BackSource: Warhammer Fantasy: 5th Edition
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Sections
- Aerial Combat
 - Appendix 1: Commentary on the Rules
 - Appendix 2: Notes on Scale & Measurement
 - Appendix 3: On House Rules
 - Buildings
 - Campaigns
 - Characteristics
 - Chariots
 - Close Combat
 - Daemons
 - Elite Troops & Veteran Characters
 - Further Ideas & Spells
 - The Game Rules
 - Generals & Battle Standards
 - Heroes & Wizards
 - Leaders, Standards & Musicians
 - Magic
 - Monsters
 - Movement
 - Playing a Game
 - Points Values
 - Psychology
 - Scenery
 - Set Limits
 - Shooting
 - Skirmishers
 - Special Rules
 - Special Spells
 - Spells Summary
 - Starting a Game
 - The Turn
 - Victory
 - War Machines
 - Weapons
 - Wizards & Spells
 - Magic Items
 
Index
- 0 Level Characteristics
 - 1" Apart
 - 2" Apart
 - 7+ to Hit
 - A Failed Charge
 - A Multi-Player Campaign
 - A Side With No Wizards
 - Abandonded Machine
 - Additional Chaos Magic
 - Adopting Skirmish Formation
 - Aerial Movement
 - Air and Ground Movement
 - Aligning and Charging Over Hindrances
 - Aligning the Combatants
 - Allies
 - Allocating Hits
 - Allocation of Spells
 - The Amber College
 - Amber Spells
 - The Amethyst College
 - Amethyst Spells
 - And Finally... (Appendix)
 - And Finally... (Buildings)
 - Armour (Characteristics)
 - Armour (Close Combat)
 - Armour (Points Values)
 - Armour Runes
 - Armour Save Modifiers (Close Combat)
 - Armour Save Modifiers (Shooting)
 - Armour (Shooting)
 - Army Restrictions
 - Attacking a Machine
 - Attacks (A)
 - Avoid Pursuit
 - Awkward Charges
 - Ballistic Skill (BS)
 - Barding
 - Batteries
 - Battle Magic
 - Battle Scenarios
 - The Battle Standard
 - Battle Wizards and College Magic
 - Battlefield
 - Bolt Throwers
 - Boosting Dispels
 - Bound Monster Test
 - Bound Monsters Rule
 - Bound Spells (Magic Items)
 - Bound Spells (Magic Items and Spells)
 - Bow
 - Breathe Fire
 - The Bright College
 - Bright Spells
 - Building Elite Status
 - Campaigns
 - Cannons
 - Capturing Standards
 - Caster's Counter Magic
 - Casting Spells (Magic)
 - Casting Spells (Wizards and Spells)
 - Casualties (Aerial Combat)
 - Casualties (Shooting)
 - Cavalry Casualties
 - Cavalry (Characteristics)
 - Cavalry (Close Combat)
 - The Celestial College
 - Celestial Spells
 - Challenges
 - Champions (Characters and Units)
 - Champions (Heroes)
 - Champions (Leaders, Standards & Musicians)
 - Change Formation
 - Changing Formations
 - Chaos Armies
 - Chaos Dwarf Magic
 - Chaos Dwarfs
 - Chaos Reward Summary
 - Chaos Spells
 - Characteristic Profiles
 - Characters and Leadership Bonuses
 - Characters and Unit Psychology
 - Characters and Units
 - Characters Joining Units
 - Character's Leadership
 - Characters Leaving Units
 - Characters Moving with Units
 - Characters Riding Monsters
 - Characters (War Machines)
 - Charge! (Appendix)
 - Charge Reactions
 - Charge Responses (Aerial Combat)
 - Charge Responses (Movement)
 - Charge Responses (War Machines)
 - Charging
 - Chariot Attack
 - Chariot Challenges
 - The Chariot Model
 - Chariot Squadrons
 - Chariot Strikes
 - Chariot Units
 - Chariots' WS
 - Chitinous Armour
 - Choosing Characters
 - Choosing Magic Items
 - Close Combat Phase
 - College Battle Magic
 - College Magic Spells
 - The Colleges of Magic
 - Combat Bonus (Generals & Battle Standards)
 - Combat Bonuses (Lapping Round)
 - Combat Bonuses (Movement)
 - Combat Result Bonus (Leaders, Standards & Musicians)
 - Combat Results Examples
 - Combats
 - Common Races of the Warhammer World
 - Common Weapons (Points Values)
 - Compulsory Moves (Heroes & Wizards)
 - Compulsory Moves (Movement)
 - Confused Targets
 - Conventions
 - Cover
 - Creature Attacks
 - Crew Attacks
 - Crossbow
