Source: Warhammer Fantasy: 4th Edition

Frequently Asked Questions
URL Copied!

The frequently asked questions listed below are from the Warhammer Fantasy Battles FAQ, version 2.2. These FAQs were compiled by various players (which eventually led to the formation of the Direwolf FAQ Council) and has been reviewed by Warhammer Fantasy Battle designers at Games Workshop. The reviewers included Jervis Johnson, Andy Chambers, and Rick Priestly. All of the information in these FAQs has been approved by them. It was last updated on June 24, 1996. Also seeĀ Errata & Amendments.

How to use this FAQ: Warhammer should always be played in the way that gives most enjoyment to both players. These FAQS are an invaluable resource for resolving rule disputes and ambiguities and is intended to offer a balanced and fair form of play.
Situations may arise that are not completely covered by the Rulebook where there is no clear rule and players cannot come to a reasonable agreement. In that situation players should agree to roll a D6 and on a roll of 1-3 player A may decide, on a 4-6 player B may decide.

Warhammer Design Team is used to indicate for answers that come directly from Jervis Johnson, Andy Chambers and/or Rick Priestley.

This FAQs used to indicate those answers that have been approved by overwhelming majority vote of the Direwolf FAQ Council.

"Turn": When the Rule Book refers to 'turn' it is referring to a complete cycle of each player's segments. In other words, a turn consists of player A performing move, missile, combat, magic, and then player B performing move, missile, combat and magic. The term 'players turn' refers to a single player's move, missile, combat, and magic.

"Figure" and "Model": The terms figure and model are used synonymously. A figure or a model is either a single figure, or a group of miniatures that are connected and moved together.

"Unit": Whereas a unit, by definition, is several unconnected figures or models, a sole figure or model is in fact considered to be a "unit" (a "unit of one") under the rules. Any rule that applies to a unit therefore also applies to a single figure unless a distinct rule for lone figures is stated.

"House Rule": This term is applied to playing conventions adopted by a significant number of Warhammer players and members of the Warhammer Design Team.

Currently displaying all results.

Units

Do the statistics for a rank and file unit member printed in an army list include the modifications due to his equipment?

No. The base statics for the rank and file members of the unit are printed.

This means that units 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 troops 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.

Units that have heavy armour and shield, or barding need to modify their movement appropriately.

Source: Rulebook, p. 15 & 95

When choosing an army, what is the minimum initial size of a unit?

Unless stated otherwise, a unit must consist of at least 5 figures. This can include champion and standard bearer.

Source: Warhammer Armies, p. 2

What happens when a has less than 5 figures in it?

When a unit has less than 5 figures in it, missile fire damage is randomly determined. This does not matter if all the figures in the unit are rank and file, but it does matter when there are characters in the unit.

If a unit consists of 4 figures (3 rank and file, 1 magician) every missile hit has a 1/4 chance of hitting the magician.

Source: Rulebook, p. 65

Does a unit ever get so small that its just taken off the board?

If a fleeing unit is less than 25% of its original size, it cannot rally. A unit can be smaller than 25% of its original size and stay on the battlefield, however, once it flees, it will not rally.

Source: Rulebook, p. 35

What is line of sight?

Line of sight to an item means that a unit or character has a unobstructed view of the item and can react to it. Line of sight determines a unit's or a character's ability to:

  • Shoot at something

  • Charge something

For a character/unit to have line of sight to something, it must be in that character/unit's field of vision, and there must be no obstructions.

Source: Warhammer Design Team

What is the field of vision for rank and file members of a unit? What is the field of vision for a character in a unit?

The field of vision for a unit is a 90 degree arc that is centered directly in front of the unit. The field of vision for a character in a foot unit is the same as the rank and file members of the unit: a 90 degree arc that is centered directly in front of the unit.

Source: Rulebook, p. 16

What is the field of vision for a lone character or monster?

The field of vision for a lone character or monster is the same as that of a unit. That field of vision is a 90 degree arc that is centered directly in front of the character/monster.

Source: Rulebook, p. 16

What is the field of vision for war machine crews?

The war machine crew are also restricted to the 90 degree arc centered in front of them.

During the Missile Fire phase a player must aim his war machines at their targets.

Source: Rulebook, p. 16

Can units/characters see things that are in the forest?

Characters/units can see 2" through forests. Therefore, if a unit/character is in the forest, and is more than 2" from the edge of the forest, it cannot be seen by anything outside the forest, nor can it see anything outside the forest. A unit hidden in this fashion cannot be the target for missile fire, war machine fire, nor can it be charged.

Source: Rulebook, p. 25 & Warhammer Design Team

Does a friendly unit obstruct the view of what is beyond it?

Yes. Therefore war machines and missile units may not fire through friendly troops at the enemy. Units may not charge through friendly troops at the enemy.

Source: Rulebook, p. 25

Is it possible to shoot over a friendly units?

Yes. If a missile unit or war machine is located on a hill, then troops that are on the ground in front of the hill do not obstruct their view.

Source: Rulebook, p. 25

Does the front rank of a missile unit prevent the 2nd and subsequent ranks of that unit from firing?

Yes, but if the 2nd rank of the unit is on a higher elevation (hill) than the front rank, then the 2nd rank may fire.

Source: Rulebook, p. 25

Do hills/buildings obstruct the view of what is beyond them?

Yes. Therefore these units cannot be the subject of missile fire, war machine fire, nor can they be charged.

Source: Rulebook, p. 25

Does an enemy unit obstruct the view of units behind it?

The enemy units obstruct the view of things beyond them. Enemy units whose view is obstructed by other enemy units may not be charged nor fired upon by normal missile fire.

War Machines may fire at enemy units whose view is obstructed by other enemy units. The justification is that "You know the enemy is over there somewhere, so let them have it."

Source: Rulebook, p. 25, Chronicles of War, p. 5 & Warhammer Design Team

Does a large monster or a character mounted on a large monster gain line of sight over regular (man-sized) creatures (like troopslevated on a hill)? Does a large monster or character mounted on a monster gain line of sight over cavalry sized creatures?

No and no.

House Rule: The Warhammer Design Team suggest the following house rule. Large monsters (and characters riding them) can see over other models apart from other large monsters. This also means that large monsters and characters riding large monsters can be seen if they are behind foot-sized or mounted-knight size units (and potentially missile fire aimed there way).

Source: Rulebook, p. 25

The Turn

What is the sequence of actions that should take place before the Movement Phase?

The following sequence is suggested for tests taken before a players turn:

  1. Return driven off flying creatures to board edge (after having missed one turn).

  2. Check units for frenzy (enemy within charge range) or roll to restrain from Frenzy (Leadership test).

  3. Check Dark Elf regiments for disobedience (High Elf. unit within 24" and line of sight)--but roll for it during compulsory movement.

  4. Test for terror if within 8" of Terror-causing foe.

  5. Test for panic if friendly unit (equal or greater in number) is fleeing within 4".

  6. Test for stupidity (Leadership test).

  7. Test for Orc/Goblin animosity (1 on D6).

  8. Test for Daemon animosity and Beastman infighting.

  9. Rotate war machines recovering from misfire or suffering crew loss.

Source: Warhammer Design Team

The Movement Phase

What is the sequence of actions that should take place in the Movement Phase?

The following sequence is suggested for the Movement Phase:

  1. Declare Charges

    1. Attacker tests for fear if required

    2. Defender tests for fear if required

    3. Defender tests for panic if charged in flank/rear by 5+ models when already engaged in combat

    4. Defender declares options: stand & shoot, hold, or flee

    5. Resolve stand and shoot missile fire (panic test if 25%+ casualties)

  2. Rally Fleeing Units

  3. Compulsory Movement

    • Including Dark Elf Obedience test, moving Goblin fanatics, moving fleeing units, etc.

  4. Move Chargers

    • Resolve possible overrun of fleeing units or failed charge move.

  5. Remaining Movement

Source: Warhammer Design Team

When is a model considered off the board?

When its base touches the edge of the board.

Source: Warhammer Design Team

Do the movement rates printed in the army lists include modifications due to heavy armour and shield or barding?

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

When do units take the movement penalty for heavy armour/barding, is it before or after the doubling of moment for march moves and charging?

The movement penalty is taken before the movement rate is doubled.

Source: Rulebook & Warhammer Design Team

Does heavy armour by itself impose a movement penalty?

No. The movement penalty is only for heavy armour and shield.

Source: Rulebook & Warhammer Design Team

What units can a unit charge?

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

Can units charge through other units in their own army?

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:

  1. Declare charges.

  2. Rally fleeing troops.

  3. Compulsory movement.

  4. Move chargers.

  5. Move the rest of the troops.

Source: Rulebook, pp. 16, 18 & 25

Can a unit charge more than 1 enemy unit?

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

Can a character leave a unit to charge the enemy?

No.

Source: Rulebook, p. 48 & Warhammer Design Team

Can a character leave a unit that is going to charge the enemy?

No.

Source: Rulebook, p. 48 & Warhammer Design Team

How much of my unit has to be in contact with another unit before they are considered in hand-to-hand combat?

First, recall that a a charging unit cannot turn or change formation. This is because the troops are running or galloping once the charge has begun, and would be unable to execute delicate maneuvers even if they could hear the orders of their leaders above the shouting and din. A charge is made straight towards the declared enemy target with the intention of getting as many models into combat as possible.

A unit can wheel once at the start of the charge in order to bring as many models to face the enemy as it can. If the chargers would not otherwise hit their target were they to move straight forward, then they must wheel to face their enemy, and must endeavour to bring as many models as possible into combat.

If chargers need to wheel towards their target, execute the wheel as already described measuring the distance wheeled as you normally would. This distance counts as part of the total distance charged. For example, if a unit can charge 12" it might wheel 4" to bring models to face the enemy and then move up to 8" towards them.

Once a unit has completed any required wheel it is moved straight forward towards the enemy and stops as soon as the two units touch.

Once the charging unit is in contact it is automatically align the two units so that the maximum amount of figures in the front rank are in base to base contact This extra alignment move is free so long as it does not take the unit into difficult terrain or over an obstacle it has not already crossed.

If it is impractical to align a unit properly because of interposing terrain, other models, or other factors, then it is acceptable to re-align the charged unit as well (or instead) so that the battle lines remain neat.

