular move).
Consider the following example:
A Unit of Black Orcs on foot (4" move) is 4" away from a unit of crossbow men.
The Orcs charge the crossbow men.
The crossbow men decide to flee, and roll 3 on 2D6.
The crossbow men are now 7" away from the Orcs.
The Orcs move 7" (within charge distance) and cut down the fleeing crossbow men.
Source: Rulebook, p. 23
No, when a flying High figure comes down into hand-to-hand combat, it cannot pursue.
Source: Chronicles of War, p. 5
No, a creature that is flying low has a 24" movement always, even when charging.
Source: Rulebook, p. 70
Yes. The White Dwarf article specifically states that creatures flying high cannot pursue fleeing units, but creatures flying low may. If the creature flying low catches the unit with its 24" movement, the fleeing unit is destroyed.
Source: Rulebook, p. 70 & Chronicles of War, p. 5
No, they can only cause a panic test (if 25% or more casualties caused).
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team
No. In order to shoot at an enemy unit it has to be in the unit's field of view; enemy units that are charging a unit's flank or rear are not in that unit's field of view.
Source: Rulebook, p. 25
No.
Source: Rulebook, p. 25
The shooting casualties are taken before the unit moves, or when the unit moves into maximum missile range of the defending unit. The attacking unit immediately takes a panic test after suffering casualties (and before coming into contact with the defender). If the attacking unit fails its panic test, it flees instead of successfully charging the defender.
Source: Rulebook, p. 23
No. A unit/character can only stand and shoot at an enemy that has to move 50% or more of its charge movement to reach your unit.
Source: Rulebook, p. 19
No, except Jezzails and Warpfire Throwers. Warpfire Throwers cannot shoot at creatures that attack from flying high.
Source: Chronicles of War, p. 5
Yes.
Source: Warhammer Design Team
When you stand and shoot, it is always considered short range.
Source: Warhammer Design Team
No. The unit that is being attacked by the magically moved unit/character does not have time to react to the charge. This means that the only charge reaction allowed for magically moved attackers is 'hold'.
Source: Warhammer Design Team
If charging foe is within range when the charge is declared, the damage for the breath weapon is worked out before the charging unit moves. If the charging unit is not is range for the breath weapon, move the unit until the breath weapon template covers (50% or more of the base) members of the front rank of the unit, then work out damage.
Source: Warhammer Design Team
Yes, as long as the enemy is within missile fire range after moved.
Source: Warhammer Design Team
When a unit breaks in hand to hand combat or pursues a unit that broke in hand to hand combat, a dice roll determines it's pursuit and flee distance:
For units whose movement is greater than 6", it rolls 3D6 for fleeing/pursuit movement.
For a units whose movement is up to 6", it rolls 2D6 for fleeing/pursuit movement
The exception to this is the Dwarfs who get 2D6-1 for fleeing.
Source: Rulebook, p. 35-36 & Battle Beastiary, p. 13
Whenever a unit flees, it uses the appropriate die roll for its fleeing movement. The pursuing units only use the die roll to determine movement when charging after a unit that broke in hand-to-hand combat with them.
Source: Rulebook
The flyer can flee/purse 3D6".
Source: Chronicles of War, p. 5
No.
Assassins have special rules that allow them to leave fleeing units.
Source: Rulebook, p. 48, Warhammer Armies - Skaven, p. 51 & Warhammer Armies - Dark Elves, p. 40
Yes.
Source: Warhammer Design Team
The character flees directly away from where the two units intersect:
EEEEE
EC
E
E
Source: Warhammer Design Team
No.
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team
The character would have to try to flee directly away from the enemy troops and could not due to the impassible terrain, therefore the character/unit would be caught by the pursuing troops and killed.
If a situation should arise where the fleeing unit can flee through a gap that the pursuing troops couldn't fit through, then the pursuing troops should be allowed to chase after the opponent. This would be allowed as long as no individual model in the unit moves further than the distance rolled on the dice (effectively the pursuing troops move in the same way as the fleeing troops). The pursuing unit may end up in an odd formation. This is not intended to allow pursuing units to change formation willy-nilly; they may only change formation in order to catch an opponent.
Source: Warhammer Design Team
Up to double its movement value, while avoiding terrain and obstacles. War engines, chariots and other machines cannot march
House Rule: The Warhammer Design Team suggest the house rule "Fast March":
A unit of troops which includes a musician and a standard bearer can fast march at three times its normal move rate rather than double its move rate as in a normal march. However, the unit must adopt a column formation in order to do this with at least as many ranks as it has models in each rank.
For example, a unit of 16 in four ranks each of four models is a column. Imagine troops marching along a road and you will get the right idea. If a unit has lost its standard, or does not have one, it may not fast march - both are necessary. Otherwise a fast march is exactly the same as an ordinary march and all the rules for marches apply.
Source: Rulebook, p. 22 & Warhammer Design Team
Yes and No. A unit can march move until it is within 8" of an enemy unit, then it has to stop moving immediately.
Source: Rulebook, p. 22
No, the unit is considered to have its weapons in the 'unready' position while it marches.
Source: Rulebook, p. 22
No. If during its turn a unit march moves, and during the opponents turn a unit engages it in hand to hand combat, it fights normally.
Source: Rulebook, p. 22 & 30
Mounted units that have a movement greater than 6", and have an armour save no better than 5+.
Source: Rulebook, p. 22
No.
House Rule: It is suggested that Centaurs and Chaos Dwarf Bull Centaurs gain the movement benefits of Fast Cavalry.
Source: Rulebook, p. 22
The psychology tests are:
Source: Rulebook, p. 38-40
No.
Source: Warhammer Design Team
A unit suffers more than 25% casualties due to missile file or magical attacks.
A unit is within 12" of a unit that breaks in hand-to-hand combat.
After the rally phase, a unit is within 12" of a unit that is still fleeing. If the fleeing unit is less than 50% the size of the unit, a panic test is not needed.
A unit is within 12" of a unit that is destroyed.
A unit is engaged in hand-to-hand combat and is charged from the flank or rear. The enemy unit must be 5 figures or more to cause this test.
Source: Rulebook, p. 38
Yes.
Source: Warhammer Design Team
A fear test.
Source: Rulebook & Warhammer Design Team
A unit is within 8" of an enemy creature that causes terror.
A unit is charged by a terror causing creature. The difference between this terror test and the fear test is that a failed terror test means the unit automatically routs. A failed fear test will cause a rout only if the testing unit is outnumbered by the charging unit.
A unit only takes 1 terror test per game.
Source: Rulebook, p. 40
Only take terror tests for creatures you can see, only creatures whose view is obstructed don't cause terror tests (creatures behind the unit will cause terror tests).
Source: Warhammer Design Team
Yes.
Source: Rulebook, p. 83
No. The Army Standard only allows re-rolls of break tests.
Source: Rulebook, p. 83
No, not unless the unit description specifically states that the unit is immune to break tests.
Source: Rulebook, p. 41
No, troops that can frenzy do not enter the battlefield frenzied. When they enter the battlefield, they are treated just like a regular unit, with normal number of attacks and with normal psychology rules.
The only time troops may enter the frenzy is in the beginning of their own turn, and only when there are enemy troops within their charge reach. For the unit to frenzy it has to do one of the following:
Successfully charge the enemy unit and enter hand to hand combat.
Already be in hand to hand combat at the beginning of their movement phase. This means that a unit of Savage Orcs unit that is charged by an enemy, and is still in hand to hand combat at the beginning of the Savage Orcs movement phase, can frenzy.
If a unit subject to frenzy does not want to charge an enemy unit, it must take a leadership check. If it succeeds, the unit is out of frenzy and will not charge the enemy unit.
Once a unit has entered frenzy, it will remain frenzied until it is broken in hand-to-hand or there are no enemies within its charge distance. In latter case you automatically shift out of frenzy.
Source: Rulebook, p. 41 & Warhammer Design Team
Yes the unit is immune to all psychology.
Source: Warhammer Design Team
Yes and Yes.
Source: Warhammer Design Team
No, he is still frenzied.
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team
Any wounds applied to the Giant don't affect the combat results. The Orc & Goblin player gets to add +2 to his combat result. The rest of the combat then carries on as normal.
Source: Warhammer Design Team
No.
Source: Warhammer Design Team
No, because the unit ignores the fear in the first place, and thus is not effected by the automatic break rule.
Source: Warhammer Design Team
The character flees, the rest of the unit does not.
Source: Warhammer Design Team
The character flees, the rest of the unit does not.
Source: Warhammer Design Team
The character flees, the rest of the unit does not.
Source: Warhammer Design Team
The character flees, the rest of the unit does not.
