Warhammer House Rules

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Turn Sequence:

  1. Movement - Player declares all movement and declares all charges and then rolls the distances and moves their units for all intents and purposes as if they moved simultaneously, move chargers and rolled distances first.
  2. Shooting & Magic - Roll for winds of magic then declare shots and spells and roll for the results
  3. Combat - Go through each pair of touching enemy units and go through their combat round then calculate combat results after and move units if necessary
  4. Reserve phase - units that have leftover movement and are not in combat may move but not charge routing units which have not moved this turn take a leadership test to reform and can move or they keep routing

Movement & Maneuvers:

  • Any deviation from moving forward is considered a maneuver
  • A unit can perform one maneuver per turn even without a leader
  • A unit can perform more maneuvers if it has a leader and passes a leadership test at its leadership minus the number of simple maneuvers taken by the unit this turn
  • Complex maneuvers always require a leadership test and count as two simple maneuvers, a complex maneuver requires a leader for the unit. This means its leadership test includes a minus 1 for its first simple maneuver.
  • If a unit fails in a leadership test for a maneuver it may attempt no more maneuvers this round
  • Action

    Maneuver Type

    Description

    Formation change

    simple

    Changing the rank and file count of the unit (also reforming from an unformed unit)

    Turn

    simple

    A quick rotation in place of 90 or 180 degrees

    Wheel

    simple

    Rotation from the edge of the unit measure inches from the far end of the unit

    Moving Backwards

    complex

    Wheel backwards

    complex

    Wheel from center

    complex

    Wheel both side from the center of the unit measure inches from either end

    March

    simple

    Move at double speed, requires leadership test if within 8’’ of enemy. Also unit cannot engage in combat, shooting or spellcasting this turn. If a unit fails a complex maneuver while marching it becomes unformed.

    Square Formation

    complex

    Form unit into square, unit cannot move or be pushed back, can only be flanked if hit from two sides

    Wedge Formation

    simple

    Organize unit into triangle, on charge turn for each round of combat that the attackers cause more wounds than the defenders collapse penetrate the wedge one rank into the enemy and immediately fight another round of combat

    Archer Wedge

    simple

    Organize archers into a triangle to get more models into a smaller front line with line of sight from the front model

    Shieldwall

    complex

    Unit cannot move while holding shieldwall and may not use missile weapons, +1 to armour, shieldwall breaks if unit is pushed back or follows up (must have shields)

    Testudo

    complex

    Half movement, +2 armour vs missile attacks, lost when in close combat (must have shields, must be performed at the beginning of movement)

    Withdraw

    complex

    The unit withdraws from hand-to-hand combat, it is reversed and moves double its movement away from the enemy. There is no initial Free Hack but the enemy may pursue as normal and if caught they get a single Free Hack and the unit routes

    Unformed: If a unit is unformed it must take a panic test if attacked. It cannot perform any maneuvers besides reform. It can still move its movement in one direction. There are many reasons a unit could be unformed commonly from fleeing or pursuing or crossing over an obstacle. An unformed unit will automatically reform after one turn of combat if it doesn't flee. Unformed units can move around impassable objects that are not larger than the unit or squeeze into small pathways. A unit can charge from unformed but it only rolls 1d6 and gets no charge bonuses, it can however take paths that only an unformed unit could take.

    Terrain

    Difficult Terrain: every inch costs 2’’ to move through

    Very Difficult Terrain: every inch costs 2’’ to move through marching or charging requires dangerous terrain test

    Dangerous Terrain: every model roll a d6 and on roll of 1 suffers one wound

    Obstacles: an obstacle is very difficult terrain to cavalry and chariots. Obstacles provide cover but do not block line of sight (a fence provides soft cover a wall provides hard cover). Enemies charging a defended obstacle suffer -1 to hit.

    Hills: hills provide line of sight, high ground advantage and allow an extra rank of models to fire in the shooting phase

    Forests: a forest is difficult terrain but very difficult to cavalry and chariots. Forests provide soft cover. Units can only see in 2’’ or out if they are not within 2’’ of the edge. Units in a forest can never be steadfast unless they are Stubborn, skirmishers are always stubborn in a forest.

    River: One cannot march through a river. Units even partially in a river can never be steadfast or even claim rank bonus.

    Buildings: different size buildings allow a certain amount per floor of models to fire out the windows and a different size assault party. Units defending a building are always steadfast and there is no pursuit of a routing unit form a building instead the building is captured.

    Charge:

  • The charging unit adds 2d6 to its movement (3d6 cavalry)
  • If the charge succeeds line up the troops for combat, both units might rotate slightly to face each other as they engage
  • If a unit fails to reach the enemy after rolling its extra movement it only moves half the total charge distance, if this distance is equal to or greater than its normal march distance it is unformed
  • The enemy may respond to a charge in one of three ways: hold, stand & shoot, or flee
  • Charging units may perform no maneuver besides wheel, instead of stopping if fails the unit completes the charge but loses their charge bonuses.
  • In a tie for initiative charger attacks first
  • A charge 2 inches or shorter doesn't confer any of the charge bonuses, (i.e. charging after being pushed back doesn't count).
  • Combat Round:

  • Roll to hit
  • Roll to wound for each hit
  • Roll armour save for each wound
  • Roll ward save for each remaining wound
  • Remove wounded models
  • The other side only attacks with its surviving models
  • Combat Result

  • Calculate a single combat result for each action if multiple units are involved each gets a score from the table and their scores are aggregate for their side
  • Each unit on the losing side must pass a break test using their leadership minus the amount the los tthe combat results by. If it passes the break test it is pushed back 2 inches
  • Each unit on the winning side follows up 2 inches or pursues unless it passes an unmodified Ld test
  • If there is a tie the two musicians dice off to see who plays a better song and that decides the winner, having no musician is an auto lose. If both sides have no musician it is an actual tie and they both hold.
  • Combat Bonus

    Modifier

    Description

    Wounds

    +1 per wound

    Each unsaved wound upon the corresponding enemy unit (the casualties basically)

    Extra Rank

    + 1 per rank

    For each complete rank of five models beyond the first up to a maximum of +3 per unit

    Flank

    +1

    If a unit is attacking the enemy in the flank it gets +1

    Rear Attack

    +2

    If a unit is attacking the enemy in the rear it gets +2

    High Ground

    +1

    If a unit started the turn on higher ground than its enemy it gets +1

    Disruption

    -1 per rank

    If a unit is attacked in the flank or rear by a unit with 2 or more complete ranks it is disrupted and loses its bonus for extra ranks in all combats it is involved in

    Standard

    +1

    A unit with a standard gets +1

    Battle Standard

    +1

    If the army’s Battle Standard is in the unit it may add a cumulative +1

    Overkill

    +1 per wound

    Excess wounds to a character in a challenge add to the combat score up to a maximum of +5

    Charge

    +1

    A unit gains +1 on the turn it charges

    Routing

  • A routing unit must take a dangerous terrain test in very difficult terrain it must go around impassable terrain and if it ends within a friendly unit place it 1’’ on the other side
  • If a unit routes from close combat the units it was fighting get a Free Hack and if they are able they will pursue 2d6’’ after the routing unit getting a second Free Hack if the catch them, a leader can make a leadership test to hold his troops back from pursuit
  • A routing unit does not move or control itself during movement shooting and combat but in the reserve phase it may try to rally and reform
  • Pursuing into an enemy counts as a charge
  • Free Hack - when a unit encounters a routing enemy they get a free round of combat where all attacks automatically hit, roll to wound and armour saves as normal

