lördag 16 januari 2021

Night Fight

 Not all battles are fought in the open during the light of day, in fact with armies such as the Undead, Night Goblins, Chaos & Skaven I do wonder why Games Workshop never released some official rules for fighting in the dark....


Anyways I made up some rules for fighting in the dark for our campaign, our group were satisfied with how they work so I decided to put them up here as well.



Night fight:

Maximum range of all shooting, spells & charges is 24”.

All ballistic skill-based shooting has an additional -1 to hit.

All psychology tests such as fear, panic, terror etc etc is taken with a -1 LD penalty.

March moves add 50% to the movement rather than double it ( a M4 unit marches 6” instead of 8”).

Fleeing troops add +1 to their flee roll, eg a 2D6 roll becomes 2D6+1.

Any cavalry unit has +1 Combat resolution on the turn they charge vs infantry.

Dwarfs, Night goblins, Skaven, Undead & daemons are immune to the rules above.


Options:

Any unit may buy torches at 1 point per model, torches allow a unit to still double their move when marching, they can be used as an additional handweapon during the first turn of a combat, in which case they count as being flaming attacks. However due to the fact that the unit can be seen quite clearly against the night, any unit on the battlefield may target them with shooting and spells even if they are further than 24" away (as long as their normal maximum range would allow it of course) they may do so without suffering the additional -1 to hit because of darkness.


lördag 9 januari 2021

Warhammer Fantasy 4th/5th edition FAQ



Table of Contents

1.0 General Information

2.0 Sequence of Play

3.0 Units

4.0 Characters

5.0 War Machines

6.0 Allies

7.0 Line of Sight

8.0 Movement

9.0 Missile Fire

10.0 Hand-to-Hand Combat

11.0 Cutting Down Fleeing Units

12.0 Psychology & Break Tests

13.0 Drawing Spells from the Magic Decks

14.0 Winds of Magic

15.0 General Spell Casting/Dispelling Questions

16.0 Spells Cast with Total Power

17.0 Specific Spells

18.0 General Magic Item Questions

19.0 Specific Magic Item Questions

20.0 Magic Banners

21.0 Magic Armour

22.0 Magic Weapons

23.0 Dwarf Runic Items

24.0 Dwarf Army Clarifications

25.0 Empire Army Clarifications

26.0 High Elf Army Clarifications

27.0 Wood Elf Army Clarifications

28.0 Chaos Army Clarifications

29.0 Chaos Dwarves Army Clarifications

30.0 Dark Elf Army Clarifications

31.0 Orc & Goblin Army Clarifications

32.0 Skaven Army Clarifications

33.0 Undead Army Clarifications

34.0 Bretonnian Army Clarifications

35.0 Lizardmen Army Clarifications

36.0 Monster Clarifications

37.0 Victory Points

38.0 Magic Item Amendments


1.0 General Information

The label "Primarch" is used to indicate those answers that come directly from Jervis Johnson, Andy Chambers, Rick Priestley and/or Tuomas Pirinen. For those who have been living under a rock, these individuals are the current and former Warhammer authors and game designers. 

The label "Council" is used to indicate those answers that have been approved by overwhelming majority vote of the Direwolf FAQ Council.

"Arcane Magic" refers to a publication put out by Games Workshop during the tenure of the 4th edition magic system, which both introduced many of the items found in the game today and clarified a host of issues concerning the use of color magic spells. To the extent that this FAQ addresses matters dealing with color magic, reference to Arcane Magic may be made, as it is still a valid reference in this regard.

"Figure" and "Model": The terms figure and model are used synonymously in the rules and mean the same thing. A figure or a model is a either a single figure, or a group of miniatures that are connected and moved together. A mounted character and his horse are a single figure or model, a chariot with its horses and crew is a single model, an Imperial War Wagon, its crew, and the horses drawing it is a single model, a throne on a litter with its 4 bearers and rider are a single model, etc. A unit of 20 footmen is considered 20 models; this is because they are not connected, they just move together.

"Unit": Whereas a unit, by definition, is several unconnected figures or models, a sole figure or model is in fact considered to be a "unit" (a "unit of one") under the rules. Any rule that applies to a unit therefore also applies to a single figure unless a distinct rule for lone figures is stated in the rules.




2.0 Sequence of Play

2.1 Start of the Turn

Check Dark Elf regiments for disobedience [High Elf. unit within 24" and line of sight]--but roll for it during compulsory movement.

At the start of a Chaos player's turn, the Chaos player must draw two Chaos Gifts from the Chaos Gift deck.

Test for panic if friendly unit [equal or greater in number] is fleeing within 4".

Test for terror if w/in 8" of Terror-causing foe.

Test for stupidity [Leadership test].

Test for Orc/Goblin animosity [1 on D6].

Test for Daemon animosity and Beastman infighting.

Rotate war machines recovering from misfire or suffering crew loss.

2.2 Movement Phase

Note that Frenzied units *must* declare a charge vs. a foe w/in charge range and arc.


Some important points about fleeing:


* If a unit breaks and flees (e.g. due to a failed 8" radius Terror test) at the start of its turn than it cannot be rallied in the Movement Phase of that same turn.


* A unit which is already fleeing does not have to take psychology tests for Terror, Panic, etc.


2.2.1 Declare CHARGES

Attacker tests for fear if required

Defender tests for fear if required

Defender tests for panic if successfully charged in flank/rear by 5+ models when already engaged in combat.

Defender declares options: stand & shoot, hold, or flee

Resolve stand and shoot missile fire [panic test if 25%+ casualties]

Redirect chargers if enemy chooses to flee.  A unit may redirect its charge more than once within the limits of its movement if the freshly revealed unit itself flees, revealing another unit.

2.2.2 Rally tests for fleeing units.

Only units with 25% or more of its original number of troops may attempt to rally.

Associated characters, other than Champions, do not count towards the unit's original size in determining 25%

A player may rally troops in any order he wishes - once a fleeing general is rallied, other fleeing troops may attempt to rally on his leadership if within 12 inches.

2.2.3 Compulsory Movement

Including Dark Elf obedience test, moving goblin fanatics, moving fleeing units, etc.


2.2.4 Move Chargers

Fleeing troops automatically flee again if charged, resolve possible overrun of fleeing units, redirect charges.


2.2.5 Remaining movement.

 Resolve failed charge moves.

2.3 Shooting Phase

Includes missile fire, artillery, breath weapons, etc.


See p. 79-85 for detailed sequence of actions for firing stone throwers, cannon, etc.


All firing that requires range guessing by the player must be declared and resolved before the commencement of any missile fire. This is done so that the player does not gain any benefit from measurements made to resolve other missile fire hits.

Designate targets, one at a time, and determine range and "to hit" modifiers.

Determine damage and remove casualties.

Test for panic any unit taking 25%+ casualties.

2.4 Hand to Hand Combat Phase:

The sequence of the close combat phase can be found in the rulebook on page 32. In addition, the following sequence has been suggested by the Primarchs and the FAQ Council:


Issue challenges to single combat (characters who decline challenges are moved out of combat and may not fight)

Hidden Assassins are revealed.

Determine which models strike first - multiple models with first strike ability roll off on a D6, unless otherwise resolved pursuant to magic item card instructions.

Determine which models fight vs. which enemy models.

Determine wounds and remove casualties [note totals for combat resolution].

Determine win/loss of each melee combat [multiple units all mutually engaged count as *one* combat for purposes of win/loss resolution]

Losers take a break test. Certain Undead troops loosing combat follow other special rules.

Test for panic if any units are w/i 12" of friendly units broken/destroyed in melee.

Flying creatures beaten in melee combat but not fleeing are driven off

Resolve flight and pursuit  rolls [note effects of hatred, fear, frenzy, blood greed, obstacles, buildings].  Units which completely destroy enemy units cannot pursue, as the enemy has been completely slain and therefore does not flee.

Determine loss/capture of standards [if unit breaks & flees]

Move models for lapping around

Move characters that declined challenges back to fighting rank, if desired.

2.5 Magic Phase


Determine Winds of Magic

Return model using Earthblood to table, deal the player the 1st d6 magic cards available (color magic users only)

Magic items within 12" of skull staff weilders 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.

3.0 Units

Note, as a general rule players should never deliberately attack their own units in order to gain an advantage during a game.  This applies for both the shooting, hand to hand and magic phases.


As a general matter, it is good to remember that characters suffer the same fate as the units in which they are placed - they may not leave a unit when it breaks, nor may they attempt to rally when their unit is smaller than 25% of its original size. Moreover, with the exception of champions, characters do not gain the special abilities of the units in which they are placed - thus a character placed with a unit that is immune from breaking will still have to take break tests. Keeping these rules in mind will help avoid many rules disputes.


3.1 Profiles

Q: Do the characteristics printed in an army list include the modifications due to equipment and special rules?


A: No. The profiles contain base statics. This means that units and characters armed with halberds or double-handed weapons need to add the appropriate strength modifier before determining the strength of their attack. Mounted chargers also need to add the appropriate strength bonus for spears and lances, and troops with flails need to add the strength bonus for the first round of hand to hand combat. This also applies to the strength bonus witch elves receive for their poisoned weapons. Units that have heavy armor and shield, or barding need to modify their movement appropriately.


3.2 Minimum Unit Size

Q: When choosing an army, what is the minimum initial size of a unit?


A: Unless stated otherwise, a unit must consist of at least 5 figures. This can include champion, musician and standard bearer.


Q: What happens when a unit has less than 5 figures in it?


A: If a unit has less than five models in it missle hits are randomized in a suitable way.  In this way it is possible to hit characters within a unit.  [Rulebook, p63]


3.2.1 Missile Fire


Q:  How are casualties against characters resolved when a unit contains 5 or more rank and file models?


A: Strictly according to the rules, if a unit has 5 or more rank and file models then associated characters cannot be hit by missile fire, even if enough wounds are caused to completely wipe out all of the models in the unit.  Players that wish for more complexity should feel free to invent their own house rules for this situation. [Primarch]


3.3 Unit Standard Bearers and musicians

Q: How much do unit standard bearers and musicians cost?


A: Double the points of a normal figure in the unit. Include the cost of all of the equipment for a rank and file member of the unit before doubling it. [Primarch]  


Q: Do unit standard bearers and musicians have to be in the front rank?


A: Yes, but the standard bearer/musician can be anywhere in the front rank. [Primarch]


Q: Can units that are immune to psychology get unit standards and musicians?


A: Yes. There is nothing in the rules that excludes these units from getting unit standards.


Q: Can a single unit have multiple standards?


A: A unit may only have a single unit standard bearer. The only time a unit may have 2 standards in it is if one of them is the unit standard, and the other is the battle standard.


Q: Can the unit standard bearer or musician be the target for spells such as mork wants ya and items like the gem of gnar?


A: No. [Primarch]


3.6 Skirmishing Units

Q: If a character in a unit of skirmishers is wearing the crown of command, does the unit get to use the characters unmodified 10 leadership?


A: No, the unit does not get to use the characters leadership under any circumstances. [Primarch and Rulebook, page 96]


Q: What happens when an enemy unit with a 5 man front is charged by unit of skirmishers, where 6 or 7 skirmishers can all reach the enemy unit? Do the extra skirmishers get to line up on the enemy unit's side and fight too?


A: Move the skirmishers into contact by the most direct route (turn each model to point at the enemy and charge in a straight line). If this gets models into contact on the enemies flank, we allow it. Note that the unit does not get a combat resolution bonus for attacking a unit in the flank. [Primarch]


Q: A unit in skirmish formation is charged by an enemy unit. The enemy unit causes enough wounds to kill all of the skirmishers in base to base contact with the unit. Do skirmishers have to `fill ranks' so that the skirmishers are still in combat with the enemy unit?


A: The skirmishers fill ranks. [Primarch]


Q: Does a unit in skirmish formation suffer the same amount of damage from a chariot that other units suffer? How about the damage caused by a night goblin fanatic?


A: The unit in skirmish formation suffers the same amount of damage as regular units.