Source: Warhammer Design Team
The unit and the character do not move.
Source: Warhammer Design Team
The rank and file members of the unit strike normally, the character needs 6's to hit.
Source: Warhammer Design Team
The character flees, the rest of the unit does not.
Source: Warhammer Design Team
The character flees, the rest of the unit does not.
Source: Warhammer Design Team
The character flees, the rest of the unit does not.
Source: Warhammer Design Team
The character flees, the unit stays in hand-to-hand combat.
Source: Warhammer Design Team
The unit & character flee.
Source: Warhammer Design Team
The unit & character flee.
Source: Warhammer Design Team
The unit & character flee.
Source: Warhammer Design Team
The unit & character flee.
Source: Warhammer Design Team
The unit and the character do not move.
Source: Warhammer Design Team
The character strikes normally, the rank and file members of the unit need 6's to hit.
Source: Warhammer Design Team
The unit & character flee.
Source: Warhammer Design Team
The unit & character flee.
Source: Warhammer Design Team
The unit & character flee.
Source: Warhammer Design Team
The unit & character flee.
Note: The different Chaos Champions of Slaneesh have a special rule that allows them to stay in hand to hand combat when the unit that they are in breaks.
Source: Warhammer Design Team & Warhammer Armies - Chaos, p. 42
No.
Note: Assassins (Skaven and Dark Elf) characters have a special rule that allows them to leave fleeing units
Source: Rulebook, p. 48, Warhammer Armies - Skaven, p. 51, Warhammer Armies - Dark Elves, p. 40
Characters are defined as General, Battle Standard Bearer, Hero/Champion equivalent figures, and magic user equivalent figures.
Source: Warhammer Design Team
The non-magical weapons and armour available to characters depends upon the army that the character fights for. Every army book has an equipment list printed right before the discussion of the units and characters for the army. In that equipment list, any item that does not have a *' by it is available to the characters of that army.
Champions of units must be armed and armoured the same as rank and file members of the unit. Army points must be expended to equip unit champions.
Source: Warhammer Armies p.2 & Various Army Books
Characters may attack the fleshounds with non-magical weapons (temporarily sheathing that magic Frostblade to use an regular axe, etc.). All special characters come with 1 non-magical hand weapon. A character may change weapons in a combat freely.
Source: Warhammer Design Team
No. The base statics for the character are printed. The modifications to the characters statistics need to be taken into consideration.
This means that characters armed with halberds or double-handed weapons need to add the appropriate strength modifier before determining the strength of the attack. Mounted chargers also need to add the appropriate strength bonus for spears and lances, and characters with flails need to add the strength bonus for the first round of hand to hand combat.
This also applies to the strength bonus witch elves receive for their poisoned weapons.
Source: Rulebook, pp. 15 & 95
Yes.
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team
No. A magic user cannot wear armour and still cast spells.
A magic user can be mounted on a steed that will confer a 5+ or 6+ armour save. If the steed is some kind of horse, it may have barding.
Source: Battle Magic, p. 39
Yes, but they cannot fire the machine.
Source: Warhammer Design Team
Yes.
Basically a character that joins a unit can either go in the front rank, or be left outside the unit but touching it, like this (X = model in unit, ) = character):
XXXXO
XXXX
XXXX
Source: Warhammer Design Team
No.
Source: Warhammer Design Team
No, characters only get armour save bonus for regular mounts, not monster mounts.
Source: Rulebook, p. 28 & 68
Creatures with 1 wound are considered regular steeds, and those with more than 1 wound are considered to be monsters.
Source: Rulebook, p. 68
Yes.
Specifically, a rider riding a monster that causes terror gains:
Immunity to Fear
Immunity to Terror
Source: Rulebook, p. 66
Yes.
Specifically, a rider riding a monster that causes fear gains: Immunity to Fear
Creatures that cause terror only cause fear for the mounted character.
Source: Rulebook, p. 66
Yes.
Because the monster is considered large, the enemy missile troops gain a +1 to hit. Hits are randomized between the character and the monster before determining wounds.
Source: Rulebook, p. 68
No. The steed/monster is too large, and the trooper in the second rank cannot attack past him.
Source: Warhammer Design Team
Yes and no. Whether a mounted character can be singled out for missile fire depends on his size relative to the unit size. Effectively, there are three sizes:
Small: These are unmounted rank and file troopers with either a 20mm or 25mm square base.
Medium: These are mounted troops or other troops whose base size is 25mm by 50mm.
Large: These are large monsters, or characters riding large monsters. These base sizes are 40mm square.
If the character is small, he cannot be singled out for fire if he is in a unit of small, medium, or large rank and file figures. This means that these characters (obviously unmounted) can never be singled out for missile fire if in such a unit.
If a character is medium, he cannot be singled out for missile fire if he is in a unit of medium or large rank and file figures. This means a character mounted on a horse cannot be singled out in a unit of knights, centaurs, bull centaurs, ogres, dragon ogres, etc. This also means that the mounted character can be singled out for missile fire if he is in a unit of unmounted foot soldiers.
If a character mount is large, he cannot be singled out for missile fire if he is in a unit with large rank and file figures. Therefore, a character riding a manticore cannot be singled out for missile fire in a unit of ogres, dragon ogres, rat ogres, trolls, etc.
Source: Rulebook, p. 65
If a character is within 5" of a unit, the legality of targeting the character for missile fire is the same as if the character was in the unit. See the section on "Mounted Characters in Units". Basically it boils down to the relative size of the character compared to the relative size of the unit (small, medium or large).
If a character is more than 5" away from a unit, he may be targeted.
Source: Rulebook, p. 65
When shooting at a character riding a monster, shots are +1 to hit. Hits are randomized between the character and the monster he is riding.
Source: Rulebook, pp. 26 & 68
As long as the unit starts with more than 5 models at the start of the missile fire phase, all hits are applied to rank and file models. Only when all the rank and file models have been removed as casualties are hits randomly applied to characters.
Source: Warhammer Design Team
If the character is in a unit then he gains the benefit of 'Look Out Sir!'. Basically, one of the rank and file troopers sees the projectile coming and pushes the character out of the way and takes the hit. Roll a 6 sided die, on anything other than a 6 a rank and file takes the hit for the character.
Source: Rulebook. p. 65
Basically the things that cause 'Look Out Sir!' rolls are:
Catapult Projectiles (stones, Screaming Skulls, Doom Divers)
Cannonballs (great gun, mortar, organ gun, siege cannon)
Cannon Templates (Flame Cannon, Steam Tank, Gyrocopter)
Source: Rulebook, p. 65 & 75-81
No, armour does not help characters crushed by a huge boulder.
There are a few exceptions:
The Armour of Skaldour always gives a save.
The Black Armour of Nagash gives save against stone throwers and bolt throwers but not against other War Machines that allow no save
The Black Amulet, Magic War Paint, The Golden Helm of Atrazar are devices of protection and thus gives a save.
Source: Warhammer Design Team, Arcane Magic, p. 9, Warhammer Armies - Dwarfs, p. 42 & Warhammer Armies - Undead, p. 99
Yes. Given that you can aim the cannon at the character when he is in the unit (forcing the 'Look Out Sir!' roll) you can aim it at the character when he is standing right next to the unit. The restriction on missile fire applies to archers, hand gun, crossbow, and other missile fire rank and file troopers. The restriction on missile fire also applies to bolt throwers.
Source: Rulebook, p. 65 & Warhammer Design Team
No. The bolt thrower is considered traditional missile fire and must obey targeting rules for missile fire. Therefore, for unit of 5 or more figures, it only kills rank and file troopers.
Source: Rulebook, p. 65 & Warhammer Design Team
No.
Please note that moving the two models is only a suggestion to make it clear they are fighting a challenge. The actual rule is that the challengers are moved so they are opposite each other, but remain within their respective units.
Source: Warhammer Design Team
Yes.
Source: Rulebook, p.66
No. The player in control of the unit determines what character in the unit answers the challenge. Any character (champion, hero, wizard, boss, big boss, general, etc.) may answer the challenge. If the challenge is not answered, the most powerful character in the unit must temporarily move to the rear rank and not participate in that hand-to-hand combat round.
Source: Rulebook, p. 66
The monster can only fight in the challenge.
Source: Warhammer Design Team
The unit can use the character's leadership.
Source: Warhammer Design Team
Lone characters cannot decline challenges, there is no place to hide.
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team
The other models in the chariot do not fight the enemy character in the challenge. The other models fight the enemy unit (unless enemy character is alone). The steeds may either fight the enemy character in the challenge or the enemy unit.
