Issue challenges.
Reveal assassins.
Determine model attacking order: first strike, charging, initiative, double-handed weapons.
Declare targets for all of a model's attacks before rolling attacks.
Roll attacks and remove casualties. Note number of wounds inflicted.
Mark units completely destroyed in combat by leaving a single model on its side.
Compute combat resolution for each melee.
Losers take a break test. If failed, turn a model about to show the unit is fleeing, but do not move yet.
Friendly units that have not taken a break test must take a single panic test if within 12 inches of a friendly unit that is broken or destroyed. If the test is failed, turn a model around to show the unit is fleeing.
Remove destroyed unit markers and award 'captured standard' victory points if the destroyed unit had a banner.
Flying creatures beaten in melee combat but not broken are driven off. Move immediately.
Roll flee movement for each unit marked as fleeing and account for any terrain penalties. Pursuing units then roll and also account for terrain penalties. If a pursuing unit moves further than a fleeing unit, then the fleeing unit is destroyed.
Victorious units may lap around enemy units that have not broken.
Characters that declined a challenge are automatically moved back into a fighting rank.
Source: White Dwarf #215
Frenzy doubles the base number of attacks, then add the extra attack due to 2nd hand weapon, magic weapon, etc.
Source: Rulebook, p. 51
No. The best you can do is double the base number of attacks. Anything on top of that has no effect.
Source: White Dwarf #222
The second rank of spearmen get to attack on any round that they did not charge into combat. Therefore, if they receive a charge they get to attack. The 2nd rank of spearmen will always get to fight in the 2nd round of hand-to-hand combat.
Source: Rulebook, p. 55
The models armed with spears directly behind the models involved in the combat may fight with spears (two rows may fight).
Source: Warhammer Design Team
No, unless he has special rules that allow him to.
Source: Warhammer Magic, p. 32
For the first unsaved wounding hit (as per Warhammer Magic, p. 32), determine the number of wounds caused. If this kills the rank and file soldier, then the next wounding hit is applied to the another rank and file soldier, otherwise the next wounding hit is applied to the same soldier until he is dead. Note that wounds do not spill over from one rank and file soldier to the next.
Source: Direwolf FAQ Council Interpretation
Yes.
Source: Direwolf FAQ Council Interpretation
Consult the magic item card which confers the first strike ability. Most magic items which confer first strike ability explicitly say to resolve this in initiative order, and if both initiatives are equal, roll a D6. Suggested Amendment: If both models have first strike ability, resolve in initiative order or roll a D6 if both initiatives are equal.
Source: White Dwarf #222
Roll a die to determine. Suggested Amendment: When opposing models have first strike ability, resolve in initiative order, or roll a D6 if initiatives are equal.
Source: Warhammer Design Team / White Dwarf #222
No. Please note that moving the two models is only a suggestion to make it clear they are fighting a challenge. The actual rule is that the challengers are moved so they are opposite each other, but remain within their respective units.
Source: Warhammer Design Team / Rulebook, p. 64
Only if he is already fighting in close combat.
Source: Rulebook, p. 64
No.
Source: Rulebook, p. 64
The monster can only fight in the challenge.
Source: Warhammer Design Team
Automatic hits should be distributed between characters and rank and file as evenly as possible, pursuant to the commentary on p. 108 of the rules. Only the character in the chariot and the steeds fight in the challenge, while the other members of the chariot crew are not allowed to fight. Other members from the unit may not attack the chariot during a challenge.
Source: Warhammer Design Team
Use the normal rules for striking order. Unless some weapon penalty or magical effect applies, the charger would normally strike first.
Source: Direwolf FAQ Council Interpretation
Yes.
Source: Warhammer Design Team
The 5th edition Rulebook states "the retired character may not fight or do anything else that turn." However the Warhammer Design Team have stated that the unit can use the character's leadership.
Source: Warhammer Design Team / Rulebook, p. 64
No. Challenges are made before Assassins are revealed. This means that an Assassin cannot take part in a challenge on the turn he is revealed, and may not attack characters that are involved in a challenge either.
Source: Warhammer Design Team
No.
Source: Warhammer Design Team
Yes and Yes. Although Skaven Assassins are listed in the Regiment section of the army list, they are treated as characters for the purposes of challenges.
Source: Warhammer Design Team
Yes.
Source: Direwolf FAQ Council Interpretation
Consult the rules for each magic item. In general, attacks are resolved in Initiative order. If the combatants have equal initiatives, then roll a D6. Items such as the Helm of Many Eyes, the Sword of Swift Slaying and the Bad Moon Banner all state this explicitly on the item cards. Suggested Amendment: If both models have the first strike ability, always resolve in initiative order, and then roll a D6 if the initiatives are equal.
Source: White Dwarf #222
If both sides are armed this way the side with the highest initiative strikes first
Source: Rulebook, p. 54
The side that won combat the previous turn goes first or if that doesn't apply roll a D6.
Source: Rulebook, p. 34
Roll a D6 at the start of each combat to decide which takes precedence. Suggested Amendment: Magical first strike ability takes precedence over non-magical double-handed weapons.
Source: White Dwarf #222
The models in the second rank do get to strike back.
Source: Warhammer Design Team
No, the Rulebook does not count them as "double-handed weapons."
Source: Direwolf FAQ Council Interpretation
Any figure with multiple wounds that is killed in hand-to-hand combat has all of its wounds apply towards combat resolution.
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team / Rulebook, p. 87
Compute the rank bonus before casualties have been taken out of the unit.
Source: Warhammer Design Team / Rulebook, p. 39
No, as long as there are 5 models in the enemy unit, the +1 combat resolution bonus is given.
Source: Warhammer Design Team and Rulebook, p. 39
No. Rank bonus is only negated when a unit is actually charged in the flank.
Source: Official Games Workshop FAQ
No. Once all the units are engaged, it is considered a single combat.
Source: Rulebook, p. 39
The casualties come out of the front rank, "as normal"
Source: Rulebook, p. 38
No, never. If a unit is engaged with 2 enemy units, and 1 enemy unit flees, it may not pursue as long as it is in contact with the other enemy unit.