House Rule: It is suggested that when Chariots and Night Goblin Fanatics damage units in skirmish formation that the number of hits be reduced by 1/2, minimum 1 hit.


4.0 Characters

Characters are defined as General, Battle Standard Bearer, Hero, Champion (and equivalent figures to heros and champions, such as plague priests and wardancer champions), Magic Users and in most cases, assassins. As a general rule, if you pay "character points" for it (see your army book if you are unsure), it is subject to the special rules for characters.


4.1 Available Equipment

Q: What non-magical weapons and armor are available to characters?


A: The non-magical weapons and armor available to characters depends upon the army that the character fights for. Every army book has an equipment list printed right before the discussion of the units and characters for the army. In that equipment list, any item that does not have a `*' by it is available to the characters of that army.


Champions of units must be armed and armored the same as rank and file members of the unit (With a few exceptions such as Chaos or Undead Champions).  Character points must be expended to equip unit champions.


Q: Can a champion ride on a horse even if the equipment list doesn´t include one as an option?


A: Yes, Champions of units must be armed and armored the same as rank and file members of the unit (With a few exceptions such as Chaos or Undead Champions). A champion that leads a unit of mounted models must ride the same kind of mount. [Primarch]


Q: Fleshounds are immune to attacks made by magical weapons, can a character switch to a regular weapon to attack these hounds? Do all characters have this 'free point cost' hand weapon? Some special characters don't have a non-magical hand weapon listed in their equipment. Is there any limit to characters changing weapons in a combat?


A: characters may attack the fleshounds with non magical weapons (temporarily sheathing that magic frostblade to use a regular axe, etc.). All special characters come with 1 non magical hand weapon. A character may change weapons in a combat freely. [Primarch and Warhammer Magic, Page 32]


4.2 Profiles

Note, wounds and attacks are the only characteristics which may be raised above 10 by magic, pyschology or other means. [Rule Book, p.6]


4.3 Battle Standard Bearer

Q: When is the battle standard lost?


A: When the battle standard bearer character is killed. The battle standard bearer is considered a character, and all of the character targeting rules for missile fire, hand-to-hand combat, and magic spells apply.


Q: Does the battle standard allow re-rolls of all missed psychology checks?


A: No. The battle standard allows units within 12" to re-roll failed break tests; it does not allow re-rolls for failed panic, fear, or terror tests.


4.4 Joining Units

Q: Do characters joining units of packs and packmasters have to be in the front rank of the unit?


A: No. [Primarch]


Q: If there are too many characters to fit in the front rank of a unit, may the remainder be placed in the second rank?


A: Yes. [Primarch]


4.5 Mounted Characters In Units

Q: Can a character mounted on a steed , chariot or monster join a foot unit?  If so, does be get a "look out sir" roll?


A: Yes [Rule Book, p. 63], and No [Primarchs]


Q: If a mounted character joins a unit that is armed with spears, do(es) the spearman(s) behind the character get to attack in the appropriate rounds?


A: No. The steed/monster is too large, and the trooper in the second rank cannot attack past him. [Primarch]


Q: Can a character mounted on a steed or monster in a unit be singled out for missile fire?


A: Yes and No. Whether a mounted character can be singled out for missile fire depends on his size relative to the size of the unit rank and file. [Rule Book, p. 63]


5.0 War Machines

5.1 Chariots and Loose Units

5.1.1 Chariot Units

Q: There is a regimental unit of 5 chariots, and it has a magical standard. Do all the chariots benefit from the magical standard, or just the chariot carrying the standard?


A: Only the chariot carrying the magical standard gains its benefits. [Primarch]


Q: How do loose unit differ from ordinary units?


A: If a single model is involved in combat, the others can still move freely. Offensive and defensive spells only affect the targeted model.  [Primarch]


Q: What leadership value does a loose unit use?


A:  If a champion/leader is in the unit, all chariots may use his leadership value. [Primarch and Rulebook, Page 75]  If the leader of a loose unit has the crown of command, all models get to use his leadership of 10, but break tests for other models would be modified. [Primarch]


Q: There is a regimental unit of 5 chariots. Does a magical movement spell that moves units move all of the chariots in the unit?


A: Only 1 chariot is transported. [Primarch]


5.1.2 Movement

Q: If a chariot runs over a war machine and crew, is it considered to have gone over rough terrain and sustain damage?


A: No.  Suggested house rule: roll a D6 to determine this in each case.


Q: If an enemy chariot is magically charged into an enemy unit, does that unit suffer chariot damage?


A: Yes. [Primarch]


5.1.3 Missile Fire

Q: A cannon ball passes through a chariot model, does the cannonball hit the chariot models it passes over, or does it cause 1 hit that is randomized, or does it cause multiple hits that are randomized (1 hit for every piece of the chariot it passes over)?


A: Cannon balls hit each model in a chariot that they pass over. [Primarch]


5.1.4 Standards & Champions

Q: Can you buy champion crewmen for regimental chariot units?


A: Yes. (Note, in army books which list chariots as warmachines, regimental banners and champions are not available to chariots. In books which still list the chariot as a regimental unit, chariot standards may be purchased. The cost of the crew and all options are added in before the cost is doubled [Primarch]).


Q: Does a chariot champion get a `look out sir' roll?


A: Yes, but note that there must be another model in the same chariot as the character [Primarch]


Q: Can characters join loose formations of chariots?


A. A character may join a unit of chariots, but does not get into the chariot itself (he stays on foot, or horse, etc.). [Primarch]  It is suggested that characters who "may ride" in chariots be allowed to join a chariot provided it has space for an additional crewman - consult your army book.


5.1.5 Combat

Q: When in hand to hand combat with a fear causing enemy, how many figures does a chariot count as?


A: A chariot counts as a single figure no matter how many crew or pulling beasts. [Primarch]. Note, this is not the rule with respect to Undead Chariots. [Undead Army book Page 70]


Q. When a character rides in a chariot, is he "in base contact" for the purposes of magic items and spells as soon as the chariot's front touches the model in question?


A: Everything in contact with the chariot is considered to be in base to base contact with the character. [Primarch]


5.2 War Machines

5.2.1 Crews

Q: If a bolt thrower crew has been killed, may the crew from another war machine (say a cannon) crew the bolt thrower? Can another bolt thrower crew come over and operate the bolt thrower?


A: Yes and Yes [Rule Book, p. 79]


Q: A character joins a war machine crew, and a monster attacks the crew. Can the character fight the monster while the rest of the crew operates the war machine.


A: No, all the crew is involved in the combat. [Primarch and Rulebook Page 79]


Q: If a war machine is destroyed and the crew is 3 or less, is it considered 25% unit casualties causing the crew to take a panic test?


A: No. [Primarch]


Q: Can the war machine crew leave the machine to pursue enemy?


A: Yes. [Primarch]


Q: How many members of a war machine crew fight if engaged in hand to hand combat?


A: All of the crew are moved into base to base contact with the enemy and must fight. [Primarch and Rulebook Page 79]


Q: Can all war machines make a free turn and fire at something that is out of the 90 degree arc in front of the machine (turn 180 degrees, 360 degrees to shoot)?


A: Yes. [Primarch]  This includes warpfire throwers, bolt shooters and cannon for example, but obviously excludes the Doomwheel and the Steam tank as they have specific rules regarding turning.  [Primarch]


Q: A warmachine is forced to fire every other round due to a misfire.  Is this cumulative with delays due to loss of crew?  Cumulative with reload times?


A: Yes and Yes. [Primarch]  The delays would be added together, such that the machine may actually only fire ever third or fourth turn.


Q:  Can any warmachines form batteries (warpfire throwers, steam tanks, gyrocopters, etc)?


A:  Yes if of the same type [Rulebook Page 78].


Q:  Are all warmachines within 5" of each other considered to be in batteries?


A:  No, the formation of batteries is optional.  [Primarch]


6.0 Allies

6.1 Ally Army Restrictions

Q: Can you bring an ally's battle standard bearer?


A: Yes. [Primarch]


Q: When I get allies, does the ally army have to obey the given percentages for characters, war machines, rank and file troopers?


A: No, these restrictions are not applied to allies [Dark Elf Army Book, p. 47] This means that two things:


The allied army is not a mini-army unto itself with restriction on 25% allied war machines, and 50% allied characters, etc.

The components of the allied army are not counted towards the percentages of the overall army. If the ally army contingent contains war machines, they do not count towards the 25% restriction on war machines for the entire army.

Q: When I get allies, do the army restrictions apply to the ally contingent?


A: Yes. [Dark Elf Army Book, p. 47]. So, for example, no more than 1 Swordmaster of Hoeth unit could appear in a High Elf ally contingent.


Q: When I get allies, do mandatory army units have to appear in the ally contingent?


A: No. [Primarch]


Suggested House Rule: Limit allies as follows: For every allied unit of rank and file troopers taken, 1 character and 1 war machine may be taken.


6.2 Chaos Allies

Q: If chaos allies are taken, does the allied chaos army get to draw chaos gifts?


A: Yes. [Primarch]


Q: Can the chaos gifts be used on any figures not in the chaos ally contingent?


A: No. [Primarch]


7.0 Line of Sight

Q: Is it possible to shoot over units?


A: Yes. If a missile unit or war machine is located on a hill, in a stegadon's howdah, or has some other special rules.  Otherwise, no.


Q: Does the front rank of a missile unit prevent the 2nd and subsequent ranks of that unit from firing?


A: Yes, but if the 2nd rank of the unit is on a higher elevation (hill) than the front rank, then the 2nd rank may fire. Notable exceptions to this rule include Bretonnian bowmen and High Elven archers.


Q: Does an enemy unit obstruct the view of units behind it?


A: The enemy units obstruct the view of things beyond them. Enemy units whose view is obstructed by other enemy units may not be charged nor fired upon by normal missile fire. As a house rule, it is suggested that War Machines may fire at enemy units whose view is obstructed by other enemy units. The justification is that "You know the enemy is over there somewhere, so let them have it." [Chronicles of War, p. 5]


Q: Does a large monster or a character mounted on a large monster gain line of sight over regular (man-sized) creatures (like troops elevated on a hill)? Does a large monster or character mounted on a monster gain line of sight over cavalry sized creatures?


A: No and No.


Suggested House Rule: The Primarchs suggest the following house rule. Large monsters (and characters riding them) can see over other models apart from other large monsters. This also means that large monsters and characters riding large monsters can be seen if they are behind foot-sized or mounted-knight size units (and potentially missile fire aimed there way).


8.0 Movement

8.1 Movement Rates

Q: When is a model considered off the board?


A: When any part of its base is over the edge of the board.


8.2 March Moves

Q: If a unit march moves this turn, and is engaged in hand to hand combat next turn, does it suffer any penalty?


A: No. If during its turn a unit march moves, and during the opponents turn a unit engages it in hand to hand combat, it fights normally.


Q: Can a chariot model march move?


A: No. Note that the Dwarf Anvil of Doom is specifically excluded from this rule.


8.3 Charging into Hand-to-Hand Combat

Q: Can a unit charge more than 1 enemy unit?


A: Yes, but unless the charging unit is able to contact _all_ the enemies it declared its charge against, then count it as a failed charge. Note that if the charge fails the unit can't move closer than 1" to an enemy unit, even if said enemy was one of the units it declared a charge against (i.e. you must get all or none!) [Primarch]


Q: Can a character leave a unit and charge the enemy in the same turn?


A: No. [Rule book, p. 61]  Note, this rule does not apply to characters who are affected by frenzy or who have the berserker sword.  Such characters MUST charge out of their units if they are in charge range of an enemy unit at the start of their turn.


Q: How much of my unit has to be in contact with another unit before they are considered in hand-to-hand combat?


A: If any part of the charging unit makes contact with its target, align the units into combat with each other. It can happen that a situation is confusing because of interposing terrain or models which make it impossible to align the whole unit. [Primarch]


Q: When a creature flying High comes down into hand-to-hand combat with an enemy unit, and that unit chooses to flee, can it pursue or redirect its charge?


