Welcome to the online rules index for the Warhammer Fantasy: 5th Edition. It is part of the Warhammer Fantasy Online Rules Index Project and is not affiliated with Games Workshop Limited. This website contains an easily searchable index of the core rules and supplements of 5th Edition. The complete index of official and community-compiled Frequently Asked Questions is available, as well as Errata & Amendments.
Source: Warhammer Fantasy: 5th Edition
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Characteristics
- Movement Allowance (M)
- Weapon Skill (WS)
- Ballistic Skill (BS)
- Strength (S)
- Toughness (T)
- Wounds (W)
- Initiative (I)
- Attacks (A)
- Leadership (Ld)
- 0 Level Characteristics
- Characteristic Profiles
- Weapons and Armour
- Armour (Characteristics)
- Shield
- Light Armour
- Heavy Armour
- Barding
- Units of Troops
- Formations
- Leaders, Musicians and Banners
- Facing
- Cavalry (Characteristics)
- Monsters, Chariots & Machines
Movement
- Declare Charges
- Charge Responses (Movement)
- Stand and Shoot (Movement)
- Hold
- Flee (Movement)
- Rallying (Movement)
- Compulsory Moves (Movement)
- Move Chargers
- Remaining Moves
- Moving Troops
- Movement Rate
- Manoeuvre (Movement)
- Wheel
- Turn
- Change Formation
- Reform
- Terrain
- Open Terrain
- Difficult Terrain
- Very Difficult Terrain
- Impassable Terrain
- Obstacles
- Charging
- A Failed Charge
- Manoeuvring During a Charge
- Aligning the Combatants
- Moving Engaged Units
- Charge Reactions
- Redirecting a Charge
- Oddball Stuff
- Flank and Rear Charges
- Panic (Movement)
- Combat Bonuses (Movement)
- Turning Models
- Marching (Movement)
- Individual Models (Movement)
- Fast Cavalry (Movement)
- Snaking
- 1" Apart
Shooting
- Range
- Who Can Shoot
- Elevated Positions
- Cover
- Hard Cover
- Soft Cover
- Shooting and Hand-to-Hand Combat
- Templates
- Stand and Shoot (Shooting)
- Dividing Shots
- Hitting the Target
- To Hit Modifiers
- 7+ to Hit
- Wounds (Shooting)
- Weapon Strength
- Armour (Shooting)
- Armour Save Modifiers (Shooting)
- Maximum Save (Shooting)
- Removing Casualties (Shooting)
- Casualties (Shooting)
- Multiple Wound Casualties
- Cavalry Casualties
- Panic Tests
- Fast Dice Rolling
Close Combat
- Close Combat Phase
- Combats
- Who Strikes First
- Which Models Fight
- Hitting the Enemy
- Cavalry (Close Combat)
- Defended Obstacle
- Fighting with Two Weapons
- Wounds (Close Combat)
- Weapons Modifiers
- Armour (Close Combat)
- Armour Save Modifiers (Close Combat)
- Maximum Save (Close Combat)
- Removing Casualties (Close Combat)
- Excess Casualties
- Results
- Combat Results Examples
- Losers Take a Break Test
- Panic Tests for Breaks
- Fleeing Troops
- Move Fleeing Troops
- Subsequent Actions of Fleeing Troops
- Rallying (Close Combat)
- Rally Test
- Pursuit
- Pursuit Move
- Pursuit into Fresh Enemy
- Avoid Pursuit
- Pursuit Off the Table
- Redress the Ranks
- Fleeing Units
- Units Taking Casualties
- Expand Frontage
- Lapping Round
- Combat Bonuses (Lapping Round)
- Defeat in Combat (Lapping Round)
- Which Models Can Fight (Lapping Round)
Psychology
- Taking Psychology Tests
- Using Rider's Leadership
- Using Leaders' Leadership
- The Order of Tests
- Panic
- Panicking Units
- Panicking at the Start of the Turn
- Panicking in Hand-to-Hand Combat
- Voluntary Tests
- Fear
- Defeated by Feared Enemy
- Terror
- Flee! (Psychology)
- Fear and Terror Liabilities
- Stupidity
- Further Psychology (Stupidity)
- Stupidity and Riders
- Frenzy
- Other Psychology (Frenzy)
- Defeated in Combat (Frenzy)
- Frenzied Characters (Psychology)
- Hatred
Heroes & Wizards
- Heroes
- Champions (Heroes)
- Heroes (Description)
- Lords
- Wizards (Heroes & Wizards)
- Wizards and Armour (Heroes & Wizards)
- Moving Characters
- Compulsory Moves (Heroes & Wizards)
- Marching (Heroes & Wizards)
- Characters and Units
- Champions (Characters and Units)
- Characters Joining Units
- Characters Leaving Units
- Characters Moving with Units
- Moving Characters Within Engaged Units
- Shooting at Characters
- Proximity To Friendly Troops
- Large Characters
- To Hit Penalty
- Hand-to-Hand Fighting (Characters)
- Dividing Attacks
- Excess Wounds (Heroes & Wizards)
- Challenges
- Issuing A Challenge
- Refusing A Challenge (Boo Hiss!)