Source: Warhammer Design Team
No, the Vermin Lord can issue and accept challenges because it is a character.
House Rule: The Warhammer Design Team suggest that Greater Daemons be treated as characters and be allowed to issue and answer challenges.
Source: Warhammer Design Team
No. Challenges are made before Assassins are revealed. This means that an assassin cannot take part in a challenge on the turn he is revealed, and may not attack characters that are involved in a challenge either.
Source: Warhammer Design Team
No.
Source: Warhammer Design Team
Yes and yes. Although Skaven Assassins are listed in the regiments section of the army list, they are treated as characters for the purposes of challenges.
Source: Warhammer Design Team
Yes.
Source: Rulebook p. 34
No. If a character causes 4 wounds in a challenge, and the enemy character only has 1 wound, 1 wound would apply towards combat resolution.
House Rule: The Warhammer Design Team suggests the Overkill house rule.
As described in the Close Combat section, excess wounds caused when attacking characters are normally discounted. All the effort of those attacks goes into fighting the character regardless of the number of wounds caused. As any excess wounds are not inflicted they are not normally counted towards the combat result. However, when fighting a challenge any excess wounds scored do count towards the combat result, even though they are not actually inflicted. This is called the overkill rule.
The overkill rule represent the situation where troops are watching their hero battling for his life against his adversary. All eyes are focused on the mighty clash and both sides are yelling encouragement. If the troops see their champion crushed to a bloody pulp before their eyes they will inevitably get a bit upset and might decide to turn tail and run rather than stick around for a dose of the same.
In practical terms the overkill rule means that it is a positive advantage to crush a challenged enemy as overwhelmingly as possible. It also means that players will benefit if they meet a challenge with as powerful a character as possible. Players are advised to avoid taking on especially dangerous opponents with lowly champions, although, of course, even the most modest character will generally do better than an ordinary trooper.
The overkill rule is not intended to make powerful characters invincible, but to overcome an unrealistic situation where it is better to make a challenge with a champion rather than a more powerful character, because the champion has fewer wounds to lose. Obviously, it is still better to make a challenge with a champion rather than not, as a champion has more chance of reducing the number of wounds suffered, but the rule is intended to discourage players making challenges with weaker characters when they have better characters who might more appropriately make or meet a challenge.
Source: Rulebook p. 34
Roll (5-6 on D6) to determine if any wizard that has played Escape may return.
Determine Winds of Magic (max: 1D6 per spellcaster, minimum: 1D6).
Deal Magic Cards.
Return model using Earthblood to table, deal the player the 1st d6 Magic Cards available
Deal Magic Cards, phasing player first
Deal out cards as needed for Chalice of Sorcery, War Altar, etc.
Dark/High magic discards & redeals.
WAAAGH! tests (count only Orc units of 10+, Goblin units of 20+).
Work out results of spells already in play.
Cast spells (including. dispels of existing spells--one chance only).
Test for warpstone before casting a spell and for Crown of Sorcery after casting a spell.
Test for panic for units suffering 25%+ casualties.
Source: Warhammer Design Team
The Book of Ashur allows the spellcaster to swap his/her spells for others in a single redraw. Swap means that you've already got your normal spells in hand! Thus, the Book of Ashur does not allow you to draw from any and all colleges from the start. First you draw and redraw as normal, with your normal limitations (except you count as one level higher); after everybody else has their cards, then you get the redraw for the Book.
Source: Warhammer Design Team
There can only be a level 5 spellcaster if a character has a magic item that boosts the level of the spellcaster (such as the Book of Nagash, the Book of Ashur, or the War Crown of Saphery).
Source: Warhammer Design Team
While spells already in play (from a previous Magic Phase), such as Fiery Convocation, Arnzipal's Black Horror, etc., are worked out before any spell casting/dispels, if the affected unit possesses an anti-magic capability (e.g. Amulet of Fire, Stone Troll resistance, etc.), that dispel power is rolled for before the spell's damage/effect takes place.
Source: Warhammer Design Team
A dispel for a spell already in play may only be attempted once per Magic Phase.
Source: Battle Magic, p. 26
The order for obtaining spells is determined by the level of the spellcaster (except for access to Dark Magic Spells) and is the following sequence:
Dark Elf Sorcerers get to draw Dark Magic Spells.
Level 5 Spellcasters draw
Level 4 Spellcasters draw
Level 3 Spellcasters draw
Level 2 Spellcasters draw
Level 1 Spellcasters draw
The Dark Elf Sorcerers get to draw from the Dark Magic deck before all other types of spellcasters, no matter what the level of the Dark Elf Sorcerer and the level of the other spellcaster. This means that they get access to the Dark Magic Spell Deck before the various chaos spellcasters, and the various undead spellcasters.
To determine the drawing order between Dark Elf Sorcerers, the level of the spellcaster is used (higher levels drawing first).
If some spellcasters are of the same level, the order is determined by what type of spellcaster they are. That order is:
High Elf and Wood Elf Mages go first (tie).
Dark Elf Sorcerers
Chaos Sorcerers, Beastmen Shamans, Greater Daemons, and Necromancers go second (tie).
Lessor Daemons go third.
Human Mages, Orc Shamans, Skaven Warlocks, and Grey Seers go fourth (tie).
Goblin Shamans go last.
If 2 spellcasters draw are tied, and draw from the same deck, use a die roll to determine which spellcaster draws first (highest roll draws spells first). Breaking ties is not necessary if the 2 spellcasters draw from entirely different decks.
Source: Battle Magic, p. 21-23 & Warhammer Armies - Dark Elves, p. 34
Immediately after a spellcaster has drawn his spells he turns in the ones he does not want and draws new ones. This occurs before the next mage draws any spells.
Source: Battle Magic, p. 21
No. When a mage exchanges spells, he places the spells he discards into a separate pile, then goes back to the spell deck and draws his replacement spells.
Source: Battle Magic, p.21
All spells from a college that are not currently used by another mage comprise the pool that a mage draws from.
Therefore, if a mage has already drawn from the Jade College and performed exchanges, all of the discarded spells and the non-drawn spells are shuffled together before the next mage draws any Jade spells.
Source: Battle Magic, p. 21 & 23
Two dice are generally rolled for winds of magic.
If less than 2 spellcasters (0 or 1) are in the game, 1 die is rolled for winds of magic.
An optional rule is to roll one die for every spellcaster on the board.
Source: Battle Magic, p. 24 & Warhammer Design Team
Yes.
Source: Battle Magic, p. 27
Yes. For non-Dwarf armies, the Dispel will work on a die roll of 5-6.
For Dwarf armies, the dispel will work on a die roll of 4-6.
Source: Battle Magic, p. 26-27 & Warhammer Armies - Dwarf, p. 77
No. The exception to this is that Dwarf armies can use the drain magic card.
Source: Battle Magic, p. 27 & Warhammer Armies - Dwarf, p. 77
They escape together.
Source: Warhammer Design Team
No. If a 4th level spellcaster loses a spell due to mental duel, he is still a 4th level spellcaster that just happens to only have 3 spells.
Source: Battle Magic, p. 27
No.
Source: Warhammer Design Team
Treat the template as hitting the unit when the full template (or as much as is possible) is over the unit.
Source: Warhammer Design Team
In general if the spell states 'first model in path takes x hits' randomize the hit between the mage and the monster, otherwise the spell affects the mage.
Source: Warhammer Design Team
The Magic Deck is reshuffled at the end of every magic phase.
Arcane Magic also discusses other optional methods for dealing with the Magic Deck. One is that the Magic Deck is reshuffled only when there are not enough cards in the deck for the current Winds of Magic.
Source: Arcane Magic, p. 5
Yes. If a army contains 1 spellcaster with a High Magic spell, then the player controlling the army may turn in power cards after Winds of Magic are dealt, and get to draw new cards.
If a army contains 1 spellcaster with a Dark Magic spell, then the player controlling the army may turn in special cards after Winds of Magic are dealt, and get to draw new cards.
If an army has mages with Dark Magic Spells, and Mages with High Magic Spells, then only 1 type of Winds of Magic card exchange may be performed each magic phase (either power cards, or special cards).
Source: Battle Magic, p. 25
No. The mage that gets to draw bonus cards can only exchange them if that mage has Dark Magic or High Magic, and then can only exchange in the appropriate manner.
For example, an Empire and High Elf army, and with a High Elf Mage (with High Magic), and the Grand Theogonist with Grey Magic spells. The Grand Theogonist gets his own D3+1 Winds of Magic cards, but could not use the High Elf Mage's ability to exchange them. What the Grand Theogonist gets in his draw he is stuck with.
Source: Warhammer Design Team
When it is your phase.