A: No, when a flying High figure comes down into hand-to-hand combat, it cannot pursue, and cannot redirect its charge. [Rule book, p.73]


8.4 Stand and Shoot at Chargers

Q: Do stand and fire missile casualties apply towards combat resolution?


A: No, they can only cause a panic test (if 25% or more casualties caused). If the attacking unit fails its panic test, it flees instead of successfully charging the defender. [Primarch and Rulebook Page 47]


Q: A unit has missile weapons that do not allow them to move and shoot. During their turn they move, and during the next opponents turn they are charged. Can they stand and shoot?


A: Yes [Primarch]


Q: Can a unit or lone character stand and shoot at enemy units charging its flank or rear?


A: No. In order to shoot at an enemy unit it has to be in the unit's field of view; enemy units that are charging a unit's flank or rear are not in that unit's field of view. [Rulebook Page 24]


Q: Can War Machines stand and shoot?


A: No, except Jezzails and Warpfire Throwers. Warpfire Throwers cannot stand and shoot at creatures that attack from flying high.


Q: Can a monster or Daemon with a breath weapon or other ranged attack stand and fire if charged?


A: Yes. [Primarch]


Q: Can a character with a magic weapon, such as the Bow of Loren, stand and shoot using its magical effects?


A: Yes. [Primarch]


Q: When you stand and shoot, how is it determined if its is long range or short range for the missile weapons?


A: Assuming the chargers began their charge move more than half their charge move away from the unit declaring stand and shoot, work out range for missile weapons at the actual range before chargers are moved. Missile weapons which are out of range before the chargers move are assumed to be fired or thrown as soon as the chargers come into range. In both cases, a -1 to hit modifier is applied in addition to any long range shooting penalty that may apply.


Q: Can you stand and fire at a unit or character who charges via magic?


A: No. The unit that is being attacked by the magically moved unit/character does not have time to react to the charge. This means that the only charge reaction allowed for magically moved attackers is `hold'. [Primarch]


Q: When is the effect for a breath weapon worked out for stand and shoot?


A: If charging foe is within range when the charge is declared, the damage for the breath weapon is worked out before the charging unit moves. If the charging unit is not is range for the breath weapon, move the unit until the breath weapon template covers (50% or more of the base) members of the front rank of the unit, then work out damage. [Primarch]


Q: A unit charges an enemy unit with missile weapons. The charged unit decide to stand and shoot. The charge fails because the enemy is out of range. So, the charging unit is only moved at its normal movement. Can the charged unit still shoot?


A: Yes, as long as the enemy is within missile fire range after movement.. [Primarch]


Q: Can a character armed with two pistols stand and shoot with both guns?


A: No. [Primarch]


8.5 Flying High Units Charging into Combat

Q: Flying creatures must charge to the front of the target unit, unless it is already engaged to the front. Does this mean that a unit which is screened by another unit directly in front of it is immune to being charged by flying creatures (even if the would-be target unit's sides and rear are not so screened)?


A: The flying high creature may be positioned in the unit's flank. [Primarch]  It is suggested that they be placed in the front if there is any room.


Q: Can a flying creature charge a unit or war machine, which is behind a wall or hedge?


A: Yes. Play it that fliers are not affected by the `defended obstacle' rule (i.e. they hit normally). [Primarch]


Q: Do flyers placed in the enemy's rear or flank negate rank bonus?  Do they gain combat result modifiers for attacking the in the flank or rear?


A: No and No.  In reality the flyer is still wheeling above the unit.  Combats are worked out against the target's front. [Rulebook, p. 72]  Note, this would not be the rule if the flyer charged using its ground movement.


8.6 Fleeing/Pursuit Movement

Q: A character is in combat with 2 enemy units, one unit in front of him and one to his side.  If the character looses the combat, and fails his break test, what direction does he flee?


A: The character flees directly away from where the two units intersect.[Primarch]


Q: Do fleeing units move over impassible terrain (cliffs, lakes, rivers)?


A: No. [Primarch]


Q: If a unit fails its break tests, and cannot flee (due to impassible terrain, and enemy units) is the unit destroyed?


A: Yes. [Primarch]


Q: If a unit flees, and during the flee cannot avoid contact with an enemy unit, is it destroyed?


A: No, its fleeing movement is halted 1" from enemy unit. Units can only come into contact with enemy units by charging. [Primarch]


If a situation should arise where the fleeing unit can flee through a gap that the pursuing troops couldn't fit through, then the pursuing troops should be allowed to chase after the opponent. This would be allowed as long as no individual model in the unit moves further than the distance rolled on the dice (effectively the pursuing troops move in the same way as the fleeing troops). The pursuing unit may end up in an odd formation. This is not intended to allow pursuing units to change formation willy-nilly; they may only change formation in order to catch an opponent. [Primarch]


Q:  Do fleeing troops always move towards the nearest table edge?


A:  No. The summary card is wrong - fleeing troops always move towards their own table edge during compulsory moves if at all possible. [Rulebook Page 42]


8.7 Fast Cavalry Movement

Q: Do Centaurs and Chaos Dwarf Bull Centaurs get the movement benefits of Fast Cavalry?


A: No. [White Dwarf #201]


9.0 Missile Fire

9.1 General

Q: Do missile fire units have to shoot the first target in their path, even if they have elevation (hill or tower) to see over intervening troops?


A: Warhammer Fantasy Battle (unlike 40K) has no targeting restrictions based upon how close the enemy is. If a unit has unrestricted view of the enemy, the enemy is within the 90 degree fire arc and it is within range, they can shoot it.


Q: Can a breath attack be made while engaged in hand to hand?


A: No, except for the war hydra [Dark Elf Army Book] and Dragons. [Battle book Page 125]


9.2 Shooting at Chariots and War Machines

Q: For something where you randomly determine hit location, and the die roll determines that you hit a location that is already destroyed, do you re-roll the die?


A: Yes. [Primarch and Rulebook Page 79]


Q: When a cannon ball goes through a chariot, are its hits randomized?


A: No. [Primarch]. Note that the Skaven Screaming Bells and Doomwheel rules do require the randomization of cannon ball hits.


9.3 Template Hits on Units in Combat

Q: Are template hits and cannon ball damage to a unit engaged in hand-to-hand combat shared between the units engaged in hand-to-hand combat?


A: If the template is positioned so that it only touches models from one side and none of these models are actually fighting, then the hits are applied only to that unit. If the template touches any models from either side who are engaged in had to hand fighting, then distribute the number of hits equally between both sides. [Rule Book, p. 26]


9.5 Shooting at Characters

Q: Can a character not in a unit be targeted for missile fire?


A: If a character is within 5" of a unit of 5 or more models he can only be targeted if he is the closest model to the shooter. If a character is more than 5" away from a unit, he may be freely targeted. [Rulebook Page 63]


Q: Does a bolt thrower aimed at a character in a unit cause a "look out sir" roll?


A: No. The bolt thrower is considered traditional missile fire and must obey targeting rules for missile fire. Therefore, for unit of 5 or more figures, it only kills rank and file troopers. [Rule Book, p. 84]


Q: A unit consists of more than 7 models, 5 rank and file and 2 heroes. 6 Missile hits affect the unit, how are wounds resolved?


A: As long as the unit starts with more than 5 models at the start of the missile fire phase, all hits are applied to rank and file models. The characters cannot be hit in this round of shooting.  [Primarch and Rulebook Page 63]


9.6 Number of Missile Attacks

Q: Does a character with a missile weapon get to fire as many missiles as its number of attacks?


A: No, all models get 1 missile attack. The number of attacks listed as a characteristic is the number of attacks in hand-to-hand combat. [Rulebook, p.6]


9.7 To Hit Modifiers

Q: According to the rules all creatures with 2 or more wounds are large. Do this really means that missiles get +1 then shooting at harpies? Beastmen? Unicorns?


A: The rules about having more than 1 wound are used to determine if a mount is considered a monster mount or a steed. Therefore, there is no +1 missile fire bonus for shooting at harpies, beastmen and unicorns. [Primarch]. Only "big" monsters suffer the +1 to be hit penalty. [Rule Book, p. 68].


Q: Are to hit modifiers such as (character, skirmish formation, soft cover, hard cover) cumulative?


A: Yes. The only combination that is not cumulative is (character & skirmish formation) and (soft cover & hard cover). Combinations of (character & soft cover), (character & hard cover), (skirmish & soft cover), (skirmish & hard cover) are valid cumulative to hit modifiers. [Primarch]


Q: When shooting at a lone character riding a monster, what are the `to hit' modifiers?


A: +1 to hit due to large sized model. [Rule Book]


Note that the -1 to hit modifier only applies when shooting at single _man-sized_ character model. This means that shooting at a character on a horse would count a 0 to hit modifier (larger than man-sized, but not a large target). [Primarch]


9.8 Shooting War Machines

Q: Do Warmachines need line of sight to shoot at the enemy?


A: Yes, however all elevated war machine gain line of sight over friendly troops. It is suggested that warmachines should be allowed to shoot over hostile troops to other hostile units behind them. Note, it is suggested that the goblin doomdiver should not need line of sight and may be shot over friendly troops, as he picks his target from the air.


10.0 Hand-to-Hand Combat

10.1 Number of Attacks:

Q: Do items that increase the number of attacks add attacks before or after the "double attacks" characteristic of frenzy?


A: Frenzy doubles the base number of attacks, then add the extra attack due to 2nd hand weapon, magic weapon, etc. [Rule book, p. 51]


Q: When does the 2nd rank of spearmen get to attack?


A: 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. [Rule Book, p. 55]


Q: A unit of spearmen is charged in the flank or rear.  How many rows of spears get to fight the attackers?


A: The models armed with spears directly behind the models involved in the combat may fight with spears (two rows may fight). [Primarch]


Q: Can a character wield a magic weapon and a 2nd hand weapon?


A: No, unless he has special rules which allow him to. [Warhammer Magic book Page 32]


Q: How are casualties resolved when an attacker does multiple wounds to rank and file that has multiple wounds (i.e., a character with a Bone Blade attacks Beastmen having 2 wounds each)?


A: For the first unsaved wounding hit (as per the Magic Book, 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 an file soldier to the next.


Q: Can a frenzied Khorne Lord with a Frostblade kill a different mummy with every attack?


A: Yes.


10.2 Number of Figures Killed

Q: Can a figure with multiple attacks kill more figures than it is in base to base contact with?


A: Yes. [Rule Book, p. 38]


Q: Can a figure with multiple attacks split attacks between enemy models?


A: Yes. How many attacks are directed at what models must be decided before any combat results are determined. [Rule Book, p. 63]


10.3 Charging Strength Bonus

Q: Does a mounted figure with multiple attacks that charges with Lance or Spear get the strength bonus on all of his attacks?


A: Yes. [Primarch]


10.4 Assassin Attacks

Q: A character has an always strike first magic item (rune of swiftness, bad moon banner, helm of many eyes) and an assassin leaps out of an enemy unit to surprise attack the character. Who strikes first, the assassin or the character?


A: Roll a die to determine. [Primarch and Warhammer Magic book Page 14]


Q: Two units enter combat, each has a disguised assassin in it that wants to reveal himself and attack an enemy character, which assassin gets to strike first?


A: Roll a die to determine. [Primarch]


10.5 Challenges

10.5.1 General

Q: When a character is removed from his position in a unit to fight a challenge, does a rank and file member of the unit fill his position and fight in hand to hand combat?


A: No. [Primarch] 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. [Rule Book, P. 64]


Q: If a unit is charged from the flank or rear, can characters in the front rank issue challenges?


A: Only if he is already fighting in close-combat. [Rulebook, p.64]


Q: When a character issues a challenge, can he challenge a specific enemy character?


A: No. [Rule Book, p. 64]


Q: If a character riding a monster is challenged, does the monster fight normally or only in the challenge?


A: The monster can only fight in the challenge. [Primarch]


Q: A character riding a chariot is challenged. How are attacks and automatic hits distributed?


A: Automatic hits should be distributed between characters and rank and file as evenly as possible, pursuant to the commentary on page 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. [Primarch]


Q: Who strikes first in a challenge?


