Source: Warhammer Fantasy: 5th Edition

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Warhammer Fantasy:
5th Edition
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Table of Contents

The Game Rules(Warhammer Rulebook, p. 4)

If you have never played Warhammer before we recommend that you refer to the separate Getting Started sheet before reading this rulebook. The guide is designed to give you an overall idea about how the game works before you read the rules themselves. If you are an old Warhammer campaigner then you'll find the greater part of the contents of this new rulebook familiar to you. The game is not very different from its predecessors and deliberately so - for players who have spent time and energy building up their armies would be roughly served if we were to alter the basis on which their collections have been assembled. Rather, our intention has been to make the game rules as clear as possible, and to remove anomalies and mistakes from the previous version.

Whether you are new to command or a veteran of many battles it is worth reading through this rulebook from the beginning. Don't worry about remembering every rule right from the start, as you can always refer to the rulebook during the game if necessary. All the important rules are summarised on the separate playsheet.

Don't be daunted by the thickness of this book or the apparent complexity of some of the rules, many of which are designed for exceptional creatures or war machines, or provide extra detail concerning weaponry, fighting in buildings, and so forth. The core of the rules are contained in the section up to and including the Psychology section, and we suggest novice players ignore the sections beyond until they have fought at least one game.

In compiling this book we have tried to make the rules as concise as possible without resorting to mincing, legalistic language or to long and tedious lists of conditions attempting to cover every imaginable circumstance. We have included many diagrams and at the back of the book you'll find further examples, clarifications and notes. When situations arise where players can find no clear answer in the rulebook, and they certainly will for there is nothing more liable to bizarre circumstances than a fantasy battle, then players must feel free to improvise a rule or agree upon a procedure for themselves.

This rulebook contains all the rules for the Warhammer game that are not specific to individual races. You will find special rules for individual races, monsters and creatures under their description in the Battle book. Further special rules for specific armies are included in the Warhammer Armies series of army guides. Rules for further use of magic, including spellcasting and magic weapons, are given in full in the separate Warhammer Magic supplement as they are far too substantial to include in the Warhammer box.

Players will find suggested rules for setting up the battlefield, deployment, and working out who has won in the accompanying Battle book. These are regarded a matter of player choice rather than part of the rules of the game, and so have been removed from the rulebook itself.

What You Will Need To Play(Warhammer Rulebook, p. 4)

In addition to model armies, a suitable battlefield, and two players, there are a few more essential items you need to play Warhammer. Most of these items are included in the Warhammer box, while the rest are all readily available.

Dice(Warhammer Rulebook, p. 4)

You will need as many ordinary, 6-sided dice as you can get hold of. Warhammer includes a number of dice, and this will be enough to play a game, but you can never have too many!

Special Dice(Warhammer Rulebook, p. 4)

Warhammer includes two special dice: the Artillery dice marked 2, 4, 6, 8, 10 and 'misfire', and the Scatter dice marked with arrows and 'hit' symbols. These dice are used to represent the effects of cannons and stone throwing engines, and are included in the game.

When you're playing Warhammer, you'll need lots of 6 sided dice. On the right are the Scatter dice and the Artillery dice.

Measuring Tape(Warhammer Rulebook, p. 4)

We have included two plastic range rulers in the game to help you measure your moves and work out firing ranges. You will need at least one retractable measuring tape to measure longer distances.

Paper and Pens/Pencils(Warhammer Rulebook, p. 4)

Paper and pens/pencils are needed to record details of your troops, casualties and other minor details during play. We have provided roster sheets and file cards which can be used to record such details, and you may wish to make further copies of these or to devise your own record system.

Characteristics(Warhammer Rulebook, p. 6)

In the Warhammer World there are many different types of warriors, from ordinary archers and spearmen to lordly knights riding mighty chargers. There are monstrous creatures too, some quite small like Goblins and others huge like fire-breathing Dragons. In order to represent these different creatures in the game we have nine characteristics which describe the various aspects of their physical or mental make up.

Movement Allowance(Warhammer Rulebook, p. 6)

Often simply called move, this shows the number of inches a creature can move on the tabletop under normal circumstances. For example, a Goblin with a move of 4 can move 4 inches.

Weapon Skill(Warhammer Rulebook, p. 6)

Defines how accomplished or skilled a warrior is with his weapons, or how determined and vicious a monster is. WS is rated on a scale of 1 to 10 and the higher the score the more likely the fighter is to hit a hand-to-hand combat opponent. An ordinary human has a WS of 3 whilst a battle-hardened leader might have a WS of 4 or 5 or possibly even higher.

Ballistic Skill(Warhammer Rulebook, p. 6)

Shows how good a warrior is with ranged weapons such as bows, crossbows or even thrown rocks. BS is rated on a scale of 1 to 10 and the higher this score is the easier a creature finds it to hit with missile attacks. Some monsters have natural weapons that can be used at range (they might be able to spit venom, for example) and their BS is used to determine whether they hit or not.

Strength(Warhammer Rulebook, p. 6)

Shows how strong a creature is. Strength is rated on a scale of 1 to 10. An exceptionally puny creature might have a Strength of 1 whilst a mighty Giant might have a Strength of 6 or even higher. Most men have a Strength of 3. Strength tells us how hard a creature can hit and thus how easily it can hurt an opponent it has struck.

Toughness(Warhammer Rulebook, p. 6)

Toughness is a measure of a creature's ability to resist damage, or withstand physical damage and pain, and reflects such factors as the toughness of a creature's flesh, hide or skin, or the depth of its fur. Toughness is rated on a scale of 1 to 10 and the tougher a creature is the better it can withstand an enemy's blows.

Wounds(Warhammer Rulebook, p. 6)

Shows how much damage a creature can take before it either dies or is so badly hurt it can't fight any more. Most humans and human-sized creatures have a Wounds characteristic value of 1. Large monsters are often able to withstand several wounds that would slay a smaller creature and so have a Wounds value of 2, 3, 4 or more.

Initiative(Warhammer Rulebook, p. 6)

Initiative is rated on a scale of 1 to 10 and indicates how fast a creature can react. Creatures with a low Initiative score are slow and cumbersome whilst creatures with a high Initiative score are much more quick and agile. Humans have an I score of 3. In close combat Initiative dictates the order in which creatures strike, since faster creatures will be able to attack before slower ones.

Attacks(Warhammer Rulebook, p. 6)

Indicates the number of times a creature attacks during close combat. Most creatures attack only once and have an A value of 1, although some monsters or warriors of exceptional skill may be able to strike several times and have an A score of 2, 3 or more.

Leadership(Warhammer Rulebook, p. 6)

A creature with a high Leadership value is courageous, steadfast, and self-controlled. A creature with a low value is the opposite! Leadership is rated on a score of 1 to 10. Humans have a Ld value of 7, which is average, whilst cowardly Goblins have a Ld of only 5.

0 Level Characteristics(Warhammer Rulebook, p. 7)

Some creatures have been given a '0' for certain characteristics which means they have no ability what-so-ever in that field! This usually applies to creatures unable to use missile weapons, so they have a BS of 0, but it might equally well apply to other characteristics too. For example, an ordinary horse has no Attacks (A 0). If a creature or object has a WS of 0 then it cannot defend itself in hand-to-hand combat, and any blows struck against it will automatically hit.

Characteristic Profiles(Warhammer Rulebook, p. 7)

Every creature in the Warhammer World has a characteristic profile which lists the value of its different characteristics. In the Battle book you will find profiles for many of the races and monsters of the Warhammer World. The examples below show the profiles for an Orc and a Man.

MWSBSSTWIALd
Orc433341217
Man433331317

As you can see, an Orc and a Man are very similar in many respects. They both move at the same speed - 4", and they both have the same Weapon Skill and Ballistic Skill which means they are very evenly matched in combat. Both have the same Strength value, so they can deliver blows with equal potency. When it comes to Toughness the Orc wins over the Man - the Orc's value is 4 compared to 3. This is not a huge difference, but it makes the Orc better able to withstand blows and gives it the edge in hand-to-hand fighting.

Both creatures have 1 wound, which is the normal value for man-sized creatures. The Orc loses out when it comes to Initiative. This is not a terrible disadvantage, but it does mean that the Man will strike his blows before the Orc when they get stuck into hand-to-hand fighting. Both races have the same Leadership 7 which is about average.

Weapons and Armour(Warhammer Rulebook, p. 7)

Intelligent creatures such as Men, Orcs, Elves and so forth carry weapons and may wear armour. Some are armed with bows or other missile weapons enabling them to strike at a distance. Others are equipped with spears or swords to fight hand-to-hand. Later we will be describing special rules to reflect the differences between different weapons.

Most troops wear armour and carry shields to protect them from the savage blows of their enemies. Armour greatly affects a warrior's chance of survival and so influences the outcome of combat. The more heavily armoured troops are, the harder they are to kill.

Armour(Warhammer Rulebook, p. 7)

For purposes of the game armour is divided into the following categories.

Shield(Warhammer Rulebook, p. 7)

A shield is excellent for warding off blows and absorbing the shock of impacting spears, arrows, and such like. Many troops carry shields into battle.

Light Armour(Warhammer Rulebook, p. 7)

Troops might wear a metal breastplate or a chainmail or scale armour coat. These are described as light armour because they offer slightly less protection than heavy armour and also weigh less.

Heavy Armour(Warhammer Rulebook, p. 7)

This is a completely enclosing suit of armour as worn by knights. It is made from metal plates and is very heavy and cumbersome. An enclosing suit of chainmail armour can also be classed as heavy armour, so the definition is not a completely rigid one.

Barding(Warhammer Rulebook, p. 7)

Barding is armour made for a horse. It can be metal or it can take the form of a thick quilted coat with a linen covering bearing a knight's coat of arms.

Units of Troops(Warhammer Rulebook, p. 8)

On the battlefield troops don't fight as a disorganised mob of individuals, they fight in properly organised units with officers to lead them. Such units are often referred to as regiments or, in the case of cavalry, squadrons. Units of troops march in disciplined ranks and they are trained to manoeuvre as a solid block.

Generally speaking, a unit is made up of troops of the same type. All the models in a unit will be of the same race, and will have the same weapons and armour as well as the same characteristics profile. For example, you could have a regiment of human archers armed with longbows and wearing light armour, or a unit of heavily armored knights riding warhorses. Although in reality creatures of the same race vary - some are weaker, faster or braver than others, we assume that the differences average out over the unit as a whole.

Units are arranged on the battlefield in a formation which consists of one, two, three, or more ranks as shown below. As far as possible, the unit always has the same number of models in each rank, and where this is not possible it is always the rearmost rank which is left short. Units can change their formation during the battle, but this takes up time and may slow the unit down as described later.

Formations(Warhammer Rulebook, p. 8)

Because it consists of thirteen models, this Goblin unit cannot be arranged in complete ranks. The last three 'loose' models have been positioned in the rear rank. If two more models were added to the unit it would be arranged in three complete ranks.

A unit of thirteen Goblins armed with bows, arranged in three ranks.
A unit of sixteen Skinks armed with bows, arranged in two ranks of eight.
A unit of fifteen High Elves. The unit is arranged in three complete ranks of five models. Note how the leader is positioned in the centre of the front rank, with the standard and the musician located to either side.

Leaders, Musicians and Banners(Warhammer Rulebook, p. 8)

Units of troops always have a leader, and commonly include a standard bearer who carries the unit's banner, and a musician such as a drummer or warrior with a horn.

The leader model is always placed in the middle of the front rank of the unit. If a unit does not include a specific model to represent its leader, then the leader is assumed to be the model in the middle of the front rank. The unit's standard bearer, and musician must also be placed in the front rank where possible. When the unit turns round to face the side or rear its leader, together with standard bearer and musician, are automatically rearranged into the new front rank.

As we shall see later a unit can also be joined by a hero or wizard, in which case these models are also arranged into the front rank alongside the leader, standard bearer and musician. Don't worry about this for now, we'll discuss special rules for heroes and wizards later on.

Facing(Warhammer Rulebook, p. 9)

All the models taking part in the battle are assumed to face directly forward from the front of their base. This applies equally to units of troops as to large monsters and heroic characters fighting on their own. This is important because a model can only see things that lie in a 90° arc in front of it. Being able to see the enemy is vital when it comes to shooting and deciding whether units can charge their foe.

The Facing rule is shown on the diagram below. It is worth remembering this simple rule right from the start as it becomes very important once the game is underway.

The Facing Rule: A model can only see things that are within a 90° arc to its front.

Cavalry(Warhammer Rulebook, p. 9)

As well as units of warriors fighting on foot, the armies of the Warhammer World include troops riding horses, giant wolves, spiders and other creatures.

Horse-sized creatures and their riders are referred to as cavalry. Bigger creatures are referred to as monsters and these have special rules as described later. Rules for cavalry are discussed throughout the game where appropriate.

The difference between monsters and cavalry is defined by the number of Wounds the creature has on its characteristic profile. If a mount has 1 Wound it is a cavalry model; if it has more than 1 Wound it is a monster. Examples of cavalry models include troops riding horses, warhorses, Elven steeds, giant wolves, warboars, spiders and any other mounts that have 1 Wound on their characteristic profile.

A cavalry model is treated in all respects as a single model. Should the rider be slain the entire model is removed from the battle.

Cavalry models use the rider's Leadership characteristics value for all tests that require it. When the model is attacked it is the rider's Toughness and Wounds which are used. The mount's Toughness, Wounds and Leadership are never used, but are included on its characteristic profile because such creatures sometimes appear on their own or pulling chariots.

Monsters, Chariots & Machines(Warhammer Rulebook, p. 9)

Some of the most spectacular combatants in the game are not regiments of troops at all but mighty heroes sitting astride huge monsters such as Dragons, Wyverns and Griffons. Monsters and riders are covered by the special rules described in this rulebook.

Model chariots are an impressive option for many armies. For purposes of definition a model consists of the chariot itself plus its crew and whatever creatures are pulling it. Chariots make very suitable means of transport for an important sorcerer or general. Special rules for chariots are included in this rulebook.

Different armies can field different kinds of war machines too, from primitive stone throwing engines to cannons and even stranger devices. As with chariots a model is defined as the machine itself plus its crew. Rules for the common types of war machines are included in the War Machines section of this rulebook. Rules for the more unusual devices specific to certain armies are covered in the Warhammer Armies books.

The Turn(Warhammer Rulebook, p. 10)

Battles are fought between two opposing sides - two armies that will struggle for supremacy using all their armed might and cunning. The warring armies are commanded by kings and generals, wizards and heroes. Their model counterparts are commanded by you - the player.

In a real battle lots of things happen at once and it is very difficult to tell exactly how the battle is progressing at any one moment. The fortunes of each side sway throughout the battle as one side charges and then the other, roaring with fury and bloodlust as they throw themselves upon the enemy. Mighty war-engines lob their cargoes of death towards their cowering foes and clouds of arrows darken the turbulent skies.

In Warhammer we represent the howling maelstrom of action in turns, in a similar way to chess or draughts. Each player takes one complete turn, then his opponent takes a turn. The first player then takes another turn, followed by the second player again, and so on: each player taking a turn one after the other until the battle is over. To decide which side takes the first turn it is usual for both players to roll a D6 and the player who rolls highest goes first. See the Battle book for more about different ways of setting up a battle and deciding which side has the first turn.

Within the turn actions are performed in a fixed order this is called the turn sequence. Each turn is divided up into phases during which the player moves all his units, shoots all his missiles, then resolves all hand-to-hand combat, and so on.

The Turn Sequence(Warhammer Rulebook, p. 10)

When it is your turn it is up to you to keep track of where you are in the turn sequence. If you forget, your opponent should be able to remind you. Each turn is divided into the following phases. These phases are always completed in the order given below, and all actions in that phase must be resolved before moving onto the next phase.

  1. Start of the Turn
    The rules often call upon a player to make tests or actions 'at the start of the turn'. These are mostly psychology tests as discussed in the Psychology section, or special rules which apply to a specific race such as the Animosity rule for Orcs and Goblins.

  2. Movement
    During the movement phase you may move your models as defined in the rules for movement.

  3. Shooting
    During the shooting phase you may fire any missile weapons as described in the rules for shooting.

  4. Close Combat
    During the close combat phase all troops in hand-to-hand combat may fight. Note that this is an exception to the normal turn sequence in that both sides fight, not just the side whose turn it is.

  5. Magic
    In the magic phase wizards may cast spells. The full Warhammer rules for spellcasting and magic are described in the separate Warhammer Magic supplement.

Improvising(Warhammer Rulebook, p. 11)

Warhammer is an involving game, with many different races, weapons, and endless possibilities. In a game of this size and level of complexity there are bound to be some occasions where a particular situation lies outside the rules as they are written. This is inevitable, as it would be impossible to cover every circumstance without writing many hundreds, if not thousands, of pages of dull and pedantic text. Warhammer players should feel free to improvise where necessary, resolving situations in a friendly and mutually agreeable way, and evolving the game far beyond the published rules if they wish.

When you come across a situation not covered fully by the rulebook, be prepared to interpret a rule or come up with a suitable rule for yourselves.

When a situation of contention arises players should agree on a fair and reasonable solution and get on with the game as quickly as possible. The most common way of resolving disputes is for both players to roll a D6 to see whose interpretation applies in that instance. After the game is over sit down and discuss what happened and see if you can reach an agreement in case the situation arises again. Remember, you're playing to enjoy a challenging battle with friends, where the spirit of the game is more important than winning at any cost.

Exceptions(Warhammer Rulebook, p. 11)

There are exceptions to the general turn sequence when things are worked out as they occur rather than in any strict order. Quite often the actions of one player will trigger some special weapon or the sudden appearance of a particular troop type. This is rather like stepping onto a land mine or sinking into quicksand consequences resulting from movement which may be conveniently resolved there and then. Inevitably there will be the odd occasion when events can be worked out in one phase or another with little real difference.

Movement(Warhammer Rulebook, p. 12)

During the movement phase, or move phase, you get the opportunity to move your forces on the battlefield. As with the turn sequence, the things that you can do within the movement phase are performed in a strict sequence. An overview of each part of the sequence is given below and further rules governing movement are discussed in the section entitled Moving Troops.

  1. Declare Charges
    If you want any of your troops to charge you must declare this at the very start of the
    movement phase.

  2. Rally Fleeing Troops
    If any of your troops are fleeing you may attempt to rally them.

  3. Compulsory Moves
    Move troops that are subject to a compulsory movement rule.

  4. Move Chargers
    Move charging troops and resolve other movement resulting from the charge.

  5. Remaining Moves
    Move the rest of your troops.

Declare Charges(Warhammer Rulebook, p. 12)

At the start of your move phase the first thing you must do is declare which units will charge. Except in a few unusual circumstances explained later, you are never forced to charge. It is always your decision which units, if any, will charge the enemy. However, charging is the only way models are normally allowed to move into hand-to-hand combat. If you want to attack an enemy then you must charge him - you cannot simply move into hand-to-hand combat without declaring a charge.

To declare a charge indicate which unit is charging and nominate the enemy unit it is going to attack. For example, you might declare that your Bretonnian Knight unit is charging the enemy's Saurus Warrior unit.

A unit may only declare a charge if at least one model in the unit can see at least one enemy model in the opposing unit. It is not necessary for every model to be able to see an enemy - the whole unit is assumed to have the enemy in sight so long as one model can do so.

Troops can only charge up to a predetermined distance - their 'charge distance' as explained later. When you declare a charge you must do so without measuring the distance to the target, you must therefore rely on your estimate of the distance to ensure your troops can reach their target.

When deciding whether to charge you must also take into account any terrain that might slow you down as described later. Deciding whether to charge or not calls for good judgement of distances!

A Troll declares a charge against a regiment of Bretonnian bowmen. The Bretonnians lie within the 90° arc of sight of the Troll so he can see them. The Hero is facing the wrong way! He can neither see nor charge the bowmen.
The first unit of Bretonnian Knights can see and declare a charge upon the Saurus unit. The other unit is facing the wrong way, so they cannot charge the Saurus. Remember - only one model needs to see the enemy for the unit to declare a charge.

Charge Responses(Warhammer Rulebook, p. 13)

When you declare your charges your opponent declares how each charged unit will respond. A charged unit has three response options: stand and shoot, hold or flee.

Stand and Shoot(Warhammer Rulebook, p. 13)

If the charged unit has missile weapons and the chargers are more than half their charge move away, then troops can shoot at the chargers as they advance. Work this out immediately - refer to the Shooting section for rules governing missile weapons.

Hold(Warhammer Rulebook, p. 13)

A unit can stand fast and receive the charge, individual troopers bracing themselves for the inevitable impact. This is the usual response of troops who do not have missile weapons or who are too close to their enemy to use them.

Flee(Warhammer Rulebook, p. 13)

Flee means just that - when your unit sees the enemy thundering down upon them they turn tail and run! This is a rather desperate option as once troops begin to run they tend to carry on going, and may run away from the battlefield altogether whether you want them to or not.

As soon as a unit declares it is fleeing it is moved directly away from the charging enemy by 2D6" if its movement characteristic is 6" or less, or 3D6" if its move is more than 6'. The fleeing unit is repositioned facing away from the chargers. Move the fleeing models immediately the distance indicated by the dice roll. This is explained in more detail in the full rules governing fleeing models in the Close Combat section.

Rallying(Warhammer Rulebook, p. 13)

Having declared charges and charge responses, the player whose turn it is now has the opportunity to rally any of his units that are currently fleeing. Troops are normally forced to flee when they are defeated in hand-to-hand combat, if they are frightened by large monsters, or if they have suffered some other unusually traumatic experience. Fleeing troops are of no fighting value unless they can be rallied, which means they come to their senses and stop fleeing in readiness to fight once more.

Because fleeing usually results from hand-to-hand combat the rules for fleeing troops can be found in the Close Combat section of this book. In the rally phase of his turn a player makes a test to determine whether his fleeing units manage to rally. If they rally then they remain where they are for the turn but may immediately adopt a new fighting formation facing towards the enemy. If the fleeing troops fail their Rally test and continue to flee then they are moved next along with other compulsory movement.

Compulsory Moves(Warhammer Rulebook, p. 13)

After the player has attempted to rally any units that are fleeing, it is time to make any compulsory moves that the rules require.

Generally speaking, a player can move his units how he wishes within the confines of the rules governing movement. However, sometimes troops go out of control for some reason, either because they are overcome by sheer terror, because they are compelled by magic, or because they are disorientated or confused. The player has no control over the movement of these troops and so these are referred to as compulsory moves.

The most common kind of compulsory move is fleeing. Fleeing troops always flee away from their enemy or towards their own base table edge, and they always move a randomly determined distance.

All compulsory movement is done now before other movement takes place. This gives troops moving in this fashion the opportunity to get in the way, block lines of advance and do all sorts of other annoying things.

Move Chargers(Warhammer Rulebook, p. 14)

Once any compulsory moves are complete, it is time for the player to move any units that have declared a charge. Chargers are moved towards their target in accordance with the movement rules in the next section. When troops charge they move twice as fast as normal, representing a run or gallop, and this double speed move is called a charge move. For example, troops with a normal move of 4 per turn have a charge move of 8".

Sometimes you may find yourself able to charge an enemy unit in the flank or rear. This is particularly good as an attack from an unexpected direction will sometimes throw the enemy into a panic and might give you an advantage in combat too. A charging unit's position at the start of the movement phase determines whether it charges into the flank, the rear or the front of the enemy unit.

Front, Flank & Rear Zones: A unit's front, flank and rear zones extend out from its corners forming 4 quadrants of 90° as shown above.

If the charging unit is in the target's frontal zone when the charge is declared it charges into the front. As units generally begin the game facing each other this is the most common situation. If the charging unit comes from the flank zone it charges into the side; if in the rear zone it charges into the rear. See the diagrams below.

A unit in front of its enemy will charge the front, a unit to the side will charge the flank, and a unit behind will charge in the rear, as shown in this example.
Often the position of a charging unit straddles two areas, in which case you must judge which area the unit is mostly in. If the situation is so close you can't determine where a unit should charge then roll a dice to decide.

Remaining Moves(Warhammer Rulebook, p. 14)

Once compulsory moves and charges have been resolved it is time to move the rest of your troops. Generally speaking, you do not have to move troops at all if you do not wish to, or you can move them as short or great a distance as you like up to their permitted maximum move distance.

The rules governing movement, the encumbering effects of weighty armour, hindering terrain, obstacles to movement, and manoeuvring units on the battlefield are covered in the following section. These rules apply to all movement except where noted otherwise, and so cover charges and compulsory movement as well as ordinary moves.

Moving Troops(Warhammer Rulebook, p. 15)

This section contains all the common rules for moving armies on the tabletop. The same rules govern almost all movement, including the movement of chargers and most compulsory moves. Any exceptions that apply to chargers and fleeing troops are discussed separately. Also, a few creatures move in a special way, flying monsters for example. These are exceptions to the usual rules which, for the sake of convenience, are discussed elsewhere.

Moving the armies is an important and often decisive part of the Warhammer game. When opposing commanders are well matched, movement can be as challenging and satisfying as a game of chess. However, unlike a chess board the tabletop is not divided into exact squares, and instead movement is determined using a measuring tape or ruler.

The nature of the game, the varied terrain it is fought over, and the stability of the models themselves, means that it is impossible to be absolutely accurate about the movement of troops - the odd fraction of an inch will inevitably disappear as lines are neatened and models edged together. On the whole this need not cause concern during play as it is better to keep the game flowing rather than worrying about unavoidable imprecision. It is recommended that where a move is especially important or an exact measurement is critical, then it is good practice to agree what you are doing with your opponent before moving troops.

Movement Rate(Warhammer Rulebook, p. 15)

Normal movement rate is defined as the Movement (M) characteristic value of a model minus any reduction imposed for the effect of encumbering armour.

During their move phase units can move up to their movement rate in inches. For example, Men have a Movement characteristic of 4 and so may move up to 4". Elves, naturally faster and nimbler of foot, move up to 5". You do not have to move the full distance allowed or even at all if you prefer, but you cannot move further than your normal move rate unless charging, marching, pursuing or fleeing (all of these types of move are discussed later).

Troops wearing a great deal of armour move more slowly because the weight of their gear impedes movement. The table below indicates the reduction in move incurred through wearing armour.

Armour Worn

Reduction in Movement Rate

Shield, Light Armour or Heavy Armour alone, or Shield and Light Armour

None

Shield and Heavy Armour

-1"

Cavalry mount with Barding armour

-1"

For example, a Man with no armour can move 4", with a shield and wearing heavy armour he suffers a penalty of -1" and so can move 3".

A man riding a horse can normally move 8". If carrying a knight with heavy armour and shield, and if the horse is wearing barding, then the knight moves 8", -1" for the rider's armour and shield, and -1" for the horse's barding, which equals a move of 6". A horse without barding carrying a warrior wearing heavy armour and shield would move 7".

Manoeuvre(Warhammer Rulebook, p. 16)

Troops move and fight in a tight formation of one or more ranks. Such a formation is often referred to by an appropriate title such as a regiment or, in the case of cavalry, a squadron, or it can simply be called by the cover-all term 'unit'.

While a unit moves it must maintain its formation, which means that models are not free to wander off on their own. The formation can move straight forward as a body perfectly easily, but if it wishes to change direction then it must make a manoeuvre.

There are three specific manoeuvres that enable a unit to turn about or rearrange its ranks: wheel, turn and change formation. In addition, there is a fourth special manoeuvre called reforming.

Wheel(Warhammer Rulebook, p. 16)

Troops move and fight in a tight formation of one or more ranks. Such a formation is often referred to by an appropriate title such as a regiment or, in the case of cavalry, a squadron, or it can simply be called by the cover-all term 'unit'.

While a unit moves it must maintain its formation, which means that models are not free to wander off on their own. The formation can move straight forward as a body perfectly easily, but if it wishes to change direction then it must make a manoeuvre.

There are three specific manoeuvres that enable a unit to turn about or rearrange its ranks: wheel, turn and change formation. In addition, there is a fourth special manoeuvre called reforming.

To wheel, one edge of the formation is moved forward while leaving the opposite edge stationary to act as a pivot. The unit swings round rather like the spoke of a wheel and completes the manoeuvre facing a different direction. Here we see a unit making three wheels to move round a wood.

Turn(Warhammer Rulebook, p. 16)

To turn a unit all the models remain in place, but are turned round through 90 or 180° to face their side or rear. To make a turn a unit must surrender a quarter of its move - a unit with a move of 4" must give up 1' to turn for example.

When a unit turns to face its side or rear, the unit's leader is automatically rearranged into the front rank together with the standard bearer, musician and any characters included in the unit. If there is insufficient space in the ranks, models may be rearranged into the rear ranks as the player wishes.

To turn a unit all the models remain in place, but are turned round through 90° or 180° to face their side or rear. To make a turn a unit must surrender a quarter of its move - a unit with a move of 4" must give up 1" to turn for example.

Change Formation(Warhammer Rulebook, p. 16)

A unit of troops can also change its formation by adding or reducing the number of ranks in which it is deployed. For example, a unit of two ranks may increase its depth to three ranks by moving models from the front two ranks to form a new third line.

A unit must surrender half of its move to either add or deduct one rank. A unit may add or deduct two ranks if it does not move at all.

When redeploying ranks in this manner it is important to remember that a unit always has the same number of models in each rank, except for the rear rank which may have the same or fewer models. A rear rank is still a rank whether it is full or whether it contains only one model, although only ranks of 4 or more models are of any value in hand-to-hand combat as described later.

A unit must surrender half of its move to either add or deduct one rank. A unit may therefore add or deduct two ranks if it does not move at all.

Reform(Warhammer Rulebook, p. 16)

A unit of troops can change the direction in which it is facing and rearrange its formation all at once by means of a manoeuvre called reforming. The leader issues the order to adopt a new formation, and the troops mill about until they assume their new positions.

A unit of troops can reform during its movement phase so long as it is not in hand-to-hand combat and is otherwise free to move as it wishes. The player declares the unit is reforming and it regroups into a new formation. Arrange the unit into a new formation of as many ranks as you please facing whichever direction you wish.

A unit which reforms cannot move that turn, because it takes the entire movement phase to reform. Reforming troops cannot shoot with missile weapons that turn, because they are too busy assuming their new formation.

Terrain(Warhammer Rulebook, p. 18)

Troops only move their full movement rate over unobstructed ground. They will slow down if impeded by broken ground such as bushes or woods. Terrain is divided into four types to simulate this: open, difficult, very difficult and impassable.

Open Terrain(Warhammer Rulebook, p. 18)

Open terrain is clear ground that doesn't impede movement at all. The battlefield is basically all open terrain unless otherwise indicated. This will normally include hills so long as they are not too steep, as well as features such as roads, paths, gateways and other firm surfaces.

Difficult Terrain(Warhammer Rulebook, p. 18)

Difficult terrain includes the following:

  • Brush, scrub and other clinging vegetation.

  • Debris, wreckage, loose rocks and boulders.

  • Fords, streams and shallow water.

  • Marshes, bogs and thick mud.

  • Freshly ploughed, flooded and muddy fields.

  • Sand dunes and areas of deep sand.

  • Stairs, steps and ladders.

  • Steep or treacherous slopes. This can include particular hills if both players agree before the game, but otherwise hills are considered to be 'open' terrain.

  • Woods, orchards, growing crops and other dense foliage.

Troops cross difficult ground at 1/2 speed. So if your unit has a move of 4" it can only move 2" through a wood.

If troops move over open ground and difficult terrain during the same turn, then their movement over the open ground is at full speed and that over difficult ground is reduced to 1/2 speed exactly as normal. For example, a Man moves 2" across open ground and then enters a wood. He now has 2" of his move left. This is covered at half speed for the difficult terrain so he only move a further 1" through the wood.

Very Difficult Terrain(Warhammer Rulebook, p. 19)

Very difficult terrain includes areas that are even more arduous to move through such as the following:

  • Incredibly thick woods packed with briars and thorns.

  • Almost sheer slopes that need to be climbed on hands and knees.

  • Fast flowing but still fordable rivers.

Very difficult terrain reduces movement to 1/4 speed. Fractions are rounded up to the nearest 1/2" to prevent unnecessary complication.

Impassable Terrain(Warhammer Rulebook, p. 19)

Impassable terrain is terrain so difficult to move through that it cannot be crossed during the course of a battle. It includes terrain features such as rivers, lakes, impenetrable swamps and sheer cliffs. Troops must go round impassable terrain.

Players may decide before battle is joined whether certain terrain features will be difficult, very difficult or impassable during the course of the battle.

Obstacles(Warhammer Rulebook, p. 19)

Obstacles are things like hedges, fences, walls and trenches that troops must clamber over to cross. Although obstacles may be similar in some respects to difficult ground, in that a hedge and a wood might both contain trees, there is an important difference. Obstacles are basically linear barriers, such as a wall, which troops must cross over before they can proceed. Difficult terrain describes an area of ground such as a bog or marsh that slows down overall speed.

It takes a model half of its movement phase to cross an obstacle. So if a model has a move of 4" it must surrender 2" to cross a hedge or a wall. If a model has insufficient move left to cross an obstacle it has reached, then it must halt in front of it. The model does not count as half way across if it has 1' of its 4" move remaining, for example. Where an entire unit of troops is attempting to cross an obstacle the penalty continues to apply to the whole unit so long as any of the models are crossing.

It is not uncommon for the front of a unit to end up on one side of a linear obstacle and the back to be on the other side. This is fine. Place the part of the unit which has crossed on the far side of the obstacle and leave the part that has yet to cross on the other side. As long as the ranks on both sides are in contact with the obstacle this is perfectly acceptable. Once troops have moved over the obstacle the unit's ranks are returned to base contact. Remember that the unit suffers a half move penalty until all its troops have crossed the obstacle.

If a wall, hedge or fence has a gate in it then it is assumed to be open unless otherwise agreed, and troops may move through the gate without penalty.

If a unit's formation is divided by an obstacle then it may not manoeuvre by turning or wheeling, and it may not change its formation. The unit must cross the obstacle before it can do any of these things.

Bear in mind that a unit of troops can suffer the reduced speed for moving over difficult terrain and the half move penalty for crossing an obstacle. If troops are moving at half speed of 2" across difficult terrain, across a freshly ploughed field for example, then they must still surrender a half their move phase to cross a hedge or fence, a -1" penalty in this case.

Charging(Warhammer Rulebook, p. 20)

Chargers are moved after compulsory movement and before you move the rest of your army. Make sure you complete all charges before moving other troops. Chargers move at double their normal movement rate, but must make the usual deductions for crossing terrain and obstacles. For example, mounted knights have a normal move of 6" and so can charge up to 12". If they are moving over difficult terrain such as a muddy field they move at half speed, reducing their charge distance to 6".

Before you move a charging unit check that the enemy has declared his response and that troops electing to flee have been moved and troops electing to stand and shoot have done so. Measure the distance between the chargers and their target.

A Failed Charge(Warhammer Rulebook, p. 20)

If the enemy has fled, or if you have estimated your charge incorrectly, your troops might not be able to move far enough to reach their intended target. If this is the case the charge has failed.

If a charge fails the unit is moved at its normal movement rate rather than its double speed charge. The unit is moved directly towards the intended target as if it were charging but halts once it has covered its normal move distance. This represents a situation where troops have begun to charge before realising it is impossible to reach their enemy; consequently their movement peters out and they lose impetus and enthusiasm.

A unit that fails its charge cannot shoot with missile weapons that turn.

In this situation the Knights have declared a charge against the regiment of Saurus. The Knights' normal move is 6", so they can charge up to 12". The player measures the distance and finds the Saurus are 13" away - disaster! The charge has failed. Because the charge has failed the unit must move towards the Saurus as if it were charging, but halts once it has covered its normal move distance of 6".

Manoeuvring During a Charge(Warhammer Rulebook, p. 21)

A charging unit cannot turn or change formation. This is because the troops are running or galloping once the charge has begun, and are unable to execute delicate manoeuvres even if they were able to hear the orders of their leaders above the shouting and din.

When a unit charges an enemy the player must endeavour to bring as many models into combat as possible. This can sometimes be achieved by moving the chargers straight forward, but often it will be necessary to wheel slightly to face the enemy.

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 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.

Aligning the Combatants(Warhammer Rulebook, p. 21)

Once the charging unit is in contact it is automatically aligned against its enemy as shown in the diagram below to form a battle line. This extra alignment move is free.

If it is impractical to align a unit properly because of interposing terrain, other models, or whatever, then it is acceptable to re-align the charged unit as well (or instead) so that the battlelines remain neat. A confusing situation may arise when interposing terrain or models make it impossible to align the whole unit, for example. Rather than clutter the rules with endless clarifications we have included further examples in the back of the rulebook.

A unit of Knights charges a regiment of Saurus. The Knights charge forward until the edge of their formation touches the Saurus' formation. The Knights are automatically aligned along the enemy's front to form a battle line. Note that this extra alignment move is free, and might result in the most distant Knights moving further than their charge move.

Moving Engaged Units(Warhammer Rulebook, p. 21)

Once opposing units are engaged in hand-to-hand combat they may not move away until one side or the other breaks or is destroyed. Units already engaged in hand-to-hand combat at the start of their turn cannot move but must continue to fight in the hand-to-hand combat phase.

Charge Reactions(Warhammer Rulebook, p. 21)

If your opponents stand and shoot it is possible that they may cause sufficient casualties to force a Panic test as you charge in. Panic tests and other special psychological tests are explained later in the Psychology section. This might result in your charge being brought to a halt before contact is made with the enemy. This is why it is important to work out fire from enemies who stand and shoot before moving chargers. If the chargers are out of missile range at the beginning of their charge, then work out missile casualties at the maximum range of the weapon.

If your opponents flee as you charge then they will move directly away from you either 2DG" or 3D6" depending on whether their movement rate is up to 6" or more than 6" as explained later. It may be that fleeing troops move too far for the chargers to catch them, in which case the chargers move a normal move exactly as for any other failed charge.

If fleeing troops do not move far enough away to avoid their attackers then they are in deep trouble! If the chargers have sufficient movement to catch them then the entire fleeing unit is destroyed. The chargers only need to catch one model to destroy the whole unit as it flees. The fleeing troops are run into the ground by their enemy or scattered beyond any hope of recovery. See the rules for fleeing troops in the Close Combat section for more details.

Redirecting a Charge(Warhammer Rulebook, p. 22)

If your opponent flees it can happen that another enemy unit is presented within your charge range. For example, where two enemy units are placed one behind another, if the front unit flees the chargers will be faced by the second. If this fresh enemy unit is within the chargers' charge move then the charger is allowed to redirect the charge. The player must declare that his unit is charging against the new target, and the target must make a response as normal. However, the revealed enemy unit may not stand and shoot because its frontage is covered by its own side's troops as they flee past or through their formation. Therefore it is only possibly for the enemy unit to either flee or hold.

The target unit flees away from the charge revealing another unit behind. The chargers can redirect the charge onto the 2nd unit if the player wishes.

Oddball Stuff(Warhammer Rulebook, p. 22)

A charge can sometimes trigger extra movement from the enemy. For example, Goblin Fanatics will leap out of their units as soon as enemy approach within 8'. This happens out of the normal sequence: the charge is halted as soon as the chargers move within 8" and the Goblin Fanatics are moved and any damage they cause is worked out straight away. It is up to the player to say that he has out of sequence movements or actions to perform at the appropriate moment.

Flank and Rear Charges(Warhammer Rulebook, p. 22)

Being charged from a direction you cannot see and thought was safe is a frightening thing for even the bravest of troops. With his field of vision narrowed by his position in the ranks, the average soldier has only a limited knowledge of what is happening on the battlefield. If the enemy has somehow got round behind him he might reasonably assume the battle is lost. Doubt will be sown in his mind and he may become disoriented and confused. His fighting efficiency may be impaired. If he is fighting hand-to-hand combat he might even panic and flee, thinking the enemy is upon his unguarded back.

Panic(Warhammer Rulebook, p. 22)

Troops who are charged in the flank or rear whilst they are already fighting other enemy must take a Panic test to see whether their nerve holds as described later. This test is taken as soon as it is established that chargers are in range, but before moving any troops. The rules for Panic tests and other psychological tests are explained in full in the section on Psychology.

Combat Bonuses(Warhammer Rulebook, p. 22)

If a unit is charged in the flank or rear by a unit of 5 or more enemy models then it loses any rank bonuses that it would otherwise have in hand-to-hand combat. Units ranked up in depth normally fight better because the troops in the rear ranks are able to physically support those in the front, lending their weight to the formation, but a unit which is charged in the flank or rear will lose this advantage. See the Close Combat section for details of combat results and how rank bonuses work.

If a unit is attacking an enemy in the flank or rear it gains the advantage of fighting a formation unprepared to fight in that direction. Consequently, the attackers receive extra combat bonuses as described in the Close Combat section.

Turning Models(Warhammer Rulebook, p. 22)

When a unit is attacked in the sides or rear, any models touching the enemy may be turned round so that they are seen to be fighting. They can fight whether they are turned or not - but they look a bit more hopeful facing the enemy! Obviously these individual models can be turned back again should the attackers be driven off or destroyed.

Marching(Warhammer Rulebook, p. 23)

Marching at the double allows troops that are away from the main fighting zones to move more rapidly. This represents the swift movement of reserves by means of a rapid march, and helps to ensure that units don't get stranded away from the fighting.

Marching troops move at twice their normal movement rate with weapons sheathed or shouldered. They are literally going at the double'. A unit on the march is not prepared for combat so marching is not suitable for use close to the enemy. In reality no troops would approach the enemy with weapons unready.

Troops can march if there are no enemy models within 8" at the start of the turn. If there are enemy models within 8" at the start of the turn the unit is busy preparing to fight and so cannot march. Note that the marching unit can move closer than 8" to an enemy as it moves.

A unit on the march cannot change formation or turn as this would disrupt its movement. It can wheel as normal, as you might imagine a column of troops would do in order to follow a route or path, for example. A marching unit cannot move through difficult or other obstructive terrain or cross obstacles. It must stop if it comes to these features.

A unit on the march cannot shoot missile weapons during the shooting phase. It is unprepared for combat and any weapons carried are not ready to be used.

Individual Models(Warhammer Rulebook, p. 23)

Models which move individually, such as heroes and characters who are on their own or large monsters with riders, can march move in the same way as units of troops.

In the case of individual models their speed bonus is not due to them 'marching' in formation, but takes account of their freedom to move, breaking into a run, avoiding scattered vegetation and hummocks in the ground, and so forth.

Fast Cavalry(Warhammer Rulebook, p. 23)

Mounted models with a saving throw of no better than 5+ and a normal move rate of at least 6" are classed as fast cavalry. These nimble, lightly armoured cavalry can manoeuvre much more easily than slow, ponderous foot troops encumbered by weapons and armour.

During their move fast cavalry are allowed to turn without incurring any penalties on their move distance.

Fast cavalry are permitted to change their formation once during their movement by any number of ranks and with no penalty to their move.

The manoeuvrability of fast cavalry is so great that they can even take advantage of their ability to turn and/or change formation whilst marching - unlike other troops who are unable to march and turn or change formation at the same time.

Snaking(Warhammer Rulebook, p. 23)

A unit deployed in a long column with models lined up one behind the other can move very easily. The lead model is not restricted by troops either side and so can choose a snaking path which twists about. This is called snaking. Trailing models are placed so that they follow the path of the lead model. This a special type of movement unique to long lines of troops. It isn't a very practical formation for fighting, but it is very handy for threading your way through buildings and between obstacles.

1" Apart(Warhammer Rulebook, p. 23)

Players will sometimes find the movement of troops results in the tabletop becoming quite crowded, especially where several different units are engaged in hand-to-hand fighting. It is obviously important to establish which units are actually fighting, and which are close by but not engaged - perhaps merely passing by, for example.

For this reason it is an accepted convention that opposing troops are kept at least I" apart when they are not fighting. Models which would otherwise approach to within 1" of an enemy without engaging them are simply halted 1" away. Remember that units may only engage in hand-to-hand fighting by means of a charge, except in exceptional circumstances, as noted later.

Shooting(Warhammer Rulebook, p. 24)

Once movement is complete it is time to work out your shooting. Troops armed with bows, crossbows, or other missile weapons may shoot at any enemy targets they can see. You may also shoot with any war machines such as stone throwers, bolt throwers and cannons, although the rules for these are covered in a separate section of the rulebook.

There is no particular order in which shooting must be resolved. Nominate one of your units you want to shoot with and select the enemy target you wish to shoot at. For example, in the situation below you might choose to shoot your Bretonnian bowmen at the Goblin wolf riders or at a unit of Goblin spearmen. Once you have declared your target measure the range and resolve shooting using the rules described. Continue until you have shot with everything able to do so including any war machines you have.

Selecting a Target: The unit of Bretonnian archers can shoot at the Goblin Wolf riders or the Goblin spearmen.

Range(Warhammer Rulebook, p. 24)

All missile weapons have a maximum range which indicates the greatest distance they can shoot. If your declared target lies beyond this maximum range then your shots automatically miss. This is why you must pick your target before measuring the range.

For example: The Lizardman player is using short bows, which have a range of 16". He declares he is opening fire on the nearest Bretonnian unit. When he measures the distance he finds the Bretonnians are 17" away. His hail of arrows falls short of the jeering men.

It often happens that some models in a firing unit will be in range and others will be out of range. If this is the case then only those who are in range can shoot and the remainder automatically miss.

Weapon

Maximum Range

Short Bow

15"

Bow

24"

Long Bow

30"

Crossbow

30"

Repeating Crossbow

24"

Sling

18"

Javelin

8"

Thrown axe, spear

4"

Thrown knife, dart

6"

Handguns

24"

Pistol

6"

These ranges are the maximum distances that the weapons can fire. Missiles lose power and accuracy long before they reach maximum range so ranges are divided into short and long. Short range is up to half the maximum range of a weapon. Long range is between half and maximum distance. As we shall see later, there are modifiers that make it more difficult for a weapon to hit at long range.

For example: Short range for a short bow is up to 8". A target at more than 8" counts as being at long range.

Who Can Shoot(Warhammer Rulebook, p. 24)

The direction a model faces in is assumed to be the actual direction faced by the creature it represents. Common sense dictates that a model cannot shoot at something it cannot see. To represent this, a target must lie within a 90° arc projected from the front of the shooter. Where models are on square bases this can be imagined easily by projecting a line through the corners.

A model may only shoot at a target within a 90° arc.

A shooter's line of sight, and therefore his shot, is blocked if there is anything between him and his intended target. Interposing models or scenery will therefore block line of sight. Because of this, except as noted later, only models in the front rank of a unit are able to shoot as those behind will not be able to see past their friends.

Imagine a real battlefield with its contours, morning mists and haze of dust. Picture the woods and hedges that obscure vision, the sudden fall of ground that hides your enemy, and distances that blur friend with foe. Towering over our miniature battlefield we are unaware of all this, but the troops represented by our models would not be so lucky. Just as their real life counterparts cannot see through hills or hedges we must assume that our models cannot see behind corresponding scenic features.

As it is impossible for us to say exactly what everyone's model scenery looks like, it is not practical to be definitive about which kinds of building or terrain block line of sight. You must be prepared to use your own judgement within the following guidelines.

Perhaps the easiest way of checking whether a model can see another is to get down over the table and take a model's eye view, but remember you must be reasonable about this as in reality it would be much more difficult to see enemy troops than over a perfectly flat, mist free gaming table.

Hills, large boulders and buildings obscure sight over level ground. An interposing hill or house will block your line of sight and prevent models shooting through it.

Hedges and walls block line of sight over level ground. However, a model placed directly behind and touching an obstacle is assumed to have taken up a position where it can see and shoot over the obstacle, with head and shoulders clearly visible. Such a model can shoot but it can also be seen and shot at.

Woods block line of sight if the shooter and the target lie on either side of the wood. It is only possible to see through 2" of woodland, so if a model inside a wood is within 2" of the edge he can see out and shoot and he can also be seen and shot at. Further than 2' inside the wood a model can neither be seen by models outside nor can he see them. If both target and shooter are inside the wood then missile range is reduced to the farthest you can see - which is 2".

Troops, friendly or unfriendly, block line of sight beyond them. It is not possible to shoot directly through one model to hit another.

Elevated Positions(Warhammer Rulebook, p. 25)

Troops occupying elevated positions such as hills and the tops of buildings, can see over the heads of models, over the tops of lower hills, and over lower buildings, trees, and obstacles. This enables them to shoot over the heads of models below them.

Not only can such troops see and shoot, but they can also be seen and shot at because they are standing high up, exposing themselves to view.

One of the most useful aspects of this rule is apparent when you have a unit deployed on a hillside: models in a rear rank higher up the slope can see over the heads of ranks in front of them and so can shoot. This can enable many more models to shoot than is possible over level ground where only the front rank is able to bring its weapons to bear.

Cover(Warhammer Rulebook, p. 25)

Troops take advantage of cover to hide from enemy missile fire. This makes them harder to hit because they can duck back out of the way leaving arrows to splinter against a wall or tree. There are two sorts of cover: hard cover and soft cover.

Hard Cover(Warhammer Rulebook, p. 25)

Hard cover offers real physical protection as well as partially concealing the target from view. The corner of a building, a large rock, walls and wooden pallisades are all types of hard cover. Troops positioned at windows and doors also count as being behind hard cover. A model positioned at the corner of a building so that he is peeking round is protected by hard cover. Models in trenches or pits are also considered to benefit from hard cover.

Soft Cover(Warhammer Rulebook, p. 25)

Soft cover partially shields a target from view but provides little physical protection against incoming missiles. You can hide behind a hedge but a crossbow bolt or an arrow will go straight through it. Hedges and woodland provide soft cover. Troops within woods automatically count as being in soft cover.

Shooting and Hand-to-Hand Combat(Warhammer Rulebook, p. 26)

Units engaged in hand-to-hand fighting are far too busy to use missile weapons and therefore may not shoot.

Players might wish to shoot at targets that are engaged in hand-to-hand combat. This is possible but not necessarily a good idea as your troops are likely to hit the wrong target and kill a friend rather than an enemy. Troops fighting hand-to-hand are taking part in a vast swirling melee, and under the circumstances it is virtually impossible for distant shooters to tell friend from foe or get a clear view of the target.

Troops are permitted to shoot at units in hand-to-hand combat but if they do so hits must be divided equally between both sides. Odd hits are allotted to either side randomly such as by rolling a D6: a score of 1-3 = a hit on your side, while 4-6 = a hit on your enemy. On the whole, it is not a good idea to shoot into hand-to-hand combat.

Templates(Warhammer Rulebook, p. 26)

As described later some large weapons utilise a template to determine how many models are hit by a falling stone, a gout of dragon fire, and so on. Normally, models under the template are considered targets and will be hit on an appropriate dice roll. See the section on War Machines for details. A weapon which uses a template can also be fired into hand-to-hand combat, in which case the casualties are worked out as follows.

If a template is positioned in such a way that it touches only models from one side, and none of the models it touches are actually fighting (ie, in base contact with their enemy) then all casualties are worked out exactly as normal. The shot has struck in such a way that all hits fall on that unit.

If a template is positioned in such a way that it touches any models from either side that are fighting, or models from both sides whether fighting or not, then work out the number of hits as normal but distribute them equally to both sides. The shot has fallen in the thick of the fighting and both sides suffer the consequences.

Stand and Shoot(Warhammer Rulebook, p. 26)

If a unit that has missile weapons is charged then it can respond by shooting at chargers coming from more than half their charge move away. This is called 'stand and shoot'. These shots are worked out once all charges have been declared and before the chargers are moved. Work out the shots at the measured range and apply the -1 to hit modifier for shooting at a charging target.

A unit which stands and shoots does so out of the normal turn sequence, in the other side's movement phase before chargers are moved. Note that chargers who begin their move within half their charge distance of the enemy cannot be shot at in this way. They are too close, and there is insufficient time for the the unit to shoot at their enemy.

Dividing Shots(Warhammer Rulebook, p. 26)

In most circumstances a unit of troops takes aim and shoots at a single target, obeying the command of their leader who is assumed to direct the unit's fire. The entire unit fires at a single target, such as a unit of enemy troops or a huge monster or chariot.

A unit may divide its fire between two or more enemy targets if it is impossible for all the models to shoot at a single target. For example, it might be that no one target is visible to all shooters either because it is obscured or because it is so close to the unit that it lies outside the arc of vision of some of the shooters.

In the case of individual enemy models such as large monsters, heroes, Goblin Fanatics and similar, it is permitted to divide shots against these and against other more distant targets, even if all the unit could shoot against the single enemy model. This allows a unit to spread its fire against a group of single models.

In this situation, the entire unit of Elf archers could fire at the Dragon. However, because it is a single model the player is allowed to divide his fire between the Dragon and the more distant unit of Goblin spearmen.

Hitting the Target(Warhammer Rulebook, p. 27)

The chance of a shooter scoring a hit on his target depends on his Ballistic Skill, or BS. The higher the individual's BS, the greater his chance of hitting.

To determine whether you hit you must roll a D6 for each model shooting. Count how many models in your unit are shooting, and roll that number of dice. It is easiest to roll all the dice at once, although you don't have to do so. If you have a lot of models shooting you might need to roll several batches of dice. The following table shows the minimum D6 score you will need to hit.

BS

1

2

3

4

5

6

7

8

9

10

6

5

4

3

2

1

0

-1

-2

-3

If you score at least the number required you have hit, if you score less you have missed.

For example: You fire with 5 Goblin archers. Goblins have BS 3, so you need a score of at least 4 to bit. You roll 5 dice and score 1, 2, 2, 4, and 6 which equals 2 hits and 3 misses.

Of course, you cannot roll less than 1 on a D6, so troops with a BS of 6 or more will always hit where no other modifiers apply. However, circumstances can make it harder to hit as described below, and this may increase the dice score required so that even troops with very high BS values can find it difficult to hit their target.

To Hit Modifiers(Warhammer Rulebook, p. 27)

Shooting isn't simply a matter of pointing your weapon at the target and letting fly. Factors other than your Ballistic Skill affect the chance of hitting, such as range and cover as already discussed. There are other factors too, some of which make it easier to hit, and others that make it harder.

Factors that make it easier are added to your die roll. Factors that make it harder are subtracted from your dice roll.

Situation

Modifier

Shooting at a Large Target

+1

Shooting While Moving

-1

Shooting at a Charging Enemy

-1

Shooting at Long Range

-1

Shooting at a Single Character Model Or Skirmishers

-1

Target is Behind Soft Cover

-1

Target is Behind Hard Cover

-2

+1 Shooting at a Large Target

A large target is anything which in real life would stand over approximately 10 feet tall or which is especially bulky. Ogres and Trolls are large targets for example, while Men, Orcs, Elves and the vast majority of troops are not. Cavalry models are not considered to be large targets if they are riding horses, wolves, boars or comparable beasts. Large monsters, chariots and most war machines are large targets.

-1 Shooting While Moving

If the shooter moved during the movement phase then his chance of hitting is reduced. Even a simple turn or change of formation is enough to reduce his concentration and so counts as movement for this purpose.

-1 Shooting at a Charging Enemy

If you are charged and elect to stand and shoot at your attacker then your chance of hitting is reduced. While the enemy thunder towards you your aim will be distracted and your shot hurried as you abandon your weapon to take up a sword.

-1 Shooting at Long Range

If your target lies at over half your maximum range you are less likely to hit. Sometimes you will find some of the shooters are within short range and some are at long range. If this is the case you must roll two batches of dice, one for each range band.

-1 Shooting at a Single Character Model or Skirmishers

If your target is a single man-sized character model, whether on foot or cavalry, then this penalty applies. The penalty also applies when shooting at enemy in a skirmish formation, or at any single man-sized model on its own. See the section on Heroes and Wizards for a complete explanation of rules for shooting at character models, and see the section on Skirmishers for rules regarding skirmishing troops.

-1 Target is Behind Soft Cover

If your target is behind soft cover then your chance of hitting is reduced.

-2 Target is Behind Hard Cover

If your target is behind hard cover your chance of hitting is drastically reduced.

All shooting to hit modifiers are cumulative. So, for example, if you are shooting at long range at a target behind soft cover your chance of hitting is reduced by -2. This means that with a BS of 5 you would need to roll a 4 to hit instead of the 2 normally required.

For example: 10 Goblin archers open fire at a unit of Elves. The Goblins have a BS of 3 and their targets are 10" away. To make matters worse, the Elves are standing behind a hedge - soft cover! The bold Gobbo ladz are armed with short bows which means their targets are at long range (short range being 8" or less for these weapons). Because their BS is 3 the Gobbos need a 4 to hit but since their targets are in cover and at long range this means that they suffer a penalty of -2. So each archer needs to roll a 6 to hit as 6-2 = the 4 required. The player rolls 10 dice and manages to get two 6's two bits!

7+ to Hit(Warhammer Rulebook, p. 28)

If to hit modifiers result in a required score of 7 or more then it is still possible to score a hit though very unlikely. As it is impossible to roll a 7 on a D6 you will need to first roll a 6, and then for each shot scoring a 6 you will need to roll a further score as shown on the chart below, so for example in order to score an 8 you must roll a 6 followed by a 5 or more. If you require a score of 10 or greater then it is impossible to hit.

Score Required

Dice Roll Needed

7

6 followed by a 4, 5 or 6

8

6 followed by a 5 or 6

9

6 followed by a 6

10

Impossible!

Wounds(Warhammer Rulebook, p. 29)

Not all hits will wound their target - some might glance off armour or clothing, while others might graze their target causing no real harm. Some creatures are so tough that arrows do not easily pierce their flesh, or they are so resilient that they are able to ignore missiles sticking in their bodies.

Once you have hit your foe, you must roll again to see if you wound him. To do this you must compare the weapon's Strength value with the target's Toughness value. The Strength values of common missile weapons are given on the next page; the target's Toughness 'T', is included on his profile.

Roll a D6 for each hit you have scored and consult the table below. Find the weapon's Strength and look down that row. Then scan along to the column for your target's Toughness. The number indicated is the minimum score on a D6 required to score a wound.

A\T12345678910
14566NNNNNN
234566NNNNN
3234566NNNN
42234566NNN
522234566NN
6222234566N
72222234566
82222223456
92222222345
102222222234

To use the chart first find your weapon's Strength down the left hand side. Now cross reference this against your target's Toughness along the top. Where the two lines meet is a number, which is the minimum score required on a D6 to score a wound. Roll a D6, if you score equal to or more than the score required you have wounded your target. If you score less then the hit has either rebounded from the creature's hide, entangled itself in clothing, or merely nicked his flesh causing no appreciable damage.

If you have scored several hits on an enemy unit then roll all the wound dice together to save time - so if you have 4 hits then roll 4 dice to wound. It is fastest to simply pick out the hit dice which have scored hits and roll them again to see if they cause wounds.

N. Where the table shows an 'N' this indicates that the target is simply too tough for you to hurt. N stands for no effect - or no chance!

Weapon Strength(Warhammer Rulebook, p. 30)

The following examples show the strength of various missile weapons. They are included here as examples: the section on Weapons describes all missile and hand-to-hand fighting weapons in more detail.

Weapon

Strength

Shortbow

3

Bow

3

Longbow

3

Repeating Crossbow

3

Sling

3

Crossbow

4

Hand Gun

4

Continuing our earlier example: The Goblin player, having scored 2 hits against the Elves consults the table. His ladz' short bows are $3. The Elves are Toughness 3. He sees that he needs to roll 4 or better to wound an Elf. He rolls a 4 and a 2, wounding one Elf.

Armour(Warhammer Rulebook, p. 30)

Models that are wounded still have a chance to avoid damage if they are wearing armour or carrying shields, or if they are riding a horse or similar creature. These models have an armour saving roll or armour save.

Roll a D6 for each wound your troops have suffered. If you roll greater than or equal to the armour save of the model the wound has been absorbed or deflected by its armour.

Armour Worn

Armour Save

Armour Save if Cavalry

None

None

6+

Shield or light armour

6+

5+

Shield and light armour or heavy armour only

5+

4+

Shield and heavy armour

4+

3+

Riders with shield and heavy armour, riding armored mounts

2+

Cavalry models automatically have an armour save of 6 even if the rider is wearing no armour. This represents the extra protection afforded by the horse or other mount. If the rider is wearing armour then his armour save will be 1 better than it would be if he were on foot. For example, a Man wearing light armour and carrying a shield has an armour save of 5+ on foot and 4+ when mounted.

Note that this bonus only applies to cavalry and not to big monsters with riders. Rules for big monsters and riders are discussed in the section on Monsters.

For example: A trooper carrying a shield and wearing light armour has an armour save of 5+. This means he must roll a 5 or 6 to be saved by his armour. To continue our example from above, the Goblin archers have scored 1 wound on the Elf troops. Since the Elves are wearing light armour and have a shield their armour saving throw is 5+. The Elf player rolls a 2. Not surprisingly he has failed. If he had scored a 5 or 6 the arrow would have bounced off and the Elf would have been unharmed.

Armour Save Modifiers(Warhammer Rulebook, p. 30)

Some weapons are so powerful that they can punch right through armour, so armor provides less protection against them. Such weapons confer modifiers that are subtracted from the foe's armour saving throw. This is shown by the table below.

Strength of Hit

Reduces Armour Save By

3 or less

None

4

-1

5

-2

6

-3

7

-4

8

-5

9

-6

10

-7

For example: A crossbow has a Strength of 4. A crossbowman hits a warrior in light armour with shield. Normally the warrior would need to roll 5 or 6 to make his save and avoid taking the wound but because of the crossbow's enormous hitting power 1 is subtracted from his dice roll. This means he must now roll 6 to save.

Maximum Save(Warhammer Rulebook, p. 30)

Observant readers will have noticed that the best save on the armour chart is 2+ on a D6. It is possible to get a better save than this, for example magic armour can improve the wearer's armour save, but it is never possible to get a better basic armour save than 1+ before save modifiers are applied. If a model has a save of 1+ its armour will automatically save against Strength 3 or weaker hits.

Removing Casualties(Warhammer Rulebook, p. 31)

Most human-sized troops can only sustain 1 wound before they fall casualty. Some models can take several wounds before they become casualties, but these are the exceptions rather than the norm. The number of wounds a model can sustain before it falls casualty is indicated by its Wounds value or 'W' on its profile.

Casualties(Warhammer Rulebook, p. 31)

Where troops have only a single wound casualties are removed as follows. If a unit of troops is hit and suffers wounds which it does not save, then for each wound suffered one model is removed as a 'kill'. Although it is convenient to think of casualties as slain, individual warriors are not necessarily dead, they may be temporarily knocked out Or incapacitated, or simply too badly wounded to carry on fighting. For our The Grand Theogonist purposes the result is the same so we treat all casualties as if they were killed and remove them from the game.

The player who has suffered casualties removes 'killed' models from the unit. Although casualties would really fall amongst the closest rank it is convenient to remove models from the rear rank of the unit. This keeps the formation neat and represents rear rankers stepping forwards to cover gaps in the line as they appear. If the unit is deployed in a single rank then casualties are removed roughly equally from either end, representing the troops gathering about their officers and standard.

Multiple Wound Casualties(Warhammer Rulebook, p. 31)

If models have more than 1 wound then casualties are removed as follows. Imagine that a unit of Minotaurs suffers 5 wounds from arrow fire. Minotaurs are big monsters and each model has 3 wounds. The arrows would fall randomly among the unit, possibly wounding several creatures, but for our purposes we shall remove whole models where possible. So, 5 wounds equals 1 model dead (3 wounds) with 2 wounds left over. The wounds left over are not enough to remove another model, so the player must make a note that 2 wounds have been suffered by the unit. If the unit takes another wound from some other attack, then another Minotaur model is removed. It is obviously important to keep a record of wounds taken by units such as this.

Cavalry Casualties(Warhammer Rulebook, p. 31)

In the case of cavalry models all shots are worked out against the rider. If the rider is slain the mount is removed as well. This is a convenient and practical way of representing cavalry, as it dispenses with the need for individual dismounted riders and loose mounts.

Obviously some riders are dead, horses bolt and run away, and some mounts are killed throwing their riders to the ground. However, these things can be left to the imagination while models are removed as a single piece. Note that this only applies to ordinary cavalry (mounts which have 1 wound on their profile) and not to large monsters with riders. Large monsters have more than 1 wound on their profile and are covered by the rules for Monsters.

Panic Tests(Warhammer Rulebook, p. 31)

It is extremely difficult for troops to keep their nerve while people all round them are falling to arrow fire. To simulate this any unit taking substantial casualties may be called upon to take a Panic test. A Panic test is a psychological test and it is described in the section on Psychology along with other effects such as fear, terror and so on.

Fast Dice Rolling(Warhammer Rulebook, p. 31)

You will have gathered by now that it is necessary to roll quite a few dice to resolve shooting - whole handfuls at once in fact! This doesn't take as long as you might imagine because all the dice are rolled together. The most practical way of going about this is to take as many dice as you have troops shooting and roll them all at once. So, if you're shooting with 10 Archers roll 10 dice. Then pick out any dice which score a hit and re-roll them to wound. So, from 10 dice rolled 4 might typically score hits, these are re-rolled and may score 2 wounds, for example. Dice which score wounds are picked out and handed over to the opponent to take his saving throws. This same system applies when you work out hand-to-hand combat damage too, as described in the next section.

Close Combat(Warhammer Rulebook, p. 32)

Once shooting has been resolved it is time to deal with the brutal cut and thrust of close combat, hand-to-hand fighting or melee, as it's sometimes called. Once engaged in hand-to-hand fighting units cannot move or shoot missile weapons, they must stand toe-to-toe with their enemy until one side is destroyed or forced to flee. Regardless of which player's turn it is all models that are in contact with the enemy must fight. The close combat phase is therefore an exception to the normal turn sequence in that both sides take part in the fighting.

Like the movement phase the close combat phase follows a set order or sequence as outlined below.

Close Combat Phase(Warhammer Rulebook, p. 32)

  1. Fight Combats
    Each unit involved in combat fights as explained in the rules below. Fight all the combats before working out results.

  2. Results
    Work out which side has won each combat and by how much. The losing side will have lost by 1, 2 or more 'points' as explained later.

  3. Break Tests
    Each unit that loses in combat must take a Break test as explained in the rules. Any units failing their Break test are termed broken' and a note is made or models are turned round to show this. Take all Break tests now.

  4. Panic Tests
    If friendly units have broken then units nearby must take a Panic test as described in the Psychology section. Take any required Panic tests now.

  5. Flee!
    Units which have been broken or which have failed their Panic test must flee away from their enemy as described in the rules. Move all newly fleeing troops now.

  6. Pursue
    Units whose enemies have broken and fled that turn are allowed to pursue them and might possibly catch and destroy them as described in the rules.

  7. Redress Ranks
    At the end of the close combat phase formations are tidied up ready for the next phase.

Combats(Warhammer Rulebook, p. 33)

Work out each combat one at a time - resolve the fighting for all the troops involved in one combat before moving on to the next. A combat is often a fight between a single unit of troops from each side, but it is possible that several units, monsters, and heroes may become involved.

In this example there are three separate combats: one between two units and an Elf griffon rider on the left; a huge fight between two units of Elves, two units of Goblins and a Goblin chariot in the centre; and a combat between two opposing units, an Orc Wyvern rider and an Elf bolt thrower on the right. So long as fighting units are interconnected they are participating in the same combat.

Who Strikes First(Warhammer Rulebook, p. 34)

In the desperate hack and slay of close combat the advantage goes to the best and fastest warriors, or those who have gained the extra impetus of charging into combat that turn. To represent this, combatants strike blows in a strict order.

Troops who have charged that turn automatically strike first. Otherwise, all blows are struck in strict order of Initiative (I). Combatants with a higher Initiative strike first followed by those with a lower Initiative. This is important because if a model is slain before it has a chance to strike it obviously cannot fight back. Striking first is a big advantage, which is why it is better to charge your enemy rather than allow him to charge you.

If opposing troops have the same Initiative then the side which won the combat in the previous turn may strike first, or if this doesn't apply you can roll a D6, and the player who scores highest goes first.

For example: A bunch of Orc boar riders charges a group of Elf spearmen. The Elves have an Initiative of 6, while the Orcs only have Initiative 2. The Orcs strike first because they charged. Next turn the Elves will go first because of their higher Initiative.

Which Models Fight(Warhammer Rulebook, p. 34)

A model can fight if its base is touching the base of an enemy model. Even models attacked in the side or rear may fight, and if you wish they may be temporarily turned in the ranks to indicate they are doing so.

If a model is touching more than one enemy it can choose which to attack. If a model has more than 1 attack, it can divide its attacks as the player wishes so long as he makes this clear before rolling to hit. For example, if faced with an enemy hero and an ordinary enemy trooper you might decide to attack the trooper because he is easier to kill, or you could take the outside chance of slaying the hero.

In the case of cavalry mounts that have their own attacks, the rider's attack and the mount's attack are worked out separately. This means that some cavalry have two lots of attacks: the rider attacks and his mount attacks as well. For example, warhorses and giant wolves have their own attack.

The attacking model may decide which enemy model to attack: the Hero or the trooper.

Hitting the Enemy(Warhammer Rulebook, p. 35)

To determine whether hits are scored roll a D6 for each model fighting. If you have more than 1 Attack (A) with your troops then roll a D6 for each Attack. For example, 10 Elves have 1 Attack each so roll 10 dice, but 10 Minotaurs have 2 Attacks each so roll 20 dice.

The dice roll needed to score a hit on your enemy depends upon the relative Weapon Skills (WS) of the attacker and his foe. Compare the Weapon Skill of the attacker with the Weapon Skill of his opponent and consult the chart below to find the minimum D6 score needed to hit.

If you look at the chart you will see that if your warrior's Weapon Skill is greater than that of his enemy you hit him on a dice roll of 3+. Otherwise you hit on a 4+, unless the enemy's Weapon Skill is more than double yours in which case you require a 5+.