It can happen that a situation is confusing because of interposing terrain or models which make it impossible to align the whole unit.

Source: Warhammer Design Team

Can I force a panic test when I charge with skirmishers in the rear of a unit already in hand to hand?

Yes, as long as the skirmishers have 5 models.

Source: Warhammer Design Team

If a charged unit chooses to flee, how does the charging unit move?

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:

  1. A Unit of Black Orcs on foot (4" move) is 4" away from a unit of crossbow men.

  2. The Orcs charge the crossbow men.

  3. The crossbow men decide to flee, and roll 3 on 2D6.

  4. The crossbow men are now 7" away from the Orcs.

  5. The Orcs move 7" (within charge distance) and cut down the fleeing crossbow men.

Source: Rulebook, p. 23

When a creature flying High comes down into hand-to-hand combat with an enemy unit, and that unit chooses to flee, can it pursue?

No, when a flying High figure comes down into hand-to-hand combat, it cannot pursue.

Source: Chronicles of War, p. 5

When a creature that is flying low charges a unit does it get to double its 24" flying movement?

No, a creature that is flying low has a 24" movement always, even when charging.

Source: Rulebook, p. 70

When a flying creature that is flying low charges a unit, may it pursue the unit if the unit flees?

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

Do stand and fire missile casualties apply towards combat resolution?

No, they can only cause a panic test (if 25% or more casualties caused).

Source: Warhammer Design Team

Can a unit stand and shoot at enemy units charging its flank or rear?

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

If a charging unit takes 25% casualties (due to defender standing and shooting), when does the unit take the panic test?

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

Is stand and shoot a valid option for all charges within a unit/character's field of view?

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

Can War Machines stand and shoot?

No, except Jezzails and Warpfire Throwers. Warpfire Throwers cannot shoot at creatures that attack from flying high.

Source: Chronicles of War, p. 5

When you stand and shoot, how is it determined if its is long range or shoot range for the missile weapons?

When you stand and shoot, it is always considered short range.

Source: Warhammer Design Team

Can you stand and fire at a unit or character who charges via magic?

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

When is the effect for a breath weapon worked out for stand and shoot?

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

What determines how far a unit flees or can pursue a fleeing unit?

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

When else are die rolls used for pursuit/fleeing?

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

How far can a flyer creature pursue/flee?

The flyer can flee/purse 3D6".

Source: Chronicles of War, p. 5

Can a character leave a fleeing unit?

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

May fleeing units move through friendly units?

Yes.

Source: Warhammer Design Team

If a unit flees, and during the flee come into contact with an enemy unit then is it destroyed?

No, its fleeing movement is halted 1" from enemy unit. Units can only come into contact with enemy units by charging.

Source: Warhammer Design Team

If a character/unit is beaten by his foe, and directly behind it is impassible terrain, how does the character/unit flee?

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

How far can units march?

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

If a unit is going to march move, does it have to be 8" away from enemy units during its entire movement?

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

Can a unit that march moves shoot missile weapons that turn?

No, the unit is considered to have its weapons in the 'unready' position while it marches.

Source: Rulebook, p. 22

If a unit march moves this turn, and is engaged in hand to hand combat next turn, does it suffer any penalty?

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

What units get the movement benefits of Fast Cavalry?

Mounted units that have a movement greater than 6", and have an armour save no better than 5+.

Source: Rulebook, p. 22

Do Centaurs and Chaos Dwarf Bull Centaurs get the movement benefits of Fast Cavalry?

No.

House Rule: It is suggested that Centaurs and Chaos Dwarf Bull Centaurs gain the movement benefits of Fast Cavalry.

Source: Rulebook, p. 22

Shooting

What is the proper order for the Shooting Phase?

All firing that requires range guessing by the player must be declared before the resolution of any missile fire. This is done so that the player does not gain any benefit from measurements made to resolve other missile fire hits.

  1. Designate targets, one at a time, and determine range.

  2. Determine damage and remove casualties.

  3. Test for panic any unit taking 25%+ casualties.

Source: Warhammer Design Team

If an enemy unit is hiding in a wood can I set the wood on fire with a warpfire thrower or flame cannon?

You cannot shoot at the wood because you do not know that there are enemy within, and if you could see the enemy the weapons would not set the woods on fire.

Source: Warhammer Design Team

Must missile fire units must shoot the first target in their path, even if they have elevation (hill or tower) to see over intervening troops? For example: a bolt thrower on a tower must shoot at the beastmen 12" away instead of the Chaos Knights 18" away?

Warhammer Fantasy Battle (unlike 40K) has no targeting restrictions based upon how close the enemy is. If a unit has unrestricted view of the enemy, the enemy is within the 90 degree fire arc and it is within range, they can shoot it.

Source: Warhammer Design Team

Can a breath attack be made while engaged in hand to hand?

No, except for the war hydra.

Source: Warhammer Armies - Dark Elves, p. 42

Are template hits and cannonball damage to a unit engaged in hand-to-hand combat shared between the units engaged in hand-to-hand combat?

No.

House Rule: It is suggested that hits on figures in the first 2 ranks of hand-to-hand combat be randomized between the units engaged in hand-to-hand combat. This would prevent surgical placement of breath templates to wipe out units engaged in hand-to-hand combat.

Source: Rulebook, p. 25 & 75-81

Does a character with get to fire as many missiles as its number of attacks?

No, all models get 1 missile attack. The number of attacks listed as a characteristic is the number of attacks in hand-to-hand combat.

Source: Rulebook, p. 14

According to the rules all creatures with 2 or more wounds are large. Do this really means that missiles get +1 then shooting at harpies? Beastmen? Unicorns?

The rules about having more than 1 wound are used to determine if a mount is considered a monster mount or a steed. Therefore, there is no +1 missile fire bonus for shooting at harpies, beastmen and unicorns.

Source: Warhammer Design Team

When firing at a war machine crew, the crew is considered as skirmishing (-1 to hit) but is the crew also protected by the war machine (-1 to hit for soft cover)?

Only war machines with walls to protect the crew gain the additional -1 to hit modifier (such as the Dwarf Organ Gun).

Source: Warhammer Design Team

Are to hit modifiers such as (character, skirmish formation, soft cover, hard cover) cumulative?

Yes. The only combination that is not cumulative is (character & skirmish formation) and (soft cover & hard cover). Combinations of (character & soft cover), (character & hard cover), (skirmish & soft cover), (skirmish & hard cover) are valid cumulative to hit modifiers.

Source: Warhammer Design Team

When shooting at a lone character riding a monster, what are the 'to hit' modifiers?

+1 to hit due to large sized model.

Note that the -1 to hit modifier only applies when shooting at single man-sized character model. Therefore the to hit modifier is +1. This means that shooting at a character on a horse would count a 0 to hit modifier (larger than man-sized, but not a large target).

Source: Rulebook, p. 26 & Warhammer Design Team

Hand-to-Hand Combat Phase

Who strikes first in close combat?

Generally, charging attackers strike first, followed by initiative order; however, this may be affected by special rules for double-handed weapons, assassins, warrior familiars, wardancers, magic/rune items.

Source: Warhammer Design Team

How do you resolve who strikes first when opponents have magic items that allow them to always strike first (or when one is an assassin and his surprise attack allows him to always strike first?

If the Master Rune of Swiftness is one of the devices, then use the initiative of the two attackers to determine who strikes first. In all other cases, roll a die to determine.

Source: Warhammer Armies - Dwarfs, p. 25 & Warhammer Design Team

When does the second rank of spearmen get to attack?

The second rank of spearmen get to attack on any round that *they**did not charge into combat. Therefore, if they receive a charge they get to attack. The 2nd rank of spearmen will always get to fight in the 2nd round of hand-to-hand combat.

Source: Rulebook, p. 43

Do items that increase the number of attacks add attacks before or after the 'double attacks' characteristic of frenzy?

Frenzy doubles the base number of attacks, then add the extra attack due to second hand weapon, magic weapon, etc.

Source: Warhammer Armies - Empire, p. 73 & Warhammer Design Team

Can a character wield a magic weapon and a second hand weapon?

The Battle Magic book strictly forbids the concurrent use of a magic weapon and an additional weapon. Therefore, you cannot give a character with a magic sword a second hand weapon, or another magic weapon to use in his off hand.

There are some special characters that can use two magic weapons, or a magic weapon and a second hand weapon. These characters are specifically mentioned in their respective army books. This does allow for characters to be given lances, or spears that they would use instead of the magic weapons.

Source: Battle Magic, p. 39

Can a character have more than 10 attacks?

Yes.

Source: Warhammer Design Team

Can a figure with multiple attacks split attacks between enemy models?

Yes. How many attacks are directed at what models must be decided before any combat results are determined. Therefore, if a character has 4 attacks, he must choose to use 2 attacks on the enemy hero, and 2 attacks on the enemy standard bearer before he makes any 'to hit' or 'to wound' rolls.

Source: Warhammer Design Team

Is it casualties or wounds that add to combat resolution?

It is wounds that affect combat resolution.

Source: Rulebook, p. 34

If a magic weapon (such as a Frostblade) kills a model with multiple wounds, how is combat resolution affected?

Any figure with multiple wounds that is killed in hand to hand combat has all of its wounds apply towards combat resolution. Therefore, a model that is killed with one blow from a Frostblade has all of its wounds apply towards combat resolution.

Source: Warhammer Design Team

Is there a maximum possible number for rank bonus?

the maximum rank bonus is 3.

Source: Rulebook, p. 34

When is rank bonus computed for a combat, before or after a unit has taken casualties?

Compute the rank bonus before casualties have been taken out of the unit.

Source: Warhammer Design Team

If attacked from the flank or rear, does a unit get rank bonus?

Yes, the unit gets its normal rank bonus even if only attacked in the flank or rear.

Source: Warhammer Design Team

A unit is attacked in the flank by an enemy unit. Does the enemy unit have to get 5 models engaged in hand to hand combat to get the +1 combat resolution bonus?

No, as long as there are 5 models in the enemy unit, the +1 combat resolution bonus is given.

Source: Warhammer Design Team

Do ranks with 4 figures or more count toward rank bonus if they are not a complete rank (for units whose rank size is 5, 6 or higher)?

No.