A: Models in charging units strike first, then go by initiative.  Magic and 2-handed weapons affect which character strikes first as normal.


Q: Do wounds inflicted on monster mounts, chariot steeds and chariot bodies apply towards overkill?


A: Yes. [Primarch]


10.5.2 Declining Challenges

Q: If a character in a unit declines a challenge, does the unit get to use that characters leadership for break tests (or is it prevented from doing this while the character is hiding in the back of the unit)?


A: The 5th edition rulebook states "the retired character may not fight or do anything else that turn." [See, page 64], however the Primarchs have stated that the unit can use the character's leadership. [Primarch].


10.5.3 Assassins

Q: An enemy unit has a character and disguised assassin in it, a character in my unit issues a challenge, can his assassin attack my character before the challenge is resolved?


A: 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. [Primarch]


Q: The only character in an enemy unit is a disguised assassin, can a challenge be issued to that unit?


A: No. [Primarch]


Q: The only known character in an enemy unit is a dark elf assassin, can a challenge be issued to that unit that the assassin must answer (or not fight)? What if the only known character in the enemy unit is a skaven assassin?


A: Yes and Yes. Although Skaven Assassins are listed in the regiments section of the army list, they are treated as characters for the purposes of challenges. [Primarch]


10.5.4 Combat Resolution

Q: If a single character attacks a unit and the unit champion challenges him, does rank bonus and standards affect the combat resolution?


A: Yes.


10.6 Who Gets to Attack/Attack First

Q: How do you resolve who strikes first when opponents have magic items that allow them to always strike first (or when one is an assassin and his surprise attack allows him to always strike first?


A: Use the initiative of the two attackers to determine who strikes first. [Dwarf Army Book] In case of the same Iniative value, use a die roll to determine. [Primarch and Warhammer Magic book Page 14]


Q: How do you resolve who strikes first when opponents both have double handed weapons requiring them both to strike last?


A: If both sides are armed this way the side with the highest initiative strikes first [Rulebook, page 54]


Q:  Who strikes first if both sides have the same initiative, in turns following the charge?


A:  The side that won combat the previous turn goes first or if that doesn't apply roll a d6. [Rulebook, page 34]


Q: A unit or character has both a magic item which allows him to strike first and a double handed weapon which typically must strike last. Does the character/unit strike first or last?


A: The magic ability allows the model to strike first despite carrying a double handed weapon. [White Dwarf #222]


Q: A spear unit is attacked in hand to hand combat, and enemy strikes first. All the models in the front rank of the spear unit are killed. Do the models in the second rank get to strike back or are they busy filling the front rank and do not get to attack?


A: The models in the second rank do get to strike back. [Primarch]


10.7 Combat Resolution

Q: If a magic weapon kills a model with multiple wounds, how is combat resolution affected?


A: Any figure with multiple wounds that is killed in hand to hand combat has all of its wounds apply towards combat resolution. [Primarch]


Q: A unit with a unit standard is attacked in the flank or rear, does the unit standard affect the combat resolution?


A: Yes. [Primarch and Rule book Page 87]


Q: When is rank bonus computed for a combat, before or after a unit has taken casualties?


A: Compute the rank bonus before casualties have been taken out of the unit. [Primarch and Rule book Page 39]


Q: A unit is attacked in the flank by an enemy unit. Does the enemy unit have to get 5 models engaged in hand to hand combat to get the +1 combat resolution bonus?


A: No, as long as there are 5 models in the enemy unit, the +1 combat resolution bonus is given. [Primarch and Rule book Page 39]


10.8 Combat with Multiple Units

Q: If multiple units are engaging a single enemy unit, are there two different combat resolutions (one for each unit against the enemy)?


A: No. Once all the units are engaged, it is considered a single combat. [Rule book Page 39]


10.9 Removing Casualties

Q: When a character with multiple attacks kills many models in an enemy unit, are all the casualties pulled from the front rank (in terms of striking back) or does the character kill the models in base to base contact first (front rank), and then models in the second and latter ranks of the unit?


A: The casualties come out of the front rank, "as normal" [Rule Book, p. 38]


10.10 Moving During Combat

Q: Can a unit move out of combat that is engaged with the enemy?


A: 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.[Rule book Page 43]


Q: Can a unit be magically transported out of combat?


A: Yes. [Primarch]


11.0 Cutting Down Fleeing Units

NOTE: There is some discussion about fleeing and pursuit in the movement section.


Q: If a unit is in combat with 2 enemy units and both enemy units break and flee, can I choose which one to chase?


A: Yes, even if the unit winning the combat has frenzy. [Primarch]


Q: Does a character/unit that magically is transported onto a fleeing unit destroy that unit?


A: Yes, the unit does not have time to flee. [Primarch]


12.0 Psychology & Break Tests

12.1 General questions

Q: When units are fleeing, are they required to take further psychology tests?


A: No [Primarch]


Q: Does a unit have to take a panic test if a lone character is slain within 12"


A: Only if the model had 5 or more wounds on its profile (or was the general). [Rule Book, p. 47]


Q: When a unit wants to charge a terror causing creature, does it take a terror test or a fear test?


A: A terror test. If it fails, it will flee. [Rule Book, p. 49]


Q: If a terror causing creature is behind a wall and out of sight but still within 8" of my unit does the unit have to take a terror test?


A: Only take terror tests for creatures you can see, only creatures whose view is obstructed don't cause terror tests (creatures behind the unit will cause terror tests). [Primarch]


Q: Against what number are the 25% casualties calculated for purposes of panic tests ?


A: The number of models in the unit is determined at the beginning of the phase. [Primarch]


12.2 Battle Standards, General & Psychology Test

Q: If a unit is within 12" of the battle standard, can it re-roll a psychology test if it needs to?


A: No. The Army Standard only allows re-rolls of break tests. [Rule book Page 88]


12.3 Units Immune to Psychology

Q: Are units that are immune to psychology also immune to break tests?


A: No, not unless the unit description specifically states that the unit is immune to break tests. Psychology and break tests are "quite separate." [Rule Book, p. 46]


12.4 Frenzy

Q: Do troops that have frenzy enter the battlefield frenzied?


A: Yes, although they do not ignore psychology tests until there is an enemy unit within charge "distance." [Rule Book, p.51]


Q: Does a frenzied unit ignore blood greed?


A: Once the unit is immune to psychology, it is immune to all psychology. [Primarch]


Q: If a frenzied character on a flying monster is driven off, does he lose his frenzy ability as if he were defeated in combat?


A: Yes.


12.5 Hatred

Q: A unit looses a round of hand to hand combat to an enemy unit it hates, and a 2nd enemy unit it does not hate. Does it take its break test at unmodified 10?


A: Yes. [Primarch]


Q: A unit is in hand to hand combat with an enemy unit it hates, and an enemy unit it fears. The unit is outnumbered by the fear causing unit, and looses combat. Does it automatically break?


A: Yes. [Primarch]


Q: A dwarven unit is in hand to hand combat with an orc unit it hates and a giant that uses the 'yell and bawl' attack. How is combat resolved?


A: Any wounds applied to the giant don't affect the combat results. The Orc and Goblin player gets to add +2 to his combat result. The rest of the combat then carries on as normal. [Primarch]


12.6 Automatic Breaks

Q: A unit immune to break tests and psychology lost a round of combat to fear causing creatures that outnumber it, does it break?


A: No [Primarch]


Q: A unit immune to psychology (but not immune to break tests) lost a round of combat to fear causing creatures that outnumber it, does it break?


A: No, because the unit ignores the fear in the first place, it is not affected by the automatic break rule. [Primarch]


12.7 Characters and unit psychology

The 5th edition rules went a long way towards resolving any ambiguities in this area. If a unit suffers a psychological failure or breaks, any characters with that unit are subject to that liability, even if they would have been otherwise immune to it. Conversely, if a character is liable to a psychological rule or break test that the rest of the unit he is placed with is immune to, he must make any appropriate tests on his own and suffer the consequences alone, if he should fail. [Rule Book, p. 65]


12.8 Slaneesh Champions

The different chaos champions of Slaneesh have a special rule that allows them to stay in hand to hand combat when the unit that they are in breaks. [Chaos Army Book, p. 42]  This is an exception to the general rule stated above.


12.9 Leaving Fleeing Units

Q: Can a character leave a unit once it starts to flee?


A: No. [Rule Book, p. 65]


Assassins (Skaven and Dark Elf) characters have a special rule that allows them to leave fleeing units.[Skaven Army Book, Dark Elf Army Book, p. 40]





13.0 Drawing Spells from the Magic Decks

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. [Dark Elf Army Book, p. 34]


To determine the drawing order between Dark Elf Sorcerers, the level of the spell caster is used (higher levels drawing first).


Suggested House Rule: If some spell casters are of the same level, the order is determined by what type of spell caster they are. 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.

Lessor 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.


[Based on 4th edition Battle Magic Book, p. 21-23]


14.0 Winds of Magic

Q: If I have no spell casters, can I still use Dispel cards from Winds of Magic?


A: Yes. For non-dwarf armies, the Dispel will work on a die roll of 5-6. [Warhammer Magic book, Page 12]


For dwarf armies, the dispel will work on a die roll of 4-6. [Dwarf Army Book, p. 77]


Q: Can characters with items that give them extra Winds of Magic Cards (Chalice of Sorcery, Magic Mushrooms, Chaos Tomb Blade, etc.) share those cards with other friendly wizards?


A: No. [Primarch]


14.1 "Exchange" of Winds of Magic Cards

Q: If I have a High Magic or Dark Magic spell caster, and I have another mage with a special ability to draw extra Winds of Magic cards, can that mage use power cards as dispels or special cards as power?


A: 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. [Primarch]


15.0 General Spell Casting/Dispelling Questions

15.1 Recasting Magic Spells

Q: A 'remains in play' spell is in play at the beginning of the magic phase. It moves randomly and moves off the board. Can the spell be recast during the current magic phase? What if the spell was cast in the magic phase and moved off the board in magic phase, can it be cast again in the magic phase?


A: 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. [Magic book, p. 11]


15.2 Spell Casters off the Table

Q: A wizard is in a unit which has pursued fleeing troops off the table or is otherwise off the table.  Can the wizard cast spells on his own unit while off the table?  At other units on or off the table?


A: No and No. [Primarch]   Assume he has strayed too far from the winds of magic until he returns to the board.


Q: Can a wizard who is off the table retain Winds of Magic Cards?


A: No


15.3 Characteristic Tests

Q: If a figure has a `6' or better in a statistic (like initiative) and a spell states that the character has to roll under the statistic to avoid the effect, will that character automatically roll under the statistic (avoid the effect)?


A: No. A roll of `6' on the die is always considered a failure unless stated otherwise on the spell card.


15.4 Targeting Characters

Q: Are there any restriction on targeting characters with spells or magic item effects?


A: Yes. A spell that affects a `unit' or `figure or unit' is governed by the same targeting restrictions that apply to missile fire. 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. [Magic book Page 22]


Q: An enemy mage targets a monster mounted by another mage. Can the mage mounted on the monster use rebound, destroy spell, and other effects that count for 'mage' or 'unit mage is in'?


A: Yes. [Primarch]


15.5 Spells Damage to Chariots

Q: Is damage done to a chariot by a spell randomized?


A: There are two types of spell damage done to a chariot that are randomized per the charts in the rule book.


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. [Primarch]


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 Str 10, and are therefore not randomized.


15.6 Magical Movement Spells

Q: Can I use a magical movement spell to move an enemy unit into the middle of impassible terrain?


A: No. [Primarch]


Q: Do magical movement spells move characters & their monster mounts/chariots/familiars?


A: Yes. [Primarch]


Q: There are some spells that specifically say `if moved into contact with the enemy the unit counts as charging'. If a spell does not have this statement, can it move units into contact with the enemy? Do these magically moved troops count as charging?


A: Yes and No. [Primarch]


Q: Do chariots moved by magic means cause damage to units as if charging the unit?


A: The chariots get their charge damage only if the magic movement spells states `counts as charging if moved into hand to hand combat.' [Primarch]


Q: Can a champion be moved out of a unit with a magical movement spell?