Source: Battle Magic, p. 25-26
Right after winds of magic, and card dealing, but before players begin their active phases. This means that the purple sun of Xerxes moves and potentially kills more figures before a player has a chance to use a Winds of Magic dispel card upon it.
Source: Battle Magic, p. 41
Before that spell has any further effect. That item may attempt/automatically dispel the still active spell immediately after cards are dealt, but before any still active spell has its effect.
Therefore a unit with the Standard of Valaya can attempt a dispel on the Fiery Convocation before it kills more figures.
To summarize, the magic phase sequence would look something like:
Determine Winds of Magic
Deal Cards
Anti-magic Items can attempt dispel on still active spells
Still Active Spells have their effects
Cast New Spells
Source: Warhammer Design Team
No, but you risk loosing the opportunity to cast spells.
As mentioned previously, the player's whose turn it is has an active phase first. A player may do one of three things during their active phase:
Cast a spell with magic item or spellcaster (which the opponent may try to dispel).
Dispel a currently active spell.
Pass. Which means the player does nothing and lets the opponent now have an active phase.
If the two players pass in consecutive active phases, then the magic phase is over.
Source: Battle Magic, p. 25-26
The following order is suggested for Dispelling a spell that is cast:
The casting player nominates a target.
If that target has any magic protection (devices that may dispel the spell) determine if the device succeeds in dispelling the spell.
The player who controls the unit being attacked must determine if he is going to winds of magic dispel cards or dispel scrolls, etc. to dispel the spell.
Die rolls for spell effects are made.
The Warhammer Design Team suggest that all winds of magic and dispel scrolls be used before determining if magic protection devices from the target work (swap the order of 2 and 3).
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team
No.
Source: Warhammer Design Team
No and no. If a spell is in play at the beginning of the magic phase (unless necromantic spell) it may not be recast again during that magic phase. If a spell was cast once during a magic phase (even if dispelled, moved off the board, etc.). it cannot be cast again that magic phase.
Source: Warhammer Design Team
All flying high models are assumed to be in range and affected.
Source: Warhammer Design Team
No. The Total Power overrides the magic item for the current magic phase.
A spell cast with Total Power is unstoppable. A spell cast with Total Power cannot be dispelled the turn that it is cast.
This means that the following items cannot affect spells cast with total power: Spelleater Shield, The Silver Seal, Talisman of Obsidian, Amulet of Fire, Destroy Magic Spell Scroll, Dispel Magic Spell Scroll, Mork's War Banner, Banner of Arcane Protection, Hypnotic Eye Scroll (two possible outcomes, one is to dispel), Collar of Khorne, The Gem of Taranto, The Hungry Maw, Bufo's Hex Scroll, the Rebound Winds of Magic Card, the Dispel Magic Winds of Magic Card, the Destroy Spell Winds of Magic Card.
Source: Warhammer Design Team
Yes, but note that this only includes items that do not rebound the spell onto the caster. This includes Spellshield, Banner of Arcane Warding, and Mystic Maze. Note that Magic Mirror rebounds the spell onto the caster and therefore cannot affect spells cast with total power.
Source: Warhammer Design Team
Yes. This means that items such as the Black Armour of Nagash and the Heart of Avelorn that protect the were from a spell, but do not dispel it, would work.
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team
No.
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team
Yes. In subsequent turns, anti-magic items, dispel scrolls, or winds of magic cards may be used to dispel a spell cast in a previous turn with Total Power.
Source: Warhammer Design Team
No.
Source: Warhammer Design Team
No. The magic creates the hole, just as Assault of Stone moves the hill, do it can't be dispelled just because you fall in!
Source: Warhammer Design Team
No and yes.
Source: Warhammer Design Team
No.
Source: Warhammer Design Team
No.
Source: Warhammer Design Team
Yes. The energy from the spell can still be cast back into the warp.
Source: Warhammer Design Team
Yes. A spell that effects a 'unit' or 'figure or unit' is governed by the same targeting restrictions that apply to missile fire. If the spell can do a lot of damage to a unit, the spellcaster is going to kill as many people as possible.
If a spell affects a 'single model', then characters can be targeted with impunity. Even if the character is within a unit they may be targeted.
Source: Arcane Magic, p. 5-6
Yes.
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team
The are two types of spell damage done to a chariot that are randomized per the charts in the Rulebook.
One is the damage done by a spell that states "the first model hit suffers a strength x hit that causes y wounds". This "first model in path" spell hits a random part of the chariot to do its damage.
The other type of damage done by a spell that is randomized is the spells that state "the unit suffers x strength y hits". Once the number of hits is determined, randomize where each hit potentially wounds.
Template spells affect everything under the template. Spells that can target a single model for damage can target any part of the chariot.
Source: Warhammer Design Team
No.
Source: Battle Magic & Warhammer Design Team
Yes.
Source: Arcane Magic, p. 5-6
The chariots get their charge damage only if the magic movement spells states 'counts as charging if moved into hand to hand combat.'
Source: Warhammer Design Team
No. Unlike other characters, the champion character cannot leave his unit as he wishes, and this applies to magic spell movement as well.
Source: Warhammer Design Team
No.
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team
The Dwarf Rune of Slowness does not affect units magically transported.
Source: Warhammer Design Team
No test is required.
Source: Warhammer Design Team
Move the unit if within range, no guessing required.
Source: Warhammer Design Team
You don't have to have line of sight unless the spell states so with text similar to 'first model in the path'.
Source: Warhammer Design Team
No.
Source: Arcane Magic, p. 11
Yes and no. The enemy model gets one last attempt to break free before it is taken off the table.
Source: Battle Magic, p. 51
Can end it in any phase.
Source: Battle Magic & Warhammer Design Team
Yes.
Source: Warhammer Design Team
It does 3D6 hits (treat WS as 0).
Source: Warhammer Design Team
The monster goes too.
Source: Warhammer Design Team
It is based upon the modified leadership value (the value for the unit leader, or general.
Source: Warhammer Design Team
Anywhere on the board as long as it is more than 1" away from enemy troops.
Source: Warhammer Design Team
No.
Source: Drain Magic Spell Card
No.
Source: Warhammer Design Team
Nothing.
Source: Warhammer Design Team
They are removed again.
Source: Warhammer Design Team
Roll the 2D6 for winds of magic, then roll D6 for the Earthblood mage. The Earthblood then takes his D6 out of the 2D6, the rest of the 2D6 are then distributed evenly between the 2 players.
Source: Warhammer Design Team
Normal armour saves are allowed.
Source: Warhammer Design Team
Wardancers cannot use their special ability during the magic phase, and chaos gifts cannot be used to give chaos troops attacks during the magic phase. Chaos gifts can be used to re-roll daemonic saves, and to provide saves versus wounds.
Source: Warhammer Design Team
No.
Source: Warhammer Design Team
No.
Source: Warhammer Design Team
No.
Source: Warhammer Design Team
A character who is a mummy (Settra), wight, or wraith that are not in units are affected by Van Hels Danse Macabe. Other characters (necromancer, liche, vampire) are only affected if they are in units of undead troops (where the undead troops are affected by van hels danse).
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team
The Throne of power saves based upon the bearers initiative. A house rule is suggested that allows the Throne of Power to be treated as a chariot.
Source: Warhammer Design Team
No.
Source: Warhammer Design Team
No.
Source: Warhammer Design Team
It does not affect the chariot when it is flying high, otherwise yes.
Source: Warhammer Design Team
Yes.
Source: Arcane Magic, p. 5-6
No. The Orc/goblin player receives winds of magic cards the same as any other player.
An rc/goblin shaman must have a Waaagh number of at least 1 in order to be able to cast spells.
Savage Orc shamans in savage Orc units do receive an extra winds of magic card.
Source: Battle Magic, p. 29
The Hand of Gork should be allowed to move all Orc & Goblin army units except Monsters, Snotlings, Snotling Pump Wagons, Trolls, Ogres, and Giants.
Source: Warhammer Design Team
A character can take at most 1 magic weapon, at most 1 magic suit of armour, and at most 1 magic shield. The only characters that can take magic banners are battle standard bearers.
Dwarf characters are limited to 1 magic armour, 1 magic item, and 1 magic weapon maximum.
House Rule: It is suggested that all characters other than mages be restricted to 1 magic hand-to-hand combat weapon, 1 magic missile weapon, 1 magic suit of armour, 1 magic shield, and 1 magic item. In this restriction, treat Devices of Protection the same as magic suits of armour.
Mage characters would be restricted to 1 device of protection, 1 magic weapon, and as many other magic items as they desire.