 - Daemon Animosity
 - Daemon Animosity Table
 - Daemon Aura
 - Daemon Saving Throw
 - Damage on Buildings
 - Damage (Stone Throwers)
 - Dark Elf Sorcerers
 - Dark Magic (Special Spells)
 - Dark Magic Spells
 - Dark Magic (Spells Summary)
 - Dealing Spells
 - Dealing Waaagh Magic
 - Dealing Winds of Magic (Waaagh Magic)
 - Declare Charges
 - Defeat in Combat (Lapping Round)
 - Defeated by Feared Enemy
 - Defeated in Combat (Frenzy)
 - Defended Obstacle
 - Destruction
 - Dice
 - Difficult Terrain
 - Discard Winds of Magic
 - Dispelling Spells
 - Dividing Attacks
 - Dividing Shots
 - Diving Charge
 - Diving Down onto the Battlefield
 - Double-handed Weapons
 - Double Pace
 - Dragon's Breath
 - Drawn Combats
 - Driven Off
 - Driving Off Challengers
 - Dwarf Runes Summary
 - Dwarfs & Magic
 - Dwarfs (Special Character Items)
 - Elevated Positions
 - Elite Troops
 - Empire (Special Character Items)
 - Enchanted Items (Magic)
 - Enchanted Items (Magic Items)
 - Enemy Attacks
 - Engaged Skirmishers
 - Engineering Runes
 - Enraged Bound Monster
 - Entering a Building
 - Envenomed Tail
 - Exceptions
 - Excess Casualties
 - Excess Wounds (Chariots)
 - Excess Wounds (Heroes & Wizards)
 - Excess Wounds (Monsters)
 - Excess Wounds (War Machines)
 - Expand Frontage
 - Facing
 - Fall Over
 - Fast Cavalry Formations
 - Fast Cavalry (Movement)
 - Fast Dice Rolling
 - Fear
 - Fear and Terror Liabilities
 - Felled Treeman
 - Fighting a Challenge
 - Fighting Battles
 - Fighting Chariots
 - Fighting Inside Buildings
 - Fighting Up High
 - Fighting with Two Weapons
 - Finding Points Values
 - Fire (Treeman)
 - Fire (Troll)
 - First Model/Unit in Path
 - Flails
 - Flank and Rear Charges
 - Flank Attacks and Combat Bonus
 - Flee and Pursuit
 - Flee (Movement)
 - Flee! (Psychology)
 - Flee (War Machines)
 - Fleeing Crew
 - Fleeing Flyers
 - Fleeing Troops
 - Fleeing Units
 - Fleeing Wizards
 - Flyers and Defended Obstacles
 - Flying Charges
 - Flying High
 - Flying Troops
 - Formation
 - Formation in Combat
 - Formations
 - Four Levels of Wizard
 - Frenzied Characters (Heroes & Wizards)
 - Frenzied Characters (Psychology)
 - Frenzy
 - Further Psychology (Stupidity)
 - General Notes
 - General's Leadership
 - General's Victory Bonus
 - Generosity
 - Giant Special Attacks
 - The Gold College
 - Gold Spells
 - Gork and Mork
 - Greater Daemons and Challenges
 - The Grey College
 - Grey Spells
 - Halberds
 - Hand Guns
 - Hand-to-Hand Combat (Aerial Combat)
 - Hand-to-Hand Combat (Monsters)
 - Hand-to-Hand Combat (Skirmishers)
 - Hand-to-Hand Fighting (Characters)
 - Hand Weapons
 - Hard Cover
 - Harpy Units
 - Hatred
 - Head Butt
 - Heavy Armour
 - Heirlooms
 - Heroes
 - Heroes (Description)
 - Heroes (Points Values)
 - High Elves (Special Character Items)
 - High Magic (Special Spells)
 - High Magic Spells
 - High Magic (Spells Summary)
 - High Magic Superiority
 - Hits From Templates
 - Hits on Crew/Characters
 - Hitting the Enemy
 - Hitting the Target
 - Hold
 - Hold (War Machines)
 - Horn Attack
 - How Spells Work
 - How to Cast Spells
 - Ice Magic
 - Ice Magic Spells
 - Impact Hits
 - Impassable Terrain
 - Improvising
 - Individual Models (Movement)
 - Initiative (I)
 - Inside a Building
 - Integrity of Spells in Play
 - Irresistible Force and Immovable Objects
 - Issuing A Challenge
 - The Jade College
 - Jade Spells
 - Javelin
 - Jump Up and Down
 - Khorne (Chaos Reward Summary)
 - Kislev (Special Character Items)
 - Lances
 - Lapping Round
 - Large Buildings
 - Large Characters
 - Leaders
 - Leaders, Musicians and Banners
 - Leadership (Ld)
 - Leadership & Unit Psychology
 - Light Armour
 - The Light College
 - Light Spells
 - Line of Sight
 - Lizardman Slann Mage-Priests
 - Long Bow
 - "Look Out, Sir!"