A: 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. [Primarch]


Q: Can a rank and file model be moved out of its unit with a magic movement spell?


A: No. [Primarch]


Q: Can the hand of Gork spell move trolls and ogres that are in the orc and goblin army?


A: No. [Primarch]


Q: Can a magical movement spell move a unit out of hand to hand combat?


A: Yes [Primarch]


Q: Can a magical movement spell move a unit into hand to hand combat with an enemy unit that is not in line of sight?


A: Yes. [Primarch]


Q: When do you resolve fear/terror tests for magically transported troops?


A: 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.  [Primarch]


Q: When using a magical movement spell that moves a unit up to x inches do you have to guess the amount the unit is moved, or can the measurements be made to properly locate the unit?


A: Move the unit if within range, no guessing required. [Primarch]


Q: Can a unit that is magically moved change its formation while in transit?


A: No. [Primarch]


15.7 Line of Sight

Q: Do you have to have line of sight to cast all spells, or is it only the "first model in the path" spells?


A: You don't have to have line of sight unless the spell states so.


16.0 Spells Cast with Total Power

Q: Do items that protect their wearers from magic, but don't dispel the magic, protect the wearer from a spell cast with total power.


A: Yes. This means that items such as the Black Armor of Nagash and the Heart of Avelorn that protect the were from a spell, but do not dispel it, would work. [Primarch] Items that "ignore" the effects of magic, such as certain Bretonnian virtues, will likewise ignore the effects of spells cast with total power.


Q: Does Drain Magic remove spells cast with total power that turn?


A: Yes. [Primarch]


Q: Some spells have larger effects the more power cards that are put into them. If a spell is cast with total power and some additional power cards, can the effects caused by the additional power cards be dispelled?


A: No. [Primarch]


Q: Can a spell cast with Total Power the previous turn be dispelled in subsequent turns?


A: Yes. In subsequent turns, anti-magic items, dispel scrolls, or winds of magic cards may be used to dispel a spell cast in a previous turn with Total Power. [Primarch and Magic Book, Page 9].


Suggested Houserule: Allow spells cast with Total Power be dispelled as if it were cast by a higher level spellcaster.


17.0 Specific Spells

The answers given for the "color decks" below were all made either by the Primarchs during the tenure of 4th edition, or with reference to the 4th edition Battle Magic book. Although color 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.


17.1 The Celestial deck

Q: Can the crystal charioteer take an enemy model off of the table, and if so can it return?


A: Yes and No [4th edition Battle Magic, p. 51] The enemy model gets one last attempt to break free before it is taken off the table.


17.2 Jade Magic

Q: What happens if drain magic is played the same turn a mage casts earthblood?


A: Earthblood fails. [Primarch]


Q: When models have been returned to life via the Jade Casket, are they removed again when the Drain Magic card is played (we know this is the case with Apotheosis since it remains in play, but according to Arcane Magic Jade Casket does not)?


A: They are removed again. [Primarch]


Q: When does the Jade Magic Earthblood spell get the first D6 winds of magic cards?


A: Roll the 2D6 for winds of magic, then roll D6 for the Earthblood mage. The Earthblood then takes his D6 out of the 2D6, the rest of the 2D6 are then distributed evenly between the 2 players. [Primarch]


17.3 Grey Magic

Q. When casting Traitor of Tarn (Grey Magic), is a victim allowed to use leadership benefits of a general or other leader for the regiment, or is the spell's leadership test strictly to be based on the model's inherent leadership number?


A: It is based upon the modified leadership value (the value for the unit leader, or general. [Primarch]


17.4 High Magic

Q: An army has a bright wizard in it as well as the Grand Theogonist, the Grand Theogonist has High Magic Spells. Can the Grand Theogonist treat his power cards as dispels?


A: No. [Primarch]


17.5 Dark Magic

Q: If a Chaos sorcerer casts Power of Chaos and rolls a 1 can the Escape Card from the magic deck save him?


A: Yes. [Primarch]


Q: Blade Wind causes 3d6 hits minus the target weapon's skill. What if the target have no Weapon Skill value (i.e. fanatics)?


A: It does 3D6 hits (treat WS as 0). [Primarch]


Q: Do the extra wounds from Soul Drain or the Rune of Fortitude affect the radius of the Heart of Woe?


A: No. [Primarch]


17.6 Necromantic Magic

Q: When a character casts the Dark Mist can he decide to end it in any phase or just in subsequent magic phases?


A: Dark Mist is a "remains in play" spell and can be ended in the players own magic phase.


Q: Can opponents use special abilities (such as wardancers) or chaos gifts against an undead unit affected by Vanhels? The rule book says the opponent cannot fight or strike blows, but saves and magic saves are allowed.


A: 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. [Primarch]


Q: Does a wight created by the Hand of Dust spell keeps all former possessions, including magic items. Are chaos rewards maintained?


A: Yes and yes. [Primarch]


Q: When a raise the dead is used to create a Skeletal Chariot or a Screaming Skull Catapult is it possible to create a partial chariot or a partial Screaming Skull Catapult? (For example, a chariot w/1 steed, or a catapult w/2 crew)


A: No. [Primarch]


Q: Is it possible to raise additional skeleton crew members for a catapult beyond the limit of 3 (so you can have 4, 5, 6 crew members, etc.)?


A: No. [Primarch]


Q: When raise the dead is used to increase the size of an existing unit, are the additional members of the unit taken into consideration when determining victory points for the unit (if destroyed)?


A: No. [Primarch and Undead Book, Page 73]


Q: Can characters who fall into the categories of mummy, wraith, or wight be affected by van hels danse macabre if they are by themselves? If they are with a valid unit? Are other characters affected if they are in a valid unit?


A: A character who is a mummy (Settra), wight, or wraith that are not in units are affected by van hels danse macabre. Other characters (necromancer, liche, vampire) are only affected if they are in units of undead troops (where the undead troops are affected by van hels danse). [Primarch]


Q: Can I raise the dead in a fleeing unit and destroy it?


A: No, new units must be raised at least 1" away from enemy units [Spell Card].


Q: Can I cast raise the dead more than once on the same unit?


A: Yes [Arcane Magic], note however that this hasn't been cleared with the Vampire Counts book as it was done after this FAQ was written and should go by the wording of the spell card.


17.7 Skaven Magic

Q: What is the interaction between the Skaven magic spell Cracks Call and the Dwarven Throne of Power? Does the Throne save as a chariot or other war machine? Does it save based on the bearers' initiative (since they touch the ground)?


A: 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. [Primarch]


Q: If the line of effect from Cracks Call passes under a character who is part of a unit, does the character get a Look Out Sir roll to avoid the effect?


A: No. [Primarch]


Q: Does Cracks Call affect flying chariots (like Arkhan's)?


A: It does not affect the chariot when it is flying high, otherwise yes. [Primarch]


Q: Does the Screaming Bell move with the Grey Seer if Skitterleap is cast on the Grey Seer?


A: Yes.


17.8 Waaagh Magic

Q: Is there a misprint in the Night Goblin Shaman section of the 5th edition Battle Magic Book?


A: Yes. The correct rule is printed in the Orc & Goblin book.  If you fail deduct -1 from the d6 roll on the 'Eadbangerz Chart.


Q: Does the Waaagh Number for shamans affect the number of winds of magic cards that they receive?


A: No. The orc/goblin player receives winds of magic cards the same as any other player.


An orc/goblin shaman must have a Waaagh number of at least 1 in order to be able to cast spells.


Savage orc shamans in savage orc units receive an extra winds of magic card.


Q: What units can the Hand of Gork be used to move from the Orc & Goblin army list.


A: The Hand of Gork should be allowed to move all orc and goblin army units except Monsters, Snotlings, Snotling Pump Wagons, Trolls, Ogres, and Giants. [Primarch]


17.9 Battle Magic

 Q: Do units held by the Net spell take panic tests?


A: No, note however that if the unit breaks in combat they will be automatically destroyed.  [White Dwarf #215]

18.0 General Magic Item Questions

18.1 Limits on Magic Items for Characters

Q: Are characters limited on what magic items they can take (up to their maximum)?


A: A character can take at most 1 magic weapon, 1 ward, 1 bound spell, 1 magic item from the magic armor catagory and, provided he is a battle standard bearer, 1 magic standard.  [Battle Magic, p. 30, 36 & 38]


Dwarf characters are limited to 1 magic armor, 1 magic item, and 1 magic weapon maximum. [Dwarf Army Book, p. 24]


18.2 Knowledge of Enemy Magic Items

Q: Do I have to tell my opponent what magic items my figures have?


A: No. Nowhere in the rules does it state that you have to do this, and there is a magic item whose power is to reveal enemy magic items.


18.3 Uniqueness of Items

Q: May an army have more than one of a particular magic item (such as Book of Ashur or Frostblade)?


A: No, the only exceptions to this are specifically stated. Some exceptions stated are dispel scrolls, Runefangs [Empire Army Book, p. 17], the Dwarf Rune of Stone and chaos armor.[Chaos Army Book, p. 15].


Q: In a battle, can both opposing armies have the same unique magic item?


A: Yes.


Q: Can a unique magic item be reused between an army and its allies.


A: No.


18.4 Dispelling Effects of Magic Items

Q: Can the effects of a magic item be dispelled?


A: If the effects of the item are considered to be a bound spell, yes, otherwise no.


Q: Can I use a Destroy Spell Item (such as destroy spell scroll, spelleater shield) to dispel spells cast by magic items? If the Destroy Spell effect is going to destroy the spell, is that item no longer usable?


A: Yes they can be used to dispel the spell, and the item will be destroyed on a further roll of  6.  [Magic book p. 41]


18.5 Multiple Helms/Crowns

Q: Can a character have 2 helms/crowns?


A: No. However, crowns can be worn with helms.


18.6 Magic Staffs

Q: A mage has a magic staff, such as the staff of flaming death. Can the mage use the staff as a hand to hand combat weapon? If so, is the magic staff considered a magical weapon?


A: No and No. [Primarch]


19.0 Specific Magic Item Questions

9.1 Book of Ashur

Q: Can a character combine the Book of Ashur with the Book of Nagash or the War Crown of Saphery to become a level 6 or 7 spell caster?


A: No.


Q: The Ring of Corin (or some equivalent) is used to destroy the Book of Ashur, what happens to the character who has it?


A: That character looses any magic level gained, and looses 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. [Primarch and Games Day '97 Ruling]


Q: Does a mage using the Book of Ashur and Waagh magic need to take a Waagh test?


A: Only if he is an Orc or Goblin shaman [Primarch]


19.2 Book of Nagash

Q: In an undead army with 3 Necromancers, can each one of them have a Book of Nagash? (the card states that there are 9 books)


A: No. [Primarch and Magic book Page 31]


Q: Can liches and vampires use the Book of Nagash? Can manfred von carstein use the Book of Nagash? How about Heinrich Kemmler?


A: Yes on all accounts. The Book of Nagash Magic Item card should allow Liches and Vampires to take it. [Primarch]


19.3 Carstein Ring

Q: Can Settra use the Carstein Ring?


A: No. The Carstein ring is limited to (Vampire Only) Settra is allowed to use items that are limited to (Vampire, Liche or Necromancer only). [Undead Army Book, p. 96-97]


Q: When the Carstein Ring brings the vampire back to life, are all the 1 time magic items that were used by the vampire available again?


A: No.


Q: The Carstein Ring brings back the vampire when he is killed; but what if vampire flees from the table? In this case does the ring work?


A: No. [Primarch]


Q: A vampire with the ring of carstein is caught fleeing and cut down, does the ring of carstein bring the character back to life?


A: Yes. [Primarch]


19.4 Chaos Familiar

Q: Can the Chaos Familiar be used to modify a die roll that while directly affecting the character is made by the opposing player?


A: The die roll cannot be a die roll that the opponent makes.


19.5 Familiars

Q: Can the ring of corin be used to destroy familiars?


A: No. [Primarch]


Q: What is the movement value of a mounted spell caster that has a familiar?