Source: Rulebook, p. 43
Yes.
Source: Warhammer Design Team
Yes, even if the unit winning the combat has frenzy.
Source: Warhammer Design Team
Yes, the unit does not have time to flee.
Source: Warhammer Design Team
The character flees directly away from where the two units intersect.
Source: Warhammer Design Team
No.
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team
No. The summary card is wrong - fleeing troops always move towards their own table edge during compulsory moves if at all possible.
Source: Rulebook, p. 42
The pursuing unit moves its full distance. The fleeing unit is removed from the game.
Source: Direwolf FAQ Council Interpretation
No. The rules judge the fleeing unit as caught based upon the distance each unit actually moves. That is why terrain penalties are factored in. The rule book does not enumerate every possible battlefield condition that might restrict a pursuer's movement. One should factor in all conditions that restrict movement.
Source: Direwolf FAQ Council Interpretation
Determine Winds of Magic
Return model using Earthblood to table, deal the player the 1st D6 magic cards available (Colour Magic users only).
Magic items within 12" of skull staff wielders should be revealed.
Deal cards for magic mushrooms.
Deal remaining winds of magic cards, phasing player first.
Deal out cards as needed for Chalice of Sorcery, War Altar, and other magic items.
WAAAGH! tests (count only Orc units of 10+, Goblin units of 20+).
Work out results of spells already in play.
Cast spells and test for warpstone (if used).
Dispel attempts, dispel power boosts.
Spell casters reinforce spells.
Roll dispel dice.
Resolve spell effect if dispel fails (make armour saving rolls if applicable).
Test for Crown of Sorcery, Potion of Knowledge, Wand of Jet, etc. (if used).
Cast further spells.
Test for panic for units suffering 25%+ casualties.
Casting player may attempt to dispel any spells "in play" from previous turn.
End of Magic Phase, each wizard may retain one Wind of Magic card.
Source: Direwolf FAQ Council Interpretation
The Dark Elf Sorcerers get to draw from the Dark Magic deck before all other types of spell casters, no matter what the level of the Dark Elf Sorcerer and the level of the other spell caster. This means that they get access to the Dark Magic Spell Deck before the various Chaos spell casters, and the various Undead spell casters.
To determine the drawing order between Dark Elf Sorcerers, the level of the spell caster is used (higher level drawing first).
Suggested House Rule: If some spell casters are of the same level, what type of spell caster they are determines the order. That order is:
Dark Elf Sorcerer's drawing dark magic cards.
High Elf and Wood Elf Mages.
Dark Elf Sorcerers using decks other than dark magic.
Chaos Sorcerers, Beastmen Shamans, Greater Daemons, and Necromancers.
Lesser Daemons.
Grey Seers, Orc Shamans, Skaven Warlocks and Human Mages.
Goblin Shamans.
If 2 spell casters draw are tied, and draw from the same deck, use a die roll to determine which spell caster draws first (highest roll draws spells first). Breaking ties is not necessary if the 2 spell casters draw from entirely different decks.
Source: Based on 4th edition Warhammer Battle Magic Rulebook, p. 21-23 / Warhammer Armies: Dark Elves, p. 34
Yes. For non-Dwarf armies, the dispel will work on a basic die roll of 5+. The dispel may be boosted with power cards and the caster may reinforce as normal.
For Dwarf armies, the dispel will work on a basic die roll of 4+. The dispel may be boosted with power cards and the caster may reinforce as normal.
Source: Official Games Workshop FAQ / Warhammer Magic, p. 12 / Warhammer Armies: Dwarfs, p. 77
No. For example, assume an allied Empire and High Elf army, with a High Elf Mage (with High Magic), and the Grand Theogonist with Battle Magic spells. The Grand Theogonist gets his own D3+1 Winds of Magic cards, but could not use the High Elf Mage's ability to treat power cards as if they were dispel cards. What the Grand Theogonist gets in his draw he is stuck with.
Source: Warhammer Design Team
A wizard who casts a spell which remains in play may dispel it automatically at the start of his own magic turn without expending a card to do so. He may cast the spell again that turn if he wishes.
Source: Warhammer Magic, p. 11
No and no. Assume he has strayed too far from the winds of magic until he returns to the board.
Source: Warhammer Design Team
Yes.
Source: Direwolf FAQ Council Interpretation
Yes. The same targeting restrictions that apply to missile fire governs a spell that affects a 'unit' or 'figure or unit.' If the spell can do a lot of damage to a unit, the spell caster is going to kill as many people as possible.
If a spell affects a 'single model', then characters can be targeted with impunity. Even if the character is within a unit they may be targeted.
Source: Warhammer Magic, p. 22
Yes.
Source: Warhammer Design Team
There are two types of spell damage done to a chariot that are randomized per the charts in the Rulebook.
One is the damage done by a spell that states "the first model hit suffers a strength x hit that causes y wounds". This "first model in path" spell hits a random part of the chariot to do its damage.
The other type of damage done by a spell that is randomized is the spell that states "the unit suffers x strength y hits". Once the number of hits is determined, randomize where each hit potentially wounds.
Template spells affect everything under the template. Spells that can target a single model for damage can target any part of the
chariot.
Note: In the case of the Dark Magic Spell Doombolt and other spells which attack war machines directly, all hits are assumed to be against the chariot chassis at Strength 10, and are therefore not randomized.
Source: Warhammer Design Team
No.
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team
The chariots get their charge damage only if the magic movement spells states 'counts as charging if moved into hand-to-hand combat.'
Source: Warhammer Design Team
No. Unlike other characters, the Champion character cannot leave his unit as he wishes, and this applies to magic spell movement as well. Some spells allow the breaking up of units, and these can target the Champion of a unit.
Source: Warhammer Design Team
No.
Source: Warhammer Design Team
No.
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team
No tests are required when the unit is moved, however a unit subject to terror will still have to test at the start of its next turn.
Source: Warhammer Design Team
Move the unit if within range, no guessing required.
Source: Warhammer Design Team
You don't have to have line of sight unless the spell states so.
Source: Direwolf FAQ Council Interpretation
Yes. This means that items such as the Black Armour of Nagash and the Heart of Avelorn that protect the wearer from a spell, but do not dispel it, would work.