A\T12345678910
14455555555
23444555555
33344445555
43334444455
53333444444
63333344444
73333334444
83333333444
93333333344
103333333334

Cavalry(Warhammer Rulebook, p. 35)

When you are fighting against cavalry all blows are struck against the rider using the rider's WS and never against the mount. A mount fights using its own WS if it has its own attack.

Defended Obstacle(Warhammer Rulebook, p. 35)

Troops lining up behind a wall, hedge or other obstacle can adopt a position to defend it. The front rank is moved right up against the wall to show this. Enemy who wish to attack the defenders can do so by charging them as normal. Attacking models do not have to physically cross the obstacle, indeed they are unable to do so whilst it remains defended, and instead the front rank is positioned on the opposite side of the obstacle to the defenders.

If attacking an enemy behind a wall or a hedge, inside a building, or behind some other defended obstacle you will require a 6 on a D6 to hit. It is very difficult indeed to hit enemy in these circumstances. This penalty applies to a unit that is attacking troops which have already taken up position behind the defended obstacle. The penalty does not apply to both sides in the combat even though the obstacle lies between them. The defending side has the advantage of already taking up a good position with its weapons sticking out or over gaps in the hedge or wall, whilst the other side must mount an assault in the face of a wall of sword points or spear tips.

The attacking side continues to suffer the '6 to hit' penalty until it wins the combat. Once the attackers have won the combat they are assumed to have climbed over or onto the wall, and further combats are fought as normal.

Fighting with Two Weapons(Warhammer Rulebook, p. 35)

Some warriors carry two weapons, one in either hand, and are able to rain down even more attacks on their enemy. If a warrior carries two weapons in this way then he receives one extra Attack from his left hand. It doesn't matter if his Attack (A) value is 2 or more, a warrior receives only +1 Attack from his extra weapon.

Wounds(Warhammer Rulebook, p. 36)

Not all successful hits are going to harm your enemy some may rebound from armour or bounce off tough hide, while others may cause only superficial damage which doesn't prevent the creature fighting. Once you have hit your foe you must roll again to see whether your hits inflict wounds.

This procedure is exactly the same as described for shooting. Consult the table below, cross referencing the attacker's Strength (S) with the defender's Toughness (T). Both values appear on the profiles of the creatures fighting. The chart indicates the minimum score on a D6
required to cause a wound.

N. Where the table shows an 'N' this indicates that the target is simply too tough for you to hurt. N stands for no effect - or no chance!

A\T12345678910
14566NNNNNN
234566NNNNN
3234566NNNN
42234566NNN
522234566NN
6222234566N
72222234566
82222223456
92222222345
102222222234

To use the chart first find your weapon's Strength down the left hand side. Now cross reference this against your target's Toughness along the top. Where the two lines meet is a number, which is the minimum score required on a D6 to score a wound.

Roll a D6, if you score equal to or more than the score required you have wounded your target. If you score less then the hit has caused no appreciable damage.

Weapons Modifiers(Warhammer Rulebook, p. 36)

Unlike hits from shooting, the Strength value (S) of the attacker is used to determine wounds rather than the strength of the weapon itself. However, some weapons confer a bonus on the attacker's Strength. For example, Bretonnian Knights charging with lances receive a +2 bonus on their Strength. These bonuses are discussed together with other special rules in the section on Weapons.

Armour(Warhammer Rulebook, p. 37)

Combatants that are wounded have a chance to avoid damage if they are wearing armour or carrying shields. This is exactly the same as described for shooting, and the same rules apply.

For each wound suffered the player rolls a D6. If he rolls greater than or equal to the armour save of his troops then that wound has been absorbed or deflected by the warrior's armour.

For example, an Elf wearing light armour has an armour save of 6 so you will need to roll a 6 to save him. If he had a shield as well he would save on a 5 or 6, and so on. You may find it helpful to re-read the section on armour and the description in the Shooting section.

Armour Save Modifiers(Warhammer Rulebook, p. 37)

Some creatures are so powerful that armour provides less protection against them. They can beat their way right through armour when they hit, either with a weapon or with their claws and teeth.

The higher a creature's Strength the more easily it can pierce armour. If weapons give a Strength bonus then this increases the strength of a hit and makes it easier to pierce armour. The chart below shows the reduction in the enemy's armour saving throw compared to the attacker's Strength. This is exactly the same as for damage from shooting.

Strength of Hit

Reduces Armour Save By

3 or less

None

4

-1

5

-2

6

-3

7

-4

8

-5

9

-6

10

-7

For example, if a warrior has heavy armour and a shield his armour save is 4+. If attacked by a creature with Strength 4 his save is reduced to 5+, if attacked by a creature with $5 his save is reduced to 6, and if attacked by a creature with S6 or more he has no armour save at all.

Maximum Save(Warhammer Rulebook, p. 37)

As described in the Shooting section, it is possible for a model to have a basic armour save of 1+ in some circumstances, in which case the armour will automatically save against Strength 3 hits or weaker. However, a model cannot ever have a basic armour save of better than 1+ before modifiers are applied.

Removing Casualties(Warhammer Rulebook, p. 38)

Close combat casualties are removed in the same way as shooting casualties and you may wish to re-read that section at this point. Although casualties would, in reality, fall amongst the rank fighting, it is most convenient to. assume that rear rankers will step forward to fill any gaps. In most circumstances it is therefore practical to remove casualties straight from the rear ranks of a unit.

Models which fall casualty are not removed from the taletop immediately, but are placed behind their unit. This is important for two reasons. Firstly, when it comes to working out who has won the combat you need to know how many casualties have been caused, and this is much easier if the models are left behind their units. Secondly, models which are removed before they have a chance to attack may not do so, and any rear ranker stepping forward to replace them cannot attack that turn. This means that the first side to strike has a significant advantage, as any casualties inflicted will reduce the number of enemy left to fight back.

Excess Casualties(Warhammer Rulebook, p. 38)

If can sometimes happen that a unit causes more casualties than there are enemy models in base contact. When this happens the excess casualties are removed as normal. This represents the attackers springing forward and following up their assault by striking over the fallen bodies of their foes. Such is the ferocity of their attack and the surprise caused by their success that the excess casualties are struck down where they stand and have no chance to attack back.

Results(Warhammer Rulebook, p. 39)

For each separate combat you must determine which side has won. Do this once all the units engaged in the combat have fought.

Begin by adding up all the wounds caused by each side in the combat. It does not matter which particular units suffered the wounds, just add them all up. Do not forget to add the wounds taken by big creatures that have not been removed as casualties.

The side which has inflicted the most wounds wins the combat. The other side has lost. If both have inflicted the same number of wounds then the result is a draw. However, a side can claim extra bonus points under certain circumstances - for example if it has a standard bearer, if it is attacking the enemy in the flank, or if it is fighting from higher ground.

Each bonus point is added to the number of casualties you have inflicted. So for example, if both sides cause 3 wounds the result is a draw, but if one side has a battle standard it adds +1 to its score, beating the enemy by 4 points to 3. These bonus points can make all the difference between winning and losing the combat. The table below summarises the bonus points.

Once both sides have established their total points, including the number of casualties caused and bonus points, compare the values to discover which side has won the combat.

The higher the winner's score compared to the loser's the bigger and more decisive the victory. An 8 point against 7 point victory is only a slight win for example, because the difference in scores is only 1 point. An 8 point against a 2 point victory is extremely decisive as the difference in scores is a whopping 6. This difference in scores is important because it is used when working out whether a defeated enemy stands his ground or turns and flees.

Bonus

Situation

+1

Extra Rank

+1

Standard

+1

Battle Standard

+1

High Ground

+1

Flank Attack

+2

Rear Attack

+1

Overkill

+1 Extra Rank

If your formation is at least 4 models wide then you may claim a bonus of +1 for each rank behind the first at the start of the combat, up to a maximum of +3. The bonus can be claimed for an incomplete rear rank so long as it contains at least 4 models.

If you have several units fighting in a combat count the bonus from your deepest unit. Do not add up the bonuses from all the units fighting. This bonus is lost if the unit is charged in the flank or rear by an enemy unit of 5 models or more.

+1 Standard

If any of your units includes a standard bearer then you may add a +1 bonus.

Note that if you have several standards then you still only add +1, not +1 for each standard. Rules for standards are described later.

+1 Battle Standard

If the army's battle standard bearer is fighting in the combat, or is included in a unit of troops which is involved in the combat, then you may add a further +1.

+1 High Ground

If you are fighting from higher position than your enemy then you may add a + 1 bonus. For example, troops occupying the crest of a hill.

+1 Flank Attack

If you are fighting against an enemy unit's flank you may add a +1 bonus, so long as your entire unit numbers at least 5 models.

If both sides have troops attacking in the flank then the side with the most number of flanking units gets the bonus. The bonus is only applied once, regardless of how many flanking units are involved in the combat.

+2 Rear Attack

The same comments apply as for a flank attack but to units attacking in the rear. This bonus and the bonus for a flank attack are cumulative, so if you are attacking in the side and rear you will receive a bonus of +3.

+1 Overkill

If a challenger kills his opponent and scores more wounds than the enemy has, then each excess wound scores +1 overkill bonus towards the combat result.

This bonus only applies in a challenge as described in the section on Heroes and Wizards.

Combat Results Examples(Warhammer Rulebook, p. 40)

Example 1: In the first example 6 Bretonnian Knights have charged into 15 Saurus warriors arranged into three ranks of 5.

Let us imagine the Knights inflict 4 wounds, striking down 4 of the enemy Sauruses. In reply the remaining Saurus warrior inflicts 1 wound and kills a single Knight.

To decide who wins the combat each side adds up the number of wounds it has caused. In this case the Knights score 4 and the Sauruses 1. However, the Sauruses have +2 from their extra ranks, and so have a final score of 3. The Sauruses still lose by 4 to 3, but the difference is only 1.

Example 2: In the second example we've assumed that the remaining Saurus warriors have stood their ground, and have been joined by a unit of 32 Skinks fighting in a formation 8 wide and 4 deep. The Skinks storm in from the flank, striking the side of the Knights' formation as shown in the diagram.

This time the Skinks strike first as they have charged, inflicting 1 casualty on the Knights. The Knights strike next as their Initiative is higher than that of the Saurus warriors, and they kill 3 of their enemies. In reply the Sauruses inflict a further casualty on the Knights.

To work out which side has won count up the wounds caused by each side. The Sauruses and Skinks have caused 2 against the Knights' score of 3. However, the Lizardmen receive a rank bonus of +3 from the Skink unit. Note that only one bonus is added from ranks, and this is always that of the deepest unit participating. In addition the Skinks are making a flank attack and so earn an extra +1. The Lizardmen's total is therefore 2 (wounds) + 3 (ranks) +1 (flank) = 6 against the Knights' 3. The Lizardmen win by a difference of 3.

Example 3: In the third example there are several units engaged in the combat. The existing units are continuing to fight, whilst 5 Bretonnian bowmen have charged the Skinks in the flank. For the sake of our example, we'll assume the bowmen have a standard too.

The bowmen strike first as they have charged, inflicting 1 casualty on the Skinks. The Knights strike next causing 1 casualty on the Sauruses, the Sauruses kill 2 Knights, whilst the Skinks kill no Knights but the models fighting on the flank manage to kill 1 Bowman. The wounds inflicted by each side amount to 2 caused by the Bretonnians and 3 caused by the Lizardmen.

The Lizardmen lose their rank bonus from the Skinks because they have been charged in the flank - nor are there sufficient Saurus warriors remaining to provide an extra rank. Also, the Lizardmen's flank bonus is lost because both sides now have one unit fighting to a flank cancelling each other out. The Bretonnians earn an extra +1 for the bowmen's standard. The total scores are therefore 3 on each side... a draw!

Losers Take a Break Test(Warhammer Rulebook, p. 41)

The side that loses a combat must take a test to determine whether it stands and fights or turns tail and runs away. This is called a Break test. You need to take a separate Break test for every unit involved in the combat. Depending on which units pass and which fail their test, some may break and flee whilst others stand their ground. Troops which are better led, braver, and more professional are more likely to stand firm, whilst wild, temperamental troops are far more likely to run for it.

Take the test as follows. Firstly, nominate which unit you are testing for. Roll 2D6 and add the scores together. Add the difference between the winner's and loser's combat score. If the total is greater than the unit's Leadership (Ld) value then the unit is broken. Broken units will turn tail and flee once all combat on the entire battlefield has been worked out. Until all combat has been worked out simply turn a few of the rear rank models round to remind you that the unit is broken.

For example: A unit of Elf archers is fighting a unit of Goblin spearmen. The Goblins inflict 3 wounds on the Elves, and the Elves inflict 4 wounds on the Goblins. However, the Goblin player has 4 complete ranks in his formation, and as each extra rank adds +1 to his score this gives him 3 + 3 = 6 points against the Elves' 4. The Elves have therefore lost the combat, even though they have caused more casualties - the vast numbers of Goblins pressing from the back have overwhelmed them. The Elves must therefore take a Break test adding +2 to their dice score. Elves have a good Leadership value (8) but with the extra +2 modifier on the dice the player will have to roll 6 or less to stand and fight. The player rolls 2D6 and scores 7, the +2 modifier brings his total to 9 which is greater than the unit's Leadership so the Elves are broken.

Panic Tests for Breaks(Warhammer Rulebook, p. 41)

Once all defeated units have taken a Break test, then each remaining unit within 12' of friendly units which have broken or been wiped out is called upon to take a Panic test, as described in the Psychology section. This represents the spread of panic amongst the army as friendly units collapse and turn tail. Panic is a special psychological effect, and the full rules for panic are covered in the following section of the rules. However, it is worth bearing in mind at this stage that Panic tests must be taken once all Break tests are complete but before fleeing troops are moved.

Fleeing Troops(Warhammer Rulebook, p. 41)

Once you have completed all of the Break tests resulting from combat that turn, and having taken any necessary Panic tests, it is time for broken troops to flee. Fleeing troops turn directly away from their enemy and run as fast as they can. They abandon their formation and run from their enemy in complete rout, blindly scrambling over the ground in their efforts to avoid destruction.

Move Fleeing Troops(Warhammer Rulebook, p. 41)

It is difficult to say precisely how far fleeing troops will run because they are no longer fighting as a body but milling around in a frightened mob. To represent this dice are rolled to establish how far the fleeing unit moves. If the unit normally moves 6" or less roll 2D6. If the unit moves more than 6" roll 3D6. The result is the distance covered by the fleeing troops, minus any penalty for terrain or obstacles.

Move the fleeing unit directly away from its enemy so that it is 2D6" or 3D6" away from them and facing in the opposite direction. Fleeing troops will move round friends where possible, but will move straight through friends if necessary. Individual fleeing models that would otherwise end up in the middle of a friendly unit are instead placed to the side or beyond them if this is the only option.

A fleeing unit is destroyed if caught by pursuers as described under Pursuit.

Subsequent Actions of Fleeing Troops(Warhammer Rulebook, p. 42)

If they are not destroyed then fleeing units continue to move 2D6" or 3D6" towards their own side's table edge during their subsequent movement phases. They must attempt to leave the battlefield as quickly as possible. This is a 'compulsory move' so fleeing troops are moved before other troops once charges have been declared (see the Movement section).

A unit which is fleeing can do nothing else. For example, it cannot fight and it cannot shoot with missiles. Where there is room it will move round obstacles that block its path, including units of troops. Fleeing troops will not move towards enemy unless they have no other choice - if they are surrounded, for example.

If any models from a fleeing unit leave the table edge the entire unit is considered to have left the battlefield and is removed from play. Troopers have scattered beyond recovery or have found places to hide themselves until the battle is over.

If enemy troops charge a unit that is already fleeing then the unit automatically flees from the charge. The unit makes its 2/3D6" flee roll like any other unit fleeing from a charge. The charging enemy destroys the fleeing troops if it catches them in the same way as it would for a charge against any other fleeing troops. If they do not catch the fleeing troops then the charge is failed (see Movement for the rules relating to charges and charge reactions).

Rallying(Warhammer Rulebook, p. 42)

A fleeing unit may attempt to stop fleeing in its movement phase by taking a Rally test. This represents the efforts of leaders and brave individuals to call a halt to the rout, bring the troops to their senses and restore order. This is called rallying.

Rally Test(Warhammer Rulebook, p. 42)

Rally tests are taken in the movement phase after charges have been declared but before further movement see the sequence at the start of the Movement section).

To take a Rally test roll 2D6. If the score is equal to or less than the unit's Leadership (Ld) then the unit stops fleeing and has rallied. The unit must spend the remainder of the turn reforming and may not shoot or fight, though the player may rearrange its formation and turn it to face whichever direction he chooses.

If a fleeing unit has suffered a great many casualties it will be unable to rally - its warriors are too demoralised and are interested only in escape. A unit must have at least 25% of its original number of models surviving to be able to rally. If a fleeing unit has less than 25% of its original number left, the unit cannot rally and will continue to flee until it leaves the table or is destroyed.

Pursuit(Warhammer Rulebook, p. 43)

If a unit wins a combat and all the enemies it is fighting flee, then the victorious unit must normally pursue. The troops triumphantly surge forward, hacking at their retreating foes as their backs are turned, cutting them down as they run and scattering them before their uncontrolled fury. Note that a unit will only pursue if all the enemies it is fighting flee - if one enemy unit breaks and flees whilst another fights on then the victorious troops cannot pursue. Like fleeing, pursuit is a hectic and uncontrolled affair, so dice are rolled to determine how far the pursuing unit moves.

Pursuit Move(Warhammer Rulebook, p. 43)

Once fleeing troops have been moved victorious units will pursue. To find out how far they pursue roll 2D6 or 3D6 in the same way as for fleeing troops. Pursuers are moved the distance indicated straight forward. If the pursuers roll more than the distance fled by their enemy they are judged to have caught them, and the entire fleeing unit is overrun and destroyed. If the pursuers do not catch the fleeing unit then no further casualties are caused and the pursuers are simply moved the distance indicated towards their fleeing enemies. Where pursuers don't catch their foe but roll equally, leave a slight gap between the units to indicate this.

Note that units do not continue to pursue in subsequent turns; pursuit is a single bonus move which is made when a beaten enemy flees.

Pursuit into Fresh Enemy(Warhammer Rulebook, p. 43)

It sometimes happens that pursuers move so far that they hit a fresh enemy unit. The pursuers are carried forward against the enemy unit as they chase their fleeing enemy. This is treated as if it were a new charge. The pursuing unit has no choice in the matter, they must charge against the fresh enemy. The unexpectedly attacked unit can only respond to the charge by 'holding'; any attempt to flee, shoot, Or do anything else amidst the confusion of running bodies is deemed impossible.

The resulting combat is worked out in the following turn. The pursuers are charging and so get all the usual benefits and bonuses as if they had charged that turn, even though their charge actually occurred during the close combat phase of the previous turn.

Assuming pursuers do not encounter any fresh enemy they move the distance indicated by their dice roll and thereafter are ready to fight normally. So, in their following turn they may charge, march or move normally exactly like any other unit, and no penalty is imposed because of their pursuit move.

Avoid Pursuit(Warhammer Rulebook, p. 43)

A player may decide that he would sooner his unit did not pursue. Normally a unit must pursue if it is able to do so, but the player may attempt to halt the pursuit by making a test against the unit's Leadership (Ld). This represents the unit's leader calling to his troops to hold, while their natural inclination is to run after the enemy and cut them down as they scatter. Roll 2D6, and if the score is equal to or less than the unit's Leadership value then the test is passed and the unit may remain stationary instead of pursuing.

A unit does not have to pursue if it is defending a wall, a hedgerow, a house, or a comparable obstacle or fortification. As pursuing would force the unit to abandon its secure position there is a great incentive to stay put! In this situation, the player can choose to pursue or not as he wishes.

Pursuit Off the Table(Warhammer Rulebook, p. 43)

A unit which pursues its fleeing enemy off the table returns to the same point in its following movement phase. The unit may not move that turn other than to position itself along the table edge, though it may shoot and otherwise participate in the game as normal.

Redress the Ranks(Warhammer Rulebook, p. 44)

Once fleeing troops and pursuers have been moved it is time to tidy up the formations of fighting units in preparation for the next phase. This will not always prove necessary, as much depends upon the casualties inflicted and combat results.

Remember, a unit must always contain the same number of models in each rank as the first, except for its rear rank which may contain fewer. The process of redressing the ranks is intended to ensure that this remains true following combat, and also affords victors the chance to adjust their formation slightly by expanding their frontage or lapping round as described below.

Fleeing Units(Warhammer Rulebook, p. 44)

Units which have fled abandon their formation and so have no opportunity to redress their ranks at this time. The unit forms a rough block or mass of troops, and models are arranged in a higgledy piggledy manner to show their disorganised status.

Units Taking Casualties(Warhammer Rulebook, p. 44)

Casualties are usually removed from the back of a unit's formation in which case the unit is left exactly as it is. Remember, a unit engaged in combat cannot move in its move phase, and so has no opportunity to change its formation.

If a unit is fighting in a single rank, forming a line of troops, then casualties are removed from either end. If this results in an enemy attacking the side of the formation becoming separated from the combat, then compensate for this by moving one or both units so that they remain in contact where possible.

If a character model is fighting as part of a unit's formation, perhaps leading the unit into battle, then his death will leave a gap in your front rank. In this case move a model forward from the rear rank to fill the gap, or, if the unit is fighting in a single rank, move a model from one edge. See the section on Heroes and Wizards for more about character models.

Expand Frontage(Warhammer Rulebook, p. 45)

If a unit wins the combat it can move models from rear ranks and place them in the forward ranks to increase the width of the formation thereby allowing more models to fight. You can increase the width of the formation by up to two models on either or both flanks.

In this situation the Goblins win the combat and expand their formation by moving eight models to increase the width of the unit by two on each flank. Remember - units must maintain equal-sized ranks apart from the rearmost rank.

Lapping Round(Warhammer Rulebook, p. 45)

If a unit wins the combat and its formation already extends to the enemy's flanks, then models may be moved from the rear ranks round the sides of the enemy unit. These extra models are described as lapping round. You may move up to two models around each flank, assuming that there is room and that the flank is not blocked by another unit, buildings, or terrain. Once models have covered the enemy's flanks, further models may be lapped around the rear should they win a further turn. In this way it is possible to extend your line and surround an enemy unit completely.

Lapping models from the rear rank move to the enemy's flank.
Lapping models from the rear rank move to the enemy's rear.

Combat Bonuses(Warhammer Rulebook, p. 45)

Models which are lapping round the flank or rear are ignored for purposes of establishing a unit's rank bonus in hand-to-hand combat. Lapping round models in this way might therefore reduce your rank bonus by reducing the number of ranks fighting.

However, units which are lapping round do receive the extra bonuses for flank and rear attacks so long as the entire unit consists of five or more models. This means that in most cases it is well worth lapping round where vou can.

Defeat in Combat(Warhammer Rulebook, p. 45)

If a unit is defeated in hand-to-hand fighting then any models already lapping round are immediately returned to the rear rank of their formation. They have been driven off by the enemy and forced to regroup behind the unit's main body.

Which Models Can Fight(Warhammer Rulebook, p. 45)

Bear in mind that all models touching base-to-base are allowed to fight in hand-to-hand combat, so troops along the sides of 'flanked' units can fight back against troops that are lapping round. Players might wish to physically turn the models round to face their enemies in order to show this, although it is not strictly necessary to do so.

Psychology(Warhammer Rulebook, p. 46)

It is an unfortunate fact that in the heat of battle troops often don't respond as you, their commander, might want them to. Faced with terrifying supernatural foes their courage might fail, or they could simply be too dim to understand the orders they have been given. The hatred engendered by age-long feuds can overwhelm military discipline and leave troops overcome with bloodlust at the sight of their ancestral foes. Warriors can be so overwhelmed by berserk fury that they will charge into battle regardless of their orders.

As the army commander it is your duty to know about these things and take them into account in your plans. If you do not you may find that you are defeated before you even begin.

The Psychology rules represent these factors in the game and call upon the player to make occasional tests to determine whether his troops are affected by adverse psychology. Most psychology tests are made in the same way, so we'll describe the procedure first before we look at the individual psychological factors.

Taking Psychology Tests(Warhammer Rulebook, p. 46)

When taking psychology tests roll 2D6 and compare the result to your Leadership (Ld) value. If the result is less than or equal to the unit's Leadership score the test is passed and all is well. If the result is greater than the unit's Leadership score then the test is failed.

Players will immediately realise that a psychology test is taken in the same way as a Break test in hand-to-hand combat and uses the same characteristic, namely Leadership. However, a Break test is not a psychology test. The two tests are quite separate. This is important because some bonuses apply specifically to Break tests and others apply specifically to psychology tests.

Using Rider's Leadership(Warhammer Rulebook, p. 46)

Note that in the case of cavalry, chariots, and heroic individuals riding monsters it is the rider's Leadership that is used and not that of the mount or monster. If a chariot has several crew, use the highest value.

Using Leaders' Leadership(Warhammer Rulebook, p. 46)

If a unit of troops is led by a character then the entire unit can test against his Leadership value. Characters often have better Leadership than ordinary troopers, so a regiment led by a superior character will be less prone to the effects of psychology. See the Heroes and Wizards section for rules concerning characters and units of troops.

The Order of Tests(Warhammer Rulebook, p. 46)

Many psychology tests are taken at the start of the player's turn. For example, Panic tests caused by friends fleeing nearby and Stupidity tests are both taken at the start of the turn. When a player is called upon to take different tests at the start of the turn then do them in the same order as they are listed here. So, if a unit is obliged to take a Panic and a Stupidity test then take the Panic test first, and only if this is passed will it be necessary to take the Stupidity test.

Panic(Warhammer Rulebook, p. 47)

Panic is the most common and the most important psychological effect. Battles are often won or lost because an army panics and flees, even though it may not have been beaten in combat. Troops who see their friends run can easily lose their nerve and flee themselves, causing other troops to lose heart until soon the whole army is fleeing in blind panic.

A unit must take a Panic test in the following circumstances:

1. Fleeing Unit within 4" at the Start of the Turn

A unit must test at the start of its turn if there is one or more units of fleeing friends within 4". However, the unit does not have to test if it outnumbers the fleeing unit (or if it outnumbers the fleeing units combined if there are two or more within 4"). Such a unit takes heart from its numbers and is not therefore panicked by its fleeing friends.

For example, a fleeing unit of 10 models is ignored by a unit of 11 or more, a fleeing unit of 14 is ignored by units of 15 or more, and so on. Note that it is the size of the fleeing unit's which is important - not the number of individual models within 4".

2. Friends Break from Hand-to-hand Combat within 12"

Test during the hand-to-hand combat phase if one or more friendly units break within 12" as a result of being defeated in hand-to-hand combat. In order to avoid confusion between units which are fleeing from combat and units which are fleeing as a result of panic, work out all combat results first, and then take all resultant Panic tests. A unit only needs to take one Panic test on account of breaking friends in each hand-to-hand combat phase, regardless of how many units of friends break within 12".

The same test must also be taken if a friendly unit within 12" is destroyed in hand-to-hand combat, unless it is a unit of one model with less than 5 wounds on its original profile, in which case no test is necessary. Although a unit which is destroyed cannot be broken as it no longer exits, its destruction is still extremely unnerving for friends nearby!

3. Charged in the Side or Rear while Engaged in Combat

A unit must test if it is fighting in hand-to-hand combat and is charged in the side or rear by an enemy unit of five models or more. Make the test as soon as the charge is declared and determined to be in reach.

No test is required if the charging unit is unable to reach its target unit. Also, no test is required if the charging unit amounts to fewer than five models.

4. Fleeing Friends Destroyed by Chargers within 4"

If a friendly unit flees from a charge and is caught and destroyed, then all friendly units within 4' of the final position of the fleeing troops must take a Panic test once all charges are complete but before hand-to-hand fighting starts.

No test is required for a unit that outnumbers its destroyed friends, in the same way as described for '1' above.

5. General Slain

If your army's general is killed then every unit in your army must take an immediate Panic test. With your leader dead rumour of defeat spreads across the battle front like wildfire! This is often the moment when battles are won and lost.

6. 25% Casualties from Shooting or Magic

A unit must take a Panic test if it suffers 25% of its number as casualties in the enemy's shooting phase, or 25% of its number as casualties in the enemy's magic phase. Only one test is required in any phase - if this is passed then any subsequent casualties are weathered without qualm.

For example, a unit of 12 models must test if it suffers 3 or more casualties from enemy shooting.

This test must also be taken by a charging unit if its enemies stand and fire and inflict 25% casualties. This may result in the charging unit panicking before it contacts its target, in which case it has forced to flee from the hail of arrows unleashed by the defenders!

This test must also be taken if the unit suffers 25% casualties from randomly moving enemies, magical effects or unusual terrain types as might be included as 'special rules' by the players. This is intended as a 'catch- all' rule to cover units which suffer high casualties from something other than normal hand-to-hand fighting, shooting or magic. A good example is casualties inflicted by a crashing gyrocopter, by whirling Goblin fanatics, or by Squig hoppers or Steam Tanks, the last two of which both cause casualties as they move.

Panicking Units(Warhammer Rulebook, p. 48)

A unit that fails a Panic test will flee in the same way as described for units which break in hand-to-hand combat Or which flee from a charge.

Fleeing troops abandon their formation and are moved in a rough mass or mob 2D6" Or 3D6" away from the enemy or most obvious source of threat, but the player is allowed to decide exactly where to flee within these guidelines. See the Close Combat section for rules governing fleeing troops.

Panicking at the Start of the Turn(Warhammer Rulebook, p. 48)

Note that if a unit panics at the start of its turn because of fleeing friends within 4" then it may not attempt to rally that turn. The unit must flee during the compulsory movement part of its movement phase.

Panicking in Hand-to-Hand Combat(Warhammer Rulebook, p. 48)

If a unit is engaged in hand-to-hand combat and it panics then the normal Flee and Pursuit rules apply. The fleeing unit can therefore be pursued if its enemy won the preceding combat, and consequently the fleeing unit may be destroyed in the same way as a unit which breaks following defeat in combat. If the enemy did not win the previous combat (or if the two have not yet fought for some reason) then the enemy cannot pursue.

Note that a unit which panics and flees from combat does not cause other units to panic as a result (ie, because friends break from hand-to-hand combat within 12"). A test is only required for friends that are defeated in combat and then broken as a result.

Voluntary Tests(Warhammer Rulebook, p. 48)

It is conceivable that a situation occurs where both players agree a Panic test is in order, even though the rules don't strictly require it. This is most likely to happen if fighting a scenario you have invented, perhaps where ambushers spring a trap, where boulders or thrown from cliffs, or some such circumstance the players have contrived.

If both players agree then a Panic test can be taken to represent the unsettling situation in which a unit finds itself.

Fear(Warhammer Rulebook, p. 48)

Fear is a natural reaction to huge or especially ugly and unnerving monsters. Some creatures inspire fear as indicated in the Armies books, including large and disturbing monsters such as Trolls as well as supernatural horrors such as Skeletons.

A unit must take a Fear test in the following situations:

1. If Charged by a Feared Enemy

If a unit is charged by an enemy that it fears then it must take make a test to overcome its fear. Test when the charge is declared and determined to be within its charge range. If the test is passed the unit can fight as normal. If the unit fails its test, and if is outnumbered by the charging enemy, it will flee. If the unit fails its test but is not outnumbered by the charging enemy it will fight as normal, but must roll 6's to score hits in the first turn of combat.

2. If a Unit Wishes to Charge a Feared Enemy

If a unit wishes to charge an enemy that it fears then it must take a test to overcome its fear. If the test is failed the unit may not charge and must remain stationary for the turn.

Defeated by Feared Enemy(Warhammer Rulebook, p. 48)

A unit defeated in hand-to-hand combat is automatically broken without a Break test if it is fighting an enemy that it fears and which outnumbers it. If the fear- causing enemy does not outnumber the unit then a Break test is taken as normal. See the Close Combat section for details of combat results, Break tests and fleeing troops.

Terror(Warhammer Rulebook, p. 49)

Some monsters are so huge and threatening that they are considered to be even more frightening than those described by the Fear rules. Such creatures cause terror. Troops confronted by monsters or situations that cause terror must test to see whether they overcome their terror. Should they fail they will be completely terrified and reduced to gibbering wrecks. Troops only ever test for terror once in a battle. Once they have overcome their terror they are not affected again.

If a creature causes terror then it automatically causes fear as well, and all the rules described above apply. However, you never have to take a Terror and a Fear test from the same enemy or situation - just take a Terror test: if you pass the Terror test then you automatically pass the Fear test too. As you only ever take one Terror test in a battle, any subsequent encounters with terrifying monsters or situations will simply count as fear.

  1. A unit must test to overcome its terror if charged by or wishing to charge an enemy that causes terror.

  2. A unit must test for terror at the start of its turn if there is an enemy which causes terror within 8".

Flee!(Warhammer Rulebook, p. 49)

A unit which fails its Terror test will flee away from the source of its terror in the same way as if it had failed its Break test in hand-to-hand combat or decided to flee from a charge. A unit being charged will flee immediately like any unit which flees from a charge. A unit attempting to charge or failing a test at the start of its turn will flee in its movement phase.

A unit which flees in terror from an enemy within 8" at the start of its turn may not attempt to rally that turn. It will flee in the compulsory part of its movement phase, in the same way as a unit which panics because of fleeing friends within 4" (see Panic).

Remember that only a single test is ever made for terror by any unit during the whole game, whether it is made because of a charge or because the unit finds itself within 8" of a terrifying monster.

Fear and Terror Liabilities(Warhammer Rulebook, p. 49)

Obviously a large monster is less likely to suffer from fear or terror itself. There is no way a huge Dragon is going to be scared of a Troll, for example. These special liabilities also apply to any rider of a large monster too, so a Dragon rider wouldn't be afraid of a creature that would frighten him were he on foot.

The following rules apply:

  • A creature that causes fear is not affected by enemies that cause fear. Faced with an enemy that causes terror, a fear-causing monster only suffers fear, not terror. For example, a Troll causes fear and a Dragon causes terror. The Dragon is not at all worried by the Troll, but the Troll fears the Dragon.

  • A creature that causes terror is not affected by fear or terror at all. For example, a Dragon rider is completely unworried by fear or terror because his mount causes terror.

It sometimes happens that an enemy unit of ordinary troops is led by a mighty hero or a monster which causes fear or terror. In this situation you must test for fear/terror if a charge will result in you fighting the hero or monster in question.

In the case of terror you must also test if you are within 8" of the creature at the start of your turn, but not necessarily because you are within 8" of the unit as a whole. However, if you are charging a unit of troops in the side or rear, so that you won't have to fight a monster in the front rank, then you do not have to test. Basically this is common sense - if you don't have to confront the beast then no test is required.

Stupidity(Warhammer Rulebook, p. 50)

Many large and powerful creatures are unfortunately rather stupid. Even some otherwise quite intelligent creatures act stupidly now and again because they are readily confused or distracted, or perhaps because they are drugged or have been knocked insensible. The Stupidity rules represent the sort of slow wittedness or dumb behaviour which some especially stolid or stubborn beasts are prone to. Creatures that are stupid are indicated in the Armies books and include such monstrous creatures as Trolls.

Stupid creatures must make a test at the start of their turn to see whether they overcome their stupidity. Make a test for each unit of stupid troops. If you pass the test by rolling their Leadership value or less on 2D6 then all is well and good - the creatures behave reasonably intelligently and the player may move and fight with them as normal. Nothing untoward has occurred beyond a bit of drooling and the odd spontaneous cackle.

If the test is failed then all is not well. The following rules apply until the creatures' following turn when they must test once more to see whether they are overcome by stupidity.

  1. If already in hand-to-hand combat half of the stupid creatures suddenly stop fighting. They stare around blankly and wonder where they are. If the unit has an odd number of models or if a stupid creature is fighting on its own then roll a D6. If the result is 4 or more the odd model fights; if not it stands around vacantly. Note that only stupid creatures are affected. If a unit contains stupid creatures and other creatures (a unit of Trolls led by a Goblin chieftain, for example) then the other creatures are not affected.

  2. If not in hand-to-hand combat the unit momentarily forgets what it is doing. Roll a D6 to determine how the unit moves this turn. This is compulsory movement and so occurs before other movement but after charges have been declared (see the Movement section). Any non-stupid creatures with the unit must also move as described - thev are carried along by the movement of the rest of the unit and risk being trampled and squashed if they attempt to do otherwise.

D6

Result

1-3

Move the unit directly forwards at half normal speed. Any enemy troops encountered are automatically charged. If there are friends in the way both units blunder into each other and their ranks become confused, in which case both units are pinned in place for the rest of the turn and neither may move further.

4-6

The unit stands around in a confused and ineffective manner. It will do nothing for the remainder of the turn while the stupid creatures stare about them, squabble, or lie down for a bit of a rest.

Further Psychology(Warhammer Rulebook, p. 50)

Creatures affected by stupidity are quite unaware of anything happening around them, such is their state of confusion. Once overcome by stupidity they ignore all further psychology tests. This means that stupid creatures cannot be affected by panic, fear, etc, but they can still be broken in hand-to-hand combat by failing a Break test exactly as normal. Stupid troops which flee are not affected by stupidity until they have rallied, after which they must take Stupidity tests at the start of each of their subsequent turns.

Stupidity and Riders(Warhammer Rulebook, p. 50)

It sometimes happens that a cavalry model will be riding a stupid creature, for example a Dark Elf riding a Cold One. If a rider's mount is stupid then he will have to test for stupidity at the start of his turn, but the rider's Leadership characteristic is used rather than that of the mount. If the test is failed the rider is obliged to hang on while the creature behaves in whatever bizarre manner the rules dictate, but the rider can fight normally if he gets the opportunity.

Frenzy(Warhammer Rulebook, p. 51)

Certain warriors can work themselves into a fighting frenzy, a whirlwind of destruction or raging fury in which all concern for their personal safety is ignored in favour of mindless violence and liberal doses of mayhem. Many of these frenzied warriors are drugged or tranced, and have driven themselves into a psychotic frenzy with chanting, singing, yelling and screaming. These troops are described as frenzied. No psychology test is required for frenzy, and the following rules apply automatically.

Frenzied troops must always charge if there are enemy within charge reach when charges are declared. The player has no choice in the matter - the unit will automatically declare its charge.

Frenzied troops must always charge if there are enemy within charge reach when charges are declared. The player has no choice in the matter - the unit will automatically declare its charge.

Frenzied troops fight with double their Attack characteristic (A) in hand-to-hand combat. Troops with 1 Attack on their profile therefore have 2, troops with 2 Attacks double up to 4 and so on. If troops have an extra weapon then they receive +1 extra Attack for this as normal, so if they have 1 Attack on their profile they would receive 2+1 = 3 Attacks in total.

Frenzied troops always pursue fleeing enemy whether the player wants to or not. They must even pursue if they are defending an obstacle. Unlike other troops they may not attempt to hold back as they are far too crazed with battle lust.

Other Psychology(Warhammer Rulebook, p. 51)

Once they are within their own charge distance of enemy models frenzied units are not affected by other psychology. So long as they are within charge distance of the enemy they are immune to panic, fear, terror etc, and do not have to make these tests. Note that this immunity only extends to psychology tests, it does not include Break tests in hand-to-hand combat which must still be taken as normal.

Defeated in Combat(Warhammer Rulebook, p. 51)

Troops defeated in hand-to-hand combat, as determined by the combat results, are no longer frenzied. Their exuberant, crazed frenzy has been beaten out of them and they continue to fight as ordinary warriors for the rest of the battle.

Frenzied Characters(Warhammer Rulebook, p. 51)

Characters, such as heroes and wizards, are affected by further special rules for frenzy, as covered in the section on Heroes and Wizards (see page 59).

Hatred(Warhammer Rulebook, p. 51)

Hatred is a powerful emotion and instances of hatred and rivalry are commonplace in the Warhammer World. There are grudges borne over centuries, racial animosity bordering on madness, and irreconcilable feuds which have left generations of dead in their wake. Some races hate other races with such bitter conviction that they will fight almost to the death rather than flee from them. Like frenzy, no psychology test is taken for hatred.

The following rules apply.

  • Troops who hate their hand-to-hand combat adversaries take any Break tests with a Leadership value of 10. They do not reduce this value regardless of the combat results, how many casualties they have suffered or other combat bonuses. This means they will never break unless they roll 11 or 12 on 2D6.

  • Troops fighting hand-to-hand combat with a hated foe may re-roll any misses when they attack in the first turn of any combat. This bonus only applies in the first turn of a combat and represents the unit venting its pent up hatred on the foe. After the initial round of blood- mad hacking they lose some impetus and subsequently fight as normal for the rest of the combat.

  • Troops who hate their enemy must always pursue them if they flee. They cannot attempt to avoid pursuit by testing their Leadership as other troops can.

Weapons(Warhammer Rulebook, p. 54)

The game rules as described allow for differences in the Strength and Toughness of opponents, and for differences in their armor, but not for different kinds of weapons. Players who have already mastered the basics of combat might wish to introduce further detail by using the rules that follow. These describe the different kinds of hand-to-hand combat weapons used in the Warhammer World together with appropriate rules for each. Troops armed with a spear or halberd, for example, receive specific benefits in particular situations.

Some weapons confer both advantages and disadvantages, such as a double-handed axe or sword which give a huge Strength bonus but always strike after the enemy. You will soon realise that different weapons often imply different tactical options, and are suited to certain styles of play. For example, Bretonnian Knights armed with lances need to charge to use their weapons effectively so a player must be careful to manoeuvre them into position so that he can charge.

On the other hand, spears are best suited to a defensive strategy where you know your troops are not going to benefit from charging because they are slower than the enemy. These weapons and more besides are described below.

Weapons and Units(Warhammer Rulebook, p. 54)

All the models in a unit of troops carry the same weapons, so it will be a unit of spearmen, or halberdiers, and so forth. It is acceptable to include the odd model which is differently armed for the sake of variety whilst continuing to count the whole unit as identically armed, but it is important that the overall appearance of the unit is not misleading. For example, if it is a unit of spearmen then most of the troops must carry spears and where a few carry other weapons these are counted as spears regardless.

Many players like to mix models in a unit so that some are armed with swords, others spears, a few have double-handed axes, and so on. This is particularly effective with Goblins and Skaven, where you wouldn't really expect much uniformity amongst the masses. As far as the game is concerned a mixed unit is treated as if it were armed with hand weapons (axes, clubs, maces, swords and such like) even where it includes a mixture of other weapons. No special rules are applied to these units on account of their varied weaponry.

All troops are assumed to carry a sword, long dagger, or other comparable hand weapon. In addition, some troops carry another weapon such as a spear, double- handed axe or halberd. Troops armed in this way can choose to use their hand weapons rather than their other weapons if the player prefers, but must then continue to use hand weapons for the entire duration of the combat. For example, troops with double-handed axes might put them aside and fight with swords where they do not wish to strike last.

Hand Weapons(Warhammer Rulebook, p. 54)

Hand weapons is the term used to describe all swords, axes, clubs, hammers, maces and other similar weapons wielded in one hand. The difference between these weapons is slight so they are all considered together. No additional rules apply to hand weapons - the normal rules assume troops are armed in this fashion.

Double-handed Weapons(Warhammer Rulebook, p. 54)

This category includes all axes, swords, hammers and clubs that are so large they have to be wielded with two hands. These are ferocious weapons! A blow from a double-handed axe can cut a foe clean in half and easily break armour apart. The disadvantage is that they are very heavy to swing, so the bearer may be slain by a more nimble foe before he has a chance to strike.

  1. Double-handed weapons require both hands to use. If the bearer has a shield he may not use it in hand-to-hand combat. It is assumed to be left on the ground or slung on his back during the fighting.

  2. Double-handed weapons are heavy to swing and so leave the user vulnerable to a more lightly armed foe. Double-handed weapons always strike last regardless of which side charges or relative Initiative levels. If both sides are armed in this way the side with the highest Initiative strikes first.

  3. Double-handed weapons confer a +2 Strength bonus on all hits. If the wielder's Strength is 3 then all hits from a double-handed weapon will be at Strength 5, for example. As the enemy's armour save is affected by the Strength of the hit, this will be reduced too. In the case of a Strength 5 hit the saving throw drops by -2.

Flails(Warhammer Rulebook, p. 55)

Flails are swung with both hands and consist of heavy weights, often spiked, attached to a pole or handle by means of heavy chains. It is extremely tiring swinging these heavy and cumbersome weapons.

  1. Troops using flails require both arms to swing them and cannot therefore use shields in hand-to- hand fighting. If they carry shields they are put aside or slung onto backs before the fighting begins.

  2. In the first turn of any hand-to-hand combat troops equipped with flails add +2 to their Strength, so men with a Strength of 3 will hit with a Strength of 5 for example. Any enemy saves are taken with the modifier for fighting high Strength opponents.

  3. In subsequent turns the flail users begin to tire and so do not receive any Strength bonus.

Halberds(Warhammer Rulebook, p. 55)

The halberd is a heavy bladed weapon mounted on a sturdy shaft. The steel blade has a point like a spear as well as a heavy cutting edge like an axe. It is held in both hands and used to chop as well as thrust, so it is a very adaptable and extremely effective weapon for infantry.

  1. Troops equipped with a halberd require both arms to wield it and cannot use shields in hand-to-hand fighting. If they carry shields it is assumed they are slung onto their backs or placed on the ground before the fighting begins.

  2. Halberds are heavy weapons and a mighty swing can cause considerable damage. Halberds therefore confer a +1 Strength bonus on all hits. A man with a Strength of 3 therefore hits with a Strength of 4 if fighting with a halberd. The Strength of a hit affects the armour save of the target, so this may be reduced as well. In the case of a human with a Strength of 3 a halberd hit has a Strength of 4 and -1 to save for instance.

Spears(Warhammer Rulebook, p. 55)

Spears are useful weapons for both foot and horse, but they are used quite differently for each. A foot unit with spears is able to fend off enemy with a mass of spear points, making it an ideal defensive weapon. A cavalry unit armed with spears can employ them like lances to ride down enemy troops, spitting them as the horsemen ride into their ranks. The following rules reflect the advantages of foot and mounted soldiers equipped with a spear.

  1. Infantry armed with spears may fight with two ranks of troops because warriors in the second rank can thrust their weapons forward past those fighting in front. This enables models directly behind front rank fighters to fight as well. However, this advantage only holds so long as the spearmen do not move. If they charge their careful formation is affected and they may only fight in a single rank that turn. Spearmen fight in two ranks if the enemy charge them while they stand their ground. This means that a block of spearmen makes a very good defensive formation, but is less well suited to attack.

  2. Cavalry armed with a spear receive a +1 Strength bonus when they charge. If the wielder's Strength is 3, for example, his total Strength will be 4 when he charges. Note that this bonus only applies when the cavalryman charges and it only applies for that turn. Any hits at a Strength of 4 or more confer the extra modifier on the enemy's saving roll.

Lances(Warhammer Rulebook, p. 55)

Cavalry armed with lances are the ultimate shock troops. When they crash into the enemy ranks their steel-tipped lances rip through armour and flesh, smashing bones and flinging foes to the ground. Lances are only effective as they charge, thereafter the warrior either drops his lance and fights on with a sword, or else he continues to use the butt of the lance to punch at his foe. It is very important that lance-armed cavalry successfully charge the enemy rather than allowing themselves to be charged. The charging side always has an advantage, but in the case of lancers this is greater than for any other troops.

  1. Cavalry armed with lances receive a +2 Strength bonus when they charge. If the welder's Strength is 3, for example, his total Strength will be 5 when he charges. Note that this bonus only applies when the cavalryman charges and only for that turn. Any hits at a Strength of 4 or more confer the appropriate modifier on the enemy's saving roll.

Missile Weapons(Warhammer Rulebook, p. 56)

We have already looked at the rules for bows, crossbows and other missile weapons in the rules for Shooting, but we have gathered them here to be complete. Some of these weapons have special rules.

Bow(Warhammer Rulebook, p. 56)

Bows are probably the most common of all missile weapons in the Warhammer World. They are carried by most races and almost every army. No particular special rules apply to the bow.

Weapon

Range

Strength

Bow

24"

3

Short Bow(Warhammer Rulebook, p. 56)

Some creatures are too small to carry full-sized bows so they carry a short bow, basically a small bow with a reduced range. Some cavalry also carry a shortened bow which they can shoot more easily from horseback than a larger bow. Otherwise it is exactly the same as a bow.

Weapon

Range

Strength

Short Bow

16"

3

Long Bow(Warhammer Rulebook, p. 56)

The long bow is a powerful bow favoured by experienced archers. It can fire an arrow substantially further than an ordinary bow. Other than its longer range no special rules apply to the long bow.

Weapon

Range

Strength

Long Bow

30"

3

Crossbow(Warhammer Rulebook, p. 56)

The crossbow is a more complex device than an ordinary bow. It is very difficult to draw back the string of a crossbow once it has been fired: the shooter must either brace the weapon against the ground with his feet while he heaves the string up, or he must employ some kind of mechanical device such as a windlass or lever. This means that a crossbow inhibits the movement of its users compared to a bow, but it is much more powerful and has a longer range.

Weapon

Range

Strength

Crossbow

30"

4

Troops may not move and fire a crossbow in the same turn. The weapon takes a long time to reload, so if the unit moves it may not shoot.

Repeating Crossbow(Warhammer Rulebook, p. 56)

The repeating crossbow is a much lighter and less powerful type of crossbow that can be easily and quickly redrawn for firing. It has a magazine of bolts which allows a single bolt to drop into place ready for firing as the string is drawn. The repeating crossbow can fire a hail of shots in the time it takes to shoot one ordinary crossbow bolt.

Weapon

Range

Strength

Crossbow

24"

3

You have the option of firing a repeating crossbow either once or twice during the shooting phase. If you fire once work out hits and damage exactly as normal in which case the weapon is identical to an ordinary bow. If you fire twice then each shot suffers a -1 to hit penalty due to decreased accuracy. Repeating crossbows may choose to fire either once or twice if they stand and shoot against a charging enemy.

Sling(Warhammer Rulebook, p. 57)

The sling is another uncommon weapon, largely because it is no more powerful than a bow and has a shorter range. It is little more than a looped strip of cloth or leather into which a stone is placed. The sling is whirled about the slinger's head and the sling stone released towards the target. The one advantage of the sling is that you can vary the rate of fire by releasing the sling shot before you have worked up full impetus. This reduces the range but enables the slinger to shoot far faster.

Weapon

Range

Strength

Sling

18"

3

A unit of slingers may fire twice in their shooting phase if they do not move in their movement phase. They cannot shoot at over half range (9") if they fire twice, but as all such shots count as short range they avoid the -1 penalty for shooting at long range. Note that slingers cannot fire twice when they stand and shoot against a charging enemy as there is insufficient time.

Javelin(Warhammer Rulebook, p. 57)

The javelin is a light spear. It is too flimsy to use in hand-to-hand fighting but is perfectly balanced for throwing at the enemy. It is not a very common weapon in the Warhammer World because it has a very short range. There are a few other weapons which are even less common but which work in a similar way, for example throwing knives, darts, and throwing axes. Note that these last are different weapons from the axes used in hand-to-hand combat, and that ordinary axes cannot be thrown.

All of these weapons are thrown by hand and they all depend upon the skill and strength of the caster for their effect. For the sake of completeness we have included these other weapons on the chart below. All of them use the same rules as javelins although they have different ranges.

Weapon

Range

Strength

Javelin

8"

As the thrower

Throwing Axe

4"

As the thrower + 1

Dart

6"

As the thrower

Throwing Knife

6"

As the thrower

  1. Javelins and other thrown weapons have such a short range there is no need for the usual -1 penalty for shooting at over half range. Ignore this penalty.

  2. Use the Strength of the warrior throwing the javelin to work out damage from hits. The javelin has no Strength of its own because its effectiveness depends on how hard it is thrown.

    Note that in the case of throwing axes the Strength is +1 on that of the thrower to represent the extra weight of the weapon.

  3. Troops using javelins and other thrown weapons do not suffer the -1 to hit penalty for shooting and moving. This is because a run-up is helpful when throwing a javelin rather than a hindrance!

Hand Guns(Warhammer Rulebook, p. 58)

The hand gun is a simple firearm consisting of a metal barrel mounted onto a wooden stock. The gunpowder charge is ignited by poking a length of burning cord, or match as it is called, into a small touch hole. Some of the more advanced versions have levers and springs which hold the burning match and triggers which release the firing mechanism and fire the gun.

Gunpowder technology is not especially advanced so hand guns are not very reliable weapons: the gun barrels tend to burst and the powder often fails to fire. The greatest advantage of the hand gun over the bow or other old fashioned weapons is that the lead shot can penetrate the thickest armour.

Weapon

Range

Strength

Hand Gun

24"

4

  1. A hand gun takes a complete turn to load so you may only fire every other turn. For example, if you fire in your first turn you cannot fire in the second turn, but you can fire again in your third turn.

  2. You cannot move and fire a hand gun in the same turn, so if you move in your movement phase you are unable to fire that turn.

  3. Hand gunners can adopt a formation of two ranks in order to increase their fire rate. The first rank can shoot and then you may either move the front rank to the rear or you can move the rear rank through to the front. This means that the models in the new front rank will not have fired, and they are free to shoot in their next turn. This is the only movement possible when a unit fires.

  4. Hand guns are even better at penetrating armour than their Strength value of 4 suggests. Therefore the enemy must deduct a further -1 from his armour save, so the save modifier is -2 rather than -1 for a Strength 4 hit.

Pistol(Warhammer Rulebook, p. 58)

A pistol is simply a small hand gun fired by a spring mechanism. Pistols can be fired in hand-to-hand combat at point blank range as well as at longer ranges. Because pistols take a long time to reload it is usual to carry two, so that one is always ready for firing while the other is being reloaded.

Weapon

Range

Strength

Pistol

6"

4

  1. A pistol takes a complete turn to reload, so you may only fire every other turn. If you have two pistols then you can fire one every turn.

  2. A pistol can be used in hand-to-hand fighting as well as for shooting. A model with a sword or other weapon in one hand and a pistol in the other receives an extra Attack. In hand-to-hand fighting work out pistol shots exactly like attacks from a sword or other hand weapon. Successful hits are resolved with a Strength of 4 regardless of the firer's Strength. You don't have to reload a pistol in hand-to-hand fighting as it is assumed the pistols are also used as heavy clubs (many have weighted butts for this purpose) but after combat is over you cannot shoot with pistols if they were used in hand-to-hand fighting in the previous turn.

  3. Pistols are even better at penetrating armour than their Strength value of 4 suggests. Therefore the enemy must deduct a further -1 from his armour save, so the save modifier is -2 rather than -1 for a Strength 4 hit.

Heroes & Wizards(Warhammer Rulebook, p. 59)

The Warhammer World would not be what it is without the presence of potent individuals, great heroes, valiant champions, mighty wizards and rotten-hearted necromancers. These characters add an entirely different aspect to the game either as valuable leaders of warriors, or powerful individuals able to fight against vast numbers of lesser mortals. These models are known as characters.

There are two broad types of character: heroes and wizards.

Heroes(Warhammer Rulebook, p. 59)

Heroes are heroic individuals: people who are tougher, meaner and more powerful than the average warrior. Perhaps they are faster than a typical member of their race, maybe they are stronger, more skilled with weapons, or they could be natural leaders with the power to inspire others.

In reality an individual could have almost any combination of unique abilities, but on the tabletop we find it sufficient to divide heroes into three broad types: Champions, Heroes and Lords.

In some cases these are known by different names appropriate to their nation or race. Orc characters, for example, are known by the 'Orcy' titles of Bosses, Big Bosses and Warbosses.

Of course, these three types of valiant individual cannot really represent every nuance of distinction between mighty warriors, but it does enable us to fight with comparably powerful characters, whether they are goodly knights or the most rotten-hearted perpetrators of evil.

Champions, Heroes and Lords have superior characteristic values compared to ordinary members of their race as shown on the chart at the top of the next column.

MWSBSSTWIALd
Champion-+1+1+1--+1+1-
Hero-+2+2+1+1+1+2+2+1
Lord-+3+3+1+1+2+3+3+2

For example, in the case of men the values are shown below.

MWSBSSTWIALd
Man433331317
Champion444431427
Hero455442538
Lord466443649

In the case of Orcs the values are as follows. As you can see Orcs and Goblins have different names for the three types of character: a Champion is called a Boss, a Hero is a Big Boss, and a Lord a Warboss.

MWSBSSTWIALd
Orc433341217
Orc Boss444441327
Orc Big Boss455452438
Orc Warboss466453549

From these examples it is clear that the three types of character are quite different.

Champions(Warhammer Rulebook, p. 59)

Champions are brave fighters, with an extra Attack in combat and superior Weapon Skill, but they are not especially good leaders. Champions are therefore useful individuals when it comes to bolstering the fighting power of a unit of troops, but they are not great war leaders.

Heroes(Warhammer Rulebook, p. 59)

Heroes are more resilient and even better fighters; they will fight on if they suffer a wound and provide extra leadership.

Lords(Warhammer Rulebook, p. 59)

Lords are even better fighters and can take even more damage before they are slain, but their greatest value is their inspirational leadership and the extra confidence they instil in others. Although the Leadership bonus may seem quite small in relation to the value of a typical warrior (9 compared to 7 for a human warrior, for example) this is a BIG difference in game terms, as you will quickly discover.

Wizards(Warhammer Rulebook, p. 60)

Magic is everywhere in the Warhammer World, it permeates all living creatures and every inanimate thing. Its power is there to use for good or ill. Magic is almost as important as the fighting abilities of warriors, for it can make all the difference between victory and defeat. As a consequence, mighty rulers and noble lords employ their own wizards to protect them and fight on their behalf.

In the Empire the Emperor himself encourages the study of magic so that he may have powerful battle wizards to help fight his wars. In Ulthuan in the far west, the High Mages of the Elves practise the most potent of all sorceries. Even Orcs and Goblins, low minded as they are, have Shamans who can blast the enemy with raw magic. Of all the intelligent races of the Old World only the Dwarfs have no wizards. Their skills lie in the manufacture of fabulous magical artifacts and enscribing runes of power.

There are four levels of wizard: Wizard, Wizard Champion, Master Wizard and Wizard Lord. As with heroes these four types are not intended to represent every possible variation in an individual's abilities; they are useful categories that enable us to match comparable wizards against each other.

MWSBSSTWIALd
Wizard----+1-+1--
Wizard Champion---+1+1+1+1--
Master Wizard---+1+1+2+2+1-
Wizard Lord---+1+1+3+3+2+1

For example, in the case of men the values are as shown below.

MWSBSSTWIALd
Man433331317
Wizard433341417
Wizard Champion433442417
Master Wizard433443527
Wizard Lord433444638

Wizards and Armour(Warhammer Rulebook, p. 60)

Wizards wear little or no armour even in the thick of battle, as large amounts of metal upset their magic harmonics and inhibit the use of their powers. Instead they are likely to be protected by powerful spells and magic items. Many wizards wear decorative vambraces, wrist bands, and smaller pieces of armour, but this is insufficient to warrant a saving throw or to affect their ability to cast spells.

A wizard mounted as a cavalry model may ride a horse with barding armour without affecting his own ability to cast spells. Otherwise a wizard wearing armour may not cast spells, not even spells that are bound within a magic item. This does not stop the wizard using other magic items however. The exception to this rule is Chaos armour, which is saturated with magic, and does not therefore prevent a Chaos Sorcerer casting spells (see the separate Warhammer Magic supplement).

The complete rules for wizards, spellcasting, and many magic items are covered by the separate Warhammer Magic game. We have included a selection of magic items in Warhammer to give players a taste of what it is like to use magic. Refer to the Magic section of the rulebook for a description of how these work.

Moving Characters(Warhammer Rulebook, p. 61)

A character model is moved and fights as an individual piece, except that he may also join up with and fight alongside units of troops as described below.
When a character moves he must take into account any penalties for crossing terrain and obstacles as normal, but because he is not part of a larger formation he does not have to change direction by turning or wheeling he can change direction freely as he moves. So, a character can move a fraction of his movement distance, head off in another direction, move a little more, change direction again, and so on.

Note that a character's freedom to move doesn't mean he can shoot at or charge an enemy he cannot see. He must still be able to see his enemy when charges are declared. Similarly, he cannot dash round the side of a unit to charge in the rear if he begins his move in front of it.

Compulsory Moves(Warhammer Rulebook, p. 61)

Because characters can turn freely as they move they can be turned to face any direction once they have moved in order to see a target the character intends to shoot at, for example.

The exception to this rule is if the character makes a compulsory move, such as a charge, flee or pursuit, in which case the model must finish its move facing the direction of travel. Obviously, in this situation the character is far too preoccupied with what is in front of him to worry about looking round for fresh targets.

Marching(Warhammer Rulebook, p. 61)

Characters moving on their own are allowed to march just like formations of troops, although in their case this represents their freedom to move as they will, natural dynamism and an uncanny ability to be in the right place at the right time (in true heroic fashion!). Individual characters can march at double their normal Movement distance.

Characters and Units(Warhammer Rulebook, p. 61)

Champions(Warhammer Rulebook, p. 61)

A unit of troops can include a single Champion character. Champions are often extremely strong, tough or astute members of their race, and comrades look up to them and take pride in their prowess. Although Champions are characters, they are also members of their regiment and always fight as part of it, moving, attacking, fleeing, and pursuing alongside the unit as a whole. If the unit has any special rules which apply to it, then these also apply to the Champion. Unlike other characters a Champion never moves and fights on his own, and can never leave his unit or join others.

The Champion is always armed and equipped in the same way as the rest of his unit, barring the addition of a single magic weapon or armour. See the Magic section.

The Champion can also be the unit's commander, although units can have a separate leader and Champion model if you prefer. Except where noted elsewhere, the Champion is always placed towards the centre of the front rank along with the unit's leader, standard and musician.

Characters Joining Units(Warhammer Rulebook, p. 61)

Apart from Champions, who always fight as part of their regiment as described above, characters can move and fight on their own. In effect, they are individual units of one model. During the battle a character can join a unit of ordinary troops, in which case he becomes part of that unit until he leaves it.

To join a unit of troops a character has only to move so that he is touching it. Once he has joined the unit the model is automatically placed in its front rank. Note that a character will inevitably use up a proportion of his move to reach the unit he is joining. If the unit has not already moved then its further movement is limited to that remaining to the character; any movement lost represents time wasted waiting for the character.

Although characters are normally placed in the front rank of a unit they join, if the unit is already engaged in combat then the character may be placed anywhere in order to fight an enemy - even at the sides or rear of the formation. However, once combat is over the character is automatically placed in his rightful place in the front rank.

Characters Leaving Units(Warhammer Rulebook, p. 61)

Except in the circumstances noted below, a character who is part of a unit of troops can leave during the movement phase. A character is able to leave one unit of troops and join another if you so wish, but note that he is unable to join and leave the same unit in a single turn.

A character may never leave a unit of troops while it is subject to some compulsory movement rule. For example he cannot leave a unit which is fleeing, which has declared a charge, which has rallied that turn (because it cannot move) or which is engaged in hand-to-hand combat.

If a unit declares a charge any characters included in it must charge too. Once hand-to-hand fighting has begun a character will not be able to leave a unit he has joined until all the fighting is over and any compulsory movement such as fleeing and pursuit has been resolved.

A character cannot leave a unit he is with by charging unless obliged to do so by some psychology rule (such as Frenzy) or other special rule. As he is part of the unit when charges are declared he cannot be treated as a separate unit in his own right.

Characters Moving with Units(Warhammer Rulebook, p. 62)

If a character forms part of a unit of troops then his maximum movement will be dictated by the unit as a whole. He simply moves along like an ordinary member of the unit. If the character moves more slowly than his unit then the whole unit will have to slow down so that he can can keep up!

Moving Characters Within Engaged Units(Warhammer Rulebook, p. 62)

If a unit is engaged in combat and a character is positioned in the formation such that he cannot fight, perhaps because he is in the front rank and the formation has been charged in the rear, or because the enemy unit is smaller and the character is stranded beyond the fighting, then the player is allowed to move the character into a position where he can fight in his next movement phase. Simply swap the character for a trooper model that is already fighting. This can mean the character loses the chance to fight in the first turn of combat.

Note that although the above rule allows a character to move within a unit in order to fight an enemy, he cannot move once he is already fighting. For example, he cannot move from the front to the rear if he is already fighting to the front, he must stay where he is and fight the enemy he is touching. Nor can a character move into a non-fighting rank to avoid fighting unless he is deliberately refusing a challenge as described later.

Shooting at Characters(Warhammer Rulebook, p. 63)

The Shooting rules are written from the point of view of units of troops firing upon other units of troops. A character moving around on his own is treated as a unit consisting of one model. In this respect a character is a viable target just like a regiment of infantry.

However, in reality a lone individual would be likely to escape the notice of enemy on the battlefield, strewn as it is with stragglers from destroyed regiments, wounded making their way back to camp, and the inevitable confusion and debris of conflict. The following rules represent the fact that characters are harder to shoot at than larger units of troops.

Proximity To Friendly Troops(Warhammer Rulebook, p. 63)

A character model more than 5" from a friendly unit of five or more models can be shot at without restriction. Characters prone to jumping up and down in front of the enemy are asking for it, so it serves them right if they get shot!

A character model within 5" of a friendly unit of five or more models can only be picked out as a target if he is the closest possible target. This restriction enables characters to move around behind the battlelines without attracting an unrealistic and unreasonable amount of missile fire.

If a character is part of a unit which consists of at least five models in total then he cannot be shot at. Any shots against the unit will hit ordinary troopers and not the character. If the unit drops in size to less than five models, then further hits are randomised in a suitable way. For example, in the case of a unit consisting of two ordinary models and a character, there is a 1 in 3 chance of hitting the character so roll a D6 for each hit scored. In this case any roll of 1, 2, 3 or 4 shows an ordinary model has been hit; a roll of 5 or 6 indicates the character is hit.

Large Characters(Warhammer Rulebook, p. 63)

If a character is substantially larger than the troops he is with or near to, then he can be picked out as a target regardless of the rules given above. If a character rides a horse then he will stand out amongst a unit of infantry, if he rides a Dragon he will be an obvious target amongst a unit of cavalry, and so on.

To Hit Penalty(Warhammer Rulebook, p. 63)

When deliberately shooting at a man-sized character model, either on foot or cavalry, there is a -1 to hit penalty as described in the Shooting section. This is because the normal chance of hitting assumes the target is massed up in ranks. This is not the case when you are shooting at a single character, especially if there are other potential targets to distract the shooter's attention.

Note that this -1 does not apply if you are shooting at a character who is riding a large monster as described in the Monsters section. In such a case the shooter does not suffer the -1 penalty and benefits from the + 1 to hit a large target as well.

Hand-to-Hand Fighting(Warhammer Rulebook, p. 63)

When a unit closes with its enemies in hand-to-hand fighting character models will inevitably find themselves confronted by enemy troops. As described in the Close Combat section, models can attack any enemy models whose base they are touching.

Troopers confronted by character models will usually have the option of attacking a character or ordinary enemies, as bases will usually overlap slightly when models move into combat. Where a player has a choice of attacking characters or ordinary troops, he must nominate which models he is striking against before rolling to hit.

Dividing Attacks(Warhammer Rulebook, p. 63)

Characters often come face-to-face with enemy characters, and the same choice applies to them as to other models - they may attack any enemy whose base they are touching. If a character has more than 1 Attack he can divide his attacks amongst characters and ordinary troops as described in the Close Combat section. The challenge is an important exception to this rule as described below.

Excess Wounds(Warhammer Rulebook, p. 63)

As with combat between ordinary warriors, casualties inflicted by a character can extend beyond the models the character is touching. If a character has, say, 4 Attacks and is facing 2 enemy troopers then his attacks are worked out against these. However, if the character scores sufficient wounds to slay 3 or 4 models then the enemy unit loses 3 or 4 troopers, not just 2.

Don't be fooled by the fact that models are static and the battle lines rigid and straight. What is represented is real combat! Heroes are just the type to strike boldly left and right, stepping forward to deliver fresh attacks, cutting down foes who step forwards to block a gap.

If a character attacks an enemy character, or another individual model such as a monster, then any excess wounds caused by those attacks are not carried over onto ordinary troopers fighting alongside. The attacker has chosen to concentrate his attacks on a single special foe and any wounds left over are wasted and do not count towards the result of the combat. The exception to this rule is during the challenge as described below.

Challenges(Warhammer Rulebook, p. 64)

In each turn before working out any hand-to-hand combat, each side is allowed to issue challenges as described below. The challenge represents one-on-one combat between powerful rivals, the final showdown between mighty adversaries in the midst of battle.

Issuing A Challenge(Warhammer Rulebook, p. 65)

One challenge can be issued in each combat that is being fought. For each combat start with the player whose turn it is. The player can choose one character model from amongst those already fighting to make a challenge.

The second player has the option of refusing or meeting a challenge. If he refuses then no challenge takes place, and the refusing player must retire a character from the combat as described below. The challenger fights normally in the following combat. If the challenge is accepted the player selects one of his characters from those already fighting in the combat to take up the challenge.

If the player whose turn it is does not issue a challenge then his opponent may issue one himself. The other player may then accept or decline in the same way. However, note that a challenge cannot be issued unless there is a character to fight ordinary troopers or monsters cannot take up a challenge.

Note that in order to participate in a challenge, either to issue it or to meet it, a character must be fighting in combat already. This means the model must actually be positioned base-to-base against an enemy model. A character who is not already fighting, for example because he is in the front of a formation which has been attacked in the rear, cannot take part in a challenge.

Refusing A Challenge(Warhammer Rulebook, p. 64)

If a challenge is refused then the declining player must retire one character nominated by his opponent. The retiring character is removed from the engaged rank and placed at the back of the formation. The retired character may not fight or do anything else that turn. The (so-called) hero has chosen to hide away behind his fellows rather than face the challenger one-on-one. The retired character is automatically returned to a fighting rank at the end of that hand-to-hand combat phase ready to fight in the following turn.