 - Lords
 - Losers Take a Break Test
 - Losing Elite Status
 - Loss of Crew (Bolt Throwers)
 - Loss of Crew (Cannons)
 - Loss of Crew (Stone Throwers)
 - Magic Armour (Magic)
 - Magic Armour (Magic Items)
 - Magic in the Warhammer Game
 - Magic Item Summary
 - Magic Items and Spells
 - Magic Items Used to Dispel
 - The Magic Phase Sequence
 - Magic Saves
 - Magic Spells
 - Magic Standards (Magic)
 - Magic Standards (Magic Items)
 - Magic Swords
 - Magic Weapons
 - Manoeuvre (Movement)
 - Manoeuvres (Skirmishers)
 - Manoeuvring During a Charge
 - Marching (Heroes & Wizards)
 - Marching (Movement)
 - Maximum Save (Close Combat)
 - Maximum Save (Shooting)
 - Measuring Tape
 - Metric Measurements
 - Misfires (Cannons)
 - Missile Weapons
 - Models
 - Monster Mounts
 - Monster Reaction Table
 - Monster Units
 - Monsters, Chariots & Machines
 - Mounted Troops
 - Mounts and Psychology
 - Move Chargers
 - Move Fleeing Troops
 - Move (Giant)
 - Move (Gigantic Spider)
 - Move Penalties and Restrictions
 - Move (Treeman)
 - Movement Allowance (M)
 - Movement of Flyers
 - Movement Rate
 - Moving
 - Moving Characters
 - Moving Characters Within Engaged Units
 - Moving Chariots
 - Moving Engaged Units
 - Moving Into and Around Buildings
 - Moving Troops
 - Multi-Player Battles
 - Multiple Charges
 - Multiple Targets
 - Multiple Wound Casualties
 - Musicians
 - Natural Dispel
 - Natural Dispels
 - Necromancy
 - Necromancy Spells
 - Necromantic Magic
 - Non-Aligned Rewards
 - Nurgle (Chaos Reward Summary)
 - Nurgle (Chaos Spells)
 - Obstacles
 - Obstacles and Difficult Terrain (Skirmishers)
 - Obstacles and Terrain
 - Oddball Stuff
 - One Dispel Rule
 - Open Terrain
 - The Order of Tests
 - Other Combat
 - Other Psychology (Frenzy)
 - Other War Machines
 - Overkill!
 - Overkill Rule
 - Overview
 - Panic
 - Panic (Movement)
 - Panic Tests
 - Panic Tests for Breaks
 - Panicking at the Start of the Turn
 - Panicking in Hand-to-Hand Combat
 - Panicking Units
 - Paper and Pens/Pencils
 - Petrify
 - Pick Up
 - Pincer Attack
 - Pistol
 - Placing Scenery
 - The Player's Realm
 - Points
 - Position of Models Up High
 - Position Within the Unit
 - Positioning Characters With Units
 - Profiles (Bolt Throwers)
 - Profiles (Cannons)
 - Profiles (Stone Throwers)
 - Proximity To Friendly Troops
 - Pursuit
 - Pursuit into Fresh Enemy
 - Pursuit Move
 - Pursuit Off the Table
 - Rally Test
 - Rallying (Close Combat)
 - Rallying (Movement)
 - Randomise Hits
 - Range
 - Re-roll Break Tests
 - Recasting Spells
 - Redirecting a Charge
 - Redress the Ranks
 - Reform
 - Refusing A Challenge (Boo Hiss!)