Items that "ignore" the effects of magic, such as certain Bretonnian virtues, will likewise ignore the effects of spells cast with Total Power.
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team
No.
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team and Warhammer Magic, p. 9
No.
Source: Official Games Workshop FAQ
Yes. The Total Power card only takes effect when a spell is initially cast, so the spell can be dispelled in later turns and is taken off if Drain Magic is played.
Source: Official Games Workshop FAQ
The answers given for the "color decks" below were all made either by the Warhammer Design Team during the tenure of 4th edition, or with reference to the 4th edition Warhammer Battle Magic Rulebook. Although Colour Magic is now optional, it is still a part of the game for those who wish to use it, and it is assumed that the game designers rulings would still apply to 5th edition with equal weight. In those cases where there was clear contradiction with the 5th edition magic rules, this FAQ has applied the 5th edition rule.
Source: Direwolf FAQ Council Interpretation
Yes and no. The enemy model gets one last attempt to break free before it is taken off the table.
Source: 4th edition Battle Magic, p. 51
Earthblood fails.
Source: Warhammer Design Team
They are removed again.
Source: Warhammer Design Team
Roll the 2D6 for winds of magic, then roll D6 for the Earthblood mage. The Earthblood mage then takes his D6 out of the 2D6, the t of the 2D6 are then distributed evenly between the 2 players.
Source: Warhammer Design Team
It is based upon the modified leadership value (the value for the unit leader, or general.
Source: Warhammer Design Team
No.
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team
It does 3D6 hits (treat WS as 0).
Source: Warhammer Design Team
Dark Mist is a "remains in play" spell and can be ended in the players own Magic Phase.
Source: Direwolf FAQ Council Interpretation
Wardancers cannot use their special ability during the Magic Phase, and Chaos gifts cannot be used to give Chaos troops attacks during the Magic Phase. Chaos gifts can be used to re-roll daemonic saves, and to provide saves versus wounds.
Source: Warhammer Design Team
A character that is a Mummy (Settra), Wight, or Wraith that are not in units are affected by Vanhel's Dance Macabre. Other characters (Necromancer, Liche, Vampire) are only affected if they are in units of Undead troops (where the Undead troops are affected by Vanhel's Dance Macabre).
Source: Warhammer Design Team
No.
Source: Direwolf FAQ Council Interpretation / Official Games Workshop FAQ
Yes.
Source: Direwolf FAQ Council Interpretation
He is effected regardless of his immunity.
Source: Official Games Workshop FAQ
Unless a spell specifically states that it does not affect Undead, it does.
Source: Warhammer Design Team
Source: Direwolf FAQ Council Interpretation
No.
Source: Warhammer Design Team
No.
Source: Direwolf FAQ Council Interpretation
No.
Source: Warhammer Design Team
No.
Source: Direwolf FAQ Council Interpretation] Each summoning spell can only successfully increase or repair a targeted unit once per Magic Phase
No.
Source: Direwolf FAQ Council Interpretation
No.
Source: Direwolf FAQ Council Interpretation
No.
Source: Warhammer Design Team and Warhammer Armies: Undead, P. 73
No, new units must be raised at least 1" away from enemy units.
Source: Spell Card
The Throne of Power saves based upon the bearers' initiative. A house rule is suggested that allows the Throne of Power to be treated as a chariot.
Source: Warhammer Design Team
It does not affect the chariot when it is flying high, otherwise yes.
Source: Warhammer Design Team
Yes.
Source: Direwolf FAQ Council Interpretation
Yes. The correct rule is printed in the Warhammer Armies: Orcs & Goblins book. If you fail deduct -1 from the D6 roll on the 'Eadbangerz Chart.
Source: Direwolf FAQ Council Interpretation
No. The Orc & Goblin player receives winds of magic cards the same as any other player.
Source: Direwolf FAQ Council Interpretation
The Hand of Gork should be allowed to move all Orcs & Goblins army units except monsters, Snotlings, Snotling Pump Wagons, Trolls, Ogres, and Giants.
Source: Warhammer Design Team
The game designers suggest that such units be immune to panic tests while held by these spells. These units are still required to take combat break tests, and if they fail and cannot flee, they are automatically destroyed.
Source: White Dwarf #215 Q&A
Magical item special rules override mundane weapon rules. Magical items override other special rules that come into conflict with them only if the result is 'bad' for the user of the magic item. So, for example, the effect of the Potion of Knowledge will effect a mage who is immune to psychology, as this is bad for the user of the item, but the Dread Banner will not effect an enemy unit that is immune to psychology, as this would not be bad for the user of the item (in fact it would be very good!). Please note that this is a guideline only, but it should help resolve most situations that occur in the correct 'spirit of the game'. We know this still allows the old 'item plus 2-h weapon combos', but we're not too worried about this, as they are rather limited in number and who can use them.
Source: Jervis Johnson
Magical effects which allow a model to strike first take precedence over normal strike order, including charging, initiative and non-magical double-handed weapon penalties. If both models have first strike ability, then resolve in initiative order, or if the initiatives are equal, then roll a D6. This does not apply if the wielder has a magical weapon, in which case roll a D6 at the start of each combat phase to see which takes precedence.
Source: White Dwarf #222
All characters can take at most 1 magic or runic weapon (if Dwarven), 1 ward, 1 bound spell, 1 magic item from the magic armour category or 1 item of runic armour (if Dwarven) and, provided the character is a Battle Standard Bearer , 1 magic standard.
Source: Warhammer Magic, p. 30, 36 & 38 / Warhammer Armies: Dwarfs, p. 24
No, the only exceptions to this are specifically stated. Some exceptions stated are Dispel Scrolls, Runefangs, the Dwarf Rune of Stone and Chaos Armour.
Source: Warhammer Armies: Empire, p. 17 / Warhammer Magic, p. 31
Yes.
Source: Direwolf FAQ Council Interpretation
No.
Source: Direwolf FAQ Council Interpretation
If the effects of the item are considered to be a bound spell, yes, otherwise no.