Source: Battle Magic, p. 38, Arcane Magic, p. 8-9, Warhammer Armies - Dwarfs, p. 24 & Warhammer Design Team
No, the only exceptions to this are specifically stated. Some exceptions stated are power scrolls, dispel scrolls, destroy spell scrolls, Runefangs, and Chaos armour.
Source: Battle Magic, p. 38, Warhammer Armies - Empire, p. 17 & Warhammer Armies - Chaos, p. 15
Dispel, Power, and Destroy magic scrolls are unlimited, as is healing and strength potions. All other scrolls (Skaven Warpscroll, Bufo's magic hex scroll, etc.) all restricted to 1.
Source: Warhammer Design Team
Yes.
Source: Battle Magic, p. 38
No.
Source: Battle Magic, p. 38
If the effects of the item are considered to be a spell, yes, otherwise no.
Source: Battle Magic, p. 39
No.
Source: Warhammer Design Team
No. Arcane Magic strictly forbids a character from wearing 2 crowns or 2 helms
Crowns can be worn with helms. Arcane Magic specifically allows that.
The following magic items are considered crowns (may use 1 with 1 helm): War Crown of Saphery, Crown of Sorcery, Dragon Crown of Karaz, Crown of Command, Tomb King's Crown
The following items are considered helms (may use 1 with 1 crown): Dragonhelm, Golden Helm of Atrazar, Helm of Many Eyes
Source: Arcane Magic, p. 11 & Warhammer Design Team
No and no.
House Rule: It is suggested that magical staffs can be used as hand to hand combat weapons, and if so, count as magical weapons.
Source: Warhammer Design Team
Yes and yes.
Source: Warhammer Design Team
Technically, the Book of Ashur costs 50 points. At the end of the battle roll a die for the spellcaster taking the Book of Ashur to see if he wanders off into the wasteland. If he does, the opponent gets the victory points for him.
Source: Arcane Magic, p. 17
No.
Source: Arcane Magic, p. 17
That character looses 1 magic level, and looses all spells gained by using the Book of Ashur. Those spells lost may not be replaced by spells from the mages original spell deck.
House Rule: It is suggested that one of the following 2 house rules be used.
Option #1 would be that the player pays 50 points for the Book, and makes the die roll before the battle to see if the spellcaster with the Book of Ashur wanders off into the wastelands.
Option #2 would be that the player pays 150 points for the Book of Ashur, and makes the die roll after the battle to see if the spellcaster with the Book of Ashur wanders off into the wastelands.
Under either option, if the spellcaster fails the die roll, the opponent gains victory points for the lost spellcaster.
Source: Warhammer Design Team
No.
Source: Warhammer Design Team
Yes on all accounts. The Book of Nagash Magic Item card should allow Liches and Vampires to take it.
Source: Warhammer Design Team
No.
Source: Warhammer Design Team
No. The Carstein ring is limited to (Vampire Only) Settra is allowed to use items that are limited to (Vampire, Liche or Necromancer only).
Source: Arcane Magic, p. 11 & Warhammer Armies - Undead, p. 96-97
No.
Source: Arcane Magic, p. 11
No.
Source: Warhammer Design Team
Yes and yes.
Source: Warhammer Design Team
The chaos familiar can only modify die rolls that directly involve the character, and it cannot be a die roll that the opponent makes.
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team
No.
Source: Warhammer Design Team
When a spellcaster has a familiar, and is mounted on a steed or monster it is assumed that the spellcaster carries the familiar with him. Therefore, the spellcaster gets to move at the rate of his mount. When the spellcaster stops moving, place the familiar next to him.
Source: Warhammer Design Team
Yes.
Source: Arcane Magic, p. 17-18
The character knows that the assassin is in the unit, but may not target the assassin with spells or missile fire. The assassin may not 'surprise attack' the character with the Skull Staff.
Source: Warhammer Design Team
No, no, and no. Although the character 'knows' the Gyrocopter is there, and even roughly where it might be, he can't attack it because he can't actually see it.
Source: Warhammer Design Team
No. Arcane Magic states that the bearer can use the staff to cast spells with Total Power, thereby implying its use is optional.
Source: Arcane Magic, p. 17
Yes.
House Rule: The Warhammer Design Team suggest that no normal armour saves are allowed against magical items that inflict automatic wounds. Automatic hits can be saved against, however.
Source: Warhammer Design Team
No.
Source: Arcane Magic, p. 9 & Warhammer Design Team
The device of protection save versus wounds is not an armour save and is therefore not modified by attacker's strength. The device of protection save versus wounds is not an armour save and thus applies even when armour saves are not allowed.
Source: Arcane Magic, p. 9 & Warhammer Design Team
Yes and yes. It is suggested that armour/magic armour saves be done before device of protection saves versus wounds.
Source: Warhammer Design Team
Yes.
Source: Battle Magic, p. 38 & Arcane Magic, p. 8-9
No. A Dwarf Character cannot have 2 magic items of the same type.
Source: Warhammer Armies - Dwarfs, p. 24
If 1 wound will be turned into many wounds by the weapon, make the roll to save the wound before the 1 wound is turned into many wounds.
A weapon with the Dwarf Rune of Smiting generates its multiple wounds before the Device of Protection save. This rune is an exception to the way all other magic weapons are treated.
House Rule: It is suggested that characters be limited to only 1 device of protection.
Source: Warhammer Design Team & Warhammer Armies - Dwarfs, p. 26
Yes.
Source: Warhammer Design Team
No. The Black Amulet reflects the wound, not the special effects of the weapon that caused the wound. Therefore, weapons that turn 1 wound into multiple wound when rebounded only cause 1 wound, and a wound rebounded from a Frostblade does not kill the attacker.
Source: Warhammer Design Team
For a single model all to hits rolls are taken together, then all to wound rolls, then all saves for the victim. The only exception is when a model makes attacks with different initiative values (i.e. a character riding a monster, or in a chariot), in which case all attacks with the same initiative are made at the same time (i.e. for a character on a monster, roll the attacks for the character all together, and the attacks for the monster all together).
Source: Warhammer Design Team
The Black Amulet only rebounds wounds cause by hand to hand combat attacks from other models, not wounds caused by 'devices' such as the black amulet or rune of spite. Spells that cause wounds during the hand to hand combat phase wound not be rebounded.
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team
The Golden Helm of Atrazar is considered a Device of Protection and not magic armour, Arcane Magic is incorrect.
Source: Warhammer Design Team
Yes, it is a Device of Protection and not magic armour.
Source: Warhammer Design Team
If 1 wound will be turned into many wounds by the weapon, make the roll to absorb the wounds before the 1 wound is turned into many wounds.
This is not explicitly stated in Arcane Magic, but it is believed that the Golden Helm of Atrazar should be treated the same way as the Black Amulet.
Source: Warhammer Design Team
A character riding a mount (or a monster, or that is in a chariot, etc., for that matter) may not use the Boots of Flight.
Source: Boots of Flight Magic Item Card & Warhammer Design Team
If the wearer used the boots to get into the combat he would be driven off in the same way as any other flier.
Source: Warhammer Design Team
No.
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team
Yes.
Source: Arcane Magic, p. 11
Yes. All unit with n 12" get to use the general's 10 leadership value, however units that the general is not in do not get the 'unmodified 10 leadership value' for break test. All units other than the unit the general is in have there break tests modified by the combat resolution as normal. The crown enhances the person's leadership for those in the unit with him, those far away are not as inspired by the crown.
Source: Warhammer Design Team
Yes. This would be allowed because detached units get to use that character's leadership anyway, and are considered 'part of the unit.'
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team
Yes.
Source: Arcane Magic, p. 10
Yes.
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team
No.
Items that target magic items (to destroy/disable) do work against the Gem of Gnar before its activated, but not after.
Source: Gem of Gnar Magic Item Card & Warhammer Design Team
No. The 'Escape' Winds of Magic card can only be used when the spellcaster would otherwise be killed, and the Gem of Gnar does not kill the spellcaster.
Source: Battle Magic, p. 27 & Arcane Magic, p. 12
The character with the Gem of Gnar can activate before he and his unit are run down by the chariot. Thus, the chariot/rider/harnessed beasts and the Gem of Gnar character are all frozen before the chariot causes any casualties.
Source: Warhammer Design Team
No.
Source: Warhammer Design Team
No.
Source: Warhammer Design Team
The character gets to strike first.
Source: Warhammer Design Team
Yes but note that the Horn of Defiance only doubles rank bonus, not other combat resolution effects.
Source: Warhammer Design Team
The Lifestone can only be used at the very beginning of the combat phase.
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team
No.
Source: Warhammer Design Team
The silver seal is empire only.