Fighting a Challenge(Warhammer Rulebook, p. 64)

Once a challenge is accepted the two rivals are moved in the ranks so that they are opposite each other. If the models are especially large it may be more convenient to remove them altogether and place them beside the fighting units. When combat is worked out these two will fight together. No other models may attack them even if their bases are touching, and no Other models may shoot at them or use magic to attack them. Once the challenge is underway no further challenges may be issued in that combat until one character is slain. The challenge might therefore last over several turns of combat.

If characters are riding monsters or steeds which have their own attacks then these fight during the challenge as well as their rider. If the character is riding a chariot then no other crew can fight, but creatures pulling the chariot can fight.

Any attacks from a chariot impact are worked out as usual, ie before the rest of the combat and before any challenge. Because any wounds inflicted represent impact damage they do not count towards the challenge, although they will count towards the overall combat result as normal.

Greater Daemons and Challenges(Warhammer Rulebook, p. 64)

Although Greater Daemons are not characters in the normal sense they are powerful individuals with a sense of heroic pride and honour. Greater Daemons can make challenges and can take up a challenge in the same way as another character.

Note that this exception applies only to Greater Daemons, not to other daemons, and not to large monsters such as Dragons or Giants.

Single Character Challenges(Warhammer Rulebook, p. 64)

Sometimes a single character, possibly mounted on a huge monster, will attack a unit of troops. If the single character finds himself challenged he cannot refuse as he has no formation to hide behind.

Overkill!(Warhammer Rulebook, p. 65)

Excess wounds caused when attacking characters are normally discounted because all the effort of these attacks goes into fighting the character. As any excess wounds are not inflicted they are not 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 represents the situation where troops are watching their hero battling for his life against his adversary. All eyes are focussed 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.

Leadership & Unit Psychology(Warhammer Rulebook, p. 65)

Character's Leadership(Warhammer Rulebook, p. 65)

If a unit of troops includes a character it may use the character's Leadership value for any Leadership-based tests it takes. Where a unit includes several characters use the highest Leadership amongst them. This is a very important rule, as it provides units of poor troops with the leadership they need. This is especially true of Goblins, which are all but useless without a proper character to lead them. Leadership is important because it is used for psychology tests, Rally tests, and also for Break tests in combat.

The exception to this rule concerns units that are skirmishing. Skirmishing units do not benefit from the leadership of a character who is with them, their formation is too dispersed and it is therefore impossible to communicate the character's orders from man to man (see Skirmishers).

Characters and Unit Psychology(Warhammer Rulebook, p. 65)

While a character is with a unit of troops he is considered to be part of the unit in all respects. This means that if the unit flees then he must flee with them at the same speed, if the unit pursues then he must pursue, if the unit declares a charge then he must charge as part of it. Some implications of this are discussed in the following paragraph.

If a unit of troops panics, or is forced to flee because of a Fear or Terror test, then any character who is part of the unit must also flee even if he is immune to panic, fear or terror. If a unit is affected by frenzy or forced to pursue because of hatred, any character must move along with the unit but does not benefit from any bonus for these unless he is affected by frenzy/hatred himself. In other words, a character does not go into a frenzy just because he is with a unit that can do so, although he has no choice but to accompany them when they charge.

If a unit is affected by stupidity any characters must move as the unit moves, although a character can always fight normally unless he is stupid himself. Remember, a character cannot leave a unit when it turns stupid and stands still or moves stupidly because such a unit is bound by a compulsory movement rule, the character must therefore stay put. We can imagine he is trying to goad the stupid creatures into activity, or perhaps he is pinned down or hemmed in by the dribbling brutes and unable to move of his own volition.

If a character is liable to a psychological rule which doesn't apply to the rest of the unit, he must make any appropriate tests on his own and will react on his own. This can sometimes cause the character to separate involuntarily from the unit. For example if he is obliged to charge because of frenzy, compelled to pursue because of hatred, or forced to move or stand immobile due to stupidity.

Stone Throwers, Cannon & Characters(Warhammer Rulebook, p. 66)

Some shooting weapons such as stone throwers have an area template that the firer is allowed to place anywhere he wishes. This allows the player to deliberately aim his shot on a character model. Cannons also allow you to choose exactly where to aim shots, and so can be aimed directly against characters.

In the case of missile weapons that can be aimed in this way, there is a special rule which allows characters to either jump out of the way, throw themselves to the ground, or somehow avoid destruction by their amazing luck or uncanny reactions. This is intended to prevent characters becoming targets for these weapons in a manner which is unrealistic, unfair and definitely unheroic!

This rule applies to all missile weapons which work in a different way to ordinary shooting, and which are not therefore restricted by the rules regarding shooting at characters described above.

"Look Out, Sir!"(Warhammer Rulebook, p. 66)

A character model who is part of a larger unit may be lucky enough to avoid death from cannon shot, a boulder from a stone thrower, or a comparable missile, thanks to a warning shouted by a comrade. Possibly one of his companions shoves him out of the way, or pushes him to the ground. A trooper spots the fateful missile heading towards his leader, and shouts "Look out, Sir!" or some such warning, and hopefully alerts the character in time for him to duck or adroitly avoid the hurtling missile. The missile slips past the character and hits the man standing beside or behind him.

If a character is part of a unit and is hit by cannon fire, a stone thrower, or other missiles not governed by the normal target restriction, then roll a D6. On the roll of 6 the character fails to hear the warning and is hit by the missile. Work out damage as normal. On the roll of 1 to 5 the character is alerted to the danger and avoids the missile. The character is not hit and the missile strikes another model instead, so transfer the hit onto an adjacent model in the unit.

Note that some magic spells work like conventional shooting, in which case the normal rules for shooting at characters with arrows, etc, will apply. In other cases magic works in different ways, either like cannons or stone throwers or differently altogether. This is covered in detail in the separate Warhammer Magic supplement together with rules for spellcasting and magic items.

Characters Riding Monsters(Warhammer Rulebook, p. 66)

If a character is riding a creature that causes fear or terror, then the entire combined model of rider and mount is assumed to cause fear or terror. The rider is only affected by fear and terror in the same way as the mount he is riding and any tests that are required are taken using the rider's Leadership. See the Psychology section for a detailed explanation of how this works. For example, a Dragon causes terror and so is unaffected by fear or terror - it is a huge monster and is hardly likely to be upset by smaller less frightening creatures. A Dragon rider is also immune to fear and terror. Perched on top of a huge Dragon his courage is bolstered beyond the point where he has to worry about such things.

Mounts and Psychology(Warhammer Rulebook, p. 66)

If a monster is subject to some inhibiting psychological effect, such as hatred or stupidity, then the appropriate tests must be made. However, all Leadership tests can be taken using the rider's Leadership characteristic. This represents the rider's ability to control the beast and impose his own will over the creature's natural instincts.

If the monster is affected by frenzy, stupidity, hatred or whatever, it will carry its rider along with it, but the rider himself is not affected by the psychological reaction. So, if a monster goes stupid and is unable to fight this does not affect the rider who may fight on as normal.

The same rule applies to monsters pulling chariots: any psychological tests are taken using the best Leadership value of the chariot crew.

Shooting Penalties(Warhammer Rulebook, p. 66)

Remember that a character riding a large monster does not benefit from the -1 to hit when being shot at. This penalty only applies when shooting at roughly man-sized characters on foot or as cavalry. Also, the rider and monster will suffer from the + 1 to hit when shot at because they represent a large target.

Frenzied Characters(Warhammer Rulebook, p. 67)

The rules for frenzied warriors have already been discussed in the Psychology section and can affect characters as well as ordinary troops. Frenzied characters often have many attacks, and the stress and strain placed upon them is considerable. There is only so much that mortal flesh and blood can stand! To represent this a special test is required. Work out a character's attacks and afterwards roll 2D6. If the dice score is greater than the character's total number of attacks, then the individual has survived the insane bout of mad hacking without suffering any harm. If the dice score is less than or equal to the total number of attacks then the individual reduces his Attacks characteristic value by -1 for the rest of the game. As a frenzied character's Attacks are doubled, this will effectively reduce his Attacks by 2.

Once a character has 1 Attack on his profile no further tests are necessary. His Attacks characteristic cannot be reduced to less than 1.

Special Characters(Warhammer Rulebook, p. 67)

We have invented three types of hero and four types of wizard in order to give us a variety of different characters. However, we can easily imagine all kinds of wild individuals with different characteristic values from those given for Champions, Heroes, Lords and Wizards. The characters described above are 'standard' types. They are typically representative of their race, and of the sort of heroes and wizards you can expect to find in a Warhammer army. Variant types of character, those differing from the standard types, are referred to as 'special characters'.

Special characters are the Warhammer equivalent of famous warleaders and mages, individuals renowned amongst their own kind and abhorred by their enemies. For example there are the mighty leaders of nations such as the Emperor Karl-Franz of the Empire, Orc and Goblin Warlords such as Grom the Paunch of Misty Mountain, Malekith the Witch King of the Dark Elves, and many more besides. There are also important military leaders and high ranking nobles, such as Bretonnian dukes, Elector Counts from the Empire, and devious Skaven Seers. All of these special characters are quite different from the standard types. Some are better fighters than others, but some are better leaders, while many carry specific magical weapons or ride large monsters.

Numerous special characters are described in the Warhammer Armies books and other Warhammer supplements and, of course, players can get together and make up their own if they wish. After all, who can resist the temptation to create a mighty leader of armies in their own image, to paint and perhaps even model him to suit their heroic vision, to name and invent a past for their character, and to fight him in battle after battle!

Monsters(Warhammer Rulebook, p. 68)

The Old World is a vast and untamed placed where wild and monstrous creatures roam the dark forests and tall mountains. There are many creatures that are roughly human in appearance, though a little larger than a man, like Orcs, Trolls, and Minotaurs, but there are also bigger and more bizarre monsters in abundance: Griffons, Dragons, Manticores, and many more besides.

It is with these large monsters that this section of the rules is concerned. Large monsters may be ridden to battle by mighty heroes and wizards. Many of these beasts must be hand reared by their master if they are ever to accept a rider, so the great leaders of the Old World pay vast sums to adventurers who collect eggs or hatchlings from the nests of Griffons and other winged monsters. This is a dangerous profession, and for many a fatal one, but it ensures that the Emperor's Zoo in Altdorf gains fresh creatures to rear on behalf of the nobles and wizard lords of the Empire.

Large monsters are independent and powerful elements of the army. Some monsters develop loyalty and devotion to their masters and will fight for them willingly, while others are placed under enchantments or simply driven forward towards the enemy in the hope that they will attack the right side.

Monster Units(Warhammer Rulebook, p. 68)

Large monsters can fight as if they were a unit consisting of one model in the same way as heroes and wizards. Also like characters, they do not have to turn or wheel to change direction, but can pivot about on the spot without penalty. See the section on Heroes and Wizards for more details.

If you have several monsters of the same type then you can choose to form them into a single unit or 'monster pack' if you wish, but you do not have to do so. The advantage of lumping monsters together is that they will benefit from making all Leadership tests on the best Leadership value of the group in exactly the same way as a unit of troops led by a heroic character. For example, a Dragon rider could be accompanied by a pack including other Dragons, and the whole would benefit from his Leadership (Ld).

When fighting in a monster pack each model must be within 5" of another in the same group forming a rough line or clump. In the same way as squadrons of chariots, the monster pack does not have to adopt a formation as such and is therefore referred to as a 'loose' unit. The models are still moved individually but must remain within their monster pack for the duration of the game.

Monster Mounts(Warhammer Rulebook, p. 68)

Large monsters are most commonly employed as mounts for characters. A monster and its rider or riders count as a single model in the same way as a cavalry model although different rules apply.

Horses, wolves, warboars and other similar sized creatures that only have 1 wound are covered by the rules already described for cavalry. As you will recall, a mounted knight is a cavalry model. If the knight is slain then the complete model is removed including the horse he is riding. To represent the value of the horse and to make cavalry appropriately resilient an extra +1 is added to the knight's saving throw, but otherwise no account is made of separate casualties for mount and rider.

This system is fine for these smaller creatures, but obviously wouldn't work for big monsters such as Dragons which are far larger and much more difficult to kill than a horse or a wolf.

If a mount has 2 or more wounds then it is classed as a 'monster' and the following rules are used for riders and mounts. These rules would therefore apply to a hero riding a Griffon, a wizard mounted on a Wyvern, a Dragon and its lordly rider, and so on. No additional +1 is added to the rider's saving throw, as the advantages of riding the monster are worked out in other ways instead.

Shooting at a Monster Mount(Warhammer Rulebook, p. 68)

As a single model the monster and its rider are considered to be a single target. It is not possible to shoot specifically at either rider or mount. All shots are taken against the whole model and any hits are randomised between the rider and monster as described below.

Shooting at Character Riders(Warhammer Rulebook, p. 68)

When you shoot at a character riding a monster the usual restrictions for shooting at characters apply as explained the the section on Heroes and Wizards. However, monsters are so big that the chance of being able to find a unit of comparably sized creatures to shelter inside or nearby is rather slim. A character riding a big monster is therefore easy to pick out as a target. Because the monster is a large target the enemy adds +1 to his to hit score.

The normal -1 to hit that applies to man-sized characters on foot or as cavalry does not apply to characters who are riding monsters. The whole target is simply so obvious that there is no doubt as to where the character is! You might wish to re-read the rules for shooting at characters in the Heroes and Wizards section to clarify this.

Randomise Hits(Warhammer Rulebook, p. 69)

When shooting at a large monster and its rider roll to hit the model as normal, adding +1 because the monster is a large target. Once you have established how many hits have been scored you must apportion them between the rider and the monster. For each hit scored roll a D6:

D6 Score

Hit

1, 2, 3, 4

The monster
Roll to wound the monster as normal.

5 or 6

The rider
Roll to wound the rider as normal.

Work out wounds separately on the rider and his mount. Take any saving throws due to the target as normal. Most monsters do not have an armour saving throw as they have no armour, but some have scaly hide which confers a separate save. Riders are permitted saves for their armour, but remember they do not receive the additional +1 as do cavalry riding smaller creatures.

If a monster has two or more riders (a very unusual combination) then randomise hits to see which rider is hit and work out any resultant wounds on that individual. If models are glued in place (as is likely) it will be necessary to make a note of any casualties suffered.

Excess Wounds(Warhammer Rulebook, p. 69)

If a rider is slain and suffers more wounds than he has on his profile any excess wounds are discounted. They are not carried through onto the monster, nor onto a second rider if the monster has two riders. Similarly, any excess wounds inflicted on the monster are discounted, they are not carried over onto the rider.

Where monsters are fighting as part of a monster pack wounds are never carried over from one monster to another. In this respect ridden monsters and chariots follow the same rules for excess wounds.

Hand-to-Hand Combat(Warhammer Rulebook, p. 69)

In hand-to-hand combat the enemy is faced with a deadly monster and, more often than not, a potent hero as well. The monster attacks using its own characteristics, and the rider attacks separately using his characteristics. As the monster and rider are likely to have different Initiative values they might strike their blows at different times. These attacks are worked out entirely normally, one batch for the rider and one batch for the monster.

Enemy Attacks(Warhammer Rulebook, p. 69)

When it comes to attacking back, the enemy will be faced with two potential targets, the rider and the monster. The enemy can choose to direct his attacks against either the rider or the monster, and can distribute attacks between them in any way he likes. The opposing player must state how many attacks are against the monster and how many are against the rider before he rolls any dice, otherwise all attacks are assumed to be against the rider.

Attacks are worked out exactly as normal, and the score required to hit will depend upon the relative values of the monster or the rider's Weapon Skill, like all hand-to-hand fighting.

Slain Riders & Monsters(Warhammer Rulebook, p. 69)

Wounds must be recorded separately for the rider and his mount. If the mount is slain then the rider may continue to fight on foot if you have a separate model to represent him. If the rider is slain the monster will behave in an erratic fashion, possibly going wild and attacking its own side or running rampant among both armies. Remember that these big monsters are often hand-reared by their masters, and so are likely to go uncontrollably wild if their rider is slain. Roll a D6 and refer to the Monster Reaction Table to determine how the monster reacts for the rest of the game.

Monster Reaction Table(Warhammer Rulebook, p. 70)

D6

Monster Reaction

1

The monster takes to the air if it has wings. If not, it makes for the nearest table edge as fast as it can and tries to leave the battlefield. The monster will avoid any troops or scenery blocking its way and will attempt to go round them to find an escape route. If attacked the monster will fight back, but it will not charge of its own volition unless it is forced to do so by a psychology rule. It will not use any breath or other range weapon unless it is shot at, in which case it may return fire. Once it has left the table the monster does not return.

2

The monster attacks the nearest target that it can see, favouring enemy if there is a choice of two equally distant targets. It must charge if able to do so, and if unable to charge must move towards the nearest target as fast as possible. Once in hand-to-hand combat it will fight normally. It will use any breath or other range weapon to attack the nearest troops if able to do so.

3

The monster attacks the nearest enemy that it can see. It must charge if able to do so, and if unable to charge must move towards the nearest enemy as fast as possible. Once in hand-to-hand combat it will fight normally. The monster will use any breath or other range weapon to attack the nearest enemy troops if able to do so.

4

The monster moves randomly in its fury and confusion, angrily attacking anything in its path. Move the monster along with other compulsory movement in the move phase. Roll a Scatter dice to determine the direction moved. If there are any troops, enemy or friends, within charge reach in the direction shown then the monster charges them. In this case it will charge even if it could not normally charge because it could not see the target at the start of its turn. If no targets are within charge reach the monster moves as fast as it can towards them. It will use any breath or other range weapon to attack the nearest troops if able to do so. Once in hand-to-hand combat it will fight normally.

5

The monster remains where it is but will turn to face the nearest enemy. If any enemy approach within charge range it will charge them. If in hand-to-hand combat the monster will fight normally. If the opportunity arises it will use any breath weapon to attack the nearest enemy.

6

The monster remains steadfastly where it is, guarding the fallen body of its beloved master. The monster will not move but it will face towards and use any breath or similar ranged weapon to attack enemy who approach within range. If the monster is in hand-to-hand combat it will fight, but it will not pursue fleeing enemy. The monster will remain by its master to the end, faithfully protecting him against harm or capture.

Bound Monsters Rule(Warhammer Rulebook, p. 70)

Large unridden monsters can be included in most armies as described in the Warhammer Armies books. Such creatures are ferocious and dangerous, and appear on the battlefield only because they are bound by powerful spells or their masters have spent a lifetime training them.

In the hurly-burly of battle such creatures do not always react as their commander might wish. They might break free of their binding spells or be overcome by their natural instincts. Creatures affected by this rule are indicated in the Warhammer Bestiary section of the Battle Book.

Bound Monster Test(Warhammer Rulebook, p. 70)

Only unridden monsters need to take a Bound Monsters test. Test at the start of the turn for each bound monster. Roll 2D6 against the monster's Leadership value as you would for a psychology test. Always use the monster's own Leadership; it cannot benefit from the Leadership of a character or the general. If the score is more than the monster's Leadership roll a D6 to discover what it does that turn.

D6

Result

1

Deserts
If it has wings the monster flies off from the battlefield and does not return. If it does not have wings it will move at double-pace towards and off the table edge, taking the swiftest route. The monster will leave hand-to-hand fighting if it is already engaged, and will not attack or attempt to charge fresh enemy.

2-5

Struggles
The monster struggles against its enchantment or training and will neither move nor attack this turn. It will not use any breath or special weapons either.

6

Fight On
If engaged in hand-to-hand fighting the monster will fight with half its normal number of attacks rounding down. Otherwise it will neither move nor fight as described for 'Struggles'.

Aerial Combat(Warhammer Rulebook, p. 71)

Some creatures in the Warhammer World have wings and can fly, soaring quickly from one side of the battlefield to the other. This mobility is extremely useful as it allows the creature to choose its opponents, or to avoid a fight if it is seriously out-matched.

Representing creatures that can fly poses a few problems on the gaming table. It is impractical if not down-right hazardous to suspend heavy models above the tabletop as we might ideally wish! The following rules are intended to capture the feel of fast moving aerial combat in a practical manner without worrying unduly about the third dimension.

Movement of Flyers(Warhammer Rulebook, p. 71)

Models that have wings are normally capable of flight and for the sake of convenience are termed 'flyers'. Flyers are moved during the player's movement phase along with other models.

Air and Ground Movement(Warhammer Rulebook, p. 71)

Most flyers are also capable of moving along the ground by walking or running. If a flyer has a Movement characteristic value (M) this represents its ground movement in the same way as any other model. When moving along the ground using its Movement characteristic all the usual movement rules apply as described in the Movement section.

A flyer may either fly or move along the ground, but cannot combine both in the same turn.

Aerial Movement(Warhammer Rulebook, p. 71)

In the Warhammer game, flight is represented by a "long swoop' or 'glide' of up to 24". The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands.

Flyers therefore begin and end their movement on the ground. The exception to this is 'flying high', as explained later. Flyers do not benefit from the extra move distance conferred on ground moving models by charging or marching. They cannot march, and they charge at their normal speed as explained below.

Flying Charges(Warhammer Rulebook, p. 71)

A flyer may charge an enemy within its 24" flight move. The charge must be declared in the normal way, and the enemy has the usual response options. The flying move is not doubled as is a ground charge.

Move Penalties and Restrictions(Warhammer Rulebook, p. 71)

Flyers suffer no movement penalties for changing direction, overflying scenery, or crossing obstacles. Flying creatures may overfly other models, including enemy troops, without penalty.

Flyers may not move, land in or take off from within a wood or from any terrain feature that both players consider would not allow it. Flyers may not land on top of enemy formations - if they wish to attack an enemy they must engage in combat as described below. If flyers wish to enter a wood they must land outside it and walk inside using their ground movement.

Units of Flyers(Warhammer Rulebook, p. 71)

Most flyers are large monsters but some units of troops can fly: Harpies, for example. Where flyers fight in units the same rules apply, but the unit must remain whole just like any other unit. So, the entire unit will charge, fly high, and so forth.

Flying units must keep to a formation like other troops. However, if the models are mounted on flying bases or have very broad wingspans, it will be impractical to arrange them base-to-base to manoeuvre in the conventional manner. Instead, they are placed next to each other as closely as possible and individual models move freely in order to change formation or face a different direction.

Hand-to-Hand Combat(Warhammer Rulebook, p. 72)

A flyer is able to use its lengthy flight move to charge into hand-to-hand combat. Regardless of which direction the flyer comes from, the model is always placed against the middle of the target unit's front if possible. However, if the target is already engaged in hand-to-hand combat to its front, then flyers can be positioned to the sides if the attack comes from the flank or to the rear if it comes from behind. This represents the flyer charging down upon his foe with a series of swoops or passes. In reality the flyer is wheeling above the unit, making attacks against models within it. However, this is difficult to represent on the tabletop, and for this reason combats are worked out against the target's front.

Working Out Combat(Warhammer Rulebook, p. 72)

Hand-to-hand combat between flyers and their enemies is worked out in the same way as other combat except that they never suffer the 6 to hit penalty when attacking troops behind a defended obstacle. Work out casualties for both sides and calculate the combat results as normal. The losing side must take a Break test and if it fails the test must flee just like in any other combat.

Fleeing Flyers(Warhammer Rulebook, p. 72)

The distance flyers flee is based on their flying move rather than their ground move. The normal flee distance for flyers is therefore 3D6" in common with all models whose move is more than 6". If flyers must flee along the ground due to some constraint which prevents them flying, then they flee 2D6" or 3D6" depending on their Movement characteristic value like other troops. For example, if they are in the middle of a wood, or if they are under some magical influence which prevents them flying.

Flyers pursue fleeing enemy in exactly the same way as ordinary troops. Their normal pursuit rate is therefore 3D6" and the same comments apply as for fleeing.

Driven Off(Warhammer Rulebook, p. 72)

This rule is unique to flying creatures and it represents the way in which highly mobile flying creatures can be forced to back away from combat by stubborn resistance. The rule only applies to flyers that are capable of flying at the time - if fighting inside a wood or if unable to fly for whatever reason, then flyers are not driven off.

If flyers lose a combat, but pass their Break test and so do not flee, then they are automatically driven off instead. This means they have been beaten away by their foes' stubborn resistance and forced to fly out of their immediate reach. The models are immediately moved 3D6" away from the enemy as if they were fleeing, except that they can turn to face whatever direction they wish at the end of their move.

Driven off models are free to move and fight normally once they have moved. They are not fleeing and other than being driven away from combat suffer no penalties. Although they have been driven off they have not been broken and the enemy does not pursue.

Driving Off Challengers(Warhammer Rulebook, p. 72)

Characters riding flying creatures who are engaged in a challenge are driven off in the same way as other troops, thereby bringing the challenge to an end.

Flying High(Warhammer Rulebook, p. 73)

A flyer may choose to 'fly high' during his turn instead of making a normal flying move. This represents a flyer ascending far into the air above the battlefield. All that observers on the ground can see is a tiny black dot amongst the clouds. These rules represent models flying high, diving down onto the battlefield, and engaging in combat against each other above the clouds.

By necessity the rules are rather long, but large flying creatures are rare and special, so it's worth the extra effort involved! However, we would recommend that players ignore these special rules until they have learned and used the rest of the flying rules. Some players prefer to ignore the Flying High rules altogether, and if you and your opponent are so minded there is no reason why you shouldn't do so - simply assume that high winds make it impossible to fly high.

At the start of his movement phase, when charges are declared, the player also declares which of his flying models will fly up high. These models are removed from the tabletop during the movement phase. Any models which fly up high are placed on a side table, or some other convenient spot designated for all models from either side which are up high. The model is now said to be 'high' or 'up high'.

A flying model that is already up high at the start of its turn may either remain where it is or dive down onto a designated point on the battlefield (but not into a wood!).

Restrictions on Flying High(Warhammer Rulebook, p. 73)

A model may not fly high unless it is already on the table at the start of the turn. A model cannot therefore begin the game flying high. Similarly, a model cannot fly high on any turn in which it re-enters the battlefield, for example if it pursued an enemy off the table.

A model may not fly high if it is subject to some compulsory movement rule or a rule which prevents it flying. For example, if engaged in combat at the start of the turn, if fleeing, when pursuing, or if it is in a wood and therefore unable to fly.

Diving Down onto the Battlefield(Warhammer Rulebook, p. 73)

A model which is up high at the start of the turn can dive down anywhere onto the battlefield. The player declares the model is diving at the start of the movement phase at the same time as declaring charges.

To dive down onto the battlefield the player nominates a spot and places the model accordingly. The model has completed its move for that turn.

Diving Charge(Warhammer Rulebook, p. 73)

A player can dive directly onto an enemy unit by means of a diving charge. The charge is declared in the normal way at the start of the movement phase.

The model dives onto an enemy unit and is placed at the unit's front unless the enemy is already frontally engaged, in which case it may be placed at the side or rear in the same way as a normal flyer's attack.

Charge Responses(Warhammer Rulebook, p. 73)

The normal charge responses can be made against a diving charge (stand and shoot, hold or flee). Stand and shoot responses are made at the maximum range of the weapon (as is normal for charges from beyond a weapon's maximum range).

If an enemy flees from a dive then the attacking model is placed in its nominated position and may move no further. The flying model does not chase the fleeing enemy and is considered to have expended its entire movement by diving. Troops fleeing from such an attack will therefore always escape. Preferred targets for dive attacks will therefore be enemy already engaged in combat, or static targets such as war engines (whose crews may flee none-the-less).

Position of Models Up High(Warhammer Rulebook, p. 74)

All flying models that are up high, from both sides, are placed together on a side table or suitable location away from the game. They are assumed to be wheeling around each other and aware of each other's presence above the battlefield. They may attack each other with 'glancing blows' as described below, but note that they are not affected by psychology in respect to other models which are high. This is because of the fleeting nature of aerial warfare, where it is easy to wheel out of danger and avoid confrontation.

Fighting Up High(Warhammer Rulebook, p. 74)

Whilst up high a model may not shoot weapons at troops on the table, cast spells on to the table, or do anything to troops on the table. Similarly, a model that is up high cannot be shot at by troops on the table or have spells cast upon it by wizards on the table. The process of flying high puts you above and beyond the battlefield.

A model that is up high may attack an enemy model that is also up high. These attacks represent glancing blows inflicted while the combatants swoop and climb, circling round each other and 'dog fighting' in the sky. Glancing blows are worked out differently from ordinary combat. All combat fought whilst flying up high is struck in this way; ordinary combat is never fought between models that are up high.

Striking Glancing Blows(Warhammer Rulebook, p. 74)

In the close combat phase the player whose turn it is may strike glancing blows with models which are up high against enemy models which are also up high. No charge needs to be declared, the player simply pairs off his model against his opponent's model.

The player may choose which of his models will attack which enemy model/s, and he may decide to attack all of his models against the same enemy if he wishes.

Glancing blows are fought as follows. The attacker makes all his attacks in the normal waY, including any attacks from ridden monsters. So, roll to hit, and roll to wound as normal. If fighting against a monster and rider, work out which is hit exactly as you would for combat on the ground. Take any saving throws exactly as you normally would.

Once the attacker has struck his glancing blows the combat is over. There is no combat result, no Break tests are taken and neither model will flee or pursue. The attacker has pounced, struck his blows, and the two models have parted.

Note that the model which has been attacked does not strike glancing blows. Only the player whose turn it is fights. This is very different from normal combat, and represents the fleeting, momentary fighting as an attacker swoops upon and past his enemy.

Flying Troops(Warhammer Rulebook, p. 74)

As well as single large monsters and their riders, some units of troops can also fly, such as Harpies for example. In this case the unit acts as a body, and the entire unit will attack a single target.

Similarly, the entire unit is considered as a target for glancing blows, so it is possible to kill several models as a result of an attack.

Casualties(Warhammer Rulebook, p. 74)

If the rider of a monstrous creature is killed whilst flying up high, then the monster will fly off, away from the battlefield, and takes no further part in the game.

If a rider's mount is killed then the rider is in trouble. He will plummet to the ground slightly away from the battlefield area and is killed by the fall. Actually, he is more killed by the ground, but I'm sure you get the idea.

Other Combat

While up high models may not shoot missile weapons, use breath template weapons, or cast spells against each other. Although we can imagine how these things might be possible, it would take many pages of extra rules to add this level of detail. More properly, such detail belongs to a separate game or supplement, and who knows, maybe we will deal with aerial combat in a future game.

Chariots(Warhammer Rulebook, p. 75)

Chariots make ideal transport and fighting machines for characters. They are also sufficiently powerful to stand up to large monsters and even regiments of troops. Most chariots have at least two crew members, one to control the team pulling the chariot and the other to fight. Chariots can be pulled by horses, but many of the races of the Warhammer World employ far more deadly creatures. For example, Goblins harness wolves to their chariots, while Orcs favour brutal snorting warboars, and the chariots of the Undead are pulled by cadaverous skeleton steeds hung with tatters of rotting flesh.

The Chariot Model(Warhammer Rulebook, p. 75)

A chariot, including its crew and the creatures pulling it, is considered to be a single model in the same way as a powerful character riding a large monster. In fact, you can think of the chariot as being another kind of monster, albeit one constructed from wood and iron rather than flesh and blood!

Chariot Units(Warhammer Rulebook, p. 75)

Chariots can move and fight individually in the same way as character models or large monsters. Each chariot is, in effect, a unit of one model. This is how most players prefer to use their chariots and it is most appropriate where there are only a few chariots on each side.

Chariot Squadrons(Warhammer Rulebook, p. 75)

If you have several chariots then you can choose to form them into a single loose unit or 'chariot squadron' if you wish. You do not have to do this, you can field the chariots as single units of one model if you prefer. The advantage of lumping your chariots together is that they will benefit from making all Leadership tests on the best Leadership value of the group in exactly the same way as a unit of troops led by a heroic character.

When fighting in a squadron in this way each chariot must be within 5" of another chariot in the same squadron forming a rough line or clump. The squadron does not have to adopt a formation as such and for this reason is referred to as a loose' unit. The models are still moved individually but must remain within their squadron for the duration of the game.

Excess Wounds(Warhammer Rulebook, p. 75)

Excess wounds inflicted against chariots are never carried through onto other chariots, not even where chariots are fighting in the same squadron.

In this respect chariots continue to fight as if they were single models, even when fighting in squadrons. However, they still take Break and psychology tests as one unit, will flee and pursue as one unit, and in other respects are treated as a unit. The reason excess wounds are ignored is that the models will not necessarily be touching (they can be up to 5" apart) and also because chariots are important parts of your army it seems appropriate that they should be treated individually.

Moving Chariots(Warhammer Rulebook, p. 75)

A chariot moves at the same speed as the creature that pulls it. Chariots can never march, although they double their move when charging in the same way as other models. When you move a chariot model simply measure the distance and make your move. There is no need to turn or wheel, as the chariot is able to turn freely to face any direction you wish, just like a large monster.

Obstacles and Terrain(Warhammer Rulebook, p. 75)

Chariots cannot move over obstacles or difficult terrain, except to cross a river at a bridge or a ford. A chariot compelled to move over terrain it cannot normally cross is likely to be damaged as its wheels strike rocks, its body becomes entangled in undergrowth, or it careers headlong through a wall. If forced by circumstance into difficult terrain or over an obstacle, the chariot sustains D6 Strength 6 hits. These are randomly distributed among the chariot, crew, and creatures in the same way as hits from shooting (see below for a description of how to do this). Chariots sometimes have to cross obstacles or difficult terrain for reasons beyond their control, for example if they are forced to flee from close combat.

Fighting Chariots(Warhammer Rulebook, p. 76)

Chariots' WS(Warhammer Rulebook, p. 76)

Chariots do not have a separate Weapon Skill, so when they fight in hand-to-hand combat the enemy compares his Weapon Skill against that of the chariot's crew. If the chariot has crewmen with different Weapon Skill levels then he always counts the highest. If all crewmen are slain and you still wish to strike blows against the chariot, count its WS as O and therefore all attacks hit automatically.

Allocating Hits(Warhammer Rulebook, p. 76)

A chariot model comprises three distinct parts: the crew, the creatures pulling it, and the chariot body itself. When enemy troops are shooting arrows or other missiles at the chariot, or when foes attack the chariot in hand-to-hand combat, any successful hits are randomly allocated between the crew, creatures and chariot body. This is shown on the chart below.

Roll a D6 for each hit scored and consult the chart for shooting or hand-to-hand fighting. The difference between the two charts reflects the difficulty of hitting crew with missiles from a distance, compared with the vulnerability of crew once they get stuck in to hand-to-hand combat and are exposing themselves to attack.

D6

Shooting

Hand-to-Hand

1

A Crew Member

Chariot Body

2-3

A Creature

A Creature

4-6

Chariot Body

A Crew Member

If you hit a part that has already been destroyed, then re-roll the result until you hit another. So, if you have killed all the creatures you will re-roll any further hits on creatures.

Work Out Wounds(Warhammer Rulebook, p. 76)

Once you have allocated each hit, work out further wounds exactly as you normally would against ordinary troopers. If the crew have identical characteristics then it is not necessary to establish which is hit, the player may remove any one crew model as a casualty or make an appropriate note where crew models have been glued into place. Where the crew have different characteristics, if one is a hero for example, then it is necessary to further decide which has been hit. This can be done by rolling randomly using a D6 as appropriate (for example, if there are two crew 1-3 = the hero, 4-6 the other crew member).

Chariots have their own Toughness value, Wounds, and other characteristics for the chariot body as indicated on their profile. In most cases this is as follows, although in some instances a chariot may be especially large with more wounds or greater Toughness.

MWSBSSTWIALd
Chariot---7731--

Slain Creatures(Warhammer Rulebook, p. 76)

If some of the creatures pulling a chariot are slain then it will move proportionately slower. For example, a chariot pulled by two horses normally travels 8" but this is reduced to 4" with only one horse as half the horses have been slain. Obviously, the more creatures there are to pull the chariot the smaller the proportional reduction in its movement should they be slain. Should all the creatures be slain then the chariot is brought to a halt.

Slain Crew(Warhammer Rulebook, p. 76)

A chariot can continue to fight so long as it has at least one crewman left. If all its crew are slain, and assuming it can still move, then the chariot will move randomly in its own movement phase. This is worked out along with other compulsory movement (see the Movement section). The chariot rampages 2D6" up to its maximum speed in a completely random direction. This can be established using the Scatter dice. If you roll a double then the creatures collapse with exhaustion before the chariot moves and the model is removed from the battle. Otherwise, the chariot model is moved the distance indicated. If the chariot collides with troops then it comes to a halt and a round of hand-to-hand combat follows just as if the chariot had charged.

Wounds on the Chariot Body(Warhammer Rulebook, p. 77)

If the chariot body suffers a wound then this is recorded. Once the chariot body has suffered its full complement of wounds it is destroyed and the entire model is removed from the battle. The creatures pulling the chariot are either killed in the wreckage or run away and take no further part in the conflict. Any surviving crew may continue to fight on foot if the player has models to represent them, otherwise they are considered to be killed.

Chariot Attack(Warhammer Rulebook, p. 77)

A chariot has three types of attack: attacks from its crew, attacks from the creatures if they have them, and impact hits from the chariot's superstructure, scythes, blades, etc. Of these the impact hits from the chariot are usually the most dangerous, causing considerable damage as the chariot thunders into the enemy ranks. Chariots only inflict impact hits when they charge because they need to move forward, trampling or knocking aside enemy, crushing them under their wheels or slicing them with their scythes.

Impact Hits(Warhammer Rulebook, p. 77)

When a chariot charges it automatically causes D6 hits, plus 1 for each scythe blade fitted to its wheels or to the chariot body (this will normally be +2). These hits are inflicted first, before any attacks from either side in the combat. Note that no roll is made to score impact hits, the charging chariot automatically causes hits. The chart below summarizes this.

Situation

Impact Hits Inflicted

Charging

D6 + 1 per scythe

Otherwise

None

All impact hits from the chariot are worked out using the Strength value of the chariot itself, ie 7 in most cases. The main danger from a chariot comes during its charge, so it is vitally important for chariots not to allow themselves to be outmanoeuvred and charged by the enemy. Chariots caught out in this way get no impact hits and are likely to be overwhelmed.

Impact hits against a unit of troops are worked out against the troops rather than against any characters in the unit. If a chariot charges against a single character on his own, then the impact hits will obviously strike the character, but in other cases it is assumed that the character is canny enough to avoid the crushing chariot whilst those around him fall beneath its wheels.

Crew Attacks(Warhammer Rulebook, p. 77)

Chariot crew may fight against enemy in contact with the chariot whether to its front, sides or rear. They strike blows in normal Initiative order, and attack first during a charge, exactly like other warriors. All crew fight, including the driver. Many players find it helpful as well as convenient to glue their chariot onto a card or wooden base large enough to accommodate the model, as this makes it clear which enemy models are fighting.

Creature Attacks(Warhammer Rulebook, p. 77)

The creatures pulling a chariot may fight if they have their own attacks. Wolves, for example, have their own attacks. Due to the restrictions of harness and reins, creatures can only attack enemy directly in front of them. Work out attacks in Initiative order, and attack first during charges, exactly as normal.

Chariot Challenges(Warhammer Rulebook, p. 77)

A character in a chariot may issue or meet a challenge. Any creature attacks from the chariot count towards the challenge, but crew (other than the character) cannot fight in the combat at all. Any impact hits are worked out against the ordinary troopers in the unit rather than the character; they are not considered part of the challenge.

Flee and Pursuit(Warhammer Rulebook, p. 77)

Chariots flee and pursue exactly like ordinary troops. If broken in hand-to-hand combat and forced to flee they move 2D6" or 3D6" depending on their speed. If caught by pursuers they are destroyed. Similarly they pursue fleeing enemies at the same rate, and will destroy them if they are caught.

War Machines and Chariots(Warhammer Rulebook, p. 77)

If firing at a chariot with a stone thrower, or other weapon which has a template, position the template as normal. Each part of the chariot is treated separately, so the creatures/crew/chariot body are potentially hit if these actual models are within the template area. Treat each crew member, creature and the chariot body as separate targets.

War Machines(Warhammer Rulebook, p. 78)

War machines are an important part of many armies in the Warhammer World. Gigantic cannons are amongst the most spectacular of these engines of war, but their manufacture is difficult and the secrets of gun casting and gunpowder manufacture are carefully guarded. Orcs and other less sophisticated races build gigantic stone throwers which lob boulders high into the air to come crashing down upon enemy formations or behind city walls. Bolt throwers are powerful giant crossbows that can send a spear-sized bolt clean through several ranks of enemy skewering each in turn! These are all relatively common war machines that can be found in several armies.

Models(Warhammer Rulebook, p. 78)

A war machine model comprises the machine itself plus a crew which is usually two or three crewmen. The crew figures are based separately, unlike with a chariot or a ridden monster where the crew or riders are likely to be physically glued to the chariot or mount. This is necessary because a war machine's crew can be forced to flee away from their machine, either because they are broken in combat or because they panic.

Batteries(Warhammer Rulebook, p. 78)

Each war machine can fight as a single unit of one model rather like a chariot or a hero riding a large monster. This is the usual way in which war machines are deployed, especially in small armies which might have only one or two machines.

If an army includes several war machines of the same type these can be organised into units called batteries. War machines are automatically assumed to be formed into a battery when deployed within 5" of each other at the start of the game. For purposes of forming batteries all stone throwers count as the same type of machine regardless of their size, and the same is true of cannons and great cannons.

When fighting in a battery each war machine must remain within 5" of another machine in the same battery forming a rough line or clump. The battery does not have to adopt a formation as such and for this reason is referred to as a 'loose' unit. The models are still moved individually but must remain within their battery for the duration of the game.

Characters(Warhammer Rulebook, p. 78)

A character model may join a unit of war machines in the same way as he might join a unit of troops. Note, however, that batteries never include their own Champions - only units of troops have Champions. The unit will benefit from the associated character's Leadership value in the same way as would a unit of troops.

In the case of batteries, the character must be positioned with a specific machine for purposes of allocating damage from shooting hits. However, only crew can operate a machine, a character cannot operate a war machine.

Characters do not actually become crew when they join a machine, and are never hurt should the machine malfunction. They keep sufficient distance between themselves and the dangerous mechanism to be safe.

Excess Wounds(Warhammer Rulebook, p. 78)

Excess wounds inflicted against war machines are never carried through onto other war machines, not even where they are fighting in the same battery.

In this respect war machines continue to fight as if they were single models, even when fighting in batteries. However, they still take Break and psychology tests as one unit, will flee and pursue as one unit, and in other respects are treated as a unit. Note that this is consistent with the rules which apply to squadrons of chariots, and so shouldn't be too hard to remember.

War Machines in Combat(Warhammer Rulebook, p. 79)

The crews of the war machines described here all fight in the same way, so rather than repeat ourselves three times over the rules have been collected together for ease of reference. Note that some of the war machines described in the Warhammer Armies books have their own special rules.

Shooting(Warhammer Rulebook, p. 79)

When shooting at a war machine shots are worked out against the entire model and any hits scored are randomised against the crew and machine. This is essentially the same procedure as for shots at characters riding large monsters and for chariots.

War machines and their crews generally constitute a large target (more than 10' high or broad in real terms) and so the shooter benefits from a +1 to hit bonus.

Once hits have been established randomise where they strike as shown below.

D6 Score

Hit

1, 2, 3, 4

The machine - Roll to wound' the machine.

5 or 6

A crewman - Roll to wound a crewman.

Once all crew are slain, or if they flee, or once the machine is destroyed, further hits do not need to be randomised but will strike a crewman or the machine as appropriate.

Hits From Templates(Warhammer Rulebook, p. 79)

Any shots from stone throwers, or any weapons which use a template, are worked out in the same way as described for chariots. If a crewman lies under the template he is hit; if the machine lies under the template it is hit.

Hits on Crew/Characters(Warhammer Rulebook, p. 79)

Usually a machine's crew are identical, so it is not necessary to determine which is hit, but if a battery includes a character he may be hit by shots directed at the machine. In this case, randomise any crew hits to determine whether the character is hit. For example where there are two crew and a character roll a D6: 1-2 = crewman A, 3-4 = crewman B, 5-6 = character.

Charge Responses(Warhammer Rulebook, p. 79)

If charged, a war machine's crew can either hold or flee but cannot stand and shoot as the machines are too cumbersome to allow this. Where machines fight in a battery the entire battery must declare the same response, and must either hold or flee from the charge.

Hold(Warhammer Rulebook, p. 79)

In hand-to-hand fighting the crew will defend their machines and models are automatically repositioned so that they can fight enemy in contact with the machine.

If several machines are organised into a battery all the crew from all the machines plus any characters with the battery may group together to fight so long as individual crewmen/characters do not move further than their normal move distance to reach an enemy. Enemy models can divide attacks between crew, characters or machines that they are touching. The machine itself does not fight.

Flee(Warhammer Rulebook, p. 79)

If a machine's crew flees from a charge then the chargers can either continue to charge past the machine in order to destroy its crew or, if the player prefers, they can stop when they reach the machine and attack it. The machine itself does not flee as such, but is abandoned by its crew and any associated characters.

Fleeing Crew(Warhammer Rulebook, p. 79)

If crew flee from hand-to-hand fighting their machine is abandoned. The victors must ignore it in order to pursue unless the player elects to restrain pursuit and passes the required Leadership test to do so.

Note that once separated from their machines crewmen become individual models. Consequently, the number of crewmen fleeing is used as the basis for Panic tests on friendly troops nearby. For purposes of rallying the original number of crewmen is considered to be the original size of the unit. Thus six crewmen fleeing from a battery of machines would cause a Panic test in friends nearby (as there are five or more) even though they may have abandoned only three machines.

Attacking a Machine(Warhammer Rulebook, p. 79)

A machine attacked in hand-to-hand fighting is assumed to have a WS of O and is therefore hit automatically.

An enemy attacking an abandoned war machine is not considered to be engaged in combat. No combat results are worked out and the attackers are free to move away from the machine as they wish.

Abandonded Machine(Warhammer Rulebook, p. 79)

An abandoned machine can be re-crewed by crew members from any other war machine from the same side if their own machine has been destroyed or abandoned. Crew may deliberately abandon a war machine in order to crew another. Crew models will not fight away from a machine and if they are charged whilst not serving as crew they will always flee.

Stone Throwers(Warhammer Rulebook, p. 80)

Stone throwers are powerful and destructive weapons that lob large boulders high into the air, sending them crashing through enemy ranks crushing limbs and armour alike. Many races of the Warhammer World use these devices. Not all are built in the same way by any means: some use a massive counterweight to catapult their missile into the air while others use torsion power like a giant crossbow. The bigger the engine, the larger the rock it can throw and the more damage it can do. The very largest stone throwers can hurl a projectile big enough to knock down buildings and even city walls!

Work out the results of stone throwing in the shooting phase. To work out damage you will need the round missile template with the hole in the centre. The stone is not as big as the template of course (that would require a very large engine indeed but shatters on impact sending shards of sharp stone over a wide area.

Pivot the stone thrower on the spot so that it is pointing in the direction you wish to shoot. The crew do not need to be able to see their target, but they must be able to see that there are enemy in the direction they are firing. Now declare how far you wish to fire the rock. You must do this without measuring the distance to your target, so you must guess the range as accurately as you can. Once you have made your guess place the missile template directly over the spot where you have guessed.

For example: You are firing a stone thrower at a unit of Bretonnian Knights in front of you. You make your guess and declare that you are firing 28" directly towards the centre of the Knights. Having made your guess you take the template and measure 28" towards your target. If you have made a good guess the template will lie over your intended target. If not, don't worry there's still a chance the stone may veer off course and hit something.

To decide whether the missile lands where you have aimed it roll both the Scatter dice and the Artillery dice.

The Scatter dice is the dice marked with arrows on four sides and the word HIT on two sides. If you roll a HIT then the missile lands exactly where you have aimed it. If you roll an arrow then the missile veers in the direction shown by the arrow.

The Artillery dice is marked 2, 4, 6, 8, 10 and MISFIRE. If you roll a misfire then something has gone wrong roll a D6 and consult the Misfire Chart below. A misfire roll automatically cancels out the whole shot regardless of the Scatter dice result. If you roll a number on the Artillery dice then this is the distance in inches the missile veers off target as shown by the arrow on the Scatter dice. Move the template the distance indicated in the direction shown by the arrow. If you roll a HIT then the numbers are ignored; a number simply indicates that the shot has not misfired.

For example: You guess bang on and the template lies directly in the middle of your chosen target. You roll both dice. The Scatter dice shows a HIT! You have landed bang on target. The Artillery dice score is 4 - the number indicates that nothing is amiss and the shot lands exactly where you aimed it. If the Artillery dice had been a misfire then the whole shot would have been messed up as described on the Misfire Chart.

Stone Throwers Misfire Chart

D6 Roll

Result

1-2

Destroyed!
The engine cannot stand the strain placed upon it and breaks under the tension as it is fired. Bits of wood and metal fly all around, the stone tumbles to the ground splintering the engine and throwing debris into the air. The engine is destroyed and its crew slain or injured. Remove the engine and its crew.

3-4

Disabled
The normal smooth running of the machine and its crew is disrupted by some accident or freak occurrence. A rope snaps and lashes about wildly, a crewman sets the machine up wrongly so that it pulls itself apart, or maybe a careless operator becomes entangled in the mechanism. The engine does not shoot this turn and cannot fire next turn either while the damage is repaired. To help you remember it is a good idea to turn the machine round to face away from the enemy. In addition, one of the crew is slain - caught by a snapping rope, entangled in the machinery, or thrown high into the air in place of the stone!

5-6

May Not Shoot
A minor fault prevents the machine shooting this turn. A crewman drops the stone as he lifts it into position, maybe a wratchet jams or a rope loosens. The machine is unharmed and may shoot as normal next turn.

Damage(Warhammer Rulebook, p. 80)

Once you have established where the stone lands damage can be worked out. Any model that lies directly under the hole is hit automatically - note that only one model can lie within the hole and if there is any doubt it is the model which is under the exact centre that is hit. Models whose bases lie under the rest of the template are hit on a D6 roll of 4+.

You will have to use your judgement and common sense to decide exactly which models lie under the template sometimes it is not easy to judge precisely. As a rule of thumb a model can be considered as a potential hit if at least half of its base area lies under the template, while models whose bases are only touched or grazed can be ignored.

Stone Thrower Diagram: SPLAT! The stone has landed in the middle of a unit. The model under the centre of the template is hit and 8 other models may be hit. Eight dice are rolled scoring 4 hits plus the original 1 making a total of 5 - not a bad shot!

Once you have worked out which models are struck by your missile work out damage in the usual way. Roll for each target to see whether you cause damage. Stone throwers have a Strength of 7 or more, so they cause damage on the roll of a 2+ against most human or similarly sized targets. Refer to the damage chart for details. A damaging hit from a stone thrower causes either D3 or D6 wounds depending on its size, but as most creatures have only 1 wound it is not necessary to take this dice roll. It is, however, useful when attacking characters and big monsters.

No armor saving throw is permitted against wounds from a stone thrower. When a big rock lands on you you are squashed regardless of what armour you may be wearing!

Profiles(Warhammer Rulebook, p. 81)

Stone throwers vary in design - some are bigger than others, some are positively monstrous! Basically, however, there are two types: ordinary sized ones and big ones. Details are given below for typical examples.

Maximum Range you may Guess

Strength

Wounds

Armour Save

Stone Thrower

48"

7

D3

None

Big Stone Thrower

60"

10

D6

None

Being large, solid devices stone throwers are difficult to destroy. However, it's possible for them to become the target of other engines of war or they may be attacked by large monsters. Stone throwers therefore have a profile like a creature with a Toughness value and a number of wounds which they can sustain before they are destroyed. As with other details these might vary in specific cases, but a typical engine has the values shown here.

The move rate is the speed the stone thrower can move with its full crew - if any crew are slain its speed is reduced proportionally. A machine cannot move and shoot in the same turn except to turn to face its target. Generally speaking, war machines have such a long range that it is pointless moving them about.

Move

Toughness

Wounds

As crew

7

3

Loss of Crew(Warhammer Rulebook, p. 81)

A stone thrower requires a full crew to work it properly - to carry stones, wind ropes, push the machine round to bear on its target, and so on. If one crewman is slain then the rest can just about get by without slowing up the machine noticeably. If two or more crewmen are slain then the remaining crew will be unable to cope, and the stone thrower will have to miss a whole turn before it can shoot again. This is in addition to any penalty imposed by a misfire result. Obviously the engine requires at least one crewman to work, and should they all be slain the machine is useless.

Stone Thrower Summary(Warhammer Rulebook, p. 81)

  1. Declare target and guess range.

  2. Position template and roll Scatter and Artillery dice.

  3. If the Artillery dice is MISFIRE refer to Misfire Chart, otherwise.

  4. If the Scatter dice is a HIT the stone has struck home.

  5. If the Scatter dice is an arrow the stone has landed in the direction shown 2, 4, 6, 8 or 10" away from the aiming point as shown on the Artillery dice.

  6. The single model in the exact centre is hit. Remaining models under the template are hit on the D6 score of a 4+.

  7. Work out hits as normal. Models are allowed no armour saving throw from a stone thrower.

Cannons(Warhammer Rulebook, p. 82)

Cannons are dangerous if sometimes unpredictable weapons whose manufacture is limited to human and Dwarf experts. When they work cannons can shatter the most determined enemy, pouring deadly shot into his massed formations, levelling his cities and toppling huge monsters. But cannons often go wrong. Weaknesses in the casting methods can leave minute cracks or other deficiencies which cause them to explode when fired. Gunpowder can fail to ignite or may explode prematurely. Despite the occasional spectacular accident, cannons are extremely potent weapons that have been instrumental in winning more than one battle on behalf of their users.

Cannons are fired in the shooting phase along with other missile weapons. To shoot your cannon first turn it on the spot so that it points towards your intended target. Now declare how far you wish to shoot - eg 24", 30", 32" etc. The ball travels the distance you have nominated, plus the score of the Artillery dice. Roll the Artillery dice, and add the score to the distance you have declared. The ball travels the total distance towards the target, and will land short, pass straight over, or hit depending on how accurately you have guessed the range and what effect the dice has. Remember the dice will always add at least 2" to your estimate, and can add up to 10', so you should aim a few inches short of your target.

Once you have established where the cannonball hits place a small coin or other marker directly over the spot. The cannonball does not stop where it hits the ground, but bounces straight forward and cuts a line through any targets in the way. To determine how far the ball bounces roll the Artillery dice again and mark the spot where the ball comes to land. Any models between the points where the ball strikes the ground and where it eventually comes to land are hit by the flying cannon ball. The diagram below shows how this works.

Estimate the distance to the target and add the result of the Artillery dice roll. This is where the cannonball lands. Any model lying under the path of the bouncing ball takes an S10 hit and D4 or D6 wounds.

Any model struck by a cannonball takes a Strength 10 hit resolved in the normal manner. If the cannonball wounds its target then it causes not 1 wound but D4 or D6 wounds depending on the size of the cannon. As most models have only 1 wound anyway it will not be necessary to roll this extra dice, but it is important when it comes to rolling for heroes, big monsters, and engines of war which can take several wounds. Wounds caused
by cannon shot cannot be saved by armour.

No armour saving throw is permitted for wounds caused by cannons. If a cannonball hits you no amount of armour is going to do you any good.

For example: You are firing a cannon at a unit of Goblins in front of you. You make your guess and declare that you are "aiming 12" directly towards the middle of that Goblin unit." Having made your guess you roll the Artillery dice and score 4, which equals 4". This makes a total of 16". Measure 16" towards the Goblins and place a marker where the ball hits. If you have guessed well this will be just in front of them. The ball now bounces forward the score of the Artillery dice. This time you roll an 8 and the ball bounces straight through the Goblin unit hitting all the models in the way.

Misfires(Warhammer Rulebook, p. 82)

You roll the Artillery dice twice when a cannon is fired, so you have two chances of rolling a misfire result. However, the two results will be different. If you roll a misfire when you roll the first dice the cannon has literally misfired and may explode. If you roll a misfire on your bounce roll then this merely indicates the ball has stuck in the ground and does not bounce.

If you roll a misfire as you shoot the cannon then consult the chart below.

D6 Roll

Result

1-2

Destroyed!
The cannon explodes with a mighty crack. Shards of metal and wood fly in all directions leaving a hole in the ground and a cloud of black smoke. The cannon is destroyed and its crew slain or injured. Remove the cannon and its crew.

3-4

Malfunction
The powder fails to ignite and the cannon does not fire. The crew must remove the ball and powder before the cannon can shoot again which takes another turn! The cannon therefore cannot fire either this turn or the next turn. It is a good idea to turn the cannon round to indicate this.

5-6

May Not Shoot
A minor fault prevents the cannon firing this turn, perhaps the fuse is not set properly or maybe the crewmen mishandle the loading procedure. The cannon is unharmed and may shoot as normal next turn.

If you roll a misfire on your bounce roll then the cannon is unharmed, the misfire result merely indicates that the cannon ball sticks in the ground where it hits. If the shot lands on top of a model then that particular model is hit as normal, but there is no further bounce damage.

Profiles(Warhammer Rulebook, p. 83)

Cannons are hand forged by master craftsmen, and every cannon is different with little standardisation in the way of calibres or length. Individual cannon can be extremely large, but most are either large cannons, such as the Empire's Great Cannon, or smaller cannons. Details are given below for typical examples. The difference between the two sorts is range and damage. Bigger cannons carry a larger charge and so have a longer range and cause more damage.

Maximum Range you may Guess

Strength

Wounds

Armour Save

Cannon

48"

10

D4

None

Great Cannon

60"

10

D6

None

Cannons are cast from iron or bronze and are built into solid carriages. They are very difficult to destroy although the enemy may try to attack them with other engines of war, large monsters or magic for example. They therefore have a profile like a creature with a Toughness value and a number of wounds which they can sustain before they are destroyed. As with other details these might vary in specific cases, but a typical cannon has a value as shown here. The move rate is the speed the cannon can be moved by a full human crew assuming it has wheels. A cannon which does not have wheels cannot be moved. If any crew are slain the cannon's speed is reduced proportionally.

A cannon cannot move and shoot in the same turn except to turn to face its target. Generally speaking cannons have such a long range that it is pointless moving them about.

Move

Toughness

Wounds

As crew

7

3

Loss of Crew(Warhammer Rulebook, p. 83)

A cannon requires a full crew to work properly - to carry cannonballs, load gunpowder, push the machine round to bear on its target, and so on. If one crewman is slain then the rest can just about get by without reducing the rate of fire. If two or more crewmen are slain then the remaining crew will be unable to cope, so when it shoots the cannon must miss a whole turn before it can shoot again. This is in addition to any penalty imposed by a Misfire result.

Obviously the cannon requires at least one crewman to work, and should they all be slain the machine becomes useless.

Summary of Cannon Fire(Warhammer Rulebook, p. 83)

  1. Align cannon on target and declare the distance you are aiming.

  2. Roll the Artillery dice and add the score to the distance aimed. The cannonball travels forward this distance before striking the ground.

  3. If you roll a misfire refer to the Misfire Chart.

  4. Mark the point where the cannonball strikes the ground and roll the Artillery dice to establish the bounce distance. All models in the path of the bounce are hit.

  5. If you roll a misfire for the bounce the cannonball has stuck in the ground and does not bounce.

  6. Work out the effect of hits normally. Models have no armour saving throw for a cannon hit.

Bolt Throwers(Warhammer Rulebook, p. 84)

wheels so they can be pivoted easily. A crew of two or more is required to wind back the powerful torsion arms and position the huge bolt ready for firing. On the whole these weapons are nowhere near as large or cumbersome as stone throwers and cannons.

Bolt throwers are fired in the shooting phase along with other missile weapons. To shoot your bolt thrower first turn it on the spot so that it points towards your intended victim. The bolt travels straight forward and (hopefully) hits the first target in its path.

To determine whether the bolt strikes its target roll a D6 to hit using the crew's BS in the same way as bow shots, crossbows, and other missile weapons. The usual modifiers apply, except no penalty is imposed for turning the machine, as it is designed to be used in this way. See the Shooting section for details.

If you score a hit work out damage as described below. If you miss then the bolt hits the ground or sails into the air and comes down harmlessly somewhere else.

Working Out Damage From Hits(Warhammer Rulebook, p. 84)

A bolt thrower is a powerful weapon which can hurl its bolt through several ranks of troops, piercing each warrior in turn. If you hit then resolve damage against the target using the bolt thrower's full Strength of 5. If the model is slain then the bolt hits the trooper in the second rank directly behind: resolve damage on the second model with a Strength of 4. If the second rank trooper is slain then a model in the third rank is hit: resolve damage with a Strength of 3. Continue to work out damage as the bolt pierces and slays a model in each rank, deducting -1 from the Strength for each rank pierced.

A model damaged by a bolt thrower sustains not 1 but D4 wounds, which means that even large monsters can be hurt or slain by a hit from a bolt thrower. Armour saves are not allowed for hits from a bolt thrower, because the missiles are so fast and deadly that any armour is pierced along with its wearer. Because saves are not taken a target with only 1 wound will be slain if it takes damage, there is therefore no need to roll the D4 to decide the number of wounds.

Profiles(Warhammer Rulebook, p. 84)

The bolt thrower hurls a sharp-tipped spear which causes considerable damage. The chart below shows its details.

Range

Strength

Damage

Armour Save

48"

5; -1 per rank

D4

None

A bolt thrower is made from solid wood and iron. They have a profile like a creature with a Toughness value and a number of wounds which they can sustain before they are destroyed.

The move rate is the speed the bolt thrower can be moved by its full crew assuming it has wheels. An engine which does not have wheels cannot be moved. If crew are slain the bolt thrower's speed is reduced proportionally. A bolt thrower cannot move and shoot in the same turn except to turn to face its target.

Move

Toughness

Wounds

As crew

7

3

Loss of Crew(Warhammer Rulebook, p. 84)

Some bolt throwers have a crew of two and if one crewman is slain then the remaining crewman can just about get by without slowing up the machine noticeably. Should a bolt thrower require a larger crew then the loss of a second crewman will reduce its rate of fire to every second turn in the same way as for stone throwers and cannons.

Summary of Bolt Throwers(Warhammer Rulebook, p. 84)

  1. Align bolt thrower on target and roll to hit.

  2. Resolve damage at Strength 5. No armour save is allowed for a bolt thrower.

  3. If the target is slain roll damage against the second rank at Strength 4.

  4. Continue rolling for damage until you fail to slay the target or run out of ranks. Deduct -1 from the Strength for each rank already pierced.

Other War Machines(Warhammer Rulebook, p. 85)

Stone throwers, bolt throwers and cannons are common to several armies, but in addition there are many strange war machines which are available only to specific armies. These are described in the Warhammer Armies books together with the special rules that apply to them. Examples include Flame cannons which spout a sheet of flame, devastating multiple-barrelled cannons, and the deadly Skaven warpfire thrower.

Some of these unique war machines are so different that they have entirely new rules, but others are similar to the machines described above in that they consist of a weapon and crew. In general, when shooting at such machines, all hits are randomised between the machine and crew in the same way as hits on stone throwers, cannons and bolt throwers. Also generally speaking, when fighting hand-to-hand against such machines the same rules apply as to the crews of stone throwers, cannons and bolt throwers. Exceptions to these procedures are described together with the special rules for the weapons in the appropriate Warhammer Armies books.

Leaders, Standards & Musicians(Warhammer Rulebook, p. 86)

So far we have described units of troops as consisting of identical rank-and-file troopers. However, more often than not, warriors march to war under the leadership of a captain or some such officer, to the accompaniment of a drum or horn, and beneath the fluttering standards of their cities and rulers. The regiments of the Empire march under flags bearing the arms of their Electors and their Emperor. Bretonnians go to war before the glittering heraldic banners of their Lords and King. Orcs wave banners covered in glyphs proclaiming the might and power of their chieftains.

Standards and drums also have a practical value: they are used to signal to the troops, direct their unit's movement, and provide a highly visible point around which formation changes and manoeuvres can be made. The rules described below represent the boost that standards and musicians give to a unit's fighting prowess.

Position Within the Unit(Warhammer Rulebook, p. 86)

As already described earlier, the leader model must be placed in the middle of the front rank of the unit. The unit's standard bearer, musician, Champion and any characters that have joined the unit, must also be placed in the front rank. When the unit turns round to face the side or rear its leader, together with standard, musician and any characters, are automatically rearranged into the front rank.

Except as discussed elsewhere, these special models, including any characters which have joined the unit, are always positioned in the front rank, with the leader in the middle.

Leaders(Warhammer Rulebook, p. 86)

A unit must always include a leader model to represent its captain or senior officer, chieftain, or other worthy. He does not fight better than his men and his profile is exactly the same. His inclusion is intended to provide a visual focus for the unit to make it look more splendid! The leader is always placed in the centre of the front rank of the unit. If there is no obvious leader model in the unit then the individual in the centre of the front rank is automatically assumed to be its leader.

The unit's leader has the same weapons and armour as his men, and if the model itself actually lacks a shield or substitutes a sword for a trooper's spear, then these differences are ignored during the game itself. The leader fights exactly like other ordinary members of his unit.

Leader models are not normally removed as casualties, an ordinary trooper may be removed instead. This represents the second in command taking over, or the most spirited trooper assuming command in his commander's place. When removing casualties most players leave their leader model until the very last, although this is entirely a matter of choice.

Champions(Warhammer Rulebook, p. 86)

A unit of troops can include a Champion character model as already described in the Heroes and Wizards section. The Champion can also be the unit's leader if you wish, or alternatively you can have a separate Champion and leader. It makes no difference whether your leader and Champion are one and the same or two different models, except that it enables you to add a further interesting model to the unit.

Standards(Warhammer Rulebook, p. 86)

A unit of troops may carry a standard which might take the form of a flag, banner, totemic idol or similar device. The standard is carried by a standard bearer. The standard bearer is assumed to be armed and armoured like the other models in the unit and fights in exactly the same way. Although the model might actually lack a shield or substitute a spear for a sword, such things are ignored as making no difference to the unit's overall fighting ability. The standard bearer also has to carry a banner as well as fight, but he is chosen from the meanest and most determined individuals in the unit, and this more than makes up for any disadvantage suffered because of the weight and inconvenience of his standard or difference in his armour or weaponry.

The enemy cannot specifically attack standard bearers or musicians as he can character models. Standard bearers are not normally removed as casualties, as it is assumed that if the standard bearer were killed another trooper would pick up the banner and take his place. Therefore, the player can always remove an ordinary trooper in preference to a standard bearer, even if the ordinary trooper is not in base contact with the enemy.

Combat Result Bonus(Warhammer Rulebook, p. 87)

If a unit includes a standard bearer then it will be more determined than ever to fight hard and beat the foe. A unit which has a standard bearer may therefore add +1 to its combat result when deciding which side has won hand-to-hand combat. See the Close Combat section for a complete description of how to work out which side has won the combat.

Capturing Standards(Warhammer Rulebook, p. 87)

If a unit is defeated in hand-to-hand combat and subsequently breaks and flees, then the enemy automatically captures its standard if they pursue. The standard is captured regardless of whether the pursuers catch and destroy the fleeing troops.

If victors do not pursue then the standard is lost in the tide of battle but it is not captured. In either case the standard bearer model is removed from the unit, and, in the case of a unit which is not destroyed, it is replaced with an ordinary trooper model.

Note that standards are only lost if the unit is defeated and broken in hand-to-hand combat, not if the unit flees after it has panicked or because of a failed Fear test.

Captured standards may be placed behind the unit which captured them and carried about as trophies for the rest of the game. Trophies have no fighting value; they are merely used to indicated that the unit has captured its adversaries' flag. The player's standard bearer model is surrendered for the duration of the game and his jubilant enemy places it behind his unit to proclaim his victory.

Trophies may be recaptured along with the defeated unit's own standard if it breaks and flees from combat. Captured trophies may therefore be recaptured by beating the unit that has them, thereby avenging their initial loss and restoring them to a proper place of honour.

Once the game is over a player can claim extra victory points' for standards he has captured as described in the Battle book.

Musicians(Warhammer Rulebook, p. 87)

An army marches under its banners but it does so to the beat of drums and the call of blaring horns. A unit of troops may include a musician model, either a horn blower or a drummer, to accompany it into battle. Like standard bearers, musicians fight just like an ordinary member of their unit, even if the model itself has slight variances in armour or weaponry. Also like standard bearers, the player does not have to remove musicians but can substitute an ordinary model instead. Unlike standard bearers, however, musicians are not removed automatically when a unit breaks and flees from combat. Their instruments are somewhat lighter and less cumbersome than a weighty standard. Musicians cannot be captured as trophies.

A musician model is placed in the front rank of its unit. His effect on the fighting ability of the unit is not as great as a standard bearer but is useful none-the-less.

Drawn Combats(Warhammer Rulebook, p. 87)

If a unit of troops has a musician fighting in its front rank then an inspiring horn blast or rousing drum beat can turn a drawn combat result into a win.

If a hand-to-hand combat is drawn then each side rolls a D6 for each musician model fighting in the combat. The side which rolls the highest individual score wins the combat by 1 point. If the highest scores are equal then neither side wins and the combat is drawn. If one side has a musician and the other doesn't, then the side with the musician automatically wins by 1 point.

Generals & Battle Standards(Warhammer Rulebook, p. 88)

Every army has a heroic character to command it. We refer to this character as the general, although this is only to distinguish him from other heroes. He might be an Orc chieftain, a Bretonnian duke, an Elector Count of the Empire, or whatever. Many armies are commanded by the ruler of their entire nation. For example, the Emperor of the Empire and King of Bretonnia are mighty warriors who are ever ready to ride out at the head of their forces.