A: 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. [Primarch]


Q. Are familiars considered as magic items, subject to the same limitations?


A: Yes.


19.6 Skull Staff

Q: Can a mage with the skull staff force hidden assassins with magic items to reveal themselves? Can that mage then target the assassin with spells or missile fire? Can the assassin `surprise attack' that character?


A: 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. [Primarch]


Q: If a Gyrocopter, engraved with the rune of disguise is within 12" of a character carrying the Skull Staff, can the character target the Gyrocopter for spells? For Missile Fire? Is the Gyrocopter revealed?


A: 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. [Primarch]


19.7 Staff of Volans

Q: Does the Staff of Volans have to be used for every spell the Supreme Patriarch casts?


A: No.


19.8 Talon of Death

Q: Can the automatic wound caused by Talon of Death be saved?


A: Special saves only.


Q: Do these wounds apply towards combat resolution?


A: Yes.


19.9 Chalice of Chaos

Q: Can a character drink from the Chalice of Chaos at the start of the opponents magicphase?


A: Yes.


19.10 Warrior Familiar

Q: Can a warrior familiar jump in front of a wizard he is protecting fast enough to avoid the effects of Morks War Banner and the Black Gem of Gnar?


A: Yes [Primarch]


19.11 Wards and Special Saves (General)

Q: Can a character have two special saves.


A: Yes.


Q: Can a dwarf character use both the Rune of Spite and a Black Amulet?


A: No. A Dwarf Character cannot have 2 magic items of the same type. [Dwarf Army Book, p. 24]


Q: When is a special save made against weapons that cause multiple wounds or which have other magical effects?


A: Make the roll to save the wound before the magical effect or multiplication of wounds occurs. [Battle Magic and Primarch]


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. [Dwarf Army Book, p.26]


19.12 Black Amulet

Q: Do wounds reflected by the Black Amulet affect combat resolution?


A: Yes. [Primarch]


Q: A figure on a chariot attacks and causes a wound in hand to hand combat, that wound is rebounded by the black amulet/rune of spite. Is the rebounded wound randomized onto chariot/riders/drawing beasts?


A: No, the rebounded wound affects the model that causes the original wound. [Primarch]


Q: A model with 4 attacks and 1 wound attacks another model that has a black amulet/rune of spite. What if the first attack wounds, ant that wound is rebounded onto the attacker, do the other attacks have any affect (is the attacker dead before his additional attacks)?


A: 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).


Q: Does the black amulet only rebound wounds caused by hand to hand combat attacks, or does it rebound any wounds caused during the hand to hand combat phase (does the black amulet rebound wounds caused by other black amulets and the runes of spite, spells that cause wounds in hand to hand combat phase, etc.).


A: 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 hand to hand combat phase would not be rebounded, although they may still be saved. [Primarch]


Q: Does the black amulet rebound wounds caused by models attacking the bearer in the magic phase due to Van Hels Danse Macabre?


A: Yes. [Primarch]


19.13 Bugman's Tankard

Q: Bugman's Tankard cannot be used during the hand to hand combat phase, however there is no such restriction for the missile fire and magic phase. Can I use the Tankard during the missile fire and magic phase to restore wounds to models (rank and file troopers, champions, characters) that would otherwise die during that phase from their wounds?


A: Yes. [Primarch]


19.14 Crown of Command

Q: Does an orc character wearing the crown of command riding a boar take break tests at -1 Leadership (due to boar)?


A: Yes. [Primarch]


Q: Does the wearer's unmodified leadership of 10 spread to other units within 12" if the wearer is the army general?


A: No. [White Dwarf #200 ,Q&A]


19.15 Crown of Sorcery

Q: Can a character wearing the crown of sorcery wear armor and still cast spells?


A: Yes. [Magic Book, p. 8]


Q: Is a character wearing the crown of sorcery counted towards winds of magic?


A: Yes. [Primarch]


Q: Is a character wearing the crown of sorcery affected by items that only affect spell casters?


A: Yes. [Primarch]


Q: Does the Crown of Sorcery allow the user to be a Necromancer (to select spells and recast spells)?


A: Yes, treat him as a necromancer in all respects. [Primarch]


Q: Would a level one wizard wearing the Crown of Sorcery be the equivalent of a level four wizard Lord?


A: No. [Primarch]


19.16 Black Gem of Gnar

Q: Can characters locked in a time stasis by the Gem of Gnar be attacked by other models in play?


A:  No.  Nor should they block movement or line of sight.  Until the enchantment ends it is recommended that these models be removed from the gaming table.  When the enchantment ends, place them as close as possible to their former positions. [Direwolf FAQ Council]


Q: Can the Ring of Corin be used against the Black Gem?


A: Items that target magic items (to destroy/disable) can work against the Gem of Gnar before it is activated, but not after. [Primarch]


Q: Can a spell caster use the Escape Card to avoid the Gem of Gnar?


A: No. The `Escape' Winds of Magic card can only be used when the spell caster would otherwise be killed, and the Gem of Gnar does not kill the spell caster.


Q: If a charging chariot hits a character with the Gem of Gnar, what happens?


A: The character with the Gem of Gnar can activate before he and his unit are run down by the chariot. Thus, the chariot/rider/harnessed beasts and the Gem of Gnar character are all frozen before the chariot causes any casualties. [Primarch]


Q: Can a single character with the Gem of Gnar move into contact with a character in a unit and immediately lock that character in time?


A: The Gem Bearer may activate the Gem as soon as he is in contact with an enemy model [Item Card].


Q: If I use the Black Gem of Gnar to pin an enemy champion or another model in the unit, can the rest of the unit still move?


A: Yes, the rest of the unit is free to move and fight normally, in the case of a champion or trooper, he is stranded after the effect wears off. treat the model as a single character that must attempt to re-unite with his unit if possible. [White Dwarf #222]


Q: If a gem of gnar has been activated, and a character with the sword of destruction come into base to base contact with the gem bearer, are the gem bearer & enemy model released from the time warp?


A: No. [Primarch]


Q: If a character wearing the gem of gnar comes into base to base contact with a character wielding the sword of destruction, can the gem bearer activate the gem?


A: No. [Primarch]


19.17 Helm of Many Eyes

Q: The Helm of Many Eyes allows all the character to always strike first. What if he is armed with a 2-handed-weapon?


A: He still strikes first [White Dwarf 222]


19.18 Ring of Corin

Q: Can the ring of corin be used to destroy chaos rewards?


A: Yes. [Primarch]


Q: Can a character try to use the ring of corin to destroy a magic item he is not sure the enemy has (in other words, you guess that the enemy has that item)?


A: No. [Primarch]


19.19 Talisman of Obsidian

Q: If the talisman of obsidian bearer is in base to base contact with the Anvil of Doom, can magic cards be put in the Anvil of Doom? Can the Anvil of Doom still shoot lightening?


A: Yes and No. [Primarch]


Q: If a mage is in base to base contact with the bearer of the talisman of obsidian, can he put winds of magic cards into a power familiar (or other power card holding device)?


A: Yes. [Primarch] Note, however, that the wizard himself is no longer able to retain winds of magic cards. [Item Card]


Q: Does the talisman of obsidian prevent magic users from using magic items as well as winds of magic cards?


A: No.


19.20 Tomb King's Crown

Q: All Tomb Kings and Settra have BS of 0 but the Tomb King's Crown allows undead within 12" to use their BS, is this correct?


A: Yes.


Q: Can the Tomb King's Crown be used in conjunction with the Blessed Sword?


A: Yes.


19.21 Van Horstmann's Speculum

Q: If an enemy uses Van Horstmann's Speculum on a character riding a monster then which Strength, Toughness and Initiative characteristics are used?


A: Use the riding characters statistics. [Primarch]


19.22 Warpstone Charm

Q: Can the Skaven army have more than one warpstone charm?


A: No. [Primarch and Magic book Page 30]


Q: Can the Warpstone Charm be used to re-roll a failed Dispel roll?


A: Yes if the bearer of the Warpstone Charm was the one making the dispel. [Primarch]


19.23 Staff of Nurgle


Q: Does the Staff of Nurgle affect undead and ethereal troops?


A: Yes [Primarch]


19.24 Horn of Urgok.

Q: A fleeing unit at below 25% of its original strength cannot roll to rally. Will the Horn of Urgok rally them anyway?


A: No. [Primarch]


19.25 The Cursed Book


Q: Is the wielder of the Cursed Book affected by it?


A: No. [Primarch]


20.0 Magic Banners

20.1 Race Specific Banners

Q: Can a battle standard bearer be of a specific race (say forest goblin) and take a race specific banner (say spider banner) and then join a unit of a different race (say savage orcs)?


A: Yes, however race specific effects, such as Night Goblins striking first with the Bad Moon Banner, will not affect other races, such as Orcs.


20.2 Characters and Banners

Q: Can a character take a magic banner as one of his magic items?


A: Only the battle standard bearer may take a magic standard as one of his magic items. Other that battle standard bearers, only unit standard bearers in units that are allowed magic standards may take magic standards.


20.3 Bad Moon Banner

Q: The Bad Moon Banner allows all the members of the unit to always strike first. What if they are armed with 2-handed-weapons?


A: They still strike first [White Dwarf 222]


20.4 Battle Banner

Q: Does the Battle Banner +D6 combat resolution bonus modify all of my armies hand-to-hand combats?


A: 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.


20.5 Hell Banner

Q: Does the Hell Banner affect a character wearing the crown of command?


A: Yes. [Primarch]


Q: Does the Hell Banner affect characters immune to psychology?


A: Yes. [Primarch]


20.6 Mork's War Banner

Q: Does the Mork's War Banner affect spell casting Daemons?


A: 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. [Primarch].


Q: Does the Mork's War Banner affect characters wearing the Crown of Sorcery, Talisman of Hoeth, or bearing the Liber Bubonicus ?


A: Yes. [Primarch]


Q: Does the Mork's War Banner affect characters casting bound spells?


A: 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.


20.7 Standard of Shielding

Q: Is the Standard of Shielding save a special save?


A: No. [Magic Item Card]


20.8 Banner of Defiance


Q: Will a frenzied unit with the Banner of Defiance Pursue?


A: The magical banner prevents the frenzied unit from pursuing. [Primarch].  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.


21.0 Magic Armor

21.1 Best Possible Armor Save

Q: Is is possible to get an armor save better than 1+?


A: 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 armor save, treat it as a 1+ armor save. [Primarch, Battle Magic book Page 36, Dwarf Book, White Dwarf]


21.2 Heavy Armor and Orcs

Q: Orcs and Goblins are not allowed to wear heavy armor. Can orc and goblin characters get magic armor that is considered heavy armor?


A: Yes, the orc and goblin characters can get any magic armor. [Orc & Goblin Book, p. 82]


21.3 Armor of Nagash

Q: Does the Armor of Nagash get a chance to negate wounds caused by the Rune of Spite/Black amulet?


A: Yes. [Primarch]


21.4 Dawnstone

Q: A character is wearing the Armor of Fortune/Armor of Protection and has the dawnstone, what armor saves does the dawnstone allow to be re-rolled.


A: The dawnstone only allows the original armor save to be re-rolled, not the special save. The Special save of the armour may still be made. [Primarch]


21.5 Shield of Ptolos

Q: Doe the Shield of Ptolos allow a save against bolt throwers?


A: Yes. Bolt throwers, while warmachines, are governed by the rules on shooting. [Rule Book, p. 84]


22.0 Magic Weapons

22.1 Berserker Sword

Q: What happens if a champion wielding the berserker sword is within a unit bearing the banner of defiance? The berserker sword says the character always pursues, but the banner prevents the unit from pursuing.


A: The character pursues, the unit does not. [Primarch]


22.2 Destroyer Sword

Q: Can a character wielding the Destroyer sword gain a magic item above his magic item limit?


A: Yes [Primarch]


22.3 Dwarf Gouger:

Q: Are dwarfs and chaos dwarfs both considered `dwarfs' for the skaven only weapon `dwarf gouger'?