Source: Warhammer Design Team
No, the talisman of obsidian only prevents the magic user's ability to cast spells and use winds of magic cards.
Source: Talisman of Obsidian Magic Item Card
No.
Source: Talisman of Obsidian Magic Item Card
Yes. There is no BS increasing device that will help Settra or any of the other Mummy Tomb Kings either.
Source: Arcane Magic, p.11 & Warhammer Armies - Undead, p. 82, 96
No. The Tomb King's Crown effect only works when the bearer is not in hand to hand combat, and the Blessed Sword effect only works when the bearer is in hand to hand combat. You cannot be in and not in hand to hand combat at the same time.
Source: Arcane Magic, p.11 & Blessed Sword Magic Item Card
Use the riding characters statistics.
Source: Warhammer Design Team
The Warpstone Charm can only modify die rolls that directly involve the character, and it cannot be a die roll that the opponent makes.
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team
Only the battle standard bearer may take a magic standard as one of his magic items. Other that battle standard bearers, only unit standard bearers in units that are allowed magic standards may take magic standards.
Source: Battle Magic, p.38
A challenge issued to a battle standard bearer equipped with Mork's War Banner should allow the possibility of saving the life of a spellcaster in the front rank, resolving the head-explosion-on-contact after the challenge is resolved (if the battle standard bearer is still alive).
Source: Warhammer Design Team
They still get to strike first.
Source: Warhammer Design Team
The banner only affects spells cast at a target within 6" of the banner. Once a spell has been successfully cast the banner can not effect it. Therefore, moved units and terrain have to be within 6" of the banner when the spell is cast for the banner to get a chance to dispel.
Source: Warhammer Design Team
No. The reference to 'side' in the Battle Banner card text is referring to the 'side' of the hand-to-hand combat that the Battle Banner is involved in. The Battle Banner bonus only applies when the character/unit carrying it is involved in the combat.
Source: Rulebook, p. 30-35 & Battle Banner Magic Item Card
No. The magic banner only effects mounted skeletons, so liches, necromancers, vampires, wights, and wraiths are not effected.
Source: Arcane Magic, p. 20
It is a banner.
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team
Yes, but only the figures in base to base contact with the bearer of the standard. Take these casualties at the beginning hand-to-hand combat every turn.
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team
Standard of shielding save is not an armour save.
Source: Warhammer Design Team
No. Even if circumstances give the character a 0+ or better armour save, treat it as a 1+ armour save when applying armour save modifiers.
Source: Warhammer Design Team
Yes, the Orc & Goblin characters can get any magic armour.
Source: Warhammer Armies - Orcs & Goblins, p. 82
Yes.
Source: Warhammer Design Team
No. When a character wearing the Armour of Fortune/Armour of Protection misses their armour save the enchanted shield does not affect the re-roll save provided by the magic armour.
Source: Warhammer Design Team
The dawnstone only allows the original armour save to be re-rolled (the one modified by attackers strength, and other devices of protection the defender has). If the armour save is missed, and the dawnstone re-rolled armour saved is missed, then the unmodified save provided by the armour is made.
Source: Warhammer Design Team
No.
Source: Warhammer Design Team
Yes and mo.
Source: Warhammer Design Team
No.
Source: Dragon Armour of Aenarion Magic Item Card
No.
Source: Arcane Magic, p. 9
The following lists indicate the effects of different weapons on armour save. If a weapon is not listed, it does not prevent armour saves.
Against the following weapons, only figures with magic armour get an armour save: Axe of Grimnir, Gotrek's Axe, Morgor the Mangler, Fearfrost, Frost Blade, Hammer of Sigmar, Obsidian Blade, Chaos Daemon Sword, Axe of Grom, Gromril Blade, Sword of Justice, Chaos Runeblade, Banisher Sword
Against the following weapons, figures get no armour save: Black Axe of Krell, Runefang
Source: Arcane Magic
The character pursues, the unit does not.
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team
No, the dragons fear the Dragon Slayer weapon even though they are immune to fear normally. The bearer of the Dragon Slayer Weapon can only suffer from fear of a dragon, not terror.
Source: Arcane Magic, p. 13
Yes. The elector count should get to shoot the number of times equal to his attacks, up to 3.
Source: Arcane Magic, p. 15
Yes.
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team
Yes, this is specified on the card description for the magic item.
Source: Sky Arrow Magic Item Card
No.
Source: Warhammer Design Team
No.
Source: Warhammer Design Team
No.
Source: Warhammer Design Team
No.
Source: Warhammer Design Team
If the sword of destruction bearer is in base to base contact with the unit standard bearer, then the magic banner is nullified, otherwise it is not.
Assuming the magic banner is not affected by the sword of destruction, and that the magic banner is the type all the models in the unit (standard of shielding +1 save, banner of might +1 to hit) any models in base to base contact with the sword of destruction bearer still gain the benefits of the magic banner.
Source: Warhammer Design Team
No and no.
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team
Only if the spawn is killed.
Source: Warhammer Armies - Chaos, p. 37
No, the 'spawn' chaos gift can be used on any figure in the chaos army, whether it be a character, monster, daemon, or rank and file trooper.
Source: Warhammer Armies - Chaos, p. 36
No, chaos gifts can be used on any figure except daemons and chaos spawns.
Source: Warhammer Armies - Chaos, p. 13-14
No.
Source: Warhammer Design Team
A Khorne unit is lead by a champion of Khorne, a Nurgle unit is lead by a champion of Nurgle, a Slaanesh unit is lead by a champion of Slaneesh, a Tzeentch unit is lead by a champion of Tzeentch. The rank and file troopers for these units can be beastmen, minotaurs, chaos warriors, centaurs, dragon ogres, etc.
A champion is considered to be any of the characters from that patron deity (champion, hero, sorcerer, general, battle standard bearer, etc.).
This means that minotaur units led by champions of Khorne can use Khorne only magic banners.
Source: Arcane Magic, p. 19
No. That only applies to daemons. There is no check to see if Khorne Chaos Warriors will attack Slaneesh Beastmen.
Source: Warhammer Armies - Chaos, p. 39
No.
Source: Warhammer Design Team
The special abilities are in addition to the abilities of an ordinary troll.
Source: Warhammer Design Team
The values in the Beastiary section in the Chaos Army book are the correct ones.
Source: Warhammer Design Team
The correct leadership value for a harpy is 6.
Source: Warhammer Design Team
The Centaurs can have bows.
Source: Warhammer Armies - Chaos, p. 70
Yes and No.
Source: Warhammer Design Team
The beastmen only have to take the in-fighting test if they are making a normal move, or a march move.
Source: Warhammer Armies - Chaos, p. 44
There are no more chaos thugs.
Source: Warhammer Armies - Chaos
Mount is removed.
Source: Warhammer Design Team
Mount is removed.
Source: Warhammer Design Team
Mount is removed, its turned into spawn with the character.
Source: Warhammer Design Team
Same as the character, ignore the mounts attacks and wounds.
Source: Warhammer Design Team
You must field a champion from a particular deity in order to field a unit of daemons from that particular deity. The champion can be any chaos character. This means that to take a Bloodthirster of Khorne, I need a champion, hero, general, or battle standard bearer of Khorne.
Source: Warhammer Armies - Chaos, p. 71
Yes. First of all the daemonic save is modified by the strength of the attack, also, wounds from a unicorn or magic weapon in hand to hand do not get a daemonic save. Wounds from magic missile attacks still get a daemonic save (with appropriate strength modifier).
Chaos gifts can be discarded to allow a re-roll of a missed daemonic saves.
Source: Warhammer Armies - Chaos, p. 39
Technically, the bearer of the Sword of Destruction can have no other magic items, this prevents Khornate Champions from using it. A house rule is suggested that allows them to use it and the magical properties of the chaos armour are negated and it is treated as heavy armour.
Source: Warhammer Design Team
He only gets the 2 listed.
Source: Warhammer Design Team
D3 wounds once the creature is wounded.
Source: Warhammer Design Team
D3 wounds once the creature is wounded.
Source: Warhammer Design Team
If the Bloodletter is killed the Juggernaut must take a Monster Reaction roll.
Source: Warhammer Design Team
Yes and No. Note that Daemonettes riding steeds of Slaanesh have a 4+ daemonic save, and a 6+ armour save.
Source: Warhammer Design Team
Yes. The driven off rule applies in this case (the Slaanesh character is only immune to break tests).
Source: Warhammer Design Team
No.
Source: Warhammer Design Team
Mounting Daemonettes on Steeds of Slaanesh costs 25 points.
Source: Warhammer Armies - Chaos
Yes.