Source: Direwolf FAQ Council Interpretation
Assuming that it is otherwise legal, it is suggested that a character with one head should never be able to wear two helms or two crowns in the same battle. However, crowns can be worn with helms. See answer to above regarding how magic items interact with with other for more details.
Source: Jervis Johnson
No and no.
Source: Warhammer Design Team
No.
Source: Direwolf FAQ Council Interpretation
Yes. Treat all "killed" or "dead" results as "destroyed." Some magic weapons and spells are so powerful that they will rip apart or obliterate wood and steel as easily as flesh.
Source: Official Games Workshop FAQ
No.
Source: Direwolf FAQ Council Interpretation
That character loses any magic level gained, and loses one randomly determined spell. The others are assumed to have been memorized by the spell caster, so he may continue to have them, even if not otherwise allowed to.
Source: Warhammer Design Team / Games Day '97 Ruling
Only if he is an Orc or Goblin shaman.
Source: Warhammer Design Team
No. Thus a wizard using the Book to get Necromantic spells cannot pick his spells, Dark Magic users cannot use dispels as power, High Magic users are not considered a higher level for purposes of dispelling, do not get an extra spell to discard at the start of the game and can not use power cards as dispels. Non-Skaven Warlocks would get no warpstone, non-Goblin shamans get no mushrooms.
Source: White Dwarf #215
Yes.
Source: Direwolf FAQ Council Interpretation
No and no.
Source: Warhammer Design Team, Warhammer Magic, p. 31 / Direwolf FAQ Council Interpretation
Yes on all accounts. The Book of Nagash Magic Item card should allow Liches and Vampires to take it.
Source: Warhammer Design Team
No. The Carstein Ring is limited to (Vampire Only) Settra is allowed to use items that are limited to (Vampire, Liche or Necromancer only).
Source: Warhammer Armies: Undead, p. 96-97
No.
Source: Direwolf FAQ Council Interpretation
No.
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team
The die roll cannot be a die roll that the opponent makes.
Source: Direwolf FAQ Council Interpretation
No.
Source: Warhammer Design Team
When a spell caster has a Familiar, and is mounted on a steed or monster it is assumed that the spell caster carries the Familiar with him. Therefore, the spell caster gets to move at the rate of his mount. When the spell caster stops moving, place the Familiar next to him.
Source: Warhammer Design Team
Yes.
Source: Direwolf FAQ Council Interpretation
The character knows that an Assassin is in the unit, but may not target the Assassin with spells or missile fire. The Assassin may not 'surprise attack' the character with the Skull Staff.
Source: Warhammer Design Team
No, No, and No. Although the character 'knows' the Gyrocopter is there, and even roughly where it might be, he can't attack it because he can't actually see it.
Source: Warhammer Design Team
No.
Source: Direwolf FAQ Council Interpretation
Special saves only.
Source: Direwolf FAQ Council Interpretation
Yes.
Source: Direwolf FAQ Council Interpretation
Yes.
Source: Warhammer Design Team
Yes.
Source: Direwolf FAQ Council Interpretation
No.
Source: Warhammer Armies: Dwarfs, p. 24
Make the roll to save the wound before the magical effect or multiplication of wounds occurs.
A weapon with the Dwarf Rune of Smiting generates its multiple wounds before the special save. This rune is an exception to the way all other magic weapons are treated.
Source: Warhammer Magic, Warhammer Design Team / Warhammer Armies: Dwarfs, p. 26
Yes.
Source: Warhammer Design Team
Yes. For a single model all to hits rolls are taken together, then all to wound rolls, then all saves for the victim. The only exception is when a model makes attacks with different initiative values (i.e. a character riding a monster, or in a chariot), in which case all attacks with the same initiative are made at the same time (i.e. for a character on a monster, roll the attacks for the character all together, and the attacks for the monster all together).
Source: Direwolf FAQ Council Interpretation
The Black Amulet only rebounds wounds cause by hand-to-hand combat attacks from other models, not wounds caused by 'devices' such as the Black Amulet or Rune of Spite. Spells that cause wounds during the Close Combat Phase would not be rebounded, although they may still be saved.
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team
No.
Source: White Dwarf #200
Yes.
Source: Warhammer Magic, p. 8
Yes.
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team
Yes, treat him as a Necromancer in all respects.
Source: Warhammer Design Team
No.
Source: Warhammer Design Team
No. Once you use the Black Gem of Gnar, the affected models are effectively removed from the game and are ignored.
Source: White Dwarf #222
The unit is free to move and fight normally. If the effect of the gem wears off, then treat the champion or trooper as a stranded single character that must attempt to rejoin the unit whenver possible. Award victory points for the entire unit if it is defeated, even if a champion or a trooper model is still gemmed or stranded.
Source: White Dwarf #222
Items that target magic items (to destroy/disable) can work against the Black Gem of Gnar before it is activated, but not after.
Source: Warhammer Design Team
No. The Escape Winds of Magic card can only be used when the spell caster would otherwise be killed, and the Black Gem of Gnar does not kill the spell caster.
Source: Direwolf FAQ Council Interpretation
The character with the Black Gem of Gnar can activate before he and his unit are run down by the chariot. Thus, the chariot/rider/harnessed beasts and the Black Gem of Gnar character are all frozen before the chariot causes any casualties.
Source: Warhammer Design Team
No.
Source: Warhammer Design Team
Roll a D6 at the start of each combat to see which takes precedence.
Suggested Amendment: when armed with a non-magical double-handed weapon, magical first strike takes precedence. Roll a D6 at the start of each combat if the weapon is a magical weapon.
Source: White Dwarf #222
Yes.
Source: Warhammer Design Team
No.
Source: Warhammer Design Team
No.
Source: Direwolf FAQ Council Interpretation
Yes.
Source: Direwolf FAQ Council Interpretation
Yes.
Source: Direwolf FAQ Council Interpretation
Use the riding characters statistics.
Source: Warhammer Design Team
No.
Source: Warhammer Design Team and Warhammer Magic, p. 30
Both dice can be re-rolled.
Source: Direwolf FAQ Council Interpretation
Yes.
Source: Warhammer Design Team
No.
Source: Warhammer Design Team
No.