 - Regenerate
 - Remaining Moves
 - Removing Casualties (Close Combat)
 - Removing Casualties (Shooting)
 - Repeating Crossbow
 - Restricted Items
 - Restrictions on Flying High
 - Results
 - Rooted to the Spot
 - Runes of Protection
 - Runic Magic
 - Running a Campaign
 - Scale
 - Scaly Skin (Dragon)
 - Scaly Skin (Hydra)
 - Scaly Skin (Wyvern)
 - Scenario 1 - Pitched Battle
 - Scenario 10 - Tournament Battle
 - Scenario 2 - Secret Dispositions
 - Scenario 3 - Meeting Engagement
 - Scenario 4 - Surprise Attack
 - Scenario 5 - Flank Attack
 - Scenario 6 - Ambush
 - Scenario 7 - Last Stand
 - Scenario 8 - Break Through
 - Scenario 9 - Treasure Hunt
 - Shamans
 - Shamans in Battle
 - Shield
 - Shooting and Hand-to-Hand Combat
 - Shooting and Moving
 - Shooting at a Monster Mount
 - Shooting at Character Riders
 - Shooting at Characters
 - Shooting at Skirmishes in Combat
 - Shooting (Buildings)
 - Shooting Penalties (Characters Riding Monsters)
 - Shooting (Skirmishers)
 - Shooting (War Machines)
 - Short Bow
 - Single Character Challenges
 - Skaven Magic (Special Spells)
 - Skaven Magic (Spells Summary)
 - Skaven Sorcerers
 - Skirmishers (Generals & Battle Standards)
 - Skirmishers in Combat
 - Slaanesh (Chaos Reward Summary)
 - Slaanesh (Chaos Spells)
 - Slain Creatures
 - Slain Crew
 - Slain Riders & Monsters
 - Sling
 - Snaking
 - Soft Cover
 - Spears
 - Special Character Items
 - Special Characters and Magic Items
 - Special Characters (Elite Troops & Veteran Characters)
 - Special Characters (Heroes & Wizards)
 - Special Daemon Rules
 - Special Dice
 - Spells in Play
 - Spells In Play (Dispel)
 - Spells (Magic)
 - Spells with Templates
 - Spells (Wizards and Spells)
 - Spies
 - Stamp
 - Stand and Shoot (Movement)
 - Stand and Shoot (Shooting)
 - Standards
 - Stone Thrower Summary
 - Stone Throwers
 - Stone Throwers, Cannon & Characters
 - Strength (S)
 - Striking Glancing Blows
 - Stupidity
 - Stupidity and Riders
 - Subsequent Actions of Fleeing Troops
 - Summary of Bolt Throwers
 - Summary of Cannon Fire
 - Swarm
 - Swarm Types
 - Swing with Club
 - Taking Psychology Tests
 - Talismanic Runes
 - Targets
 - Templates
 - Terrain
 - Terrain Generator Table
 - Territory Chart
 - Terror
 - Thump with Club
 - Time
 - To Hit Modifiers
 - To Hit Penalty
 - Total Power
 - Toughness (T)
 - Tournament Limits
 - Tree Whack
 - Turn
 - The Turn Sequence
 - Turning Models
 - Turning Models to Face Attackers
 - Typical Monsters
 - Tzeentch (Chaos Reward Summary)
 - Tzeentch (Chaos Spells)
 - Undead (Special Character Items)
 - Underdogs
 - Units of Flyers
 - Units of Troops
 - Units Taking Casualties
 - Using Leaders' Leadership
 - Using Rider's Leadership
 - Using Winds of Magic Cards (Dark Magic)
 - Using Winds of Magic Cards (High Magic)
 - Very Difficult Terrain
 - Veteran Characters
 - Victory Chart
 - Voluntary Tests
 - Vomit
 - Waaagh Magic (Special Spells)
 - Waaagh Magic (Spells Summary)
 - Waaagh Spells
 - Waaagh Test
 - War Machines and Chariots
 - War Machines in Combat
 - Wards
 - Warp Test
 - Weapon Runes
 - Weapon Skill (WS)
 - Weapon Strength
 - Weapons and Armour
 - Weapons and Units
 - Weapons Modifiers
 - What You Will Need To Play
 - Wheel
 - Which Models Can Fight (Lapping Round)
 - Which Models Fight
 - Who Can Shoot
 - Who Strikes First
 - Winds of Magic Card Deck
 - Winds of Magic Cards
 - Winds of Magic (Further Ideas and Spells)
 - Winds of Magic (Skaven Magic)
 - Winning Territory
 - Wizard Arcana
 - Wizards and Armour (Heroes & Wizards)
 - Wizards and Armour (Wizards and Spells)
 - Wizards (Heroes & Wizards)
 - Wizards (Points Values)
 - Wizards (Wizards and Spells)
 - Wood Elves (Special Character Items)
 - Woods (Halfling)
 - Woody Skin
 - Work Out Wounds
 - Working Out Combat
 - Working Out Damage From Hits (Bolt Throwers)
 - Wounds (W)
 - Wounds (Close Combat)
 - Wounds on the Chariot Body
 - Wounds (Shooting)
 - Yell and Bawl
 - Magic Items