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team
The Blue Horrors can strike, as long as the Pink Horror had not already done so earlier in the phase.
Source: Warhammer Design Team
No.
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team
No. If the a character was allowed to ride a monster it would specifically state that in the Dwarf Army book, since it does not, it is not allowed.
Source: Warhammer Armies - Dwarfs, p. 83-84
The strength increase affects armour save as well. There is a White Dwarf battle report that handles this incorrectly.
Source: Dwarf Army Book, p. 79
Multiple models.
Source: Warhammer Design Team
No.
Source: Warhammer Design Team
The only slayer king available is the special character. The special character is not a high king and therefore cannot be put on the Throne of Power. A Generic Dwarf General may be considered a High King and put on the Throne of Power.
Source: Dwarf Army Book & Warhammer Design Team
Yes.
Source: Warhammer Design Team
No.
Source: Warhammer Design Team
No.
Source: Warhammer Design Team
At the end of the magic phase.
Source: Warhammer Design Team
They are treated as individual characters.
Source: Warhammer Design Team
No.
Source: Warhammer Design Team
The master rune of death effects everything, as to the points value, we're happy with them!
Source: Warhammer Design Team
No.
Source: Warhammer Design Team
Yes. The flame cannon is a 'cannon' and the rune is allowed.
Source: Warhammer Armies - Dwarfs, p. 29, 63 & Warhammer Design Team
Yes. One Rune of Forging would protect the organ gun because it is considered a cannon. Only 1 rune is required because there is no '1 rune per barrel' statement in the Warhammer Armies - Dwarfs.
Source: Warhammer Armies - Dwarfs, p. 29, 62 & Warhammer Design Team
Yes, but once the gyrocopter shoots, it is visible for the rest of the game.
Source: Warhammer Armies - Dwarfs, p. 29
A runic item counts as a single magic item no matter how many runes are on it. Therefore, a Dwarf General can have 3 runic items with 3 runes apiece for a total of 9 runes held by 1 figure.
This also means that items that destroy/disable magic items will disable/destroy all runes on a given item.
Source: Warhammer Armies - Dwarfs, p. 24
The Rune of Forging can be on more than 1 cannon as long as the set of runes on each cannon is unique.
The uniqueness rule for runes applies to all runes other than the armour rune of stone; this means that it includes the war machine runes.
Therefore, 2 organ guns that just have the Rune of Forging is illegal. On the other hand, 1 organ gun with (Rune of Forging) and another organ gun with (Rune of Forging, rune of disguise) is legal.
Source: Warhammer Armies - Dwarfs, p. 24
Yes.
Source: Warhammer Design Team
If 1 wound will be turned into many wounds by the weapon, make the roll to rebound the wound before the 1 wound is turned into many wounds.
When the Rune of Spite rebounds these wounds, the attacker only receives 1 wound (not D3, or D6 or whatever). The special power of the weapon does not kick in when the wound is rebounded onto the attacker. Therefore, if a wound from a Frost Blade is rebounded onto an attacker; he suffers a wound, he is not killed.
A weapon with the Dwarf Rune of Smiting generates its multiple wounds before the Rune of Spite save. This rune is an exception to the way all other magic weapons are treated against the Rune of Spite.
Source: Warhammer Armies - Dwarfs, p. 26 & Warhammer Design Team
No. The Rune of Spite reflects the wound, not the special effects of the weapon that caused the wound.
Source: Warhammer Design Team
No. A Dwarf Character cannot have 2 magic items of the same type.
Source: Warhammer Armies - Dwarfs, p. 24
Yes. The special effect of the Rune of Spite is not considered an armour save.
Source: Warhammer Armies - Dwarfs, p. 30
The rune of luck can only modify die rolls that directly involve the character, and it cannot be a die roll that the opponent makes.
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team
The Ring of Corin targets the entire device
Source: Warhammer Design Team
The Ring of Corin would have to exceed the point cost of the runes. The war machine would still operate after its runes have been removed.
Source: Warhammer Design Team
No.
Source: Warhammer Design Team
No.
Source: Warhammer Design Team
No.
Source: Warhammer Design Team
Maximum guess range is 12".
Source: Warhammer Design Team
No. If the Empire army was to be able to take these characters, they should be described in the Warhammer Armies - Empire. The Chaos Army book specifically describes the Minotaur lords, and Beastman champions allowed for Chaos Armies.
House Rule: It is suggested that the Empire player be allowed to field Ogre characters as they are described in the Battle Beastiary. The Empire Army would only be allowed to field Ogre characters if it had a unit of ogres. The point cost for these characters is:
Ogre: 40 Points
Ogre Champion: 110 Points
Ogre Chieftain: 240 Points
Ogre War Chief: 380 Points
The point costs for the ogre characters is the same as a Minotaur character, and is the same as the value published in the Citadel Journal.
Source: Warhammer Armies - Empire, Warhammer Armies - Chaos & Citadel Journal
No. If the Empire army was to be able to take these characters, they should be described in the Warhammer Armies - Empire.
House Rule: It is suggested that the Empire player be allowed to field Halfling characters as they are described in the Battle Beastiary. The Empire Army would only be allowed to field Halfling Characters if it had a unit of Halflings. The point cost for these characters is:
The point cost for halfling characters is based upon the point cost calculator from earlier versions of Warhammer Fantasy Battle.
Source: Warhammer Armies - Empire
No. If the Empire army was to be able to take these characters, they should be described in the Warhammer Armies - Empire.
Source: Warhammer Armies - Empire
The restrictions are:
Only state troops regiments may have detachments, and the detached unit must also be a state troop regiment. The following units are state troop regiments: Spearmen, Swordsmen, Halberdmen, Greatswords, Crossbowmen, Handgunners, Archers
A unit may have up to 1-2 detachment units.
The total number of figures in the detached unit must be equal to or less than one half the number of figures in the main unit.
Detached units may not have champions or standards, other characters may join the detached unit.
Detached units get to use the leadership values of the main unit.
Source: Warhammer Armies - Empire
No and No. Only the units in the hand to hand can have their rank bonus apply. The detached units are not considered extra 'ranks' for the main unit.
Source: Warhammer Design Team
No.
Source: Warhammer Design Team
No.
Source: Warhammer Design Team
No.
Source: Warhammer Armies - Empire, p. 18
No.
Source: Warhammer Armies - Empire, p. 18
No.
Source: Warhammer Design Team
No, no, and no. They only get the leadership benefits of the parent unit.
Source: Warhammer Design Team
Yes.
Source: Warhammer Armies - Empire, p. 7
You can field Ice Mages of any level as long as you have a single unit of Kislev troops in your army.
Source: Arcane Magic, p. 7
No.
Source: Warhammer Armies - Empire, p. 70
Yes.
Source: Warhammer Design Team
No. A lot of people would like to arm all the war wagon crew members with the long range rifle so that they can shoot at specific enemy figures.
Source: Warhammer Armies - Empire, p. 20-21
No.
Source: Warhammer Armies - Empire, p. 35
Use the Tank's Statistics for all spells, use the commanders leadership (leadership 10) for leadership checks.
Source: Warhammer Design Team
They always escape.
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team
No.
Source: Warhammer Armies - Empire & Warhammer Design Team
No.
Source: Warhammer Design Team
No.
Source: Warhammer Design Team
Not until the war alter is destroyed.
Source: Warhammer Armies - Empire, p. 70
Yes.
Source: Warhammer Armies - Empire, p. 69
No.
Source: Warhammer Design Team
No.
House Rule: It is a suggested that Kislev Horsed Archers be allowed to shoot and flee.
Source: Warhammer Armies - Empire, p. 52, 64
Since the pistoliers have 2 guns, it is assumed that 1 is always loaded and can be used to stand and shoot, shoot in the missile phase, or shoot in hand to hand combat. Note that the pistol shot attack uses the pistoliers BS instead of WS to determine hits.
Source: Warhammer Design Team
Yes.
House Rule: It is suggested that an Orcs & Goblins army with a unit of Black Orcs not be allowed to get a unit of Black Orcs in a Chaos Dwarf allied contingent.
Source: Warhammer Armies - Dark Elves, p. 47 & Warhammer Design Team
Yes.
House Rule: The Warhammer Design Team suggest that due to the Orcs & Goblins mistrust of Hobgoblins that when the Orcs & Goblins take Chaos Dwarf allies that no Hobgoblins be allowed in the ally contingent.
Source: Warhammer Design Team
Yes.
Source: Orc & Goblin Army Book, p. 88, 94
No, The character is not technically dead.
Source: Battle Beastiary, p. 61
No, The character is not technically dead.
Source: Battle Beastiary, p. 61
No, The character is not technically dead.