Source: Warhammer Design Team
Yes.
Source: Direwolf FAQ Council Interpretation
Yes - these items effect all creatures capable of flight, regardless of their current mode of movement.
Source: Official Games Workshop FAQ
No. The Collar of Khorne worn by Flesh Hounds neutralizes magical attacks. Skaven special weapons are considered magical due to warpstone.
Source: White Dwarf #222, Realms of Chaos
No. You must declare that you are drinking it at the start of your own turn.
Source: White Dwarf #222
Yes, however race specific effects, such as Night Goblins striking first with the Bad Moon Banner, will not affect other races, such as Orcs.
Source: Warhammer Design Team
Only the Battle Standard Bearer may take a magic standard as one of his magic items. Other than Battle Standard Bearer s, only unit standard bearers in units that are allowed magic standards may take magic standards.
Source: Direwolf FAQ Council Interpretation
Roll a D6 at the start of each combat to see which takes precedence. Suggested Amendment: Magical first strike ability allows models with non-magical double-handed weapons to strike first.
Source: White Dwarf #222
No.
Source: Warhammer Design Team
No. The reference to 'side' in the Battle Banner card text is referring to the 'side' of the hand-to-hand combat that the Battle Banner is involved in. The Battle Banner bonus only applies when the character/unit carrying it is involved in the combat.
Source: Direwolf FAQ Council Interpretation
Yes.
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team
Yes, but only the figures in base to base contact with the bearer of the standard. Take these casualties at the beginning hand-to-hand combat every turn.
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team
No. This includes characters using Aldred's Casket of Sorcery (assuming the Casket has captured a spell). Although the character is unharmed, roll a D6 to determine whether the item is destroyed.
Source: Direwolf FAQ Council Interpretation
No.
Source: Magic Item Card
The magical banner prevents the frenzied unit from pursuing. As a house rule, it is suggested that you roll a D6 at the end of each round of combat. On a 1-3 the banner does not provide the unit with its magical benefits, and the unit's frenzy causes the unit to pursue. On a 4-6 the banner works and the frenzied unit will not pursue.
Source: Warhammer Design Team
Yes, assuming the character is using the Master Rune of Adamant. In all other cases, even if circumstances would give the character a 0+ or better armour save, treat it as a 1+ armour save.
Source: Warhammer Design Team, Warhammer Magic, p. 36, Warhammer Armies: Dwarfs, White Dwarf
Yes, the Orcs & Goblins characters can get any magic armour.
Source: Warhammer Armies: Orcs & Goblins, p. 82
Yes.
Source: Warhammer Design Team
The Dawnstone only allows the original armour save to be re-rolled, not the special save. The Special save of the armour may still be made.
Source: Warhammer Design Team
No. This is a classic example of how the fictional fluff must take a back seat to the rules where the two conflict. While the card suggests that the effect of the shield is to interfere with the shooter's aim, in actuality what is being conferred upon the bearer is a simple armour save, which a bolt thrower's bolts will ignore.
Source: Direwolf FAQ Council Interpretation
The character pursues, the unit does not.
Source: Warhammer Design Team
Yes
Source: Warhammer Design Team
Yes
Source: Warhammer Design Team]
Yes.
Source: Rulebook, p. 35
Yes, this is specified on the card description for the magic item. Assume the character also has a supply of regular arrows.
Source: Warhammer Design Team
The Bow can be used, but the arrow's special abilities only work against targets flying high.
Source: Direwolf FAQ Council Interpretation
No.
Source: Warhammer Design Team
If the Sword of Destruction bearer is in base to base contact with the unit standard bearer, then the magic banner is nullified, otherwise it is not.
Note, if the magic banner is not affected by the sword of destruction, models in base to base contact with the Sword of Destruction bearer continue to gain the benefits of the magic banner.
Source: Warhammer Design Team
The wielder may pick from the known items, or may pick randomly.
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team
No.
Source: Direwolf FAQ Council Interpretation
He adds a mounted figure.
Source: Direwolf FAQ Council Interpretation
No.
Source: Direwolf FAQ Council Interpretation, Magic Box Errata Sheet and item card
Yes
Source: Direwolf FAQ Council Interpretation
No.
Source: Direwolf FAQ Council Interpretation
No. If a weapon multiplies a hit, then the multiple hits are applied against a single model.
Source: White Dwarf #222
If 1 wound will be turned into many wounds by the weapon, or some other magical effect will apply (such as a Frostblade's effect) make the roll to rebound the wound before the 1 wound is turned into many wounds or the magic takes effect, as per the Black Amulet. Thus, if the Master Rune of Spite rebounds a wound from a Frostblade, the attacker is not killed.
Note, a weapon with the Dwarf Rune of Smiting generates its multiple wounds before saves and rebounds can take effect. This rune is an exception to the way all other magic weapons are treated.
Source: Warhammer Armies: Dwarfs, p. 26
No. A Dwarf Character cannot have 2 magic items of the same type.
Source: Warhammer Armies: Dwarfs, p. 24
Yes. The special effect of the Master Rune of Spite is not considered an armour save.
Source: Warhammer Armies: Dwarfs, p. 30
The Rune of Luck can only modify die rolls that directly involve the character, and it cannot be a die roll that the opponent makes.
Source: Warhammer Design Team
Yes
Source: Warhammer Design Team
Yes.
Source: Official Games Workshop FAQ
No.
Source: Warhammer Design Team
No.
Source: Warhammer Design Team
No.
Source: Warhammer Design Team
The Ring of Corin targets the entire device
Source: Warhammer Design Team
The Ring of Corin would have to exceed the point cost of the runes. The war machine would still operate after its runes have been removed.
Source: Warhammer Design Team
No.
Source: Warhammer Design Team
No.
Source: Warhammer Design Team
No.
Source: Warhammer Design Team
No
Source: Warhammer Design Team
The Warhammer Design Team have stated on more than one occasion (in both White Dwarf #201 and Citadel Journal #20) that the Rune of Forging cannot be placed on these warmachines. Under a strict interpretation of the wording in the Dwarf Army Book, it is permissible. It is suggested that players decide for themselves before playing whether they believe allowing this rune on these machines is unbalancing. One common house rule requires a separate Rune of Forging to be purchased for each barrel of the Organ gun. Another good house rule simply limits the Rune of Forging to one use per Rune per turn.