The general of your army is always the character with the highest Leadership value. If several characters have the same value then choose one to be the general. He is in command of the whole army and, more than any other model, he represents you personally. The general is an important character because he can inspire others to fight on where otherwise they might turn and flee.

General's Leadership(Warhammer Rulebook, p. 88)

Any unit within 12" of the general model may use the general's Leadership value instead of its own when making a Leadership-based test. This means that a unit near the general can use his superior Leadership when testing for Break tests in hand-to-hand combat, when attempting to rally, or for psychology tests such as fear and panic.

The Battle Standard(Warhammer Rulebook, p. 88)

A general can be accompanied by a special standard bearer carrying either his personal banner or the battle standard of the army itself. This battle standard does not have to move along with the general but it is most useful when he is close by. An army's battle standard is usually carried by a character model who has appropriately heroic characteristics. Unlike ordinary standards the battle standard cannot be passed on if its bearer is slain. Should the bearer be slain then the battle standard can be captured in the same way as a unit banner. See the rules concerning standards for details.

Combat Bonus(Warhammer Rulebook, p. 88)

A battle standard bearer can join a unit of troops in the same way as any other character. If he is with a unit that is fighting in hand-to-hand combat then the unit receives an extra +1 combat bonus when working out combat results. This is in addition to the usual + 1 bonus for the unit's own standard. This is the only circumstance when an extra banner confers a further bonus. Normally troops fighting alongside their banners only receive +1 no matter how many banners are involved.

Re-roll Break Tests(Warhammer Rulebook, p. 88)

Any unit within 12" of the battle standard may retake a failed Break test. The unit is only allowed to retake this test once. If the general is within 12" of the unit as well then it will also benefit from being able to use his Leadership value. These two factors combined, the general's Leadership and the opportunity to re-take a failed throw, mean that units near to the general and the battle standard will tend to hold their ground come what may.

Note that a battle standard allows a unit to retake a failed Break test - and only a Break test. A battle standard does not entitle a unit to retake any other Leadership test, such as a psychology test or a test to rally.

Skirmishers(Warhammer Rulebook, p. 88)

Skirmishing units are unusual in that their formation is dispersed and individual models fight without the benefits of structured ranks and files. Each warrior must think for himself, and is not necessarily aware of what is happening at the other end of the unit. Consequently skirmishers do not benefit from using the general's Leadership if he is within 12" nor do they re-roll failed Break tests because of the battle standard (see Skirmishers).

Daemons(Warhammer Rulebook, p. 90)

Daemons inhabit the magically saturated other-dimension which the sorcerers of the Warhammer World call the Realm of Chaos. Fortunately for men and other material creatures, it is difficult for daemons to manifest themselves in the ordinary world, for they need to be surrounded by the magic of Chaos to sustain them. To a daemon the world of mortal creatures is like a barren desert, devoid of sustenance, bearable for short periods, but ultimately destructive in the long term. For a daemon to find itself in the ordinary universe is rather like man trying to breathe underwater, or a fish deprived of water, and the daemon will eventually dissolve into nothingness.

On occasions daemons can be sustained by potent and evil sorcery, though usually for a short time only. The most powerful magic of all is created, often unwittingly, by the followers of Chaos in the Warhammer World. Every drop of blood they shed, and every victory they achieve, draws fresh magical power into the world. Given sufficient bloodshed and destruction daemons can draw succour in the Warhammer World, enabling them to march to the annihilation of mankind and all mortal creatures. As the power of Chaos grows stronger by the day so the threat to the people of the Warhammer World grows ever greater, until the whole world is swallowed amidst the bellowing laughter of the Chaos gods.

Special Daemon Rules(Warhammer Rulebook, p. 90)

Several armies can include daemons of which the most common by far are the armies of Chaos. Rules for Chaos daemons are covered in complete detail in the Realm of Chaos Warhammer Armies book. However, because daemons are quite interesting monsters that other warriors may have to fight, the rules are also given here.

Most daemons fight in units of several models in the same way as Men, Elves and other mortal troops. Greater Daemons are the largest and most powerful daemons just as mighty characters are the most powerful members of their race. Greater Daemons are considered to be characters, and the rules applying to character models also apply to Greater Daemons. For example they can fight on their own as units of one model, and they can issue and meet challenges.

Daemon Saving Throw(Warhammer Rulebook, p. 90)

Daemons are not fashioned from physical matter but from the raw stuff of magic. The blood that flows through their veins is not mortal blood but the boiling ichor of sorcery, fiery with preternatural vigour, corrosive as acid, and deadly as the most potent poison. Their flesh too is unnatural, though it might sometimes appear deceptively ordinary. Many daemons have iron hard skin or flesh that is tough as steel or solid as rock. Others have transmaterial bodies: their form is neither physical nor ethereal but somewhere inbetween so that it glows with magic energy.

Although their bodies are tough, daemons are still vulnerable to normal weapons. The magic energy flowing through their veins acts like armour, protecting daemons from blows which would otherwise slay them, absorbing the impact or deflecting sharp edges. This gives all daemons a saving throw in the same way as armour. The saving throw varies from daemon to daemon but is usually 4+ on a D6, or 3+ in the case of daemon cavalry (+1 for cavalry as normal). This save takes into account the daemon's magical intangibility or 'daemonic aura' as this effect is called. This saving throw is reduced by high Strength hits in the same way as physical armour.

Daemons are vulnerable to magic weapons because their own bodies are fashioned from magic energy. Their normal daemon saving throw cannot save them against wounds inflicted by magic weapons. The exception is the Greater Daemon of Khorne which has Chaos armour that is protected against magic weapons by powerful enchantments.

Daemon Animosity(Warhammer Rulebook, p. 91)

Just as the Warhammer World is riven with internal strife so the Realm of Chaos is partitioned between rival powers. Daemons of different kinds vie with each other for supremacy and for the favours of the great powers of Chaos - the Chaos gods themselves. The different kinds of daemon are strongly aligned to one of these gods, Khorne the Blood God and master of battles, Tzeentch the Lord of Sorcerers, Nurgle the Plague Lord, and
Slaanesh the Prince of Chaos.

If a Chaos army includes daemons of two or more Chaos gods then you must take into account the rivalry between them. This can mean that your troops will sometimes attack each other rather than the enemy. This is called Daemon Animosity.

If you have daemons of different Chaos gods within 12" at the start of your turn, and they are not already engaged in combat, you must make a Daemon Animosity test to see what they do. Roll a D6 for each unit of daemons or each individual Greater Daemon model.

Note that daemon steeds, familiars and such like do not suffer from Daemon Animosity as described. Only Greater Daemons and demonic units are obliged to test. Also, bear in mind that daemons engaged in hand-to-hand combat do not need to test, although they may still be attacked by rivals who do. Daemons already fighting each other due to the effects of Daemon Animosity do not have to test further as they are already affected.

Daemon Animosity Table(Warhammer Rulebook, p. 91)

D6 Roll

Result

1-2

The daemons recognise their rivals and are overcome with rage. Immediately move the daemon/unit towards its rivals so that it charges and engages them in hand-to-hand combat. Move the unit/daemon regardless of whether it would otherwise be able to cover the distance to its rivals - their mutual magical antithesis draws the rivals together.

The rival daemons will fight each other in hand-to-hand combat that turn and continue to fight each other in following turns. Fighting will only stop if the Chaos player rolls a 5 or 6 at the start of one of his subsequent turns. Daemons will not flee from a combat when fighting against rivals in this way, so no Break test is necessary. Once they cease fighting the rivals are moved apart but may not move further that turn and so may not charge an enemy that turn either. If rival daemons are charged by enemy while fighting each other they will ignore their attackers altogether unless they are also daemons in which case they may fight as normal.

3-4

The daemons are unsettled by the proximity of their rivals, shouting and screaming in an outrageous manner. The daemon/unit will not move or do anything else this turn, but otherwise they are unaffected and will fight back if attacked in hand-to-hand combat.

5-6

The daemon/unit tolerates the presence of its rivals. Continue normally with no further effect.

Magic(Warhammer Rulebook, p. 92)

The Magic section is part of the main rulebook and serves as an overview of Magic. The Warhammer Magic supplement from 1996 expands further: Wizards and Spells, Special Spells, Spells Summary, Magic Items, Further Ideas and Spells

All magic comes from the alternate dimension that sorcerers call Chaos. Its natural inhabitants are daemons - creatures made of pure magic - and its greatest powers are the mighty gods of Chaos. These are immeasurably potent entities given life and form by the nightmares, subconscious terrors and insane ambitions of mortal creatures.

In places where the fabric of the universe is weak raw magic leaks into the Warhammer World. Some mortals seek to bind and control this force, believing that they can use magic to gain wealth, power and prestige. Such individuals are either very wise or utter fools, earnest scholars or dabblers in things that are better left untouched.

Magic in the Warhammer Game(Warhammer Rulebook, p. 92)

A Warhammer battle is as much about magic as the clash of arms in deadly combat. Of course, you do not have to include magic in your games if you prefer not to, although you will be depriving yourself of a large measure of enjoyment.

The complete rules for magic and spellcasting are not included in this game because there are so many spells and magic items that there isn't enough space. The complete magic rules, together with spell cards for all the different sorts of magic (High Magic, Dark Magic, Orc Waaagh Magic, Skaven Magic etc) and many magic items, are included in the separate Warhammer Magic supplement.

We have included a selection of cards representing magic items in Warhammer so that you can get a taste of what magic is about.

The rules below do not constitute the entire rules for magic by any means, but they will be sufficient to enable you to use the items included in the game. We suggest that you take the Magic Item cards so that you can look at them while you are reading the following rules.

Magic Items(Warhammer Rulebook, p. 92)

Magic items are things like enchanted swords, magically forged armour, and magical devices such as crowns and rings which confer strange abilities upon their wearers. Only characters can carry these magic items and the number they can have is limited depending on the type of character as shown on the chart below.

Character

No. of Magic Items

Champion

1

Hero

2

Lord

3

Wizard

1

Wizard Champion

2

Master Wizard

3

Wizard Lord

4

There is a further kind of magic item which takes the form of a magic standard. This is a flag, banner or totem which can be carried by a regiment's standard bearer. Regiments entitled to carry magic standards are indicated in the Warhammer Armies book for their race.

Every magic item is represented by its own card and, with a few exceptions, an army may include only a single example of each item. The card includes the rules for the item as well as its points value.

Every item has a points value appropriate to its eftect; the more powerful it is the more 'points' it costs. Points values are discussed later on, and points values for different characters, war machines and troops are given in the Warhammer Armies books for each army.

Magic Swords(Warhammer Rulebook, p. 93)

We've included four magic swords in the Warhammer game by way of example: the Blade of Leaping Bronze, the Ogre Blade, the Blade of Ensorcelled Iron and the Biting Blade.

Any character can carry a magic sword and use it in combat in preference to an ordinary weapon. However, a character can only use one magical weapon and cannot use another weapon at the same time. For example, a character cannot carry a magic sword in one hand and an ordinary sword in the other. Magic items require skill and concentration to use and demand all of a warrior's attention!

If you take a look at the four swords you will see that they confer different abilities on their welders, but all help to make them better fighters as you might expect.

If a character has the Blade of Leaping Bronze he has 2 extra Attacks in combat, so a Bretonnian Champion with 2 Attacks would have 4 Attacks for example. Similarly, a character carrying the Ogre Blade adds +2 to his Strength, so a Saurus Champion with Strength 5 has a Strength of 7 when using this weapon. The Blade of Ensorcelled Iron enables the bearer to add an extra +1 to his dice when rolling to hit. The Biting Blade reduces the enemy's saving throw by a further -1 on top of any of the usual modifiers for Strength, so if hit by a Bretonnian Champion with a Strength of 4 the enemy suffers a -2 save modifier rather than the usual -1.

Magic Armour(Warhammer Rulebook, p. 93)

We've included two cards representing magic armour: Armour of Meteoric Iron and the Enchanted Shield. Wizards cannot wear armor because it interferes with their magical senses and makes it impossible for them to cast spells. Other characters can wear magic armour and benefit from its protection. Magic armour either replaces ordinary armour entirely or supplements it as you will see from the two examples. A character cannot wear ordinary armour and the equivalent magical armour on top!

The Armour of Meteoric Iron comprises an entire suit of armour including a shield and gives its wearer an armour save of 2+. This is better than normal heavy armour and shield which would give a save of only 4+. If the wearer were riding a horse his save would improve to 1+, but it can never be better than 1+... 1+ is the best save you can get! The Enchanted Shield can be carried in conjunction with ordinary armor instead of an ordinary shield and gives a saving throw of 5+ rather than 6+ like an ordinary shield. If combined with heavy armour it therefore gives a save of 3+ rather than 4+.

Magic Standards(Warhammer Rulebook, p. 93)

Two cards for magic standards are included in Warhammer namely the Dread Banner and the War Banner. A unit's standard bearer can carry a magic standard if his Warhammer Armies book indicates that he can. Generally speaking, only the best units are allowed to carry these powerful items, as befitting their status.

The Dread Banner inspires fear in all those who encounter it, and the unit which carries it therefore causes fear as described in the Psychology section of this rulebook. The War Banner endows its bearers with steely determination and courage, adding +1 to their combat results score in any combat.

Enchanted Items(Warhammer Rulebook, p. 93)

There are, of course, many other strange and exotic kinds of magic items from magic rings to protective amulets and potions. We've included the Potion of Strength by way of an example. This heady brew confers a one turn bonus, boosting the drinker's Strength value by a massive +3!

Magic Spells(Warhammer Rulebook, p. 94)

Wizards can cast magic spells to aid their side's forces or to thwart the efforts of the enemy. There are many different kinds of wizard and many spells, and you will find complete rules for spellcasting and spells in the Warhammer Magic supplement.

However, if you are new to Warhammer you might like to try out a few spells immediately. To give you an idea of how interesting and effective magic can be we've included the rules for casting three different spells: Fireball, Teleport and Curse. These rules are only a brief version of the full rules for casting magic spells, but they will serve our immediate purpose.

Casting Spells(Warhammer Rulebook, p. 94)

A wizard can cast spells in the magic phase of his own turn. In the Warhammer Magic game the number of times a wizard can cast spells is determined by a separate deck of cards, but for now we'll let the wizard cast any one of the three spells described. So, in your magic phase choose a spell and cast it at a suitable target or, in the case of Teleport, move your wizard to a new position.

Dispelling Spells(Warhammer Rulebook, p. 94)

In the Warhammer Magic game the same cards that are used to determine whether a wizard can cast spells are also used to counter the enemy's magic. However, for now we'll allow one attempt to dispel each spell as it is cast. If your enemy casts a spell then roll a D6 - if you roll a 5 or 6 the spell is dispelled immediately and is not cast.

In your own turn you can also attempt to dispel a curse that the enemy has cast upon you. Roll a D6 and if you roll a 5 or 6 the curse is dispelled. If you have a wizard you may forgo casting a spell and instead dispel a curse on a roll of 3, 4, 5 or 6.

Spells(Warhammer Rulebook, p. 94)

Fireball

With a sorcerous gesture the wizard throws a ball of magical flame in a direction chosen by the player. The fireball travels up to 24" and strikes the first model in its path. The target suffers a single Strength 4 hit. No armour saving throw is permitted against a wound caused by a fireball.

Teleport

The wizard can use this spell to instantly transport himself to anywhere he likes on the battlefield. He can be moved directly into hand-to-hand combat if you wish and counts as charging in the first round of combat.

Curse

The wizard can cast this spell on any enemy unit within 24". Once it is cursed the enemy unit remains cursed until the spell is dispelled, or until the caster decides to curse another unit. Only one enemy unit can be cursed at any one time. A cursed unit suffers a -1 penalty on all rolls to hit when shooting and when attacking in hand-to-hand combat.

Wizards & Spells

This section is not a part of the core Rulebook but is part of the Warhammer Magic supplement

Wizards cast spells and, equally importantly, they can also counter spells cast by the enemy. Some armies depend upon their wizards more than others, but only one army - Dwarfs - has no wizards at all. Before reading the detailed rules for wizards and spellcasting We'll take a broad look at how spells are cast in the game.

Overview(Warhammer Magic, p. 6)

In the Warhammer game spells are represented by cards which are held by individual wizards. Each wizard has the ability to use 1, 2, 3 or 4 spells, depending upon how powerful he is. We assume that the wizard knows many more spells than this, but he only has the aptitude to memorise and prepare a limited number prior to a battle. These spell cards are dealt to each wizard at the start of the game, and can be used by him (or her... or it) during the battle.

There are many different types of magic spell in the Warhammer game. Some are specific to certain races such as Orc Waaagh! Magic and Skaven Magic. The most common kind of magic is called Battle Magic, and for purposes of explanation we'll assume players are using these spells. Battle Magic is used by Empire and Bretonnian armies, High Elves, and some other forces as we shall see.

How Spells Work(Warhammer Magic, p. 6)

Each wizard has his own magic spells in the form of spell cards. In the magic phase of his own turn a wizard may cast any or all of his spells once.

In order to cast a spell a wizard must expend power. The amount of power available to each side is determined by dealing winds of magic cards to both players at the start of each magic phase. Some winds of magic cards represent power, others represent counter magic in the form of dispels of one kind or another as we shall see later.

During his own magic phase a player casts spells with his wizards, expending power from his hand of cards as he does so. As each spell is cast his opponent can make one attempt to dispel it.

At the end of the magic phase players may retain unused winds of magic cards in their hand for use in following turns. Each side can retain up to a maximum number of one winds of magic card for each wizard in the army. This encourages players to consider their magical strategy and plan ahead, either to 'power up' a big spell or build up a good hand of counter magic to oppose the enemy.

The Magic Phase Sequence(Warhammer Magic, p. 6)

In the magic phase the game proceeds in a set sequence just as it does during other phases. Each of these steps is described in detail in the rules that follow:

  1. Distribute Winds of Magic. The player whose turn it is determines the number of winds of magic cards to be divided between each side as described later.

  2. Cast Spells. The player whose turn it is casts spells one at a time. As each spell is cast his opponent may make one attempt to counter it as described in the following rules.

  3. Counter Magic. Once he has finished casting spells the player whose turn it is can attempt to employ counter magic against enemy spells that are currently in play.

  4. Return Magic Cards. Any excess winds of magic cards are returned to the deck. Players can retain a number of cards as explained in the rules.

Wizards(Warhammer Magic, p. 7)

In Warhammer we refer to all spellcasting creatures as wizards. Be they human wizards, Orc or Goblin Shamans, Skaven Seers, or Chaos Sorcerers, the term wizards stands for all. Bizarrely enough, some Daemons and units of Daemons can also cast spells, and in this respect they are also wizards' in terms of the game rules. Some magic items endow an otherwise ordinary character with the abilities of a wizard, in which case he is also considered to be a wizard for our purposes.

Four Levels of Wizard(Warhammer Magic, p. 7)

For convenience sake we divide wizards into four ability levels of which the least is level 1 and the greatest is level 4. Of course, we accept that this is a crude division, and that in reality there might be many shades of distinction or grades of competence between different wizards. However, for gaming purposes a division into four is sufficient for our needs. These are generally described as follows.

Level 1

Wizard

Level 2

Wizard Champion

Level 3

Master Wizard

Level 4

Wizard Lord

Again, these titles are quite arbitrary, and an individual character might be known by a much grander and more individual title in real life. Amongst some races wizards are called Mages, Shamans or Sorcerers, and in these cases we refer to them as Shaman Champions, Master Shamans and Shaman Lords, but other than the change in title there is no difference between these individuals and other wizards.

Spells(Warhammer Magic, p. 7)

Wizards are assumed to know dozens of different spells, or possibly even hundreds, from complicated time-consuming rituals to party tricks, charms and minor alchemies. However, when it comes to a battle only a limited selection of magic is of any value. In addition, it takes quite a bit of mental energy for the wizard to hold many of these aggressive and dangerous spells in his head at once. Consequently, the number of spells a wizard can take into a battle is limited to his level number as shown below.

Level

Wizard Type

No. of Spells

Level 1

Wizard

1

Level 2

Wizard Champion

2

Level 3

Master Wizard

3

Level 4

Wizard Lord

4

The number of spells a wizard has and his level are effectively the same. Should a wizard lose a level the player must surrender a spell so that the number of spells is never greater than the wizard's level.

Allocation of Spells(Warhammer Magic, p. 8)

Spells are allocated to wizards at the start of the battle, before the first turn. You will only require one copy of Warhammer Magic; the set contains enough spell cards for both sides to use.

Generally speaking, most wizards use the spells from the Battle Magic spell deck. There are 20 cards in this deck, including repeats of the most useful spells. This means that even if no other spells are used there will be plenty to equip your wizards.

Some races have their own magic which they can use instead of Battle Magic. A few races must use their own magic (Orcs, Goblins and Skaven for example), but other races have a choice (High Elves and Chaos for example). A wizard who is allowed a choice must have either Battle Magic spells or his own racial magic spells but he cannot mix the two. We shall return to the special magic decks later, but for now we'll assume that wizards are using the Battle Magic deck.

Allocate spells at the start of the game as follows:

  1. Each player declares the level of each wizard in his army.

  2. The Battle Magic card deck is shuffled and dealt out face down to the wizards. Each wizard receives one spell for each magic level - these will be the spells that the wizard has for the duration of the game.

  3. If there are insufficient spell cards to go round, deal to the highest level wizards first and then the lowest. Where necessary, the lowest level wizards must dice to decide which of them receives the remaining spells.

Once spells are allocated they remain fixed for the duration of the game. Wizards cannot swap spells between themselves, nor may they exchange spells they have been dealt. Each wizard's pile of cards must be kept distinct. If several wizards are involved on each side it is recommended that players note down on their roster sheets which spells belong to which wizards.

Note that where there are insufficient spells to equip all wizards some will go without or have fewer than normal. This is fine and serves as a natural limit on the amount of magic in the game.

For example: a High Elf army is fighting against an Empire Army. The High Elves have a level 4 and a level 2 wizard whilst the Empire has a level 4 and a level 1 wizard. All elect to use Battle Magic (the High Elves have the choice of Battle Magic or High Magic) and the cards are dealt between them. The level 4 wizards receive four spells each, the level 2 wizard receives two spells and the level 1 wizard one spell.

Wizards and Armour(Warhammer Magic, p. 8)

Wizards may not wear armour, as the close proximity of large masses of metal inhibits their ability to use magic. Therefore, as a general rule, wizards don't wear armour and for this reason the option is not included in the army lists. However, barding for horses is allowed where appropriate, see the army lists for details.

There are some exceptions, the most common being Chaos Armour worn by Chaos Sorcerers. Similar, though less common, is Skaven Warpstone Armour. Other exceptions are mostly associated with special characters, such as the Armour of Nagash.

A character who gains magical abilities thanks to a magic item can have armour if it is normally permitted by his army list. In this case the character's magical ability is vested in the magic item, and the presence of metallic armour does not affect his powers.

Casting Spells(Warhammer Magic, p. 9)

During the magic phase of his own turn a wizard may cast each of his spells once. In order to cast a spell the player must expend magical power. The amount of power available to the player will therefore determine how many spells can be cast that turn.

A wizard's power comes from the swirling magical energies that blow over the Warhammer World. Because of the way these energies ebb and flow they are referred to as the winds of magic. This energy is represented by cards dealt to the players from the Winds of Magic deck at the start of the magic phase.

As we shall see, some spells are easier to cast than others, some require 2 or 3 points of power whilst others require only 1. The more potent a spell is the more power is required to cast it.

Winds of Magic Cards(Warhammer Magic, p. 9)

The Winds of Magic cards are used to determine how much magical energy the wizards have to cast spells and counter those of their enemy. Broadly speaking, there are three types of card:

Power

There are 22 power cards plus the Total Power card.

Counter Magic

This includes 8 Dispels plus one each of Mental Duel, Destroy Spell, Rebound and Drain Magic.

Escape

The Winds of Magic deck includes a solitary Escape card - which can be very useful, as you will discover!

The Winds of Magic cards are used in the following fashion. 1. At the start of each magic phase the player whose turn it is rolls 2D6 to determine how many cards are available representing the strength of the winds of magic. 2. The pack is shuffled and the indicated number of cards is divided between the players, the player whose turn it is receiving any odd card.

Winds of Magic Card Deck(Warhammer Magic, p. 9)

The Winds of Magic card deck comprises the following cards:

22 Power

Power cards are the most important cards in the deck. In order to cast a spell, a wizard must expend the appropriate number of power cards. A 1 power spell requires the player to give up 1 power card, a 2 power spell requires 2 power cards, and a level 3 spell 3 power cards. Power cards can also be used to improve your chances of an effective Dispel or to reinforce a spell that is being cast.

1 Total Power

This card provides all the power required to cast any single spell. A spell cast with Total Power cannot be dispelled, and all counter magic cards are useless to prevent it being cast. If the spell remains in play then it can be dispelled in subsequent turns as described later.

8 Dispel

Dispel cards are used to try and stop an enemy's spell. When an enemy wizard casts a spell you can attempt to dispel it using a Dispel card. Dispels are not automatic, but depend on a successful dice roll as shown on the card.

1 Mental Duel

This card is a special kind of dispel. It functions exactly like a Dispel, as described above.

In addition, the dispelling and casting wizards are drawn into a mental duel. Both wizards add the score of a D6 to their magic level. The highest scoring wizard inflicts 1 wound on his adversary. No armour save is allowed against this wound, but magical wards and other special saves can save. See the section on Magic Items for more discussion about special saves.

1 Destroy Spell

This card is a special kind of Dispel. It functions exactly like a Dispel, as described above.

If the enemy's spell is successfully dispelled roll another D6. On the score of a 4 or more the spell is not only dispelled but removed permanently from the wizard's hand. In effect the spell is destroyed!

1 Rebound

This card is a special kind of dispel. It functions exactly like a Dispel, as described above.

In addition, if the dispel is successful the rebounding player can cast a spell of his own up to the same power value. Note that the rebounding player does not have to expend his own power cards at all, the enemy's own power is rebounded in the form of a spell. The enemy may dispel the rebounded spell by using a Dispel or other counter magic card in the normal manner.

1 Drain Magic

This card automatically dispels the spell being cast plus all spells currently in play. All magic cards held by both sides are returned to the deck immediately and the magic phase is ended.

In addition, on the D6 roll of a 4+ the magic level of the wizard using the Drain Magic is reduced by -1. A wizard losing a level must surrender a spell of his choice so that he has no more spells than permitted by his magic level. A wizard can be reduced to a level of zero and still continue to use counter magic, but if reduced below zero he is automatically killed.

1 Escape

This card is useful to keep until you need it. It can be played at any time as soon as one of your wizards is killed. The wizard is returned to life with a single wound, and immediately placed anywhere within 6" of the player's own table edge.

How to Cast Spells(Warhammer Magic, p. 10)

A player can cast spells in the magic phase of his own turn. After the strength of the winds of magic has been established the cards are dealt as described above and the player can proceed to cast spells:

  1. CAST. The player declares that he is casting one of his wizard's spells. The spell card is laid on the table together with the number of power cards required to cast it (or the Total Power card if this is being used - more about this card later).

  2. COUNTER. The opposing player may attempt to counter the spell using a counter magic card. The player can add additional power cards from his hand to boost the chance of success as explained below.

  3. REINFORCE. The caster can expend further power to reinforce his spell, decreasing his opponent's chance of dispelling as explained below. Note that the dispelling player has to put up all his power cards before the caster decides whether to reinforce his spell or not.

  4. SPELL FAILS. If the spell is successfully countered then it does not work. The spell cannot be cast again that turn, but it can be cast thereafter as normal. All cards used to cast or counter the spell are returned to the Winds of Magic deck. If the spell has been countered by a card other than Dispel then proceed to work out any further effect as described eg, Drain Magic, Rebound, etc.

    SPELL SUCCEEDS. If the spell is not countered then proceed to work out its effect as described on the spell card. The spell cannot be cast again that turn. If it Remains in Play or Lasts 1 Turn the card is left in place to show this (see below). All cards used to cast or counter the spell are returned to the Winds of Magic deck.

  5. CAST AGAIN. The casting player selects a wizard and declares he is casting one of his remaining spells. This spell is cast and can be countered as before. The player continues to cast spells in the same way until he decides to stop, runs out of power or runs out of spells to cast.

Important Rule

Note that only one attempt can be made to counter any spell when it is cast.

Boosting Dispels(Warhammer Magic, p. 10)

The basic chance of a Dispel working is 4+ against a wizard of equal level, 5+ against a higher level wizard and 3+ against a lower level wizard as explained on the cards.

Boosting Dispels

When a wizard attempts a Dispel the player may improve his chance of success by using one or more power cards to boost the counter magic dice roll. Each power card used in this way adds +1 to the dice roll. However, a roll of 1 is always considered a failure regardless of the number of power cards used to boost the Dispel.

Reinforcing Spells

A wizard may decide to reinforce his spell once the enemy has declared his counter attempt. Each extra power card added to the spell will reduce the Dispel roll by -1. However, a roll of 6 will always dispel, regardless of the amount of power used to reinforce a spell.

Unique Counter Cards

Counter cards that work like a normal Dispel can be boosted in exactly the same way as a Dispel card, for example Rebound, Destroy Spell etc.

Total Power/Drain Magic

A spell which is cast with the Total Power card cannot be countered, and a Magic Drain will always counter a spell unless it has been cast with Total Power or with the aid of a magic item which is the equivalent. Power cannot be used to either boost counter magic or reinforce spells in these cases.

Caster's Counter Magic(Warhammer Magic, p. 10)

Once he has finished casting his spells, the player whose turn it is can use Dispel cards in his hand against any enemy spells still in play (see below for a description of these spells).

Only a single attempt can be made to counter any one spell. Power cards may be used to boost the chance of the Dispel working in the normal way.

Unique counter magic cards (Mental Duel, Destroy Magic, and so on) cannot be used to dispel spells that are already in play. Only Dispel cards can be used. Other counters work directly on the mind of the enemy wizard as he is casting a spell, and once a spell is cast this kind of counter magic becomes ineffective.

Discard Winds of Magic(Warhammer Magic, p. 11)

After the player whose turn it was has attempted to dispel any enemy spells still in play, both players must surrender any excess winds of magic cards left in their hand.

Retaining Cards

Players may retain some winds of magic cards from turn to turn, but the number of cards a player can keep in this way is restricted. A player can retain up to one card for each wizard in his army. In fact some magic items allow more winds of magic cards to be retained as we shall see later.

Once both players have adjusted their hand of winds of magic cards the magic phase is over for that turn. Any discarded cards are returned to the deck which is shuffled in readiness for the following turn.

'Wizards'

Remember that the term 'wizard' is taken to represent all spellcasting creatures, including some Daemons as well as characters endowed with the qualities of a wizard by a magic item such as the 'Crown of Sorcery' or 'Talisman of Hoth'. Bizarrely enough a unit of Daemons can also be a 'wizard' and can cast spells. One winds of magic card can be retained by the player on behalf of each of these different kinds of wizards.

Spells in Play(Warhammer Magic, p. 11)

Most spells are cast instantly and their effect is worked out at once, for instance a 'Fireball' is cast, it strikes a target, and damage is resolved. In this case the spell card is returned to the player's hand, and, although it cannot be cast again that magic phase, it can be cast afterwards as normal.

Some spells last for longer than this and these are said to either Remain in Play or Last One Turn.

Remain in Play

Once cast some spells continue to have an effect from turn to turn. These spells are said to Remain in Play and this is indicated on the spell card itself. When the spell is cast the card is placed beside the target to indicate that it is affected by the enchantment.

An example of a spell which remains in play is the Battle Magic spell Net. When this spell is cast the target is fixed in place by a magical net and cannot move until the Net is dispelled. The card is placed next to the target to indicate that it is netted.

Last One Turn

Some spells have an effect which lasts for the duration of a turn. These spells last from the moment they are cast until the start of the casting player's following magic phase. This means they will last throughout the enemy's turn and for the movement, shooting and close combat phases of the caster's following turn also.

Spells which last one turn are automatically dispelled at the start of the player's following magic phase and can be cast again that phase. It is good practice to remove all such spells at the very start of the magic phase, as this will save confusion later.

Integrity of Spells in Play(Warhammer Magic, p. 11)

Once a spell is cast it is free of the mind of its creator and has its own magical integrity. A spell which remains in play will continue to exist until it is dispelled. It will continue to exist even if its caster is killed, incapacitated or leaves the table. A spell which lasts one turn will also continue to exist if its caster is killed; it is dispelled at the start of the player's following magic phase as normal.

Ending Your Own Spell

A wizard who casts a spell which remains in play may dispel it automatically at the start of his own magic phase without expending a card to do so. He may cast the spell again that turn if he wishes. In this case we assume the wizard has prepared a special counter charm which enables him to instantly return the spell to his mind.

Dispels/Counters

Spells in play are always dispelled on a basic 4, regardless of the relative levels of the casting/ dispelling wizards. When using a Dispel against a spell in play the dice roll required is not based on the original caster's and dispeller's relative magic levels.

Drain Magic

A Drain Magic card played to counter another spell as it is cast will automatically remove all spells in play from both sides and brings the magic phase to an immediate end. However, a Drain Magic cannot be played specifically against a spell in play.

Note. Astute players will realise that the unique counters rely upon conditions which often do not apply to spells in play - the caster may be dead and therefore impossible to engage in a Mental Duel. It is therefore both logical and convenient to disallow all counters.

Fleeing Wizards(Warhammer Magic, p. 12)

A wizard who is fleeing cannot cast spells and he cannot use counter magic against his enemy's spells. He is too busy running away!

If a wizard is fleeing then the player cannot retain a winds of magic card on his account.

A Side With No Wizards(Warhammer Magic, p. 12)

If an army does not include wizards, or if all of its wizards are fleeing or otherwise incapacitated, the player is still able to use a limited amount of counter magic. This represents the general ebb and flow of magical energy and the normal everyday difficulties encountered when casting spells.

Dispels

If an army has no wizards it is dealt winds of magic cards as normal. The player can make use of any Dispel cards and he can use power cards to boost his chance of an effective dispel as already described. However, he counts his own magic level as 'O' and so requires a basic score of 5+ for a successful dispel against enemy wizards.

Drain Magic

The player can also use the Drain Magic card, representing a sudden catastrophic flux in the flow of magical energy. Because he has no wizard the player cannot suffer loss of his own magic level due to magical drain.

Other Counters

Apart from Dispels and Drain Magic the player cannot use other counter magic. He has no wizard to engage in a Mental Duel, to Rebound an enemy's magic, to expose and destroy an enemy's spell, and so on.

Retaining Winds of Magic

A player with no wizards cannot retain winds of magic cards from turn to turn. However, a magical item might allow this, the most obvious example being the Dwarf Runesmith's Anvil of Doom (see Warhammer Armies Dwarfs).

Dwarfs

Dwarfs are an exceptional race with strong and innate anti-magical properties. They have no wizards, but even so they dispel on a base score of 4+ rather than 5+ as would any other race with no wizards.

If a Dwarf army includes the Anvil of Doom then it will be able to make use of the full Winds of Magic deck and can retain cards from turn to turn as explained in the Warhammer Armies Dwarf book.

Spells with Templates(Warhammer Magic, p. 12)

Many spells utilise a template, either one of the large round templates or a special shaped template such as Da Krunch! and Vermintide.

When using templates any models whose base is at least half under the template are considered to be beneath the template. Models whose bases are less than half covered are lucky enough to escape. If you can't easily tell then roll a D6 to decide: 1-3 the model escapes, 4-6 the model is caught.

In the case of war machines with separate crew figures each crewman is considered separately. A machine itself is considered to be beneath a template if it fills at least half of the template area. The same principle holds good for deciding whether buildings or other structures lie beneath a template should you want to know! Because of the shape of some machines and structures there will always be room for doubt, so a player must be prepared to use common sense or simply roll a dice to decide: 1-3 - Not Affected, 4-6 - Affected.

The term 'beneath' is used with this precise meaning in the spell descriptions where space is limited and where a longer explanation would not fit. This is important because it means that models which lie at the edge of a template may escape even though they are partly covered by it.

Magic Items and Spells(Warhammer Magic, p. 13)

It is not just wizards who are able to cast spells, nor is it strictly true that only wizards can employ counter magic. There are several magic items that allow non-wizards to cast spells and there are also devices which can be used to counter magic. We'll be taking a detailed look at magic items later. This section describes how these items affect the rules for casting spells as already described.

Bound Spells(Warhammer Magic, p. 13)

Some magic items enable their bearer to cast a spell. These items are called Bound Spells and they are covered in more detail later. For now it is sufficient to know that these items exist. A model carrying a bound spell is not considered to be a 'wizard' on account of this. It does not entitle the player to retain an extra winds of magic card from turn to turn.

In his magic phase a player can cast bound spells in the same way as he casts spells from wizards, except that no power is required to cast a bound spell. In effect the item is imbued with the power required to cast its spell once in the turn.

Note that once Drain Magic has been used to counter a spell the magic phase comes to an end. It is not possible to cast further spells, even bound spells which do not need power to make them work.

Counter Magic Against Bound Spells

A bound spell can be countered in the same way as an ordinary spell. The item is assumed to have an equivalent 'magic level' to the dispeller and so is always dispelled on a base score of 4+ even if the dispeller has no wizards.

Power cards can be used to boost the chance of counter magic working in the normal way, but bound spells cannot be reinforced.

In the case of the unique counter magic cards the following rules apply. All will dispel against bound spells normally, i.e. on a base 4 + except for Drain Magic which is automatic.

In addition:

Rebound has no further effect as no power cards are used to cast a bound spell.

Mental Duel has no further effect as it is impossible to mental duel the artifact containing the spell.

Destroy Spell will destroy the magic item on the D6 roll of a 6. Note that a 6 is required and not a 4+ as for a spell - the magic item is a tougher proposition!

Drain Magic works as it normally does, the bound spell is dispelled automatically and the dispelling wizard must test to avoid draining away a magic level.

Magic Items Used to Dispel(Warhammer Magic, p. 13)

Some magic items have counter magical properties. A Dispel scroll or Destroy Magic scroll are the most obvious examples. If a player has the option of using such a device he must declare this when the spell is cast.

A Dispel from a magic item is always a flat dice roll or, in some cases, automatic. It is not modified by the caster's level and power cards cannot be used to boost the Dispel or to reinforce the spell.

Some magic items confer a Dispel specifically against spells directed upon the model carrying the magic item or the unit he is with. For example, a spell cast against a unit which carries Mork's War Banner is dispelled on the D6 roll of 4+. These kinds of Dispel work in the same way as a Natural Dispel as explained below.

One Dispel Rule(Warhammer Magic, p. 13)

Only one attempt may be made to counter a spell when it is cast. This can be a counter magic card as already described or a counter from a magic item or a natural Dispel as described below. Where a player has several options he can choose which to use - but he may only choose one.

In fact this is a general rule and worth repeating in great big letters: A player is only allowed one attempt to counter a spell when it is cast.

Natural Dispels(Warhammer Magic, p. 14)

Some creatures are naturally resistant to magic, for example Stone Trolls. A spell cast against a unit of Stone Trolls is dispelled on the D6 roll of 4+. Other creatures which have natural Dispels include Chaos Sorcerers of Tzeentch. Natural Dispels are only of any use when a spell is cast against the creature or unit which is resistant in this way - they cannot dispel spells directed elsewhere.

As with a Dispel from a magic item a natural Dispel is always a flat dice roll. It is not modified by the caster's level and power cards cannot be used to boost the Dispel or to reinforce the spell.

When is the Model/Unit a Target

In some cases it will be very obvious that resistant troops are the direct target of a spell - a Fireball or Curse for example. In other cases it is less obvious because the spell affects several units or has an indirect effect. In these cases the rule is that a resistant model or unit may use its natural Dispel if it will be affected by the spell, regardless of whether it is the direct or sole target of the spell.

A spell successfully countered by a natural Dispel is dispelled in the normal fashion. The spell is not cast and does not work.

Total Power(Warhammer Magic, p. 14)

A spell cast with the Total Power card cannot be dispelled either by a counter magic card, a magic item, or a natural Dispel. Nothing can stop it!

Spells In Play(Warhammer Magic, p. 14)

Spells which are already in play cannot be dispelled by Natural Dispels or Dispels from magic items. Such Dispels only work upon a spell as it is cast and not once a spell is in play.

There are a few specific exceptions to this, where spells in play are automatically dispelled if they come within a specified distance of certain magic items. However, generally speaking, spells which are already in play can only be dispelled by means of a Dispel card - not Dispels from magic items or Natural Dispels, and not other forms of counter magic. A Drain Magic card played against another spell will, of course, dispel all spells which are in play at the time.

Magic Saves(Warhammer Magic, p. 14)

A few rare magic items confer a magic save against the effect of a spell but do not dispel the spell itself. For example, the Black Armour of Nagash as worn by the special character Nagash saves against the effect of a spell on the D6 roll of a 4+. In these cases it is possible for an individual model to remain unaffected by a spell which affects the rest of his unit.

It is important to distinguish between a Natural Dispel (which dispels the spell being cast) and a magic save (which merely avoids the effect of a spell). Magic saves are much rarer, and usually apply only to individual models, giving them a certain amount of extra protection from spells.

Irresistible Force and Immovable Objects(Warhammer Magic, p. 14)

The magic system is highly detailed with many spells and magic items, all of which interact in a fairly complex way. We have tried to make sure there are no obvious contradictions, but with so many different items and spells it is inevitable that confusion will occasionally arise.

Situations liable to cause the most confusion are where contradictory absolutes are involved - a magic item which automatically wounds is used against a magic item which always saves. If you find you have two equal claims in this way, the magic is judged to be of equal potency, so that sometimes one side's magic will prevail and sometimes the other's. So, each side rolls a D6 and the highest scorer prevails on that occasion.

When rolling off as described above no precedent is set by the result. The next time the same situation occurs the result might equally well go the other way.

Special Spells

This section is not a part of the core Rulebook but is part of the Warhammer Magic supplement

Some of the races of the Warhammer world have their own kinds of magic, different from Battle Magic, which they use instead of conventional Battle Magic. The chart below summarises these kinds of magic and explains which races can use which spells. A wizard can use one of the types of magic indicated.

Wizard

Type of Magic

Empire Wizards

Battle Magic

Bretonnian Wizards

Battle Magic

High Elves

Battle Magic, High Magic

Wood Elves

Battle Magic, High Magic (lvl 4 Mages only)

Undead

Battle Magic, Dark Magic, Necromancy

Dark Elves

Dark Magic

Orcs and Goblins

Waaagh! Magic

Skaven

Skaven Magic

Chaos Dwarfs

Chaos Dwarf Magic

Chaos

Dark Magic, Chaos Magic (see below)

Lizardmen

Battle Magic, High Magic

These kinds of magic are each represented by a separate deck of cards, but otherwise they are used in the same way as Battle Magic except as noted in the special rules that follow.

Additional Chaos Magic(Warhammer Magic, p. 15)

The Warhammer Armies Chaos supplement makes provision for three additional Chaos Magic decks which can be used by Chaos sorcerers instead of Dark Magic. These spells, one deck for each of the magical Chaos Gods Tzeentch, Nurgle, and Slaanesh, have not been included in Warhammer Magic as they are already available in the Warhammer Armies Chaos boxed set. However, descriptions of these spells have been included for reference, at the end of the spell summary section.

Nurgle
Lord of Flies
Nurgle is the Great Lord of Decay, who presides over physical corruption and morbidity.

Tzeentch
The Changer ofWays
Teentch is the Great Sorcerer, and master of time.

Slaanesh
Prince of Chaos
Slaanesh is the master of luxury and indulgence, of cruel passions and hidden vices.

Waaagh Magic(Warhammer Magic, p. 16)

The metabolism of Orcs and Goblins is completely unlike that of Humans, Elves, Dwarfs and most other races. This has profound effects on the way Orcs and Goblins react with the world of magic. Other creatures draw upon the raw power of the winds of magic, but Orcs and Goblins generate their own.

Every greenskin unconsciously generates a weak magical field, perhaps as a reaction to the surrounding magical field of the Warhammer World. During the intense excitement of battle this field becomes stronger and merges with the magical fields of all the other Orcs and Goblins around him. This gives the greenskins a feeling of communal elation and invulnerability known as the Waaagh! When the Orc Boyz march into battle they feel strong and unbeatable as the mounting power of the Waaagh overtakes them.

As the Orcs become more excited the energy of the Waaagh grows stronger and stronger until it reaches a critical point when the pressure is so intense that it has to discharge itself or burst. The Waaagh always discharges through the most receptive mind, that of an Orc or Goblin Shaman. As the Waaagh intensifies a Shaman feels the pressure building up in his brain, driving him wild with excitement and pain.

Fortunately Shamans learn at an early age that the only way to avoid extreme pain (and worse) is to allow their minds to release the mounting energy in the form of a spell. In immature Orcs this takes the form of random explosions and unconsciously generated poltergeist activity in which objects mysteriously fly about the room and smash against the walls. A mature Shaman learns how to control these powers and turn them to his advantage in the form of powerful energy blasts and radiant spells of destruction.

Gork and Mork(Warhammer Magic, p. 16)

Orc and Goblin Shamans are identified at an early age. Whenever his mates brawl or argue his head starts to hurt, lights flash in front of his eyes, and nearby objects explode and fly about. Sure enough, the young Shaman is easily spotted. He's the one with the sparks flying about his head, glowing red eyes, and noxious green smoke pouring from his mouth.

Shamans are dangerous to be around and other greenskins tend to steer clear of them. Sometimes they are obliged to wear distinctive costumes so they can be easily recognised (and avoided), whilst some are sent out beyond the confines of the camp to commune alone with the gods. All greenskins believe that Shamans are possessed by Gork or Mork, the most powerful Orc gods, and should therefore be respected and honoured... but preferably from a distance.

On the outskirts of every greenskin settlement, no matter how rough or temporary, can be found a collection of huts inhabited by the tribe's Shamans. In some places the Shamans live in nearby caves surrounded by skulls on stakes, fetish poles and similar paraphernalia. Amongst the forest-living tribes of Goblins and Orcs Shamans often live in sturdy tree houses perched high above the village huts.

The other greenskins bring the Shaman tributes of food, traditionally mushrooms as these fungi are supposed to help him communicate with the gods. In fact, a constant diet of hallucinogenic mushrooms tends to give the Shaman colourful visions in which Gork and Mork instruct him how to call upon them in battle and how to cast spells of destruction.

While the Shamans are lying in their huts communing with Gork and Mork they are safely out of harm's way and can cause little damage to other Orcs. Occasionally a foolish or inquisitive Goblin might wander into a Shaman's house in search of sagely advice concerning the whereabouts of a lost shoe or some such trivial matter, only to find himself hurled out of the hut by an unconscious burst of Waaagh power from the Shaman. On the whole it is dangerous to disturb a Shaman, even a sleeping one, and most Orcs know better than to stray too near.

Shamans spend a lot of their time watching the colourful hallucinations dance around their minds and talking to Gork and Mork. It is hardly surprising that they tend to be a little vague when it comes to discussing the real world and everyday things. They are convinced that Gork and Mork are real as, after all, they have not only seen the Orc gods but are on speaking terms. They believe they can call upon Gork and Mork and use the Waaagh to perform great deeds of magic.

Many Waaagh spells are in fact incantations to Gork and Mork, requesting one or other of the gods' assistance. For example, Da Krunch is a spell which calls upon Gork to stamp his great big orcy foot down on the enemy. The spell Mork save Uz! calls upon Mork to protect his people from hostile magic, and so forth.

Shamans in Battle(Warhammer Magic, p. 17)

Greenskin Shamans blast the enemy with waves of Waaagh energy. Waaagh spells tend to be crude but effective, low on subtle manipulation but big on raw power.

Dealing Waaagh Magic(Warhammer Magic, p. 17)

Shamans are dealt Waaagh Magic cards at the start of the game in the same way as described for Battle Magic. Deal to the highest level Shamans first. Where Orc and Goblin Shamans are of equal level deal to Orcs before Goblins.

Dealing Winds of Magic(Warhammer Magic, p. 17)

Winds of magic cards are dealt to the Orc player exactly as for other wizards. The power of the Waaagh is represented by the cards.

Waaagh Spells(Warhammer Magic, p. 17)

In order to cast spells a Shaman must be able to draw on the power of the Waaagh! That means he has to be within 12" of at least one unit of troops consisting of at least 10 Orcs or 20 Goblins (lit'l greenskins generate less Waaagh! power than their big cousins).

If a Shaman is not within 12" of a unit of at least 10 Orcs or 20 Goblins he cannot cast spells that turn. Units which are fleeing don't count towards the Waaagh, and units smaller than 10 Orcs or 20 Goblins don't count either.

Waaagh Test(Warhammer Magic, p. 17)

In each magic phase the player must make a test for his Shamans to determine whether they can control the raw Waaagh power flowing through their bodies. The test is required even if it is the enemy's turn, as it can affect your ability to use counter magic.

Make the test in each magic phase of each player's turn after the winds of magic cards have been dealt, but before spells are cast. Proceed as follows:

  1. Roll a D6 for each Shaman that is within 12" of a unit of Orcs at least 10 strong or Goblins at least 20 strong. Fleeing units are not counted. Shamans more than 12" from any such unit automatically pass their test but cannot cast spells that turn.

  2. If testing for an Orc Shaman add his level value to the dice score, so a level 1 Shaman adds 1, a level 2 adds 2 and so on. Gobbo Shamans don't add this modifier because they are weaker than Orc Shamans.

  3. If the dice score is greater than the number of Orc units of 10 or more, or Goblin units of 20 or more within 12" of the Shaman then he has passed the test. If his score is not greater than the number of such units within 12" he fails his test and must roll on the 'Eadbangerz Chart.

When counting Orc and Goblin units any unit in close combat within 12' counts double - ie, each unit counts as two. The Boyz generate lots of extra Waaagh power when they are fighting!

'Eadbangerz Chart

D6 Roll

Effect

6

"Yuuurgh!" The Shaman struggles to keep control. Weird lights flash around his head. Bubbles of magic leak from his mouth and ears. Discard one winds of magic card of your choice. Otherwise the Shaman is unharmed and can cast spells normally if it is his turn.

5

"Fzzzzzzap!" Bolts of escaping energy rocket out of the Shaman's ears, nose and mouth. Discard one randomly selected winds of magic card immediately. Otherwise the Shaman is unharmed and can cast spells normally if it is his turn.

4

"Me 'ead 'urts!" Flashing lights pound around the Shaman's skull making him dizzy and disoriented. The Shaman can't cast any spells or use any bound spells from magic items this turn, but he may use counter magic as normal.

3

"I've forgot!" The Shaman suffers a momentary brainstorm and forgets one of his spells for the rest of the game. Pick one of your Shaman's Waaagh spells at random and discard it. The Shaman can't cast any spells or use any bound spells from magic items this turn, but he may use counter magic as normal.

2

"I fink I'm gonna....." The Shaman vomits out an explosive blast of magic and collapses in an unconscious heap. The heads of any greenskins in base contact will explode unless they can roll equal to or under their Toughness on a D6. Head explosions kill outright regardless of wounds and armour. The Shaman cannot do anything at all until he wakes up at the start of his own next magic phase.

1

Eadbang! The Shaman's head explodes with the force of raw power inside. Obviously this is an exceptionally fatal experience and the Shaman is removed from the game. The burst of energy causes the heads of any greenskins in base contact to explode unless they can roll equal to or under their Toughness on a D6.

Shamans(Warhammer Magic, p. 18)

Night Goblin Shamans, Forest Goblin Shamans and Savage Orc Shamans have further special rules as described in the Warhammer Armies Orcs & Goblins book. These are summarised below for ease of reference, but note that the full rules are given in the Orcs & Goblins book.

A Night Goblin Shaman is able to consume magic mushrooms at the start of his magic phase in order to generate an extra D6 winds of magic cards for his own use. This enables a Night Goblin Shaman to cast spells even if he is out of the normal 12' range of Orcs or Goblins in which case no Waaagh test is taken. However, should there be Orcs and Gobbos within 12" whilst the Shaman eats mushrooms, and should he fail his Waaagh test, then he must deduct -1 from his roll on the 'Eadbangerz Chart.

Forest Goblins allow poisoned spiders to bite them, addling their minds but also imbuing them with great magical power. To represent this the Shaman always adds +1 to his score when testing on the 'Eadbangerz Chart and suffers no effect on the roll of a 6. However, when he fails a Waaagh test he automatically staggers D6" in a random direction.

Savage Orc Shamans are adorned with magical tattoos which enable them to draw extra Waaagh power from Savage Orcs nearby. If a Savage Orc Shaman joins a mob of Savage Orcs he receives one extra winds of magic card from the deal; this card is put aside and can be used by the Shaman during that magic phase. This does not increase the number of cards he can retain from turn to turn. In addition, when a Savage Orc Shaman joins a unit of Savage Orcs, both his and their protective tattoos are boosted from a 6+ save to a 5+ save.

High Magic(Warhammer Magic, p. 18)

High Magic is the greatest and most potent of all magics and its practitioners are the oldest and most mighty of all wizards in the Warhammer World. The most noted High Mages are the High Elves of Ulthuan, whose ancestors travelled to the Old World and taught the rudiments of sorcery to the savage humans that lived there. High Elven Mages can use High Magic, but they can also use Battle Magic.

Apart from the High Elves, High Magic is also known to the great Slann Mage Priests of Lustria, the progenitors of sorcery, whose secret knowledge plumbs depths unimaginable to even the mighty Elf Mages of Ulthuan.

High Magic is the highest and most noble form of
sorcery. Its practitioners draw upon the purest and most potent power. As they cast spells they bring the winds of magic into harmony, and draw away the destructive and evil aspects of magical power. A High Mage's mind is attuned towards this vital source, and against the corruption of Dark Magic. Dark Magic is the opposite of High Magic, and the two are implacable enemies, the one virtuous and the other corrupt and evil.

High Magic Spells(Warhammer Magic, p. 18)

If a wizard has High Magic spells deal these out before the game. Deal to the highest level wizards first, and then to lower levels, rolling off for those of equal potency.

In the case of High Magic spells do not deal one spell per magic level. Instead, deal one card per magic level plus one extra. Once a wizard has received his hand, the player is allowed to choose his spells from the hand he has been dealt, and the remaining spell is shuffled back in the deck. Then the next wizard receives his spells in the same way, then the next, and so on.

Because a High Mage has some choice of spells he can tailor his magic more effectively than other wizards. As High Mages are supposed to be the most powerful in the world this seems only fair. This is an important advantage, because many of the High Magic spells are only of use against specific armies. For example, the spell Banishment is only of value against Undead or Daemons, and would be of no value against a Dwarf or Bretonnian army, for example.

Using Winds of Magic Cards(Warhammer Magic, p. 18)

A wizard with High Magic spells enjoys another benefit from his heightened powers. He can use power cards as if they were Dispel cards, drawing down the winds of magic to sweep away his enemy's magic. This means a High Mage does not need a Dispel card to effect a Dispel, and, of course, he can boost a Dispel with further power cards as normal.

High Magic Superiority(Warhammer Magic, p. 18)

High Magic is the purest and most powerful of all sorceries. For this reason a Mage with High Magic spells is always considered to be of higher magic level than other wizards when casting spells. Other types of wizards will therefore require a basic 5+ to dispel using a counter magic card.

When High Magic-using Mages confront each other, the normal ranking applies.

Note that this superiority only applies when casting spells, not when using counter magic. When using counter magic the normal ranking applies.

Lizardman Slann Mage-Priests(Warhammer Magic, p. 18)

Lizardman Slann Mage-Priests communicate with each other across the globe, and possibly across space and time itself, by means of currents of magic which flow through the world. On the battlefield all Slann Mage-Priests use this ability to share their magical powers.

To represent this, at the start of the Lizardman player's magic phase, each Slann Mage-Priest can swap one High Magic spell with any other Slann Mage-Priest in the battle. Thus, so long as there are at least two Mage-Priests present, it is possible to make sure that the most powerful Mage-Priests have the most appropriate High Magic spells.

Skaven Magic(Warhammer Magic, p. 19)

The Skaven were born of the union of Chaos and Dark Magic in the days following the collapse of the warp gates and the Time of Chaos. When the winds of magic blow strongly the Skaven race multiples: in the tunnels and caverns beneath the cities of men, Skaven numbers swell, and their great under-empire spreads like a dark plague. At such times Skaven Seers cast earth-shattering magic such as brought down the old Dwarf Empire in a cataclysm of volcanic eruption and earthquake.

The Skaven worship their own dark god the Horned Rat, the manifestation of their evil schemes to consume the world. Skaven magic draws upon the dark power of evil magic. The Skaven supplement this power with warpstone - concentrated pieces of black energy blown into the world by howling winds of magic during the collapse of the warp gates. These small chunks of stone radiate malign power, causing the mutation and corruption of mortal flesh.

Only a Skaven can touch warpstone without immediately suffering from its mutating effects, and even they become twisted and warped by its energy eventually. A Skaven sorcerer can consume small lumps of warpstone during the battle and feed upon its power to fuel his spells.

There are two kinds of Skaven sorcerers. The most powerful are the Grey Seers, the lords and masters of the Skaven race, second only in power to the Great Council of the Thirteen Lords of Decay. The lesser kind of sorcerers are the Warlocks who belong to the Clan Skryre. Where human wizards learn their magic in the Colleges of Magic in the Empire, the Skaven Clan Skryre pursues the study of spell casting and enchantment. As well as learning potent spells the Warlocks create devices which merge technology and magic.

Skaven Sorcerers(Warhammer Magic, p. 19)

Skaven sorcerers can supplement their magical energy by consuming lumps of warpstone. Before the game begins the Skaven player determines how much warpstone he has. The lumps of warpstone can be represented by the warp tokens included in Warhammer Magic... though at least one player we know uses jelly beans which are eaten during the game on behalf on his sorcerers!

Once the player has established how much warpstone he has, he makes a pile of warp tokens. Any of his Skaven sorcerers can use this warpstone during the battle, it does not have to be allocated to any specific sorcerer: To establish how much warpstone you have consult the following chart and make the appropriate dice rolls for each Skaven sorcerer in the army. A D3 is the score of an ordinary D6 halved rounding up: 1-2 = 1, 3-4 = 2, and 5-6 = 3.

Skaven Sorcerer

Amount of Warpstone

Warlock Engineer

D3-2

Warlock Champion

D3-1

Warlock Master

D3

Grey Seer

D3+1

For example, a Warlock Engineer will contribute 1 piece of warpstone on the score of 3 but otherwise none, but a Grey Seer will always bring between 2 and 4 pieces.

Dealing Spells(Warhammer Magic, p. 19)

Skaven sorcerers are dealt spells from the Skaven spell deck at the start of the game in the same way as described for Battle Magic spells. Deal spells to the highest level sorcerers first and then the lowest. Note that some cards can only be used by Grey Seers, and these should be removed from the deck when dealing to Warlocks.

Winds of Magic(Warhammer Magic, p. 19)

The Skaven player is dealt cards from the Winds of Magic deck in the normal manner and these are used in the same fashion as already described in the rules section.

Skaven sorcerers can use warpstone to power their spells as well as, or instead of, power cards from the Winds of Magic deck. The Sorcerer eats one or more piece of warpstone before casting the spell, and each piece counts as a power card.

Skaven sorcerers cannot consume warpstone to reinforce a spell that they are casting or to boost counter magic. Warpstone only provides the power required for spells, it does not provide the power to reinforce spells or boost counter magic.

By consuming warpstone the Skaven is filled with magic energy and power. This is inviting disaster, as not even Skaven can eat warpstone without risking its deadly effects. When a Skaven sorcerer consumes warpstone and before he casts his spell, he must take a Warp test. This determines whether the sorcerer survives eating the warpstone or whether he is overwhelmed by its power and turned into a monstrous mutant Chaos Spawn.

Warp Test(Warhammer Magic, p. 20)

Take the Warp test immediately after the warpstone is used but before the spell is cast. Roll a D6. If the score is more than the number of pieces of warpstone consumed the test is passed and the sorcerer is unharmed. If the score is the same as or less than the number of pieces of warpstone consumed the test is failed and the energy of the warpstone mutates the Skaven sorcerer into a Chaos Spawn.

The Spawn is a foul blob-like creature that sprouts tentacles, horns, pincers, eye-stalks and extra heads and limbs in a random manner. The Spawn is insane and almost mindless, and hauls its twisted body about in confusion, destroying anything it touches.

As soon as the Sorcerer turns into Chaos Spawn it makes a random move 2D6". Use the Scatter dice to determine which direction it takes. From then on the Spawn moves 2D6" in a random direction in its own movement phase. This is compulsory movement and so takes place before Other troops are moved.

A Chaos Spawn will move straight over anything in its way, striking troops with its claws or covering them with corrosive slime. These attacks are worked out as the Chaos Spawn moves over its victims in the movement phase and so form an exception to the normal turn sequence.

Each model moved over is automatically hit once at a Strength of 4 as shown on the profile below. Work out these hits as soon as the Spawn has moved.

In the close combat phase the Spawn does not attack, but any models in base contact with it can strike blows against it as normal. No combat results are applied and any casualties inflicted do not count towards working out a combat the troops may also be involved in.

Neither the Spawn nor the troops it is fighting are obliged to stand and fight in subsequent movement phases. Indeed, the Spawn must move as already described, and might well move right through any unit it is already touching. In the case of a unit fighting a Spawn, the unit can move away from, or even over the Spawn without taking further hits from it.

MWSBSSTWIALd
Spawn2D6"1044111*

Movement. The Spawn moves 2D6" in a random direction in its movement phase.

Combat. The Spawn does not attack in hand-to-hand fighting as such, but inflicts 1 wound on each model it touches as it moves. Work out these hits in the move phase.

Leadership. Spawn are insane creatures and are unaffected by psychology rules. They never take Break tests. They will automatically pass any Leadership-based test they are required to take.

Dark Magic(Warhammer Magic, p. 20)

Dark Magic is the most dangerous kind of sorcery and some would say the most potent of all. Certainly it is the great adversary of High Magic, and just as High Magic is pure and noble so Dark Magic is corrupt and debased. Its energies come from the raw and dangerous power that blows from the Realm of Chaos itself.

The Dark Elves are the greatest practitioners of Dark Magic, and their sorcerers are fierce rivals of the High Mages of the High Elves. Dark Elves use only Dark Magic. Some other sorcerers can also use Dark Magic, including Chaos sorcerers and Beastmen Shamans from the Chaos army, and Liches, Vampires and Necromancers from the Undead army.

Dark Magic Spells(Warhammer Magic, p. 20)

If a wizard has Dark Magic spells deal these out before the game in the normal manner. Deal to the highest level wizards first, and then to lower levels, rolling off for those of equal potency.

Dark Elf Sorcerers(Warhammer Magic, p. 20)

In the case of Dark Elves ignore the dealing priority described above. Dark Elves are masters of Dark Magic. If Dark Elf sorcerers are fighting then deal their spells first, even if there are Chaos or Undead wizards of higher level fighting in the battle. Spells are dealt to the highest levels of Dark Elf sorcerers before lower levels.

Using Winds of Magic Cards(Warhammer Magic, p. 21)

A wizard with Dark Magic spells can benefit from his evil powers. He can use any Dispel card as if it were a power card in order to cast or reinforce a spell. Note, it is not permitted to use a Dispel card to boost a counter card, only to cast or reinforce the sorcerer's own spells.

The Dark Magic player must wrestle with his conscience when it comes to sacrificing his Dispels. Is it better to cast a spell now or hold back and protect yourself instead? Of course, we all know players of evil sorcerers will invariably decide to blow their Dispels... that is their inevitable and fatal error. That... and cackling as their cards are dealt.

Necromancy(Warhammer Magic, p. 21)

Necromancy is the magic of death and as such combines the evil sorcerous power of Dark Magic with unspeakable supernatural energies. Only Necromancers, Liches and Vampires can use Necromancy and these are all found in the Undead army.

Necromancy Spells(Warhammer Magic, p. 21)

If a wizard has Necromancy spells then he is allowed to choose his spells. This is quite different from other wizards who are dealt spells randomly.

If only one side has Necromancy spells then the player can choose his spells and distribute them to his wizards as he wishes.

If both sides have Necromancy spells then the highest level wizard chooses his spells first, and then the lower levels, rolling off for those of equal potency.

In the case of some Undead wizards the number of spells they have is not the same as their magic level. This is shown on the chart below together with the maximum number of magic items they are permitted.

Undead

Magic Level

Spells

Magic Items

Liche

4

3

4

Necromancer Lord

4

4

4

Master Necromancer

3

3

3

Necromancer Champion

2

2

2

Necromancer

1

1

1

Vampire Lord

3

2

4

Vampire Count

2

1

2

Recasting Spells(Warhammer Magic, p. 21)

A Liche, Necromancer or Vampire with Necromancy spells is allowed to cast the same spell more than once during his magic phase. This is a special ability of Undead magic, and only applies to Necromancy spells.

The first time a spell is cast during the magic phase it works in the normal way. The Undead player may then attempt to cast the same spell again regardless of whether it worked or was dispelled. He does not necessarily recast the spell automatically, but must test to determine if he can. The chart below shows the D6 score needed for a wizard to recast a spell.

Undead WIzard

D6 Roll Required to recast spell

Liche

Automatic

Necromancer Lord

Automatic

Master Necromancer

2+

Necromancer Champion

3+

Necromancer

4+

Vampire Lord

5+

Vampire Count

6+

The wizard must expend further power cards to cast the spell for a second time and his opponent may attempt to counter it as normal. The wizard can continue to recast the same spell over and over again so long as he has power to do so, but he cannot cast the same spell successfully against the same target more than once. He cannot cast Vanhels Danse Macabre twice on the same unit for example. A spell which is dispelled when first cast can be recast onto the same target, but only because it was not successfully cast the first time round.

A player wishing to recast a spell must finish recasting it before he casts any others. This enables the player to keep track of which spells have been cast, which can be recast, and which cannot be recast.

Chaos Dwarfs(Warhammer Magic, p. 21)

Only Chaos Dwarf sorcerers can use Chaos Dwarf Magic and this is the only kind of magic that they know. Chaos Dwarf Magic is based around the corrupt rituals of the evil god Hashut, the patron deity of the Chaos Dwarf race.

Chaos Dwarf spells are dealt to Chaos Dwarf sorcerers before the game in the normal way, and in other respects they follow the same rules as Battle Magic.

Spells Summary

This section is not a part of the core Rulebook but is part of the Warhammer Magic supplement

This section of the Warhammer Magic book contains a summary of all the magic spells included in the game, as well as the 30 additional spells for the Chaos Gods Tzeentch, Nurgle and Slaanesh.

The summary will prove a useful source of information about the spells, and has the advantage of being far easier to browse through than the cards themselves. The summaries are sufficiently detailed so that the spells' effects are covered fully.

The summaries also contain separate notes about some of the spells where we felt this would be useful, and where lack of space made it impossible to print this information on the cards themselves.

Players are referred to the cards themselves for definitive descriptions of the spells and their effects.

General Notes(Warhammer Magic, p. 22)

The following notes are worth bearing in mind when casting spells. They are general rules that apply to all, or to most, spells, and so are gathered together here for convenience.

Targets(Warhammer Magic, p. 22)

Units

In almost all cases where spells are cast at an enemy they are cast at a unit. Remember, the term 'unit' covers all models which are acting as a single body, and so includes regiments of troops, characters on their own, batteries of machines, squadrons of chariots, and so on.

If a character is with a regiment of troops, battery of machines, etc, he is part of the unit and is affected by a spell if it affects all the unit. For example, a Fear, Bless or Net spell affects an entire unit including any characters accompanying it.

If a spell inflicts a number of hits or wounds on a unit, then any characters with the unit are treated in the same way as if the unit were shot at by bowmen or hit by a stone thrower. Generally speaking, this means characters are not harmed by such spells. An example is the Destruction spell which causes 2D6 S4 hits on a unit. Where a template is used or where the spell affects all models under a direct line (like a cannon) then the "Look Out Sir!' rule can be used to save characters as described in the Warhammer rulebook.

Model

In some cases the target of a spell is specifically a model rather than a unit. This means the spell can be cast at any individual model within range, including at a character who is with a unit. Examples include the Battle Magic Fireball and Blast spells. If cast against chariots, ridden monsters or war machines, hits from these spells are randomised amongst crew, etc, in the same way as hits from shooting (exceptions are noted on the cards or in the following summaries). Many spells cast in this manner require line of sight as described below. Where a spell is directed specifically against a model the Look Out Sir! rule does not apply the spell has the character's name on it.

Line of Sight(Warhammer Magic, p. 22)

Generally speaking spells do not require a wizard to be able to see his target - his sense of magical awareness enables him to direct the spell. This means, for example, that a wizard can cast spells in front or behind him, and against targets that are obscured by other troops or terrain.

Some spells do require that a wizard can see his target. These are spells where the wizard projects or throws a fireball or some such sorcerous missile. In this case the casting wizard must have a clear view of his target, or a clear view of the spot from which a spell starts to work. In the case of these spells the target must lie within the wizard's 90° arc of sight. These spells are indicated with the words 'Line of Sight' on the spell cards.

First Model/Unit in Path(Warhammer Magic, p. 22)

It is quite common for spells that require line of sight to strike the first model in their path. All this means is that the spell is comparable to a bullet in flight - it shoots out from the wizard and hits whatever is in the way. The wizard can still aim or direct the spell, but it won't travel through other models or scenery in order to hit its target. Fireball is the most obvious example of this kind of spell - Blast is another and far more potent version of the same thing.

Some spells strike the first unit in their path. This is basically the same thing, but the effect is broader and more difficult to aim, so the damage is spread across the unit. The Skaven spell Warp Lightning is like this.

Waaagh Magic(Warhammer Magic, p. 23)

All enemy wizards within 36" must roll equal to or less than their magic level on a D6 or suffer 1 wound. All Orc and Goblin units within 36" of the caster add +1 to their WS and can re-roll Ld tests until the start of the next magic phase.