    Mechanics Concepts

  • Diagonally touching bases count as touching
  • A model uses all its attacks in a unit vs unit combat regardless of how many models it had contact with
  • Units pivot when necessary within their 45 degree arc to line up the most models for combat when hand to hand combat is engaged
  • Don’t be a douche about measurements within 1’’
  • Targeting Attacks: Every close combat strike in House Rules is a targeted attack either at a model or a unit. Models may only target other models that are touching them in base contact (touching corners diagonally counts as base contact). In this way, a player amy choose to use his models which are touching to kill the enemy command group, special characters in the unit, or specific nicely painted models that the other player is attacked to. Targeting the unit as a whole kills models generically from the backline as with shooting. Strategically this means that the organization of the frontline affects the possibilities for targeted attacks and also that through over targeting one can "waste" attacks. For example, if a player wants to kill the enemy musician and has 3 models in base contact they may roll three attacks if all 3 wound however just the musician model is killed and it only counts as one wound in the combat result, overkill only applies to challenges. Alternatively, without targeting the front line attacks the command group and characters will never be slain by generic wounds against the unit. This means though that characters with more attacks than models in base contact can still deal all there potential wounds without "wasting" any attacks. Attacks rolled without declaring a target are assumed to be generic attacks against the unit. If there are no models left to remove for generic attacks then they do kill command group models. (not special characters with different stats) You have to declare your targeted attacks before you start rolling, you can't roll, miss and target the model again with another dice and thereby avoid the chance of wasting attacks whilst killing off command group models or other such abuses.

    Who can fight: Models in base contact who are not dead can make attacks at their turn in initiative order. When the combat starts count up the models of each type in base contact for each intiative. After the first wounds are rolled by the models with higher initiative only the models still alive can attack back. For targeted attacks it is clear which models die for non-targeted attacks the defender chooses which models fall and thus which ones can strike back. The command group (champion, standard bearer, musician) cannot be killed if they are not targeted but they count towards the front line units in base contact and their place in the line may be removed as a casaulty for the purposes of choosing who can attack back, but it is assumed a model behind came up to "Look out, Sir" them and they were saved but cannot strike (a model is removed from the backline). Generally, if there are more generic untargeted wounds from the side that strikes first than the amount of models in base contact for the side that strikes second then no one gets to strike back even if the command group wasn't targeted and is still alive. That doesn't work for special characters, however, if you don't target an enemy hero and specifically strike them down or make them refuse a challenge they will still strike back even as the front line around them has all been killed.

    Challenge: A challenge is a single combat between two models (including their mounts) only characters and champions may issue or accept a challenge. When fighting a challenge the two participants must direct all their attacks at each other and none of the adjacent models may attack them, the challenge will continue until one participant dies or flees. A challenge cannot be refused if there are no ranks to hide behind, move the models adjacent to each other within their respective units when they fight.

    Following Up: To follow-up/pile-on/push-forward is to win a combat result and push the enemy back, your troops will then surge forward two inches and expand their frontage by two models wrapping around the enemy unit if possible, you may attempt to control your troops and have them either not follow up or not expand frontage with a successful leadership test. Wrapping around does not cause a unit to be unformed but the wrapping around models are not counted in the formation for the purposes of calculating rank bonuses, additionally if the wrapping unit is charged it must take a panic test as for getting charged in the rear. The unit being wrapped only counts as being attacked in the flank or rear if 5 models total are attacking it in the flank or rear. The wrapping unit loses a combat all wrapping models are immediately placed back into the rear of the formation. (expanded frontage remains, i.e. if the unit had to become wider before it wrapped around it is still that size)

    Combat Reform: A leader cannot simply reorganize the placement of the frontline models during combat or change the formation of ranks and files. A master tacitician, however, might need to do this for their masterful schemes. A combat reform can occur at the end of a combat round. If a unit wins the combat it can make a leadership test to reform, the test to not follow up or wrap around counts for this (only one test needed for all/either option). If the loser passes the break test to hold that also counts for a combat reform.

    Incomplete Ranks: A unit formation is considered to retain its rectangular shape even when the last rank is incomplete. If a unit is attacked on the side or rear models from the middle of the unit will step into empty spaces when possible to retain the contour of the unit. As models die the unit folds in on itself, there cna only ever be one incomplete rank and it is always the back.

    Overrun: When an enemy unit is completely destroyed the ecstatic troops will pursue 2D6 toward an enemy unit if there is one within 8 inches following the pursuit rules. If the troop has a leader, he or she may try to reform them without pursuing instead by passing a leadership test. a unit may only pursue once in a turn, if they have already pursued they count as having automatically passed the necessarily leadership test to reform and will reform without moving further.

    Horde: a unit with ten or more models per rank counts as a horde and may attack in one extra rank.

    Inspiring Leadership: any friendly units within 12’’ of them may use the leadership of the army general.

    Battle Standard: any friendly units within 12’’ of the Battle Standard may reroll failed leadership tests.

    Steadfast: If a defeated unit has more ranks than its enemy, it takes its Break test on its unmodified Leadership.

    Insane Courage: roll of double 1s always passes leadership test

    T a r g e t W e a p o n S k i l l

    Att WS

    1

    2

    3

    4

    5

    6

    7

    8

    9

    10

    1

    +4

    +4

    +5

    +5

    +5

    +5

    +5

    +5

    +5

    +5

    2

    +3

    +4

    +4

    +4

    +5

    +5

    +5

    +5

    +5

    +5

    3

    +3

    +3

    +4

    +4

    +4

    +4

    +5

    +5

    +5

    +5

    4

    +3

    +3

    +3

    +4

    +4

    +4

    +4

    +4

    +5

    +5

    5

    +3

    +3

    +3

    +3

    +4

    +4

    +4

    +4

    +4

    +4

    6

    +3

    +3

    +3

    +3

    +3

    +4

    +4

    +4

    +4

    +4

    7

    +3

    +3

    +3

    +3

    +3

    +3

    +4

    +4

    +4

    +4

    8

    +3

    +3

    +3

    +3

    +3

    +3

    +3

    +4

    +4

    +4

    9

    +3

    +3

    +3

    +3

    +3

    +3

    +3

    +3

    +4

    +4

    10

    +3

    +3

    +3

    +3

    +3

    +3

    +3

    +3

    +3

    +4

    To Wound Table (att down, def across)

    S T->

    1

    2

    3

    4

    5

    6

    7

    8

    9

    10

    1

    +4

    +5

    +6

    +6

    +6

    +6

    +6

    +6

    +6

    +6

    2

    +3

    +4

    +5

    +6

    +6

    +6

    +6

    +6

    +6

    +6

    3

    +2

    +3

    +4

    +5

    +6

    +6

    +6

    +6

    +6

    +6

    4

    +2

    +2

    +3

    +4

    +5

    +6

    +6

    +6

    +6

    +6

    5

    +2

    +2

    +2

    +3

    +4

    +5

    +6

    +6

    +6

    +6

    6

    +2

    +2

    +2

    +2

    +3

    +4

    +5

    +6

    +6

    +6

    7

    +2

    +2

    +2

    +2

    +2

    +3

    +4

    +5

    +6

    +6

    8

    +2

    +2

    +2

    +2

    +2

    +2

    +3

    +4

    +5

    +6

    9

    +2

    +2

    +2

    +2

    +2

    +2

    +2

    +3

    +4

    +5

    10

    +2

    +2

    +2

    +2

    +2

    +2

    +2

    +2

    +3

    +4

    Saving Throws: There are two types of saving throw and armour save and a ward save. Roll armor saves first, an armor save is reduced by one for armour piercing attacks but also for every point of strength above 3 the armor save is reduced by 1. A ward save cannot be reduced but they are not cumulative if a model has two ward saves it simply rolls the lowest. Armour saves start at 7 and subtract down cumulatively with more armour if the player rolls the save or above the model is not wounded.