House Rule: Since Rank Bonus is to represent numbers of troopers bolstering (and demoralizing) confidence, it is suggested that any rank of 4 or more in a unit count towards that units rank bonus. It seems rather inappropriate that 1 missile casualty can cause a unit of 23 troopers (organized 6 wide ranks by 4 deep originally, now the last rank only has 5) to lose a rank bonus.

Source: Rulebook, p. 34

If multiple units are engaging a single enemy unit, are there two different combat resolutions (one for each unit against the enemy)?

No. Once all the units are engaged, it is considered a single combat.

Source: Rulebook, p. 34

If multiple units are engaging the enemy, does each unit get to apply its rank bonus towards combat resolution?

No. You only get to count the rank bonus for the unit that has the largest rank bonus.

Source: Rulebook, p. 34

If two units are engaging one enemy unit, and they both have unit standards, does each standard add +1 towards combat resolution?

No, you only get to count 1 of the unit standards toward combat resolution.

The key things to remember for multiple units involved in a combat are:

  • +1 Point (up to maximum of +3) for every rank 4 wide after the first. You get this bonus for only 1 of your units in the combat.

  • +1 Point (up to maximum of +1) for a unit standard in the front rank fighting. You only get this benefit for 1 of your units.

  • +1 Point for the Battle Standard in the front rank fighting. This bonus applies even if a unit standard bonus has been included.

Source: Rulebook, p. 34

Can a unit move out of combat that is engaged with the enemy?

No, never. If a unit is engaged with 2 enemy units, and 1 enemy unit flees, it may not pursue as long as it is in contact with the other enemy unit.

Source: Rulebook, p. 36

Can a unit be magically transported out of combat?

Yes.

Source: Warhammer Design Team

If a unit is attacked in the flank or rear, or in some manner so that its characters may not engage the enemy, can they move to engage the enemy?

No, with one exception: basically the characters are stuck where they are. If the unit that the character is in wins a round of combat, the characters are allowed to move where they wish. This applies to the unit standard as well so that the unit may gain the standard bonus. This is allowed under the 'lapping around' clause in the combat section.

House Rule: The Warhammer Design Team suggest a house rule allows characters and special models (standards, leaders, etc.) to swap places with a model in base to base contact with the enemy after the first round of combat has been fought.

Source: Rulebook, p. 36

If a unit is in combat with 2 enemy units and both enemy units break and flee, can I choose which one to chase?

Yes, even if the unit winning the combat has frenzy.

Source: Warhammer Design Team

If a unit in combat with 2 enemy units (one attacking its front, one attacking its rear) wins the combat with the unit to its front, and that unit breaks and runs, can you pursue?

No, while the unit is still in combat with the other unit it cannot pursue the fleeing unit. Even if the unit still in contact with the victorious unit is a lone character model.

Source: Rulebook, p. 36

When a unit charges a broken unit, what can the broken unit do?

The broken unit must choose the 'flee' option. The unit then determines how far it flees. If the charging unit still reaches the fleeing unit with its original charge move, the fleeing unit is destroyed. This is also discussed in the movement section.

Source: Rulebook, p. 35

Does a character/unit that magically is transported onto a fleeing unit destroy that unit?

Yes, the unit does not have time to flee.

Source: Warhammer Design Team

Psychology

What are the different psychology tests?

The psychology tests are:

  • Panic

  • Fear

  • Terror

  • Stupidity

Source: Rulebook, p. 38-40

When are Panic tests taken?

  • 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

When are Fear tests taken?

  • A unit is charged by a creature that causes fear.

  • A unit charges a creature that causes fear.

Source: Rulebook, p. 39

When are Terror tests taken?

  • 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

If a terror causing creature is behind a wall and out of sight but still within 8" of my unit does the unit have to take a terror test?

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

If a unit is within 12" of the battle standard, can it re-roll a psychology test if it needs to?

No. The Army Standard only allows re-rolls of break tests.

Source: Rulebook, p. 83

Are units that are Immune to Psychology immune to break tests?

No, not unless the unit description specifically states that the unit is immune to break tests.

Source: Rulebook, p. 41

Do troops that have frenzy enter the battlefield frenzied?

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

Does a frenzied unit ignore blood greed?

Yes the unit is immune to all psychology.

Source: Warhammer Design Team

A Dwarf unit is in hand to hand combat with an Orc unit it hates and a Giant that uses the 'Yell and Bawl' attack. How is combat resolved?

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

A unit Immune to Psychology (but not immune to break tests) lost a round of combat to fear causing creatures that outnumber it, does it automatically break?

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

Situation: A unit that is not Immune to Psychology and Break Tests, which is joined by a Character that is Immune to Psychology and Break Tests. The unit looses a round of combat, and the unit fails his break test, what happens.

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

Can a character leave a unit once it starts to flee?

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

Heroes & Wizards

What is a character?

Characters are defined as General, Battle Standard Bearer, Hero/Champion equivalent figures, and magic user equivalent figures.

Source: Warhammer Design Team

What non-magical weapons and armour are available to characters?

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

Fleshounds are immune to attacks made by magical weapons, can a character switch to a regular weapon to attack these hounds? Do all characters have this 'free point cost' hand weapon? Some special characters don't have a non-magical hand weapon listed in their equipment. Is there any limit to characters changing weapons in a combat?

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

Are character's statistics printed in the army lists modified based upon their equipment?

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

Can a magic user wear armour and still cast spells?

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

Can a character join the crew of a war machine?

Yes, but they cannot fire the machine.

Source: Warhammer Design Team

When a character joins a unit, does he have to be placed in the front rank?

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

Does a character riding a monster get a bonus to armour save?

No, characters only get armour save bonus for regular mounts, not monster mounts.

Source: Rulebook, p. 28 & 68

In terms of character mounts, what creatures are considered steeds and what creatures are considered monsters?

Creatures with 1 wound are considered regular steeds, and those with more than 1 wound are considered to be monsters.

Source: Rulebook, p. 68

If a character is mounted on a monster that causes terror, is that character immune to terror?

Yes.

Specifically, a rider riding a monster that causes terror gains:

  • Immunity to Fear

  • Immunity to Terror

Source: Rulebook, p. 66

Is a character mounted on a monster that causes fear, is that character immune to fear?

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

If a character is mounted on a monster which is large, does the enemy shooting at the character get a bonus to hit?

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

If a mounted character joins a unit that is armed with spears, do(es) the spearman(s) behind the character get to attack in the appropriate rounds?

No. The steed/monster is too large, and the trooper in the second rank cannot attack past him.

Source: Warhammer Design Team

Can a character mounted on a steed or monster in a unit be singled out for missile fire?

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

Can a character not in a unit be targeted for missile fire?

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

What happens when regular missile fire targets a character riding a monster?

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

A unit consists of more than 7 models, 5 rank and file and 2 heroes. 6 Missile hits affect the unit, how are wounds resolved?

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 a war machine (template hit/cannonball) hits a character is he squashed?

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

What can cause a 'Look Out Sir!' roll?

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

Is character allowed to save against War Machine hits that allow no save if they have an armour that gives an unmodified save?

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

Can a cannon/stone thrower war machine target a character within 5" of a unit?

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

Does a bolt thrower aimed at a character in a unit cause a 'Look Out Sir!' roll?

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

When a character is removed from his position in a unit to fight a challenge, does a rank and file member of the unit fill his position and fight in hand to hand combat?

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

When a character issues a challenge, can he challenge a specific enemy character?

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

If a character riding a monster is challenged, does the monster fight normally or only in the challenge?

The monster can only fight in the challenge.

Source: Warhammer Design Team

A lone character is in hand to hand combat with a unit, and a character in the unit issues a challenge, can the lone character decline the challenge?

Lone characters cannot decline challenges, there is no place to hide.

Source: Warhammer Design Team

A character is in a chariot with other crew. The character is challenged, where do the other models in the chariot fight?

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

Can Greater Daemon be challenged?

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

An enemy unit has a character and disguised assassin in it, a character in my unit issues a challenge, can his assassin attack my character before the challenge is resolved?

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

The only known character in an enemy unit is a Dark Elf Assassin, can a challenge be issued to that unit that the assassin must answer (or not fight)? What if the only know character in the enemy unit is a Skaven Assassin?

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

If a character fights in a challenge, and causes more wounds than his challenge opponent has, do they all apply towards combat resolution?

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

Monsters

What is the proper base size for the different monsters?

There is no definitive base sizes for the different monsters, use what fits.

House Rule: It is suggested to mount monsters as follows:

  • On 40mm square bases: Pegasus, Griffon, Manticore, Wyvern, Dragon, Dark Pegasus, Hippogriff.

  • On 25mm x 50mm bases: Cockatrice, Unicorn, Gorgon

Source: Warhammer Design Team

What monsters are considered large and what monsters are not?

This is up to the players discretion.

House Rule: It is suggested that large creatures be mounted as described above, and that large creatures on 40mm square bases be considered large. It is further suggested that collections of small creatures on 40mm square bases (snotlings, Nurglings, swarms) do not be considered large creatures. Monsters mounted on 25mm x 50mm bases should not be considered large

Source: Warhammer Design Team

Can only creatures in contact with the monster's 40mm x 40mm base be able to attack the monster?

Allow figures to fight the monster if it seems reasonable, the figures do not have to be in contact with the base.

Source: Warhammer Design Team

Are giant eagles considered large monsters and thus +1 to be hit?

Yes.

Source: Warhammer Design Team

Can you dispel the gaze of a cockatrice?

Yes, And the Gorgon too.

Source: Warhammer Design Team

Can the chimera fly? Can the Cockatrice Fly?

Yes and Yes.

Source: Chronicles of War, p. 10

Does a bat swarm (flies 8") get to 'march-fly' 16"?

No.

Source: Warhammer Design Team

Is the Dragon's armour save modified by the attacker's strength?

Yes.

House Rule: It is suggested that the dragon have an unmodified 5+ armour save.

Source: Battle Beastiary, p. 54-55

Is the Wyvern's armour save modified by the attacker's strength?

Yes.

House Rule: It is suggested house rule to allow the wyvern's armour save to be unmodified.

Source: Battle Beastiary, p. 85

If characters riding monsters are slain during hand to hand combat whilst flying high then how is the monster reaction table interpreted?