A giant magic hand lifts a single enemy model within 24" into the air. The victim may do nothing except try and escape at the beginning of each turn. To escape, the victim must roll equal to or less than its Strength on 2D6. If the victim is freed he falls to the ground and suffers 1 S4 hit.

Remains in play

A chariot, war machine or any 'composite' model is grabbed together with its entire crew. When testing to escape use the highest Strength value amongst the individuals grabbed.

A bolt of Orcy power speeds away from the shaman in a straight line, up to 24" across the battlefield. The first model touched by the bolt must roll equal to or less than its T on a D6 or its head explodes! No armour saves allowed.

Line of Sight

Note that this spell kills automatically - it doesn't inflict wounds and so it is impossible to save against with armour saves or even with special saves which save wounds.

The shaman can transport a unit of Orcs or Goblins anywhere on the battlefield up to 18". The transported troops may be moved into close combat, in which case they count as charging.

The spell affects one unit of Orcs or Goblins within 24" of the caster and stops any magic (including friendly magic) affecting them until the start of the player's next magic phase. It also automatically dispels any spells currently affecting them.

Lasts 1 Turn

Note that, apart from dispelling a spell which is already cast on the unit, Mork Save Uz! will not dispel an enemy's spell - it merely renders the unit immune to the spell's effects. In almost all cases this amounts to the same thing of course - but where a spell remains in play it may mean the unit has two spells cast upon it (Mork Save Uz! and an enemy spell). In this case the enemy spell takes effect immediately if Mork Save Uz! is dispelled.

The shaman smashes the head of an enemy wizard with a bolt of Orcy magic. Both players roll a D6 and add the magic level of their shaman/wizard. If the enemy wizard loses he suffers 1 wound. If there is no enemy wizard in range, the shaman may 'Eadbutt any enemy model within range.

The shaman can inflict D6 S6 hits among his close combat opponents. If he rolls a 6, roll an extra D6 hits. He can carry on doing so until he fails to roll a 6!

The shaman sends a beam of destructive energy out in a straight line 24" long. Anything in the path of the beam suffers a S6 hit. This spell affects models beneath a straight line projected from the Shaman. Otherwise think of the Gaze of Mork as a very long, thin template! Enemy characters may therefore use the 'Look Out Sir' rule to avoid being hit.

This spell can be cast on a unit of Orcs or Goblins within 36" of the shaman. Until the start of the player's next magic phase, the unit has +1T and always hits first in combat, even if it has been charged.

Lasts 1 Turn

The mighty foot of Gork squashes the Orcs' enemies! Place the Da Krunch template over the target area and roll the Scatter dice. If a HIT is rolled, the foot is on target. If an arrow is rolled, move the template D6" in the indicated direction. Any models more than half under the template suffer a S10 hit.

High Magic(Warhammer Magic, p. 23)

A pillar of white fire carries the Mage into the air. He can see over the entire battlefield and cast spells as normal, without reduction for range. The Mage may only be shot at or attacked in hand-to-hand combat by flying models. While on the pillar, he has an armour save of 2+. He may fly up to 24" like a flying creature. If the coruscation is dispelled, the Mage floats safely to the ground.

Remains in play

The Mage may nullify one enemy-held magic item within 12". He may release the item and deadlock another whenever he pleases.

Remains in play

Each Undead or Daemon model within 12" of the Mage suffers D6 wounds on 4+. Dark Magic, Necromantic Magic or Chaos spells in play within 12' are dispelled on a roll of 4+.

In the case of Banishment all models within its range are affected as described and character models with units cannot use the Look Out Sir' rule to avoid being affected.

Glamour may be cast on a unit within 36". Each time the target wishes to move it must pass a Ld test on 2D6. If it fails, the Mage may move the models instead.

Remains in play

The Mage may move a single hill within 24" up D6". Anything touched by the hill may be crushed. Individual models must roll lower than their I on a D6 or suffer D3 wounds. Units suffer 2D6 wounds automatically. No armour saves allowed.

All spells currently in play are dispelled, and the magic phase is ended. All players' magic cards are discarded. Each wizard must roll a D6. On a score of 4 or more, or 6 for High Magic Mages, the wizard loses 1 magic level. Drain Magic cannot be dispelled.

A single friendly model slain during the game may be returned to life, and reappears within 6" of the wizard. The model returns with all its magic items, armour, equipment and steed (if it was mounted - though not monsters). The resurrected model causes fear.

Remains in play

An enemy unit within 24" bursts into flames. The target suffers 2D6 S4 hits immediately. In each subsequent magic phase the target suffers 2D6 hits with a Strength 1 point higher than the previous turn.

Remains in play

A lurid storm rages across the battlefield, extending 48" from the Mage in all directions. All enemy units within the tempest must pass a Ld test on 2D6 before they can move. Flying movement is impossible. All missile fire is at -2 to hit. War engines and buildings suffer D6 S7 hits each magic phase the tempest lasts.

Remains in play

All friendly units within 12" of the caster automatically pass Ld tests. Fleeing units within 12" will rally immediately.

Remains in play

Skaven Magic(Warhammer Magic, p. 24)

Bolt of warp lightning strikes first unit in its path up to 24" away inflicting D6 S5 hits. No armour saves allowed.

Line of Sight

A crack in the ground, starting at the caster, runs for 18" in a straight line. Any models in its path must roll equal to or less than their Initiative to leap out of the way (6 always fails). If they fail they fall into the crevasse never to be seen again. War engines, chariots, etc must roll 5 or 6 or be destroyed. Buildings affected suffer D6 damage points.

This spell works in a comparable way to a cannon by affecting models in its path. In this case character models with units can take advantage of the 'Look Out Sir' rule to avoid falling into the chasm.

Gout of flame strikes enemy unit. Roll a D6 for each model in the unit: on a 6 it suffers 1 wound (saves apply normally). If the target is a flammable piece of terrain it will catch fire on 3+. Units can't enter burning terrain, and any models in burning terrain suffer 1 S3 hit at the start of their movement phase. Roll for every fire at the start of the Skaven turn: 1-2 fire goes out; 3-4 fire continues; 5-6 fire will spread to another piece of flammable terrain within 6".

Line of Sight

In this case a character with a unit must make his test just like evervone else. The rules governing flammable terrain specifically include woods, but players are left to determine for themselves what other features are considered flammable.

May be cast at an enemy unit. Place the Poison Wind template to represent the area covered by the poison cloud. Roll a D6 for every model under the template. On a 5 or 6 they suffer D6 wounds. No armour saves allowed.

The spell may be used on the caster himself, or a single model within 3". The target disappears and may reappear anywhere on the battlefield. The model may move directly into hand-to-hand combat if desired, and will count as charging on the first round.

May be cast on a single model within 18". The target suffers 2D6 minus its Toughness number of wounds. No armour saves allowed. If the victim dies, the plague can move on to any model within 4". This process continues until a victim survives, or there are no more potential victims within 4"

The Skaven wizard exhales a foul, black vapour. Use the Pestilent Breath template to represent the area affected. Any models under the template suffer 1 wound on a roll of 4+. No armour saves allowed, except for magic armour.

The Skaven Sorcerer summons a heaving mass of rodents and vermin. Use the Vermintide template to represent them. It starts in contact with the Sorcerer, and moves off 3D6" in a straight line immediately. Any model passed over by the template suffers a S3 hit with -1 armour save modifier. In each subsequent Skaven magic phase the template moves another 3D6" in the same direction. Vermintide is unaffected by weapons or magic.

Remains in play

The Skaven inflicts D6 S6 hits upon enemy models in base contact. No armour saves allowed, except for magic armour.

May be cast against an enemy unit engaged in hand-to-hand combat. The unit must pass an immediate Panic test or break and flee. If they pass the test they suffer -1 to hit in hand-to-hand combat while the spell lasts.

Lasts 1 Turn

Can be cast on a single enemy model in range. Both players roll a D6. If the Skaven player scores higher he can control the model next turn (if he takes control of a wizard, he may not cast spells). If the roll is equal or lower the spell fails. In each subsequent enemy turn roll again to see whether the Skaven player can control the model that turn.

Grey Seers only. Remains in play

The Grey Seer wafts warpstone gas over a unit within 6. The target moves at double rate, and has double Attacks. It must charge into hand-to-hand combat as soon as possible, and must always pursue. In each subsequent magic phase the unit suffers D6 wounds from over exertion.

Grey Seers only. Remains in play

Note that a unit which is Death Frenzied cannot also be frenzied - its doubled attacks cannot be further doubled on account of frenzy.

The Grey Seer can cast the spell against a single enemy unit. The Skaven player rolls 2D6 for each model in the unit; the opposing player rolls D6 and adds the victim's Toughness. If the Skaven player scores highest the victim is transformed into a Skaven under the control of the Skaven player.

Grey Seers only

In this case a character with the unit must make his test along with everyone else, and is turned into a Skaven if he fails. Players must replace models with Clanrat Warriors with basic equipment - any weaponry, magic items or other equipment carried by the original models are ignored.

Dark Magic(Warhammer Magic, p. 25)

The wizard summons a corrosive cloud of darkness - use Arnizipal's Black Horror template to indicate its path. The Horror moves 4D6" immediately, and continues to move 4D6" in the same direction at the start of each of the caster's subsequent magic phases. All models passed over by the template are killed unless they can roll under their S on a D6. No armour saves allowed. Any unit that suffers casualties must take a Panic test.

Remains in play

The Black Horror affects models which fall beneath the path of the template as it moves. Note that the template continues to move in the same direction from one turn to the next, and for this reason a small arrow is shown on the template to indicate the direction it is moving in.

The Blade Wind hits the first unit in its path, causing 3D6 hits minus the target's WS. Each hit causes 1 wound on D6 roll of 4+.

Line of Sight

The wizard may make a single hand-to-hand attack on one opponent in base contact. If the attack hits it causes D3 wounds. No armour saves allowed, except for magic armour.

A bolt of pure Dark Magic hits the first model in its path, up to 18" away. Roll a D6. If the score exceeds the target's Toughness it is slain. No armour saves allowed. The dying model inflicts a single hit at its own Strength on any models in base contact with it.

Line of Sight

This is another spell which kills outright - no wounds are caused so no wounds can be saved by armour, wards, or any other means.

A bolt of black fire hits the first model in its path, up to 18" away. The target suffers D6 S5 hits. Chariots, war machines and buildings suffer D6 S10 hits.

The spell can be cast at a unit within 36". The victims cannot move or shoot. They may fight in close combat, but suffer -2 WS & -2I. At the start of each of the caster's subsequent magic phases the target suffers D3 wounds. No armour saves allowed.

Remains in play

Roll a D6. 1: Caster drawn into Realm of Chaos and killed. 2-5: Caster may immediately draw 3 extra magic cards. 6: Caster may draw 6 extra magic cards.

Place the Soul Drain template within 24" of the wizard. Each model under the template suffers a S4 hit. For every 2 wounds inflicted the wizard gains 1 wound (this may take the wizard's wounds above his starting level). No armour saves allowed, except for magic armour.

The wizard may turn himself into a Chimera, a Manticore, a Hydra or a Wyvern. While transformed, the wizard may not cast any spells, but may use dispels normally. Wounds are carried over between transformations.

Remains in play

The caster may transport himself anywhere on the battlefield. He may move straight into close combat, in which case he counts as charging in the first round of fighting.

Necromantic Magic(Warhammer Magic, p. 26)

Roll 2D6 for radius of spell's effect. Any model within this area takes an S3 hit (no armour save allowed). Wounds inflicted in this way may be used by the wizard to restore any that he has lost during the game. This spell has no effect on Undead creatures, Daemons or material objects.

This is another spell where models are affected individually and characters who are with units cannot exploit the 'Look Out Sir' rule to avoid the effect. Characters must test along with everyone else. In the case of war machines or chariots and their crews, hits are not allocated to machines but always hit the crews or living components.

Bolt of Dark Magic strikes the first unit in its path, causing 2D6 S4 hits, no armour saves allowed.

Line of Sight

The wizard may attack a single hand-to-hand combat opponent. Both players roll a D6 and add their model's Strength. The caster then doubles his total. For each point the caster wins by, he inflicts 1 wound on the victim. No armour saves allowed. A victim killed by this spell is turned into a Wight under the control of the caster (enemy wizards are turned into Wraiths).

The caster may move 24" in of his movement phase. He may move through solid objects and buildings, but not living creatures. He may not attack in close combat, but may cast spells. The caster may only be harmed by magic weapons and spells.

Remains in play

2D6 Skeletons or Zombies are created from the bodies of the fallen. The new models can be added to existing units of the same type within 24", or may form a new unit if at least five models have been raised.

D6 Skeletons or Zombies are created from the bodies of the fallen. The new models can be added to existing units of the same type within 18", or may form a new unit if at least five models have been raised.

3D6 Skeletons or Zombies are created from the bodies of the fallen. The new models can be added to existing units of the same type within 36", or may form a new unit if at least five models have been raised.

The spell may be cast at any enemy unit within range. Roll a D6 for each model in the unit - on a 5 or 6 the model is slain. No armour saves allowed. At the start of each subsequent Undead magic phase roll again for each model, adding a further +1 to the score. In the first magic phase a victim dies on a roll of 5+; in the next magic phase they die on a roll of 4+, and so on.

Remains in play

This is yet another spell which affects a unit, but where a character must also test and cannot use the 'Look Out Sir' rule. In the case of monsters and riders, chariots, and other composite models roll once for the entire model. The entire model is destroyed or not. Bear in mind the spell kills its victims outright - no wounds are inflicted and so no wounds can be saved by armour or wards.

This spell can be used on a regiment of Skeletons, Zombies, Mummies, Wights, Wraiths or Skeleton Horsemen. During the magic phase, the regiment may take one of the following actions: charge, move, march move, fight a round of close combat, or shoot with missile weapons.

Place the Wind of Death template touching any table edge, with the arrow indicating its direction of travel. The wind moves 2D10" immediately, and 2D10" in the same direction at the start of each of the caster's subsequent magic phases. Any model passed over by the wind suffers D6 wounds on a D6 roll of 4 or more. No armour saves allowed.

Remains in play

The spell affects models falling beneath the template as it moves in the same wav as Vermintide, Arnizipal's Black Horror, etc. This spell requires the use of a ten sided dice or D10. If you don't have a D10 roll a D6: 1-3 = low, 4-6 = high. Roll a further D6, for low scores re-roll 6's, for high scores add +5 and re-roll 6's.

Battle Magic(Warhammer Magic, p. 26)

The wizard can cast 1 fireball per magic level. Each fireball strikes the first model in its path up to 24" away. A model hit by a fireball suffers 1 S4 hit. No armour saves allowed.

Line of Sight

Can be cast against an enemy unit up to 18" away from the caster. The unit suffers 2D6 S4 hits, no armour saves allowed.

This spell can be directed at an enemy unit within 24". The target unit must take a Fear test immediately. If it fails, the unit flees.

The sorcerous blasts hits the first enemy model in its path inflicting either D6 S5 or D3 S10 hits, no armour saves allowed.

Line of Sight

Can be cast on a friendly unit within range. All enemy shots must roll to penetrate the magical shield before rolling to hit. Roll a D6 for each shot: on a 4+ the shots bounces off and is discounted.

Remains in play

This spell can be cast upon the wizard himself, or upon a friendly model within 12" that has suffered 1 or more wounds. The model immediately recovers 1 wound.

Affects an enemy unit within 24" of the wizard. The unit can do nothing while the spell remains in play. WS counts as 0, and enemy blows strike automatically. Note: if forced to flee, unit will be caught and destroyed by pursuers.

Remains in play

The wizard may transport himself anywhere on the battlefield. If he moves straight into close combat, he counts as charging.

Can be cast at enemy unit within 24". The affected unit suffers -1 shooting/to hit.

Remains in play

An enemy unit within 12" is entangled in a magic net, and cannot move, shoot, or strike blows in hand-to-hand combat.

Remains in play

The wizard can transport himself and a friendly unit up to 18" across the battlefield. The spell can be used to move into hand-to-hand combat, in which case the unit counts as charging in the first round of combat.

This spell can be cast upon a friendly unit within 24". The blessed unit receives +1 shooting/to hit.

Remains in play

This spell can be cast upon a friendly unit within 24". The unit receives a special save of 4+ against each wound suffered.

Remains in play

Chaos Dwarf Magic(Warhammer Magic, p. 27)

Enemy unit's M, WS, BS, I and A halved (rounding up).

Enemy units in hand-to-hand combat must take a Panic test immediately. Fleeing friendly units immediately rally.

Use the Eruption template to indicate area of effect. Models beneath the template must roll equal to or less than their I or be killed. War machines, chariots etc are destroyed (though their crew may attempt to escape). Buildings collapse on 4+.

Eruption is a further example of a spell which automatically kills its victims - no wounds can be 'saved' so armour and wards are useless.

Wizard automatically causes D3 wounds on any close combat opponents he hits.

Remains in play

Use the Flames of Azgorh template. Any models under template are hit on 4+ for 1 S4 hit. No armour saving throws allowed.

May be cast on the Sorcerer himself or any model within 6". Affected model has special save of 4+ against each wound suffered. In hand-to-hand combat, any model that hits the Hide suffers 1 automatic $3 hit.

Remains in play

This spell confers a special saving throw comparable to that offered by some magic items. Bear in mind that special saving throws are not armour saves and are not modified by Strength, and are not negated by hits that negate armour saves (such as cannons, stone throwers and various spells and magic weapons).

Hits first unit in its path, up to 18" away. Causes 2D6 hits, each hit inflicting a wound on 4+. No armour saving throws allowed.

Line of Sight

The Sorcerer may move himself anywhere on the battlefield. If he moves into hand-to-hand combat, he counts as charging.

A mighty shadow bull rushes away from the caster in a straight line up to 18" long. Any model the bull touches suffers 1 S4 hit causing 1 wound. Any unit that sustains casualties must take a Panic test.

Although expressed in rather colourful terms this spell is basically comparable to a cannon shot and to other spells with short ranged projectile effects such as Gaze of Mork. Characters with units can therefore benefit from the 'Look Out Sir' rule as they can from cannons and other weapons and spells which affect models beneath a line or which utilise templates.

Can be cast upon enemy model within range. Affected model must roll under its Strength on 2D6 at the start of each of his turns or be unable to do anything.

Remains in play

Chaos Spells(Warhammer Magic, p. 28)

Tzeentch(Warhammer Magic, p. 28)

A blue flame flies from the caster to strike the first unit in its path. The target suffers D6 S4 hits. Normal armour saves apply.

Line of Sight

Note that the spell cards in the Warhammer Armies Chaos supplement do not have 'Lasts one Turn', or 'Line of Sight' included as summary headlines. The descriptions on the cards should be clear enough, but we have included appropriate remarks in the following summaries. The Blue Fire of Tzeentch requires line of sight.

The Bolt of Change strikes the first model in its path, with a maximum range of 12'. The target must roll equal to or less than its Toughness on 2D6 or be slain by waves of uncontrolled mutation. No armour saves allowed, except for magic armour.

Line of Sight

The Bolt of Change requires line of sight. As no wounds are inflicted by the Bolt of Change it is in fact impossible for armour saves or wards to work - as these all offer saves against wounds. Assuming the spell takes effect the victim is automatically slain. Although the spell card states that magical armour will work, in fact this is only the case where the armour protects by offering a dispel, such as the Spellshield or Spelleater Shield.

The Chaos player may take D3 winds of magic cards, and cast a further spell immediately if he wants.

May be cast against any model in base contact with Sorcerer. Victim sustains D6 S4 hits - only magic armour may save.

The Sorcerer steals a spell from an an enemy wizard within 24" (determine which spell at random). The Sorcerer may cast the spell as if it were his own. If the stolen spell is dispelled it is returned to its original owner. If he has been slain, it is discarded. The Sorcerer may only hold 1 spell stolen in this fashion at a time.

The caster causes a creature of magical flame to appear over a model within 24". The target rolls D6 + WS. The Sorcerer rolls D6+6. If the Sorcerer scores higher he inflicts a number of wounds equal to the difference in scores. Armour saves as normal but with a -3 modifier.

A pink flame flies from the caster to strike the first model in its path. The target suffers D6 hits at Strength D6+4. No armour saves allowed, except for magic armour.

Line of Sight

The Sorcerer summons a fiery shield to protect him. Enemy attacking in hand-to-hand combat must roll 6 to hit. If any enemy attacks the Sorcerer with a magic weapon, on a roll of 1 to hit the weapon is destroyed.

Remains in play

The Chaos player may take another Chaos Gift.

Scarlet flame flies from the Sorcerer and strikes the first target in its path. Place the round magic template over the target. Every model under the template suffers a S5 hit. Only magic armour may save. For every 3 full wounds inflicted a Pink Horror is created (draw spells for the new unit immediately).

Line of Sight

This spell requires line of sight to its target. Because the spell uses a template the Look Out Sir!' rule can be used by any characters who are part of the unit.

Slaanesh(Warhammer Magic, p. 28)

May be cast at any model in base contact. Target must roll equal to or less than its I on a D6 - a roll of 6 always fails. If affected, the victim's characteristics are all halved (rounding up) and he becomes subject to the rules for Stupidity.

Remains in play

A beam of light flies from the caster and strikes the first model in its path. The target must roll equal to or less than its Ld on 3D6 to avoid the spell's effects. If affected, the victim's characteristics are all halved (rounding up) and he becomes subject to the rules for Stupidity.

Line of Sight. Remains in play

The target unit or model is enveloped in glowing threads of magic, and may do nothing (eg, move, shoot, cast spells, etc) while the spell remains in play.

Remains in play

All enemy models within D6" of the caster sustain a S5 hit. No armour saves allowed, even for magic armour.

This is an example of a spell which affects individual models from amongst a unit or group. In this case characters cannot use the Look Out Sir!' rule - although this could be regarded as exceptional in so far as the radius of effect is comparable to a template. However, given the nature of the spell is seems appropriate to disallow the 'Look Out Sir!'.

Target model must roll equal to or less than its T on 2D6 to avoid the spell's effects. If he fails, the victim is turned into a Chaos Spawn. Deal the Spawn D6 Chaos Gifts to represent his mutations. Move the model 2D6" straight forward immediately, thereafter it moves randomly in the Chaos player's turn. See the rules for Chaos Spawn in Warhammer Armies Chaos.

May be cast at a single model in base contact. The Chaos player rolls a D6. If he scores equal to or more than the number of wounds the target has it is killed. No armour saves allowed, except for magic armour.

Note that as the target is automatically killed no wounds are caused so no armour saves or wards can protect a model from this spell. The victim is automatically slain if the test is failed.

The Lash strikes the first unit in its path for 2D6 S4 hits.

Line of Sight

May be cast against unit or single model within 24". Target must roll equal to or under its Ld on 2D6 to avoid the spell. If affected, the victim starts to dance uncontrollably, and may neither move, shoot, or fight back in hand-to-hand combat.

Remains in play

The Slicing Shards hit the first unit in their path for 2D6 S4 hits. Armour saves apply as normal.

Line of Sight

May be cast at a unit of troops within 12". The affected unit, including any attached character models, may add +1 to all dice rolls to hit in hand-to-hand combat.

Remains in play

Nurgle(Warhammer Magic, p. 28)

May be cast on any model or unit within 12". The victim may neither move nor shoot. Missiles may not be fired at the target.

In any turn, the first wound inflicted on the Sorcerer is automatically saved. If he is attacked by a spell or magic weapon that kills outright the Sorcerer is saved on a D6 roll of 4+, but the fly swarm is dispelled.

Remains in play

The caster is surrounded by a cloud of foul vapours. All models within 6" of him have their characteristics halved (rounding up). Chaos Champions, Sorcerers and Daemons of Nurgle are unaffected.

Remains in play

A magic pillar carries the Sorcerer into the air. He can see over the entire battlefield and cast spells as normal. The Sorcerer may only be shot at or attacked in hand-to-hand combat by flying models. While on the pillar, he has an armour save of 2+. Any spells cast at the Sorcerer are automatically dispelled without affecting the pillar. A Dispel will cause the pillar to sink back into the ground.

Remains in play

May be cast at an enemy model within 12". A pit of disgusting slime opens up beneath the target's feet. Roll a D6 - if the target rolls less than his Strength he escapes the pit and it is dispelled. If he fails, he is trapped in it. While trapped, a victim may do nothing at all.

The victim may attempt to escape at the start of each subsequent magic phase - roll less than his Strength on a D6 to struggle free. If he rolls more he is slain. If he rolls equal to his Strength he is still stuck.

Remains in play

Note that a victim can roll to attempt to escape in each magic phase, both his own and that of his enemy.

May be cast at any enemy unit within 24" of the caster. The Plague Wind inflicts 3D6 hits minus the target's Toughness. Each hit causes a wound on 4+. No armour saves allowed. For every 3 wounds inflicted a Plaguebearer is created, forming a new unit within 3" of the target unit.

May be cast at a unit up to 18" away, causing 2D6 S4 hits. No armour saves allowed.

May be cast on a single model in base contact. The Chaos player rolls 2D6, his opponent rolls 1D6. If the Chaos player's score is greater then the difference is the number of wounds suffered by the victim. No armour saves allowed, except for magic armour.

Note that in this case the Pox inflicts wounds, and these can be saved by armour saves from magic armour.

Magic Items

This section is not a part of the core Rulebook but is part of the Warhammer Magic supplement

In the Warhammer game magic items are represented by magic item cards. The magic items are divided into different types, each of which has its own distinctively coloured and styled card decks. For example, the magic weapons have a red border, are decorated with the sword motif, and have the words 'Magic Weapon' emblazoned on all four sides.

The decks are divided into the following categories. We suggest you start by sorting these into different piles.

  • Magic Weapons

  • Magic Armour

  • Wards

  • Enchanted Items

  • Wizard Arcana

  • Magic Standards

  • Bound Spells

In addition, there are some special magic items which are used only by one race. The cards for these items have a blue background colour and indicate the race which can use them, but they also fall into one of the above categories. Sort these cards out into separate decks by race.

Once you have sorted out the cards into their correct decks it is suggested you keep them separate in future. We find zip-lock bags are ideal for keeping the decks apart, but elastic bands will do the job just as well.

The magic items are arranged on cards primarily for ease of reference. If you are playing a game at a friend's house or a club, you can work out your army and take along the cards for your magic items. This way you will have the rules ready to refer to during the game. Note that there is no obligation to take the cards along as they are never dealt, shuffled or played as the winds of magic cards or spell cards are. You might instead prefer to note down the rules on your roster sheet for example.

Choosing Magic Items(Warhammer Magic, p. 30)

The Warhammer Armies books army lists indicate which characters can carry magic items and how many they may have. Each magic item has a fixed points value shown on its card. This points value is added to that of the model which carries the item. When players choose an army they also choose which magic items they wish to include and note these down on the army's roster sheet.

Magic Standards

Magic items are normally carried by character models, except for magic standards which must be carried by a regiment's standard bearer or by a chariot or army battle standard bearer as indicated in the army lists. Remember, the points value of a regiment's standard bearer model is normally double the value of an ordinary trooper. The cost of a magical standard is added on top of this. The points value of the magical standard itself is not doubled. In the case of a chariot or army battle standard bearer the points cost of the magical standard is simply added to the points cost of the model.

Number of Magic Items

Characters can carry a maximum number of magic items as shown on the chart below. We have used the common descriptive phrases for heroes and wizards, but the chart holds good for races which use different terminology such as Orc Bosses, Shamans, etc.

Character

Maximum Number of Magic Items

Champion

1

Hero

2

Lord

3

Wizard

1

Wizard Champion

2

Master Wizard

3

Wizard Lord

4

Wight

1 (in addition to his Wight Blade)

Vampire Count

2

Liche

3

Slann Mage-Priest

+1 on normal wizard level

Battle Standard Bearer

1 (may be magic standard)

Choosing Types of Item

A character can be given as many magic items as shown on the chart above, but no character can carry more than one magic weapon, magic armour, ward, bound spell or magic standard.

There is no restriction on the number of wizard arcana or enchanted items a character can have.

Note that some special characters described in the Warhammer Armies books sometimes have combinations of items that would ordinarily be disallowed. They might also have more (or fewer) items than an ordinary character of their equivalent level. In addition, some special characters have magic items which are unique to themselves. Special characters are exceptional in many ways! See Special Characters and Magic Items.

Duplicates

When a player chooses magic items for his army he can choose from the entire set of magic item cards. This means that two players might choose the same item. This doesn't matter, although if only one set of Warhammer Magic is available for the game the players will have to 'share' the card for purposes of reference. Generally speaking, a player cannot include the same item in his army more than once. However there are three general exceptions in the forms of Dispel scrolls, Chaos Armour and Familiars, as noted below.

Dispel Scrolls

Dispel Scrolls are part of the Wizard Arcana card deck which consists of magical devices used by wizards. A wizard can have several Dispel Scrolls, and different wizards can each carry Dispel Scrolls. However, this only applies to Dispel Scrolls, not to other types of scroll such as Power Scrolls or Destroy Magic Scrolls.

Chaos Armour

Chaos Armour can be worn by different characters in the same army. It can also be worn by Chaos Sorcerers without affecting their spell casting abilities. Chaos Armour is unusual in that it is available to Chaos characters as a magic item, but is also available to some Chaos troops as an equipment option (See Warhammer Armies Chaos). It is also unusual in that it can be combined with a Chaos Runeshield and is then considered to be one magic item. Odd stuff Chaos Armour.

Familiars

There are several different kinds of Familiar in the Wizard Arcana deck. As with Dispel Scrolls, a player can include duplicates of these Familiars, for example two different wizards might both have a Power Familiar. However, a wizard cannot have more than one Familiar of any type.

Secrecy

Players will normally wish to keep their magic items secret until it is time to use them. However, if both armies include the same item this may be difficult if both players want to consult the same card. Think of these items as having a sense of magical awareness that betrays their presence to each other, so that both players know the other has the item.

Restricted Items(Warhammer Magic, p. 31)

Some magic items can only be used by specific races. Where this is the case the card indicates 'Dwarfs Only' or 'Orcs Only' for example. Some items can only be carried by specific groups within a single race such as 'Skaven Plague Monks Only' or 'Dwarf Slayers Only'. Magic items which are restricted in this way have a blue background so they can be easily identified.

Special Characters and Magic Items(Warhammer Magic, p. 31)

Some of the special characters described in the Warhammer Armies books and Campaign supplements have unique magic items - items which they and they alone can use. As the complete rules for these characters are included in the appropriate supplements, no cards are included in Warhammer Magic to represent their unique magic items. As no other models can use these items it was felt unnecessary to include cards for them.

However, unique items in existence at the time of writing have been included in a separate section of the magic items summaries so that players can conveniently refer to them. Bear in mind that further special characters may well have new items not included in the summary because they were created after the publication of Warhammer Magic.

We do not intend to invent more magic items which can be used generally. We may well invent items specific to special characters or specific to particular campaign battles. As the use of special characters is ideally a matter of prior agreement by the players, this means that Warhammer Magic contains all the magic items available to armies in the general run of things.

Magic Item Summary(Warhammer Magic, p. 32)

This section summarises the rules for all the magic items including items from the Warhammer Chaos Armies book and items which are unique to special characters and so not included as cards. The summary includes introductory notes for each type of item, and specific rules clarifications for items where this is felt to be useful.

Some items have more than one property, for example a Magic Standard which contains a Bound Spell. These items are still considered to belong to one category of magic item as shown on the card itself. For example a Magic Standard which contains a Bound Spell is a Magic Standard, a Scroll which contains a Bound Spell is a Wizard Arcana, and so on. This is important from the point of view of who can carry what. For example, only a character can carry a Bound Spell but a unit's standard bearer can carry a Magic Standard which contains a Bound Spell.

Magic Weapons(Warhammer Magic, p. 32)

Type of Weapon

Most magical weapons are swords, although there are a few which represent axes, lances, etc. In general, although weapons are described as swords, it is perfectly reasonably to ascribe the weapon to a character model which carries a different type of weapon such as an axe or mace. Simply assume the weapon has the properties ascribed to it on the Magic Weapon card, so the Sword of Fortitude becomes a Spear of Fortitude to all intents.

Whilst it is reasonable to ascribe magical properties to any type of weapon a model might carry, the model must ignore any special rules which would normally apply to the weapon. So, no extra bonuses apply for spears, double-handed weapons, lances, etc. Similarly, the penalties that apply to double-handed weapons do not apply when they are weilded as magic weapons. The process of permitting models to count their weapons as magical is a convenience, and players must be prepared to lose weapon bonuses in order to keep things fair.

In the case of magical weapons which are specifically described as lances, double handed-weapons or other weapons which would ordinarily confer special bonuses, these bonuses are always included on the descriptive card if they apply (for example the Star Lance). Players who wish to use these unusual magic weapons should provide models which are appropriately equipped. These items are often associated with special character models.

Multiple Weapons

Although a character can carry ordinary weapons as well as his magical weapon, he cannot attack with both in the same turn. A character model cannot use a magic sword in one hand and an ordinary sword in the other. Magic Weapons are powerful and dangerous weapons, they require concentration and skill to use, and weilding even one requires the warrior's full concentration.

Amour Saves

A common property of magic weapons is to cancel out the enemy's armour saving throw. If a magic weapon's description includes the phrase no armour saves allowed then this means exactly what it says. Armour saves are ignored. However, special saves are unaffected unless the description indicates otherwise. Special saves are discussed in detail later on.

Where armour saves are disallowed even armour saves conferred by magic armor are not allowed unless the description of the weapon indicates otherwise (for example the Axe of Grimnir). In this case the description will say no armour saves allowed except for magic armour. This is a fairly common type of weapon which pierces non-magic armor but may be deflected by magic armour.

Multiple Wounds

Many magic weapons cause multiple wounds. This is expressed in terms of 'each wound inflicts not 1 but D6 wounds' or whatever the multiplier happens to be. The procedure for this is as follows. First roll 'to hit' as normal. If you hit then roll 'to wound' as normal. If you score a wound then your enemy may attempt any save he is entitled to (armour save or special save). If he fails his save you can roll to multiply up the number of wounds inflicted on that model - D3, D6 or whatever. Do not multiply the wounds and then attempt armour saves for each. Make only the one save against the original wound.

Note that some weapons cause not multiple wounds but multiple hits, the Hydra Sword for example. In this case roll to hit as normal. For each hit scored roll the dice indicated to multiply up the hits. Then resolve each hit separately, and take separate saves for each wound scored.

Empire Runefangs

The twelve Runefangs were created by the Dwarf Runesmith Alaric the Mad and given to Sigmar at the time of the foundation of the Empire. In turn Sigmar gave one to each of his chieftains, and these eventualy passed into the hands of the Elector Counts of the Empire. As such only Elector Counts and special characters specifically indicated in the Empire Warhammer Armies book can carry a Runefang.

The noteworthy thing about Runefangs is that there are twelve. As such an Empire army can feature several Runefangs and not just one, and we have included two Runefang cards. This is an exception to the rule which normally restricts players to a single example of a magic item.

+3 Toughness.

Bearer S10. Each wound inflicts not 1 but D6 wounds. Roll D6 at end of turn: on 6 bearer suffers 1 wound, no armour save possible on wounds suffered by the bearer.

Skaven only

No armour saves allowed. Victims that suffer 1 or more wounds roll D6 at start of each magic phase, regardless of whose turn it is. On 1 or 2 they take 1 extra wound.

Undead or Chaos only

No spells may be cast by enemy in base contact with bearer. No magic items carried by enemy in base contact will work. A wizard who suffers a wound from the Blade loses his powers permanently. For every wound inflicted on an enemy character one of their magic items is destroyed.

Lizardmen only

Against Daemons, hits wound automatically and inflict D3 wounds per hit. Against other targets, +3S when rolling to wound. Each wound inflicts not 1 but D3 wounds.

Against Dragons, hits wound automatically and inflict D3 wounds per hit. Dragons who wish to charge bearer must test for fear. Against other targets, +3S when rolling to wound. Each wound inflicts not 1 but D3 wounds.

Hits wound on 2+. No armour saves allowed, except for magic armour, which gets a -3 modifier. Each wound inflicts not 1 but D3 wounds (Dragons and Daemons = D6 wounds).

Dwarf Slayers only

If wound is scored, target model bursts into flames and is slain. All models, except bearer, in base contact with victim suffer 153 hit. Note - The victim may attempt a save against the original wound if he has one but not against the automatic kill.

Bearer +1WS, +1T, +1S. Always strikes first. No armour saves allowed, except for magic armour.

Orcs, Savage Orcs & Black Orcs only

At the end of each Bretonnian movement phase, any Undead creature within 3" of the Blade suffers 1 wound, no armour save allowed. Character and any unit he is leading are immune to fear and terror caused by Undead.

Bretonnia only

Bearer S10.

If the target suffers a wound it is killed. No armour saves allowed, except for magic armour.

Hits wound automatically. No armour saves allowed, except for magic armour.

Empire only

The wielder may carry no other magic items, not even Chaos Rewards, as they would be destroyed by the sword's power. No magic items carried by models in base contact with bearer will work. For each wound inflicted by the sword, one magic item carried by the victim will be destroyed.

All hits wound automatically. Once per battle, during hand-to-hand combat, the bearer can unleash a storm of lightning that causes an extra D6 S6 hits on the enemy unit the bearer is fighting.

High Elves only

Bearer +2 Toughness.

Bearer +3 Strength.

Hits automatically.

Bearer gains +3 Attacks.

Bearer Weapon Skill 10. May not be used by Orcs or Goblins.

For each wound inflicted on a living creature, the wielder may take a winds of magic card to use in the next magic phase.

Chaos or Undead only

If sword hits enemy carrying magic items or who can cast spells. will steal their power on D6 roll of 4+. Bearer may use magic item/spell until sword steals another. Spells may only be used it the wielder is himself a wizard.

Dark Elves only

Each attack that hits = D6 hits - resolve each hit separately. Roll to wound for each.

No armour saves allowed, except for magic armour. The armour of any victim who suffers a wound will be destroyed. even magic armour.

Wielder +2S. No armour saves allowed. Targets that are vulnerable to fire are automatically destroyed if they sustain any wounds.

Chaos Dwarfs only

Each wound inflicts not 1 but D6 wounds.

Wielder +1 WS, + 1S and + 1 Attacks.

Undead or Chaos only

Each wound inflicts not 1 but D6 wounds. If vou roll a 1 when determining the no. of wounds, the wound is inflicted back on the wielder! No armour saves allowed, except for magic armour.

Chaos only

+35 bonus when wielder charges. No armour saves allowed.

Bearer fighting opponent with T5 or greater rolls to wound with +3S, and each wound inflicts not 1 but D3 wounds.

Bearer +2 Attacks.

The Bow of Loren has a 36" range. It fires a number of shots equal to the user's A, at his S. All the shots must be directed at the same target. Hits from the bow's arrows count as being magical.

High Elves and Wood Elves only

Wielder +1 Strength. If a Skaven unit takes 1 or wounds from the Dagger its normal Ld bonus is discounted for purposes of working out combat results.

Lizardmen Skinks only

Once per battle, bearer may release energy blast that affects all models he is touching, friends as well as foes. Affected models take D3 wounds, no armour saves allowed.

One use only

Each hit = 2 hits. Roll to wound for each.

Wounds have extra -3 armour save modifier. Each wound inflicts not 1 but 2 wounds. Always wounds Dwarfs on 2+

Skaven only

Each wound inflicts not 1 but 2 wounds. No armour saves allowed.

Orcs & Goblins only

Double-handed axe - bearer strikes last, +2 S bonus. If any dice roll made to wound is a 6, the Executioner's Axe has killed outright, in which case no armour saves are allowed.

Dark Elves only

No armour saves allowed, except for magic armour.

May not be used by Orcs or Goblins

Bearer may re-roll any of his attacks that miss in hand-to-hand combat.

When the sword inflicts 1 or more wounds upon an enemy, but does not kill him outright, roll a D6. Add +1 to the score for each additional wound inflicted after the first. On a score of 5 or more the victim is turned to Chaos Spawn, and is dealt D6 Chaos Gifts (see rules in Warhammer Armies - Chaos). Move the Spawn 2D6" directly away from the sword bearer.

Chaos only

Bearer immune to fear, terror and panic.

When bearer fails his to hit roll, he may take the roll again. No armour saves allowed, except for magic armour.

Empire only

Bearer +1 Toughness.

Bearer causes terror. Note that because he causes terror the bearer is immune to fear and terror himself.

Undead only

When model with 1 wound is killed by this blade replace it with a Skeleton warrior under the command of the bearer.

Necromancer, Vampire or Liche only

Bearer +1 to wound, -1 opponent's armour saving throw. Each wound inflicts not 1 but D3 wounds.

Skaven only

Each wound inflicts not 1 but D3 wounds. No armour saves allowed, except for magic armour.

Chaos only

User +2S when charging; hits automatically. When he charges, the user may elect to make one special Dragonblade attack in place of his normal attacks, hitting automatically. If the model is slain, the lance hits the model directly behind it in the second rank, at 1 less S than before. If this model is slain, then a model in the third rank will be hit, at a further 1 less S, and so on.

High Elves only

Bearer +2 Strength.

Foe wounded by the sword becomes subject to stupidity. A wizard affected by stupidity must roll a D6 each time he casts a spell. On a roll of 1-3 the spell fails, and the power is wasted.

Each Wound Inflicts Not 1 But D3 Wounds.

Bearer causes fear (and is immune to fear himself).

Each wound suffered reduces victim's Attacks by -1.

Armour saving throws made against wounds caused by this weapon are subject to a -3 armour save modifier.

+2S bonus 1st round of combat. Each wound inflicts not 1 but 2 wounds.

Bearer +2S 1st round of any combat. If the bearer scores 1 or more wounds on an enemy armed with a magic weapon, it will be pulled away and destroyed on a D6 roll of 4+.

Bretonnia only

No armour saves allowed. Against Undead, each wound inflicts not 1 but 2 wounds. Note that there are 12 Runefangs, see the introductory comments.

Empire only

May be shot from the ground at any creature flying high. Shooter may add +1 to hit. Arrow inflicts D6 S10 hits.

One use only

Against Undead, each wound inflicts not 1 but D3 wounds. No armour saves allowed for Undead.

Bearer +1 Attacks.

For each unsaved wound suffered a victim deducts -1 from his Strength for the rest of the game.

Chaos/Dark Elves only

When fired, arrow splits into 3D6 arrows in flight. The arrows count as magical, and are S4. Roll to hit using the firer's BS.

Wood Elves only. One use only

Each wound inflicts not 1 but 2 wounds.

For each unsaved wound suffered the victim deducts -1 from his Toughness for the rest of the game.

Chaos only

Welder may strike first in hand-to-hand combat.

Bearer adds +1 to hit in close combat.

Bearer causes wounds with an extra -2 armour saving throw modifier in close combat.

Bearer Initiative 10.

One enemy has 1 less attack.

Bearer +1 Strength.

For each unsaved wound suffered the victim deducts -1 from his WS and BS for the rest of the game.

Chaos or Dark Elves only

Bearer +1 Weapon Skill.

Bearer +3 Initiative.

Bearer immune to psychology. He must move as fast as he can towards the enemy, and charge into combat at the first opportunity. He will always pursue fleeing opponents.

Bearer causes wounds with an extra -1 armour saving throw modifier.

Bearer +2 Initiative.

For each hit scored the victim deducts -1 from his Initiative for the rest of the game.

Unit with bearer ignores its first Animosity test failure.

Orcs and Savage Orcs only

Bearer +1 Initiative.

Magic Armour(Warhammer Magic, p. 36)

The category Magic Armour includes armour (ie magic forms of breastplates, mail coats and the like) and shields, as well as complete suits which include both armour and shields. These can be worn instead of the ordinary equivalent.

In most cases magic armour offers an improved armour saving throw compared to ordinary armour. In other cases it offers ordinary armour saving throws but confers other abilities too.

Combining Magic/Ordinary Armour

Unless specified to the contrary an amour save from magic armour may be combined with armour saves from a mount or ordinary armour. For example a magic breast plate with an armour save of 6+ can be combined with an ordinary shield save of 6+ and a mount's save of 6+ to give an armour save of 4+.

Although magic armour can be combined with other saves from mounts and ordinary shields where appropriate, a model may never have a better basic armour saving throw than 1+. 1+ is the best armour save you can get, offering immunity from hits of strength 3 or less (higher strengths will increase the roll required to save of course.)

Move Penalties

Characters wearing magic amour suffer no movement penalty on account of their armour. This is because a) it is magic armour and unbelievably lightweight, and b) they are heroic individuals who are used to such things.

Wizards and Armour

Wizards cannot wear any armour, magic or otherwise, without compromising their ability to cast spells, with the exception of Chaos Armour worn by Chaos Sorcerers and Skaven Warpstone Armour.

Armour Saves

The most common effect of magic armour is to confer an extraordinarily effective armor saving throw. Except where noted in the description of the item, this works exactly like normal armour saves: it is therefore modified by the enemy's strength as normal, and in the case of weapons which normally dispense with armour saves your magic armour will do you no good at all. For example, Armour of Meteoric Iron confers a 2 + armour save, but would still be useless against a cannon shot because cannons ignore armor saves altogether.

Special Saves

Some rare and expensive types of magic armour confer what are referred to as special saves. A special save is not an armour save: it is not modified by the strength of a hit against it, and it is not negated by weapons or attacks which disallow armor saves. Special saves represent a magical property of the armour rather than armour which is merely magically toughened or hardened.

If a model has both armour saves and special saves, take any armour saves first. Take special saves only for those wounds not saved by armour.

Special saves cannot save in situations where a target is automatically killed - for example, a weapon which automatically kills if it hits, or a spell which automatically kills, or where fleers are run into the ground by pursuers, and so on. A special save can only save wounds - not automatic death.

The difference between armour saves and special saves is not always explained on the cards where space is limited, so it is important to understand the difference. If in doubt the following broad rule will help to remind you: armour saves are modified, special saves are always a fixed value.

Armour save of 6+. Any spell cast against the bearer or unit he is with is dispelled on a roll of 3 or more on a D6. If enemy spell is dispelled, roll a D6. On a 4+ the spell is destroyed and must be discarded. A spell from a magic item is destroyed on a 6.

Includes a shield, and gives armour save of 3+. Foes suffer -2 to hit.

Bretonnia only

Armour save of 5+. If wearer fails his armour save, he may make a further special save of 4+.

Armour save of 6+. Magic weapons carried by enemy models in base contact with bearer do not work. A Chaos Runeshield can be combined with Chaos Armour in which case it counts as one magic item.

Chaos only

Amour save of 5+. Bearer may move through difficult/very difficult terrain and cross obstacles with no penalty. Hits from non-magic weapons suffer a -1 Strength penalty.

Armour save of 6+. Any spell cast at bearer or unit he is with will be dispelled on 4+. If enemy spell deflected, roll a D6. On 4+, the magical energy bounces back to caster causing 1 SD6 hit for each power card used to cast the spell. No armour saves allowed against rebounded hits. A bound spell causes no damage if rebounded.

Confers special save of 4+. For every wound saved armour inflicts S3 hit against the attacker. May be worn by Skaven wizards without compromising their ability to cast spells.

Skaven only

Includes shield. Armour save of 2+.

Armour save of 6+. When bearer saves against enemy in close combat, shield unleashes 1 S4 lightning bolt against that enemy.

High Elves only

Armour save of 4+. In order to attack, enemy model must first pass Leadership test.

Armour save of 5+. If wearer fails to save, he may make a further special save of 5+ against the wound.

Armour save of 4+. A Wizard may wear Chaos Armour and still cast spells.

Chaos only

Special save of 2+ against fire attacks.

Armour save of 6+/1+ vs missile attacks.

Armour save of 5+. If wearer fails to save, he may make a further special save of 6+ against the wound.

Armour save of 6+. First hit inflicted upon bearer is automatically discounted. Works once only.

Amour save of 5+.

Armour save of 3+ for shooting/5+ for hand-to-hand. A Wizard may have Magic War Paint without compromising his ability to cast spells. War Paint cannot be combined with armour, but it can be combined with a shield.

Savage Orcs, Skaven, Forest Goblins & Wood Elves only

Wards(Warhammer Magic, p. 37)

Wards are forms of protection other than armour. They take the form of amulets, talismans, crowns and such like. Wards have unique and unusual properties, but are generally protective in character and serve to ward off wounds or hits, or restore wounds that have been suffered.

Saving throws from Wards are not armour saving throws. To distingush them we refer to these as special saves in the same way as special saves from some sorts of magic armour. Damage from a weapon which disallows armour saves can still be saved by a Ward such as a hit from a cannon ball for example. Similarly, armour save modifiers do not apply to saves from Wards. See the comments in the section on Magic Armour regarding special saves.

Wards and Automatic Kills

Some spells and a few magic weapons will automatically kill their targets in certain circumstances. For example the Waaagh spell Brain Bursta can kill an enemy outright, a Hellfire sword will automatically kill a target that takes 1 wound from it, and the Skull Wand of Kaloth will drain the victim's life if he is hit and fails a Leadership test.

Targets which are killed outright in this way cannot use wards to restore or save against death. Obviously, where it is necessary to inflict 1 wound to achieve an automatic kill (as if often the case) then armour and wards can be used to save against the wound/s as normal, but no further save is possible against the automatic kill.

Enemy missile shots/hand-to-hand attacks against the bearer suffer -1 to hit modifier. Spells cast against bearer or unit he is with dispelled on 4+.

Empire only

Bearer gets 4+ special save against each wound suffered. In hand-to-hand combat any wound saved by the amulet is rebounded against the enemy that struck the blow, inflicting 1 wound for each wound saved. For each wound rebounded, roll a D6. On a 1, the power of the amulet is exhausted and may no longer be used.

Bearer gets special save of 3+ against any wound suffered. If the Crown saves 2 or more wounds in the same phase, roll a D6. On a 4+ its power is exhausted.

Re-roll failed armour save.

Gives wearer 4+ special save against each wound suffered from missile fire of S5 or less.

Gives bearer special save of 2+ that can be used once against a single wound. One use only.

Enchanted Items(Warhammer Magic, p. 38)

Enchanted Items includes a miscellany of items of varied effect. Although some take similar forms to Wards, the main difference is that a model can have more than 1 Enchanted Item but can never have more than 1 Ward.

User gains abilities of lvl 3 Necromancer. Each time the bearer casts a spell, he must test against his Ld. If he fails, he can do nothing until the start of his next turn.

When bearer hits enemy in hand-to-hand combat, roll a D6. If score is higher than victim's T, or a 6, the victim is killed horribly. The foe is slain automatically, hence no saves against wounds are allowed.

Skaven Plague Monks only

No wizard in base contact with bearer may cast spells, use counter magic, or retain Winds of Magic cards from turn to turn. Any spell cast at bearer or unit he is with will be dispelled automatically.

Cannot be used by a wizard.

Bearer has magic abilities as level 2 High Elf Mage Champion.

High Elves only

May be released at the beginning of any Lizardman turn. All creatures flying high are driven to the ground, and suffer D3 wounds. Riders of large monsters driven to the ground suffer D3 wounds, and so does the monster. One use only.

Lizardmen only

Wearer cannot be charged or shot at unless enemy first rolls 6 on a D6. Spells can only be cast at the wearer if the attacking wizard first rolls 5 or 6. The cloak only affects models on foot.

Models on foot only. Skaven only

Bearer gains the powers of a level 2 Wizard Champion. Generate 2 spells from list below, before other wizards draw their spells. On a double, take spell indicated + Stench of Nurgle.

1

Putrefy (Skaven)

2

Plague (Skaven)

3

Pestilent Breath (Skaven)

4

Wither (Skaven)

5

Stream of Corruption (Nurgle)

6

Misma of Pestilence (Nurgle)

Double

Stench of Nurgle (Nurgle)

Skaven Plague Monks only

Only starts to work when bearer or unit he is with takes 1 or more wounds. -2 to hit on enemy missile attacks; -1 to hit close combat attacks. Note that the Chalice has no effect once the bearer is killed.

May be used at any time against a single enemy wizard in base contact with the bearer. The casket automatically steals one of the enemy's spells (determine randomly). The bearer may cast the stolen spell in his own magic phase. No power is required to cast the spell. The casket may contain any number of spells.

May be used once during any turn, and not in the close combat phase. The bearer or unit he is with may heal 1 wound.

Three uses only. Dwarfs only

If slain, Vampire is restored to full wounds, together with any magic items/spells. Note that this is one of the few items which will save a character from an automatic kill.

Vampires only. One use only

Use at start of magic phase, after magic cards have been dealt but before any spells are cast. Roll 1D6 and remove that many magic cards from each side. If a player doesn't have enough magic cards, he must also surrender spell cards to make up the difference. Roll a D6 for every spell surrendered. On a 4+ the Chalice bearer sustains 1 wound, no armour saves allowed.

Chaos Dwarfs only

No monster will attack bearer in hand-to-hand combat. If bearer is touching enemy monster at end of hand-to-hand combat phase, take a Ld test. If bearer succeeds, he temporarily takes control of the monster, which may immediately move and fight a round of hand-to-hand combat. Control of the monster then reverts to the owning player.

Orcs and Goblins only

Bearer Ld 10. The bearer and any unit he leads take Break tests on unmodified Ld of 10.

A Daemon Steed takes the form of a mighty horse.

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The Steed has a daemon saving throw of 4+ plus armoured barding for 3+ in total. It is not affected by daemon animosity, and counts as a monster. A model riding a Daemon Steed causes fear.

Chaos only

Each turn, the unit lead by sceptre bearer may add +1 M, or add +1 S to each model, or have +1 armour save.

Dwarfs only

May be drunk at any time except during the close combat phase. Restores user to full wounds.

One use only

May be used at any time except during the close combat phase. Heals user back to full wounds.

One use only. Skaven only

Use before start of battle on regiment character is with. Effects last all the battle. Roll a D6: 1 - No effect; 2-3 - Unit hates all non-Skaven; 4-5 - Unit subject to frenzy; 6 - Unit moves at double speed and doubles its A value, and roll a D6 at the end of each Skaven turn - on a 1 the regiment suffers D6 wounds.

One use only. Skaven only

Any enemy character within 12" of the sceptre bearer must take Id test. If he fails, he can do nothing. If test is passed, character is immune.

Chaos - Slaanesh only

May be activated when bearer or unit they are with is charged by a flying creature, and affects all flying creatures fighting the unit. Flying creatures must roll a 6 to hit. Riders may not attack at all.

Any Undead model within 12" of wearer may use his WS instead of its own. This ability may not be used if the wearer is in close combat himself.

Mummy Tomb King only

Wearer has +2 Strength. If he rolls a 1 to hit, blow is struck against a randomly determined friendly model in base contact.

Chaos Dwarfs only

May be used once per battle, in the close combat phase. Vs one foe only, bearer hits on unmodified 2+ and wounds on unmodified 2+. No armour saves allowed.

Bretonnia only

When wearer fights a challenge, he fights with his opponent's S, T & I (and vice versa).

At the start of his turn, bearer recovers 1 wound he has suffered. A dead character cannot use the power of the amulet to recover wounds and restore him to life.

Will dispel spell cast at user or unit he is with on D6 roll of 4+. Only one spell may be dispelled a turn.

Can be used against enemy model in base contact. Both models are frozen in time and can do nothing until the enchantment ends. Roll D6 at the start of each player's turn - on a 6 the enchantment is ended. One use only.

If the character wearing the cloak is already in close combat, he can move up 24" before either side has struck, or after he has made his attacks. He may not move into close combat.

One use only. Models on foot only. Lizardman Saurus/Skink Hero only

All living creatures within 6" of the bearer suffer -1 to to hit/shooting rolls.

Chaos or Undead only

May be used at any time during the player's turn. Creates barrier of flame 6" in front of wearer and unit he is with. Only enemy immune to flame may cross the barrier. Lasts one turn.

One use only. Dwarfs only

Explodes when bearer is slain. Each model within a radius equal to the bearer's original W value takes an automatic hit at a S equal to bearer + D6. A wounded model suffers D6 wounds.

One use only (!)

Wearer always strikes first in hand-to-hand combat.

Chaos only

A Night Goblin character can feed mushrooms to one Fanatic emerging from a unit he is with. The Fanatic causes an extra D6 hits on the first unit he strikes, causing 2D6 S5 hits.

One use only. Night Goblins only

May be thrown up to 8" in the shooting phase. Nominate target and roll Scatter dice. A HIT is a direct hit, otherwise globe lands D3" away in direction indicated. Use 2" diameter template. Affected models suffer 1 wound on roll of 4+, no armour saves allowed.

Skaven only

Drink at the start of any turn and roll a D6: 1-3 - Recover 1 wound; 4 - + 1 S this turn only; 5 - +2 S this turn only; 6 - Take random Chaos Gift.

Chaos only. One use only

Enemy models attacking bearer in close combat must take a Ld test before striking. If they fail, they suffer -2 to hit/-2 S against the wearer.

Skaven only

Bearer may make 1 lash attack before other models strike blows in close combat. If enemy is hit, he must take Ld test before he can attack that turn. Any creature ridden by enemy struck by whip must also pass a Ld test to attack.

Wearer may add +1 to any characteristic before the battle begins. Choose a characteristic and roll a D6. On a 5+, the characteristic is increased. If not, choose another characteristic and roll again. You need 4+ for your second choice, 3+ for the third, and so on. The fifth roll is automatically successful. Note that no characteristic may be increased beyond its normal maximum value, generally 10.

Bretonnian General only

Increases character's Strength by +3 for one turn.

Re-roll any one dice throw, which may be adjusted by + 1/1.

One use only. Skaven & Chaos only

Bearer may drink before making a dice roll, then add +1 or deduct -1 to the score.

One use only. Bretonnian Knights only

Wizard Arcana(Warhammer Magic, p. 40)

Wizard Arcana are magic items which can only be used by wizards. They might aid spell casting, or improve a wizard's magic level, or in some cases allow them to cast special types of spell. A wizard can have more than 1 Wizard Arcana, assuming, of course, that he can carry more than one magic item. Wizard Arcana often have the properties of other types of magic item, such as Weapons or Bound Spells, so it is important to bear in mind the rules that apply to those things as well.

Raises magic level of a High Elf Mage Lord from 4 to 5, giving him 5 spells.

High Elf Mage Lord only

Raises magic level of Necromancer with Necromancy spells by 1.

Undead Necromancer only

All living models in contact with user suffer 1 automatic wound at the beginning of every close combat phase. No armour saves allowed. Does not affect Daemons or Undead.

Undead Necromancer, Liche or Vampire only

Bearer may cast a spell at no power cost, and the spell counts as having been cast with Total Power. Each time a spell is cast using the Forbidden Rod the bearer suffers D3 wounds on the D6 roll of a 4+ and the Forbidden Rod is exhausted. No armour saves, saves from wards, or special saves allowed.

Bearer may cast one of their Dark Magic or Necromantic Magic spells in the magic phase, at no cost. Roll a D6 each time sword is used. If score is equal to or less than power normally required to cast spell, sword is exhausted for rest of battle. Bearer may not carry a magic weapon in addition.

Wizards with Dark or Necromantic spells only

At start of game nominate an enemy character and roll a D6. On a 5+ they are 'baned'. Any wounds suffered by baned character are doubled.

Lizardmen Slann Mage only

Bearer gains 1 magic level (up to a maximum of 4). The wizard may take spells from any single race's deck.

Bearer may cast spells for no power cost. Each time Book is used, wizard loses D6 characteristic points.

The Sorcerer is accompanied by a tiny Chaos Familiar. As long as the Familiar is in base contact with its master he may add 1 to, or subtract 1 from, any one dice roll each turn. The player must declare he is doing this before he does so.

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Chaos Sorcerers only

Wearer may move up to 24" in his movement phase, and ignore movement penalties for terrain and obstacles. In his ethereal form, he can move through buildings. He may cast spells, but cannot strike blows in close combat. He cannot be harmed by non-magical weapons.

Models on Foot only

May be used to dispel an enemy spell as it is being cast. Roll a D6 - on a 4+ the spell is destroyed and cannot be used again that battle. If the spell came from a magic item, the item is destroved on a 6. The scroll cannot be used against a spell cast with Total Power.

One use only

Bearer may cast the plaque's bound spell in his magic phase. The spell lasts one turn. While it lasts, all Lizardmen automatically strike first in close combat.

One use only. Lizardmen Slann Mage only

Wizard can cast spells for no power cost. On 1 or 2 the potion's effects have worn off. On the further roll of a 1, the wizard goes stupid for the rest of the game.

One use only

May be cast on an enemy unit within 24" for a S3 hit on each model. Causes Panic test.

Skaven only. One use only

The wizard may draw 1 extra spell at the start of the battle, which he may use as long as the Familiar is in base contact with him. If the Familiar is removed, the wizard loses his extra spell.

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The bearer can cast the staff's spell in his magic phase. Each friendly unit of Skeletons, Zombies, Mummies, Wights, Wraiths and Skeleton Horsemen within 36" of the caster may take one of the following extra actions: charge, march move, fight round of hand-to-hand combat, shoot missile weapons. Roll a D6 each time Staff is used - it is exhausted on a D6 roll of 1 or 2.

Necromancer, Liche or Vampire only

Casts Flaming Skull spell once per magic phase. Range 24" strikes first model/unit in its path for D3 S4 hits. Unit that takes 1 or more casualties must take Panic test or flee.

Note that line of sight is required for this spell.

Bearer can cast the spell in his magic phase. The staff fires a lightning bolt at the first enemy model in its path within 24". The victim sustains D3 S6 hits, no armour saves allowed. After each use, roll a D6: staff is exhausted on 1 or 2. Line of sight is required for this spell.

Bearer can cast spell once per magic phase. Bolt of energy flies 18" in a straight line from the caster. The first model in its path takes 1 S6 hit for D3 wounds, no armour saves allowed. If the first victim is killed, the bolt strikes the next model in its path (like a bolt thrower). It will continue to do this until it fails to kill a target, or reaches the end of its range. Roll a D6 each time the Staff is used: it is exhausted on a 1 or 2.

Note that the Staff of Osiris is carried by the Undead special character Settra, who can use it even though he isn't a wizard.

Line of sight is required for this spell.

Reduces cost of casting spell by 1 power point. Spells of 1 power point can be cast for free. Wand exhausted on a D6 roll of 1 or 2.

Bearer can cast spell in his magic phase. All creatures 'flying high' suffer D6 S6 hits, and are forced down to earth, re-entering the table on their own side's table edge in their following turn.

One use only. Skaven wizards only

Can be used to attack a close combat opponent. On a successful hand-to-hand hit, victim must test against Ld or be killed. If he passes the test, roll to wound as normal. Note that a victim who is automatically killed cannot save wounds' and so armour saves/wards are all useless. See comments under Armour and Wards.

The bearer may drink from the Chalice at the start of his magic phase. Roll a D6: 1 - Turned to ghaos Spawn; 2-3 - Enemy receives 1 less Winds of Magic card when they are dealt; 4-5 - The bearer receives 1 extra Winds of Magic card when they are dealt; 6 - End magic phase if you wish.

Chaos Sorcerer or Beastman Shaman only

At the start of his magic phase, bearer may take 1 extra magic card from the Winds of Magic. When he does so, roll a D6. On a 1 he suffers 1 wound, no armour saves allowed.

Enemy models in base contact with Sorcerer must take Ld test or be transfixed and unable to fight. While transfixed, attacks hit the model automatically.

Chaos Sorcerers of Tzeentch only

Each extra power card expended extends spell range by D6".

Skaven wizards only

The Sorcerer may cast spells with 1 point less power. A spell requiring 1 power may be cast for free. After each use, bearer must take a Ld test. If he succeeds he loses -1 Ld. If he fails he goes insane and is removed as a casualty.

Chaos Sorcerer only

Enemy model within 12" of bearer in bearer's magic phase must reveal all its magic items. Bearer +1 bonus to dispel enemy spells with a counter magic card.

The wizard may store 1 extra magic card in the Familiar from turn to turn. If the Familiar is killed while holding a card it explodes causing a S4 hit on all models in base contact.

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Will power one spell for free.

One use only

Spell cast at bearer or unit he is with dispelled on 3+. If enemy spell is dispelled, bearer may cast one of his own for free that has a power level no greater than the dispelled enemy spell. Immediately afterwards, the magic phase is ended.

Lizardman Slann Mage only

After winds of magic cards are dealt, both sides roll D6. If the Crystal bearer rolls highest he can see all the enemy's winds of magic cards. If the rolls are equal, the Crystal bearer can see all but one of the enemy player's cards.

Bretonnia only

May be used to dispel enemy spell as it is being cast. It will not dispel a spell cast with Total Power.

One use only

Can store up to 3 extra magic cards from turn to turn. Roll a D6 at the start of the bearer's magic phase. Unless you roll more than the number of cards retained all the magic has leaked away and the cards must be returned to the deck.

Bearer + 1S bonus. Wielded with 2 hands. Bearer may not carry a magic weapon at the same time. Can unleash bound spell vs enemy, within 24". Enemy unit suffers D6 S5 hits, no armour saves allowed. Exhausted on 1 or 2. Line of sight is required for this spell.

Skaven Warlock Engineers only

If its master is attacked, the Familiar will interpose itself between him and his attackers, who must then fight the Familiar. Warrior Familiars always attack first.

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Magic Standards(Warhammer Magic, p. 42)

A magic standard may be carried by any regimental standard bearer entitled to carry a magic standard as indicated in the Warhammer Armies Lists. The maximum value of the standard is usually restricted such that only the very best units are allowed to carry the most potent standards. In addition, it is usual to allow the army's Battle Standard to be a magic standard as described in the army lists.

Note that the points value of a magic standard is added to the total points value of the standard bearer. The value of regimental standard bearers is usually double that of a trooper, the value of a magic standard is added to this total. The cost of the banner itself is not doubled. E.g. High Elf Spearmen cost 12 points, the standard bearer costs 24 points, a standard bearer with a 50 point standard costs 24+50=74 points.

Some chariots are also permitted to carry a magic standard. The value of the banner is added to the value of the chariot. The cost of the chariot is not doubled.

A spell cast at the unit carrying the banner will be dispelled on D6 roll of 2+. If spell is dispelled, roll a D6. On 4+ the spell is redirected to a new target. Choose an enemy unit within 24" and roll 4D6 to determine spell's range. If new target is within dice score roll of the banner, it is hit by the deflected spell.

Adds + D6 to the combat result of the side carrying it.

May be used at start of player's turn. No creatures may fly at all. All creatures flying high must land in centre of table and move 3D6" in random direction as determined by Scatter dice. Shooting ranges are halved. Roll D6 at the start of each player's turn - banner's effect end on a 6.

One use only

Missiles shot at the unit are deflected and turned back against the firers. Roll a D6 and multiply score by 10. If the score equals or exceeds the distance between the units, the missiles hit the firers automatically. If the score is less, the missiles rebound harmlessly. Exhausted on a 1 or 2.

Bretonnia only

Enemy unit loses combat bonus from rear rankers. If the banner is carried by the Battle Standard Bearer, all Knights in the army can re-roll a failed Break test.

Bretonnia only

The bound spell may be cast in the magic phase. D6 lightning bolts, each with a range of 24", fly from the banner. Each bolt strikes the first model in its path for 1 S4 hit, no armour saves allowed. Line of sight is required for each lightning bolt.

Enemy units within 6" suffer -2 penalty on all Leadership tests.

Undead only

Carrying regiment Ld 10. When enemy spell is cast against unit, roll D6 for each power card used. On 4+ the power card is absorbed and may be taken by the Skaven player.

Spells cast at unit dispelled on 4+. Any wizard/shaman touching unit will be killed on the D6 roll of a 4 or more by magical overload, no armour saves apply. Make this roll as soon as the wizard touches the unit, and subsequently at the start of each of the wizard's turns if he is still touching.

Orcs and Goblins only

Dispels spell cast against unit carrying banner on D6 roll of 4+. Any Undead/Daemon model in base contact with a unit carrying this banner suffers 1 wound at the start of the bearer's magic phase.

Unit counts double its normal rank bonus in hand-to-hand combat. Will never pursue.

Enemy units within 6" suffer -1 penalty on Leadership.

Undead only

Unit carrying banner adds +1 to hit in hand-to-hand combat.

Unit carrying banner is subject to frenzy.

Chaos unit led by a Champion of Khorne only

Bound spell may be cast against an enemy unit within 8', and causes 2D6 S6 hits. Any survivors must take an immediate Panic test.

Chaos unit led by a Champion of Tzeentch only

Allows Cold One riders to ignore the Cold Ones' stupidity.

Dark Elf Cold One Knights only

The unit carrying this banner causes fear (and is therefore immune to fear itself).

Unit carrying banner is immune to psychology.

Chaos unit led by a Champion of Slaanesh only

Causes terror in flying creatures. Unit is immune to terror caused by flying creatures. The unit receives a +D6 combat result bonus when fighting flying creatures.

All shots at unit are at -1 to hit. Unit always strikes first in hand-to-hand combat.

Night Goblins only

Unit carrying banner doubles all attacks during its first turn of hand-to-hand combat of the game.

One use only. Forest Goblins only

Unit carrying banner may roll an extra D6 when making a psychology test, and may select the which 2 dice out of the 3 dice to use. Break tests are not affected.

The unit may re-roll a failed Break test. Note that it is not possible to re-roll a failed re-roll, only one re-roll is allowed from any source.

Banner stores D6 winds of magic cards at start of game, which may be used by friendly wizards within 12".

When unit charges into hand-to-hand combat, the Skeleton Horsemen's attacks hit automatically in the first round of combat.

Undead Skeleton Horsemen only

Unit gains + 1S when charging.

Orcs and Goblins only

Increases unit's move by + D6". Roll each turn. May be used three times only.

Lizardmen only

Unit carrying banner receives +1 on all armour saves, or an armour save of 6+ if they had no armour to begin with.

Adds + 1 to the hand-to-hand combat result of side carrying it.