    Armour Worn

    Saving Throw

    Light Armour

    -1

    Shield

    -1

    Heavy Armour

    -2

    Mount

    -1

    Barding

    -1 (movement -1)

    Shooting

    BS12345678910
    Roll6543210-1-2-3
  • Long range starts at half the full range of the weapon
  • A whole unit must all target the same enemy even if some models can’t fire because of line of sight
  • Line of sight does not go through models you have to be on a hill to shoot over people
  • Shooting is distributed when shooting at riders on monstrous mounts or war machines, roll a d6 for each hit 5-6 hits the rider 1-4 hits the mount or machine.
  • Shooting into combat always risks hitting your own men, roll a d6 for each hit on a 4-6 you hit the enemy, if you outnumber them in that combat or are shooting from behind your own men (i.e. more of them are visible) it's 5-6 if both only 6 hits the enemy. Your men do not receive a shield bonus from your own arrows
  • Shooting Modifiers

    Effect

    Description

    Large Target

    +1

    Single Character or Skirmishers

    -1

    This counts for attempting to pick off a character in a unit as well

    Shooting While Moving

    -1

    Same as moving then shooting in one turn

    Target Behind Soft Cover

    -1

    Target Behind Hard Cover

    -1

    Shooting at Long Range

    -1

    Long range starts at half the maximum range

    Stand and Shoot

    -1

    Magic

    Choosing Spells: At the beginning of the game each wizard randomly chooses one spell for each wizard level from the appropriate school of magic, only loremaster know multiple schools

    The Winds of Magic: The winds of magic provide both power dice and dispel dice. To calculate the winds of magic roll 2D6 that will be the number of power dice in the power pool and the dispel pool starts at the higher of the two dice. Dwarfs get an additional two dispel dice due to innate magic resistance.

    Channeling: Once per magic phase a wizard can channel another power dice or dispel dice by passing a test against their wizard level, i.e. rolling less that their wizard level on 1d6.

    Casting a Spell: A wizard may only cast each of their spells once per magic phase. The wizard must choose how many power dice to take from the power pool before rolling to cast. The wizard rolls the power dice and adds their wizard level to their resulting casting power. If the casting power is higher than the spell's casting value it succeeds.

    Broken Concentration: If a wizard fails to cast a spell their concentration is broken and they cannot cast any more spells that magic phase. Additionally a natural dice roll of 3 or less before modifiers for casting power is an automatic failure to cast.

    Dispel: opposing players may then choose dice from the dispel pool once and roll if they exceed the roll of the wizard the effect does not occur.

    Irresistible Force: if any two dice to cast a spell are 6s then it cannot be dispelled, if the dispel gets 2 6s it automatically dispels even if it does not exceed the cast power

    Micast: if 2 of the dice are 1s then the wizard must roll on the miscast table

    Remains in play: Some spells remain in play indefinitely their effects are felt each magic phase, a wizard may continue casting other spells but may not keep re-casting multiple instances of the same remains in play spell although they can stop it at any time. A reminas in play spell can be stopped voluntarily by the wizard, if the wizard who cast it is killed or leaves the map, or if it has been dispelled. Enemy wizards may use either power dice or dispel dice to attempt to dispel a remains in play spell depending on whose magic phase it is. On subsequent turns a remains in play spell may be dispeled at its minimum casting cost regardless of it initial casting power.

    Bound Spells: Spell's bound in an item still need a power dice roll to activate but they are unaffected by wizard level and casting power modifiers. To calculate effects and dispel threshold the spell is always cast at its minimum casting power regardless of the power dice roll. Failing to cast a spell from a bound item does not break concentration.

    Miscast Table

    2D6

    Result

    2

    The collected magical power explodes in a ball of energy. Models in base contact friend or foe suffer 1 strength 10 hit as does the wizard

    3

    There is an explosion of dazzling colors and sulphur as the Wizard loses the control of the spell. The caster is blasted D6’’ in a random direction and cannot cast spells until he rolls a 6 on a D6 at the start of his Magic phase. If blasted into another model he stops and they both take a strength 10 hit if he hits another solid object he just take one.

    4

    The magical energies escape the Wizard and the opposing player can direct the target of the spell. The casting player can still try to dispel it.

    5

    The caster is knocked off their feet by a sorcerous explosion. They cannot shoot or attack this turn, is hit automatically in close combat and cannot cast any magic this turn or their next turn.

    6-7

    The caster loses control of the spell and struggles to keep the magical energies in check. They cannot cast any more spells in this Magic phase.

    8-9

    A massive vortex of power drains away the sorcerous energy. Any remaining Power dice held by the player are removed and the Magic phase ends.

    10

    The caster is racked by sorcerous power and suffers 1 wound with no save allowed

    11

    Ravaged by the power of chaos the Wizard loses some of their power. The caster’s Magic level is reduced by 1 and they lose the spell that they just miscast. If the caster is reduced to level 0 they still generate 1 dispel dice.

    12

    The caster’s mind is ravaged by the power of a hideous Daemon who’s attention the spellcaster has drawn. The spell they attempted to cast is successful and cast with irresistible force but the caster cannot cast any more spells or generate power dice for the rest of the battle.

    Command Group

    Champion/Leader: the commander of the unit usually has a slight stat increase and is necessary for performing maneuvers and restraining or otherwise commanding the troops.

    Standard Bearer: holds the standard for the unit and adds to the combat score. If the standard bearer is killed there is an immediate further round of combat as the troops fight for the standard. If the unit is pushed back after this extra round the standard is captured if the standard is recovered someone picks up the standard and the dead standard bearer is removed as one of the rank and file models.

    Musician: The musician adds +1 to leadership rolls to perform maneuvers and rally tests. Allows swift reform (reform that doesn't count as a maneuver) after rally and pursuit. The musician needs to be in the front rank while marching, moving, and charging but actually can be moved from the first rank during combat reforms, he always comes back to the front once the unit starts moving again (even to pursue).

  • The command group must always be in the front rank and may not wrap around as they define the units facing.
  • Psychology

    Panic: a unit must take a break test in these conditions

    1. Starting a turn within 4’’ of a routing friendly unit
    2. Charged in the rear or side while in frontal combat
    3. Charged in rear or side from concealed position
    4. Charged while crossing an obstacle
    5. If a unit breaks from hand to hand combat within 12’’
    6. If a character leaves the unit during combat and it contains no other characters

    Fear - At the start of each Close Combat round, a unit that is in base contact with one or more enemy models that cause Fear must take a Leadership test, before any blows are struck.