Not covered in the rules, the following is a good house rule: If the monster does anything other than flee, then place the monster in the controlling players deployment area during the controlling players next turn. The controlling player determines location. Follow the monster reaction table as normal from there.

Source: Warhammer Design Team

As quoted from the Battle Beastiary p. 55, a frozen unit may fight normally if attacked, but may not do anything else until it thaws out. It takes a unit an entire turn to thaw out. What does an entire turn means?

It will miss the rest of the opponent's turn (hand-to-hand combat, magic), as well as the entire controlling players turn (movement, missile fire, hand-to-hand combat, magic).

Source: Warhammer Design Team

If a unit is frozen, can a wizard cast spells? use dispels?

Cannot cast spells, cannot dispel spells.

Source: Warhammer Design Team

Flying & Aerial Combat

Can a unit stand and shoot at a creature that comes out of flying high to attack it?

Yes. Note that this is still considered to be short range.

Source: Chronicles of War, p. 5

Can a creature that attacks from flying high attack a unit in the flank or rear?

Yes and No. If a unit in not engaged in hand-to-hand combat, then a flying high creature can only attack it from the front. If a unit is engaged in hand-to-hand combat, a flying high creature can attack from the flank or the rear.

Source: Rulebook, p. 70

Can a flying creature charge a unit or war machine, which is behind a wall or hedge?

Yes. Play it that fliers are not effected by the 'defended obstacle' rule (i.e. they hit normally). This isn't stated specifically in the rules, but is implied by the description of how flying creatures fight and the driven-off rule (i.e they are flapping around, not standing on the ground).

Source: Warhammer Design Team

Can a creature flying high flee when another flying high creature wishes to attack?

This is not covered in the rules. The following house rule is good: The creature can flee and is considered driven off, like voluntary departure from combat.

Source: Warhammer Design Team

If a flying creature that is not flying high attacks a unit and that unit flees, does the flying creature get to pursue?

The flying creature gets to pursue the unit normally.

Source: Rulebook, p. 70

When a flying creature is 'Driven Off' what board edge it is forced off of?

When a flying creature is driven off, it must miss an entire turn (Movement, Shooting, Hand-to-Hand Combat, Magic) for its controlling player, then it must return on controlling players deployment board edge.

In other words, if at the end of the controlling players turn a Manticore is driven off, it stays off during the opponents turn (Movement, Shooting, Hand-to-Hand Combat, Magic) as well as the controlling player's turn.

Source: Rulebook p. 70 & Warhammer Design Team

Chariots

There is a regimental unit of 5 chariots, and it has a magical standard. Do all the chariots benefit from the magical standard, or just the chariot carrying the standard?

Only the chariot carrying the magical standard gains from its benefits. The chariot with the standard is the only chariot that gets to include its bonus in its combat resolution. If a single chariot in the unit is involved in combat, the other chariots in the unit can still move freely. If a champion/leader is in the unit, all chariots may use his leadership value.

Source: Warhammer Design Team

Can a chariot model march move?

No, this excludes the following from march moves:

  • From Orc/Goblin Book: Goblin War Chariot, Orc War Chariot, Snotling Pump Wagon

  • From High Elf Book: Tiranoc War Chariot

  • From Dwarf Book: The Throne of Power

  • From Empire Book: Imperial War Wagon, The Grand Theologist War Altar

  • From Skaven Book: The Screaming Bell, The Wheel of Doom

  • From Undead Book: The Liche King War Chariot, the Undead War Chariot

  • From Chaos Book: Chaos War Chariot

  • From Basic Army List: The Wood Elf War Chariot

Note that the Dwarf Anvil of Doom is specifically excluded from this list.

Source: Rulebook, p. 22 & respective Army Books

If a chariot runs over a war machine and crew, is it considered to have gone over rough terrain and sustain damage?

No.

House Rule: The Warhammer Design Team suggest that when a chariot runs over a war machine and crew that it sustains damage as if it ran over rough terrain.

Source: Warhammer Design Team

Can you summarize chariots attacking units?

The following sequence is to be followed:

  1. Black Gem Takes effect.

  2. Challenges declared.

  3. Chariot hits.

  4. Impact damage on unit rank and file. If all die overflow randomly onto characters.

  5. Challenge combat resolved between chariot riding character and his chariot steeds/monsters vs. defending character + mount.

  6. Chariot crew attacks unit, not defending challenger. If no challenge, character attacks unit as well.

  7. Unit strikes back if able.

Source: Warhammer Design Team

Are hits on chariots randomized?

Yes.

The following are considered chariots for the randomization of hits:

  • From Orc/Goblin Book: Goblin War Chariot, Orc War Chariot, Snotling Pump Wagon

  • From High Elf Book: High Elf War Chariot

  • From Dwarf Book: Dwarf Throne of Power, Dwarf Anvil of Doom

  • From Empire Book: Imperial War Wagon, The Grand Theologist War Altar

  • From Skaven Book: The Screaming Bell, The Wheel of Doom

  • From Undead Book: The Liche King War Chariot, the Undead War Chariot

  • From Chaos Book: Chaos War Chariot

  • From Basic Army List: The Wood Elf War Chariot

Source: Rulebook, p. 72 & respective Army Books

Are template hits on chariots randomized?

No.

House Rule: For stone throwers/Doom Divers/mortars only a single figure can be hit by the center of the template. Therefore, if the center of the template lies on top of 2 figures (such as a rider for a chariot and the chariot) the topmost of the 2 figures receives the automatic hit (at the higher strength) and the bottom figure has the potential to be hit (just as other figures under the template, but not under the center of the template).

Therefore, if the center of the template is on the rider and the vehicle from the list above, the rider would get the automatic hit, and the chariot gets a potential hit. The only exception to this is the Skaven Doomwheel in which case the wheel would get the automatic hit and the engineer the potential hit.

Source: Rulebook, p. 73

Does a chariot champion get a 'Look Out Sir!' roll?

Yes, but note that there must be another model in the same chariot as the character (i.e. High Elf champions won't benefit, as they ride alone).

Source: Warhammer Design Team

Can characters join chariot crews?

A character may join a unit of chariots, but does not get into the chariot itself (he stays on foot, or horse, etc.).

Source: Warhammer Design Team

Can the crew of the chariot fight any models in base to base contact with the chariot?

Allow a number of models that seems reasonable to attack the chariot (use your discretion). Any model that can attack the chariot can be attacked by the crew of the chariot.

Source: Warhammer Design Team

When in hand to hand combat with a fear causing enemy, how many figures does a chariot count as?

A chariot counts as a single figure no matter how many crew or pulling beasts.

Source: Warhammer Design Team

When a character rides in a chariot, is he "in base contact" for the purposes of magic items and spells as soon as the chariot's front touches the model in question?

Everything in contact with the chariot is considered to be in base to base contact with the wizard.

Source: Warhammer Design Team

When a chariot charges, are the casualties inflicted taken from the front rank as usual? If so, how are casualties worked out if, say, there are two regular troopers and two characters in the front line? Must the charioteer nominate ahead of time how many attacks are going against which models?

Casualties are taken out of rank and file troopers unless there are not rank and file troopers left. All casualties are taken out of the front rank first, then latter ranks. Remaining troops fill ranks.

Source: Warhammer Design Team

War Machines

Does a cannon or stone thrower need line of sight to shoot at the enemy?

Yes and no. Friendly troops and terrain features (forests, hills, buildings) block the line of sight for the cannon/stone thrower crew. Enemy troops do not block the line of sight for the crew. If the crew has line of sight at a enemy target, they may shoot at it.

Additionally, an elevated war machine gains line of sight over friendly troops. War machines that fit this description include: Organ Gun, Great Cannon, Catapults, and Mortars, and Doom Divers.

Due to the nature of the weapon, it does not make sense to allow the Flame Cannon and Hellblaster volley gun to fire over friendly troops.

Source: Chronicles of War, p. 13-17 & Warhammer Design Team

Does a Bolt Thrower need line of sight to shoot at an enemy unit.

Yes. Additionally, an elevated bolt thrower gains line of sight over troops between it and its target.

Source: Rulebook, p. 25

Can the war machine crew leave the machine to pursue enemy?

Yes.

Source: Warhammer Design Team

How many members of a war machine crew fight if engaged in hand to hand combat?

All of the crew are moved into base to base contact with the enemy and must fight.

Source: Warhammer Design Team

Is there any penalty for shooting at war machine crews?

War machine crews are considered skirmish formation, and therefore are -1 to be hit.

Source: Warhammer Design Team

Are hits on war machines randomized?

No.

Source: Rulebook, p. 75-81

Standards & Musicians

Do unit standard bearers have to be in the front rank?

Yes, but the standard bearer can be anywhere in the front rank.

Source: Warhammer Design Team

Can units that are Immune to Psychology get unit standards?

Yes. There is nothing in the rules that excludes these units from getting unit standards.

Source: Rulebook, p. 82

Can units with beasts and herders get unit standards?

Yes. There is nothing in the Rulebook that excludes this.

Source: Rulebook, p. 82

Can a single units have multiple standards?

No. A unit may only have a single unit standard bearer. The only time a unit may have 2 standards in it is if one of them is the unit standard, and the other is the battle standard.

Source: Rulebook, p. 82

When do units lose their standards?

If the standard is in the front rank of a unit and all of the regular troopers in the front rank of a unit die in hand-to-hand combat, then the standard bearer is killed.

If the front rank consists of 1 hero, 1 champion, 1 unit standard bearer, and 1 regular trooper and the unit suffers 2 wounds to rank and file troopers, the standard is lost (even though the champion and hero survived).

Standards are captured if:

  • The standard bearer is killed and the enemy wins the combat.

  • The unit breaks in hand-to-hand combat and flees and the enemy pursues.

Standards may be recaptured if:

  • The unit that captured the standard breaks and flees from combat.

  • A recaptured standard does not get to be used by the unit that lost it.

Standards are lost if:

  • The standard bearer is killed but the enemy doesn't win the combat.

  • The unit breaks and flees but the enemy doesn't pursue.

The unit must be broken in hand-to-hand before the standards are captured or lost. Other effects that cause units to flee do not cause this loss of unit standards.

Source: Rulebook, p. 82 & Warhammer Design Team

What can a musician do?