Enemy cannot stand and shoot when charged by unit carrying this banner.

Bretonnian Knights Errant only

Bound Spells(Warhammer Magic, p. 44)

A bound spell is a magic item that enables its owner to cast a specific spell as if he were a wizard. Any character can have a bound spell and not just wizards. Having a Bound Spell does not make a character a wizard for purposes of the rules.

The spell is cast once in the player's magic phase exactly like other spells, and it can be countered in the same way as an ordinary spell. Bound spells often take the form of magic rings, though some are horns or pipes. When attempting to counter a bound spell the 'caster' is assumed to have a magic level equivalent to the wizard making the counter. Thus bound spells are dispelled on a base roll of 4+. Power cards can be used in the normal fashion to boost the chance of a dispel, but cannot be used to reinforce a bound spell.

Three times per battle in the magic phase the wearer can direct a jet of flame at an enemy model up to 18" away. The victim sustains 2D6 S3 hits, no armour saves. Line of sight is required.

Three uses only

The Staff's bearer may cast the spell once in his magic phase, at any enemy model within 12". The target is slain automatically, no armour saves allowed. Roll a D6 each time the spell is cast - on a 1 or 2 the staff's magic is exhausted.

Chaos Sorcerer of Nurgle only

All enemy units within 24" engaged in close combat must take a Panic test or be broken and flee. Fleeing friendly units within 24" rally.

May be used three times only

The spell may be cast at any cavalry unit within 18". The unit suffers D6 S4 hits. Victims may not charge next turn.

In magic phase, the Prodder may fire 1 fireball for each Orc or Goblin unit within 12', plus one extra for each that is in hand-to-hand combat. Orc units must be 10 strong, Goblin units 20 strong, to count. Each fireball travels up to 24", striking the first model in its path. The victim suffers an S4 hit, no armour saves allowed. Line of sight required.

Night Goblins only

Orb is cast down on ground within 8" of the bearer. Nominate target and roll Scatter dice. A HIT symbol is a direct hit, otherwise the Orb scatters D3" as indicated by the dice. Place any of the round templates from Warhammer Magic where globe lands. Each model under the template rolls a D6. If they roll more than their I, or a 6, they are killed, no armour saves allowed. Remains in play, moving in the magic phase.

One use only. Skaven only

Can be used against a living model (not Daemons or Undead) within 6". Roll 2D6 and subtract victim's Toughness = number of wounds caused. No armour saves allowed.

One use only

Prevents flying creatures flying high. Creatures already flying high cannot descend.

Remains in play.

May be used three times per battle

Once its spell is cast, the bearer may attempt to nullify the power of a named magic item within 12". Roll 2D6 and multiply the result by 10. If the total equals or exceeds the points value of the target magic item its power is drained and it becomes useless for the rest of the game.

Wearer doubles his S value (max. S10) until beginning of his next magic phase.

Three uses only. Skaven only. Lasts one Turn

The user is shrouded in darkness. Enemy striking in hand-to-hand combat require a 6 to hit. Magic weapons are not affected by the ring's magic.

Remains in play

The ring starts the game containing 1 randomly determined Battle magic spell. The spell may be used once per game in any magic phase, and costs no power to cast.

One use only

Special Character Items(Warhammer Magic, p. 45)

The following items are unique to specific special characters - individuals of astonishing power or reputation in the Warhammer World. These special characters are described in the Warhammer Armies book for the army they belong to together with any magic items or special powers they have.

Because only these specific individuals can carry these items we have not included cards to represent them - players who intend to field these individuals obviously have the Warhammer Armies book describing them. However, it seemed a good idea to summarise the abilities of these items here, for convenience of reference and to give other players an idea of what they might be up against! Bear in mind that it is recommended that special characters are used with prior agreement by the players.

Heirlooms(Warhammer Magic, p. 45)

Some of the special items are described as heirlooms of a ruling family or office. For example the Great Book of Grudges is borne by the High King of Karaz-a-Karak, the Talisman of Ulric is worn by the Elector Count of Middenland, and so on.

Heirlooms are usually ascribed to a specific special character, and for that reason are included in this section and not as part of the main magic items list. Obviously, a scenario set in some past time might include the same item carried by an appropriate ancestor. For normal purposes, however, it is convenient to ascribe these items to specific individuals to avoid confusion.

Empire(Warhammer Magic, p. 45)

Magic Weapons

Valmir von Raukov, Empire Elector Count

The Dragon Bow has a range of 36" and hits with a Strength of 5.

The Dragon Bow shoots at its target not just once but three times. All shots must be made at the same unit. Hits from the bow's arrows are deemed to be magical and so will affect creatures that are immune to ordinary non-magical bow hits.

Wards

Empire Grand Theogonist

The Jade Griffon protects the Grand Theogonist from harm and heals any wounds he suffers.

The Jade Griffon takes effect at the end of each shooting phase and at the end of each hand-to-hand combat phase. Any wounds suffered by the Grand Theogonist are restored, healed instantly by the magic power of the Jade Griffon. The Jade Griffon is powerless to save the Grand Theogonist if he is killed. It will not bring him back from the dead!

Enchanted Items

Empire Grand Theogonist

The Staff draws power from the War Altar. If the War Altar is destroyed the Staff will not work.

The Staff gives the Grand Theogonist the powers of a level 2 wizard.

Whilst the War Altar remains undamaged the Grand Theogonist may draw energy through his staff and add +2 to his Strength. If the War Altar is damaged this bonus is reduced to +1 Strength. If the War Altar is destroyed the bonus is lost.

Empire Grand Theogonist

The Horn of Sigismund may be sounded by the Grand Theogonist as the War Altar charges into battle. The sound of the horn strikes terror into the heart of the enemy unit being charged. A test for terror must be taken.

Boris Todbringer, Elector Count of the Empire

The bearer of the Talisman of Ulric automatically recovers 1 wound he has suffered at the start of his own turn. The bearer must still be alive in order to recover wounds, if killed outright the Talisman of Ulric cannot protect him. The bearer cannot recover more wounds than he started the battle with.

Wizard Arcana

Empire Supreme Patriarch

The Staff of Volans is a potent heirloom of the Supreme Patriarch of the Colleges of Magic.

The bearer can use the Staff to make a spell he is casting unbreakable. The bearer must expend power cards to cast the spell as normal. The spell cannot be dispelled in the same way as if a Total Power card had been played. If the spell remains in play it can be dispelled normally in subsequent turns. Each time the Staff is used roll a D6. On the roll of a 1 or 2 its energy is temporarily exhausted and it cannot be used again during the battle.

Kislev(Warhammer Magic, p. 46)

Tzarina Katarin of Kislev

Fearfrost was made by the ancient Khan-queen Miska and is the heirloom of the Tzarinas of Kislev. Only a Tzarina can wield it and any man who attempted to do so would be frozen to death in an instant.

No armour saves are allowed against wounds from Fearfrost. If the welder inflicts a wound upon her enemy then the victim immediately suffers a further D6 wounds.

Undead(Warhammer Magic, p. 46)

Magic Weapons

Nagash, Supreme Lord of the Undead

The black blade Mortis enhances the strength of its mighty bearer, but it robs the vitality of its victims and passes it to Nagash himself.

Nagash adds a +1 Strength bonus to his own Strength when wielding the blade Mortis.

For each wound inflicted with the Great Blade of Death Nagash may restore 1 wound he has suffered previously in the battle.

Magic Armour

Nagash, Supreme Lord of the Undead

The armour of Nagash Supreme lord of the Undead has gradually fused with the body of its wearer so that the two are now united for all time.

The Black Armour gives Nagash a special saving throw of 4+ against any wounds scored against him.

In addition, the Black Armour gives Nagash a D6 saving throw of 4+ against the effect of any magic spell. Note that this isn't a Dispel, but allows Nagash to avoid the effect of spells which would otherwise harm him.

Wizard Arcana

Nagash, Supreme Lord of the Undead

The Staff of Power was enables Nagash to absorb vast amounts of magic power.

If he has the Staff of Power, Nagash can store an extra four magic cards from turn to turn. These extra cards can only be used by Nagash, so it is important to keep them separate from other cards.

The Staff of Power begins the game with one random magic card stored.

High Elves(Warhammer Magic, p. 46)

Magic Weapons

High Elf Prince Tyrion

Sunfang adds +3 to Tyrion's Strength. Each wound inflicts not 1 wound but D3.

When used against Daemons a hit from Sunfang wounds automatically and inflicts not 1 wound but D3. Once per game in his shooting phase Tyrion may direct a mighty firebolt from Sunfang. Use the flaming template from the Warhammer game placing the broad end over your enemies as required. Each model beneath the template is hit on a D6 roll of 4+ and takes 1 Strength 3 hit.

High Elf Warden Eltharion

Using the Fangsword, Eltharion can parry one attack from one enemy model in base contact. The enemy's attacks are automatically reduced by 1.

All armour saving throws against a wound from the Fangsword are taken with a -3 penalty on top of the usual Strength -1 modifier for Eltharion's own Strength. The total modifier is therefore -4.

Magic Armour

High Elf Prince Tyrion

Wearing his Dragon Armour and mounted upon his armoured steed Malhandir Tyrion has an armour saving throw of 1+. Were he to fight on foot his armour save would be 3+. The wearer of Dragon Armour cannot carry a shield.

If Tyrion should fail his armour save then he may make a further special saving throw of 4+. Note this is a special save and not an armour save, and so is not affected by armour save modifiers or hits which discount armour saves.

Tyrion is completely immune to all fire based attacks, including magic fire, warpfire, and so forth.

Wards

High Elf Prince Tyrion

The Heart of Avelorn, a gift from the Everqueen to Tyrion, protects against hostile magic.

The Heart gives Tyrion a D6 saving throw of 4+ against the effect of any magic spell. Note this isn't a Dispel, but a magic save which allows Tyrion to avoid the effect of spells which would otherwise harm him.

If Tyrion is slain the Heart will break and the release of its power immediately restores him to life with 1 wound. If this happens the Heart is destroyed.

Wizard Arcana

High Elf Mage Teclis

The Moon Staff may be used once, at the start of the player's magic phase, to draw an extra D6 magic cards from the winds of magic.

Once the Moon Staff has been used Teclis's own energy is weakened and his characteristic values are all halved rounding up to the nearest whole number.

Dwarfs(Warhammer Magic, p. 47)

Magic Weapons

Dwarf High King Thorgrim Grudgebearer

Any hit from the Axe of Grimnir will wound on the D6 roll of 2+ regardless of the user's Strength or target's Toughness. An armour saving throw is not allowed except for magic armour where a -3 armour save modifier is imposed. Each unsaved wound causes not 1 but D3 wounds except in the case of Ogres or Trolls which suffer not 1 but D6 wounds.

Magic Armour

Dwarf High King Thorgrim Grudgebearer

The Armour of Skaldor includes a shield and gives its wearer an armour saving throw of 2+.

If the wearer should fail his armour save then the wearer can take a further special D6 saving throw of 4+. Note this is a special save and not an armour save, and so is not affected by armour save modifiers or hits which discount armor saves. The wearer is completely immune to all fire based attacks, including magic fire, warpfire, and so forth.

Enchanted Items

Dwarf High King Thorgrim Grudgebearer

The wearer of the Crown and any unit he leads is immune to fear and terror.

In addition, a unit led personally by the wearer takes its Break test on the full unmodified Leadership value of the wearer. Leadership is not reduced by the combat result, nor is any other penalty applied.

Dwarf High King Thorgrim Grudgebearer

The Great Book of Grudges records every deed of infamy ever perpetrated against the Dwarf race. Its pages have absorbed the bitterness and anger of its many authors, and the Book radiates righteous indignation and hatred.

The Dwarf who carries the Book of Grudges and any unit led by him will hate all enemy on the battlefield. See the Warhammer rulebook for the rules for hatred.

Wood Elves(Warhammer Magic, p. 47)

Magic Weapons

Orion, Wood Elf King

The Spear of Kurnous can be thrown like a missile weapon and always returns to Orion's hand, enabling him to use it again next turn and wield it in hand-to-hand combat. It has a range of 8" and there is no penalty for throwing at targets at over half range in the same way as javelins. Roll to hit as normal and resolve hits as described below.

If the target is a single model rather than a unit roll a number of dice equal to the original wounds characteristic of the target. Each dice that scores 4+ inflicts a wound.

If the target is a unit of troops, roll a dice for each rank in the regiment. Each dice that scores 4+ inflicts a wounds. In hand-to-hand fighting Orion stabs with the spear. Roll to hit and wound as normal.

No armour saves are allowed against wounds inflicted from the Spear of Kurnous except for magic armour.

Ariel, Wood Elf Mage Queen of Loren

The dart can be thrown once in the battle, and has a range of 12". Roll to hit using Ariel's BS. If the dart hits a model it causes 1 automatic wound which can only be saved by magical armour. If the wound is not saved the dart sucks energy out of the victim, draining their Strength characteristic by D6 to a minimum of 1.

Thalandor, Wood Elf Master Mage

In addition to the usual bonus for using a spear, the Spear of Daith can parry any opponent's hand-to-hand combat strikes on a dice score of 4 +. The opponent rolls to hit as normal, then the spear-holder rolls to parry. If the Spear fails to parry the blow, roll to wound and save as usual.

Wards

Orion, Wood Elf King

The Cloak of Isha gives Orion a special save of 4+ on a D6 against each wound he suffers.

Note that this is a special save and not an armour save, and so continues to offer protection against wounds suffered by attacks which discount amour saves altogether such as certain war machines, some breath attacks, and various magic weapons.

Thalandor, Wood Elf Master Mage

If the talisman is hung around the neck of a Great Eagle enemy blows are magically deflected, endowing the Eagle with the equivalent of an armour save of 4+ against any ordinary weapon or missile. Thalandor has given this talisman to Gwandor who thus gains a save as well as his master.

Enchanted Items

Orion, Wood Elf King

The Horn of the Wild Hunt contains a powerful bound spell. This may be cast in the magic phase so long as Orion is not fighting in hand-to-hand combat, as he needs to blow the horn to effect its magic. The spell costs no power to cast as the Horn is imbued with sufficient power to cast its spell once per turn.

When the spell is cast the magic horn blast rings throughout the forest. The closest enemy unit within 12" of Orion must take an immediate Panic test.

Ariel, Wood Elf Mage Queen of Loren

Ariel collects acorns from the Oak of Ages each autumn. When scattered on flat open ground they create a wood 12" in diameter centred upon Ariel herself. The acorns can be used once per game at the start of any of Ariel's turns.

The magical wood created in this way will wither and die as soon as a Drain Magic card is played by either side.

Ariel, Wood Elf Mage Queen of Loren

The wine can be given to any one character in contact with Ariel in the magic phase, or she can drink it herself. Any character who has suffered wounds who drinks the wine will be instantly invigorated and will regenerate D6 wounds. This cannot bring the drinker's Wounds characteristic above its original level nor can it revive slain models. The wine can only heal wounds that have already been suffered. One use only.

Wychwethyl the Wild, Wardancer Champion

Wychwethyl may beat the drum when the Wardancer unit charges. Declare that he is beating the drum at the start of the turn before declaring charges. When he beats the Drum it quickens the pace of the Wardancers with its unearthly rhythm. The Wardancers move so fast and wildly that they may add D6 inches to their charge move.

Wizard Arcana

Ariel, Wood Elf Mage Queen of Loren

This twisted staff is carried by Ariel, Mage Queen of Loren. The wand allows Ariel to cast a specific spell without expending any power cards. The spell is enscribed upon the wand in runic form, and draws the power it requires from the wand itself. Before the battle decide which of Ariel's spells is enscribed on the wand. No power points are required to cast this spell.

Naieth, Wood Elf Prophetess

Naieth carries a long rod which is made of the willow twigs of many magical trees woven and entwined tightly together. The rod has the power to tap the flow of magic. Naieth can use this power herself or direct it towards any other Wood Elf mage so that they can use it. This enables the Wood Elf player to draw one extra magic card per turn while Naieth remains in play.

Magic Standards

Lothlann the Brave, Wood Elf Battle Standard Bearer

The banner is surrounded by a magical aura of protection extending 12" in all directions outwards from the banner. Any spell directed at a target or approaching a target within this aura will fizzle out on a dice roll of a 5 or 6. Roll for each spell directed at a target within the aura and roll for each spell template entering the aura. Thus approaching spells, spell templates etc can be dispelled on meeting the aura of the banner at a distance of 12" from it.

Chaos Reward Summary(Warhammer Magic, p. 49)

The Chaos Rewards come as a set of cards in Warhammer Armies - Chaos. They may be bought for Chaos Champions and Sorcerers in much the same way as other magic items

Nurgle(Warhammer Magic, p. 49)

Champions or Sorcerers of Nurgle only

The Champion and any unit he is with are surrounded by a cloud of nauseous gas. Any enemy fighting them suffers -1 WS in hand-to-hand combat. Any unit with the Champion is unaffected by the smell.

After making normal attacks in hand-to-hand combat, roll D6 for each enemy model in base contact. On a roll of 6 they contract Nurgle's Rot and suffer a single wound. Even magic armour may not save.

A cloud of flies surrounds the Nurgle Champion. All enemy models in base contact suffer -1 to hit, whether they are attacking the Chaos Champion or another target.

Khorne(Warhammer Magic, p. 49)

Champions of Khorne only

Magic Weapons

If the axe scores any wounds, the enemy model is killed outright. Each time the axe slays an enemy roll a D6: on a score of 6 the axe is sated and cannot be used again.

Enchanted Items

If the Champion is attacked by a magic weapon and makes a successful save for his Chaos armour the weapon is destroyed. If the Champion or unit he is with are attacked by a magic spell it is dispelled on 4+. If successfully dispelled roll a D6: on a 4+ the spell is destroyed (discard the spell card) and the caster sustains 1 wound.

Abilities

The Champion must charge any enemy within charge reach at the startof the turn, or advance as close as possible. If he is part of a unit he will leave it to do so. The Champion gains + 1A, and an extra + 1A when he charges.

The Champion may retake any failed armour save. Each time he does so roll a D6: on a roll of 1 the card must be discarded

Tzeentch(Warhammer Magic, p. 49)

Champions or Sorcerers of Tzeentch only

Every time the Champion suffers a wound roll a D6. On a 1-3 the wound is restored but you must discard this card. On a 4-6 the wound is restored, and you may keep the card.

Once per turn the Champion may re-roll any one dice throw. After doing so, roll a D6. On a roll of a 1 you must discard this card.

Slaanesh(Warhammer Magic, p. 49)

Champions or Sorcerers of Slaanesh only

In hand-to-hand combat, enemy models must test against Ld on 3D6 to be able to strike the Champion. Once a model has passed the test, it need not test again.

All enemy models attempting to fight the Champion in hand-to-hand combat lose -1A.

Non-Aligned Rewards(Warhammer Magic, p. 49)

These rewards may only be taken by Chaos Champions or Chaos Sorcerers

Use the teardrop-shaped template from the Warhammer game. Any models affected are hit on D6 roll of 4+ for a single S4 hit.

The Champion can regenerate damage like a Troll, and regenerates wounds on 4+ (see rules for Trolls on p138Warhammer Battle Book). Once the Champion has suffered a wound from a flame-based attack, this ability is nullified.

The recipient benefits from a 4+ saving throw against wounds, taken after any normal armour save for armour has been failed, and is not modified by the enemy's Strength.

The Champion causes fear, and is immune to fear himself.

After the Champion has made his normal attacks he may make an extra attack with his tail (S5). No armor save allowed, even for magic armour.

After his normal attacks, the Champion may make one additional attack with his tail (S5).

Champion may either carry an additional weapon for +1 Attacks, or an additional shield for +1 save.

+1 Attack in hand-to-hand combat.

The Champion has a 4+ saving roll against wounds, taken after any normal saving throw has been failed, and which is modified by his enemy's Strength as usual.

Dwarf Runes Summary(Warhammer Magic, p. 50)

Dwarfs have a unique system of runic magic, which involves enscribing items with magic runes to give them special powers. The full rules for runic magic items, and more detailed descriptions of the runes, can be found in Warhammer Armies - Dwarfs.

Dwarfs & Magic(Warhammer Magic, p. 50)

Dwarfs are unable to cast spells, and have no wizards.

During the magic phase, the Dwarf player is dealt winds of magic cards as usual, though he may only make use of the Dispel and Drain Magic cards. Because Dwarfs have such a high resistance to magic, Dispel cards always work on a roll of 4+. Refer to the Warhammer Armies Dwarf book for a full
explanation.

Runic Magic(Warhammer Magic, p. 50)

Runes may be enscribed onto weapons, armour, standards, war machines and talismans. Each of these has its own type of rune.

A character may not have more than one runic magic item or one magic item from each category (for Dwarfs, armour and shields count as one category).

A Dwarf character may carry ordinary magic items and runic magic items at the same time, but the total number of magic items he may carry is limited as normal.

Rule of the Runes

Up to three runes may be enscribed onto a runic magic item, subject to the following restrictions:

  1. No item may have more than three runes.

  2. Weapon runes may only be enscribed on weapons, armour runes may only be enscribed on armour, etc.

  3. No more than one magic item may carry the same rune/combination of runes.

  4. No master rune may be used more than once, and no more than one master rune can be enscribed on one item.

  5. With the exception of master runes, runes may be combined together and used in multiples.

  6. Runes may not be enscribed onto existing magic items.

For the full rules for Dwarf runes see Warhammer Armies Dwarfs.

Weapon Runes(Warhammer Magic, p. 50)

Weapon runes may be enscribed onto swords, hammers, axes or two-handed swords.

If the weapon inflicts a single wound on any Undead, and if the wound is not saved, then the creature is slain outright.

If the weapon inflicts a wound on a Daemon, and that wound is not saved, the Daemon is slain outright.

If an enemy suffers even 1 wound from this weapon he is automatically killed, regardless of how many wounds he may be able to sustain. Roll to hit and wound as normal and make any permitted save. If at least 1 wound is inflicted the enemy is killed.

If the weapon inflicts a single wound on a Dragon, and that wound is not saved, then the Dragon is slain outright.

Any weapon bearing this rune will automatically wound if it hits. Roll to hit as normal. If a hit is scored no roll to wound is required.

Any blows struck by a weapon engraved with this rune will always hit. No roll to hit is necessary.

The wielder of this weapon may double his Strength when attacking creatures with a Toughness greater than his own. The rune has no effect against other targets. If engraved twice the welder's Strength is trebled, if engraved thrice it is quadrupled. The maximum Strength value that can be attained is 10.

If an enemy is struck by this weapon roll a D6: 1-2 no effect; 3-4 enemy model loses -1 Strength; 5-6 enemy model loses -1 Toughness. These penalties apply for the rest of the game. If you have several Attacks roll once for each successful hit. If you have more than one Curse rune on your weapon then do not roll for each rune, instead add +1 to the dice roll for each additional rune. It is not possible to reduce an enemy's Strength or Toughness to below 1.

A weapon engraved with this rune always strikes first. In situations where both sides are entitled to strike first, the highest Initiative value has priority over the lower value. If initiatives are equal, both sides roll a D6 and the highest score strikes first.

If the wielder of this weapon successfully hits a character carrying a magic weapon then both sides roll a D6. If the wielder rolls highest the enemy's magic weapon is broken, its power is negated by the rune and rendered useless. Make this test as soon as the hit is scored, then go on to work out wounds and saves as normal.

This rune affects only the first enemy character model struck by the weapon during the battle. All wounds inflicted on the character by the weapon are doubled - ie for each wound inflicted the target suffers 2 wounds. Take any saving throws after doubling wounds, so the foe has a chance to save each wound inflicted. This bonus applies to all further attacks made by the weapon against that enemy model for the rest of the game. If this rune is enscribed twice wounds are trebled; if enscribed three times wounds are quadrupled.

The wielder of this weapon adds +1 to his Strength.

The wielder of this weapon adds +1 to his Attack characteristic.

This rune cancels out one enemy attack in hand-to-hand combat - the weapon parries the attack automatically. The rune cancels only one attack regardless of how many enemy may be fighting the weapon's wielder. The player may choose which attack he parries.

The wielder of this weapon may add + 1 to his Weapon Skill.

An enemy struck by this weapon must make any saving throw with an additional -1 save modifier.

The weapon bursts into flame as it is withdrawn from its scabbard. Fire can cause extra damage on some targets (such as Treemen).

Armour Runes(Warhammer Magic, p. 51)

These runes are enscribed onto armour and shields. Any Dwarf character who has armour or a shield may be given up to three armour runes.

A character wearing amour enscribed with this rune has a Toughness of 10. This rune cannot be combined with any other armour rune.

This rune adds +2 to the armour save of the character. This rune can be combined with a Rune of Stone to give a +3 save. It is possible that this may reduce the required dice roll to a negative number, in which case only attacks with a high saving throw modifier can harm the character.

This rune gives its bearer +1 wound.

This rune adds +1 to the Toughness of the character.

This rune allows the character to re-roll any failed armour saving throws. The re-roll saves on a D6 score of a 4+ and no modifiers apply.

Any spell cast specifically at the bearer of this rune is automatically dispelled with no effect. When this happens roll a D6 and subtract the dispelled spell's power. If the result is 1 or less then the rune is overloaded and may not be used again for the rest of the game.

This rune adds +1 to the character's armour save. The Rune of Stone is an exception to the normal rule which forbids the same combination of runes to be used on several items, so a single Rune of Stone may be enscribed onto any character's armour. The Rune of Stone cannot be used more than once on the same item.

Runes of Protection(Warhammer Magic, p. 51)

These runes may be enscribed onto standards, and offer the entire unit protection from psychology or magic. They may also be used on the battle standard. Master Runes of Protection may only be placed on a battle standard.

This rune will dispel any enemy spell cast anywhere on the battlefield on a D6 roll of 4+. Any spell which remains in play is dispelled automatically at the end of the magic phase if the target it affects or its template are within 12' of the standard.

All units within 12' may take any psychology or Break tests with an unmodified Leadership value of 10. In hand-to-hand combat Break tests are always taken at a value of 10 even if combat results bonuses would otherwise reduce the value to less.

The standard adds a further +1 to the combat result of all units within 12" of the battle standard.

The unit is immune to panic, fear, terror, and stupidity. The unit never takes a Break test and cannot be routed from hand-to-hand combat.

The unit causes fear, and is not affected by fear itself.

Any foe charging the unit subtracts D6" from his charge distance. If he fails to make contact then all the usual rules for a failed charge apply. If multiples of this rune are used the charge reduction is not added up, instead roll a D6 for each rune and choose the best score.

This rune dispels any spell targeted at the unit on a D6 roll of 4+. One attempt may be made against each spell cast. Further Runes of Warding may be enscribed, in which case you may make one attempt at a dispel for each rune.

The unit adds a further +1 to its combat result score. If two Runes of Battle are enscribed they add +2, if three +3.

Engineering Runes(Warhammer Magic, p. 52)

These runes may only be used on Dwarf war machines.

This rune may only be placed on a stone thrower. The Dwarf player may re-roll the Scatter dice if he wishes, enabling the machine to shoot more accurately. You must abide by the result of the second roll.

Until it shoots or moves, the machine cannot be seen, and cannot therefore be shot at or charged. Once the machine has shot/fired or moved its position is revealed and it can be seen and shot at or charged as normal.

This rune can only be enscribed on a cannon. It enables the Dwarf player to re-roll the Artillery dice when he rolls a misfire result. You are bound by the second dice roll even if this is another misfire.

If a machine has the Rune of Fortune the player may re-roll a dice rolled against its Misfire chart. You must accept the result of the second dice roll.

This rune was devised to stop machines falling into enemy hands. The Dwarf player can cause the machine to explode at any time. If the machine explodes it is destroyed and all models within 3" suffer a Strength 6 hit. Any models which suffer damage as a result sustain not 1 but D3 wounds. This rune can only be used on static war machines such as cannons, stone throwers and bolt throwers.

The Strength of any hit from the war machine is increased by +1. The Strength of these hits cannot be increased beyond 10.

This rune may be inscribed on a bolt thrower and enables the weapon to be used against high flying creatures by magically directing the bolts to their target. A target which is flying high is assumed to be at the weapon's maximum range for purposes of hitting.

Any ammunition shot by the machine bursts into flames as it hits its target. Some creatures are particularly vulnerable to fire and take more damage from it (Treemen, for example). Can be used on any war machine that fires a shot, including cannon.

Talismanic Runes(Warhammer Magic, p. 52)

Talismanic runes may only be enscribed on rings, amulets, belts, crowns, helms, etc.

This rune may only be engraved on the crown of a Dwarf king. The unit led by the king is immune to fear and terror. For the unit led by the king, Break tests are always taken on an unmodified Ld value of 10. This is never reduced regardless of combat results or magic, so the number to be tested against is always 10 on 2D6.

This rune can only be enscribed on a warhorn. The horn may be sounded once per battle, at the end of the Dwarf player's turn. Every enemy unit on the field must test against their Leadership in the same way as for psychology. If they fail they are so dismayed that they may not move or charge in their following turn.

This rune turns an attacker's blows against himself. Every time the model suffers a wound in hand-to-hand combat roll a D6. On a result of 4+ the wound is taken by the enemy who inflicted it instead.

Only Runesmiths can use this rune. It may only be used once per battle, and will stop enemy magic instantly. The rune may be played to automatically dispel one enemy spell - there is no need to roll.

This rune allows its bearer to re-roll any dice roll once during the game. The rune only works once, after which it is useless.

The character and any unit with him may move through woods or other difficult or very difficult terrain with no movement penalty. Note - the Rune of Passage cannot be used in conjunction with a march move.

The bearer of this rune is immune to fire, heat and flame. He cannot be affected by fire attacks, magical fire, or the flames of a Skaven warpfire thrower.

Further Ideas & Spells

This section is not a part of the core Rulebook but is part of the Warhammer Magic supplement

One of the great things about fantasy gaming is that it is easy to invent or adapt things to suit yourself. This is especially true of magic, where players have the opportunity to create magic items and spells should they feel so inclined. A new and potent magic item makes an interesting subject for a campaign, and can seriously change the balance of power between one army and another.

This section of the Warhammer Magic rulebook contains rules and ideas which you might like to use as the basis for further expansion of your magical forces. All of the material in this section is considered to lie outside the main body of the rules, and players who wish to utilise it, or anything they have invented for themselves, should agree this with their opponents before the game. Unless it is agreed beforehand to use the rules in this section it is assumed that they won't be used during a game.

Winds of Magic(Warhammer Magic, p. 54)

The Winds of Magic deck is used as a randomiser, with the additional sophistication that players can retain cards from turn to turn, thereby removing specific cards from the deck as it is dealt.

The mix of cards and the way they are dealt determines the amount and effect of magic during the game. The standard method described in the rules is judged to allow magic an appropriate place in the hierarchy of battle - not too powerful but effective enough to reward intelligent play. However, sometimes it is interesting to vary the effect to achieve some specific aim, and some of the ways of achieving this are listed below.

Flux

Normally you roll 2D6 to determine how many cards are dealt from the winds of magic each turn. By prior agreement it is a simple matter to increase or decrease the number of dice rolled, or to make the number of dice rolled subject to random change. Another variation is to build or reduce the roll each turn: 1D6 on turn 1, 2D6 on turn 2 and so on, for example.

Cycle the Deck

Don't shuffle the deck every turn; instead discard the used cards onto a separate pile. Once you have worked through the entire deck re-incorporate the discards and shuffle the pack again. By cycling the deck you remove cards as they are played and so limit the effect of unique cards and make the magic more predictable.

Bar

Before the game begins take out any or all of the special cards and remove them from the deck. These cards are shuffled back into the pack after an agreed number of turns have passed. The cards are said to be 'barred' for one turn or more. Some players like to do this with the Total Power card in order to reduce the potential effect of magic during the first few turns.

Deck Limits

Before the game begins the players remove any special cards they do not wish to use. This is similar to the 'bar' except the cards are permanently removed with the intention of reducing the effect of magic during the game by removing the Total Power card, or by making the magic more predictable by removing other cards.

One Use

The cards are used as normal except that any special card is removed from the deck as it is played. This means each special card only ever gets used once. This is another way of reducing the effect of these cards, although its overall effect on the amount of magic cast will be minimal.

Alter Mix

An easy way to increase or decrease the effect of magic is to remove power cards to reduce the effect of magic, or remove dispels to increase its effect. Removing all the dispels but leaving the special cards can be entertaining too! By removing all the counter magic cards the deck will still moderate the spells cast, leaving counter magic in the form of natural dispels and magic items.

Triggers

For players who want to add a new layer of interest the special counter cards can be used to trigger changes or events that you have invented. For example, when Drain Magic is played you could roll a' dice for every magic item in the game and rule that it is drained of all power on a predetermined D6 score. Alternatively, you could link the use of certain card to a flux in the winds of magic, adding or deducting from the Winds of Magic roll each time it is played. Such things are very useful when it comes to inventing new scenarios.

College Battle Magic(Warhammer Magic, p. 54)

These magic rules make provision for different types of Battle Magic. A wizard who can use Battle Magic can use one of the eight kinds of Battle Magic instead of the standard deck.

These advanced kinds of magic are not represented by cards in the game (there is not enough room to cover them all) but players who wish to use them can allocate spells by means of the tables provided. Players who wish to use these spells must be prepared to improvise suitable templates and markers to indicate where spells remain in play.

Note that players who have access to the original version of the Warhammer Battle Magic supplement can, if they wish, use the card sets from that game, but it is worth checking through the descriptions and making any appropriate amendments to the cards so they match the revised descriptions in this volume.

The Colleges of Magic(Warhammer Magic, p. 54)

We have already described Battle Magic, the most common type of magic used by humans and some other races of the Warhammer World. In describing the Battle Magic spells we made mention of the fact that these represent only a selected few of the spells a wizard might be capable of learning and using. This section goes into more depth by looking at the Colleges of Magic in the Empire. These are the foremost Schools of magic in the Old World, where even wizards from Kislev and Bretonnia come to learn their art.

There are eight of these Colleges, namely the Celestial Wizards, Grey Wizards, Bright or Fire Wizards, Gold Wizards, Jade Wizards, Light or White Wizards, Amber Wizards and Amethyst Wizards. Each type of wizard studies a slightly different aspect of sorcery as represented by a particular colour. High Magic is a combination of these colours, but humans are too weak to be able to study magic in this unadulterated form. To become proficient a human wizard must decide which part of the full magical spectrum he will study, and he must focus all of his powers to attain mastery of that colour alone.

There are eight Colleges of Magic and each teaches a particular type of Battle Magic, based on one of the divisions of the winds of magic. Some kinds of energy are denser than others. The more rarefied types billow like a high cloud in the upper atmosphere, while the darker, denser varieties skim over the earth's surface, or saturate the land itself.

The eight Colleges are Light, Gold, Jade, Celestial, Grey, Amethyst, Bright and Amber. Each type of magic is identified by a distinctive colour, and has a special rune to represent it. A wizard of a particular College is known by the name of that College and wears robes of the College colour, so a Wizard might be a Light Wizard, or a Gold Wizard, for example.

The Celestial College(Warhammer Magic, p. 55)

Colour: Blue

Magic Rune: Azyr - the Comet of Power

Celestial energy is very light and quickly dissipates high up into the heavens where it forms a backdrop of drifting blue cloud. This layer of blue magic distorts the view of the stars in a variety of different ways.

The exact nature of this distortion depends upon the strengths and subtle inclinations of the winds of magic. As the winds blow from the immaterial realms where time has no meaning, it is possible to predict important events by the precise manner in which stars and planets are distorted through the blue magic haze. Hence Celestial Wizards spend much of their time stargazing and recording the astral conjunctions to foretell the future.

The buildings of the Celestial College are the tallest in Altdorf and their many-fingered towers are topped by intricate glass domes from which the wizards can observe the skies. In battle Celestial Wizards command the power of the heavens, calling down lightning and savage winds against their foes, in addition to casting portents and divinations to aid their own forces.

Celestial Wizards dress in blue robes adorned with stars, crescent moons and the symbol of the comet, and wear skull caps. In keeping with their interest in the heavens Celestial wizards often carry telescopes, astrolabes and other stargazing instruments.

The Grey College(Warhammer Magic, p. 55)

Colour: Grey

Magic Rune: Ulgu - the Sword of Judgement

Grey energy boils across the ground like a shifting mist. It is carried by the natural winds and is affected strongly by the weather. Grey Magic rears up into monstrous thunderheads when a storm is brewing and scuds along like clouds in a strong gale. It can be used to manipulate the weather, to dispel storm clouds and bring rain. Hence Grey Wizards are potent weather-wizards much sought after by those who want to ensure their lands are fruitful.

Grey Wizards are lean-bodied wanderers who seldom stay in one place for very long, preferring by nature to travel. The Grey College is an ancient, ill-kept building, where wandering Grey Wizards pass in and out, sometimes disappearing for years at a time.

Grey Wizards carry a great, gnarled staff and cultivate a wild, slightly wolfish appearance. Despite their streak of stubborn independence, Grey Wizards are particularly wise and their advice is often sought by powerful men. Their symbol, the Sword of Judgement, reflects their proverbial wisdom.

The Bright College(Warhammer Magic, p. 55)

Colour: Red

Magic Rune: Aqshy - the Key of Secrets

Bright energy is like a hot dry wind; it gutters like flame and runs wild over sands and sun-baked fields. It is attracted by fire and heat, and is whipped into a frenzied vortex as it swirls over the volcanoes of the Worlds Edge Mountains.

Bright Wizards are fire wizards. Their magic is of flames and heat, and they make excellent Battle Wizards with their ability to cast fireballs and flamestorms upon their enemies.

The Bright College is a marvel of architecture, its towers rise like pillars of flame high above the townscape of Altdorf. It stands alone, surrounded by a blackened plaza where, according to hearsay, an ancient warren of streets once stood before fire consumed that part of the city leaving the College intact in a sea of ruin. Although its towers are not so high as those of the Celestial College, they are perhaps more impressive, topped by great beacons that burn all day and night, casting an eerie scarlet glow over the College.

Bright Wizards wear red, orange and other fiery colours. They often have red hair, and carry red tattoos upon their arms and sometimes their faces. As a Bright Wizard progresses in his chosen art he earns symbolic keys which he hangs from a chain around his belt. The more keys and the heavier the chains the more powerful the wizard.

The Jade College(Warhammer Magic, p. 56)

Colour: Green

Magic Rune: Ghyran - the Coil of Life

Jade energy is also very heavy and dense, although less so than the solid, metallic energy of gold. As the winds of magic flow southwards the jade energy dips lower and lower until it begins to precipitate like rain, forming pools and eddies of magic which flow into natural rivers and water courses. Jade Magic is therefore very closely tied with water, and through water with living plants which draw it up through their roots. Because of this, Jade Magic is intimately tied to nature and its power waxes and wanes with the seasons, making Jade Wizards tired and reluctant to use magic during winter but vibrant and full of energy during the spring and summer.

Jade Wizards construct stone circles in the countryside to concentrate their magic into a powerful spiral of energy. At important times of the year Jade Wizards cast spells at these sites to secure the fertility of the land and the changing of the seasons. The Jade College itself is an unusual place, for its high walls conceal halls and towers made from living trees, their forms magically contorted into beams and pillars, creating a huge living building at the centre of Altdorf. Amongst the numerous open courtyards are trees and pools where the Jade Wizards learn their craft.

Jade Wizards wear green or turquoise robes and carry a sickle, a curving blade that is their hallmark. Jade Wizards invariably go barefoot so that there is no barrier between their bodies and the coursing green magic that flows through the grass beneath their feet.

The Gold College(Warhammer Magic, p. 56)

Colour: Yellow

Magic Rune: Chamon - the Soaring Eagle

Gold energy is particularly heavy and dense. It quickly sinks to the ground and seeps into the earth, where it is attracted to metallic elements and especially to precious metals - most obviously gold itself. It is said that this goes some way to explaining the almost sorcerous effect that gold has on so many intelligent races, inciting greed, violence and sometimes even war.

Gold Wizards are great practitioners of alchemy, smelting and mixing strange concoctions in the course of their studies into the nature of the elements. They are also good at making magical devices from precious metals.

The Gold Wizards' alchemical skills make them very rich and they invariably exhibit their wealth in ostentatious robes and ornamentation. Wealth brings status so Gold Wizards enjoy prestige and respect rare amongst wizards (most wizards are viewed with either suspicion or fear, or both). Gold Wizards often find employment as court wizards to kings and princes, or as consultant wizards for rich mercantile cartels.

The Amber College(Warhammer Magic, p. 56)

Colour: Amber

Magic Rune: Ghur - The Arrow

The winds of Amber energy are as sharp as the keen senses of a hunting cat, and their touch as razor edged as the claws of a bear. Few wizards can withstand the touch of Amber Magic - it is like a chill wind that freezes their marrow and drives away their carefully cultivated reason. Amber Magic is the wildest and most inhuman of all the eight energies: it is the magic of wild places and bestial minds, of dark forests and untamed places.

Amber magic does not thrive close to cities or even around the carefully cultivated farmlands of men. The College of the Amber Wizards in Altdorf is only a totemic centre, a solidly built tower within an overgrown courtyard. It is an occasional gathering place used when the winds of magic run strongly, when even Amber Magic penetrates towns and cities.

Amber Wizards prefer to conduct their affairs and teachings in the wilds. The Amber College has a number of hidden refuges situated in caves deep within the forests around Altdorf, guarded by powerful Amber Wizard Lords.

Amber Wizards are mostly solitary individuals, preferring the company of wild beasts to that of their fellow men, and avoid human settlements unless they have some pressing need which draws them from the forests. They are outsiders and loners, with wild hair and thick unkempt beards. They dress in furs and animal skins adorned with bones, feathers and roughly polished amber beads. Amber Wizards are expert huntsmen and archers, and their symbol is the rune Ghur, The Arrow.

The Light College(Warhammer Magic, p. 57)

Colour: White

Magic Rune: Hysh - the Serpent of Light

Light energy is particularly effuse: it penetrates solid things and its energies soak into the ground. Uncontrolled shock-waves of Light Magic can course through the earth causing earthquakes, landslides and similar destructive phenomena. Because it is so thin and diffuse Light Magic is notoriously difficult to concentrate in a form which can be controlled. As a result Light Wizards must master difficult rituals in order to channel its power. To compensate for this the College has many acolytes trained in the basic chants and incantations who aid the wizards as they draw on the insubstantial power of light.

To employ so many acolytes is a particularly unusual trait among the eight Colleges of Magic. Most wizards only take on a single apprentice, usually in their advancing years. By comparison, the Light College recruits many acolytes from which it selects only the best for further training.

To help harness the light energy, the Light College is built in a particular and very unusual fashion. At its centre is an open enclosure in which stands a gigantic pyramid whose shape concentrates and directs light energy. The pyramid is riddled with labyrinthine tunnels, chambers, and observatories, which are used by the wizards to conduct energy-gathering rituals and to contain the energies of their most potent spells.

Some of the greatest treasures of the Light College are kept in the sealed vaults beneath the pyramid, contained by magical fields so that their power does not leak out and cause widespread destruction. The outer courtyard of the pyramid is surrounded by lesser pyramids and obelisks, all designed to contain and direct the effuse energies of Light Magic.

The Amethyst College(Warhammer Magic, p. 57)

Colour: Purple

Magic Rune: Shyish - the Scythe

Of all the energies of the Winds of Magic Amethyst is the most difficult to see. This is because it blows through the past, present and future; weaving in and out of the time stream following the undetectable currents of fate. Many wizards say that the Amethyst winds blow where death lies most heavily, that it is drawn to death and that doom follows in its wake. It blows strongly over battlefields and mortuaries, it clings around graveyards, and falls over the gibbet like a purple shadow.

The Amethyst College is dark and sepulchral. It sits next to the dreaded Haunted Cemetery of Old Altdorf where thousands were hastily interred after the devastation of the Red Plague. Dust lies thick within its tomb-like halls, for the winds of Amethyst Magic drag with them the dust of ages and the stench of death.

Amethyst Wizards are a silent brotherhood. They never speak openly and instead communicate by mind reading and telepathy. Their college building is silent save for the creaking of timbers and the sighing of the wind beneath the eaves.

Amethyst Wizards wear hoods and cowls, and heavy cloaks of dark purple and midnight blue. Instead of a staff they carry a great scythe, which they also wield with deadly skill in battle. An Amethyst Wizard also carries a leather-bound book, the contents of which remain a mystery to those outside their College.

Battle Wizards and College Magic(Warhammer Magic, p. 58)

Any wizard who can use Battle Magic can choose to use one of the College sets of spells instead of the standard Battle Magic spells. He can only use one set, and, in the case of humans, the model must represent a member of the appropriate College: Celestial, Jade, Light, and so on. The wizard is still a Battle Wizard, and all the rules already discussed will apply. Spells are selected before the game begins by means of rolling on the charts provided and noting down which spells each wizard has. This can be done secretly or openly as the players prefer.

You will need a D10 (ten sided dice) to utilise these charts. Find the College chart for your wizard and roll once for each spell he has. If you roll the same spell twice then re-roll the result. If you have several wizards of the same College in your army then re-roll any duplicates so that your wizards have different spells.

Amethyst

D10

Spell

Power

1

Iyrtu's Embrace

1

2

Amaranth

1

3

Speed of Lykos

1

4

The Manacle of Caloe

1

5

The Purple Scythe

1

6

The Wild Kin of Zandox

1

7

The Choking Foe

2

8

The Caress of Laniph

2

9

The Fate of Bjuna

2

10

The Purple Sun of Xereus

3

Gold

D10

Spell

Power

1

The Glittering Robe

1

2

The Burnished Gauntlet

1

3

The Gilded Cage

1

4

The Golden Touch

1

5

Transmutation

1

6

The Crucible

1

7

Fools Gold

2

8

Searing Doom

2

9

The Fear of Aramar

3

10

The Gleaming Arrow

3

Amber

D10

Spell

Power

1

The Savage Beast of Horros

1

2

The Amber Trance

1

3

The Flying Bower

1

4

The Vengeful Hood

1

5

The Writhing Worm

1

6

The Hunting Spear

2

7

The Flock of Doom

2

8

Awakening of the Wood

2

9

Tangling Thorn

3

10

The Curse of Anraheir

3

Light

D10

Spell

Power

1

The Mace of Years

1

2

The Shimmering Cloak

1

3

The Claw of Apek

1

4

The Hands of Karkora

2

5

bulla's Snare

2

6

The Light of Battle

2

7

Deathly Shards

2

8

Net of Amyntok

2

9

Crevasse

3

10

The Dwellers Below

3

Celestial

D10

Spell

Power

1

Lightning

1

2

The Cerulean Shield

1

3

The Crystal Charioteer

1

4

Azure Blades

1

5

Swiftwing

1

6

Portent

1

7

Windblast

2

8

The Sapphire Arch

2

9

Fortune

3

10

The Storm of Shemtek

3

Jade

D10

Spell

Power

1

The Jade Casket

1

2

Earth Blood

1

3

The Emerald Pool

1

4

Drain Life

1

5

Peace

1

6

The Spiral Stair

1

7

The Cloak of Dain

2

8

The Green Eye

2

9

Flesh of Stone

2

10

The Mist of Duthandor

2

Grey

D10

Spell

Power

1

The Crown of Taidron

1

2

The Dark Steed

1

3

The Grey Wings

1

4

Stormcall

1

5

Radiance of Ptolos

1

6

The Bridge of Shadows

2

7

The Dance of Despair

2

8

The Horn of Andar

2

9

The Pit of Tarnus

3

10

Traitor of Tarn

3

Bright or Fire

D10

Spell

Power

1

Wings of Fire

1

2

Scarlet Scimitar

1

3

Fireball

1+

4

Piercing Bolts of Burning

2

5

The Burning Head

2

6

Blast

2

7

Crimson Bands

3

8

Conflagration of Doom

3

9

Sanguine Swords

3

10

Flamestorm

3

Ice Magic(Warhammer Magic, p. 59)

Ice Magic is a native form of magic practised in the northern regions of, Kislev by the shamans of the Gospodar nomads. In ancient times the leaders of these warlike tribes were potent sorcerers, and none were more powerful than the Khan Queens of the Gospodar. In time the nomads carved out a small empire for themselves and settled down to form the nation of Kislev ruled by mighty Tzars. The current ruler is Tzarina Katarin, the Ice Queen of Kislev, a fearsome sorceress and mistress of Ice Magic.

An Empire army which includes Kislevites can include Kislevite Shamans chosen from its army list as normal wizards. Kislevite Shamans use Battle Magic or Ice Magic. If you decide to use Ice Magic (and this is the only reason to take a Kislevite Shaman after all!) then generate his spells from the chart below. Re-roll duplicate spells as already described for the College spells.

D10

Spell

Power

1

Freeze Water

1

2

Hawks of Miska

1

3

Shield of Cold

1

4

Bridge of Ice

2

5

Ice Shards

2

6

Snow Blizzard

2

7

Crystal Cloak

2

8

Death Frost

3

9

Chill Blast

3

10

Wind of Cold

3

College Magic Spells(Warhammer Magic, p. 60)

Amethyst Spells(Warhammer Magic, p. 60)

Power surges through the caster's arms sheathing his limbs with pulsating purple energy. The wizard may attempt to crush a single model in base contact. The wizard rolls D6 and adds his Strength. For every point by which he beats the victim's Toughness the wizard inflicts 1 wound. No armour saving throw is permitted for wounds caused.

This spell can be cast upon the wizard or any single friendly model within 6". The model may be immediately moved to anywhere on the tabletop, and can be moved directly into hand-to-hand combat if you wish. Combat is worked out in the following hand-to-hand combat phase and the model counts as charging in the first turn.

A heavy manacle of energy forms around an enemy unit within 24". The manacle can hold a number of models up to a combined Strength value of 3D6. Roll the dice. If the total unit Strength is higher than the score rolled then the spell has no effect. If the total is sufficient to hold the unit the target is unable to move. The Manacle of Caloe remains in play once cast.

Remains in play

The wizard conjures a huge glowing scythe of purple energy which he sweeps through his enemies lopping off heads and limbs like ripe corn. The spell remains in play once cast and gives its bearer special powers in hand-to-hand fighting. The wizard loses all of his normal hand-to-hand combat attacks and instead causes D3 S5 hits on every enemy model in base contact. These hits are inflicted in normal fighting order (first if the wizard charges and otherwise by Initiative). Armour saving throws are allowed as normal.

Remains in play

Purple shadows form around the caster and lurk about his heels like two great guardian hounds. Once the Wild Kin of Zandox have been summoned they may be employed in any subsequent hand-to-hand combat phase so long as the spell remains in play. During hand-to-hand fighting the Wild Kin can be used to make 3 attacks upon any one enemy model within 2" of the wizard. Attacks are made when the wizard attacks. These are worked out with WS5 and hits are resolved at S5. Armour saving throws apply as normal.

Remains in play

Amaranth can be cast on the wizard or upon any one model within 6". The model's Toughness is doubled up to a maximum value of 10. Once cast, the spell remains in play.

Remains in play

Purple energy oozes from the caster's eyes, ears, nose and mouth and forms a misshapen mass around a single model within 18" engulfing and suffocating it. Roll a Ld test for the victim to determine whether he can hold his breath. If the test is failed the victim is slain regardless of how many wounds it might have. Creatures subject to stupidity must roll Id on 3D6. No amour saving throw is permitted.

The Caress of Laniph engulfs a single model within 24" of the caster. Purple lights trap the victim, solidify, constrict, and crush the life out of him. The target suffers 2D6 minus his own Strength hits. Resolve hits at Strength 6. Armour saves apply as normal.

The Fate of Bjuna may be cast upon a unit within 18'. The target smiles, begins to laugh, and gradually succumbs to hysterical laughter. As the target's convulsions become increasingly violent, organs rupture apart and blood vessels burst. The target suffers 2D6 Strength hits at its own Strength value. No armour saving throw is permitted.

The caster creates an orb of purple edged darkness - this can be represented by any of the standard sized round magic templates. The Orb is placed beside the caster and the player nominates the direction it will move. The player then rolls 4D6 and moves the template the indicated distance. Any models that find themselves beneath the template as it moves are killed on the D6 roll of a 3 or more. No armour saves are allowed. Any unit taking casualties from the Purple Sun must take a Panic test immediately.

The Purple Sun remains in play, moving 4D6" in the same direction at the start of each following magic phase, including the magic phase of the opposing side. It is automatically dispelled as soon as it leaves the table edge.

Remains in play

Gold Spells(Warhammer Magic, p. 60)

A golden robe of energy forms around the wizard. The spell remains in play once cast and protects the wizard from harm. Should the wizard suffer 1 or more wounds from any source, the robe will absorb and negate each wound on the D6 roll of a 3 or more. If the wizard is attacked by a spell, magic item or any attack which kills outright, the Glittering Robe will protect him from all harm on the D6 roll of a 4 or more. If used against the effect of a spell the Glittering Robe is automatically dispelled afterwards.

A Burnished Gauntlet materialises out of the air and flies off to strike any enemy model within 6". The Gauntlet inflicts 1 wound on the D6 roll of a 3 or more. No armour saving throws are allowed.

Golden bars erupt from the ground forming a cage around the target. The player will require an 18" long piece of string or something similar. This is curved into a loop and placed around any models on the battlefield forming the Gilded Cage. This barrier prevents all movement across it, trapping models inside. It has no other effect and does not prevent shooting through it. At the end of their own movement phase the models trapped inside can attempt to escape. Take the highest Strength value of all the models trapped, and roll a D6. If the score is less than the Strength value the trapped models escape. Place the models outside the cage area immediately.

Remains in play

The Golden Touch endows the wizard with the ability to turn an enemy into gold by touching him. The spell remains in play once cast until an enemy is turned to gold, when it is dispelled automatically. The next time the wizard hits an enemy model it is turned to gold. No armour saving throw is allowed. A model which has been turned to gold can be turned back again by means of a successful Dispel used as if against a spell in play.

Remains in play until used

The wizard incants words of power and crashes his staff against the ground with a flash of light. With a shower of golden motes a single piece of terrain - such as a wood, building, a hedge, or length of wall - crumbles into glittering dust. The terrain is removed. Any models occupying the terrain are unaffected - if slightly surprised. Transmutation will not work on a hill. this being more by way of an undulation in the ground than a construction.

The wizard takes on a golden glow which gets fiercer and fiercer until he is impossible to look upon, at which point he seems to melt away to nothing. The wizard reappears in another part of the battlefield, at first as a glow of molten gold which then solidifies and cools. The Crucible can be used to carry the wizard into combat, in which case he fights as normal from the next combat phase onwards and counts as charging in the first round of fighting.

Fools Gold fills the mind of its victims with absolute, unreasoning greed. It can be cast at a unit within 24" of the wizard. The target becomes stupid while the spell lasts, representing its extreme mental preoccupation. No Ld test is made - the unit is treated as having automatically failed.

Lasts one turn

With a sweep of the wizard's arm the air fills with bolts of molten gold. The Searing Doom flies in a straight line up to a maximum range of 18" and strikes the first unit in its path. The bolts cause 2D6 hits on the unit and each hit causes 1 wound on the D6 score of a 4, 5 or 6. No armour save is allowed.

The Fear of Aramar fills the minds of living creatures with visions of their own worst fears. It can be cast upon a unit within 24" of the wizard, causing it to flee automatically. The unit may subsequently attempt to rally, but suffers a -3 Ld penalty until it does so. The Fear of Aramar has no effect on creatures that are unaffected by psychology or which cannot be broken in hand-to-hand fighting such as Daemons, and most Undead.

An arrow of pure golden power bursts from the caster's forehead and soars high into the air. The Gleaming Arrow seeks out a single model within 72" and drops down, striking the target as if from nowhere. The model is hit automatically and sustains D6 S5 hits. Normal armour saving throws apply.

Amber Spells(Warhammer Magic, p. 61)

The wizard's eyes blaze with power and with a bestial roar he takes on the aspect of a mighty bear-like creature with rippling muscles and clashing fangs. In hand-to-hand combat the wizard now has 3 Attacks, WS6 and S6. In addition, the terrifying aspect of the beast's form causes fear in its foes. The spell remains in play once cast. Once in beast form the wizard may cast no further spells, though he can dispel and otherwise function as a wizard in the usual way.

Remains in play

The Amber Trance mesmerises a single enemy model within 18". The victim rolls 1D6 and adds the result to its Leadership value. The wizard rolls 3D6. If the wizard equals or beats the target's score the victim falls into a rigid trance and his body turns slowly into transparent amber. A model cannot be harmed or moved whilst entranced, and can do nothing at all. The spell remains in play once cast.

Remains in play

The caster is swallowed by a whirlwind of glowing amber energy and transported to anywhere on the tabletop. The caster may transport himself into close combat if he wants, counting as charging during the first combat phase.

A cowl of amber light forms round the caster. Once cast the spell remains in play and protects the wizard from harm. The Vengeful Hood will negate any wound suffered by the wizard on the D6 roll of a 4 or more. In hand-to-hand fighting any wound saved by the Hood is automatically rebounded onto the model that struck it, causing a wound for each wound saved.

Remains in play

The caster summons a worm of amber energy which drops to the ground and wriggles 24" towards a single enemy model. The worm crawls all over its victim exuding a sticky silken thread as it does so. Unless the victim can roll equal to or under its Strength on 2D6 the model is cocooned by the worm's thread and remains helpless and unable to do anything whilst the spell remains in play.

Remains in play

The wizard plucks a glowing amber spear out of the air and casts it at a single unit within 24". The Spear streaks towards its target, bending and twisting around obstacles in its path. If the target is a single model it hits automatically and inflicts a S6 hit inflicting not 1 but D3 wounds. If the target is a unit of troops the spear attacks like a bolt thrower - if it kills the first model it strikes a model behind at S5, if it kills this second model it strikes a model behind at S4, and so on. No armour saving throw is permitted for normal armour but armour saves from magic amour are allowed.

With an unearthly screeching call the caster directs dancing strings of amber energy over an enemy unit within 24". The energy distills into thousands of birds which swoop upon the target, covering them with a ferocious mass of feather, beak and claw. The target suffers 3D6 S3 hits. Normal armour saving throws apply. Once it has attacked, the flock fades away, leaving only a few feathers behind.

The caster arouses the amber energies of living things, waking the trees themselves into consciousness. Powerful winds blow through any one wood on the battlefield, hurling a storm of branches and leaves at the nearest enemy unit within 18' of the wood's edge. The storm causes 2D6 S4 hits. Normal armour saving throws apply. The storm subsides immediately and the trees fall into their slumber.

A mass of dense growth erupts from the ground and overwhelms those trapped within it. The spell can be cast at a unit within 24". It remains in play once cast and the target can do nothing whilst the spell lasts. The target cannot be fought in hand-to-hand combat, but can be shot at as normal counting soft cover (-1 to hit) from the thorns.

Remains in play

The wizard pronounces a curse upon his enemies. Wispy, ethereal spirits rise from the ground and start to harass them, scrabbling at their feet and legs with insubstantial claws. The curse affects a single unit within 24". The target can only hit its enemies on the D6 roll of a 6 and must re-roll any successful armour saving throws it makes. The incessant harassment of the malevolent spirits also halves the target's movement and will force mounted targets to take a Panic test at the start of each turn as their mounts shy away from the spirits. Once cast the Curse of Anraheir remains in play and continues to affect the unit from turn to turn.

Remains in play

Light Spells(Warhammer Magic, p. 62)

Strands of energy stream from the caster's fingertips and weave themselves into a glowing net around a single enemy unit within 12'. The target is completely entangled by the Net and can do nothing whilst the spell remains in play.

Remains in play

The wizard's right hand becomes a glowing mace which automatically strikes all enemy models in base contact unless they roll equal to or less than their Initiative on a D6. Those struck fall to the ground, age into an ancient husk and crumble to dust which regathers into a newborn infant which grows to adulthood, ages, dies and continues to be endlessly reborn. Victims are removed or may be marked to indicate their fate. A subsequent successful dispel will return one victim to normal. The Mace cannot affect a model wearing magic armour or protected by a spell that gives a saving throw or which negates wounds, but it ignores ordinary armour.

Shards of crystal energy, like pieces of glass, fly up to 18" from the wizard and embed themselves in the first unit in their path. The target sustains 2D6 S4 hits. Armour saving throws apply as normal.

A huge silvery talon appears in the air and attacks a model within 6" of the caster. Measure the range to the target and roll a D6. If the roll is equal to or more than the range the Claw has struck causing D6 S5 hits. Armour saving throws apply as normal. If the roll is less than the range then the Claw causes no damage. If the caster's target is touching then it suffers the hits automatically.

The Hands of Karkora may be cast against a unit within 24". The ground underneath the unit begins to seethe as hundreds of tiny hands claw their way to the surface and seize the legs of the target, holding them fast. The target can try to escape before it is seized by rolling equal to or less than the unit's Movement value on 2D6 (roll once for the entire unit). Once cast the spell remains in play and holds the target fast so that it cannot move and always counts as having a lower WS than any hand-to-hand opponent. If shooting they require a 6 to hit. If forced to flee then the hands pull the unit under the ground and it is destroyed.

Remains in play

A snare of magical energy leaps from the caster's hand and wraps itself around a single model within 3D6" The snare plucks the victim from the ground and brings him back to the wizard. The snare holds the victim in the air above the caster where he remains, completely helpless and unable to do anything, until the wizard is slain. The spell does not remain in play, but can be cast over and over again, building up a collection of ensnared models. A subsequently successful dispel will free one ensnared model only. Freed models are placed within 1" of the wizard, but may do nothing in their following turn - it takes them one entire turn to recover.

The Light of Battle can be cast upon the wizard or any model within 3" whether friend or foe. The target is overwhelmed by energy and immediately moved 2D6" in a straight line in a direction nominated by the caster. Any model in its path takes a single S10 hit. Once the target has moved roll a D6. On the roll of a 1 the target is consumed with energy and destroyed no armour saving throw allowed. On a roll of 2-5 the model remains energised and continues to move 2D6" during its own movement phase, causing a S10 hit on any model in its path as described above. While energised the model may do nothing else. Roll again to determine what happens to the model after it has moved. On a roll of a 6 the spell is immediately dispelled and the model returns to normal. If the target leaves the battlefield it does not return and the spell is dispelled. Otherwise, once cast the spell remains in play so long as its victim continues to be affected.

Remains in play

The Shimmering Cloak hangs in the air around the caster like tiny frost crystals or sparkling stars. Any hits scored against the wizard by a bow, war engine, or other shooting is deflected harmlessly. Any close combat blow struck against the wizard will require a 6 to hit. The Shimmering Cloak remains in play once cast.

Remains in play

The wizard strikes his staff upon the ground and, with a low rumbling noise, a gaping crevasse opens within 24" The Crevasse is 6" long and 1" wide and may be represented with a suitable length of card or in any convenient fashion.

Any model beneath the area covered by the Crevasse must roll equal to or greater than its Initiative value on a D6 in order to leap aside. Any model failing to do so falls into the Crevasse and is killed as the ground closes again with a snap. Chariots and other war machines are swallowed automatically, although their crews can save as described, and buildings will collapse on the D6 roll of a 4 or more if half of their ground area lies over the Crevasse.

The Dwellers Below can be cast upon any unit of at least 5 models. It will not work on a smaller unit. Small hummocks appear in the ground surrounding the unit, and from each hummock a doorway opens and out pours a horde of tiny, shrivelled, brown-skinned creatures. They attempt to grab the target and pull it down into their burrows beneath the earth.

Every model in the unit must roll its Strength value or less on a D6 in order to resist the creatures' efforts. Mounted models can re-roll the dice if they fail. Any models failing to make their roll are dragged beneath the ground and do not reappear. As no wounds are inflicted no armour saves are allowed and any saves that would normally protect against or restore wounds are, of course, ineffective.

Celestial Spells(Warhammer Magic, p. 63)

Jade Spells(Warhammer Magic, p. 64)

Glowing green power surrounds the corpse of a single character or creature model, returning it to life and bringing it to the wizard's side. Any friendly character or creature which has fallen during the game can be revived. The model is placed within 6" of the caster and is immediately restored with a full complement of wounds. The model does not retain any magic items, revived wizards receive no spells, and mounts are not revived along with characters. An individual revived in this way is not truly alive but only temporarily re-animated, and can be returned to death by dispelling the Jade Casket.

Remains in play

The wizard vanishes from the battlefield and leaves the universe of time, bathing in the Earth Blood that flows through the waters of the planet. Remove the model from the game. The wizard may reappear anywhere on the tabletop at the start of any subsequent magic phase, including the magic phase of the enemy. While removed from the battle any wounds the wizard has lost are healed. During the magic phase when he returns the wizard receives D6 cards from the Winds of Magic deck, and the remaining cards are then dealt normally. A wizard cannot reappear and cast Earth Blood during the same magic phase.

The wizard melts away into a pool of water which is absorbed into the ground. The wizard may immediately reappear anywhere within 24" of his initial position. Alternatively, he can reappear within 24" of any river, pool or other water source. This spell can be used to carry the wizard into hand-to-hand combat in which case he counts as charging in the first turn of fighting.

The wizard attempts to drain the life fluids from a hand-to-hand combat opponent, sucking out the moisture and leaving a shrivelled husk. Roll 2D6, and subtract the target's Toughness - the remaining score indicates the number of wounds taken by the enemy. No armour saving throws allowed, except for magic armour.

Peace may be cast on a unit within 24". The target is overcome by a sense of serenity and well-being. Fleeing models will rally immediately. If not fleeing the target becomes languid and soporific, it will neither move nor shoot missile weapons in its following turn unless it first passes a test against its Ld on 2D6.

A misty spiral staircase carries the wizard into the air. From his vantage point in the sky the wizard can see over the entire battlefield and can cast spells normally without reduction in range. It is impossible to attack the wizard or shoot at him from the ground. Flying troops may attack him or shoot missiles at him. Whilst on the Spiral Stair the wizard has an armour saving throw of 2 or more. Any spell cast at the wizard while he is on the Stair will be dispelled automatically and have no effect. If the Stair is dispelled the wizard floats to the ground unharmed.

Remains in play

The Cloak of Dain draws a cloak of green energy around the caster. Roll a D6. The cloak will automatically negate any wounds suffered by the wizard up to the total indicated before the start of his next turn. At the start of his next turn roll a further D6 to determine how many wounds can be negated until the following turn, and so on, rolling at the start of the player's turn whilst the spell lasts. If attacked by a spell or device that automatically kills, the Cloak will protect the wizard from all harm on the D6 roll of a 4 or more. If the Cloak of Dain negates any wounds caused by a spell it is automatically dispelled itself.

Remains in play

The wizard may cast this spell on himself or any single model within 6". The affected model turns to stone from the feet upwards. The model can fight normally. The model's Toughness and Strength are doubled up to a maximum value of 10. The model's Movement value is halved. The model loses any armour saving throw it had, but gains a special saving throw of 4 or more on a D6. This save is not an armour save and is not modified by attacks that reduce or negate armour saving throws.

Remains in play

Dark strands of green mist congeal around any unit within 24" of the wizard, covering the target entirely. No models can see into, out of, or through the Mist. Missiles may not be fired at or by the models within. The unit may move, but does so in a random direction at half rate. If the unit moves the Mist follows it. If the target engages in hand-to-hand fighting the Mist extends to cover its opponents, and the number of hits inflicted by both sides is halved to represent this. A unit which is broken whilst fighting in the Mist is destroyed.

Remains in play

Grey Spells(Warhammer Magic, p. 65)

A crown of sparkling steel forms about the wizard's brow and crackling bolts of lightning play across its shiny surface, lashing out to strike foes nearby. The spell inflicts D6 S6 hits which can be divided against enemy models within 3" of the caster. Armour saving throws apply as normal.

The air becomes dark and there is a sudden sound of monstrous hoofbeats. The wizard is borne high into the air, carried to another part of the battlefield and gently set upon the ground. The spell can be used to move the wizard into hand-to-hand combat. in which case he counts as charging in the first turn of combat.

A single friendly model within 36" of the wizard is surrounded by a great flock of grey birds. The model vanishes from sight and reappears at any point on the battlefield chosen by the caster. If the player wishes the Grey Wings can be used to move into hand-to-hand combat, in which case the wizard counts as charging in the first turn of combat.

This spell is cast against an enemy unit within 24". The caster chooses any model in the target unit and rolls 3D6. If the score is greater than the target's Leadership the player can take control of the model as if it were one of his own. If the first model is successfully taken over the caster may nominate another model from the same unit and roll again, continuing in this fashion until he fails to take over a model. Models taken over are treated as if they were part of the player's own forces while the spell lasts. They are assumed to engage in combat with any loyal members of their own unit and fight them in subsequent combat rounds.

Remains in play

A unit within 36" of the wizard begins to glow with a powerful inner light, becoming so bright that it is impossible to look upon. While the radiance lasts it is impossible for anyone to shoot at the model. The radiance remains in play once cast, but is automatically dispelled as soon as the model enters hand-to-hand combat.

Remains in play

The wizard calls down storm winds and lightning on his foes. Every enemy model within 3" of the caster takes 1 S4 hit from buffeting winds and flaring lightning. Normal armour saving throws apply.

This spell enables the wizard to transport a friendly unit up to 18" across the table. Affected troops are swathed in magic and carried into the air. Troops may be moved right over intervening models, buildings, rivers or any other scenery. Troops may be moved onto a castle wall, rocky pinnacle or other elevation including a magical Spiral Stair. The Bridge of Shadows can be used to move friendly troops into hand-to-hand combat, in which case they count as charging in the first turn of combat.

The Dance of Despair can be cast against any unit within 24" of the wizard. The target begins to twitch erratically. Soon all control is lost and its victims are caught in a puppet-like Dance of Despair. The unit moves directly forward D6" in its own movement phase and continues to move in this way whilst the spell lasts, ignoring all terrain. The victims may do nothing else whilst caught by the Dance of Despair.