    If the test is passed, all is well — the unit has mastered its fear, at least for now. If the test is failed, the unit's fear goes uncontrolled and the warriors cower defensively from the horror before them — all models in the unit have their Weapon Skill reduced to 1 for the remainder of that round of close combat. Models that cause Fear are themselves immune to Fear, and are not affected by any of this rule's effects

    Terror - If a unit is charged by an enemy with Terror it must take a break test. A unit with fear attacked by a unit with terror is affected by fear. Terror also includes Fear affects and units with terror are immune to fear and terror.

    Stupidity - If a unit contains creatures with stupidity it must pass a leadership test at the beginning of the turn or it loses its turn and simply moves 1d6’’ forward. Creatures with stupidity are immune to psychology.

    Frenzy - A frenzied model gains +1 attack and is immune to psychology. A unit with frenzied models may not attempt to restrain pursuit or a follow-up. A creature loses its frenzy if it loses a combat.

    Hatred - A unit that hates its enemy re-rolls all misses during the first round of combat.

    Stubborn - a stubborn unit is always steadfast no matter how many ranks.

    Troop Types

    Characters: Characters can join and leave units, they always try to get to the front of the unit on the second turn they are in it. While a character is in a unit the unit may use the character's leadership. While a character is in a unit it may still be targeted by ranged attacks but for every hit roll a D6 on 2-6 another model pushes the character out of the way and takes the hit while calling “Look out sir!”

    Cavalry: Cavalry are two models with separate attacks but you always attack the rider, they have an armour bonus from their mount but if you kill them remove the mount too. Cavalry have swiftstride. Cavalry must take a dangerous terrain test if it goes over difficult or very difficult.

    Monstrous Infantry: monstrous infantry only need 3 models to make a rank not 5. Monstrous Infantry have stomp.

    Monstrous Cavalry: Monstrous cavalry have the same monstrous ranks rule and stomp and are removed as one model like cavalry but they go by the wounds of the steed if it has more wounds.

    Monsters: monsters either with handlers or as mounts can be targeted separately and if their counterpart is killed roll on the monster reaction table. Monsters have thunderstomp.

    Swarms: swarms all have unbreakable, unstable and skirmishers special rules.

    War Beasts: war beasts all have swiftstride.

    Monstrous Beasts: Monstrous beasts have swiftstride, stomp, and only need 3 models to make a rank.

    Roll

    Reaction

    1

    The monster tries to run or fly off the table, it tries not to fight but will if it must

    2

    Monster attacks the closest target favoring enemy if there is a tie

    3

    The monster attacks the nearest enemy

    4

    The monster is frenzied and moves in the compulsory moves phase using the scatter dice, it attacks anyone it touches or passes by

    5

    The monster remains where it is but will charge the enemy if they come close

    6

    The monster sits crying by its master’s body but won’t even charge only use ranged weapons if it can

    War Machines

  • If a third of a model’s base is covered by a template, it was hit
  • Name

    Range

    Strength

    Wounds

    Cannon

    48’’

    10

    D6

    Great Cannon

    60’’

    10

    D6

    Grapeshot

    12’’

    5

    1 armour piercing

    Bolt Thrower

    48’’

    6

    D3 no armour saves

    Stone Thrower

    12-60’’

    4(8)

    D6 armour piercing

    Firing Stone Thrower: place the small template where you want the shot to land, roll both the scatter dice and artillery dice, if the scatter dice is arrow then move the template the amount of inches on the artillery dice, if the artillery dice is misfire then roll on the misfire table. A model in the center of the template is hit at strength 8 other models under the template are hit at strength 4 on a roll of 4+. Wounds from a Stone thrower are armour piercing.

    Firing Bolt Thrower: bolt thrower is fired just like a bow using BS and shooting modifiers. If a bolt hits a unit it will penetrate into the ranks losing 1 strength for each model it kills, it stops if a model survives the hit.

    Firing Cannon: place a counter where you aim the first bounce of the cannonball, roll the artillery dice once for how many inches the shot overshoots by if it is a misfire roll on the misfire chart, then roll again for how far it bounces a misfire means the ball doesn’t bounce. Any model caught in the line between the bounces is hit.

    Firing Grapeshot: Roll the artillery dice, targeted unit takes that many S5 hits. If you roll a misfire roll on the misfire table with a -1 modifier.

    Fire Thrower: place breath template at the end of flame cannon barrel and then roll artillery dice and move it that many inches forward, misfire is roll on misfire chart at -1. Anything touched at all by the template is hit at strength 5 with armour piercing. If any model in a unit is hit then it must take a panic test. The hits are flaming attacks.

    MisfireTable

    Roll

    Description

    1

    Destroyed! Machine is destroyed killing its crew

    2-3

    Malfunction! Machine fails to fire and takes a turn to fix.

    4-6

    May not Shoot! Machine can’t fire this turn.

    Special Rules

    ALWAYS STRIKES FIRST

    Models with this special rule (or who are attacking with a weapon that grants this special rule) always strike first in close combat regardless of Initiative. In addition, if the model’s Initiative is equal to or higher than his enemy’s, he can re-roll failed misses when striking in close combat – he moves so fast that he can land his blows with incredible precision. If the model with this rule is fighting an enemy with the same ability, the Attacks are made simultaneously, and neither model benefits from the re-rolls normally granted by this rule.

    ALWAYS STRIKES LAST

    A model with this special rule (or who is attacking with a weapon that grants this special rule) always strikes last in close combat, regardless of Initiative. If the model with this rule is fighting an enemy with the same ability, the Attacks are made simultaneously. If a model has both this rule and Always Strikes First, the two cancel out and neither applies so use the model’s Initiative.

    ARMOUR PIERCING

    Some attacks can penetrate armour with an ease that belies their meagre strength. Wounds caused in close combat by a model with this special rule (or who is attacking with a weapon that has this special rule) inflict a further -1 armour save modifier, in addition to those for Strength. For example, a Strength 4 model with the Armour Piercing special rule would inflict a -2 armour save modifier when striking in close combat, rather than the usual -1. If a model has a weapon with the Armour Piercing rule, only attacks made or shots fired with the weapon are Armour Piercing.

    DEVASTATING CHARGE

    Some creatures charge home with such fury that the very ground shakes beneath their feet. Models with this special rule have +1 Attack during a turn in which they charge into combat.

    ETHEREAL

    There are creatures whose physical bodies have long since rotted away, if indeed they ever existed. Such beings are immune to normal weapons – only magic can harm them. Ethereal creatures treat all terrain as open terrain for the purposes of movement. They may not finish their movement inside impassable terrain – though they can pass through obstructions of this kind, they cannot linger. They are also never slowed by any special rule, spell or item that would otherwise reduce their movement or stop them from moving completely. The close combat attacks of Ethereal creatures are magical. Conversely, Ethereal creatures can only be wounded by spells, magical attacks and magic weapons or effects. This is not to say that Ethereal creatures cannot be beaten in close combat by mundane troops, because combat results are not wholly dependent upon casualties. Ethereal creatures block line of sight normally and cannot see through anything that would block the line of sight of normal units. Characters that are not themselves Ethereal are not permitted to join units that are (even if they become temporarily Ethereal for some reason).

    EXTRA ATTACK

    Through fury, extra limbs or being armed to the teeth, this warrior can strike more blows. A model with this special rule (or who is attacking with a weapon that bestows this special rule) increases his Attacks value by 1. Unlike most special rules, the effects of multiple Extra Attack special rules are cumulative.