The musician allows a unit to reform if it makes a Leadership roll. The unit can then face any direction with any rank formation. Units reforming with a musician may not shoot.

Source: Rulebook, p. 82

Can units reform in any direction with any facing without musicians?

Only if that unit was fleeing.

Units with or without a musician may change formation by one rank at the cost of half their movement, by two ranks for all their movement. Units changing formation in this way may fire missile weapons, though they are penalized for shooting and moving.

Source: Rulebook, p. 22 & 35

The General

Do I have to purchase the battle standard bearer to have an army standard, Can I claim that one of my unit standard bearers is carrying the army standard?

When selecting an army, you have to pay the points to get a battle standard bearer to get a battle standard.

Source: Rulebook, p. 83

When is the battle standard lost?

When the battle standard bearer character is killed. The battle standard bearer is considered a character, and all of the character targeting rules for missile fire, hand-to-hand combat, and magic spells applies.

Source: Rulebook, p. 83

Does the battle standard allow re-rolls of all missed psychology checks?

No. The battle standard allows units within 12" to re-roll failed break tests; it does not allow re-rolls for failed panic, fear, or terror tests.

Source: Rulebook, p. 83

Magic

How does the Book of Ashur work?

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

Can a character ever be a level 5 spellcaster?

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

How do special rules or items affect dispels interact with spells already in play?

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

How many times per Magic Phase can spell already in play attempt to be dispelled?

A dispel for a spell already in play may only be attempted once per Magic Phase.

Source: Battle Magic, p. 26

What is the proper order for obtaining spells?

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:

  1. Dark Elf Sorcerers get to draw Dark Magic Spells.

  2. Level 5 Spellcasters draw

  3. Level 4 Spellcasters draw

  4. Level 3 Spellcasters draw

  5. Level 2 Spellcasters draw

  6. 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:

  1. High Elf and Wood Elf Mages go first (tie).

  2. Dark Elf Sorcerers

  3. Chaos Sorcerers, Beastmen Shamans, Greater Daemons, and Necromancers go second (tie).

  4. Lessor Daemons go third.

  5. Human Mages, Orc Shamans, Skaven Warlocks, and Grey Seers go fourth (tie).

  6. 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

When are spells turned in and replaced with others?

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

When a mage exchanges spells, is he capable of drawing a spell he already discarded?

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

When a spell deck has already been drawn from, and exchanges made, what spells are available for the next mage?

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

How many dice are rolled for the winds of magic?

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

If I have no spellcasters, do I still get winds of magic cards?

Yes.

Source: Battle Magic, p. 27

If I have no spellcasters, can I still use Dispel cards from Winds of Magic?

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

If I have no spellcasters, can I use total power, mental duel, or drain magic from Winds of Magic?

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

If a spellcaster loses a spell due to Mental Duel, is that spellcaster considered 1 level lower than he was before?

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

A mage mounted on a monster has a spell rebounded onto him (winds of magic rebound) does the spell affect the mage or the monster?

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

When is the Magic Deck reshuffled (with the power cards, etc.)?

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

If an army has character with a High Magic spell or a Dark Magic Spell does that army gain the ability to exchange Winds of Magic cards?

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

If I have a High Magic or Dark Magic spellcaster, and I have another mage with a special ability to draw extra Winds of Magic cards, can that mage exchange his Winds of Magic cards?

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 in a Magic Turn can you dispel active spells?

When it is your phase.

Source: Battle Magic, p. 25-26

When in a Magic Turn do spells that are still active effect units on the board?

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

If a unit has an anti-magic item, when does this item effect still active spells?

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:

  1. Determine Winds of Magic

  2. Deal Cards

  3. Anti-magic Items can attempt dispel on still active spells

  4. Still Active Spells have their effects

  5. Cast New Spells

Source: Warhammer Design Team

If it is my turn during the magic phase, do I have to cast spells first?

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

When a Spell is cast during the Magic Phase, at what point does the opposing player attempt to dispel it?

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

A 'remains in play' spell is in play at the beginning of the magic phase. It moves randomly and moves off the board. Can the spell be recast during the current magic phase? What if the spell was cast in the magic phase and moved off the board in magic phase, can it be cast again in the magic phase?

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

Do magic items that have dispel affects work against spells cast with Total Power?

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

Do items that redirect spells but do not dispel them work against spells cast with total power work?

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

Do items that protect their wearers from magic, but don't dispel the magic, protect the wearer from a spell cast with total power.

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

Does Drain Magic remove spells cast with total power that turn?

Yes.

Source: Warhammer Design Team

Can Total power be stopped by The Mystic shield of Brag?

Yes.

Source: Warhammer Design Team

Can a spell cast with Total Power the previous turn be dispelled in subsequent turns?

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

Spells

Is summoning a crevasse under a unit considered targeting a unit for dispel effects?

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

Spells that Drifting around the board after they have been cast, are these spells considered 'targeting a unit' for dispel affects?

Yes. The energy from the spell can still be cast back into the warp.

Source: Warhammer Design Team

Is there any restriction on targeting characters with spells or magic item effects?

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

Is damage done to a chariot by a spell randomized?

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

Do chariots moved by magic means cause damage to units as if charging the unit?

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

Can a champion be moved out of a unit with a magical movement spell?

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

When do you resolve fear tests for magically transported troops?

No test is required.

Source: Warhammer Design Team

Do you have to have line of sight to cast all spells, or is it only the 'first model in the path' spells?

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

Can the crystal charioteer take an enemy model off of the table, and if so can it return?

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

When a character casts the Dark Mist can he decide to end it in any phase or just in subsequent magic phases.

Can end it in any phase.

Source: Battle Magic & Warhammer Design Team

If the Tempest spell is used to drive down a creature from flying high, where can it land?

Anywhere on the board as long as it is more than 1" away from enemy troops.

Source: Warhammer Design Team

When doe the Jade Magic Earthblood spell get the first D6 winds of magic cards?

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

What saves would you receive against the Hand of Dust spell?

Normal armour saves are allowed.

Source: Warhammer Design Team

Can opponents use special abilities (such as wardancers) or chaos gifts against an undead unit affected by Vanhels? The Rulebook says the opponent cannot fight or strike blows, but saves and magic saves are allowed.

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

Can characters who fall into the categories of mummy, wraith, or wight be affected by Van Hels Danse Macabe if they are by themselves? If they are with a valid unit? Are other characters affected if they are in a valid unit?

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

Can I raise the dead in a fleeing unit and destroy it?

Yes.

Source: Warhammer Design Team

What is the interaction between the Skaven magic spell Cracks Call and the Dwarfen Throne of Power? Does the Throne save as a chariot or other war machine? Does it save based on the bearers' initiative (since they touch the ground)?

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

Does the Cracks Call require line of sight?

No.

Source: Warhammer Design Team

Does Cracks Call affect flying chariots (like Arkhan's)?

It does not affect the chariot when it is flying high, otherwise yes.

Source: Warhammer Design Team

Does the Waaagh Number for shamans affect the number of winds of magic cards that they receive?

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

What units can the Hand of Gork be used to move from the Orc & Goblin army list.

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

Magic Items

Are characters limited on what magic items they can take (up to their maximum)?

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

Do I have to tell my opponent what magic items my figures have?

No. Nowhere in the rules does it state that you have to do this, and there is a magic items whose power is to reveal enemy magic items.

Source: Battle Magic, Arcane Magic & Warhammer Design Team

May an army have more than one of a particular magic item (such as Book of Ashur or Frostblade)?

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

Most magic items are limited to 1, but Battle Magic states that there is no limit to the number of scrolls and potions that an army can cary with it. Which Potions and scrolls are unlimited?

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

Can the effects of a magic item be dispelled?

If the effects of the item are considered to be a spell, yes, otherwise no.

Source: Battle Magic, p. 39

Can a character have 2 crowns, such as the Crown of Sorcery and the Crown of Command?

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

A mage has a magic staff, such as the Staff of Flaming Death. Can the mage use the staff as a hand to hand combat weapon? If so, is the magic staff considered a magical weapon?

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

Is the point cost of the Book of Ashur correct? Compared to the Book of Nagash (100 points) and the High Elf War Crown (125 points) it looks like a steal.

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

The Ring of Corin (or some equivalent) is used to destroy the Book of Ashur, what happens to the character who has it?

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

Can liches and vampires use the Book of Nagash? Can Manfred von Carstein use the book of Nagash? How about Heimlich Kemmler?

Yes on all accounts. The Book of Nagash Magic Item card should allow Liches and Vampires to take it.

Source: Warhammer Design Team

Can Settra use the Carstein Ring?

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

Can the Chaos Familiar be used to modify any die roll in the game, or only die rolls that directly affect the character? What if the die roll that directly affects the character is made by the opposing player?

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

Can the Ring of Corin be used to destroy familiars?

No.

Source: Warhammer Design Team

What is the movement value of a mounted spellcaster that has a familiar?

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

Can a mage with the Skull Staff force hidden assassins with magic items to reveal themselves? Can that mage then target the assassin with spells or missile fire? Can the assassin 'surprise attack' that character?

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

If a Gyrocopter, engraved with the rune of disguise is within 12" of a character carrying the Skull Staff, can the character target the Gyrocopter for spells? For Missile Fire? Is the Gyrocopter revealed?

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

Do the Staff of Volans have to be used for every spell the Supreme Patriarch casts?

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

Can the automatic wound caused by Talon of Death be saved?

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

Do devices of protection allow a save versus wounds against affects that normally don't allow an armour save, even an magic armour save?

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

Can a character wear a device of protection and armour? Can a character wear a device of protection and magic armour?

Yes and yes. It is suggested that armour/magic armour saves be done before device of protection saves versus wounds.

Source: Warhammer Design Team

Can a character wear two devices of protection?

Yes.

Source: Battle Magic, p. 38 & Arcane Magic, p. 8-9

Can a Dwarf character use both the Rune of Spite and a Device of Protection?

No. A Dwarf Character cannot have 2 magic items of the same type.

Source: Warhammer Armies - Dwarfs, p. 24

When is Device of Protection wound save made against weapons that cause multiple wounds?

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

Do wounds reflected by the Black Amulet affect combat resolution?

Yes.

Source: Warhammer Design Team

If the Black Amulet rebounds a wound from a weapon with a special effect, does the special effect happen to the attacker?