A: Yes [Primarch]:


22.4 Hail of Doom Arrow

Q: Is the hail of doom arrow considered a magic weapon when it hits its target (for effects such as daemonic save, creatures only wounded by magic weapons, etc.)?


A: Yes. [Primarch]


22.5 Sky Arrow

Q: Does the Magic Arrow come with a bow so that it can be given to characters that don't normally have access to a bows?


A: Yes, this is specified on the card description for the magic item. Assume the character also has a supply of regular arrows. [Primarch]


Q: Can the Sky arrow be shot at targets not flying high?


A: The Bow can be used, but the arrow's special abilities only work against targets flying high.


22.6 Sword of Destruction

Q: Does the sword of destruction nullify the magical capabilities of the dwarf Throne of Power, Anvil of Doom, Skaven Screaming Bell or Cauldron of Blood when in base to base contact ?


A: No. [Primarch]


Q: A unit has a magic standard and the bearer of the sword of destruction is in base to base contact with the unit. Does the sword of destruction nullify the magic banner's abilities?


A: 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. [Primarch] 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.


Q: When the Sword of Destruction causes a wound, how do you determine which magic item is destroyed?


A: The wielder may pick from the known items, or may pick randomly. [Primarch]


Q: Will a Sword of Destruction prevent a Carstein Ring from working?


A: Yes. [Primarch]


Suggested Houserule: Due to the change in White Dwarf #222 which means that characters can no longer carry Chaos Rewards while carrying the Sword of Destruction, it is suggested that neither Bretonnian Virtues or Vampiric Bloodline Powers can be used while carrying the Sword of Destruction.


22.7 Hydra Sword


Q: Can I distribute hits from a Hydra sword amongst several models or do all hits have to be on one model?


A: If a weapon multiplies hits then a single hit against a specific model becomes a multiple of hits against the same model. If you have several attacks you can split these between several models, however you cannot hit more models than your initial number of hits. [White Dwarf 222]


22.8 Mortis


Q: Do wounds scored against Nagash which are subsequently restored by Mortis count towards Combat Resolution?


A: Yes. [Primarch]


23.0 Dwarf Runic Items

23.1 Rune of Spite

Q: When is the Rune of Spite rebound roll made against weapons that cause multiple wounds?


A: 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 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. [Dwarf Army Book, p. 26].


Q: Can a character use both the Rune of Spite and a Black Amulet?


A: No. A Dwarf Character cannot have 2 magic items of the same type. [Dwarf Army Book, p. 24]


Q: Does a character get the Rune of Spite rebound roll against weapons that say the defender gets no armor save, not even a magic armor save?


A: Yes. The special effect of the Rune of Spite is not considered an armor save. [Dwarf Army Book, p. 30]


23.2 Rune of Luck

Q: Can the Rune of Luck be used to re-roll any die roll in the game, or only die rolls that directly affect the character? What if the die roll that directly affects the character is made by the opposing player?


A: 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. [Primarch]


23.3 Rune of Flight

Q: If I have a hammer with the rune of flying, can I throw it at chargers as part of a `stand and shoot' action?


A: Yes [Primarch]


23.4 Rune of Slowness


Q: Does the Rune of Slowness stop a flying high charger D6" away?


A: No. [Primarch]


Q: Does the Rune of Slowness affect magically transported troops?


A: No. [Primarch]


Q: Are fanatics affected by the Rune of Slowness?


A: No. [Primarch]


23.5 Ring of Corin vs. Runic Devices:

Q: If a Runic Device has multiple runes, does the Ring of Corin target a single rune on the device, or the entire device with all of its runes?


A: The Ring of Corin targets the entire device [Primarch]


Q: If a Ring of Corin targets a war machine with runes inscribed upon it, does the ring of corin have to exceed the point cost of the war machine plus the runes, or just the point cost of the runes?


A: 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. [Primarch]


23.6 Engineering Runes

Q: Can I put engineering runes on the anvil of doom?


A: No. [Primarch]


Q: Are cannon balls shot from a cannon with the rune of fire considered magical weapons?


A: No. [Primarch]


Q: Are bolts shot from a bolt thrower with the rune of seeking considered magical?


A: No. [Primarch]


Q: Can I put Dwarf Engineering Runes (such as Rune of Disguise) on the Throne of Power?


A: No [Primarch]


Q: Can a rune of forging be put on a flame cannon or an Organ Cannon/gun?


A: The Primarchs 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 of the Dwarf armybook, 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.


Q: Can a rune of disguise be put on the gyrocopter?


A: No, it can only be put on stationary war machines [White Dwarf #222]


Q: Can a dwarf army have 2 cannons with the rune of forging?


A: 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 armor rune of stone; this means that it includes the war machine runes. [Dwarf Army Book, p. 24]


Therefore, 2 organ guns that just have the rune of forging is 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.


Q: When a bolt thrower with a rune of seeking shoots at a creature flying high, is it considered long range?


A: Yes. [Primarch]


23.7 Curse Rune


Q: When are Strength and Toughness reductions due to hits from the Curse rune applied?


A: Before any rolls to wound. [Primarchs]




24.0 Dwarf Army Clarifications

24.1 Characters

Q: Can any of the dwarf characters ride monsters?


A: No. If the a character was allowed to ride a monster it would specifically state that in the Dwarf Army book, since it does not, it is not allowed. [Dwarf Army Book, p. 83-84]


24.2 Slayers

Q: When a slayer's strength increases to the toughness of his opponent, is that increased strength used only for rolling to wound or does it affect armor save as well?


A: The strength increase affects armor save as well. There is a White Dwarf battle report that handles this incorrectly. [Dwarf Army Book, p. 79]


24.3 Anvil of Doom & Throne of Power

Q: For the purposes of Magic Movement spells, is the Dwarf Anvil of Doom and its guardians considered one model, or multiple models?


A: Multiple models. [Primarch]


Q: Are two wounds being absorbed by the throne of power counted towards combat resolution?


A: No. [Primarch]


Q: Can I place the Slayer King on a Throne of Power? Can I have a Slayer King in my army aside from the special character?


A: The only slayer king available is the special character. The special character is not a high king and therefore cannot be put on the Throne of Power. A Generic Dwarf General may be considered a High King and put on the Throne of Power. [Dwarf Army Book & Primarch]


Q: Can a lightning bolt from the Anvil of Doom pick out a single model in my unit?


A: Yes. [Primarch]


Q: Do the dwarf champions that guard the anvil of doom get a magic item?


A: No [Primarch]


Q: Are the dwarf champions that bear the Throne of Power allowed a magic item?


A: No, they already have the Rune of Stone. [Primarch]


Q: When does the dwarf army general have to put winds of magic cards into the anvil of doom, right after the winds of magic cards are dealt, or the end of the magic phase?


A: At the end of the magic phase. [Primarch]


24.4 Felix & Gotrek

Q: When it comes to missile fire against this inseparable pair of characters, are they treated as a unit (no minus to hit, randomize wounds) or as individual characters (-1 to hit, can target either character)?


A: They are treated as individual characters. [Primarch]


24.5 Runic Items

Q: A dwarf army has a mage in its ally contingent. Can the allied mage target invisible war machines with spells (such as movement spells)?


A: No. [Primarch]


Q: Does the Master Rune of Death affect everything (characters, Daemons, Dragons, etc.)? If so, what is the good of the Master Rune of Dragon/Daemons Slaying?


A: The master rune of death affects everything, as to the points value, we're happy with them! [Primarch]


Q: If a character has a runic device (weapon, armor, item) with multiple runes on it, how many magic items does it count as?


A: 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. [Dwarf Army Book, p. 24]


24.6 Flame Cannon

Q: The Dwarf book lists the flame cannon as having both a 12" and a 24" inch range. Which is correct?


A: Maximum guess range is 12". [Primarch]


24.7 Hand Gun Unit

Q: If I have a hand gun unit w/2 ranks where the 2nd rank is elevated so that it can fire, can I have both ranks shoot 1 turn, then both ranks reload the next turn.


A: Yes. [Primarch]


Q: When a hand gun unit swaps ranks to fire, does it suffer a -1 to hit penalty for movement? When it swaps ranks does the unit `creep forward' a base width?


A: No and Yes. [Primarch]



25.0 Empire Army Clarifications

25.1 Non-Human Characters

Q: Can the Empire army take Ogre, Halfling or Dwarf characters?


A: 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 [Empire Army Book & Chaos Army Book].


25.2 Hand Gun Unit

Q: If I have a hand gun unit w/2 ranks where the 2nd rank is elevated so that it can fire, can I have both ranks shoot 1 turn, then both ranks reload the next turn.


A: Yes. [Primarch]


Q: When a hand gun unit swaps ranks to fire, does it suffer a -1 to hit penalty for movement? When it swaps ranks does the unit `creep forward' a base width?


A: No and Yes. [Primarch]


25.3 Detachments

Q: If a detached unit is in hand to hand combat and the main unit is not, does the rank bonus of the main unit apply towards the combat for the detached unit?


A: No. Only the units in the hand to hand can have their rank bonus apply. [Primarch and Empire Army book p. 18 ]


Q: A unit has detachments and it breaks and flees (or flees in terror/fear) do the detached units flee automatically as well?


A: No. [Primarch]


Q: Halberdiers have a detached unit of longbow men. If the halberd unit is charged, can the longbow men stand and shoot at those chargers (even if they would not be involved in the hand to hand combat)?


A: No. [Primarch]


Q: Halberdiers have a regimental standard and battle standard bearer with magic standard, and a detachment. If the detachment is in hand to hand combat, do they get the +1 combat resolution for the halberd unit standard? Do they get the +1 combat resolution for the battle standard bearer?  


A: No and No. [Primarch]


Q:  If the parent unit's battle standard bearer has a magic standard, does its detachment get the magical benefits as well.?


A: Only if the standard affects the parent unit's leadership (i.e. the Valorous standard and the Banner of Courage).


Q: A unit with two detachments is led by a character wearing the crown of command.  Do the detachments gain the unmodified leadership of 10 as well as the main unit?


A: Yes. [Primarch]


25.4 Empire General

Q: Can any of the characters in the back of the Empire Army Book lead the Empire Army?


A: Yes. [Empire Army Book, p. 7]


25.5 Magic

Q: Can any the Empire Army field Ice Mages?


A: Ice magic is considered part of "color 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.


Q: Does the Grand Theogonist count as a spell caster for winds of magic?


A: No. [Empire Army Book, p. 70]


25.6 War Machines

Q: If the war wagon is charged by the enemy, can the crew members of the war wagon select the stand and shoot option?


A: Yes. [Primarch]


Q: Can I choose the weapons for the crew members of the War Wagon?


A: 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. [Empire Army Book, p. 20-21]


Q: Is is possible to attack the commander of the steam tank?


A: No.[Empire Army Book, p. 35]


Q: How do spells affect the Steam Tank?


A: Use the Tank's Statistics for all spells, use the commanders leadership (leadership 10) for leadership checks. [Primarch]


Q: If a steam tank hits models whose initiative are greater than 6, does a six always fail or do they always escape?


A: They always escape. [Primarch and Empire Army book p. 35]


Q: The steam tank does not engage in hand to hand combat, it runs over things. However, if the steam tank runs over a fleeing unit is it destroyed?


A: Yes. [Primarch]


Q: Can I cast spells at the crew of the steam tank?


A: No. [Empire Army Book & Primarch]


25.7 Special Champions

Q: Can a unit of outriders have a champion?


A: No. [Primarch, Empire book p. 28]


Q: Can a unit of flagellants have a champion?


A: Yes [Rulebook, p. 61 and Empire Army book p. 58]


25.8 War Altar

Q: Does damaging the war alter affect its abilities?


A: Not until the war alter is destroyed. [Empire Army Book, p. 70]


Q: Is the Empire war alter treated like a chariot for purposes of being attacked?


A: Yes. [Empire Army Book, p. 69]


Q: Friendly units w/in 6" of the War Altar never break and are immune to psychology. What if a fleeing unit moves w/in 6", or if the War Altar itself moves in range... is the unit instantly rallied?