    FAST CAVALRY

    Fast cavalry (sometimes called light cavalry) are riders of exceptional prowess, trained in lightning-fast manoeuvres and flank attacks. They are more lightly armed and armoured than other cavalry, but make up for this with their flexibility. In battle, they act as scouts and outriders for the army, and harry the flanks of enemy formations.

    VANGUARD

    Fast Cavalry are inevitably at the forefront of any advance – Fast Cavalry automatically have the Vanguard deployment special rule (see Deployment Special Rules later in this chapter).

    FREE REFORM

    Unless it charges, a Fast Cavalry unit is allowed to reform as many times as it wishes during its move, even if it marches, provided that no model ends up moving a number of inches higher than double its Movement value.

    CHARACTERS

    If a Fast Cavalry unit is joined by a character without the Fast Cavalry rule, the unit loses the rule until the character leaves.

    FEIGNED FLIGHT

    Fast Cavalry are extremely good at escaping from the foe and regrouping. A unit of Fast Cavalry that chooses to flee as a charge reaction and subsequently rallies at the beginning of their next turn may reform as normal, but is then also free to move during the remaining moves part of the Movement phase. The unit is also free to shoot as normal (but always counts as having moved). Note that if the flee move of the Fast Cavalry does not take them beyond the charge reach of their enemies, the unit is caught and destroyed as normal.

    FIRE ON THE MARCH

    Fast Cavalry armed with missile weapons are expert at shooting from horseback (or wolfback!) and can therefore shoot during a turn in which they marched or reformed (providing their weapon doesn’t have the Move or Fire special rule). However, the normal -1 To Hit penalty for moving and shooting still applies. The Fast Cavalry rule is sometimes given to troop types other than cavalry – note that it does not change the model’s troop type to cavalry.

    FIGHT IN EXTRA RANKS

    These troops can fight in extra ranks, perhaps because they have been trained to do so, or because their sheer ferocity means they willingly trample their comrades in order to reach the foe. If a unit has this special rule then supporting attacks can be made by an extra rank than normal on a turn in which the unit did not charge. Accordingly, a unit with this special rule can normally make supporting attacks with two ranks. Remember that supporting attacks cannot be made to the side or rear, but only to the front. A horde with this rule will make supporting attacks with three ranks! Unlike most special rules, the effects of multiple Fight In Extra Ranks special rules are cumulative.

    FLAMING ATTACKS

    Fire is a fearsome thing on the battlefield, but some creatures are more vulnerable to it than others. Whilst Flaming Attacks do not give bonuses against most troops (we assume the weapon blow to be far deadlier that the flames that wreathe it), they can be Fear-inducing in wild creatures, as well as prove fatal against some of the Warhammer world’s more peculiar monsters. Enemies with Flaming Attacks cause Fear in war beasts, cavalry and chariots (we talk about troop types in the following chapter). Flaming Attacks also have special properties against creatures that have the Flammable and Regeneration special rules, as explained later on. Fire can be a valuable weapon for driving out the defenders of a fortification. Every model with Flaming Attacks rerolls failed To Wound rolls when shooting at or assaulting a building, to represent the added peril for the occupants of being inside the burning structure. Unless otherwise stated, a model with this special rule has both Flaming shooting and close combat attacks (though any spells cast by the model are unaffected, as are any attacks made with magic weapons they might be wielding).

    FLAMMABLE

    Some creatures are naturally vulnerable to fire. Once flame has been set amongst such a beast’s flesh, it will run rampant, causing terrible harm. If a model with the Flammable rule suffers one or more unsaved wounds from a Flaming Attack, each unsaved wound is doubled. So, for example, if an attack would normally cause 1 wound, the Flammable creature would take 2 wounds. If the number of wounds are randomly determined by a dice roll, double the result of the dice, rather than rolling two dice and adding the scores together.

    FLY

    Some creatures of the Warhammer world have wings and can fly, soaring quickly from one side of the battlefield to the other. Such creatures are often potent forces on the battlefield, able as they are to easily outmanoeuvre clumsier, ground-bound troops. Whether they fly or move on the ground, all flyers have the Swiftstride special rule (see below). In addition, because of their loose fighting style, flying units consisting of more than one model have the Skirmishers special rule (see below).

    MOVING FLYERS

    In Warhammer, flight is represented by a swoop or glide of up to 10". 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. This is chiefly because it’s impractical to suspend models over the battlefield, so we use the ‘glide’ for the sake of simplicity.

    Units made up entirely of models that can fly can move or charge normally on the ground, using their Movement value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Depending on the flying model’s height and/or position, it will sometimes be able to draw a line of sight over intervening units to a more distant target and make a flying charge over the intervening unit. A unit that makes a flying charge does so using the glide move of 10" as its Movement characteristic.

    FLYING MARCH

    A unit that is flying can march as normal, doubling its flying move to 20", representing a particularly long swoop or glide.

    FLEE AND PURSUE

    Flyers always move on the ground when attempting to flee or pursue – there simply is no time for them to take off properly. Note that they still benefit from their Swiftstride rule as they flee and pursue.

    FLYING CAVALRY

    Some units, such as the noble Bretonnian Pegasus Knights, have the Flying Cavalry special rule – a particularly effective type of flying unit. In rules terms, flying cavalry are treated as Fast Cavalry with the Fly special rule. See above for more details on Fast Cavalry.

    HOVER

    Some creatures do not fly, but rather hover on a cushion of air or magical energy. Models with the Hover special rule follow all the rules for Flyers, but cannot march.

    IMMUNE TO PSYCHOLOGY

    There are those warriors who are especially brave, or are so jaded by the dangers of the world that they heed personal peril somewhat reluctantly... If the majority of the models in a unit have the Immune to Psychology rule, the unit automatically passes all Panic, Fear and Terror tests it has to take. It should be noted that they have to take Break tests (and other Leadership tests) normally – being stoic does not necessarily make a warrior entirely heedless of mortal danger. If the majority of the models in a unit have the Immune to Psychology rule, the unit cannot choose Flee! as a charge reaction. Pride, or a sluggish acceptance of the situation, prevents them from doing so.

    IGNORES COVER

    Some shooting attacks are incredibly precise, whether because they are magically guided, blanket the area with roiling flame or are merely aimed with impossible skill. If a model’s shooting attacks have the Ignores Cover special rule, they ignore To Hit penalties imposed by soft cover, hard cover and obstacles (other To Hit penalties apply as normal).

    IMPACT HITS

    The impact of a charge can itself sometimes cause severe casualties amongst the foe. Some models, notably chariots, have so much impetus that they cause considerable damage when they crash into the enemy. To represent this, these models cause Impact Hits. The number of Impact Hits caused varies from creature to creature, or troop type to troop type, but is shown in brackets after the special rule. Such as Impact Hits (D6+1) or Impact Hits (D3). If a creature is granted two sets of Impact Hits, normally because its troop type and special rules both bestow Impact Hits, use the highest set, rather than a total.

    RESOLVING IMPACT HITS

    Impact Hits are only made on the turn the model charges into close combat. If the model with Impact Hits is itself charged, or is fighting in a second or subsequent round of combat, then this rule gives no benefit. Note that if the model does not complete the charge for any reason (for example, because it is destroyed) then no Impact Hits will take place. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact (if in base contact with more than one enemy unit, split the hits as evenly as possible, randomising any ‘spare’ hits). If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted. Impact Hits hit automatically, and roll to wound using the Strength of the model making the Impact Hits. The hits are distributed exactly as if they were shooting attacks. "Look Out Sir!" rolls cannot be taken against Impact Hits (see the Shooting and Characters chapters for more information). Finally, as Impact Hits are close combat attacks (albeit of an unusual type) any unsaved wounds they inflict count towards Combat Result, just as any more conventional close combat attacks would.