Remains in play

A piercing horn blast echoes over the battlefield affecting units within 36" of the wizard. Friends hearing its note are filled with courage, while enemies are overcome with dread. All enemy units engaged in hand-to-hand fighting must take an immediate Panic test, and if they fail they are broken and will flee as if defeated in combat. They may be pursued by their enemies as normal. In addition, any fleeing friends within 36" of the horn blast will rally immediately.

A dark pit 3" in diameter opens within 24" of the caster - use any round magic template to represent the pit. All models beneath the area covered by the pit must roll under their Strength on 1D6 in order to climb out. Otherwise they fall into the pit and are entombed in the earth as the pit closes over them. As no wounds are inflicted no armour saves apply, and magic items which save or negate wounds are ineffective.

Bright Spells(Warhammer Magic, p. 66)

The wizard is enveloped by fiery wings which carry him into the air and land him safely in another part of the battlefield. The flaming wings gutter and die away as the caster touches the ground. The spell may be used to carry the wizard into close combat in which case he counts as charging in the first turn of combat.

Strands of scarlet energy assume the shape of a scimitar in the grasp of the wizard. The wizard may strike with the Scimitar immediately, and can continue to strike in each of his magic phases whilst the spell remains in play. The Scimitar inflicts D3 S5 hits. Armour saving throws apply as normal.

Remains in play

Balls of bright scarlet fire leap from the wizard's hands and fly in a straight line up to a maximum distance of 24". Each power point used to cast or reinforce the spell produces 1 fireball. The first model in the path of a fireball is enveloped by fire and suffers a S4 hit. No armour saving throw is allowed.

A phantasmic flaming head shoots 18" from the caster, laughing insanely as it burns a trail of destruction in its path. Each model that lies in a direct path 18" from the wizard suffers 1 S4 hit. Any unit taking a casualty from the Burning Head must take a Panic test immediately.

A blast of glowing red energy flies 24" from the wizard in a straight line towards its target. The first model in its path is hit and suffers D6 S5 hits. Armour saving throws are allowed as normal.

The spell may be cast against any unit within 24". Snaking crimson bands entwine the target preventing it from moving or fighting. The unit cannot shoot, fight or move. An entwined wizard may not cast spells, but can continue to use counter magic against the Crimson Bands only.

Remains in play

A mighty pillar of fire bursts from the ground and engulfs everything in flame. The Flamestorm covers a 3" diameter circular area and can therefore be represented by any round magic template. Place the template over the target models and within 24" of the wizard. Each model beneath the template suffers a S4 hit. A unit which is attacked by the Flamestorm is immediately moved up to 4" away from the blaze by the owning player in order to get it out of the pillar of flame. A Flamestorm remains in play once cast, and cannot be entered.

Remains in play

A burning fireball appears high in the sky above the battlefield. The caster nominates a spot on the tabletop and marks it with a suitable counter (a small coin is ideal). At the start of each subsequent magic phase, including the enemy's magic phase, roll a D6. On the score of a 1-4 the fireball continues to plunge downwards, growing larger as it does so. Place another marker on top of those already there. On the score of a 5-6 the fireball strikes the ground destroying everything within a radius equal to the number of markers present. Until the fireball strikes, anyone within the potential area of destruction must take a Panic test at the start of their turn. A successful dispel will not counter the spell entirely, but removes one marker from the pile, only dispelling the spell for good if there are none left.

Remains in play until hits

The air around the wizard takes on a fiery glow as six red swords materialise and float before him. Once cast the swords may be dispatched in each hand-to-hand combat phase, and can be used to attack any single enemy model within 24" of the wizard. The swords attack before other fighting, striking 6 blows with a WS of 6 and S4 before returning to their master. The swords may move over intervening troops and any obstacles to reach their target.

Remains in play

With a sweep of the wizard's hand the air fills with arrows of orange flame. The Bolts of Burning fly in a straight line up to 18" from the caster and will hit the first unit in their path. The bolts cause 2D6 hits on the target and each hit inflicts 1 wound on the D6 roll of a 4 or more. No armour saving throws are allowed.

Ice Magic Spells(Warhammer Magic, p. 67)

This spell may be cast upon an entire body of water anywhere on the battlefield, for example a river, marsh or lake. Frozen water can be moved over without penalty. Once frozen a body of water remains frozen for the rest of the game - the water cannot be melted by means of counter magic, not even by use of Drain Magic. The only means of melting frozen water is to cast one of the following spells upon it:

  • Battle Magic: Fireball, Blast

  • Skaven Magic: Scorch

  • Chaos Dwarf Magic: Flames of Azgorh

  • Bright Magic: Piercing Bolts of Burning, The Burning Head, Conflagration of Doom, Fireball, Blast and Flamestorm

This spell may be cast on any unit in 18". A flock of hawks fashioned from ice appears above the target, crystalizing out of the air to the horror of those below, striking fear into their hearts with shrieking cries. The target must take a Fear test immediately, as if it had been charged by an enemy that caused fear. If this test is failed the unit must flee.

The caster and any unit he is with is surrounded by a shield of intense cold. Any shot fired at the unit must roll a 4, 5 or 6 in order to penetrate the shield. Roll to penetrate first, then roll for hits as normal for any shots that penetrate the shield. The Shield of Cold is automatically dispelled if the caster or unit he is with enters hand-to-hand combat.

Remains in play

This spell enables the caster to transport one unit, either friend or foe, up to 18" in any direction. The target is swept upon a shifting bridge of ice and carried to its new location. The Bridge of Ice may be used to move friendly troops into hand-to-hand fighting, in which case they count as charging in the first turn of combat.

Sharp icicles fly out from the caster's hand and strike the first unit in their path. The Ice Shards cause 2D6 S4 hits on their target.

This spell may be cast at an enemy unit within 18" of the caster, bringing it to a halt with ice-laden winds. The target may do nothing in its following turn. A wizard affected by this spell may not cast spells, but he can continue to use counter magic and a winds of magic card can be retained on his behalf. If used against a unit engaged in combat, the spell will also affect any unit the target is fighting, immobilising it whilst the target is immobilised. This means no hand-to-hand will be fought as both sides are frozen.

A swirl of ice and snow enfolds the caster in a cloud of shimmering light. Any hit scored against the wizard by an ordinary weapon is deflected on the D6 roll of a 3 or more causing no harm. If hit by a magic weapon the hit is discounted and the weapon that caused it is destroyed on a D6 roll of 3 or more. However, if hit by a magic weapon the Crystal Cloak is also dispelled, leaving the wizard vulnerable to further hits.

Remains in play

This spell may be cast against a model in base contact with the wizard. Parts of the enemy are frozen solid and turn to ice, causing terrible wounds or killing the foe outright. Roll two D6's, the difference in dice rolls equals the number of S10 hits inflicted on the foe. If you roll a double then add the scores together to determine the number of S10 hits.

An icy blast erupts from the caster and strikes the first unit in its path. The target is chilled to the bone, causing limbs to snap and weapons to break. The unit takes 2D6 S5 hits. No armour saving throws are permitted against wounds from the Chill Blast.

A howling wind shoots in a straight line 6D6" from the caster. Each unit struck by the wind takes D6 S5 hits from the freezing blast. No saving throws are permitted against wounds from the Wind of Cold.

Skirmishers(Warhammer Magic, p. 95)

A skirmish is an encounter between small groups fighting in a loose or dispersed formation rather than formal ranks and files. Such an encounter might take place over a broad area of woodland or a group of buildings, where skirmishers can spread out to infiltrate a wood or occupy buildings.

In a battle only specified troops are allowed to skirmish as indicated in the Warhammer Armies book army lists. However, any units can adopt a skirmish formation in order to enter buildings as described in the Buildings section.

Formation(Warhammer Rulebook, p. 95)

A unit which can skirmish is not obliged to fight in a rigid formation of ranks and files. Instead, it can fight as a loose group or rough line. This enables skirmishers to move more quickly and to take advantage of minor folds in the ground, scrub, and other small features to shelter from shooting.

2" Apart(Warhammer Rulebook, p. 95)

Skirmishers can be deployed on the battlefield either in a standard formation of ranks and files or in a skirmish formation consisting of a loose group or rough line. Models in a skirmishing unit are positioned up to 2" apart so that they are not touching each other.

Adopting Skirmish Formation(Warhammer Rulebook, p. 95)

A unit may adopt a skirmishing formation during the battle assuming it is free to move normally. Simply move the models apart to form a rough clump or line with each model moving up to its usual skirmish move distance.

Skirmishing troops can readopt a conventional formation if the unit includes a musician. The drummer or horn player sounds the call to reform and the unit regroups into ranks and files about the musician model. See the Movement section for the Reforming rule.

Moving(Warhammer Rulebook, p. 95)

Troops in skirmish formation move in a loose group with models up to 2" apart. Should the group be split as a result of casualties, or should individuals become divided from it for some reason, the player must rectify this in his next movement phase.

Manoeuvres(Warhammer Rulebook, p. 95)

Skirmishing models are moved in the same way as individual character models. The unit does not turn or wheel and instead each model is moved in any direction without penalty. Once movement is complete the entire unit must form a loose group or line with models no more than 2" apart.

Obstacles and Difficult Terrain(Warhammer Rulebook, p. 95)

Skirmishers move around obstacles or over rough ground more easily than troops in formation. They suffer no movement penalties either for crossing obstacles or for moving over difficult or very difficult ground.

Double Pace(Warhammer Rulebook, p. 95)

Because they are not restrained by a close formation skirmishers can move up to double pace. So, a skirmishing unit with a Movement characteristic of moves up to 8" rather than 4".

Skirmishers do not double their 'doubled' move to charge or march. They simply move up to double their move rate all the time. Their standard move value is still used to work out pursuit and fleeing distances.

Shooting and Moving(Warhammer Rulebook, p. 95)

Skirmishers moving faster than their standard Movement characteristic value are assumed to be concentrating on moving and are unable to shoot that turn. They are running too fast, and do not have time to stop and shoot at their enemy.

Shooting(Warhammer Rulebook, p. 96)

An enemy shooting at a skirmishing target suffers a -1 to hit penalty in the same way as if they were shooting at a man-sized character model. See the Shooting section for to hit modifiers.

If a character is fighting as part of a skirmishing unit of troops the -1 to hit penalty is applied only once and not twice.

Hand-to-Hand Combat(Warhammer Rulebook, p. 96)

A unit of skirmishers may charge an enemy that is visible to at least one model when charges are declared. All models within charge reach are moved individually towards their foe and arranged into a fighting line.

Any models unable to reach the enemy are placed loosely behind or beside those fighting so that the unit remains in a clump or line with models up to 2" apart.

Formation in Combat(Warhammer Rulebook, p. 96)

Skirmishers have no formation of ranks and files and so lose some of the normal bonuses that apply to such units.

Skirmishers receive no combat bonus for additional ranks in their formation.

Skirmishing units have no flanks or rear in combat. This means the enemy cannot receive a bonus for fighting to their flanks or rear. Similarly the unit cannot be charged in the flank or rear whilst engaged in combat, so no Panic test is required for this.

Engaged Skirmishers(Warhammer Rulebook, p. 96)

When skirmishing units are engaged in hand-to-hand combat, it is possible that some models will be fighting whilst others are left out of the combat. In this case any models not fighting the enemy are allowed to move in their movement phase and shoot at suitable targets in their shooting phase.

Models not already fighting must move into the combat in subsequent turns if they can possibly do so. Models are moved as part of ordinary movement, no charge is declared, and they do not count as charging.

Shooting at Skirmishes in Combat(Warhammer Rulebook, p. 96)

Just as individual skirmishers who are not fighting are able to move and shoot, so they can also be shot at by the enemy. The enemy does not have to randomly allocate hits between friend and foe as is normal when shooting into a hand-to-hand engagement.

Characters and Leadership Bonuses(Warhammer Rulebook, p. 96)

A character can join a skirmishing unit and fight with it, moving as a skirmisher while he does so.

Because the unit is spread out it does not benefit from the character's Leadership value. The unit makes all tests against the troops' own Leadership and the character is bound by the result.

Similarly, skirmishers cannot test on the general's Leadership if he is within 12', and cannot re-roll Break tests because there is a Battle Banner within 12"

In both of these cases the unit is judged to be so dispersed that the chances of all of its men seeing or hearing the commands of a character are nonexistent.

Buildings(Warhammer Rulebook, p. 97)

Buildings provide interesting features on the battlefield. Not only are they attractive but they can also be important from a tactical point of view. Towers might overlook the battlefield providing an excellent vantage point for archers, wizards or war machines. Troops deployed into buildings will be hard to winkle out and are able to defend their position against a much more numerous enemy. A good general knows that it is not always profitable to occupy buildings just because they are there, as it is easy to waste vital time taking a village that the enemy then ignores or circumvents. Players must weigh the tactical considerations for themselves, and decide whether or not a particular building has any tactical value.

Moving Into and Around Buildings(Warhammer Rulebook, p. 97)

It is not possible for units of troops to enter buildings, courtyards, Or small walled fortifications in a conventional formation. In order to do so they must break into a skirmish formation as described in the Skirmishers rules section. Although only specified types of troops can skirmish on the battlefield, any troops can skirmish in and around buildings.

Entering a Building(Warhammer Rulebook, p. 97)

Models may enter a building in their movement phase by moving through an unguarded door or window which is judged to be large enough to accommodate them. A unit of troops may be divided between several buildings, or a building and the surrounding area. Models can leave a building through an unguarded door or window in the same way, but are not allowed to enter and leave the same building in a single turn.

Inside a Building(Warhammer Rulebook, p. 97)

The number of models it is possible to place inside a building will depend upon its size. If your model buildings have roofs and floors that can be removed the models can be placed physically inside which simplifies matters considerably. However, most buildings do not offer this facility, so players must decide before the game how many models the building can contain. Obviously, models that are too large to fit into the building cannot do so - a Dragon or Troll is simply too large to fit into a cottage!

Unless your buildings have removable roofs and floors you will need to keep a separate record where models occupy a building. This can be done in any suitable manner, for example by writing down how many models are inside on a scrap of paper and placing the piece of paper under or beside the building. Point out to your opponent where troops are moving into buildings to avoid confusion later on.

Except where buildings are really huge you will not need to move troops about inside. Models inside the building are assumed to be wherever you wish, and can shoot from any windows, doors or other openings as opportunity permits. However, if a building is very large, roughly speaking more than 6" along any side, then this can lead to unreasonable situations. If a building were 24" long for example, it would be ridiculous to allow a model to romp from one end to the other in a single turn. Should you wish to employ such grandiose buildings then you must be prepared to either make them in such a way that models can be placed inside, or record movement within them by means of graph paper charts or maps, noting down where models are each turn.

Shooting(Warhammer Rulebook, p. 97)

Models inside buildings can shoot from arrow-slits, windows, doors or other openings. Up to two models may shoot from a single opening. Models on flat roofs, parapets, balconies or such-like can also shoot. Troops occupying a building do not all have to shoot at the same target, but shoot as individuals choosing permissible targets as you wish.

Models which have shot from windows or other openings in their own turn can be seen and shot at by the enemy in their turn. Models inside buildings benefit from the advantage of being behind hard cover (-2 to hit) as well as being in skirmish formation (a further -1 to hit).

Fighting Inside Buildings(Warhammer Rulebook, p. 98)

A unit that wishes to attack an enemy-held building must adopt a skirmish formation in order to move through doors or windows. This is automatically accomplished as soon as the charge is declared. Attackers can move straight through any unguarded doors or ground floor windows but must stop if there is a defender guarding the entrance.

Up to two models per side can fight across a window or doorway. The defenders benefit from the rule for fighting across defended obstacles, so the attackers will need 6's to hit regardless of their Weapon Skill characteristic (WS) until they win a round of combat.

When both sides have troops inside a building, and assuming models cannot physically be placed inside the building model itself, then it will be necessary to resort to a map or ground plan. Quickly draw out a rough ground plan of the building noting the position of windows and doors. Place the ground plan as near to the games table as close as possible. The defender places his models onto the ground plan and attackers are transferred over as they move into the building. Further movement and combat can then be resolved on the plan, and models transferred back to the gaming table as they leave the building.

Destruction(Warhammer Rulebook, p. 98)

Buildings are very tough but not so tough that they cannot be destroyed by large machines or monsters. To represent this buildings are given a Toughness value and a number of wounds in the same way as other constructions such as war machines and chariots. As it is not strictly appropriate to talk about wounds' in this context we refer to them as damage points instead remember that damage points and wounds are exactly the same thing.

Large Buildings(Warhammer Rulebook, p. 98)

If a building is very large it would be inappropriate to destroy it all at once. You might prefer to divide up a large building into several portions and to consider each separately. For example, a lord's manor house could have a main hall and two wings. This would conveniently divide into three parts for purposes of recording damage.

Damage on Buildings(Warhammer Rulebook, p. 98)

The chart below lists types of buildings and suggests Toughness values and damage points for them. As most gamers make their own buildings you may prefer to tailor each building's values to its appearance. This is left entirely up to players to decide for themselves.

Type of Building

Toughness

Damage Points

Mud or straw huts, light wooden shacks or outhouses

7

2

Timber or brick house or log built cabin

8

5

Stone house

9

5

Stone tower or fortification

10

10

A heavily reinforced and barred door

6

1

A secured fortress gate

8

5

If a building sustains its full quota of damage points it collapses. Models inside a collapsing building must make their basic armour saving roll or they are trapped and slain. Models which pass their armour save may be moved outside the building.

We have included values for a variety of building types as well as heavy doors and fortress gates, as you may wish to experiment with games where defenders shut the doors of their tower or castle whilst attackers attempt to batter down the defences. Ordinary domestic doors are not considered to offer any significant defence.

And Finally...(Warhammer Rulebook, p. 98)

This section includes many suggestions and ideas rather than reams of hard and fast rules. This is simply because it is impossible for us to imagine what kind of scenery you have available or might wish to construct. Ambitious players might want to construct a whole townscape of temples and palaces, sorcerer's towers, public squares and who knows what!

If you're making your own buildings you will undoubtedly want to incorporate interesting features such as spiral stairways, terraces, sweeping bridges and aerial walkways, gatehouses, drawbridges, and so on. For example, a winding staircase could take half a turn to climb or a turn if it is very long, a narrow corridor could allow passage to only four models per turn, and so on. Such matters are left to players to determine as they feel appropriate.

Points Values(Warhammer Rulebook, p. 100)

Points values are a useful means of working out evenly matched armies. By allocating a fixed points value to each kind of warrior, monster and war machine it is possible to field armies to a mutually agreed total. A game with, say, 1,000 points on each side will, theoretically at least, be an equal contest of skill and generalship.

In order to assemble armies to a fixed points value you will need access to the 'army list' for your chosen force. Each army has its own list defining the costs of each troop type and character, and how many of each an army is normally permitted to use. Each Warhammer Armies book contains the army list for that army as well as exhaustive background, special rules, 'Eavy Metal painting guides and other useful information.

Although we don't have space to provide all the army lists or points values in the Warhammer game itself, we can take a look at how the points value system works and provide some examples.

Points(Warhammer Rulebook, p. 100)

Each type of creature is judged to be worth a fixed number of points, in the case of a man this is 5 points, an Elf is 8, a Dwarf 8, a Goblin 2 ½ and so on. Cavalry models are worth more points because they are faster and more deadly, especially if the mount can fight as well. The chart above on the right gives further examples.

Heroes and wizards of each race are also given a points value. This is greater than an ordinary member of their race as you might imagine. A Human Champion is 30 points for example, whilst a Hero is 65 and a Lord 100. Further examples are included on the charts.

Each warrior's value must also take account of his weapons and armour, as well as any magic items he carries, and so on. Every warrior's points cost includes a sword or other suitable hand weapon for free, but other weapons must be paid for. For example a spear costs 1 point, a shield 1 point, and a bow 2 points. Further examples are included on the charts. Some very weak warriors, such as Goblins, can buy their weapons more cheaply because they are relatively less effective.

Common Races of the Warhammer World(Warhammer Rulebook, p. 100)

Creature

Points

Man

5

Orc

5 1/2

Skaven

4 1/2

Goblin

2 1/2

Elf

8

Dwarf

8

Saurus Lizardman

14

Skink Lizardman

4 1/2

Common Weapons(Warhammer Rulebook, p. 100)

Weapon

Points

A single sword, axe or other hand weapon

Free

An extra hand weapon

1

Spear

1

A lance for a mounted warrior

2

A double handed axe, sword or other weapon

2

Bow

2

Short bow

1

Long bow

3

Crossbow

3

Armour(Warhammer Rulebook, p. 100)

Armour

Points

Shield

1

Light armour

2

Heavy armour

3

Armored barding for a horse or other steed

4

Mounted Troops(Warhammer Rulebook, p. 101)

The value of ordinary cavalry is double the value of the rider including his equipment, plus a variable bonus for his mount. Characters don't double in cost but pay only the fixed bonus for their mounts instead.

Mount

Points

Horse

Rider x 2

Warhorse

Rider x 2 + 3

Giant Wolf

Rider x 2 + 4

Elven Steed

Rider x 2 + 3

Warboar

Rider x 2 + 8

Typical Monsters(Warhammer Rulebook, p. 101)

Monster

Points

Great Eagle

75

Giant

200

Griffon

150

Manticore

200

Treeman

280

Troll

65

Wyvern

180

Wizards(Warhammer Rulebook, p. 101)

Race

Wizard

Wizard Champion

Master Wizard

Wizard Lord

Man

56

118

190

287

Orc Shaman

57

118

211

287

Goblin Shaman

28

83

159

253

Elf

59

121

219

328

Heroes(Warhammer Rulebook, p. 101)

Race

Champion

Hero

Lord

Man

30

65

100

Orc

33

72

110

Goblin

15

33

50

Elf

48

104

180

Dwarf

48

104

180

Saurus

32

82

n/a

Skink

20

52

n/a

Note that Sauruses and Sklnks don't have Lord characters.

Finding Points Values(Warhammer Rulebook, p. 101)

Points values are based on these values, but are often modified slightly to take into account special abilities or vulnerabilities. You will find the full points values for each army in its own army list in the appropriate Warhammer Armies book. You will also find some examples on the sample file cards provided with Warhammer.

By way of example, consider the Bretonnian Bowman. He is an ordinary man (5) points and in addition to his sword he carries a longbow (+3 points). His points value is therefore 8.

The Saurus Warrior is far more expensive as befits his huge muscular frame and relentless attack. His basic value is 14 and in addition to his club or mace he carries a shield (+1). His points value is therefore 15.

The remaining models in the Warhammer box are both exceptions to the basic system. In the case of the Knights their points have been slightly modified to take into account their special Knightly abilities. Skinks are also an exception. Because their points value is so cheap they are allowed to buy extra equipment at half cost, paying 1/2 point for their short bow rather than 1. Creatures with a basic value of less than 5, such as Goblins and Skaven, are able to buy extra equipment at half cost to reflect their poor fighting qualities.

Starting a Game

This section is not a part of the core Rulebook but is part of the Warhammer Battle Book supplement

Battles are fought between two opposing forces. For purposes of explanation the game rules assume that each force is represented by one player, but there is no reason why several players shouldn't play on the same side, perhaps with one acting as overall commander while the others are allotted portions of the army to control.

Before the battle begins players must select their forces. There are various ways of doing this. Players new to Warhammer will probably want to use their entire army against their opponent's army, in which case players can either field everything they have or agree to use two armies of roughly equal size.

It is clearly useful to have a means of choosing evenly matched armies. By allotting a strict points value to each kind of warrior, hero and monster, and by choosing armies to a fixed points total, it is possible to ensure armies are as equally matched as possible. The Warhammer Armies series of books provides army lists for just this purpose. Each list defines how many of what kind of troops each army can include. In addition, points values are given for the different troops, characters, and war machines.

Most Warhammer gamers play to these army lists, and organise their armies around a convenient points total, usually 1,000, 2,000 or 3,000 points.

When arranging a game it is necessary to decide what kind of battle you want to fight. The Warhammer rulebook provides rules for movement, shooting and combat, which can be used to enact many kinds of conflict from casual encounters and skirmishes to full-bloodied battles. Below you will find options for ten different battle scenarios. Either pick a scenario to play or randomly select a scenario by rolling a dice.

Battle Scenarios(Warhammer Battle Book, p. 23)

In the Warhammer World armies clash in all kinds of circumstances and not always by design. Raiding forces find themselves intercepted and forced to give battle against vastly superior numbers, a cunning general might attack before the enemy is ready, or two armies might simply march up to each other and fight it out over a battlefield acceptable to both.

The following battle scenarios give different sorts of games of which the most straightforward is the Pitched Battle. If you have never played before then this is a good place to start. The scenarios are intended to be used in conjunction with the Warhammer Armies books as they utilise the points values of the troops from the army lists in the books as the basis for working out the opposing forces. The battle scenarios are:

  1. Pitched Battle

  2. Secret Dispositions

  3. Meeting Engagement

  4. Surprise Attack

  5. Flank Attack

  6. Ambush

  7. Last Stand

  8. Break Through

  9. Treasure Hunt

  10. Tournament Battle

Scenario 1 - Pitched Battle(Warhammer Battle Book, p. 24)

In a Pitched Battle armies deploy one unit at a time and the opposing generals can decide how to react to their enemy's dispositions as they go along. This is the quickest way to set up a game.

Scenery

Players set up the scenery in any mutually agreeable manner.

Armies

Armies are chosen from the Warhammer Armies army lists to an equal points value agreed before the game.

Deployment

Armies are deployed no closer than 24" to each other and no closer than 12" to the side edges as shown on the example tabletop map. Players take it in turns to choose and deploy one unit at a time starting with the side which has the most units. Champions are automatically deployed as part of their unit. All other characters are all deployed last as a single choice. All large monsters are deployed at once as a single choice, and all war machines including chariots are deployed at once as a single choice. Although deployed all at the same time, large monsters and war machines can be placed in different locations either as individual models or as loose units of several models as defined in the game rules.

Special Deployment Rules

Units which are allowed to deploy closer to the enemy or after normal deployment due to a special movement rule can do so. For example, Wood Elf Scouts are allowed to deploy beyond the usual permitted zones because they are assumed to scout out these areas some time before the battle, as described in the Warhammer Armies Wood Elf book.

Turns

The players elect to play for an agreed fixed number of turns or, alternatively, roll a D6 to decide how many turns to play. A score of 1-2 = 4 turns, 3-4 = 5 turns, 5-6 = 6 turns. The game continues until each side has taken the number of turns indicated, or until one player concedes.

Who Goes First

Both players roll a dice. The first player to complete his deployment adds + 1 to his dice roll. The highest scoring player chooses whether to go first or second.

Victory

Unless one player concedes beforehand the winner is the player who has accumulated the most victory points at the end of the game. The standard victory points schedule explains how these are worked out.

Scenario 2 - Secret Dispositions(Warhammer Battle Book, p. 25)

This is essentially the same as a Pitched Battle but with the added element of both sides deploying secretly according to a cunning plan worked out by their commanders beforehand. The emphasis of this game is on making a good battleplan and executing it efficiently.

Scenery

Players set up the scenery in any mutually agreeable manner.

Armies

Armies are chosen from the Warhammer Armies army lists to an equal points value agreed before the game.

Deployment

Armies are deployed no closer than 24" to each other and no closer than 12" to the side edges as shown on the Pitched Battle map, opposite. Armies can be deployed using either the Map Option or the Screen Option described below. These methods are intended to represent the careful plans made by the commander in secret before the battle.

1) Map Option

In order to keep deployment secret, each player makes a rough map of the tabletop and indicates where his units will deploy. Once players have completed their maps both armies are deployed at the same time in the positions indicated on the players' maps.

2) Screen Option

In order to keep deployment secret a screen is erected down the centre of the table. Both players deploy their armies out of sight of the enemy behind the screen. Once deployment is complete the screen is removed to reveal the two armies. Large box lids are ideal for this purpose.

Special Deployment Rules

Units which are allowed to deploy closer to the enemy or after normal deployment due to a special movement rule can do so. For example, Wood Elf Scouts are allowed to deploy beyond the usual permitted zones because they are assumed to scout out these areas some time before the battle.

Turns

The players elect to play for an agreed fixed number of turns or, alternatively, roll a D6 to decide how many turns to play. A score of 1-2 = 4 turns, 3-4 = 5 turns, 5-6 = 6 turns. The game continues until each side has taken the number of turns indicated, or until one player concedes.

Who Goes First

Both players roll a dice. The highest scoring player chooses whether to go first or second.

Victory

Unless one player concedes beforehand the winner is the player who has accumulated the most victory points at the end of the game. The standard victory points schedule explains how these are worked out.

Scenario 3 - Meeting Engagement(Warhammer Battle Book, p. 26)

In a Meeting Engagement rival armies meet while they are still in a column of march. The armies begin to deploy into battle lines and fight immediately. Troops already weary from their long march must attempt to deploy into the best positions as rapidly as possible. This game combines the need to make a good battleplan with placing units one at a time.

Scenery

In a Meeting Engagement the players set up the scenery in any mutually agreeable manner.

Armies

Armies are chosen from the Warhammer Armies army lists to an equal points value agreed before the game.

Deployment

Before the game begins both players make a list of all the units in their army. Each player's list represents his marching order, with the units at the top of the list at the front of the column and units at the bottom of the list at the back. Champions are included as part of their units. Character models other than Champions are always listed together as one entry and must be placed last in the column of march (ie, at the bottom of the list). All war machines including chariots are listed together as one entry, and all large monsters are also listed together as one entry. Neither war machines and chariots, nor large monsters can be placed first in the column of march (ie, at the top of the list).

Once players have completed their marching order the player with the most entries places the first unit from his list, then his opponent places the first unit from his list. The players continue to alternate placing units from their list until they reach the last entry which will always be the characters. Units can be placed on the player's own half of the table no closer than 6" to the centre line and no closer than 12" to either side edge. In addition, a unit cannot be placed within 18" of an enemy unit that has already been placed. This is important because it enables the player to grab areas of the tabletop which he can use to his advantage in the battle.

When it comes to placing characters, large monsters and war machines, all the models from each category are placed at once. Note that this doesn't mean you have to put all the characters in the same place! Models can still be positioned in different locations either as individual units or units of several models grouped together as described in the rules.

Special Deployment Rules

In a Meeting Engagement troops which would normally deploy in a special manner, such as Wood Elf Scouts, cannot do so as they have no time before the battle to scout out the battlefield. Because the armies are deploying as quickly as they can from a column of march all units are placed as described above. Also, units capable of skirmishing cannot be deployed in a skirmishing formation as this would enable small units to grab disproportionately large areas of tabletop. Such units are deployed into standard formations and can break into skirmish formation when they move.

Turns

The players elect to play for an agreed fixed number of turns or, alternatively, roll a D6 to decide how many turns to play. A score of 1-2 = 4 turns, 3-4 = 5 turns, 5-6 = 6 turns. The game continues until each side has taken the number of turns indicated, or until one player concedes.

Who Goes First

The player who completes his deployment first takes the first turn.

Victory

Unless one player concedes beforehand the winner is the player who has accumulated the most victory points at the end of the game. The standard victory points schedule explains how these are worked out.

Scenario 4 - Surprise Attack(Warhammer Battle Book, p. 27)

A Surprise Attack is a variant of the straightforward Pitched Battle. It differs in that the commander who deploys first is allowed to move troops onto the battlefield, enabling him to occupy tactically advantageous ground and set up a devastating surprise attack in the first turn.

Scenery

In a Surprise Attack the players set up the scenery in any mutually agreeable manner.

Armies

Armies are chosen from the Warhammer Armies army lists to an equal points value agreed before the game.

Deployment

Armies are deployed no closer than 24" to each other and no closer than 12" to the side edges as shown below on the example tabletop map. Each side chooses and deploys a single unit at a time, as described for a Pitched Battle, but starting with the player who rolls the highest score on a D6.

The first side to completely deploy gains the advantage of surprise and is allowed to advance onto the battlefield while the enemy is still positioning troops. When it is his turn to place troops the player who has completed his deployment can move a unit he has already deployed a further 4" onto the battlefield. The unit moves 4" regardless of its own Movement characteristic. The advancing army moves one unit at a time, and can move the same unit several times if the opportunity presents itself. No advancing units may be moved within 8" of enemy troops.

Special Deployment Rules

Units which are allowed to deploy closer to the enemy due to a special movement rule cannot do so. These units do not have time to scout out the territory before the battle.

Turns

The players elect to play for an agreed fixed number of turns or, alternatively, roll a D6 to dice how many turns to play. A score of 1-2 = 4 turns, 3-4 = 5 turns, 5-6 6 turns. The game continues until each side has taken the number of turns indicated, or until one player concedes.

Who Goes First

The player who completes his deployment first takes the first turn.

Victory

Unless one player concedes beforehand the winner is the player who has accumulated the most victory points at the end of the game. The standard victory points schedule explains how these are worked out.

Scenario 5 - Flank Attack(Warhammer Battle Book, p. 28)

In a Flank Attack one side's troops come from two different directions - some fighting from the front while others attack from one side. This represent two separate armies rapidly converging upon an enemy force from different directions.

Scenery

In a Flank Attack battle the players set up the scenery in a mutually agreeable manner. However, no scenery may be placed within 12" of the short sides of the table edge except that a river may run off the edge.

Armies

Armies are chosen from the Warhammer Armies army lists to an equal points value agreed before the game.

Deployment

The flanking player divides his army into two separate forces: a frontal force and a flanking force. Each force must contain at least a third of the army's total points, for example if the army is 3,000 points each force must contain at least 1,000 points. The flanking player deploys only his frontal force onto the table at the start of the game.

Armies are deployed no closer than 24" and no closer than 12" to the side edges. Armies are deployed one unit at a time as described for a Pitched Battle.

Special Deployment Rules

Units which are allowed to deploy closer to the enemy or after normal deployment due to a special movement rule may do so. For example, Wood Elf Scouts are allowed to deploy beyond the usual permitted zones because they are assumed to scout out these areas some time before the battle. However, any units used by the flanking player as flankers cannot deploy other than as described below. The flanking force is marching rapidly to meet up with the rest of the army and has no time to send out scouts.

Flankers

Flanking units are placed on the battlefield in the movement phase of the player's turn 3. The player can place as many units as he can along one side edge (either zone A or zone B), but no closer than 12" to either player's table edge. Unit formations must not be so deeply arrayed that they intrude more than the depths of two ranks of cavalry onto the table (ie, no more than 100mm or roughly 4").

If there is not room to deploy the entire flanking force in one turn, then further units may be brought onto the same flank in the movement phases of subsequent turns once there is room for them to deploy. Units deploying onto the battlefield at the start of the movement phase may take a normal turn but may not charge as they will have missed the opportunity to declare charges.

Turns

The players elect to play for an agreed fixed number of turns or, alternatively, roll a D6 to decide how many turns to play. A score of 1-2 = 4 turns, 3-4 = 5 turns, 5-6 = 6 turns. The game continues until each side has taken the number of turns indicated, or until one player concedes.

Who Goes First

Both players roll a dice. The highest scoring player chooses to go first or second.

Victory

Unless one player concedes beforehand the winner is the player who has accumulated the most victory points at the end of the game. The standard victory points schedule explains how these are worked out.

Scenario 6 - Ambush(Warhammer Battle Book, p. 29)

In an Ambush one army is arrayed in column while his enemy attacks unexpectedly from prepared positions.

Scenery

In an Ambush the players set up the scenery in a mutually agreeable manner leaving a clear path 12" wide extending right across the edge of the defender's side of the table. This is the path taken by the ambushed army.

Armies

Armies are chosen from the Warhammer Armies army lists to a points value agreed before the game. The ambushed side is allowed half as many points again as the ambusher - for example ambusher 2,000 points, ambushed 3,000 points.

Deployment

The ambushed army is deployed along the clear path along the edge of the table no further than 12" from the edge and no closer than 12" to the side edges as shown below on the example tabletop map.

The ambushed player deploys his entire army first. Units of troops must be formed into columns no more than 3 models wide, facing in the direction of travel (either to the left or right - roll a dice to determine this). Individual models, war machines, etc, are also deployed facing the direction of travel. Once the ambushed player has finished deploying the ambusher is deployed no closer than 18" to the defender's set-up area and no closer than 12" to the side edges.

Special Deployment Rules

In an Ambush troops which would normally deploy in a special manner, such as Wood Elf Scouts, cannot do so. Effectively the whole ambushing army is setting up in an advantageous position, whilst the enemy has been caught napping.

Turns

The players elect to play for an agreed fixed number of turns or, alternatively, roll a D6 to dice how many turns to play. A score of 1-2 = 4 turns, 3-4 = 5 turns, 5-6 = 6 turns. The game continues until each side has taken the number of turns indicated, or until one player concedes.

Who Goes First

The ambusher takes the first turn.

War Machines

If the ambushed army includes war machines then the player cannot use them at all in his first turn. This includes chariots as well as cannons, stone throwers and such like. In his second turn they can only be used on the D6 roll of a 4+, and in his third turn they are used normally.

Victory

Unless one player concedes beforehand the winner is the player who has accumulated the most victory points at the end of the game. The standard victory points schedule is used except that no account is taken of possession of table quarters control of the battlefield being secondary to the main objectives of destruction and survival.

Scenario 7 - Last Stand(Warhammer Battle Book, p. 30)

In a Last Stand one player is occupying a village, farm, hill or similar chosen position of some kind which he must defend against overwhelming odds.

Scenery

In a Last Stand the players set up the scenery in a mutually agreeable manner, except that only the defending player sets up scenery inside his own deployment area, and no scenery at all is placed in a band extending 6" beyond the defender's deployment
area.

Armies

Armies are chosen from the Warhammer Armies army lists to a points value agreed before the game. The attacker is allowed twice as many points as the defender - for example attacker 3,000 points, defender 1,500 points.

Deployment

The defender sets up his entire army within an 18" x 18" square centred upon the middle of the table. This is the defender's setup area as described above and all defenders are deployed within it at the start of the game except as noted below. If your forces are very large it may be necessary to extend the size or shape of this area. Once the defender is deployed, the attacker deploys his army anywhere on the table but not within 8" of the defender's setup area.

Special Deployment Rules

In a Last Stand attacking troops that would normally deploy in a special manner, such as Wood Elf Scouts, cannot do so. Defending troops who could normally deploy outside their deployment area can do so in accordance with the usual rules that apply to them.

Special Rules

All models in the defending army increase their Leadership score by +1 up to a maximum of 10. This represents their dogged determination to fight to the end.

Turns

The players elect to play for an agreed fixed number of turns or, alternatively, roll a D6 to decide how many turns to play. A score of 1-2 = 4 turns, 3-4 = 5 turns, 5-6 = 6 turns. The game continues until each side has taken the number of turns indicated, or until one player concedes.

Who Goes First

The defender takes the first turn.

Victory

Unless one player concedes the winner is the player who has accumulated the most victory points at the end of the game. The defender has 5 automatic victory points so long as he has at least 1 unit of troops still fighting at the end of the game. Otherwise the standard victory points schedule explains how these are worked out.

Scenario 8 - Break Through(Warhammer Battle Book, p. 31)

In a Break Through one army attempts to break through the opposing lines whilst the enemy tries to stop them, either to prevent them reaching a vital objective or to contain and destroy them. The defending army sets up as the enemy approach and braces itself for the attack.

Scenery

Players set up the scenery in any mutually agreeable manner.

Armies

Armies are chosen from the Warhammer Armies army lists to an equal points value agreed before the game.

Deployment

Armies are deployed no closer than 24" to each other and no closer than 12" to the side in the same way as a Pitched Battle. The side that is attempting to stop the break out deploys its entire army first. The side attempting the break out can then deploy its entire army.

Special Deployment Rules

In the case of the army attempting to contain the break through, units which are allowed to deploy closer to the enemy or after normal deployment due to a special movement rule can do so. For example, Wood Elf Scouts are allowed to deploy beyond the usual permitted zones because they are assumed to scout out these areas some time before the battle. The side attempting the break through may not deploy closer to the enemy, as it has just arrived to discover the enemy blocking its route.

Turns

The players elect to play for an agreed fixed number of turns or, alternatively, roll a D6 to decide how many turns to play. A score of 1-3 = 5 turns, 4-6 =6 turns. Note that this is longer than most scenarios in order to give sufficient time for the army attempting the break through to reach the opposing table edge. If your table is very wide (more than 4) it may be necessary to allow longer.

The game continues until each side has taken the number of turns indicated, or until one player concedes, or until the player attempting the break through has successfully moved 3 units of at least 5 models each off the opposing table edge (units of flying models do not count).

Who Goes First

Both players roll a dice. The highest scoring player chooses whether to go first or second.

Victory

The game automatically ends and the player attempting the break through wins if he gets 3 units of at least 5 models off the opposing player's table edge. A unit which reaches the opposing table edge and which is not engaged in combat is automatically removed - it has successfully broken through. Otherwise, unless one player concedes beforehand, the winner is the player who has accumulated the most victory points at the end of the game.

The standard victory points schedule explains how these are worked out, but note that no victory points are awarded for possessing table quarters in a Break Through game. In addition, the player attempting the break through receives additional victory points for each unit of 5 troops or more he moves off the opposing player's table edge before the end of the game (other than flying troops). Each unit of 5 troops or more which breaks through in this way earns its own value in victory points as if it had been destroyed/broken. For example, a unit which cost 170 points is worth 1 VP, a unit costing 425 is worth 4, and so on.

Scenario 9 - Treasure Hunt(Warhammer Battle Book, p. 32)

This is an unusual scenario which takes place in a wild, inhospitable place such as the Badlands, the Northern Wastes, Troll Country, Dark Lands and so on. Both armies are heading for a newly discovered ruin or some such place containing a treasure hoard. In order to reach the goal before its rival each side must press forward as fast as possible, force marching its troops in order to reach the objective first. However, the faster the troops march the more will fall by the wayside, and the fewer will be available to fight off the enemy when they eventually catch up with you. In the game the side which travels fastest starts off with the treasure it has plundered, whilst the enemy must attempt to wrest it from them.

Armies

Armies are chosen from the Warhammer Armies army lists to a points value agreed before the game.

Race To The Treasure

To determine which side reaches the treasure first both players declare how fast they will attempt to march by nominating a number of between 2 (slowest) and 11 (fastest). The player who nominates the fastest speed automatically reaches the treasure first and captures it. If both players reach the treasure at the same time roll a dice to decide who gets there first. The difference in the armies' speeds determines how the forces set up, so make a note of each army's speed before working out stragglers.

Stragglers

The faster you march the more troops will fall by the wayside, die of exhaustion, desert, get lost, or fall prey to wild animals and bandits. Each player makes a list of his troops unit by unit. Roll 2D6 for each unit. If the score is greater than the army's march speed the unit has arrived safely. If the score is equal or less than the army's march speed the entire unit has gone missing and may not take part in the battle.

Roll for each character model separately, except for champions which remain part of their unit and either arrive or go missing with their regiment. Roll for war machines and large monsters separately or as units of the same type - as you wish. There is no need to roll for the army's general because he is made of sterner stuff than the rest of the army and will always arrive no matter how fast the army marches.

Deployment

Once both armies have removed stragglers the two forces are ready to deploy. Of course, it is unlikely that the two armies are now exactly the same size. Each will probably have lost some units or characters, possibly important units or war machines. Because of the random way troops are removed from the army a Treasure Hunt won't necessarily be even and players may find themselves handicapped by the loss of important units. Whilst occasionally very frustrating indeed this is what makes the battle such an interesting game to fight.

The battle itself is fought either as a Meeting Engagement, a Pitched Battle, or an Ambush, depending on the difference between the two army's marching speeds.

Difference

Type of Battle

0-1

The two armies arrive almost at the same time - the armies deploy as for a Meeting Engagement starting with the army which has the treasure. The side which does not have the treasure takes the first turn.

2-3

The faster army arrives early enough to capture the treasure and take up a fighting position. The armies deploy as for a Pitched Battle starting with the side which has the treasure. The side which does not have the treasure takes the first turn.

4+

The faster army is convinced it has shaken off its rival and has begun to march home with the treasure. Meanwhile the enemy lies in wait! The armies deploy as for an Ambush, The player with the treasure deploys his entire army in column and then his opponent deploys his army to ambush it. The side which does not have the treasure takes the first turn.

Special Deployment Rules

Apply the appropriate special deployment rules for the scenario played.

Scenery

The scenery can be set up in any mutually agreeable manner. In the case of a Meeting Engagement the battlefield is also assumed to be the treasure site. Therefore, if you are using the Scenery Generator to lay out the terrain the player who has the treasure can place a ruined village, ruined temple, or ruined palace as his first item of scenery (assuming the players have a suitable piece of scenery).

Turns

The players elect to play for an agreed fixed number of turns or, alternatively, roll a D6 to dice how many turns to play. A score of 1-2 = 4 turns, 3-4 = 5 turns, 5-6 = 6 turns. The game continues until each side has taken the number of turns indicated, or until one player concedes.

Special Treasure Rules

The treasure is assumed to be carried by or on behalf of the general of the army that reaches it first. The treasure can be represented by a counter if you wish, or if you have a suitable model wagon or pack mule so much the better. Whatever you use, the model or counter always moves with the general and does not fight or take part in the battle. Whilst he retains possession of the treasure the general may charge at only his normal move rate and may not march or fly at all. The same penalty applies to a unit he is with. In effect his movement is capped at his normal rate, although he will pursue and flee as normal.

If the general flees or is slain the treasure remains where it is and can be picked up by the first character or regiment to reach it. The bearer will then suffer the movement restrictions described above. If the bearer is slain/destroyed in hand-to-hand combat, or if the bearer flees from hand-to-hand fighting, the treasure is automatically picked up by the closest unit or character that has won the combat. Otherwise, the treasure cannot be passed from one unit or character to another but must be carried (jealously) by its bearer.

The treasure itself is partially immune to the effects of magic. Neither the treasure nor its bearer can be moved or frozen in place by magic. A magic item or spell which would make it impossible to capture, reach or move the treasure simply will not work. This is a broad principle intended to stop a player simply using magic to make it impossible for the enemy to take the treasure.

Victory

Unless one player concedes beforehand the winner is the player who has accumulated the most victory points at the end of the game. Victory Points are awarded as normal except that no account is made for occupied table quarters. Instead, the side which is in possession of the treasure at the end of the game earns double points - multiply its entire Victory Points score by 2.

Scenario 10 - Tournament Battle(Warhammer Battle Book, p. 34)

The Tournament Battle is a variation on the Meeting Engagement but uses the special tournament set limits as described in the following section. This scenario is ideal for playing strangers, as it reduces the player's choice of the wilder elements in his army, so generals can concentrate on the game rather than worrying about what kind of army they will be facing. It is also ideal for competitive play in tournaments, inter-club competitions, club-organised league games, knock-outs and all forms of competitive situations where players are not necessarily close friends with a common gaming style.

Scenery

In a Tournament Battle each player takes a hill and either a wood or a group of two buildings and places them within his own table half. Terrain is placed alternately and players roll a dice to determine who places first.

Armies

Armies are chosen from the Warhammer Armies army lists to 2,000 points as defined by the standard tournament limits (see the next section). Each player must provide a written roster list for his army which his opponent is entitled to see after the game (in formal competitions tournament organisers may wish to check your roster beforehand).

Tournament Limits

  • No special characters.

  • No unridden large monsters.

  • No allies.

  • No more than 1 war machine to be chosen for each regiment of troops included in the army.

  • Wizards are limited to a maximum magic level of 3; no magic items can improve on this.

  • Magic items with a points value of more than 50 cannot be included.

Deployment

This is conducted in the same way as a Meeting Engagement and players must prepare their order of march before the game. Both players make a list of all the units in their army in the order of their column of march. Character models other than Champions are always listed together as one entry and must be placed last in the column of march (at the bottom of the list).

All war machines including chariots are listed together as one entry, and all large monsters are listed together as one entry. Neither war machines and chariots, nor large monsters can be placed first in the column of march (at the top of the list).

Once players have completed their marching order the player with the most entries places the first unit from his list, then his opponent places the first unit from his list. The players continue to alternate placing units from their list until they reach the last entry which will always be the characters.

Units can be placed on the player's own half of the table no closer than 6" to the centre line and no closer than 12" to either side edge. In addition, a unit cannot be placed within 18" of an enemy unit that has already been placed. This is important because it enables the player to grab areas of the tabletop which he will use to his advantage in the battle.

When it comes to placing characters, large monsters, and war machines, all the models from each category are placed at once. Note that this doesn't mean you have to put all the characters in the same place! Models can still be positioned in different locations either as individual units or units of several models grouped together as described in the rules.

Special Deployment Rules

As for a Meeting Engagement troops which would normally deploy in a special manner, such as Wood Elf Scouts, cannot do so as they have no time before the battle to scout out the battlefield. Because the armies are deploying as quickly as they can from a column of march all units are placed as described above. Also, units capable of skirmishing cannot be deployed in a skirmishing formation as this would enable small units to grab disproportionately large areas of tabletop. Such units are deployed into standard formations and can break into skirmish formations when they move.

Turns

The game lasts no longer than two and a half hours or four turns per side, whichever is soonest. If playing in a competition where victory points are used to work out an overall position, players cannot concede before completion of the game. However, if the game is a one-off a player may accept his opponent's surrender at any time (victor's choice).

Who Goes First

The player who completes his deployment first takes the first turn.

Victory

Unless one player concedes beforehand the winner is the player who has accumulated the most victory points at the end of the game. The standard Victory points schedule explains how these are worked out.

Session

If a tournament consists of several battles played within a limited time then players must use the same army for each game. This encourages players to field a force capable of facing a broad range of opponents. This restriction would normally apply to inter-club games fought over a single session, but not to club-based leagues or knockouts where games are played over longer periods and where players may wish to hone or change their armies from time to time.

Set Limits

This section is not a part of the core Rulebook but is part of the Warhammer Battle Book supplement

The battle scenarios described above provide players with a useful selection of standard games, including interesting variations in the form of the Ambush, Last Stand, Break Through and Treasure Hunt. Players can also invent their own scenarios, or use any of those described either in White Dwarf or the Warhammer Campaign supplements.

New scenarios often set additional limits on the troops which can be chosen from the army lists - for example if the battle is taking place high amidst a barren mountain pass then it might be judged impossible for cavalry to reach the battlefield so no cavalry are permitted. Players who are using the battle scenarios can also agree to set limits either to represent unusual circumstances, such as a battle over a barren mountain pass, or simply because they prefer it that way. The Tournament Battle is an example of a game with its own special limits.

When players arrange to play a battle scenario then as well as agreeing the points values of the armies they can also decide to set limits upon army choice. The Warhammer Armies army lists already limit the availability of some troop types, characters and war machines, but these limits are very broad and have been designed to allow as great a choice as possible. A far more exciting game can sometimes be had by deliberately reducing the choices which are normally available. The suggestions below include all the commonly played limits and they can be used either singly or combined together.

You will notice that most of the limits specifically bar players from options which are normally open to them. Not all players will want to do this, as some will prefer to use the army lists alone as the arbiter of what they can include in their armies. It is recommended that players experiment within their gaming group using different types of set limits, and decide for themselves how and when to apply them. By changing the set limits players will discover that games can be varied considerably.

In particular, it is suggested that players use special characters only by mutual agreement, as many of these unique individuals have powers which affect the game in a substantial way. Where the same special characters are used as a matter of routine they cease to be in any way 'special' and games can become rather predictable as both sides focus on their powerful characters rather than the troops which make up the bulk of the armies.

Some further limits governing the use of the magic spells are discussed in Warhammer Magic.

Set Limits

  • None - the armies are chosen from the Warhammer Armies army lists.

  • Agree to disallow or limit special characters in number or points value.

  • No magic is permitted at all - the ebb and flow of magical power leaves the area devoid of magic.

  • Wizards not allowed or reduced to a maximum of one per side.

  • Wizards restricted to magic level 1, 2 or 3 - there are no powerful wizards available for the battle.

  • No characters can carry more than a single magic item.

  • Individual magic items restricted to an agreed maximum points value.

  • Percentage of points available for characters reduced to an agreed value or zero.

  • An agreed maximum number of characters allowed per side.

  • Percentage of points available for war machines reduced to an agreed value or zero.

  • No large monsters allowed or limited to an agreed number - none or few are available for the battle.

  • No unridden large monsters allowed or limited to an agreed number.

  • No flying creatures allowed or limited to an agreed number - due to bad weather.

  • No cavalry allowed because the terrain is too rough.

  • Only troops with a move of 6"+ allowed - the armies represent fast moving foragers.

  • No heavy troops (save of 3+ or better) as the armies represent lightly armed advance forces.

  • All missile fire including magic missiles reduced to half range due to high winds.

  • All shooting is worked out at an additional -1 to hit due to darkness.

  • No gunpowder weapons allowed due to damp weather.

  • Each side nominates one unit of troops as 'grizzled veterans or guards' and adds + 1 Leadership.

For example: two players might agree to fight a 3,000 point a side pitched battle, limiting wizards to a maximum of one level 2 per side, with no individual magic items over 50 points allowed.

Tournament Limits(Warhammer Battle Book, p. 37)

In 1995 Warhammer author Jervis Johnson bravely took it upon himself to organise an international Warhammer tournament in Nottingham. Over one hundred players from all over the world came to stay for two days of competitive gaming. A good time was had by all, and considering that none of the players had met before, the whole weekend went remarkably smoothly.

The competition was won by Scottish player David Cain who gleaned the most points overall to become our first Warhammer Champion. All the games were played with pre-arranged limits which Jeris set beforehand to accommodate the time available for the games and the fact that the players would be meeting for the first time.

After the first Warhammer tournament Jeris modified his set limits slightly and these are the limits which we've used for the Tournament Battle scenario described earlier. The limits are intended to make it easier for players who have never met before to play by reducing the availability of some of the 'wilder' machines and monsters, and by placing a lid on the more destructive magic and powerful characters.

This obliges players to choose representative armies and puts an appropriate emphasis on generalship and games play. In addition the games have been designed to play fast - an important consideration when you have to complete six games over two days! Note that we played over 6'x 4' tables and found the size of the armies appropriate for this area.

The Tournament Game is a good standard to adopt when playing against a new opponent, for inter-club competitions, for tournaments, for club competitions, and for any competitive games especially where players might not necessarily be part of the same regular gaming group. It is especially useful when playing someone for the first time, as it is helpful for both players to be able to predict what sort of army they will be facing. Players don't necessarily have to play in a competition to play a tournament game, some players will prefer this style of play for most of their games.

These are, of course, only the standard or base tournament limits, and individual tournament or competition organisers might want to change details either by loosening some restrictions or imposing more. This is up to the tournament organisers to decide for themselves, but it is suggested that these limits are used as a 'standard' and any variances noted in respect to the standard version. For example, 'all standard tournament rules apply except 1) special characters up to 200 points are allowed but must include all their specified magic items at full points cost, no additional magic items Or substitutes allowed, and 2) no more than three war machines can be included regardless of points available or the number of regiments in the army.'

Tournament Limits

  • Armies to be chosen to a maximum of 2,000 points.

  • No special characters.

  • No unridden large monsters.

  • No allies.

  • No more than one war machine to be chosen for each regiment of troops included in the army.

  • Wizards are limited to a maximum magic level of 3, no magic items can improve on this.

  • Magic items with a points value of more than 50 cannot be included.

  • All games to end within 21/ hours or after the completion of 4 turns within 21/2 hours.

  • All games played over the same session must be with the same army.

Scenery

This section is not a part of the core Rulebook but is part of the Warhammer Battle Book supplement

There is no hard and fast rule about how you set up the battlefield. The scenery can be laid out in any way the players find agreeable. One popular method which works well for Pitched Battles or Meeting Engagements is for one player to lay the scenery out while the other player chooses which side he will fight from. This ensures that the scenery is laid out in as even-handed manner as possible. A further advantage is that it is possible for the host to set the game up in advance so that it is ready to play once his opponent arrives.

Many players find it convenient to use a terrain generator system to set up the battlefield. You might wish to make use of the Terrain Generator Table, opposite, or you might prefer to devise something similar using your own scenery as a basis. If you decide to use the version printed here don't worry if you generate items of terrain you don't have, just re-roll until you get a result you can use. Rules for various types of terrain are given in full in the rulebook.

You can make use of the Terrain Generator Table in any way you please. You might decide how much scenery you want and then roll randomly to determine what it is, after which each player chooses and places one item alternately until the table is complete. Another method is for a player to choose a piece of scenery, then both players roll a dice and the highest scorer positions it, after which the player who lost the dice roll chooses another item and so on. All these are perfectly good methods and there is no reason players shouldn't experiment until they find a method they like.

Placing Scenery(Warhammer Battle Book, p. 38)

The designer's own favoured method is to firstly decide which table edges the armies will start from. Then each player rolls a D6 and the highest scorer starts to place scenery first. To generate a piece of scenery roll 2D6 and consult the Terrain Generator Table. The player can either place that piece of scenery or 'pass' and place no scenery at all if he prefers. Unless he passes the player places the scenery somewhere on his own side of the table. Scenery is not placed on the other player's side of the table unless it is a plain hill, in which case it can be placed straddling the dividing line.

Each player continues to lay down scenery one item at a time. Once there is one river or stream on the tabletop any further river/stream results are re-rolled as it would obviously be inconvenient to have a battlefield criss-crossed with rivers! One type of scenery can be placed over another where appropriate, say wooded hills or hillsides with walls.

Once each player has placed at least one piece, either player may declare he is satisfied with the scenery as it is instead of placing a further piece. The other player then has the option of generating and placing one more piece if he wishes. The battlefield is then complete!

If both players are in agreement scenery can now be moved around or removed if it is felt a better battle will result. For example, you might allow your opponent to remove a wood from his side of the table if he lets you reposition a hill.

Remember the objective of setting up terrain is to provide an interesting and entertaining battle, not to impede movement to the extent where armies are unable to get to grips. If neither player is satisfied with the terrain once it has been generated then start again! We have not defined the size of hills or woods, as we assume players are going to use scenery they have made themselves. Obviously it would be silly for a wood to extend over the whole table! As a general rule no terrain feature may be bigger than 12" across, whilst a wood or hill of about 8" diameter would be more typical.

Terrain Generator Table(Warhammer Battle Book, p. 39)

Roll 2D6:

2D6

Result

2

A Deep River or Lake
Choose either a deep river or a lake. A river must be placed so that it flows onto the battlefield from one side and out from either the same or another side. It cannot spring from nowhere and it cannot simply end. A river may not extend over more than half the length of the table unless your opponent agrees that it may do so.

A deep river cannot be crossed anywhere along its length except at a ford or bridge. A river must always include at least one bridge or ford somewhere along its length. If it extends over more than half the length of the table it must include two crossing places, one of which is chosen and positioned by the opposing player.

A lake is impossible to cross.

3

A Shallow River or Stream
Choose either a shallow river (which can be crossed at a quarter normal speed) or a stream (which may be crossed at half speed). The river or stream must enter and leave at a table edge. Rivers cannot extend over more than half of the table length without your opponent's consent, but this does not apply to streams.

If you place a river it must have at least one bridge or ford. If the river extends over more than half the table length it must include two crossing places one of which is chosen and positioned by the opposing player.

A stream may have a single crossing place along its length if you wish.

4

Difficult Ground
Choose an area of difficult terrain such as a marsh, area of scrub, soft sand, boulder strewn ground, debris, shallow pit or area of loose rocks. Troops move across difficult ground at half their normal speed.

5

A Steep Hill
A steep hill is difficult to move over (troops move at half speed as described in the game rules), and may have cliffs on one or more sides. Cliffs are impossible to move over and act as a barrier to movement.

6

A Wood
Woods slow troops down (by half their normal speed) and they also act as a barrier to sight, preventing shooting.

7

Hill or Wood
Choose either a hill or a wood.

8

A Hill
Hills do not slow down troops but they provide excellent vantage points where you can position archers and stone throwers. Hills are also useful defence points in hand-to-hand combat as it is easier to win a combat if you are uphill of your opponent.

9

Walls/Hedges or Fencing
Up to 12" of continuous walls, hedges, fences, ditches or other linear obstacles. Obstacles can be crossed but troops are slowed down when they do so (losing half of their movement distance that turn). Walls and hedges are useful defensive positions as troops may be placed behind them where they will be protected from enemy attack.

10

A House or Tower
A single house or tower which may have up to 6" of adjoining walls or hedges.

11

A Village
A village is represented by several buildings (2-4 is enough). The village may have up to 12" of adjoining walls or hedges.

12

Very Difficult Ground
Choose a feature that is very difficult to cross such as a steep sided quarry, swamp or sheer cliffs, a thick wood or patch of dense briars. Very difficult terrain may be crossed at a quarter of normal move rate as described in the rulebook.

Victory

This section is not a part of the core Rulebook but is part of the Warhammer Battle Book supplement

For the battle scenarios roll a dice to determine how many turns will be played. As you will notice, this gives a battle anywhere between four and six turns. The number of turns affects the way the game plays, and for this reason we suggest players always fix the number of turns before the game begins. If you simply play until one side has no troops left then the big, dangerous monsters will become disproportionately effective, and all efforts to delay or restrain them will be wasted.

Unless one player concedes beforehand, determine which side has won at the end of the game. Sometimes this will be obvious, with one side decimated or running from the table, but often the result will be in doubt even in the final turn. The usual method of deciding which side has won is to calculate the victory points for each side.

The victory points schedule listed below is used for most games, including the battle scenarios described above. However, individual scenarios can introduce new victory points, or 'sudden death' objectives where the game ends as soon as a specific objective is met. In the Break Through scenario, for example, the player attempting the break through automatically wins and the game ends if he gets three units off the opposing table edge.

Once the battle is over both sides calculate their victory points to decide who has won. Refer to the chart below and add up the points gained by each side. The side which has the most victory points has won. The difference in victory points is a good indicator of how decisive the victory has been. In a 3,000 point battle a difference of 5 points or less points is a marginal win, a victory of 20 or more points is a resounding thrashing for your enemy! If both sides score the same points the result is a draw.

Victory Chart(Warhammer Battle Book, p. 40)

Each enemy unit either destroyed, fleeing or having fled from the table.

1 victory point for each full 100 points the unit cost. (minimum = 1)
Eg, if the unit originally cost 325 points it is worth 3 victory points. A unit costing less than 100 points is worth 1 victory point. Champions are included in the cost of their regiment. Other characters are accounted separately for victory points even it they join with units during a battle. Chariots, war machines and large monsters are accounted individually even where fighting as loosely grouped units.

Each full table quarter wholly occupied by your own side.

1 victory point.
Divide the table into four equal quarters through its middle. If a quarter is occupied by at least one of your units of troops and no enemy then you can claim 1 extra victory point per quarter. Note that a character model, chariots, monsters or war machines cannot occupy a quarter - only units of troops may do so.

Enemy general slain, fleeing, or having fled the table.

1 victory point in addition for any points already earned for the general as a destroyed, fleeing or fled unit.

Each unit standard captured and held at the end of the game.

1 victory point.

Army Battle Standard captured and held at the end of the game.

2 victory points.

Playing a Game

This section is not a part of the core Rulebook but is part of the Warhammer Battle Book supplement

This seems as good a moment as any to talk about the spirit of the game and general conduct of play. A fantasy battle isn't like a game of chess or a card game, both of which have absolute rules and fixed parameters. The very process of playing Warhammer involves a certain amount of give-and-take and necessitates a degree of mutual co-operation if the game is to work at all.

It always helps to smooth things along if players are prepared to adopt a generous attitude when it comes to interpreting rules or moving troops in awkward circumstances. After all, if you are generous to your opponent he will be generous to you, and the game will proceed at a lively pace to the benefit of both sides.

A common convention, and one which we recommend to all players, is to roll dice to resolve any difficulties during the game rather than getting bogged down over a procedural dispute or rules point. If a situation arises that you cannot solve by quick reference to the rulebook, then either reach a compromise on the spot or, where this isn't possible, roll a D6 to decide which player's interpretation applies.

After the game, once the heat of battle has abated, you can discuss the decision in a more objective way, and decide what to do if the same situation arises again. This convention keeps the game moving and avoids pointless argument during play.

Groups of gamers will inevitably play in slightly different styles, perhaps interpreting the rules differently or adopting their own conventions, often without realising they are doing so. Some players will want to stick to the rules quite strictly, others will be happy to improvise as they go along. Both extremes and all shades inbetween are perfectly acceptable ways of playing the game, and both are equally rewarding in different ways.

When playing an opponent for the first time don't take it for granted that he will play exactly the way you are used to. Be prepared to make concessions in the interests of a good game. After all, if you make a friend then you've got yourself another regular opponent and you can look forward to many more games in the future.

Campaigns

Most veteran Warhammer players belong to a regular gaming group, either a formal club or an informal group of friends who routinely get together to fight battles. There are many advantages to forming an association with other players. For example, you can pool resources to buy scenery or pay for the hire of rooms. Players can swap troops amongst themselves, and newcomers can come along and learn the skills of generalship, painting and scenery making.

One of the most entertaining group activities is to organise a campaign or league. It would take a fairly substantial book to explore these in any detail, but it's worth taking a look at how such things can be arranged.

Campaigns(Warhammer Battle Book, p. 144)

A campaign is a linked series of battles which aims to recreate a sequence of events from the Warhammer World such as a Goblin invasion of the Empire, or an Undead excursion into the Dwarf realms of the Worlds Edge Mountains.

A popular form of campaign is to fight a fixed number of battles against the same opponent - four being a good number. The battles represent different types of battle: first a scouting encounter, then a raid, the third game is an ambush, and finally we have a big set-piece battle.

Scouting

The first battle represents a clash between scouting forces, so no war machines are allowed to take part. Alternatively, each player's choice of troops is restricted in some other mutually agreeable way.

Raid

The second battle represents a raid, with the player who lost the previous game fighting to defend a village, bridge, or some other suitable territory.

Ambush

The third game is an ambush, in which the player who lost the previous game tries to even things up by ambushing a column of enemy reinforcements.

Big Battle

The campaign culminates in a final battle. In this game each army receives a specific bonus or penalty which depends on whether it won or lost each of the previous games. The details can be agreed before the campaign begins. For example, you might allow each player an extra 250 points of troops for each game he has won. The player who wins the first game can place or move the scenery, as he has clearly out-scouted his foe. Similarly, the loser of the ambush might be denied heavy supplies by limiting his number of war machines to one.

This way of linking games together really changes the way battles are fought, as players have to consider the long term effects of their actions rather than just the result of the battle itself. Players who are interested in this style of campaigning will find the Warhammer Campaigns series of supplements very useful. These provide a number of battles together with special rules to represent the events depicted, as well as card buildings where appropriate.

A Multi-Player Campaign(Warhammer Battle Book, p. 145)

Two players can fight a campaign of the kind described above, but one of the great advantages of belonging to a larger gaming group is that you can fight bigger campaigns! There are lots of different ways of going about this.

The rules provided here describe a Warhammer campaign system suitable for a group of four or more players and lasting anywhere from a few weeks to several months or years. The rules only scratch the surface of what can be done, but can be easily adapted to suit more or fewer players, smaller or larger armies, or a shorter or longer time scale.

Conquer and Explore!

The campaign takes place on a newly discovered island or in some deserted and generally unexplored part of the Warhammer World. Each player must fight to gain control of the land and become the lord of a new realm.

To begin the campaign each player generates three random territories from the chart shown over the page. These represent a mix of settlements, terrain and resources which his army controls. Once the campaign is under way new players can join at any time simply by generating three random territories from the chart.

Each player makes a note of his territories on a sheet of paper or in a notebook that will serve as his campaign diary.

Armies

Players choose an army of 1,500 points for each battle and forces are chosen afresh every time the army fights, although each player must stick to the same army - Orcs, Empire, Bretonnians, Lizardmen, etc. You might wish to start with slightly smaller armies, say 1,000 points or 1,200, as this makes it easier to get the armies together. 1,500 points is a reasonable total for players who already have established armies.

Armies are chosen from the appropriate Warhammer Armies army list with the additional restrictions described below. The players may agree further restrictions amongst themselves for each battle as described under Set Limits (see page 36). For example, players might decide that for this particular battle there will be no flying creatures, no unridden monsters, or whatever the players prefer.

Army Restrictions(Warhammer Battle Book, p. 145)

The types and quantity of troops that armies can field is restricted by the territory they control. As the army's commander expands his territories he also expands his army, attracts heroes and wizards to his cause, acquires riches, and wins new magic items.

To start off with each player is restricted in his choice as follows:

STRATEGIC FEATURES - Such as bridges, roads and passes - limit access by your armies. To represent this, armies are chosen to 1,500 points and larger armies can only be assembled by taking control of bridges, roads and passes.

WIZARDS - Each army may have one level 1 wizard and cannot include any other wizards unless the player's territory includes wizard's towers, sacred groves, shrines or temples.

OTHER CHARACTERS - Each army must be led by a General chosen from the Warhammer Armies army list. The General can be a wizard if the army list allows this. Otherwise the army may not include heroes, champions, or other non-wizard characters unless the player controls villages or towns.

MAGIC ITEMS - Each army can include one magic item worth up to 50 points. More magic items can be included if the player controls a source of income in the form of trade routes, mines, treasure or mysterious ruins.

WAR MACHINES - Each army can include up to one war machine or chariot and cannot include more unless the player controls forests to provide wood to build machines and fuel furnaces.

LARGE MONSTERS - Each army can include up to 1 large monster and cannot include more unless the player controls mountains where such beasts live. Trolls, Ogres and other monsters which normally fight as regiments don't count for this purpose Giants, Manticores, Dragons, Giant Eagles and such like do.

ALLIES - You cannot choose allies as part of your army. However, you are allowed to ally with other players as described later.

Territory Chart(Warhammer Battle Book, p. 146)

Players must keep a record of their territory from the beginning of the campaign. A notebook or campaign diary is ideal, and can be used to keep a separate record of your troops' performance and anything else you may wish to remember (grudges for example... Dwarf players are especially keen on this sort of thing).