Source: Direwolf FAQ Council Interpretation
Yes, but once the Gyrocopter moves or shoots, it is visible for the rest of the game.
Source: Warhammer Armies: Dwarfs, p. 29, White Dwarf #222
The Rune of Forging can be on more than 1 cannon as long as the set of runes on each cannon is unique.
The uniqueness rule for runes applies to all runes other than the Rune of Stone; this means that it includes the war machine runes.
Therefore, 2 organ guns that just have the Rune of Forging are illegal. On the other hand, 1 organ gun with (Rune of Forging) and another organ gun with (Rune of Forging, Rune of Disguise) is legal.
Source: Warhammer Armies: Dwarfs, p. 24
Yes.
Source: Warhammer Design Team
Before any rolls to wound.
Source: Warhammer Design Team
The Master Rune of Death affects everything, as to the points value, we're happy with them!
Source: Warhammer Design Team
A runic item counts as a single magic item no matter how many runes are on it. Therefore, a Dwarf General can have 3 runic items with 3 runes apiece for a total of 9 runes held by 1 figure.
This also means that items that destroy/disable magic items will disable/destroy all runes on a given item.
Source: Warhammer Armies: Dwarfs, p. 24
No. If the Empire army was to be able to take these characters, they should be described in the Empire Army Book. The Chaos Army book specifically describes the Minotaur lords, and Beastman champions allowed for Chaos Armies.
Source: Warhammer Armies: Empire, Warhammer Armies: Chaos
Yes.
Source: Official Games Workshop FAQ
No. Only the units in the hand-to-hand can have their rank bonus apply.
Source: Warhammer Design Team and Warhammer Armies: Empire, p. 18
No.
Source: Warhammer Design Team
No.
Source: Warhammer Design Team
No and no.
Source: Warhammer Design Team
Only if the standard affects the parent unit's leadership (i.e. the Valorous standard and the Banner of Courage).
Source: Direwolf FAQ Council Interpretation
Yes.
Source: Warhammer Design Team
No.
Source: Official Games Workshop FAQ
The only special characters who can replace the empire general are Karl Franz, Magnus the Pious and Kurt Helborg.
Source: Direwolf FAQ Council Interpretation
Ice magic is considered part of "Colour Magic" in 5th edition, and may therefore only be used with the prior approval of your opponent. If Ice magic is used, it is suggested that the limitation contained in the 4th edition book Arcane Magic be applied, i.e., the army should contain at least one unit of Kislevites.
Source: Direwolf FAQ Council Interpretation
No.
Source: Warhammer Armies: Empire, p. 70
Yes.
Source: Warhammer Design Team
No. A lot of people would like to arm all the war wagon crew members with the long range rifle so that they can shoot at specific enemy figures.
Source: Warhammer Armies: Empire, p. 20-21
No.
Source: Warhammer Armies: Empire, p. 35
Use the Tank's statistics for all spells, use the commanders leadership (leadership 10) for leadership checks.
Source: Warhammer Design Team
They always escape.
Source: Warhammer Design Team and Warhammer Armies -Empire, p. 35
Yes.
Source: Warhammer Design Team
No.
Source: Warhammer Armies: Empire, Warhammer Design Team
No.
Source: Warhammer Design Team, Warhammer Armies: Empire, p. 28
Yes
Source: Rulebook, p. 61 and Warhammer Armies: Empire, p. 58
Not until the War Altar is destroyed.
Source: Warhammer Armies: Empire, p. 70
Yes.
Source: Warhammer Armies: Empire, p. 69
No.
Source: Warhammer Design Team
Since the pistoliers have 2 guns, it is assumed that 1 is always loaded and can be used to stand and shoot, shoot in the missile phase, or shoot in hand-to-hand combat. Note that the pistol shot attack uses the pistoliers BS instead of WS to determine hits.
Source: Warhammer Design Team
No. The absence of a "1" in front of the Warlord heading is a misprint.
Source: Warhammer Design Team
Yes.
House Rule: It is suggested that an Orcs & Goblin army with a unit of Black Orcs not be allowed to get a unit of Black Orcs in a Chaos Dwarf ally contingent.
Source: Warhammer Armies: Dark Elves, p. 47
Yes.
House Rule: The Warhammer Design Team suggest that due to the Orcs & Goblins mistrust of Hobgoblins that when the Orcs & Goblins take Chaos Dwarf allies that no Hobgoblins be allowed in the ally contingent.
Source: Warhammer Design Team
Yes.
Source: Warhammer Armies: Orcs & Goblins, p. 88, 94
Technically yes, however the Warhammer Design Team have endorsed a house rule to the contrary.
Source: Direwolf FAQ Council Interpretation
No, individual Fanatics cannot be moved with the Hand of Gork.
Source: Battle Magic, p. 56
Place the Fanatic right next to one of the sides of the unit (on the outside of the unit). Choose the side that is closest to the Fanatics end position in the unit.
Source: Warhammer Design Team
The player can choose what direction they go on the turn they come out.
Source: Warhammer Design Team
Yes
Source: White Dwarf #191 / Official Games Workshop FAQ
The Fanatics are released in a random direction.
Source: White Dwarf #191
The Fanatics are released in a random direction.
Source: White Dwarf #191
Yes and no.
Source: Warhammer Design Team
No.
Source: Warhammer Design Team
Yes, Yes, and Yes.
Source: Warhammer Design Team
Only regular Gobbos.
Source: Official Games Workshop FAQ
No.
Source: Warhammer Armies: Orcs & Goblins
No.
Source: White Dwarf #194 Q&A / Warhammer Design Team
No, pump wagons must turn at the start of ther movement and then move in a straight line
Source: White Dwarf #215 Q&A]
Select the direction first, then roll the 2d6.
Source: Direwolf FAQ Council Interpretation
Yes.
Source: White Dwarf #215 Q&A / Warhammer Armies: Orcs & Goblins reprint, copyright 1997
Yes.