    KILLING BLOW

    Tales are told of warriors who can slay their opponents with but a single strike of a blade that seeks an armour’s merest gap. Whether such an attack is wrought by skill or ensorcelment matters not – the target is just as dead. If a model with the Killing Blow special rule rolls a 6 to wound in close combat, he automatically slays his opponent – regardless of the number of wounds on the victim’s profile. Armour saves and regeneration saves cannot be taken against a Killing Blow. A ward save can be attempted – if passed, the ward save prevents all damage from the Killing Blow. Killing Blow is only effective against infantry, cavalry and war beasts – all other creatures are considered either too large to be felled by a single blow (monsters, monstrous infantry /cavalry/beasts, chariots and so on) or too numerous for a well-placed strike to slay them all (Swarms). Note that if a Killing Blow attack wounds automatically, then the Killing Blow special rule does not come into play. Unless otherwise specified, Killing Blow applies only to close combat attacks.

    HEROIC KILLING BLOW

    Heroic Killing Blow is a skill possessed by truly mighty warriors. It functions exactly like a normal Killing Blow, except it works on any creature, regardless of size and troop type, except for swarms. A model with Heroic Killing Blow can take the head off a Dragon with a single swing – its scaly hide matters naught!

    LARGE TARGET

    Some mighty creatures tower over the battlefield, able to see and be seen over the heads of more diminutive warriors. Large Targets are models that are especially tall, such as Dragons, Giants and Greater Daemons. Such foes cannot easily take cover behind obstacles that would shelter lesser troops. Large Targets cannot claim cover modifiers for obstacles (see the Battlefield Terrain chapter). However, if your General or Battle Standard Bearer is a Large Target (or is mounted on one), then the range of their respective Inspiring Presence and Hold Your Ground! abilities is increased from 12" to 18" to represent the ease with which your troops can see them.

    LOREMASTER

    There are some wizards whose knowledge of their chosen discipline is all-encompassing. A Wizard with the Loremaster special rule knows all the spells from his chosen lore – he does not need to roll randomly. The lore in question is normally given in brackets as part of the Loremaster special rule. For example, a model with Loremaster (Fire) would know all the spells from the Lore of Fire.

    MAGIC RESISTANCE

    Through natural quirk or potent artefact, some warriors have an innate resistance to magical attack. A model with Magic Resistance has a bonus to its ward saves when saving against damage caused by spells. This bonus is based on the number shown in brackets after the Magic Resistance special rule. Magic Resistance (2) would give a +2 bonus (turning a 5+ ward save into a 3+ ward save, for example). Magic resistance can even give a ward save to models that do not have one at all. A model with Magic Resistance (3) and no ward save normally would therefore have a 4+ ward save against damage from spells. If a character with Magic Resistance joins a unit, all models in the unit benefit from the Magic Resistance. If a model has two sets of Magic Resistance, the two do not combine, it uses the highest.

    MONSTER AND HANDLERS

    Some armies drive colossal beasts to battle, beastmasters hurrying at the monster’s heels as they goad it into the foe. The handlers aren’t really a combat unit per se, so we ignore them for most gaming purposes, treating the monster itself as the extent of the unit. When the monster suffers an unsaved wound, roll a D6. On a roll of 1-4 the monster suffers the wound as normal, but on a roll of 5-6 a handler model is removed instead. Once all the handlers have been removed, the monster must take a Monster Reaction test just like a ridden monster that loses its rider. In close combat, the handlers can direct their attacks against any enemy in base contact with their monster. The handlers are otherwise assumed to have their hands too full controlling the monster to carry out any actions like shooting, or casting spells, etc. In addition the handlers cannot be charged, attacked or otherwise affected separately from their monster – if they are found to be blocking movement or line of sight, the controlling player simply alters their position, just as you would for any other battlefield marker or counter. If the monster is removed, so are

    its handlers.

    MOVE OR FIRE

    Some weapons sacrifice a speedy reload for hitting power, making them impossible to fire on the move. A weapon with the Move or Fire special rule cannot be fired in the Shooting phase if the model moved earlier in the turn. This even applies if the model in question was forced to move as the result of a spell or other such compulsory action.

    MULTIPLE SHOTS

    Some weapons are designed to fire a fusillade of shots, sacrificing accuracy for sheer volume. A weapon with this special rule enables its wielder to fire several shots at a time, rather than a single shot. The number of shots the weapon can fire will normally be given as part of its description. Such weapons can either fire once without penalty, or as many times as indicated in their rules with a -1 To Hit penalty (this is in addition to any other modifiers for range, cover and so on). All models in the unit must fire either single or Multiple Shots – the player cannot choose to fire single shots with some and Multiple Shots with others.

    MULTIPLE WOUNDS

    The most powerful attacks strike home with crushing force, and cause massive damage to their victim. Each unsaved wound inflicted by an attack with the Multiple Wounds special rule is multiplied into more than one wound. The exact number of wounds caused will vary from model to model and weapon to weapon, but will normally be shown in brackets as part of the special rule. For example, Multiple Wounds (2) would mean that each unsaved wound would multiply to 2 wounds, whilst Multiple Wounds (D6) would mean that each unsaved wound would multiply to D6 wounds. Where the number of Multiple Wounds is generated by a dice roll, roll a dice separately for each unsaved wound and use the total of all the dice rolled for the final number of wounds inflicted.

    POISONED ATTACKS

    There are many warriors who use deadly toxins to overcome their foes, turning an otherwise minor injury into a mortal wound. A model with the Poisoned Attacks special rule wounds his target automatically if his natural dice roll to hit is a 6. Armour saves are modified by the Strength of the attack as normal. Note that if a Poisoned shooting attack needs to roll a 7 or more to hit, or hits automatically, then the Poisoned attacks rule does not come into play. Unless otherwise stated, a model with this special rule has both Poisoned shooting and close combat attacks. Any spells cast by the model are unaffected, as are any attacks made with magic weapons they might be wielding, whether they be shooting or close combat attacks.

    QUICK TO FIRE

    Not all weapons are cumbersome – some can be brought to bear in less than a heartbeat, and let fly shortly after. Quick to Fire weapons do not suffer the usual -1 To Hit penalty for moving and shooting – we assume that the wielders can aim and fire them swiftly enough to remain accurate. Furthermore, Quick to Fire weapons can always be used to Stand and Shoot against a charging enemy, even if that enemy would normally be too close for such a charge reaction to be declared.

    RANDOM ATTACKS

    Not all creatures fight with discipline, but flail about in an uncontrolled manner, with unpredictable consequences. Models with the Random Attacks special rule do not have a normal number for their Attacks characteristic, but rather a dice roll, such as D3, D6 or D6+1. Each time a model with this special rule comes to strike blows, roll the indicated dice, adding any modifiers shown, to determine the number of attacks that the model will make, then roll to hit as normal. If a unit contains more than one model with Random Attacks, roll separately for each model, unless specified otherwise.