Source: Battle Beastiary, p. 61
Yes.
House Rule: The Warhammer Design Team suggests that units that are Immune to Psychology are immune to the Giant's Yell and Bawl attack.
Source: Battle Beastiary, p. 61
No.
Source: Battle Beastiary, p. 61
No, individual fanatics cannot be moved with the Hand of Gork.
Source: Battle Magic, p. 56
Place the fanatic right next to one of the sides of the unit (on the outside of the unit). Choose the side that is closest to the fanatics end position in the unit.
Source: Warhammer Design Team
The player can choose what direction they go on the turn they come out.
Source: Warhammer Design Team
Yes.
Source: White Dwarf #191
The fanatics are released in a random direction.
Source: White Dwarf #191
The fanatics are released in a random direction.
Source: White Dwarf #191
Yes, yes and yes.
Source: Warhammer Design Team
No.
House Rule: It is suggested that the Orcs & Goblins player be allowed to field Ogre characters as they are described in the Battle Beastiary. The Orcs & Goblins Army would only be allowed to field Ogre characters if it had a unit of ogres. The point cost for these characters is:
Ogre: 40 Points
Ogre Champion: 110 Points
Ogre Chieftain: 240 Points
Ogre War Chief: 380 Points
The point costs for the ogre characters is the same as a Minotaur character, and is the same as the value published in the Citadel Journal.
Source: Warhammer Armies - Empire, Warhammer Armies - Chaos & Citadel Journal
No.
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team
The only parts of the armour save not modified by the attackers strength are the parts provided by the Protective Tatoos (+1) and the Savage Orc Shaman in Unit (+1). The rest of the Savage Orc armour save (Riding board for +2, shield for +1, Standard of Shielding for +1) are modified by the attackers strength.
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team
They are treated as individual characters.
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team
Source: Orc & Goblin Army Book
Each herder gets 1 attack, so a 25mm x 50mm base w/2 herders gets 2 attacks.
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team
Hunter teams in fighting ranks can be attacked, hunter teams in the second rank cannot be attacked in place of squigs in the front rank. However, once wounds are applied to the unit, if all the squigs in the front rank are killed, then wounds are applied to the hunter teams.
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team
The following explains the particulars of regeneration:
Regeneration occurs right after hand to hand combat occurs and before combat resolution.
Wounds that are regenerated do not count towards combat resolution.
If a wound is not regenerated the turn that it is inflicted, it may not be regenerated in later turns.
If the regenerating creatures strike last, a creature that suffers enough wounds to die, but returns to life due to wounds returned by regeneration does not get to fight in that round of hand to hand combat.
If a regenerating creature suffers any wounds from fire, it looses its ability to regenerate wounds.
Source: Battle Beastiary p.15
A regenerating creature that is caught fleeing is considered dead, and cannot regenerate wounds to return.
Source: Warhammer Design Team
No, only Skaven war machines count.
Source: Warhammer Design Team
They are treated as individual characters.
Source: Warhammer Design Team
No, he can only operate one missile weapon.
Source: Rulebook & Warhammer Design Team
No, Ikit must be the general.
Source: Warhammer Design Team
No.
Source: Warhammer Design Team
No.
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team
They will move around the regiment they are part of, so charging troops do not get in base to base contact with them.
Source: Warhammer Armies - Skaven, p. 52
Globadiers that are part of regiments can't stand and shoot, but skirmishing globadiers follow normal rules.
Source: Warhammer Design Team
Use the statics for the steam tank for the poison wind globes, it takes 5 wounds to kill the steam tank. A'6' is always a failure.
Source: Warhammer Design Team
No and No. Snikch fights using the special rules in the army book - he lives the hiding in units stuff to the ordinary assassins of the Clan Eshin.
Source: Warhammer Design Team
No. He gets a massive 7 attacks in hand to hand combat!
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team
No, but they can be included in units of gutter runners.
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team
The model has to roll 1 time.
Source: Warhammer Design Team
The Skaven general decides when his plague censor bearers start swinging the censors that will cause the fumes. Once they start swinging the censors they have to make the test against the fume and gain the -1 to be hit by missile fire modifier.
Source: Warhammer Armies - Skaven & Warhammer Design Team
The Screaming Bell does not effect itself, nor warpfire throwers, nor jezzail teams. The Skaven Doomwheel is affected. If other Screaming Bell's are present, they are affected.
Source: Warhammer Design Team
No. They are immune to psychology and never break.
Source: Warhammer Design Team
No.
Source: Warhammer Design Team
No.
Source: Battle Magic, p. 27
Gutter runners cannot have champions, but they can have assassins.
Source: Warhammer Design Team
Yes, but Warpfire Throwers cannot stand and shoot at chargers attacking from flying high.
Source: Chronicles of War, p. 5
No.
Source: Warhammer Design Team
Two beastmen die, and another has 1 wound, the extra wounds from the jezzail are lost (same as cannonballs).
Source: Warhammer Design Team
Yes and yes.
Source: Warhammer Design Team
Only the swarm in base to base contact with the enemy may fight, therefore 5 attacks.
Source: Warhammer Design Team
The save is modified by its current strength.
Source: Warhammer Design Team
The rats die.
Source: Warhammer Armies - Skaven
No.
Source: Warhammer Design Team
No and yes.
Source: Warhammer Design Team
Yes. Those around Settra can use his higher WS, but would not choose to use his horrible BS. See the section in Magic Items on the Mummy Tomb King's Crown.
Source: Arcane Magic, p. 11 & Warhammer Armies - Undead, p. 96
The wording in Arcane Magic is poor, so use the wording from the Warhammer Armies - Undead, and that is that Settra can use things that are Vampire, Necromancer, or Liche only.
(Vampire Only) does not equal (Vampire, Necromancer, or Liche only).
(Liche Only) does not equal (Vampire, Necromancer, or Liche only).
(Necromancer Only) does not equal (Vampire, Necromancer, or Liche only).
This means that Settra cannot have the Book of Nagash or the Carstein Ring. Settra can have Staff of Damnation, Talon of Death, or the Tomb Blade.
Source: Warhammer Armies - Undead, p. 97 & Arcane Magic, p. 17
Unless a device specifically states that it does not affect undead, it does. This applies to witch elves poison, etc.
Source: Warhammer Design Team
No, the allure of Slaanesh still affects them.
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team
The undead general can still animate the army from the void, there is no tests for turning into dust.
Source: Warhammer Design Team
Vampires are considered living in the respect that they can march move, and are not immune to psychology. Vampires are considered undead for all other things (such as Banishment spell and Runefangs)
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team
No. The Undead army book specifically states that wight and wraith champions can only be in units of skeletons, zombies and ghouls.
Source: Warhammer Armies - Undead
Although not weapon attacks per se, breath attacks are physical attacks, and therefore they would be immune. However, they should not be immune to 'gaze' attacks like those used by the Gorgon or Cockatrice, as these are magical attacks used in the magic phase. They would be immune to the following types of attacks: Dragons Breath, Greater Daemon Breath, Great Taurus Breath, Chimera Breath.
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team
No.
Source: Warhammer Armies - Undead, p. 88-89
Because a unit is immune to break tests/psychology does not mean that characters in the unit are immune to break tests/psychology.
Therefore, if a wight, wraith, liche, vampire, or a necromancer is in a unit of skeletons and it loses a round of hand to hand combat, two things happen:
Extra skeletons in the unit die. If more than 1 skeleton unit is involved in the hand to hand combat, each unit loses an additional number of skeletons equal to the combat resolution.
Characters in the unit not immune to break tests, take break tests with the appropriate combat resolution modifier. If the character fails its break test, it is destroyed, flees, etc.
Source: Warhammer Design Team
No charge was declared so the skeleton cavalry are stopped 1" away and can be presumed to have seen the scouts. They cannot pass through them. If the scouts don't charge or remove themselves from sight they can be charged next skeleton turn.
Source: Warhammer Design Team
The controlling player can choose whether to leave it on the table (and only regenerate the missing parts or to summon an entirely new chariot.
Source: Warhammer Design Team
Any unit that is considered undead (skeletons, zombies, mummies, carrion, wraiths, wights, liches, ghosts, skeletal cavalry, skeleton chariots) cannot stand and shoot or flee from chargers. This is due to the fact that they are just to slow in responding.
Source: Warhammer Armies - Undead, p. 58
Yes, Ghouls have the capability to march move. Vampire and Necromancer characters can march move as well.
Source: Warhammer Armies - Undead, p. 58
Unless a spell specifically states that it does not affect undead, it does.
Source: Warhammer Design Team
No and no.
Source: Warhammer Design Team