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

A model with 4 attacks and 1 wound attacks another model that has a black amulet/rune of spite. What if the first attack wounds, ant that wound is rebounded onto the attacker, do the other attacks have any effect (is the attacker dead before his additional attacks)?

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

Does the black amulet only rebound wounds caused by hand to hand combat attacks, or does it rebound any wounds caused during the hand to hand combat phase (does the black amulet rebound wounds caused by other black amulets and the runes of spite, spells that cause wounds in hand to hand combat phase, etc.).

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

Is the Golden Helm of Atrazar considered magic armour or a device of protection?

The Golden Helm of Atrazar is considered a Device of Protection and not magic armour, Arcane Magic is incorrect.

Source: Warhammer Design Team

Can wizards wear the Golden Helm of Atrazar and still cast spells?

Yes, it is a Device of Protection and not magic armour.

Source: Warhammer Design Team

When is the Golden Helm save made against weapons that cause multiple wounds?

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 (considered a steed, not a monster) takes off using the Boots of Flight, what happens to the mount?

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

A character wearing the Boots of Flight looses a round of hand to hand combat, but passes his break test, is he driven off?

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

Does a character wearing the Boots of Flight get to 'march-fly'?

No.

Source: Warhammer Design Team

If the general has the Crown of Command, do all units within 12" get to his 10 leadership for psychology and break tests?

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

If anEempire unit's leader has the Crown of Command, does a detachment of that unit (within 6") get to use the unmodified 10 leadership for break tests?

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

Is the Gem of Gnar considered a spell effect and therefore affected by anti-spell items from the opponent character?

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

Can a spellcaster use the 'Escape' Winds of Magic card to avoid the Gem of Gnar?

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

If a charging chariot hits a character with the Gem of Gnar, what happens?

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

Can a single character with the Gem of Gnar move into contact with a character in a unit and 'suspend that character in time'?

It depends. When a character comes into contact with a unit it is suggested that the challenge phase is played out first. Therefore, when a single character with the Gem of Gnar charges a unit, the unit champion can challenge the Gem of Gnar character first. Then, if the Gem of Gnar character survives, he can be placed in base to base contact with whomever character he can reach and he can activate the Gem of Gnar. If the Gem of Gnar character is killed in the challenge, the rest of the characters in the unit are spared.

This provides players with a method of protecting their generals/good spellcasters (by placing them in units with champions).

Source: Warhammer Design Team

Can the Horn of Defiance be combined with another item, banner that increases combat bonus?

Yes but note that the Horn of Defiance only doubles rank bonus, not other combat resolution effects.

Source: Warhammer Design Team

When can I use the Lifestone of Ashraaz to swap wound totals?

The Lifestone can only be used at the very beginning of the combat phase.

Source: Warhammer Design Team

Can the Ring of Corin be used to destroy chaos rewards?

Yes.

Source: Warhammer Design Team

Does the talisman of obsidian prevent magic users from using magic items as well as winds of magic cards?

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

Does the talisman of obsidian prevent the gem of gnar from working?

No.

Source: Talisman of Obsidian Magic Item Card

All Tomb Kings and Settra have BS of 0 but the Tomb King's Crown allows undead within 12" to use their BS, is this correct?

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

Can the Tomb King's Crown be used in conjunction with the Blessed Sword?

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

Can the Warpstone Charm modify any die roll that the controlling army has to make, or only any die roll that the holding character has to make?

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

Can a character take a magic banner as one of his magic items?

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

When should the effects of Mork's War Banner take effect if the battle standard bearer carrying it is involved in a challenge?

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

Does the Banner of Arcane Protection (which works up to 6" away from the regiment and works on any hostile spell including spells not cast at your unit) affect spells that magically move the enemy into hand to hand combat with the unit?

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

Does the Battle Banner +D6 combat resolution bonus modify all of my armies hand-to-hand combats?

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

Do characters in a unit of skeletal cavalry with the Doomrider Banner automatically hit when the unit charges?

No. The magic banner only effects mounted skeletons, so liches, necromancers, vampires, wights, and wraiths are not effected.

Source: Arcane Magic, p. 20

Does the Hell Banner affect characters immune to psychology?

Yes.

Source: Warhammer Design Team

Does the Mork's War Banner affect spell casting Daemons?

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

Is is possible to get an armour save better than 1+?

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

Orcs and Goblins are not allowed to wear heavy armour. Can Orc & Goblin characters get magic armour that is considered heavy armour?

Yes, the Orc & Goblin characters can get any magic armour.

Source: Warhammer Armies - Orcs & Goblins, p. 82

Does the Enchanted shield save bonus (+1 to armour save) affect the re-roll save given by the Armour of Fortune and the Armour of Protection?

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

A character is wearing the Armour of Fortune/Armour of Protection and has the dawnstone, what armour saves does the dawnstone allow to be re-rolled.

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

Does the Dragon Armour of Aenarion confer a save against war machines?

No.

Source: Dragon Armour of Aenarion Magic Item Card

Which magic weapons prevent armour save?

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 Dragon Slayer causes fear in Dragons, yet Dragons cause terror, and therefore are immune to fear. Are Dragons immune to the fear caused by the Dragon Slayer weapon?

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

Can the wielder of the Dragon Bow shoot more than once in the missile phase?

Yes. The elector count should get to shoot the number of times equal to his attacks, up to 3.

Source: Arcane Magic, p. 15

Does the Magic Arrow come with a bow so that it can be given to characters that don't normally have access to a bows?

Yes, this is specified on the card description for the magic item.

Source: Sky Arrow Magic Item Card

A unit has a magic standard and the bearer of the sword of destruction is in base to base contact with the unit. Does the sword of destruction nullify the magic banner's abilities?

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

Skirmishers

What do skirmishing units do?

Units that can skirmish can either be in regular formation (like all other troops) or in skirmish formation.

A unit capable of skirmishing can spend a movement phase to change from regular formation to skirmish, or from skirmish to regular formation. A unit changing formation may still shoot the turn it does so.

Source: Rulebook, p. 91

What unit benefits does a unit in skirmish formation lose/gain?

While in skirmish formation, the unit loses the following benefits:

  • If character in the unit, cannot use his leadership for psychology or break tests.

  • Do not get rank bonus for combat resolution.

  • Do not get to re-roll break tests if within 12" of army standard.

  • If within 12" of the general, cannot use his leadership for break or psychology tests.

While in skirmish formation, the unit still has the following benefits:

  • Unit standard gets combat resolution bonus.

  • Can have characters join or stay in the unit.

Source: Rulebook, p. 90-91

If a character in a unit of skirmishers is wearing the Crown of Command, does the unit get to use the characters unmodified 10 leadership?

No, the unit does not get to use the characters leadership.

Source: Warhammer Design Team

If a character in a skirmishing unit has the Sword of Fortitude, is the unit Immune to Psychology and break tests?

Yes. Although skirmishers can't benefit from a character's leadership, they can benefit from other magical effects.

Source: Warhammer Design Team

What happens if a skirmishing unit adopts a regular formation?

If a unit that can skirmish goes into a 'regular' troop formation, it regains the ability to:

  • If character in unit, use his leadership for psychology/break tests.

  • Get rank bonus for combat resolution

  • Re-roll break test if within 12" of standard.

  • If within 12" of general, use his leadership.

Source: Rulebook, p. 90-91

What happens when an enemy unit with a 5 man front is charged by unit of skirmishers, where 6 or 7 skirmishers can all reach the enemy unit? Do the extra skirmishers get to line up on the enemy unit's side and fight too?

Move the skirmishers into contact by the most direct route (turn each model to point at the enemy and charge in a straight line). If this gets models into contact on the enemies flank, we allow it. Note that the unit does not get a combat resolution bonus for attacking a unit in the flank.

Source: Warhammer Design Team

Does a unit in skirmish formation suffer the same amount of damage from a chariot that other units suffer? How about the damage caused by a night Goblin fanatic?

The unit in skirmish formation suffers the same amount of damage as regular units.

House Rule: It is suggested that when chariots and Night Goblin Fanatics damage units in skirmish formation that the number of hits be reduced by 1/2, minimum 1 hit.

Source: Warhammer Design Team

Points Values

How much do unit standard bearers cost?

A unit standard bearer costs double the points of a normal figure in the unit. Include the cost of all of the equipment for a rank and file member of the unit before doubling it for the cost of the standard bearer. For unit standard bearer in chariot units, the cost of the chariot is included before the cost is doubled for the standard bearer.

Source: Warhammer Armies, p. 2 & Warhammer Design Team

How much does a musician cost?

A musician costs double the points of a normal figure in the unit.

Source: Warhammer Armies, p. 2

How much to standard bearers cost for regimental chariot units?

Double the cost of the whole chariot.

Source: Warhammer Design Team

Can you buy champion crewmen for regimental chariot units?

Yes. Champions may only ride in chariots if allowed by the army list.

Source: Warhammer Design Team

If a regimental chariot is destroyed (either the creatures are killed) and the crew live does the opponent get victory points for the chariot? What about hero chariots where the hero lives and the chariot is destroyed?

The opponent only gets victory points once the chariot and rider are destroyed, whether the rider is a hero or not.

Source: Warhammer Design Team

How are victory points awarded for squig hoppers?

Every 3 squig hopper killed is worth 1 victory point.

Source: Warhammer Design Team

A monster mounted character (not a champion) is in a unit, and the entire unit is destroyed, how are victory points computed?

Compute the total point value of the character, his equipment and his mount. Victory points are awarded for this. Then compute the total point value of the rest of the unit, victory points are then awarded for that as well. If the character or monster mount die separately, victory points are awarded for each, but if they die together, combine the point total before computing victory points.

Source: Warhammer Design Team

Allies

Can you bring an ally's battle standard bearer?

Yes.

Source: Warhammer Design Team

When I get allies, does the ally army have to obey the given percentages for characters, war machines, rank and file troopers?

No, these restrictions are not applied to allies.

This means that two things:

  • The allied army is not a mini-army unto itself with restriction on 25% allied war machines, and 50% allied characters, etc.

  • The components of the allied army are not counted towards the percentages of the overall army. If the ally army contingent contains war machines, they do not count towards the 25% restriction on war machines for the entire army.