Source: Warhammer Design Team
The only parts of the armour save not modified by the attackers strength are the parts provided by the Protective Tattoos (+1) and the Savage Orc Shaman in Unit (+1). The rest of the Savage Orc armour save (riding boar for +2, shield for +1, Standard of Shielding for +1) are modified by the attacker's strength.
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team
With no units within 12", the dice roll needed to pass a Waaagh! test is 1, so it's impossible to fail. As stated, eating mushrooms does not increase your chances of failing a Waaagh! test (only the consequences if you do!). This means that by eating mushrooms alone (no units within 12"), your Night Goblin Shaman cannot fail his Waaagh! test so there isn't really any point in taking one.
Source: Official Games Workshop FAQ
Yes.
Source: Warhammer Design Team
They are treated as individual characters.
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team
Source: Warhammer Armies: Orcs & Goblins
Each herder gets 1 attack, so a 25mm x 50mm base with 2 herders gets 2 attacks.
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team
Hunter teams in fighting ranks can be attacked, Hunter teams in the second rank cannot be attacked in place of Squigs in the front rank. However, once wounds are applied to the unit, if all the Squigs in the front rank are killed, then wounds are applied to the Hunter teams.
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team
No, only Skaven war machines count.
Source: Warhammer Design Team
They are treated as individual characters.
Source: Warhammer Design Team
No, he can only operate one missile weapon.
Source: Rulebook / Warhammer Design Team
No, Ikit must be the general.
Source: Warhammer Design Team
No.
Source: Warhammer Design Team
No.
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team
If attached Globadiers are in the path of a charge they will move around the regiment , so that charging troops do not get in base to base contact with them.
Source: Warhammer Armies: Skaven, p. 52
Evading Globadiers can't stand shoot. Otherwise Globadiers follow normal rules.
Source: Direwolf FAQ Council Interpretation
Use the statistics for the steam tank for the poison wind globes, it takes 5 wounds to kill the steam tank. A '6' is always a failure.
Source: Warhammer Design Team
No and no. Snikch fights using the special rules in the army book - he leaves the hiding in units stuff to the ordinary Assassins of the Clan Eshin.
Source: Warhammer Design Team
No. He gets a massive 7 attacks in hand-to-hand combat!
Source: Warhammer Design Team
They get two as per their profile - they do not carry an extra hand weapon or Weeping Blade
Source: Warhammer Design Team
No, but they can be included in units of Gutter Runners.
Source: Warhammer Design Team
No.
Source: Warhammer Design Team
Yes and no.
Source: Direwolf FAQ Council Interpretation
Yes.
Source: Direwolf FAQ Council Interpretation
Yes.
Source: Warhammer Design Team
The model has to roll 1 time.
Source: Warhammer Design Team
Only when they are in combat.
Source: Warhammer Design Team / White Dwarf #193, Q&A
No, they are different from Witch Elves in this respect.
Source: Warhammer Design Team, Army Books
No.
Source: White Dwarf #215, Q&A
The Screaming Bell does not affect itself, nor Warpfire Throwers, nor Jezzails teams. The Skaven Doomwheel is affected. If other Screaming Bell's are present, they are affected.
Source: Warhammer Design Team
No. They are immune to psychology and never break.
Source: Warhammer Design Team
No.
Source: Warhammer Design Team
No.
Source: Direwolf FAQ Council Interpretation
Yes, but Warpfire Throwers cannot stand and shoot at chargers attacking from flying high.
Source: Chronicles of War, p. 5
No.
Source: Warhammer Design Team
2 Beastmen die, and another has 1 wound, the extra wounds from the Jezzail are lost (same as cannon balls or attacks against rank and file by characters wielding the Bone Blade).
Source: Warhammer Design Team
Yes, as long as the Warpfire thrower has line of sight to the enemy unit it may shoot at it.
Source: Direwolf FAQ Council Interpretation
Line up the units. Only swarm bases in contact with enemy models may fight.
Source: Warhammer Design Team
No.
Source: Direwolf FAQ Council Interpretation
The save is modified by its current strength.
Source: Warhammer Design Team
No and yes.
Source: Warhammer Design Team
No. The Warlock Engineer is only a crewman and is not a wizard.
Source: Warhammer Design Team
When both the rats and the Engineer are killed.
Source: Direwolf FAQ Council Interpretation
Yes.
Source: Direwolf FAQ Council Interpretation
No.
Source: Warhammer Design Team
No, each Packmasters must control at least one beast of his own.
Source: Warhammer Design Team
They are part of the pack, so other Skaven do not need to test.
Source: Direwolf FAQ Council Interpretation
Only the rats may lap without first winning combat.
Source: Direwolf FAQ Council Interpretation
Yes. Attacks from jezzails, warpfire throwers, weeping blades, warplock pistols, poisoned wind globes, plague censers and doomwheel lightning should be considered magical attacks.
Source: White Dwarf #222
No.
Source: Warhammer Design Team
Yes.
Source: Direwolf FAQ Council Interpretation
No.
Source: Warhammer Design Team
One - the profile in the bestiary section of the army book is incorrect.
Source: Warhammer Design Team, Battle Book, p. 143
Yes. Those around Settra can use his higher WS, but would not choose to use his horrible BS. See the section in Magic Items on the Mummy Tomb King's Crown.
Source: Warhammer Magic, p. 39 / Warhammer Armies: Undead, p. 96
Settra can use things that are Vampire, Necromancer, or Liche only.
(Vampire Only) does not equal (Vampire, Necromancer, or Liche only).
(Liche Only) does not equal (Vampire, Necromancer, or Liche only).
(Necromancer Only) does not equal (Vampire, Necromancer, or Liche only).
This means that Settra cannot have the Book of Nagash or The Carstein Ring. Settra can have Staff of Damnation, Talon of Death, or the Tomb Blade.
Source: Warhammer Armies: Undead, p. 97
Characters who join a unit which is immune to psychology, break test or whatever are still subject to the psychology rules themselves. If they are forced to flee they will run away as normal, the rest of the unit will remain where it is.
Source: Official Games Workshop FAQ
Unless a device specifically states that it does not affect Undead, it does. This applies to Witch Elves poison, etc.