- Fighting a Challenge
- Greater Daemons and Challenges
- Single Character Challenges
- Overkill!
- Leadership & Unit Psychology
- Character's Leadership
- Characters and Unit Psychology
- Stone Throwers, Cannon & Characters
- "Look Out, Sir!"
- Characters Riding Monsters
- Mounts and Psychology
- Shooting Penalties (Characters Riding Monsters)
- Frenzied Characters (Heroes & Wizards)
- Special Characters (Heroes & Wizards)
Aerial Combat
- Movement of Flyers
- Air and Ground Movement
- Aerial Movement
- Flying Charges
- Move Penalties and Restrictions
- Units of Flyers
- Hand-to-Hand Combat (Aerial Combat)
- Working Out Combat
- Fleeing Flyers
- Driven Off
- Driving Off Challengers
- Flying High
- Restrictions on Flying High
- Diving Down onto the Battlefield
- Diving Charge
- Charge Responses (Aerial Combat)
- Position of Models Up High
- Fighting Up High
- Striking Glancing Blows
- Flying Troops
- Casualties (Aerial Combat)
- Other Combat
Chariots
- The Chariot Model
- Chariot Units
- Chariot Squadrons
- Excess Wounds (Chariots)
- Moving Chariots
- Obstacles and Terrain
- Fighting Chariots
- Chariots' WS
- Allocating Hits
- Work Out Wounds
- Slain Creatures
- Slain Crew
- Wounds on the Chariot Body
- Chariot Attack
- Impact Hits
- Crew Attacks
- Creature Attacks
- Chariot Challenges
- Flee and Pursuit
- War Machines and Chariots
War Machines
- Models
- Batteries
- Characters (War Machines)
- Excess Wounds (War Machines)
- War Machines in Combat
- Shooting (War Machines)
- Hits From Templates
- Hits on Crew/Characters
- Charge Responses (War Machines)
- Hold (War Machines)
- Flee (War Machines)
- Fleeing Crew
- Attacking a Machine
- Abandonded Machine
- Stone Throwers
- Damage (Stone Throwers)
- Profiles (Stone Throwers)
- Loss of Crew (Stone Throwers)
- Stone Thrower Summary
- Cannons
- Misfires (Cannons)
- Profiles (Cannons)
- Loss of Crew (Cannons)
- Summary of Cannon Fire
- Bolt Throwers
- Working Out Damage From Hits (Bolt Throwers)
- Profiles (Bolt Throwers)
- Loss of Crew (Bolt Throwers)
- Summary of Bolt Throwers
- Other War Machines
Wizards & Spells
- Overview
- How Spells Work
- The Magic Phase Sequence
- Wizards (Wizards and Spells)
- Four Levels of Wizard
- Spells (Wizards and Spells)
- Allocation of Spells
- Wizards and Armour (Wizards and Spells)
- Casting Spells (Wizards and Spells)
- Winds of Magic Cards
- Winds of Magic Card Deck
- How to Cast Spells
- Boosting Dispels
- Caster's Counter Magic
- Discard Winds of Magic
- Spells in Play
- Integrity of Spells in Play
- Fleeing Wizards
- A Side With No Wizards
- Spells with Templates
- Magic Items and Spells
- Bound Spells (Magic Items and Spells)
- Magic Items Used to Dispel
- One Dispel Rule
- Natural Dispels
- Total Power
- Spells In Play (Dispel)
- Magic Saves
- Irresistible Force and Immovable Objects
Special Spells
- Additional Chaos Magic
- Waaagh Magic (Special Spells)
- Gork and Mork
- Shamans in Battle
- Dealing Waaagh Magic
- Dealing Winds of Magic (Waaagh Magic)
- Waaagh Spells
- Waaagh Test
- Shamans
- High Magic (Special Spells)
- High Magic Spells
- Using Winds of Magic Cards (High Magic)