Source: Warhammer Armies - Dark Elves, p. 47 & Warhammer Design Team

When I get allies, do the army restrictions apply to the ally contingent?

Yes.

So, for example, no more than 1 Swordmaster of Hoeth unit could appear in a High Elf ally contingent.

Source: Warhammer Armies - Dark Elves, p. 47 & Warhammer Design Team

When I get allies, do mandatory army units have to appear in the ally contingent?

No.

House Rule: Limit allies as follows: For every allied unit of rank and file troopers taken, 1 character and 1 war machine may be taken.

House Rule: The Warhammer Design Team suggest that allies not be allowed unless you opponent agrees to let you have allies in your army.

Source: Warhammer Design Team

Chaos

Can characters join units of daemons?

Yes.

Source: Warhammer Design Team

If a character turns into a chaos spawn, does the opponent get victory points for it?

Only if the spawn is killed.

Source: Warhammer Armies - Chaos, p. 37

If I draw the 'spawn' chaos gift, do I have to use it on a character?

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

Do only characters get to use the chaos gifts?

No, chaos gifts can be used on any figure except daemons and chaos spawns.

Source: Warhammer Armies - Chaos, p. 13-14

What constitutes a Khorne unit, a Nurgle unit, a Slaanesh unit, and a Tzeentch unit?

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

Are all chaos god aligned units subject to fighting other chaos god aligned units?

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

Does a stone troll have all the abilities of a ordinary troll plus the dispel ability (and the same cost)?

The special abilities are in addition to the abilities of an ordinary troll.

Source: Warhammer Design Team

What are the correct statistics for the gorgon, the chaos army book has 2 different values?

The values in the Beastiary section in the Chaos Army book are the correct ones.

Source: Warhammer Design Team

What is the correct leadership for a harpy 6 or 8?

The correct leadership value for a harpy is 6.

Source: Warhammer Design Team

Do the beastmen units always have to take the leadership test for in-fighting?

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

What happened to chaos thugs, can chaos armies not include them anymore?

There are no more chaos thugs.

Source: Warhammer Armies - Chaos

When a character and mount is turned into the spawn, how many attacks and wounds does the spawn have?

Same as the character, ignore the mounts attacks and wounds.

Source: Warhammer Design Team

Do I have to do anything special to field a unit of daemons?

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

Does anything affect the Daemonic Save versus wounds?

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

If a khorne champion with the built-in chaos armour carries a sword of destruction, what happens to the chaos armour? Does the magical properties get negated only? If so, does it turn into heavy or light armour?

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

Does Arbaal only get 2 magic items listed, or can he take 1 more?

He only gets the 2 listed.

Source: Warhammer Design Team

Is it D3 hits or D3 wounds for the Bloodthirster's axe?

D3 wounds once the creature is wounded.

Source: Warhammer Design Team

Is it D3 hits or D3 wounds for the Bloodletter's Sword?

D3 wounds once the creature is wounded.

Source: Warhammer Design Team

Bloodletters can be mounted on Juggernauts. What happens if a Bloodletter is killed?

If the Bloodletter is killed the Juggernaut must take a Monster Reaction roll.

Source: Warhammer Design Team

Do Steeds of Slaanesh confer an armour save bonus to riders? Do Steeds of Slaanesh affect Daemonic saves if their riders are Daemonettes?

Yes and No. Note that Daemonettes riding steeds of Slaanesh have a 4+ daemonic save, and a 6+ armour save.

Source: Warhammer Design Team

A Slaanesh character is on a flying mount. The character looses a round of combat, is he driven off?

Yes. The driven off rule applies in this case (the Slaanesh character is only immune to break tests).

Source: Warhammer Design Team

What is the proper cost for mounting a Deamonette on a Steed of Slaanesh,?

Mounting Daemonettes on Steeds of Slaanesh costs 25 points.

Source: Warhammer Armies - Chaos

Can a champion of Slaanesh ride a steed of Slaanesh?

Yes.

Source: Warhammer Design Team

Do discs of Tzeentch confer an armour save bonus to riders?

Yes.

Source: Warhammer Design Team

If a Pink Horror is killed, can the newly raised blue horrors strike back?

The Blue Horrors can strike, as long as the Pink Horror had not already done so earlier in the phase.

Source: Warhammer Design Team

Does a chariot pulled by discs of Tzeentch fly?

No.

Source: Warhammer Design Team

Chaos Dwarfs

Can a Chaos only magic item be used by Chaos Dwarfs?

Yes.

Chaos God specific item (Khorne Only, Slaneesh only, etc.) cannot be used by Chaos Dwarfs.

Source: White Dwarf Presents Warhammer Chaos Dwarfs

A unit of Blunderbusses is accompanied by a champion. The champion has a better ballistic skill than an ordinary trooper. How is shooting worked out?

The champion is treated as having the same BS as the regiment he is leading if he fires a blunderbuss.

Source: Warhammer Design Team

Dark Elves

Can the Dark Elves have Skaven as allies?

No.

Please note that ally lists are not reciprocal, in other words it is possible for a race to appear as allies of another race, while not having that race in their own ally list. This simply reflects the fact that to get a race as an ally there must be a good chance of a small contingent of their troops serving in a large army of troops drawn from the main list. In the case of Dark Elves and Skaven, for example, it seemed sensible to me (Jervis) that small contingents of Dark Elves could serve in a Skaven army, but not vice-versa.

Source: Warhammer Design Team

Can characters join the scout units? The Dark Riders Unit?

Characters can join either unit, but note that they do not benefit from either troops types special rules. Thus a character with the Scouts can't infiltrate, and a character with the Dark Riders can't make a free march move at the start of the battle or fire and flee. As a house rule I recommend that you allow Champions belonging to such units to benefit from the troops special abilities (so a Scout Champion could infiltrate, for example).

Source: Warhammer Design Team

Is Hellebron a witch elf and therefore subject to frenzy?

Yes.

Source: Warhammer Design Team

Can the witch king cast spells and wear armour?

Yes.

Source: Warhammer Design Team

Can an army have Malekith the Witch King on foot instead on the chariot?

The witch king always comes with the chariot, but may leave it voluntarily during the battle.

Source: Warhammer Design Team

A Dark Elf unit is close to another fleeing Dark Elf unit, and a high elf unit. What test is taken first, the hatred-must-charge-the-enemy or the panic test?

The panic test is taken first, and if passed, then the 'must charge the enemy test is taken.

Source: Warhammer Design Team

Do Witch Elves lose Hatred when fighting High Elves, because they go into Frenzy and are immune to all other Psychology?

The witch elves loose hatred when they frenzy.

Source: Warhammer Design Team

Can Dark Elf assassins put poison on magic weapons so that they cause D3 wounds when used by an assassin?

No. Magic weapons never benefit from special rules that apply to a 'mundane' weapon. This is an expansion of the rules for magic weapons found on page 39 of Battle Magic.

Source: Warhammer Design Team

Is the +1 strength due to poison included in the witch elf statistics?

No, the witch elves strength when attacking is 4.

Source: Warhammer Armies - Dark Elves, p. 36

Do witch elf characters get to put poison on their weapons?

Yes, but not their magic weapons (see Assassins above).

Source: Warhammer Design Team

What's the point cost for a Hag Queen?

There are only hag queens that can be purchased are the special characters listed.

Source: Warhammer Design Team

Can the Corsair champion get a Sea Dragon Cloak?

Yes. It costs 5 points, and should count as a magic item.

Source: Warhammer Design Team

Dwarfs

Can any of the Dwarf characters ride monsters?

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

When a slayer's strength increases to the toughness of his opponent, is that increased strength used only for rolling to wound or does it affect armour save as well?

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

Can I place the Slayer King on a Throne of Power? Can I have a Slayer King in my army aside from the special character?

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

Does the Master Rune of Death effect everything (characters, Daemons, Dragons, etc.)? If so, what is the good of the Master Rune of Dragon/Daemons Slaying?

The master rune of death effects everything, as to the points value, we're happy with them!

Source: Warhammer Design Team

Can a Rune of Forging be put on a flame cannon?

Yes. The flame cannon is a 'cannon' and the rune is allowed.

Source: Warhammer Armies - Dwarfs, p. 29, 63 & Warhammer Design Team

Can a Rune of Forging be put on a organ gun?

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

Can a rune of disguise be put on the gyrocopter?

Yes, but once the gyrocopter shoots, it is visible for the rest of the game.

Source: Warhammer Armies - Dwarfs, p. 29

If a character has a runic device (weapon, armour, item) with multiple runes on it, how many magic items does it count as?

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

Can a Dwarf army have 2 cannons with the Rune of Forging?

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

When do is the Rune of Spite rebound roll made against weapons that cause multiple wounds?

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

If the Rune of Spite rebounds a wound from a Frostblade, is the attacker killed?

No. The Rune of Spite reflects the wound, not the special effects of the weapon that caused the wound.

Source: Warhammer Design Team

Can a character use both the Rune of Spite and a Device of Protection?

No. A Dwarf Character cannot have 2 magic items of the same type.

Source: Warhammer Armies - Dwarfs, p. 24

Does a character get the Rune of Spite rebound roll against weapons that say the defender gets no armour save, not even a magic armour save?

Yes. The special effect of the Rune of Spite is not considered an armour save.

Source: Warhammer Armies - Dwarfs, p. 30

Can the Rune of Luck be used to re-roll and die roll in the game, or only die rolls that directly affect the character? What if the die roll that directly affects the character is made by the opposing player?

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

If a Ring of Corin targets a war machine with runes inscribed upon it, does the Ring of Corin have to exceed the point cost of the war machine plus the runes, or just the point cost of the runes?

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

Can I put engineering runes on the anvil of doom?

No.

Source: Warhammer Design Team

The Dwarf book lists the flame cannon as having both a 12" and a 24" inch range. Which is correct?

Maximum guess range is 12".

Source: Warhammer Design Team

Empire

Can the Empire army take Ogre characters as described in the Beastiary?

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

Can the Empire player be allowed to field Halfling characters?

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:

  • Halfling: 4.5 Points

  • Halfling Champion: 27 Points

  • Halfling Hero: 58.5 Points

  • Halfling Lord: 90 Points

The point cost for halfling characters is based upon the point cost calculator from earlier versions of Warhammer Fantasy Battle.