Source: Warhammer Design Team
No, the Allure of Slaanesh still affects them.
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team
No and no.
Source: Warhammer Design Team
Yes.
Source: Direwolf FAQ Council Interpretation
No.
Source: Direwolf FAQ Council Interpretation
No
Source: Direwolf FAQ Council Interpretation
Vampires are considered living in the respect that they can march move, and are not immune to psychology. Vampires are considered Undead for all other things (such as Banishment spell and Runefangs)
Source: Warhammer Design Team
No, only those models in base to base contact at the start of the Close Combat Phase.
Source: Warhammer Design Team
No
Source: Direwolf FAQ Council Interpretation
No.
House rule: It is strongly suggested that if Vlad or Isabella is turned into spawn or otherwise not removed from the table but still "considered slain", the other one should become frenzied.
Source: Direwolf FAQ Council Interpretation
No.
Source: Direwolf FAQ Council Interpretation
No.
Source: Direwolf FAQ Council Interpretation
Yes.
Source: Warhammer Design Team
No. The Undead army book specifically states that Wight and Wraith Champions can only be in units of Skeletons, Zombies and Ghouls.
Source: Warhammer Armies: Undead, p. 82
Yes.
Source: Direwolf FAQ Council Interpretation
No
Source: Direwolf FAQ Council Interpretation
No.
Source: Direwolf FAQ Council Interpretation
No
Source: Direwolf FAQ Council Interpretation
Although not weapon attacks per se, breath attacks are physical attacks, and therefore they would be immune. However, they should not be immune to 'gaze' attacks like those used by the Gorgon or Cockatrice. They would be immune to the following types of attacks: Dragons Breath, Greater Daemon Breath, Great Taurus Breath, and Chimera Breath.
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team and Warhammer Armies: Undead, p. 64
No.
Source: Direwolf FAQ Council Interpretation
Yes. Unless specifically excepted, things that affect the Undead will affect everything in the Undead army book.
Source: Warhammer Design Team
Yes.
Source: Direwolf FAQ Council Interpretation
Because a unit is immune to break tests/psychology does not mean that characters in the unit are immune to break tests/psychology.
Therefore, if a wight, wraith, mummy tomb king, liche, vampire, or a necromancer is in a unit of skeletons and it loses a round of hand-to-hand combat, two things happen:
Extra skeletons in the unit die. If more than 1 skeleton unit is involved in the hand-to-hand combat, each unit loses an additional number of skeletons equal to the combat resolution.
Characters in the unit not immune to break tests, take break tests with the appropriate combat resolution modifier. If the character fails its break test, it is destroyed, flees, etc.
Source: Warhammer Design Team
No charge was declared so the Skeleton Horsemen are stopped 1" away and can be presumed to have seen the Scouts. They cannot pass through them. If the Scouts don't charge or remove themselves from sight they can be charged next Skeleton turn.
Source: Warhammer Design Team
The controlling player can choose whether to leave it on the table (and only regenerate the missing parts or to summon an entirely new chariot.
Note: an Undead Chariot that regains its steeds as a result of Necromantic magic must attempt to rejoin its squadron (if so deployed) before taking other actions.
Source: Warhammer Design Team
Any unit that is considered Undead (Skeletons, Zombies, Mummies, Carrion, Wraiths, Wights, Liches, Ghosts, Skeletal Horsemen, Undead Chariots) cannot stand and shoot or flee from chargers. This is due to the fact that they are just to slow in responding.
Ghouls, Necromancers, and Vampires can flee and stand and shoot as charge reactions.
Source: Warhammer Armies: Undead, p. 58
Ghouls, Necromancers, and Vampires can march move.
Source: Warhammer Armies: Undead, p. 58
No.
Source: Direwolf FAQ Council Interpretation
No.
Source: Direwolf FAQ Council Interpretation
No and no. Only victorious troops have the option to pursue. Pursuit just because a unit has failed a break test is never mentioned in the rules.
Source: Rulebook pg. 43, 48
No and no.
Source: Warhammer Design Team
Yes.
Source: Direwolf FAQ Council Interpretation
No, he must pay for it.
Source: Direwolf FAQ Council Interpretation
No, only those in base to base contact with the dragon.
Source: Direwolf FAQ Council Interpretation
Yes.
Source: Official Games Workshop FAQ
Yes.
Source: Direwolf FAQ Council Interpretation
Yes.
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team and Warhammer Armies: Wood Elves, p. 61
The special ability occurs before all attacks.
Source: Warhammer Design Team and Warhammer Armies: Wood Elves, p. 46
The combat result is zero between Wardancers and their opponents alone, other unit's combat resolution is resolved normally.
Source: Warhammer Design Team and Warhammer Armies: Wood Elves, p. 46
No.
Source: Warhammer Design Team and Rulebook, p. 77
Yes.
Source: Direwolf FAQ Council Interpretation
Only those in base contact.
Source: Official Games Workshop FAQ
Yes. Glade Riders may skirmish regardless of how they are equipped. The Woodelf Army List entry for Glade Riders should be considered in error and the Beastiary entry should be considered definitive.
Source: Direwolf FAQ Council Interpretation
No, the statement on p. 78 is in error
Source: Warhammer Design Team, White Dwarf #200, Q&A
No, Dryads special save. It is unmodified by the strength of the attack and even saves against attacks that do not allow an armor save.
Source: White Dwarf #215, Q&A
The unit must be at least 5 models.
Source: Direwolf FAQ Council Interpretation
Only the special character Drycha may be used as a dryad champion with your opponent's permission. Champions must be of the same race as the unit and there are no dryad champions listed in the regular Wood Elf army list.
Source: Direwolf FAQ Council Interpretation
Yes. Unless specifically disallowed by a special rule, a unit can include a musician and/or a regimental banner of the same race.
Source: Direwolf FAQ Council Interpretation
No.
Source: Warhammer Design Team
Yes.
Source: Warhammer Design Team
Yes.
Source: White Dwarf #215, Q&A
Yes and no.
Source: Direwolf FAQ Council Interpretation
No.
Source: Warhammer Design Team
Correct.
Source: Warhammer Design Team