    RANDOM MOVEMENT

    Some creatures do not advance in an even manner, rushing forward at one moment, only to falter clumsily in the next. Models with the Random Movement special rule do not have a Movement characteristic, but rather a dice roll, such as D6, 2D6 or 3D6. This is the distance they move, charge, pursue, overrun and flee – they cannot march. If a model has the Random Movement and Swiftstride special rules (a chariot with Random Movement, for example), then the Swiftstride special rule is not used. Models with Random Movement cannot declare charges, and are always moved in the Compulsory Moves sub-phase. When the model moves, first pivot it about its centre to face the direction in which you wish it to travel. Then, roll the dice shown in the model’s profile. Finally, move the model directly forwards a number of inches equal to the total rolled by the dice. No other pivots can be made. There’s a chance that the model’s peculiar movement will cause it to come into contact with an enemy, so measure the distance in a straight line before the model is moved. If the move is found to take the unit into contact with an enemy, then it counts as charging, and this is resolved using the normal rules for charges and using the distance rolled as its charge range. Charge reactions cannot be declared against enemies with the Random Movement special rule – the enemy find it impossible to recognise the danger until it is far too late! If the random move brings the unit to within 1" of a friendly unit or impassable terrain, it stops immediately and cannot move further during that Movement phase. If two or more models in a unit have the Random Movement special rule, pivot the unit about its centre, then roll the dice only once to determine how far the unit moves. If models in the unit have a different Random Movement value, use the slowest for the entire unit.

    REGENERATION

    Trolls and other particularly hardy creatures can regenerate damage at an incredible rate. A model with the Regeneration special rule is permitted a special regenerate saving throw after it has failed any armour save it may have, instead of taking a ward save (if it has one). If a model has both a ward save and Regeneration, you must choose which save is used. To take a regeneration save, roll a D6. On a 1-3, the wound affects the model normally, even its incredible constitution has not prevented this injury. On a 4-6, the damaged flesh regrows, leaving not even so much as a scar to indicate the injury was ever there – the wound is discounted, exactly as if it had been saved by other means. Whilst the type of regeneration described above is the most common form, some creatures do have a lesser or greater chance to regenerate. Where this is the case, the score required to regenerate will be shown in brackets after the special rule, e.g. Regeneration (5+) would indicate that the model had the Regeneration rule, but that it only worked on a 5+, whilst Regeneration (2+) would mean that the creature would pass its regeneration save on a 2 or more! Wounds caused by Flaming Attacks (as described earlier in this chapter) cannot be regenerated, and if a unit is wounded by a Flaming Attack it loses the Regeneration rule for the remainder of the phase (it can be used later in the turn, though – it just takes a short time for the Regeneration to overcome the flames).

    REQUIRES TWO HANDS

    Many weapons are cumbersome to wield, requiring a firm two-handed grip in order to use effectively. If a weapon requires two hands to use, it is not possible for a model to use a shield or an additional hand weapon alongside it in close combat (although a shield can still be used against wounds caused by shooting or magic). We assume that the warrior in question slings the spare wargear on his back, or simply drops it, until the fight is done.

    SCALY SKIN

    Many creatures have gnarled, tough or scaly skin that offers the same protection as wrought armour. The hide of some creatures, the reptilian Lizardmen in particular, forms a kind of natural armour that grants the model an armour save. The degree of the scaly skin save varies from model to model, and will be stated in the relevant Warhammer army book. Scaly Skin can be combined with normal armour for even greater protection. To determine a model’s combined armour save, take the value of its scaly skin save and modify it one point better for light armour, one point better for a shield, two points better for heavy armour, and so on. For example, a model with a scaly skin save of 5+ would have a total armour save of 4+ if he also carried a shield, and 3+ if he both carried a shield and wore light armour.

    SKIRMISHERS

    Skirmishers are light infantry troops sent ahead of the main battleline in a dispersed formation. Such troops are normally no match for a ranked-up unit, but can be used to harry and harass the foe.

    SKIRMISH FORMATION

    Skirmishers are deployed in a ‘loose’ formation, where the models are not placed in base contact, but are positioned roughly 1/2" apart. The models in the unit must still face the same direction and the unit will still have a front, two flanks and a rear – essentially the only difference is that the models are slightly spaced out. This dispersed formation allows Skirmishers to move and shoot with greater freedom than other troop types.

    SKIRMISHERS AND CHARGING

    If skirmishers declare a charge (or a charge reaction that does not involve fleeing) they immediately tighten their loose formation into a ‘normal’ formation before the charge distance is rolled. This happens ‘for free’ at the moment the unit declares the charge or is called upon to make a charge reaction. The unit immediately forms up in base contact around the centremost model in the front rank – if the front rank has an even number of models, and therefore two centremost models, the Skirmishers’ controlling player can choose which of the two models the unit will form up around. The number of ranks, files and the formation’s facing do not alter as the Skirmishers tighten up – all that happens is that models that were previously spaced out are now in base contact with one another. This has the effect of rendering the Skirmishers’ loose formation into a regular shape so that other units can fight them in the normal way. If the Skirmishers are not in base contact with an enemy in the Remaining Moves sub-phase, the controlling player must move them apart so that they readopt their loose formation. Skirmishers form up to make or receive a charge. Skirmishers form up to make or receive a charge.

    FREE REFORM

    A unit of Skirmishers moves, wheels, marches and charges just like other troops. However, due to the incredible flexibility of its formation, unless it charges, a skirmishing unit is allowed to reform as many times as it wishes during its move, provided that no model ends up moving a number of inches higher than double its Move value.

    FIRE ON THE MARCH

    As with Fast Cavalry, Skirmishers are normally trained to aim and shoot more swiftly than other warriors. They can even shoot if they marched or reformed earlier in the turn (providing their weapon doesn’t have the Move or Fire special rule). However, the normal -1 To Hit penalty for moving and shooting still applies.

    LIGHT TROOPS

    Skirmishers’ natural inclination to a sparse formation makes them much less likely to suffer hits from missile fire – all shots aimed at a unit of Skirmishers suffer an additional -1 To Hit penalty. Skirmishers simply lack the necessary mass to push forward onto the enemy and are easily overwhelmed by troops used to fighting in grinding melee. Skirmishers always count as having zero ranks, and therefore cannot claim a rank bonus, be steadfast, or disorder an enemy with a flank or rear attack – they make supporting attacks as normal, however.

    CHARACTERS

    A character model that joins a unit of Skirmishers gains the Skirmisher special rule as long as he stays with the unit. A character on a mount cannot join a unit of Skirmishers.

    SEA CREATURE

    In the deep oceans of the Warhammer world lurk all manner of foul and wondrous denizens, from the killer Kraken to sinuous Sea Serpents and black-scaled Leviathans. Such creatures can move through the water as easily as a man walks the land, but are somewhat ponderous when out of their element. Sea Creatures can move within any area of water on the battlefield, including rivers and even deep water that players may have deemed impassable to other models, as if it were open ground (see Battlefield Terrain for more on terrain types). However, when out of the water they cannot march. Sea Creatures are still subject to any special effects that specific terrain may have (e.g. we don’t exempt Sea Creatures from the dangers of marshes). Being a denizen of the deep seas does not necessarily equate to protection from a choking quagmire.

    SLOW TO FIRE

    Some missile weapons are so cumbersome that they cannot aim swiftly enough to shoot a charging foe. Weapons with the Slow to Fire special rule cannot be used to Stand and Shoot.