- High Magic Superiority
- Lizardman Slann Mage-Priests
- Skaven Magic (Special Spells)
- Skaven Sorcerers
- Dealing Spells
- Winds of Magic (Skaven Magic)
- Warp Test
- Dark Magic (Special Spells)
- Dark Magic Spells
- Dark Elf Sorcerers
- Using Winds of Magic Cards (Dark Magic)
- Necromancy
- Necromancy Spells
- Recasting Spells
- Chaos Dwarfs
Magic Items
- Choosing Magic Items
- Restricted Items
- Special Characters and Magic Items
- Magic Item Summary
- Magic Weapons
- Magic Armour (Magic Items)
- Wards
- Enchanted Items (Magic Items)
- Wizard Arcana
- Magic Standards (Magic Items)
- Bound Spells (Magic Items)
- Special Character Items
- Heirlooms
- Empire (Special Character Items)
- Kislev (Special Character Items)
- Undead (Special Character Items)
- High Elves (Special Character Items)
- Dwarfs (Special Character Items)
- Wood Elves (Special Character Items)
- Chaos Reward Summary
- Nurgle (Chaos Reward Summary)
- Khorne (Chaos Reward Summary)
- Tzeentch (Chaos Reward Summary)
- Slaanesh (Chaos Reward Summary)
- Non-Aligned Rewards
- Dwarf Runes Summary
- Dwarfs & Magic
- Runic Magic
- Weapon Runes
- Armour Runes
- Runes of Protection
- Engineering Runes
- Talismanic Runes
Further Ideas & Spells
- Winds of Magic (Further Ideas and Spells)
- College Battle Magic
- The Colleges of Magic
- The Celestial College
- The Grey College
- The Bright College
- The Jade College
- The Gold College
- The Amber College
- The Light College
- The Amethyst College
- Battle Wizards and College Magic
- Ice Magic
- College Magic Spells
- Amethyst Spells
- Gold Spells
- Amber Spells
- Light Spells
- Celestial Spells
- Jade Spells
- Grey Spells
- Bright Spells
- Ice Magic Spells
Skirmishers
- Formation
- 2" Apart
- Adopting Skirmish Formation
- Moving
- Manoeuvres (Skirmishers)
- Obstacles and Difficult Terrain (Skirmishers)
- Double Pace
- Shooting and Moving
- Shooting (Skirmishers)
- Hand-to-Hand Combat (Skirmishers)
- Formation in Combat
- Engaged Skirmishers
- Shooting at Skirmishes in Combat
- Characters and Leadership Bonuses
Appendix 1: Commentary on the Rules
- Conventions
- Changing Formations
- Fast Cavalry Formations
- Charge! (Appendix)
- Awkward Charges
- Aligning and Charging Over Hindrances
- Generosity
- Confused Targets
- Multiple Targets
- Multiple Charges
- Overkill Rule
- Chariot Strikes
- Positioning Characters With Units
- Skirmishers in Combat
- Turning Models to Face Attackers
- Flank Attacks and Combat Bonus
- Flyers and Defended Obstacles
Special Rules
- Breathe Fire
- Petrify
- Scaly Skin (Dragon)
- Dragon's Breath
- Move (Giant)
- Fall Over
- Giant Special Attacks
- Thump with Club
- Swing with Club
- Stamp
- Yell and Bawl
- Jump Up and Down
- Pick Up
- Head Butt
- Pincer Attack
- Chitinous Armour
- Move (Gigantic Spider)
- Woods (Halfling)
- Harpy Units
- Scaly Skin (Hydra)
- Enraged Bound Monster
- Swarm
- Swarm Types
- Woody Skin
- Fire (Treeman)
- Move (Treeman)
- Felled Treeman
- Tree Whack
- Rooted to the Spot
- Regenerate
- Fire (Troll)
- Vomit
- Horn Attack
- Natural Dispel
- Daemon Aura
- Scaly Skin (Wyvern)
- Envenomed Tail