To generate a territory roll two ordinary D6's one after the other. The first dice roll represents 'tens' and the second 'units' to give you a score of between 11 and 66. This method of rolling two dice is referred to as a D66 roll.

Each player generates three initial territories from the Territory Chart (Roll D66):

D66

Result

11-12

Wizard's Tower
For each Wizard's Tower you control your army may include an extra level 1 wizard.

13-14

Sacred Grove
For each Sacred Grove you control your army can include 1 level 2 wizard.

15

Shrine
For each Shrine you control your army can include 1 level 3 wizard and 1 magic item of up to 50 points. The magic item can be carried by any suitable character.

16

Temple
For each Temple you control your army can include 1 level 4 wizard and 1 magic item of up to 75 points. The magic item can be carried by any suitable character.

21-32

Village
For each Village under your control your army can include 1 unit Champion.

33-34

Town
If you have a Town under your control your army can include up to 3 characters chosen from the following: a unit Champion, Hero or Army Standard Bearer.

35-45

Trade Route
For each Trade Route under your control your army may include 1 magic item up to 50 points value.

46

Silver Mine
For each Silver Mine under your control your army may include up to 3 magic items of up to 75 points each.

51

Gold Mine
For each Gold Mine under your control your army may include up to 3 magic items of up to 100 points each.

52

Treasure Hoard
If you control a Treasure Hoard your army can include up to 5 magic items of any points value within the normal restrictions of your army list.

53

Road
If you control a Road you are able to move troops more quickly to meet your enemy. To represent this add +D6x10 points to your army for each Road under your control. Roll when the Road is generated to fix its value - this is the value of that Road territory. If you stake a Road territory in a battle and win, then the value of the Road increases by a further D6x10 points to represent your expanding control.

54

Bridge
If you control a Bridge you are able to move troops more quickly to meet your enemy. To represent this add +2D6x10 points to your army for each bridge under your control. Roll when the bridge is generated to fix its value - this is the value of that Bridge territory.

55

Pass
If you control a Pass you are able to move troops through to reach the enemy. To represent this add +3D6x10 points to your army for each Pass under your control. Roll when the Pass is generated to fix its value - this is the value of that Pass territory.

56

Mountains
If you control a Mountain your army can include a further D3 large monsters. Roll when the Mountain is generated to determine how many monsters it can support - this is the fixed value of the Mountain. In addition roll a D6. On the score of a 6 the Mountain contains a Gold Mine (see above).

61-63

Forest
If you control a Forest your army has sufficient supplies of wood to include a further D3 war machines. Roll when the forest is generated to determine how many machines it can support - this is the fixed value of the Forest territory.

64

Ruins
If you control an area of Ruins then before every game you can send searchers to find magic items amongst the debris. Generate an extra D6x10 points and choose a magic item up to this value. The magic item can be given to any character in the normal way. The magic item is retained by your forces and its value is added to the total points of your army. However, if the character carrying the item is killed the item is lost and its value must then be deducted from your army.

65

Lost Valley
You control a secret valley sheltered from the weather and abundant with natural resources. Roll again twice on this chart - the valley has the territory value of both rolls combined. The Lost Valley is only a single territory even though it has the resources of two. A Lost Valley cannot include other Lost Valleys!

66

Spy
You have a well established network of spies and informers. Spies are not territory, so if you generate a Spy generate another territory immediately. See the special rules.

Spies(Warhammer Battle Book, p. 147)

Spies represent agents and sympathisers in the enemy's ranks or amongst his subject peoples. If you have a spy network then you can use it to spy on your enemy's territory and conduct acts of sneaky espionage.

If you wish you can use a spy at the start of a game. Roll a dice:

D6

Result

1

Spy is caught and killed immediately and your spy network is uncovered you lose your spy network.

2

Spy observes enemy character preparing for battle. Nominate any character in the enemy army other than the general. The enemy player must reveal all the model's details including any magic items or spells he has.

3

Spy observes enemy general preparing for battle. The player must reveal all the model's details including any magic item or spells he has.

4

Spy steals battle plans enabling you to steal a march on your enemy's movements. You can move each of your units 4" forward at the start of the battle and before either side takes a turn.

5

Spy poisons wells. At the start of his first turn the enemy rolls a D6 for each of his units. A unit which rolls a 1 is suffering from the effect of poisoned water and cannot move or shoot in the first turn. Otherwise it is unaffected.

6

Spy poisons General. At the start of each of his turns the opposing player rolls a D6. On the roll of a 1 the General is suffering the effects of the poison and must lose either 1 point of Toughness, 1 point of Strength, or 1 Wound (the player whose General has been poisoned may decide). A General reduced to 0 Strength or Toughness is assumed to fall into a coma and is removed.

Of course, you might be fighting an enemy who cannot be poisoned in the manner described, in which case assume the spy accomplishes something which has the same effect. For example, it's hard to imagine the Undead drinking water, but the spy might set fire to a few Skeletons or feed poisoned meat to the Ghouls. Similarly, no Dwarf worth his salt drinks water (obviously) but the dastardly spy might spike the beer barrels so the Dwarfs get the trots and miss a turn.

The Player's Realm(Warhammer Battle Book, p. 147)

It is entirely up to the players to set a limit on the number of territories an army can occupy, depending on how long you want the campaign to last for and how large you want the forces to grow.

We suggest that players are permitted to hold up to 12 territories. If a player wins more than 12 territories he must abandon some territories, though he can choose which to keep and which to give up.

Choosing Characters(Warhammer Battle Book, p. 147)

Some armies have wizards which are also characters, such as Vampires in the Undead army. Where this is the case players are permitted to take the models either as wizards of the equivalent level or as characters. An army's General can sometimes have magic powers, as with the Undead, in which case the model is considered to be the General and so can always be chosen.

Spell casting daemons can only have their magic powers if the player qualifies for a wizard of the appropriate level. If the player does not qualify in this way then the daemons can still be included in the army but may not cast spells.

Special Characters

In a campaign it is often a good idea to put special characters aside and let your own characters develop as the campaign progresses. The presence of Nagash Supreme Lord of the Undead in your campaign may seem a little strange and will certainly affect the progress of the army!

If players wish to include special characters then models can only be included if the player holds sufficient territory to qualify for the character and the magic items he carries. If a special character has a magic level he qualifies as a wizard, although in the case of the Undead, a special character with the ability to cast spells can qualify as a wizard, a character or possibly as the General.

Fighting Battles(Warhammer Battle Book, p. 148)

Players are free to fight each other as they wish, representing skirmishes along their common borders, intrusions into their rivals' territory and outright invasions. The number of territories held by each player indicates the size and power of his realm. The more territories a player has the bigger and better his power base.

When battle is joined both players must stake one of their territories. Spies cannot be staked in this way. Each player nominates the territory to be staked before the game begins. After the game is over an additional territory is generated from the chart.

Battlefield(Warhammer Battle Book, p. 148)

The territory staked can be used as the basis for working out the battlefield if players wish. For example, if one player stakes a Wizard's Tower and his enemy stakes a Forest, then the table might include a tower and could certainly be fairly heavily wooded.

If using the terrain generator charts to set up the table, allow each player to set up one item that represents his territory rather than rolling randomly. Imagine how the battle is a clash along the players' common border, through territories controlled by the players.

Normally each player uses his entire army, even though their points values may be different. If playing one of the battle scenarios which is not evenly matched to begin with (such as the Ambush) it is suggested that each player's army be reduced in proportion to the points values normally allowed. For example, in a Last Stand the proportions are 2:1, so the attacker uses all his army and the defender uses half his army. In the Ambush the proportions are 3:2, so the defender uses all his army and the attacker 2/3 of his army.

Winning Territory(Warhammer Battle Book, p. 148)

The play who wins the game retains his original territory and selects either of the two remaining territories to add to his own. This will be his rival's territory or the new one. The loser takes the territory that is left.

If the winner takes his rival's territory the loser is assumed to have been forced back into the newly generated territory. If the winner takes the new territory then the battle has determined which side will possess this new land.

In the event of a draw both sides retain their territories and the player with the least territory gains a new one. If both players have the same amount of territory roll a dice to decide who gets the new territory.

Underdogs(Warhammer Battle Book, p. 148)

If a player has at least twice as much territory as his opponent then his enemy is an 'underdog'. The following rules help to protect underdogs and also encourage players to fight opponents more-or-less on their own level.

If a player is an underdog he can raid his enemy's land. A raid is fought exactly like any other game, except that both armies are limited to the same maximum points value set by the underdog. The points value must be at least 1.000 points and it can be as high as the underdog's entire army. In the case of an Ambush, Last Stand or other battle scenario where the points are not evenly balanced to begin with, then the forces are kept in proportion.

Because the underdog player is making a surprise raid into enemy territory, taking advantage of his small size to penetrate deeply into his enemy's lands, he can pick which territory his enemy must stake. Obviously, an underdog will choose the best targets to raid!

Furthermore, both armies are limited in choice as if the staked territories were the only territories either player had. This represents the fact that only local troops are available to fend off the raid, while the raiders are a nimble and mobile force.

Allies(Warhammer Battle Book, p. 148)

Armies are not permitted to include allied contingents as the army lists normally allow. Instead, a player can ask another player to ally with him for a battle so long as he could normally recruit allies of that race. For example, High Elves can have Empire allies but not Undead.

The ally brings along 500 points chosen freely from his army list (as is normal for allies) but restricted by his own territory. These allied troops are directly under the command of the ally player who brings along and fights with his own models during the game. A player who includes an ally can therefore field an extra 500 points of troops, and this forms a considerable incentive to use allies. A player can solicit the aid of several allies if he wishes, but the total combined points value of all allied forces cannot exceed 500 points.

An ally does not have to put up any territory at all in order to fight. On the other hand he cannot win any new territory either. The idea behind allies is partly to allow players with small armies to participate, and partly to encourage players to conspire and politic against each Other! A player who sweeps all before him will find it hard to recruit allies, whilst other players will be happy to ally against him.

Multi-Player Battles(Warhammer Battle Book, p. 149)

Many players enjoy the company of other gamers and prefer to fight games with two or more players on the same side. If players wish to do this they can still use the campaign rules described above, with the following extra rules for multi-player games.

Two players can join forces to fight two other players, three can get together to take on three others, and so on. Each player brings and controls his own troops during the battle. One player from each side must be nominated as the overall commander (the Commander-in-Chief) and only that player's General model is considered to be the General during that game. Other players' Generals are reduced to the rank of subordinate commanders and treated as characters. Each player may include an army standard in his force, but the re-roll bonus applies only to that player's forces - not to those of his confederates.

Combined armies must consist of armies that can normally ally as indicated in the Warhammer Armies book for that army. So, a confederation of High Elves and Empire armies is allowed, High Elves and Undead is not.

When fighting battles with more than one player on a side each player must stake one territory. However, if any player has twice the territory of the enemy player with the most territory then he must stake two territories.

After the game generate a further territory for each pair of players. So, for a two-a-side game generate two more territories, for a three-a-side game generate three, and so on.

The winning side retains its own territories and captures the remaining territories except one territory for each of the losers. The victorious side divides the territories it has won between the players as evenly as possible. The losers retain their original territories if these have not been captured by the enemy, but otherwise must divide the remaining territories between themselves.

If players cannot agree exactly how to divide up their territories then the Commander-in-Chief of each side may allocate the territories. If there is an odd number of territories to be divided the C-in-C must allocate them as evenly as possible, but can decide which players will receive the extra territories.

Running a Campaign(Warhammer Battle Book, p. 149)

You don't need an umpire or controller to run a campaign as described, but most players would agree things go better if someone is nominated as overall umpire. The umpire can interpret the rules and improvise new ones, keep the players informed about forthcoming battles, invent special events, spread rumours, and generally keep the campaign going.

The most useful thing an umpire can do is publish a weekly campaign newsletter which summarises the battles fought over the previous week, mocks the defeated, and lists the players and the amount of territory they now control. The newsletter can also be used to announce local events and new discoveries.

For example, you might announce the discovery of a stone circle, ruined tower, shipwreck or some other interesting place. The umpire invents some suitable rules for the territory that make it well worth having. Players who want to investigate are invited to submit their names to the umpire who then draws the players into random pairs, pairing off winners until a single victor emerges. The ultimate winner receives the special territory as a bonus, and becomes the only player to possess this unique and valuable territory.

An umpire can also ensure that players don't deliberately avoid fighting enemies they fear will beat them, and he can impose penalties on players who fail to show up for battles. Perhaps he can remove territories to represent the enemy's unopposed rampaging and pillaging!

The umpire can also draw the campaign to a close once the players start to lose interest or one player gains ascendancy. A good way of doing this is to wait for two players to win a predetermined number of territories (12 is recommended) and then have them play a game to decide the campaign winner.

Finally, bear in mind the campaign is not supposed to be wholly fair Or perfectly balanced... It isn't, nor is it supposed to be! The wayward political element of allies and random acquisitions of territory will inevitably favour one side Or other. Undoubtedly the initial restrictions will penalise some armies more than others. Ultimately this doesn't matter too much, as a good campaign umpire will be able to even things out without displaying blatant favouritism!

Elite Troops & Veteran Characters

This section is not a part of the core Rulebook but is part of the Warhammer Battle Book supplement

The rules that follow allow armies which are victorious in one battle bonuses in future games. Units start out as run-of- the-mill warriors and gradually progress to become veterans or elites. This can be a very entertaining process for a regular group of players or a games club, and the idea is ideally suited to a campaign.

Elite Troops(Warhammer Battle Book, p. 150)

If a unit of troops ends the game in possession of an enemy standard then it has proven its mettle in the heat of battle - the unit has become 'elite'.

The elite regiment is given an appropriate title - 'Dwarf Bashers', 'Scourge of the Elves', 'Orc Bane', 'Man Crusher' and so on. It can be fun inventing a name for your new elites, especially a name that will always act as a reminder of your opponent's humiliation!

An elite unit is allowed to re-roll all of its 'to hit' dice rolls once per battle either for hand-to-hand combat or for shooting. The unit must re-roll all of its dice (not just the failures) and must abide by the second result.

For example, a unit of 6 elite Knights rolls 1, 1, 2, 2, 2, and 6 scoring only 1 hit - fairly miserable stuff from such a powerful unit. The player decides to use his elite bonus and re-rolls the dice scoring 2, 3, 4, 4, 5 and 6 which equals, for the sake of argument, 5 hits... much better! Of course, the player risks the possibility of rolling an even worse set of scores and so must use his bonus carefully.

Unless players agree otherwise before the game, elite bonuses can be used when playing an opponent from your own group or club regardless of whether the status was earned fighting a particular player or not. When playing someone who is not part of your regular gaming group you must decide whether to allow these bonuses or not.

Losing Elite Status(Warhammer Battle Book, p. 150)

Once a unit becomes elite it keeps its status from game to game against all players in the group until it is broken as a result of defeat in hand-to-hand combat or until it is destroyed. It will then revert to normal status automatically. The demise of one of your old units of elites is always a sad occasion... although not for your opponent. Oh well... c'est la guerre.

Building Elite Status(Warhammer Battle Book, p. 150)

An elite unit can capture more standards and become even more elite by gaining more bonuses. This will allow the unit more to hit' re-rolls per game. However, the maximum number of bonuses allowed is 3 representing the very best elite troops. Make a note of the number of re-rolls the unit is allowed on your roster sheet and cross off re-rolls as they are used.

A re-roll cannot be taken on top of another re-roll - only one re-roll at a time is allowed, and the player must abide by the result.

Casualties on Elite Units

Elite units will take casualties in games, but this doesn't affect their status so long as a unit isn't broken as a result of defeat in hand-to-hand combat or destroyed entirely for whatever reason.

An elite unit cannot be fielded at a larger size than when it gained its original elite status. For example, a unit of 20 Bretonnian archers becomes elite by capturing an enemy standard and 6 men survive the battle. In the next battle the player can field the entire unit of 20 archers as elites, alternatively he can field the same unit as fewer men, but he can never field more than 20. If he fields 10 and the unit gains further elite bonuses then this will apply to all 20 - the full regimental strength has been established at 20.

Veteran Characters(Warhammer Battle Book, p. 151)

Just as an army has its battle-hardened elite regiments its characters can also gain renown in the eyes of their troops and develop heroic qualities. They become veteran characters, with bonuses as described below.

A character automatically gains a bonus each time he accomplishes a heroic feat. A heroic feat is one of the following.

  1. The character is with a regiment of troops when it captures an enemy standard.

  2. The character kills the enemy battle standard bearer in hand-to-hand combat.

  3. The character slays an enemy character of at least equal status in a challenge (ie, Champion/Hero/Lord etc).

You must name your veteran character if he isn't named already, and you might like to give him a suitably heroic title to commemorate his feat of arms, "Slayer of Guthruk', 'Thrond the Hacker', and such like.

A character who goes on to achieve further feats of arms may add to his bonus as described below.

Number of Feats

Bonus Gained

1

ELITE. The character becomes a fearsome fighter and can re-roll all of his hand-to-hand combat or shooting 'to hit' dice once per game in the same way as a unit of elite troops. For each extra feat the character can repeat this bonus once more per battle up to 3 times in the same way as elite troops.

2

LEADER. The character can add +1 to his Leadership for purposes of one test made during the game. The player must declare he is using this ability before rolling the dice.

3

ATTACK. The character can add +1 to his Attacks characteristic once during the game. The player must declare he is using this bonus before rolling the dice.

4

STRENGTH. The character can add +1 to his Strength characteristic once during the game. The player must declare he is using the bonus before rolling any dice.

5

TOUGHNESS. The character can add +1 to his Toughness characteristic once during the game. The player must declare he is using the bonus before the enemy rolls dice to establish wounds.

For example, a character who has accomplished 5 heroic feats can re-roll his hits 3 times per battle, he can add +1 to his Leadership once, he can add +1 to his Attacks once, +1 to his Strength once, and +1 to his Toughness once per battle.

Champions

Regimental Champions don't receive two lots of elite bonuses if their unit captures a standard, just one bonus is earned. Champions receive other veteran bonuses where appropriate.

Losing Veteran Characters

If a character is killed in a battle then he is not necessarily dead, but he is assumed to be too badly wounded to fight any more. The character must be retired from your army, buried with all due honour, or, if you prefer, heaped with riches by a grateful ruler and left to live out his remaining days in peace.

If a champion is slain we assume that another member of the regiment takes his place. For this reason champions of units retain the elite status of their regiment, but lose other veteran abilities.

Special Characters(Warhammer Battle Book, p. 151)

Special character models represent heroic individuals from the Warhammer World, mighty Orc warlords such as Azhag the Slaughterer, emperors and kings, evil lords and famous sorcerers.

It is possible to allow special characters to gain veteran status as described already, but it is unreasonable to 'kill them off' permanently if they are slain in a battle. Whilst an ordinary character model can be renamed and fielded as a new hero or wizard, this isn't the case with special characters, which are often unique models.

Therefore, when a special character is slain in a battle he is assumed to be badly wounded but not killed or destroyed. The character loses all his veteran bonuses and must miss his next game against the same opponent to represent time spent recuperating.

Bear in mind this 'miss one game' penalty for special characters only applies against the same opponent, not against other players in the group. The loss of veteran bonuses, however, is a permanent loss, the character will have to start building up his bonuses from scratch.

General's Victory Bonus(Warhammer Battle Book, p. 152)

When a player wins a game roll a D6 and consult the chart below. The chart gives a bonus which applies the next time the army fights. This bonus applies for the next battle against any player from your gaming group.

D6

Result

1

Beloved Commander
Next time the army fights all units within 12" of the general may add a further +1 to their combat result. This special ability lasts until a combat within 12" of the general is lost, after which the troops' confidence is shaken and the bonus ceases to apply.

2

Leadership Bonus
Next time the army fights you can re-roll any one failed Leadership-based test. This does not allow the unit to re-roll a failed re-roll from another source such as the army's Battle Standard, ie you can re-roll the failed test but not a failed re-roll.

3

Nutter/Mad Dog General
Next time the army fights, the general can add +1 to his own 'to hit' rolls in hand-to-hand combat. This applies until the general takes a wound or is forced to flee, after which the bonus is lost.

4

Inspiring Standard
Next time the army fights the Army Standard will permit Leadership re-rolls for Break tests over a larger area than normal. Add D6" to the normal 12" effect range. Roll this dice at the start of the game to find out what your range bonus is for the duration of the battle.

5

Famous General
Your commander's skills are an inspiration to all. Once during the battle, one unit within 12" of the general will automatically pass a Leadership-based test it is required to take. The player must use this ability before rolling the test, no actual dice are rolled and the player is not allowed to use the ability retrospectively once he has failed a test.

6

Victorious Troops
The army is fired by its victories and inspired to greater success. Once in the battle you may add +1 to any combat result. However, you must commit your bonus before fighting the combat, not afterwards. You cannot use the bonus to boost a combat result once you have fought.

Chaos Armies(Warhammer Battle Book, p. 152)

The rules for Chaos Gifts in the Warhammer Armies Chaos supplement form a very good basis for the mutation of Chaos Champions. Any mutation gained during a battle can be kept from game to game, but a model who already has a mutation adds + 1 to his Eye of God roll for each mutation he already has.

Players who wish to retain Chaos mutations in this way might like to model on the extra claws, fangs, spikes and the other deformities visited upon their Champions by the fickle Gods of Chaos.

Eternal Labour

A character taken by his Chaos God to perform some eternal labour must miss D6 games. He can then be returned to your army with one extra veteran bonus for each game missed. This represents the experience gained by your warrior while in the service of his god. slaying unthinkable creatures and performing heroic tasks at his master's bidding.

Cosmic Duel

Models removed to undertake a cosmic duel are automatically returned to the army and can continue to fight in future games.

Spawn

Any Spawn that survive a battle can be incorporated into your army. All the Spawn's Chaos Gifts are retained from game to game. The player must convert a model to represent the Spawn in order to field it.

Spawn cost no points and can be deployed with your army at the start of the game. Its first move is always 2D6" straight forward, after which the Spawn continues to move randomly as normal.

Spawn remain with your army until they are killed. If the Spawn started life as a character or elite trooper it retains any bonuses earned up to that point, but earns no new ones.

If the Spawn is killed then it cannot be used again, although the model can be used to represent a splendid new Spawn rather than employing a counter.

Appendix 1: Commentary on the Rules(Warhammer Battle Book, p. 103)

This appendix offers some observations on the game rules. These notes have been placed here at the back so that the rules themselves could be kept reasonably concise. Amongst the commentaries are some further rules which we have found to be occasionally useful. Strictly speaking, these are not part of the game rules proper, so we refer to them as 'conventions' to distinguish them.

Conventions(Warhammer Rulebook, p. 103)

A convention is a rule which has been mutually agreed upon by the players, and which aims to cover a particular circumstance or situation. All players adopt conventions during play, sometimes without realising they are doing so. The object is to enable the game to flow smoothly and realistically where a strict interpretation of the rules would produce an unsatisfactory result for whatever reason.

Changing Formations(Warhammer Rulebook, p. 103)

Reference: Change Formation, Page 16.

Units can add or reduce the depth of their formation by a single rank at a penalty of half a move, or by two ranks if they remain stationary. A rear rank still counts as a rank even if it has only one model in it, although no hand-to-hand combat benefit is conferred unless it contains at least four models.

These units are each deployed in 2 ranks, although only the third unit has sufficient rear rankers to earn a combat resolution bonus.

Below, here is a unit of 15 models in 3 ranks, and the same unit redeployed into 2 and 4 ranks. In both cases the centre front model remains in place (the ideal position for the unit's leader) whilst the length of the line is reduced or expanded as evenly as possible about this centre point. Often, as in this case, you will have to decide to move models from the left or right hand side because the number of models in the line shifts from odd to even, but you must still endeavour to keep the centre front rank model as close to the centre as possible.

A. A unit in three ranks; B. Movement of models into two ranks; C. Movement of models into four ranks

The easiest way to reduce a rank is to remove an entire rank from the formation, and then rearrange the models evenly to the sides.

When adding a rank remove a file from one end of the formation and line it up at the back, then, if there is sufficient room, remove the file from the other side of the formation and line it up - and so on until there is no room left to rearrange a whole file.

When adding or reducing ranks you must be careful to ensure there is room for the models to fit in their new formation. If space is blocked by other models or impassable terrain or buildings, if the edges of a line should creep into difficult terrain the unit does not already occupy, or if models must move over an obstacle, then the formation change is not permitted.

Fast Cavalry Formations(Warhammer Rulebook, p. 104)

Reference: Fast Cavalry, Page 23.

Fast cavalry are capable of incredible feats of speed and manoeuvre, being able to make any number of turns without penalty and capable of changing their formation by any number of ranks without penalty once as they move. This enables a unit in a column to deploy to its left and right into a single line like this.

The first thing to note is that the unit has deployed as equally as possible about the front model. It would deploy about the middle model in the front if the unit were formed into a wider column. Units changing their frontage rapidly in this fashion always do so about the centre front model (the leader). This applies equally to units forming column from line, or otherwise adding or reducing ranks to lengthen or shorten a line.

The second thing to note is that the models at the rear of the column have actually moved a long way! The longer the column the further they move. This is not a problem in itself - fast cavalry are supposed to be fast and manoeuvrable after all - but it can become a problem if the column is very long indeed, say twenty models for example.

For this reason, when deploying from a column into a line, models must be within a move of the position they wish to occupy in the front rank. If they cannot reach the front rank they are automatically placed in a second or rear rank. Models may actually move further than their move in order to reach a rear rank, but if they do so the frontage of the unit will be reduced as a result.

The third point is that models moving from the rear of the column might find their most direct path blocked by difficult terrain, obstacles or other troops. In this case models must be able to trace a clear path to their new position without crossing the difficult terrain/obstacle/troops, and they may not travel further than a move to do so as already discussed. The next diagram shows how this happens when a column rides past and behind an enemy unit and then deploys into a line.

Models 3 & 4 cannot reach the position shown as there is not enough room to move between model 1 and the enemy unit.

As a general rule, if models at the rear of a formation cannot trace a path to their intended position without moving into difficult terrain, crossing an obstacle, or moving through other troops then the unit cannot redeploy as intended.

Charge!(Warhammer Rulebook, p. 104)

Reference: Charging, Page 23.

Players are not permitted to measure to their intended target when they declare a charge. A player must use his judgement when declaring a charge, because if the target is too far away he will only be permitted to make a normal move and also loses any opportunity he might otherwise have to shoot with missile weapons. On the whole, a failed charge is bad news for the would be charger; not only might he suffer unnecessary 'stand and shoot' hits but he will be vulnerable to an enemy charge in the next turn.

When he declares a charge a player must be reasonably sure that his unit will reach his target. A player cannot attempt to gain an advantage by declaring a charge if it is immediately obvious his unit cannot reach its target. In most cases this will be disadvantageous, but it is possible that an advantage might be gained in some situations. Where it is blindingly obvious a unit would be unable to reach its target a player is not permitted to declare a charge.

Awkward Charges(Warhammer Rulebook, p. 105)

Moving chargers is perfectly straightforward in most cases. However, a battle being what it is, fought over infinitely variable terrain and subject to the strangest of circumstances, charging can sometimes degenerate into a tangle of units scattered all over the countryside. If players bear in mind the following principles they should be able to sort out even the most complex situations.

Firstly, make charges one unit at a time. The position of a charging unit may affect the ability of another to reach its target. The charging player may decide in which order he will move his units.

A charging unit must be able to see its enemy. That is to say, the enemy unit must lie within the 90° arc of vision of at least one model in the unit. A charging unit that is already facing its enemy can advance directly forward in a straight line until it hits the enemy target.

Alternatively, a charging unit can wheel at the start of its move in order to face its enemy. It must do this if it would not otherwise hit the enemy unit or if it would not hit the enemy's front/side or wherever the charge is aimed. A wheel must result in more models entering the combat than would do so by charging directly forward. A wheel that reduces the number of models that would otherwise fight is not allowed.

This unit must wheel to face its target otherwise it would miss altogether.

Apart from this initial wheel no other manoeuvres are allowed in a charge. Units cannot wheel again, nor may they turn, nor can they change their formation.

Once the charging unit has struck its opponent the combat is committed and it only remains to align the antagonists where the charge has been made at an angle. Bear in mind what is really happening. The two units have clashed and some warriors in advance of the rest have struck the enemy first, but the rest will pile in beside them and gradually both sides come together into a pulsating wave that ebbs and flows as the troops fight. For purposes of the game we simply move the combatants against each other so that a battleline is formed, and for the sake of convenience it is easier to move the chargers. Therefore, the charging unit is aligned to its target as show in the next diagram.

Free "wheel-in" aligns units into a battleline; The unit aligns to the front as it charged from the enemy's front. Had the target begun slightly to the left it would have been vulnerable to a charge in the side - in which case the alignment would have been made to the side.

This extra 'wheel in' happens automatically and can result in some models moving further than their normal charge distance. On the whole this isn't worth worrying about, however, in extreme circumstances this can appear odd. For example, if a very long line of troops is involved in an oblique charge over a long distance.

Very long wheel-in to align!

In this situation it is suggested that individual models in the front rank of the charge are permitted to move no further in total than 3 times their normal move (in other words their charge move + an extra normal move). Any models in the front rank which must move further than this to reach their target are automatically repositioned to a rear rank and the unit's formation is altered accordingly.

All the models left of the target in the zone marked 'A' must move further than 3x their normal move to align therefore they are removed from the formation and regrouped behind.

A player who charges in such an extreme manner is really asking too much of his troops. There is the further consideration that a player might use this rule to his advantage or might inadvertently gain advantage from it causing embarrassment all round. Therefore, a player who is forced to reduce his unit's front rank in this way loses the normal advantage of striking first during the charge - the troops strike in Initiative order instead. In addition, any charging bonuses for weapons are ignored. Furthermore, the charger loses all benefits from rank bonuses that would normally apply to his combat result for that turn. These penalties represent the general exhaustion of the chargers and the state of confusion amongst their rapidly rearranged ranks.

Aligning and Charging Over Hindrances(Warhammer Rulebook, p. 106)

Reference: Aligning the Combatants, Page 21.

Sometimes it is impossible or impractical to align a charging unit because of interposing terrain, obstacles or friendly models. Troops are not permitted to move over obstacles or into new areas of difficult terrain or over another model in order to align. For example, in the diagram below a unit cannot align all of its front rank because there is a wood at the end of its flank. This might equally well have been a friendly unit, an obstacle or anything that would halt or slow down movement.

Unit cannot align through wood.

The same problem can also occur during the charge itself. The charging unit finds that it clips a friendly unit or impassable obstacle on its extreme flank before it meets the enemy. In both situations the recommended solution is the same.

The formation finds itself confronted by something it would sooner avoid. In reality troops will fall out of line to miss such things. The warrior at the end doesn't want to end up in the wall or wood, and so drops behind instead

Where an obstacle, friendly unit or new terrain impedes a charge or alignment the unit's front rank must be reduced in length to allow the line through. It is only necessary to reduce the line on the blocked flank. The whole formation is then redressed into an appropriate number of ranks.

Where a unit is forced to reduce its line like this the same penalty is imposed to that for overlong charges. It is necessary to do this to discourage players from taking a cavalier attitude towards squeezing through gaps, and to prevent any advantage being gained by creating a deeper formation. So, a unit forced to reduce its line during a charge loses the automatic right to strike first (strike in Initiative order instead), loses any weapons bonuses due to charging, and loses its entire rank bonus for combat results in the first turn of fighting.

The gap is too small so the formation must squeeze in to get through!

Generosity(Warhammer Rulebook, p. 106)

Having laid down some very harsh guidelines about overlong charges and impeded charges it is only proper to point out that winning because your opponent has misjudged a charge by a fraction of an inch is no victory at all!

Players are encouraged to play in a spirit of cooperation, and should be prepared to allow some slight repositioning of units rather than spoil a good game. If in doubt be generous... or roll a dice to decide where things are very close.

Confused Targets(Warhammer Rulebook, p. 107)

Often it is impossible to charge one enemy without charging another at the same time. Sometimes this can happen because the edge of a formation clips an enemy unit and engages it 'accidentally'. For example, consider the diagram below.

Charger clips enemy unit accidentally.

In this situation assume the charge has been redirected onto the new target which can make a normal charge response (ie, it can flee, stand and fire or hold). If the charger has already suffered stand and fire shooting from its original target then tough! The commander has misjudged and must pay the price.

Multiple Targets(Warhammer Rulebook, p. 107)

It often happens that two or more units are lined up together, so that a charge against one will result in others becoming involved. Consider the situation below.

A charge will inevitably bring two enemy units into combat.

Here a charge against the left hand unit will inevitably bring the other unit into combat. In a case like this the charging player should declare his charge against whichever unit he intends to bring most models to bear against. However, because it is inevitable other units will be brought into the combat they are also allowed to make a normal charge response - ie, a unit can flee, stand and fire or hold even if it is not the target of the charge, if it is inevitable it will become engaged in the combat.

Of course, units will never line up exactly. It is inevitable that a charge will hit one unit before the other if only by a fraction of an inch. So, where do you draw the line? If a unit is a fraction of an inch behind one to its side, does it avoid combat or is it drawn into the fighting?

The best way to deal with this is to stop the charge as soon as you hit any unit. Then align the charge to the unit as normal. If the process of alignment carries you into further enemy units then those units become drawn into the combat and the whole lot are aligned into a battleline in order to bring as many models into combat as possible. In these cases it is often necessary to move all the units, chargers and targets, in order to form a convincing battleline. Units hit during realignment have the usual options for charged troops: they can flee, hold or stand and fire.

Here, alignment brings the 2nd enemy into combat; he combatants are brought together to form a battleline.

It can happen that a unit finds itself just out of combat because it is fractionally further away than one lined next to it, or at a slight angle compared to the chargers.

This unit is stranded by a fraction of an inch - in this situation allow chargers to engage the unit if it is within 1" and they have enough move remaining.

In reality the chargers would not simply stop and form a neat line whilst their enemy are so close. Therefore, the chargers are automatically moved into contact if they are within 1" of the second enemy unit and assuming the chargers have enough move left to reach them. Either move the enemy unit into position, as this is usually easiest, or shuffle all the units together until a battleline is formed.

It is usually most convenient to move the enemy unit into place to form the battleline, otherwise shuffle the units together to make a battleline.

Multiple Charges(Warhammer Rulebook, p. 108)

Sometimes a player will declare several charges at once, often aimed at the same or adjacent enemy units. In such a case the chargers must be specific about their target, it is not enough to say, "I'll charge those two units over there".

Where there is potential confusion in a series of charges then it is sensible to complete one charge at a time, though the player can decide which order to make his charges in. If an initial charge fails because the enemy flees, because the chargers are forced to flee by missile fire, or for whatever reason, then it is possible the first chargers will end their move short of their target, potentially blocking the path of the second charging unit.

Overkill Rule(Warhammer Rulebook, p. 108)

Reference: Overkill!, Page 23.

The Overkill rule is not intended to make powerful characters invincible. It is designed to overcome the unrealistic situation where a Champion challenges a powerful character simply because the player knows the Champion has only 1 wound to lose, therefore making it impossible for the superior character to win a combat.

Obviously, it is still better to make a challenge with a Champion rather than allow a powerful character to slay ordinary troopers. In almost all cases, the Champion has more chance of reducing the number of wounds suffered. The rule is intended to discourage players making challenges with weaker characters where they have better characters who might more appropriately make or meet a challenge.

The Overkill rule enables a powerful character riding a huge monster to use its fighting ability to cause a great many wounds in combat. However, it seems wholly inappropriate that characters should take double advantage of this by equipping themselves with magic weapons that cause multiple wounds (see Warhammer Magic). This could enable a character to build up a ridiculous number of overkill wounds, simply because each wound inflicted multiplies up to D3, or even D6. To allow for this, don't multiply up wounds beyond the point the enemy character is dead.

For example, if the enemy has 3 wounds and you inflict 3 wounds then don't multiply up the score at all - 3 wounds are inflicted. If you inflict 2 wounds on the character then multiply up the first wound and if this is sufficient to kill the character then stop; if not, multiply up the second wound as you would expect. The result is to keep the Overkill rule bonus within reasonable bounds.

Chariot Strikes(Warhammer Rulebook, p. 108)

Reference: Fighting Chariots, Page 76.

When a chariot charges into an enemy unit a variable number of wounds is inflicted as a result, usually D6 or D6+2 if the chariot has scythed wheels. Normally, these hits are worked out against the troops comprising the unit, but sometimes this can be inappropriate _ if the rank struck contains only characters for example!

A charging chariot often ends up base-to-base with a mix of characters and ordinary troops in the same unit. If the chariot is touching at least one ordinary trooper then all the hits can be worked out against the unit if the attacking player prefers.

On the other hand the player might sooner spread the hits amongst characters and ordinary troops. If the chariot is touching a mix of characters, or a mix of characters and ordinary troops, then hits can be allocated evenly amongst them. The player can decide where odd hits go, but must distribute them as evenly as possible.

For example - a chariot smashes into a unit of Goblins and ends up touching 2 Goblin Spearmen, a Champion and a Shaman. The Chariot rolls a total of 6 hits. Allocating these as evenly as possible equals 2 hits on the Spearmen, 1 on the Champion and 1 on the Shaman - with 2 left over which the player sensible allocates 1 each to the Champion and Shaman.

Bear in mind that this allocation of hits only applies because the chariot is an indiscriminate machine. Attacks from the crew are worked out as normal, the player can decide which of the models in base contact he will attack.

Positioning Characters With Units(Warhammer Rulebook, p. 109)

Reference: Moving Characters Within Engaged Units, Page 62.

The rules dictate that when a character joins a unit the model is automatically placed in the unit's front rank, displacing a model that is already there.

Here the character is placed at the side of the unit to avoid disrupting the formation.

The exception is if the unit is already engaged in hand-to-hand combat, in which case the character can be placed in any fighting rank (so if the unit is fighting to its side the character can be placed to the side, for example).

This rule works fine when a character model is on the same size base as the unit. However, if the character is on a larger base it is often impractical to swap the character model for a trooper model, as there simply isn't room to do so. This is particularly obvious with characters mounted on large monsters or in chariots, but it is also a common problem with characters mounted on horses, warboars, etc.

The most convenient solution is to place the character at the edge of the unit so that he is touching, but not actually included in its formation, as shown below.

A typical formation with leader, standard, musician and character in the front rank.

The character has joined the unit and is part of it, but is positioned at the end of the first rank rather than inside the formation itself. This does not spoil the unit's rank bonus, the unit receives the same bonus it would if the character were not there.

To avoid confusion the player must declare that the character has joined the unit, and the model must be positioned so that it is touching the unit base-to-base. It is important to distinguish between models which are part of units, and models which are merely close by. For this reason models which are not part of a unit should be kept a visible distance away - at least 1/2".

Skirmishers in Combat(Warhammer Rulebook, p. 110)

Models moving into an established combat in subsequent turns must be moved against the front of the unit if positioned at the front at the start of the turn. If attacking from the side they are moved against the side, and if attacking from the rear they can be moved against the rear. They cannot dash round the flanks of the enemy and attack in the rear if they begin the turn to the enemy's front.

Direction off Facing

As skirmishing models are moved individually, models can be arranged to face any direction once they have moved. Thus a skirmishing group might be arranged with models facing outwards in every direction. This is useful, because the unit can then 'see' all round and will be able to charge an enemy in any direction assuming he is within reach.

If the unit is making a compulsory move, such as a pursuit or flee, then it seems ridiculous that models should remain free to face any direction. Such models must always end their move facing the direction in which they have moved.

Casualties

Although their formation is dispersed, excess wounds inflicted on a unit in hand-to-hand combat can still follow through onto models which are not themselves fighting. Casualties are removed from models at the rear of the group in the same way as normal formations.

It is sometimes necessary to shuffle a skirmishing unit slightly because casualties result in the odd model becoming isolated from the main body. This is not a problem so long as no advantage is sought, and will help to keep the battlefield neat and smooth the game along.

Turning Models to Face Attackers(Warhammer Rulebook, p. 110)

When a unit is charged in the flank or rear it is usual to turn any individual models that are fighting to their side or rear so they are facing their attackers. This doesn't mean the unit is turned or that it is facing a different direction, just the models which are actually touching an enemy. The combat bonuses for attacking in the flank or rear still apply.

It can happen that if a unit is small, and is deployed in one rank, all of its models are turned to face an attack from the rear because all of its models are touching their attackers. The unit is charged in the rear, the chargers are moved in against their backs, and the individual models are turned to face. In this case the chargers do receive the combat bonus for attacking in the rear but only in the first turn of fighting. This is because it becomes rather confusing to do otherwise, while the unit is obviously sufficiently small to effect a turn without undue disorder in the ranks. A one turn penalty is therefore both an appropriate and effective solution.

Flank Attacks and Combat Bonus(Warhammer Rulebook, p. 110)

Reference: Flank and Rear Charges, Page 22.

If a unit is charged in the flank or rear by an enemy unit of 5 models or more then it loses its rank bonus in combat. This represents the unit being thrown into confusion as a result of the attack, preventing troops from lending their weight to the fighting ranks.

Note that the penalty applies for the rest of the combat and continues to apply even if the unit charging to the flank or rear is subsequently broken and flees. The point is that the unit has become disordered, and won't get a chance to reorganise itself until the combat is over.

We decided that 5 models were needed to prevent single flyers or character models gaining an unfair advantage by zipping round onto an enemy's flanks. However, you could make a case where especially large monsters count. In the end we found it impossible to frame a general rule to this effect, but suggest that large monsters with 5 or more wounds on their profile count as 5 models for this purpose.

Flyers and Defended Obstacles(Warhammer Rulebook, p. 110)

Reference: Working Out Combat, Page 72.

Flyers do not suffer the to hit penalty when attacking troops behind walls, hedges or other defended obstacles. This is because flyers fight by overflying or swooping onto their enemy, and are not held up by walls Or such-like. Although flyers are usually positioned to the front of the unit they are fighting, it is absurd to imagine they come screeching to a halt in mid-air! In fact they continue to swoop over and around the enemy, but for convenience we place the models against the front.

If scenery is designed in such a way that flyers would obviously find it difficult to attack their target then players can agree an appropriate penalty or restriction for themselves.

Appendix 2: Notes on Scale & Measurement(Warhammer Rulebook, p. 111)

Metric Measurements(Warhammer Rulebook, p. 111)

Warhammer utilises traditional Imperial measurements of feet and inches, but it is perfectly possible, if less convenient, to play the game in centimetres should players prefer to do so.

Rather than attempt to translate distances into their metric equivalents, we recommend that players simply double all distances and measure in centimetres. So 12" becomes 24cm, 4" becomes 8cm and so on. This has the effect of slightly reducing the move distances and ranges compared to a game played in inches, but this is tolerable and can even be regarded as advantageous in that it allows a game to be played in a slightly smaller area. Randomly generated distances can also be accommodated easily using this method, simply by doubling the scores rolled.

Scale(Warhammer Rulebook, p. 111)

In Warhammer each model represents a single warrior, monster, machine or whatever, whilst an inch on the tabletop is equivalent to about five feet in real life - the same as the scale height of the models themselves.

Players might correctly point out that in the real world a bowman can shoot an arrow well over 200 yards rather than the paltry 40 yards or so represented by the weapon's maximum Warhammer range of 24". The reason is that we have reduced all measured distances to produce a playable tabletop game. The game's designers reduced distances roughly in the proportion of 1" equals 10 yards, so a bow with a range of 24" is judged to have an effective range of 240 yards. The alternative is to allow the bow a range of 144" and fight all battles in a car park!

A similar observation could be made about the number of models comprising a regiment of troops. It would be impractical though not actually impossible to field regiments comprising hundreds of models, so battles are represented using fewer troops than a literalist might demand. The ten Or twenty models in a game unit stand for a regiment of several hundred troops, and for this reason regiments manoeuvre and react as if they were larger formations. As both sides field regiments reduced in size, the relative values are preserved and the results amount to the same thing. To put it another way, if 10 Elves can beat 10 Goblins then 100 Elves can beat 100 Goblins just as convincingly!

Time(Warhammer Rulebook, p. 111)

Players sometimes ask how long a time is represented by a single turn of play. Does a turn last for hours or does it represent a few minutes? Warhammer has been designed as a game, so events which might realistically last for hours have been compacted into a shorter time though with the same overall results.

A real battle might last for most of a day, whilst a Warhammer game will typically last for 5 or 6 turns on each side. We presume that these 5 or 6 turns represent the passage of about the same number of hours or perhaps slightly longer.

Of course, in reality a warrior can shoot more than 5 or 6 times in that many hours, he can move much further, and so forth. However, we compact events together and cut out all the time spent in inactivity. In a real battle troops stand idle for much of the time, only moving into action when required, and then expending much of their energy all at once.

If you like, think of a Warhammer turn as a short period of activity together with longer periods of idleness, waiting for orders, resting, and so forth. Similarly, just as one model stands for many, so an arrow or crossbow bolt might be thought of as representing a whole shower of missiles fired by shooters who have limited supplies of missiles, and who would soon become tired by repeated firing.

Appendix 3: On House Rules(Warhammer Rulebook, p. 112)

Most gamers like to make up their own rules, to invent characters, and perhaps even design their own scenarios. Traditionally, when players re-interpret or modify the game rules, or add new rules of their own, these are referred to as house rules' - literally the rules played when gaming at that person's house. When you go round to a fellow enthusiast's home it is only fair to play to his house rules. After all, he is supplying the tea and biccies.

Warhammer lends itself to adaption very well and players should feel free to change, remove, or add to the rules if they wish. For example, why not stage an attack on a Dwarf miners' mule train - you'd have to make up rules for mules and wagons, possibly allowing time for loading up the train with gold, and decide how the loss of their gold affects the miners. As is well known "gold fever' can have very profound effects on Dwarfs and turn them into unstoppable maniacs! Obviously it's possible to imagine many ways of representing such a scenario, or any situation, from a raid into underground catacombs to sieges, street riots, bank robberies and bar room brawls.

I know of experienced and very confident players who go even further, changing some of the basic rules themselves to suit their own style of play. And why not indeed! Warhammer is supposed to be a broad set of game rules that hardened veterans can adapt, change or add to as they please. The only disadvantage of making up your own house rules is that you will have to revert to the normal rules when playing other gamers, or if you're taking part in a formal competition where a common standard is required.

And Finally...(Warhammer Rulebook, p. 112)

Well, I've been playing and writing about Warhammer now for more years than any sane man would admit. Fourteen years in fact. A more enjoyable way to earn a living would be hard to imagine. I'd like to thank each and every Warhammer player for their continuing enthusiasm and support for the game. It's only fair to say that this latest version is as much a product of my fellow Warhammer players as it is of either myself or the other designers and developers at Games Workshop.

Before signing off I'd like to make a plea about queries, questions and 'officialdom' in the Warhammer hobby. I have always taken the view that Warhammer is inherently adaptable, that the rules and ideas in the game are a springboard to better and greater things. I would openly encourage players who wish to develop the game to suit themselves to invent and change rules to their own taste, and to explore their own ideas about rules, modelling, scenery and background.

If you are a new or inexperienced player, perhaps collecting your first army and learning the game, then you will be reassured to learn that Games Workshop will happily answer any queries about the Warhammer rules that you might have. Questions posted to us will be answered as quickly as possible either by our special customer service team or by our designers and developers. Answers to commonly asked or especially interesting questions are published in White Dwarf magazine.

Those who play Warhammer regularly will soon acquire the experience that enables players to sort out rules queries to their own satisfaction. Most gaming groups evolve their own way of doing things, resolving unforeseen circumstances in an agreeable manner, and inventing new rules to suit themselves. This is what makes gaming such an absorbing and fascinating hobby, Indeed, Warhammer would be all the poorer were it not for the influx of ideas and innovation from its many devotees.

Rick Priestly

Special Rules

This section is not part of the main rulebook, but contains special rules for various troops, monsters, characters and war machines from the Warhammer Battle Bestiary and various army books where applicable.

Breathe Fire(Warhammer Battle Book, p. 123)

Use the teardrop-shaped flame template to work out hits. Place the template with the end lying over the target and the narrow part coming from the front of the model. Any model lying under the template area is hit on a D6 score of a 4 or more. Fire hits have a Strength of 4.

Petrify(Warhammer Battle Book, p. 123)

The model may use its gaze in the shooting phase. This has a range of 8" and can be used against one model that it can see. The target can try and avoid being turned to stone by looking aside quickly. If a model can roll less than its Initiative value on a D6 then it looks away in time and is unaffected; otherwise it is turned to stone. On a roll of a 6 the target is always affected, even if its Initiative is 6 or more.

Scaly Skin(Warhammer Battle Book, p. 125)

Dragons have extremely hard scales which act like armour, protecting them from attack. A Dragon therefore has an armour saving throw of 4 or more on a D6. However, because dragonscale is so extraordinarily hard, the Dragon's save is not modified by the usual saving throw modifier for Strength. Regardless of the Strength of the attack, a Dragon will always have the same save. Only if the attack discounts saves altogether is the save ignored.

Dragon's Breath(Warhammer Battle Book, p. 125)

Dragons breathe a deadly flame, gas or lightning discharge. The type of breath depends on the colour of the Dragon, although there are other colours, and even those described here can vary tremendously. For example, Fire Dragons can be red, orange, or brazen.

A Dragon has one of the following breath attacks. Except where noted otherwise, breath attacks are all worked out the same way. Take the teardrop-shaped flame template and place it with the broad end over your target and the narrow end at the Dragon's mouth. Any model lying under the template area is hit on a D6 score of a 4 or more.

Dragons breathe in the shooting phase. Dragons fighting hand-to-hand can continue to breathe in the shooting phase, but must direct their attacks against the units they are fighting. Models removed as a result of breath casualties in the shooting phase are not counted towards the combat result - the effects of the attack itself being considered destructive enough without making life any harder for the enemy.

WHITE DRAGONS breathe a freezing chill mist so cold that enemy are numbed and frozen. Any frozen model suffers 1 wound on the D6 roll of a 6 regardless of its Toughness with no saving throws for armour. Any unit which is hit by a freezing chill is automatically frozen to the spot. A frozen unit may fight if attacked but will require 6's to hit, otherwise it may not do anything else until it thaws out. Frozen units are automatically frozen for 1 turn and subsequently must test to see whether they thaw out at the beginning of the player's following turns. Units frozen by a Dragon require a D6 roll of 2+ to thaw out, those frozen by a Great Dragon require a 3+ and units frozen by an Emperor Dragon must roll a 4+.

BLACK DRAGONS breathe thick oily smoke which can overwhelm and choke an enemy. Each model hit by the oily smoke suffers a number of wounds equivalent to D6 minus the target's Toughness. No armour save is allowed for armour. Against a Man or Elf with a Toughness of 3, for example, dice rolls of 1, 2 or 3 cause no damage, a roll of 4 will inflict 1 wound, 5 inflicts 2 wounds and 6 causes 3 wounds. Foes with a Toughness of 3 who can sustain only 1 wound are therefore slain automatically on the roll of 4 or more. Black Great Dragons inflict 1 extra wound on top of any wound they would otherwise inflict, whilst Emperor Black Dragons inflict 2 extra wounds on top on any wound they would otherwise inflict. Black Dragons are extremely useful for disposing of enemy with relatively low Toughness but several wounds.

RED OR FIRE DRAGONS breathe flames. Each enemy hit suffers a Strength 4 hit from Dragons, a Strength 5 hit from Great Dragons, and a Strength 6 hit from Emperor Dragons. Damage and saving throws are worked out normally. In addition, the Dragon causes extra damage on targets which burn easily such as Treemen and Mummies.

GREEN DRAGONS belch corrosive green fumes. These acrid clouds dissolve skin and irritate eyes. Any model hit suffers a Strength 4 hit with no saving throw for armour. In addition a unit attacked by corrosive fumes may be forced to give ground before the choking clouds. The unit takes a Leadership test in the same way as for a fear or other psychology test (2D6 against its Leadership characteristic - see the Psychology section of the main rulebook for details).

If this test is passed the unit holds its ground. If the unit fails it is moved directly away from the attack by D6". This does not affect the unit's move next turn.

BLUE DRAGONS generate an electric charge which they spit out in the form of arcing forks of lightning. This is not worked out using the flame template but as follows. The lightning has an initial range of 12" - nominate a single enemy model within range as the target. The target is hit on the D6 roll of 4,5 or 6. If the target is hit then the lightning bolt will leap to a model touching the original target on the roll of a 4, 5 or 6. If this target is hit the lightning bolt leaps to the next model on the roll of 4, 5 or 6 and so on.

The lightning bolts keeps leaping and striking a new target so long as you continue to roll 4 or more. A lightning bolt may leap more than 12' range in total as a result. As soon as you roll 3 or less the lightning bolt earths to the ground and there is no further effect. The Dragon can direct the bolt to some extent by choosing where the bolt leaps to in cases where there is a choice. Any model struck by lightning suffers a Strength 6 hit from a Dragon, a Strength 7 hit from a Great Dragon and a Strength 8 hit from an Emperor Dragon with damage and armour saving throws as normal.

Move(Warhammer Battle Book, p. 126)

Giants have long limbs which enable them to cross over normal sized obstacles such as walls and hedges without penalty.

Fall Over(Warhammer Battle Book, p. 126)

Giant are tall, ungainly and poorly balanced creatures with a tendency to topple over if something disturbs them. They are especially prone to fall over if they have been raiding the local brewery and imbibing the contents. When a Giant falls over this is bad news for anyone nearby, as a tumbling Giant can easily squash anything it falls on.

A Giant must test to see whether it falls over if any of the following situations apply:

  1. When it is beaten in hand-to-hand fighting.

  2. At the start of its movement if it is fleeing.

  3. When it crosses an obstacle.

  4. If the Giant wishes to Jump Up and Down (see below.)

To see whether the Giant falls over, roll a D6. If you score between 1 and 5 then the Giant sways slightly, but regains its balance. If you roll a 6 then the Giant falls over. Giants are often drunk and hence prone to stumbling and falling over.

To determine which direction the Giant falls in roll a Scatter dice - the arrow indicates which way the Giant falls. Place the Falling Giant template with its feet at the model's base and its head in the direction of fall. Any models lying under the template are automatically hit.

Any model caught by a falling Giant must roll equal to or less than its Toughness on a D6 otherwise it is squashed and slain regardless of its armour or wounds total. Heroic characters may avoid being squashed if they roll equal to or less than their Initiative level on a D6, so in effect they get two chances to save.

Once on the ground a Giant may get up in his following movement phase but may not otherwise move that turn. While on the ground a Giant may not attack, although he may defend himself after a fashion so the enemy must still roll to hit him. If forced to flee while on the ground the Giant is slain - the enemy swarm all over him and cut him to pieces.

Giant Special Attacks(Warhammer Battle Book, p. 127)

Giants do not attack in the same way as other creatures. Instead they have a choice of different attack modes. The player may choose any one of these special attacks when it is his turn to fight in hand-to-hand combat.

  • Thump with Club

  • Swing with Club

  • Stamp

  • Yell and Bawl

  • Jump Up and Down

  • Pick Up

  • Head Butt

Thump with Club(Warhammer Battle Book, p. 127)

Most Giants carry a big axe or a club, often a bit of tree trunk or even a big bone. If they have no weapon, they simply use their enormous fists. The Giant brings down his club with a single mighty stroke. The target may be any model in base contact with the Giant, or any model adjacent to such a model - Giants have quite a long reach so they can choose their target.

The target may attempt to avoid the blow by rolling equal to or less than its Initiative value on a D6. If avoided there is no effect, otherwise the club causes D6 wounds with no armour saving throw allowed. On the roll of 6 the Giant inflicts 6 wounds and his blow is so powerful the club sticks in the ground and he must spend his following hand-to-hand combat phase pulling it free.

Swing with Club(Warhammer Battle Book, p. 127)

The Giant swings his club across the enemy's ranks, knocking many targets to the floor. The Giant inflicts D6 S7 hits on the target unit, distributed among the models in the normal way. Work out damage and saves as normal.

Stamp(Warhammer Battle Book, p. 127)

The Giant raises his huge boot and stamps on a single small enemy. Stamping only works on man-sized creatures, and certainly not on large creatures such as Ogres or Trolls. The enemy model must be touching the Giant's base and may attempt to avoid the descending boot by rolling equal to or less than its Initiative on a D6. If this roll is successful the target is unharmed, otherwise the victim takes D3 wounds (ie, half the score of a D6) with no armour saving throw. Although less effective than thumping the enemy with a club, stamping is less risky as there is no chance of the Giant getting carried away and losing his club.

Yell and Bawl(Warhammer Battle Book, p. 127)

The Giant yells and bellows at his enemy. This is not a pleasant experience, especially as Giants are rather smelly and deafeningly loud. The terrible noise inflicts no casualties but the Giant automatically wins the combat regardless of casualties and the enemy must take a Break test with an additional -2 modifier (ie, if Leadership is 7 you must test on 5).

Jump Up and Down(Warhammer Battle Book, p. 127)

This is another attack which only works against victims which are more or less man-sized. The Giant jumps up and down vigorously on top of the enemy unit. Before he starts to bounce the Giant must test to see whether he falls over. If he falls over work out where he falls and calculate casualties as described already. Assuming he remains on his none too nimble feet the Giant bounds up and down over the unit cackling madly.

The unit sustains 2D6 Strength 7 hits. Work out damage and saves as normal. Giants enjoy jumping up and down so much that a Giant who starts jumping on his enemy may be so carried away by excitement that he won't stop. If a Giant jumps up and down then at the start of his next hand-to- hand phase he must test against his Leadership to stop. If he rolls equal to or less than his Leadership (ie, 6 or less) then the Giant may stop jumping and can attack as the player wishes. Otherwise the Giant must jump up and down again, and must test to fall over beforehand.

Pick Up(Warhammer Battle Book, p. 127)

The Giant stoops down and selects a model from the enemy unit. As with stamping the target must be approximately man-sized, so the Giant can pick it up with one hand. When the Giant picks up his victim the enemy model may make one attack. This is an extra attack and takes place out of the normal sequence to represent the victim trying to struggle free of the Giant's grasp. Work out the victim's attack as normal. If the victim successfully wounds the Giant it lets go, and the victim tumbles back into his unit. The Giant withdraws his hand and cries out with anger, but causes no damage this turn. Assuming the victim fails to inflict a wound on the Giant, roll a D6 to determine what the Giant does next.

D6

Result

1

Squash. This doesn't really bear thinking about too closely. Suffice to say the model becomes a casualty and is removed from the game.

2

Throw Back into Unit. The victim is thrown back into his unit like a living missile. This causes a Strength 5 hit on the thrown model and D6 Strength 3 hits on the remainder of the unit.

3

Hurl. The Giant chooses any enemy unit within 12" and hurls the unfortunate victim into it. This causes a Strength 5 hit on the thrown model and D6 Strength 3 hits on the remainder of the unit.

4

Eat. Giants are always hungry and will eat anything, including people. The Giant gobbles up the poor victim in the following hand-to-hand combat phase. The Giant does not attack in the next hand-to-hand phase as he is too busy eating. If the enemy is beaten this turn the Giant will not pursue as he is too preoccupied.

5

Stuff into Bag. The Giant stuffs the victim into his bag along with the assorted sheep, cows, and other plunder he's already collected. The model is effectively a casualty, but should the Giant be slain any captives are automatically freed.

6

Pick Another. The Giant stuffs the victim hurriedly into his bag or under his shirt (or down his trousers if you are really unlucky) and picks up another victim. Choose another victim and make another Pick Up attack. If the Giant rolls a succession of 6's it is possible to make several Pick Up-type attacks in the same turn, amassing a collection of trapped models in his pockets and bags. Trapped models are casualties, but should the Giant be slain any captives are released.

Head Butt(Warhammer Battle Book, p. 127)

This attack only works against large sized targets and not on creatures which are merely man-sized. The Giant head butts his enemy. This causes a single Strength 7 hit which is worked out as normal. If the victim is wounded but not slain, he is knocked out immediately and spends his entire next turn unconscious. While unconscious the target may do nothing and any hand-to-hand combat hits struck against it will automatically hit.

Pincer Attack(Warhammer Battle Book, p. 128)

The Giant Scorpion attacks with its 2 pincers. If both pincers hit, then they have grabbed hold of their target and the Giant Scorpion brings its tail down to sting its victim. Where both attacks hit, both hits are therefore resolved at double normal Strength, ie 10 instead of 5. If only 1 hit is scored this is resolved at the normal Strength of 5.

Chitinous Armour(Warhammer Battle Book, p. 128)

The model is protected by thick horny plates of chitin. These act just like layers of armour and give the model an armour saving throw of 4, 5 or 6 on a D6.

Move(Warhammer Battle Book, p. 129)

Spiders have eight hairy legs which enable them to move easily over obstacles and rough terrain. To represent this spiders are not slowed down by crossing difficult ground or obstacles.

Woods(Warhammer Battle Book, p. 132)

Halflings are natural woodsmen and can move swiftly. and silently through wooded territory. Halflings therefore suffer no move penalty for moving through woods.

Harpy Units(Warhammer Battle Book, p. 132)

Harpy units cannot have champions, standards or musicians. They cannot be led by characters.

Scaly Skin(Warhammer Battle Book, p. 133)

Hydras have an exceptionally tough scaly skin. This acts like armour and gives the Hydra an armour saving throw of 5 or 6 on a D6. As with Dragons, this is not modified by the Strength of the attack, so Hydras will always have the same save. Only if the attack discounts saves altogether is the save ignored.

Enraged Bound Monster(Warhammer Battle Book, p. 134)

Manticores are insanely dangerous creatures that are very difficult to control effectively. If an army includes a Manticore, either as a mount for a character or as a Bound Monster, then no other Bound Monsters may be included in the army either as individual Bound Monsters or as mounts. The Manticore would simply attack them!

In addition, Manticores must take a special Enraged Bound Monster test instead of the normal Bound Monster test. So unruly are these beasts that this test must also be taken by a ridden Manticore, although in this case the rider's Leadership can be used instead of the Manticore's Leadership. If the test is failed consult the chart below.

D6

Result

1

DESERTS. The Manticore quits the battlefield, flying off from the fighting and roaring its defiance. It does not return. If it has a rider he is taken away, helpless to either stop or control the Manticore. Neither Manticore nor rider are killed, and no victory points are awarded to the enemy on account of their loss.

2-5

ATTACK MONSTER! The Manticore will attack the nearest enemy Bound Monster within 24", and will leave a combat engagement it is already fighting in order to do so. It will continue to fight the enemy Monster until one or other is dead, and will not break from combat against its rival. No further tests are required until the enemy is slain, thereafter they are taken at the start of the turn as normal. If there is no suitable enemy within 24" roll again: 1-3 the Manticore quits the battlefield as for 1 above, 4-6 the Manticore will do nothing that turn as for 6 below.

6

STRUGGLE. The Manticore bellows and roars as it attempts to break the magic that binds it or to wrest control from its rider. The Manticore and its rider can do nothing this turn. If engaged in combat they cannot fight. However, if beaten in combat the Manticore will not break as it is far too enraged.

Swarm(Warhammer Battle Book, p. 136)

Base

Swarms are represented by a number of models mounted onto a single 40 x 40mm base. The exact number of models is not important, but there should be enough to convincingly fill the base. In most cases 5 models is sufficient. A swarm always consists of one type of creature - a swarm of frogs, ants, rats etc.

Combat

A swarm moves and fights as a large monster with 5 wounds and 5 attacks. If your force includes several Swarms of the same type they must congregate and fight together, forming a mass rather like a unit of troops.

Leadership

Swarms are immune to all psychology effects and never take Break tests if defeated in hand-to-hand combat. They will automatically pass any Leadership based test they are obliged to take. The Leadership value of 10 is therefore never used, but has been included for comparative purposes.

Swarm Types(Warhammer Battle Book, p. 136)

Frogs, insects/spiders and bats have their own special rules:

Frogs can cross water, marshes, bogs or other wet ground without penalty.

Insects or Spiders are so small that they can crawl into armour and bite or sting their target. No armour saving throw is allowed if you are fighting insects or spiders.

Bats can fly, but because they are so small they may only fly up to 8" during their turn. Although they do not fly particularly fast, they can move over terrain which would slow down creatures moving over land, and they can move directly over a body of troops.

Woody Skin(Warhammer Battle Book, p. 137)

Treemen have skin which is like thick bark. This acts like armour and gives the Treeman an armour saving throw of 5 or 6 on a D6. As with Dragons, this is not modified by the Strength of the attack, so Treemen will always have the same save. Only if the attack discounts saves altogether is the save ignored.

Fire(Warhammer Battle Book, p. 137)

Treemen burn extremely easily because of their dry, woody skin. Any Treeman hit by a flaming weapon or a fiery magic spell will take double wounds, so for every wound scored the Treeman sustains 2 wounds.

Move(Warhammer Battle Book, p. 137)

Treemen may move in woods without penalty. Woodlands do not count as difficult terrain to Treemen.

Felled Treeman(Warhammer Battle Book, p. 137)

When a Treeman is slain he may topple over onto any enemy or friends next to him. Roll a dice when the Treeman is killed. On a score of 6 the Treeman does not topple over, but just lurches on the spot, his root feet too embedded in the ground for him to fall over. On any other score, the Treeman is felled with a mighty crash. Roll the Scatter dice to see in which direction the Treeman falls.

Place the Fallen Treeman template next to the Treeman in the direction he has toppled over. Any models under the template must roll equal to or under their Initiative on a D6 to get out of the way (a score of 1 always fails). Any models which manage to do this are moved slightly to one side of the template. Any models which fail to get out of the way are crushed by the massive trunk and removed as casualties. There is no armour save.

Tree Whack(Warhammer Battle Book, p. 137)

The Treeman can use his immense bulk and robust limbs to smash things that would resist any other weapons. Any Treeman in hand-to-hand combat with a war machine, wagon, chariot, howdah or similar device can choose to whack the structure itself instead of making his usual attacks. The Treeman forgoes his normal attacks and instead makes a single Strength 10 whack at the structure; a successful hit inflicts D6 wounds on the structure with absolutely no save possible! These wounds only apply to the structure, not to the crew, escorts or creatures pulling it.

Rooted to the Spot(Warhammer Battle Book, p. 137)

Treemen are obstinate creatures who are not easily shifted by hordes of smaller enemies swarming around them. Treemen do not have to take a Break test if beaten in hand-to-hand combat unless they suffer at least 1 wound during the fighting. If a group of Treemen fights together as a unit a test is required if 1 or more wounds is suffered by the unit.

Regenerate(Warhammer Battle Book, p. 138)

Trolls can regenerate damage if they are not too badly hurt. Work this out as follows.

When Trolls are attacked calculate the number of wounds the unit suffers as normal. Once both sides involved in the combat have made all their attacks the Trolls may try to regenerate. Roll a D6 for each wound suffered during the combat. If you roll a 4 or more that wound has regenerated. Any regenerated wounds are reinstated, and models removed as casualties are replaced if enough wounds are recovered.

The results of combat are worked out after the Trolls have regenerated, and the number of wounds inflicted on them does not include any that are regenerated.

For example, three Trolls are fighting five Empire Knights. The Knights strike first and inflict 5 wounds, enough to kill one Troll and cause 2 further wounds. The remaining 2 Trolls inflict 3 wounds on the Knights. The Trolls now test to regenerate and successfully regenerate 3 wounds. The 3 wounds are reinstated, the slain Troll is replaced, and the 2 wounds suffered are noted down. In this example the Knights have scored only 2 wounds in the end while the Trolls have inflicted 3. Assuming no other combat bonuses apply the Trolls have won thanks to their regenerative abilities.

Fire(Warhammer Battle Book, p. 138)

Troll flesh cannot regenerate when it is burned. If a Troll sustains 1 or more wounds from flames then it cannot regenerate any wounds, not even those inflicted by ordinary weapons.

Vomit(Warhammer Battle Book, p. 138)

A Troll has a particularly unpleasant alternative method of attack which is to vomit the contents of its stomach over its enemy. As a Troll's digestive juices are extremely corrosive this is a horrible thing to happen. Should a Troll elect to vomit it may make no other attacks in hand-to-hand combat that turn. The heaving Troll automatically inflicts 1 Strength 5 hit on his enemy. The Troll's vomit is sticky and semi-liquid, so it penetrates through armour easily and even dissolves part of it away. No armour saving throw is therefore allowed against a Vomit attack.

Horn Attack(Warhammer Battle Book, p. 139)

When a Unicorn charges it uses its horn like a lance to pierce its enemy. This confers the same +2 Strength bonus as a charging lance, so the Unicorn has a Strength of 6 when it charges into combat.

Natural Dispel(Warhammer Battle Book, p. 139)

A Unicorn radiates an aura of magic power that can nullify the effect of other magic.

If a spell is cast against the Unicorn rider, or a unit he is with, then it may be dispelled on the D6 roll of a 4, 5 or 6. A dispelled spell has no effect.

Daemon Aura(Warhammer Battle Book, p. 139)

A Unicorn's magic power extends to its attacks, shrouding it in magic. This disrupts the daemonic aura of a Chaos Daemon and cancels out its demonic saving throw in the same way as a magic weapon.

Scaly Skin(Warhammer Battle Book, p. 139)

The Wyvern has exceptionally scaly skin which acts like armour, giving it an armour saving throw of 5 or more on a D6.

Envenomed Tail(Warhammer Battle Book, p. 139)

Before the Wyvern makes its normal attacks in hand-to-hand fighting it makes a special envenomed tail strike. Roll a single D6. Any enemy models in base contact with the Wyern that have lower Initiative than the dice score are automatically hit by the Wyvern's sting. Models with Initiative equal to or higher than the D6 roll have successfully dodged the sting and are not affected. In the case of large monsters and riders, or crewed chariots, treat each rider, mount and crew separately.

Each model struck by the Wyvern's tail takes a Strength 5 hit.