Source: Warhammer Armies - Empire

Can the Empire army use Dwarf characters with its Dwarf units?

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

What are all the restrictions to Empire detachments?

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

Can Dwarfs or Halflings be detached units? Can the Reiksguard Foot Knights have detached units?

The Warhammer Armies - Empire specifically states which units are state troops, and the Reiksguard Foot Knights, Dwarfs, and Halflings are not included in this list. Therefore, the Reiksguard Foot Knights, dwarves and halflings cannot have detached units, nor be detached units.

Source: Warhammer Armies - Empire, p. 18

Can detached units have champions?

No.

Source: Warhammer Armies - Empire, p. 18

Can detached units have standards?

No.

Source: Warhammer Armies - Empire, p. 18

Can any the Empire Army field Ice Mages?

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

Does the Grand Theogonist count as a spellcaster for winds of magic?

No.

Source: Warhammer Armies - Empire, p. 70

Can I choose the weapons for the crew members of the War Wagon?

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

Is is possible to attack the commander of the steam tank?

No.

Source: Warhammer Armies - Empire, p. 35

How do spells affect the Steam Tank?

Use the Tank's Statistics for all spells, use the commanders leadership (leadership 10) for leadership checks.

Source: Warhammer Design Team

Can I cast spells at the crew of the steam tank?

No.

Source: Warhammer Armies - Empire & Warhammer Design Team

Can a unit of outriders have a champion?

No.

Source: Warhammer Design Team

Can a unit of flagellants have a champion?

No.

Source: Warhammer Design Team

Does damaging the war alter affect its abilities?

Not until the war alter is destroyed.

Source: Warhammer Armies - Empire, p. 70

Is the Empire war alter is treated like a chariot for purposes of being attacked?

Yes.

Source: Warhammer Armies - Empire, p. 69

Can Kislev Horsed Archers shoot and flee like the Dark Elf Dark Riders? This seems like a special ability for all mounted missile troops.

No.

House Rule: It is a suggested that Kislev Horsed Archers be allowed to shoot and flee.

Source: Warhammer Armies - Empire, p. 52, 64

How often do those pistoliers get to shoot?

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

High Elves

Where can I find the unit entry for Prince Imrick?

The unity entry for Prince Imrik can be found on page 11 of the Chronicles of War.

Source: Chronicles of War, p. 11

Can I take High Elf warriors give them spears and 2nd hand weapon so that every model in the front rank gets 2 attacks and the 2nd rank can (when appropriate) get a spear attack?

No. The bonus attack for having a second hand weapon should only count when you use two hand weapons, not a hand weapon and a different weapon like a spear (or lance, or whatever).

Source: Warhammer Design Team

Do I have to take 5 Tiranoc Chariots to field any?

No.

Source: Warhammer Design Team

Can Reaver Knights shoot and flee like the Dark Elf Dark Riders? This seems like a special ability for all mounted missile troops.

No.

House Rule: It is a suggested that the Reaver Knights be allowed to shoot and flee.

Source: Warhammer Armies - High Elves, p. 65

Orcs & Goblins

Can Orcs & Goblins take the Chaos Dwarves as allies and get a second unit of Black Orcs?

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

Can I take the Chaos Dwarves as allies and only get a unit of hobgoblins?

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

Does a Heart of Woe activate if a Giant picks up the character and stuff them into a bag?

No, The character is not technically dead.

Source: Battle Beastiary, p. 61

For vampires, does the Carstein Ring activate if a Giant picks up the character and stuff them into a bag?

No, The character is not technically dead.

Source: Battle Beastiary, p. 61

Does a Giant's Yell and Bawl attack affect units Immune to Psychology?

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

Can Hand of Gork be used to move Goblin fanatics?

No, individual fanatics cannot be moved with the Hand of Gork.

Source: Battle Magic, p. 56

When a fanatic ends its movement inside a unit, what is done?

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

When fanatics are launched, do they have to be all launched at the unit that is within 8"?

The player can choose what direction they go on the turn they come out.

Source: Warhammer Design Team

What happens if a magically movement causes a night Goblin unit with hidden fanatics to be within 8" of an enemy unit?

The fanatics are released in a random direction.

Source: White Dwarf #191

What happens if a creature flying high lands within 8" of a night Goblin unit with hidden fanatics?

The fanatics are released in a random direction.

Source: White Dwarf #191

Can a Orcs & Goblins Army field Ogre characters?

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

Protective Tattoos alone provides an un-modifiable 6+ armour save, but if the armour save is improved by other means (such as shields) is that part of the armour save modified by the attacker's strength?

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

Do squig hunters have two attacks, or does the prodder obstruct them from having those two attacks?

Each herder gets 1 attack, so a 25mm x 50mm base w/2 herders gets 2 attacks.

Source: Warhammer Design Team

Can my squig hunter teams in the second rank be hit back?

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

How and when does regeneration take effect?

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

Can a model with regeneration that is caught fleeing regenerate its wounds?

A regenerating creature that is caught fleeing is considered dead, and cannot regenerate wounds to return.

Source: Warhammer Design Team

Skaven

Can Ikit Claw use all his shooting attributes during the same shooting phase e.g. warplock pistol, poison globe, warpfire thrower?

No, he can only operate one missile weapon.

Source: Rulebook & Warhammer Design Team

Can I take Thanquol without Boneripper?

No.

Source: Warhammer Design Team

Can Boneripper accept/issue challenges?

Yes.

Source: Warhammer Design Team

Poison wind globadiers have to Evade when charged what does this mean?

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

When a poison wind globadier unit is being charged how do I work out stand and shoot?

Globadiers that are part of regiments can't stand and shoot, but skirmishing globadiers follow normal rules.

Source: Warhammer Design Team

Do poison wind globes affect the empire steam tank? Does a '6' on the roll for poison wind globes always a failure and the model overcome (die)?

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

When the Deathmaster Snikch is in a Skaven unit other than gutter runners, is he disguised (like other assassins)? Can he leap out and make surprise assassin attacks on enemy characters?

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

Does the 5 attacks for the Deathmaster Snikch include his 2 additional hand weapons?

No. He gets a massive 7 attacks in hand to hand combat!

Source: Warhammer Design Team

Are weeping blades considered magical weapons?

Yes.

Source: Warhammer Design Team

Can I field Skaven assassins on their own? Can they infiltrate?

No, but they can be included in units of gutter runners.

Source: Warhammer Design Team

Are the fumes going all game long?

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

If the Screaming Bell is going to destroy war machines, does that effect the Skaven war machines as well?

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

If the unit pushing the Skaven bell flees, do the grey seer and striker go with them?

No. They are immune to psychology and never break.

Source: Warhammer Design Team

Are there gutter runner champions?

Gutter runners cannot have champions, but they can have assassins.

Source: Warhammer Design Team

Can Warpfire Throwers & Jezzails stand and shoot at chargers?

Yes, but Warpfire Throwers cannot stand and shoot at chargers attacking from flying high.

Source: Chronicles of War, p. 5

A unit of Skaven jezzails shoot at a unit of beastmen, the Skaven cause 3, 1, and 2 wounds, how many beastmen die? (does the extra wound from the first jezzail wound another beastmen).

Two beastmen die, and another has 1 wound, the extra wounds from the jezzail are lost (same as cannonballs).

Source: Warhammer Design Team

When I have 4 rat swarms in my army (it is counted as one single swarm).If an enemy model comes into contact with one of the 4 swarms, how many attacks do the swarms get?

Only the swarm in base to base contact with the enemy may fight, therefore 5 attacks.

Source: Warhammer Design Team

When a Skaven Doomwheel is destroyed, what happens to the rats inside?

The rats die.

Source: Warhammer Armies - Skaven

Does the Skaven Doomwheel have to move like an individual figure (no turn arcs, etc.)?

The Skaven Doomwheel moves like other individual characters with no turn arcs.

Source: Warhammer Design Team

Is the lightening from the doomwheel considered magical?

No.

Source: Warhammer Design Team

Undead

Settra can have the Mummy Tomb King's Crown, but his BS is 0 (zero) is this correct?

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

Can Settra use items that are Vampire only, Necromancer Only, or Liche only?

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

Since undead are not living targets, are they affected by poison?

Unless a device specifically states that it does not affect undead, it does. This applies to witch elves poison, etc.

Source: Warhammer Design Team

Since undead are immune to psychology, are they affected by Slaanesh effects that utilize good looks?

No, the allure of Slaanesh still affects them.

Source: Warhammer Design Team

Are vampire characters considered living beings?

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

Can you have wight or wraith champion in a unit of wights or wraiths?

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

Are creatures immune to non-magical weapons, immune to all breath weapon attacks?

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

Are Wight Blades considered magic weapons?

Yes.

Source: Warhammer Design Team

Is Nagash a greater daemon?

No.

Source: Warhammer Armies - Undead, p. 88-89

If a unit of skeletons with a character in it loses a round of combat, does the character have to take a break test, or do extra skeletons just die?

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:

  1. 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.

  2. 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

A unit of wood elf scouts are hidden in a building. The opponent's skeleton cavalry moved through the building? How would you work this situation out?

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

Since undead chariots can have crew and steed restored, should they be left on the table when all the crew have been killed?

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

Can undead units stand and shoot or flee from chargers?

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

Are there any Undead units that can march move?

Yes, Ghouls have the capability to march move. Vampire and Necromancer characters can march move as well.

Source: Warhammer Armies - Undead, p. 58

What spells affect that affect living creatures don't effect undead?

Unless a spell specifically states that it does not affect undead, it does.

Source: Warhammer Design Team

Wood Elves

Does the initiative of the wardancers determine when their special ability occurs, or does it occur before all attacks?

The special ability occurs before all attacks.

House Rule: The Warhammer Design Team suggest that the use of the following rule which will be in the Wood Elf book: The War Dancers cannot use the same tactic in two combat phases in a row.

Source: Warhammer Design Team

Wardancers can use the Shadows Coil to end the combat in a draw. Does this result apply to just the wardancers and their enemy, or all units involved in the combat?

The fight is a with combat result of zero between Wardancers and their opponents alone, other units affect combat resolution normally.

Source: Warhammer Design Team

Does the Collar of Zorga affect Treemen?

No.

Source: Warhammer Design Team