    SNIPER

    Most shooting attacks are not aimed at specific foes, but fired indiscriminately into a knot of troops. Those shots aimed more carefully are greatly feared, for no chieftain or general is safe from their vengeance. A model with the Sniper special rule can make a special Sniper shot instead of shooting normally. A Sniper’s shot suffers an additional -1 To Hit penalty, in addition to any other modifiers, but can be aimed with great precision. Unless making a Stand and Shoot reaction, a model making a Sniper shot can shoot at a different target from the one chosen by his unit. A hit from a Sniper shot is not distributed in the same manner as other shooting attacks. The Sniper can shoot at any model he can see, including characters or champions within a unit and so on – the controlling player simply declares which model will be the Sniper’s target – “Look out Sir!” cannot be taken. A Sniper shot can even target a character riding on the back of a ridden monster or chariot if he wishes, or indeed a specific model where the target is usually rolled for randomly (such as a character who has joined a war machine).

    STOMP

    Some creatures are so massive that their sheer bulk is a threat all of its own. A model with this special rule can make a Stomp in addition to its other close combat attacks. A Stomp has the Always Strikes Last special rule, and inflicts 1 automatic hit, at the model’s Strength, on one enemy infantry, war beasts or swarm unit in base contact with the model. This represents the creature crushing the foe beneath its ponderous feet, or knocking their broken bodies aside with one sweep of its mighty tail (probably while it’s roaring in a most intimidating fashion).

    Thunderstomp

    Particularly massive monsters have an altogether more devastating stomp. A Thunderstomp makes D6 hits on the target unit, rather than the single hit for a normal Stomp. It is otherwise treated exactly like a normal Stomp.

    STRIDER

    Some well-trained or naturally skilled warriors can traverse unhindered through the densest terrain. Warriors with the Strider special rule are rare – normally, a model will have a subset of Strider, such as Forest Strider, River Strider or Marsh Strider and the rule only applies in terrain of the specified type. Warriors with the Strider rule do not have to take Dangerous Terrain tests. In older army books, this rule is presented as something along the lines of ‘ignores movement penalties for "terrain type". Treat such rules as being the relevant version of Strider. For example, ‘ignores movement penalties for forests’ equates to the Forest Strider rule.

    SWIFTSTRIDE

    When charging, units entirely made of models with the Swiftstride special rule roll add 2D6’’ to their movement.

    UNBREAKABLE

    Some creatures are utterly fearless, and will never give up a battle, no matter how hopeless the situation. This is occasionally due to bravery, but more commonly because the troops in question are mindless, insane or magically controlled. A unit composed entirely of Unbreakable models is Immune to Psychology and passes Break tests automatically, no matter the odds! Characters that are not themselves Unbreakable are not permitted to join units that are (even if a character was to become temporarily Unbreakable for some reason, because of a spell or suchlike).

    UNSTABLE

    Many warriors in the Warhammer world are not alive in the true sense, but are magical constructs bound to the will of a wizard. The magic that empowers Unstable creatures is prone to ebbing and flowing with the tide of battle. The more heavily beset the Unstable creatures are, the more likely that the magic that binds them will fade away. Unstable units that lose a combat suffer one extra Wound for every point by which they lose the combat, with no saves of any kind permitted against these wounds. If an Unstable unit also contains Unstable characters, or is an Unstable character riding an Unstable monster, the controlling player first allocates wounds to the unit/monster, then divides any remaining wounds (if any) as equally as possible amongst the characters. Characters that are not themselves Unstable are not permitted to join units that are (even if they become temporarily unstable for some reason).

    VOLLEY FIRE

    Bows and other weapons can loose their projectiles in a high-arcing volley. Even warriors who cannot see the foe can contribute to the attack by following suit to their friends. A unit with this special rule can choose to Volley Fire instead of making a normal shooting attack. If it does so, half the models in the third and any subsequent ranks, rounding up, are allowed to shoot (in addition to the usual firing models in the front and second ranks). Models in rear ranks can use the line of sight and front arc of the first rank model directly to their front for the purposes of Volley Fire. A unit cannot Volley Fire if it moved earlier in the turn, or as a Stand and Shoot reaction.

    DEPLOYMENT SPECIAL RULES

    AMBUSHERS

    There are those troops who specialise in outflanking the foe, appearing from an unexpected quarter to wreak maximum damage. A unit with the Ambushers rule does not deploy at the start of the battle. Instead, from Turn 2 onwards, the controlling player rolls a dice at the start of the turn for each unit of his Ambushers that have yet to arrive. On a 1 or 2, the Ambushers have been delayed – but you’ll be able to roll for them again next turn. On a 3 or more, the unit of Ambushers arrives, and will enter the board during the Remaining Moves sub-phase. If the Ambushers do not turn up for the entire game, they are assumed to have got lost, and are treated as having fled the battle for the purposes of determining the victor. Arriving Ambushers enter the battlefield from any point on any battlefield edge, and move on using the rules for reinforcements (see the Movement chapter).

    SCOUTS

    Scouts are advance troops who sneak onto the battlefield in order to seize vital locations before the two armies clash. Scouts are set up after all other non-Scout units from both armies have been deployed. They can be set up either in their controlling player’s deployment zone, or anywhere on the battlefield more than 12" away from the enemy. If deployed in this second way, Scouts cannot declare a charge in the first turn if their side goes first. If both players’ armies contain Scouts, players should roll off. The players then alternate deploying their scouting units one at a time, starting with the player who won the roll-off.

    VANGUARD

    An army’s vanguard troops advance to engage the foe before their comrades. Sometimes this is a point of honour, sometimes because they are eager to fight the foe and occasionally because they are expendable, and their general wishes to tire the enemy out. After both sides have deployed all their other forces (including Scouts), but before either side has taken a turn, units with the Vanguard special rule can immediately make a 12" move regardless of their Movement value (they can’t march, and are affected by terrain as normal). This cannot be used to move the Vanguard troops to within 12" of the enemy. If both players’ armies contain Vanguard troops, players should roll off. The players then alternate moving their Vanguard units one at a time, starting with the player who won the rolloff. Units that have made a Vanguard move cannot declare a charge in the first turn if their army goes first.

    Weapons

    Name

    Range

    Strength

    Special Rules

    Bow

    24’’

    3

    Volley Fire

    Crossbow

    30’’

    4

    Move or Fire

    Flail

    Combat

    +2**

    Requires Two Hands

    Great Weapon

    Combat

    +2

    Requires two hands, Always Strikes Last

    Halberd

    Combat

    +1

    Requires two hands

    Handgun

    24’’

    4

    Armour Piercing, Move or Fire

    Javelin

    12’’

    As user

    Quick to Fire

    Lance

    Combat

    +2*

    Longbow

    30’’

    3

    Volley Fire

    Morning Star

    Combat

    +1**

    Pistol

    12’’

    4

    Armour Piercing, Quick to Fire

    Brace of Pistols

    12’’

    4

    Requires two hands, armour piercing, quick to fire, multiple shots(2)

    Shortbow

    18’’

    3

    Volley Fire

    Sling

    18’’

    3

    Multiple Shots(2)

    Spear (foot)

    Combat

    As user

    Fight in extra ranks except not on charge

    Spear (Mounted)

    Combat

    +1*

    Throwing Axes

    6’’

    +1

    Quick to Fire

    Thrown Weapons

    6’’

    As user

    Quick to Fire

    Second hand weapon

    Combat

    As user

    Extra Attack, requires two hands

    * applies only on charge

    ** applies only in first round of combat

    }