A: No. [Primarch]


25.9 Pistoliers

Q: How often do those pistoliers get to shoot?


A: 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.[Primarch].


26.0 High Elf Army Clarifications

26.1 Bolt Throwers

Q: What is the correct cost of a Bolt Thrower?


A: 100 points




27.0 Wood Elf Army Clarifications

Q: Wood elves move through woods without penalty.  Do they still follow the usual rules regarding visibility (shooting, charging)?


A: Yes [Primarch]


Q: Do Wardancers have to align themselves to get the maximum number of troops in base to base contact following a charge?


A: Yes.  [Primarch]


Q: May Wardancers use standards and gain normal bonuses from them?


A: Yes. [Primarch and Wood Elf Army book p. 61]


Q: Does the initiative of the wardancers determine when their special ability occurs, or does it occur before all attacks?


A: The special ability occurs before all attacks. [Primarch and Wood Elf Army book p. 46]


Q: Wardancers can use the Shadows Coil to end the combat in a draw. Does this result apply to just the wardancers and their enemy, or all units involved in the combat?


A: The combat result is zero between Wardancers and their opponents alone, other unit's combat resolution is resolved normally. [Primarch and Wood Elf Army book p. 46]


Q: When wardancers are attacked with a charging chariot, can they use Shadow's Coil to avoid the automatic hits?


A: No. [Primarch, Rule book p. 77]


Q: If a wardancer is transfixed by a vampires glare, may the rest of the unit use its special dance?


A: Yes.


Q: Do Glade Riders have to be in Skirmish formation to move through woods without penalty?


A: No. [Primarchs - p. 44 is correct, the statement on p. 66 is in error]


Q: Are Dryads immune to psychology?


A: No, the statement on page 78 is in error [Primarchs, White Dwarf #200, Q&A]


Q: Do Dryads have a specialsave?


A: Yes.  [White Dwarf #215, Q&A]


Q: Does the Collar of Zorga affect Treemen?


A: No. [Primarch]


Q: If a treeman is caught by pursuers, does it fall over?


A: Yes. [Primarch]


Q: Is Durthu rooted to the spot?


A: Yes.


Q: Can Ariel be placed in a unit?  Can her magic items be changed?


A: Yes and No.


Q: If a waywatcher unit leaves a wood or is destroyed, do its traps remain behind?


A: No. [Primarch]


Q: All units wishing to spot Waywatchers must roll independently each turn.  The success of one unit does not aid others.  Even if spotted in one turn, the waywatchers may attempt to hide again in the same location.


A: Correct. [Primarch]




28.0 Chaos Army Clarifications

28.1 Daemons, Characters, & Units

Q: Can characters join units of daemons?


A: Yes. [Primarch and Chaos Army book p. 64]


28.2 Victory Points

Q: If a character is lost due to a chaos gift card (such as eternal struggle), does the opponent get victory points for it?


A: Yes. [Primarch]


Q: If a character turns into a chaos spawn, does the opponent get victory points for it?


A: Only if the spawn is killed. [Chaos Army Book, p. 37]


28.3 Chaos Gifts

Q: If I draw the `spawn' chaos gift, do I have to use it on a character?


A: No, the `spawn' chaos gift can be used on any figure in the chaos army, whether it be a character, monster, daemon, or rank and file trooper. [Chaos Army Book, p. 36]


Q: Do only characters get to use the chaos gifts?


A: No, chaos gifts can be used on any figure except daemons and chaos spawns. [Chaos Army Book, p. 13-14].  However, gifts can be discarded to allow a reroll of a demon's demonic save.[Chaos Army Book, p.39]


28.4 Chaos God Aligned Units

Q: Can you mix chaos characters from different gods in the same unit?


A: No. [Primarch]


Q: What constitutes a Khorne unit, a Nurgle unit, a Slaanesh unit, and a Tzeentch unit?


A: A Khorne unit is lead by a champion of Khorne, a Nurgle unit is lead by a champion of Nurgle, a Slaanesh unit is lead by a champion of Slaneesh, a Tzeentch unit is lead by a champion of Tzeentch. The rank and file troopers for these units can be beastmen, minotaurs, chaos warriors, centaurs, dragon ogres, etc.


A champion is considered to be any of the characters from that patron deity (champion, hero, sorcerer, general, battle standard bearer, etc.). [Arcane Magic, p. 19]


This means that minotaur units led by champions of Khorne can use Khorne only magic banners.


Q: Are all chaos god aligned units subject to fighting other chaos god aligned units?


A: No. That only applies to daemons. There is no check to see if Khorne Chaos Warriors will attack Slaneesh Beastmen. [Chaos Army Book, p. 39]


28.5 Chaos Units, Champions, & Monsters

Q: Can a chaos wizard riding a cockatrice use a chaos familiar to add +1 to the cockatrice's petrify spell to increase its chances of working?


A: No. [Primarch]


Q: Does a stone troll have all the abilities of a ordinary troll plus the dispel ability (and the same cost)?


A: The special abilities are in addition to the abilities of an ordinary troll. [Primarch]


Q: What are the correct statistics for the Gorgon, the chaos army book has 2 different values?


A: The values in the Beastiary section in the Chaos Army book are the correct ones.  The summary is incorrect. [Primarch]


Q: What is the correct leadership for a harpy 6 or 8?


A: The correct leadership value for a harpy is 6. [Primarch and Battle book p. 132]


Q: The equipment list indicates that bows are not available to the chaos army, yet centaurs can have bows, which is correct?


A: The Centaurs can have bows. [Chaos Army Book, p. 70]


Q: Can a centaur champion in a unit of centaurs with bows have a bow? Can a chaos champion in a unit of centaurs with bows have a bow?


A: Yes and No. [Primarch]


Q: Do the beastmen units always have to take the leadership test for in-fighting?


A: The beastmen only have to take the in-fighting test if they are making a normal move, or a march move. [Chaos Army Book, p. 44]


Q: What happened to chaos thugs, can chaos armies not include them anymore?


A: There are no more chaos thugs. [Chaos Army Book]


28.6 Characters turning into Chaos Spawn

Q: If a character riding a steed is turned into a chaos spawn, is the mount removed, or is the character still riding it?


A: Mount is removed. [Primarch]


Q: If a character riding a demon steed (of a Chaos God) is turned into a Chaos Spawn, is the mount removed, or is the character still riding it?


A: Mount is removed. [Primarch]


Q: If a character riding a monster is turned into a Chaos Spawn, is the mount removed, does it roll on the Monster reaction table, or is the character still riding it?


A: Mount is removed, its turned into spawn with the character. [Primarch]


Q: When a character and mount is turned into the spawn, how many attacks and wounds does the spawn have?


A: Same as the character, ignore the mounts attacks and wounds. [Primarch]


Q: When a character is flying high and turns into a Chaos Spawn, does it immediately fall and die? (Presuming it does not gain the "fly" Chaos Gift).


A: Yes. [Primarch]


28.7 Daemons

Q: Do I have to do anything special to field a unit of daemons?


A: You must field a champion from a particular deity in order to field a unit of daemons from that particular deity. The champion can be any chaos character. This means that to take a Bloodthirster of Khorne, I need a champion, hero, general, or battle standard bearer of Khorne. [Chaos Army Book, p. 71]


Q: Does anything affect the daemonic Save versus wounds?


A: Yes. First of all the daemonic save is modified by the strength of the attack, also, wounds from a unicorn or magic weapon in hand to hand do not get a daemonic save. Wounds from magic missile attacks still get a daemonic save (with appropriate strength modifier).


28.8 Khorne Specific Information

Q: If a khorne champion with the built-in chaos armor carries a sword of destruction, what happens to the chaos armor? Does the magical properties get negated only? If so, does it turn into heavy or light armor?


A: Technically, the bearer of the Sword of Destruction can have no other magic items, this prevents Khornate Champions from using it. A house rule is suggested that allows them to use it and the magical properties of the chaos armor are negated and it is treated as heavy armor. [Primarch]


Q: Does Arbaal only get 2 magic items listed, or can he take 1 more?


A: He only gets the 2 listed. [Primarch and Chaos Army book p. 77]


Q: Is it D3 hits or D3 wounds for the Bloodthirster's axe?


A: D3 wounds once the creature is wounded. [Primarch]


Q: Does the Bloodthirster's lash give him an extra attack?


A: No.  The whip is an alternative non-magical weapon.


Q: Is it D3 hits or D3 wounds for the Bloodletter's Sword?


A: D3 wounds once the creature is wounded. [Primarch]


Q: Bloodletters can be mounted on Juggernauts. What happens if a bloodletter is killed?


A: If the Bloodletter is killed the Jugger must take a monster reaction roll. [Primarch]


28.9 Slaanesh Specific Information

Q: Do Steeds of Slaanesh confer an armor save bonus to riders? Do Steeds of Slaanesh affect Daemonic saves if their riders are Daemonettes?


A: Yes and Yes. [Primarch and Rule Book, p. 91]


Q: A slaanesh character is on a flying mount. The character looses a round of combat, is he driven off?


A: Yes. The driven off rule applies in this case (the Slaanesh character is only immune to break tests).


Q: A Steed of Slaneesh and disc of Tzeentch are considered steeds because they have 1 wound, does that mean that you can buy barding for them?


A: No [Primarch]


Q: What is the proper cost for mounting a Daemonette on a Steed of Slaanesh,?


A: Mounting Daemonettes on Steeds of Slaanesh costs 25 points. [Chaos Army Book, p. 74]


Q: Can a champion of Slaanesh ride a steed of slaanesh?


A:  Yes. [Primarch]  There is an error in the Chaos book.


Q: Can a Chaos Champion of Slaanesh ever choose to flee?


A: No. [White Dwarf #200, Q&A]


28.10 Tzeentch Specific Information

Q: Do discs of Tzeentch confer an armor save bonus to riders?


A: yes


Q: If a Pink Horror is killed, can the newly raised blue horrors strike back?


A: The Blue Horrors can strike, as long as the Pink Horror had not already done so earlier in the phase.


Q: Does a chariot pulled by discs of Tzeentch fly?


A: No. [Primarch]




29.0 Chaos Dwarves Army Clarifications

Q: Can a chaos only magic item be used by Chaos Dwarves?


A: Yes. [Chaos Dwarf Army Book]  However Chaos God specific magic items, gifts and rewards (Khorne Only, Slaneesh only, etc.) cannot be used by Chaos Dwarves. [Primarch]


Q: A unit of Blunderbusses is accompanied by a champion. The champion has a better ballistic skill than an ordinary trooper. How is shooting worked out?


A: The champion is treated as having the same BS as the regiment he is leading if he fires a blunderbuss. [Primarch]


Q: If a unit suffers twice from the "Rattle" of an Earthshaker cannon is its movement 1/2 or 1/4 of the original value?


A: It is 1/2 [Primarch]




30.0 Dark Elf Army Clarifications

30.1 Allies

Q: Can the dark elves have skaven as allies?


A: No Please note that ally lists are _not_ reciprocal, in other words it is possible for a race to appear as allies of another race, while not having that race in their own ally list. This simply reflects the fact that to get a race as an ally there must be a good chance of a small contingent of their troops serving in a large army of troops drawn from the main list. In the case of Dark Elves and Skaven, for example, it seemed sensible to me (Jervis) that small contingents of Dark Elves could serve in a Skaven army, but not vice-versa. [Primarch]


30.2 Scouts & Dark Riders

Q: Dark Elf scouts with their infiltration must be placed out of the enemies los, does this hold true, even if I deploy them in my deployment zone?


A: No. [Primarch]


Q: Can characters join Scout units and Dark Rider Units?


A: Characters can join either unit, but note that with the exception of champions they will not benefit from the unit's special rules. Thus a character with the Scouts can't infiltrate, and a character with the Dark Riders can't make a free march move at the start of the battle or fire and flee. [Primarch]


30.3 Special Characters

Q: Is Hellebron a witch elf and therefore subject to frenzy?


A: yes


Q: Can the witch king cast spells and wear armor?


A: Yes. [Primarch]


Q: Are with witch king's cold one chariot steeds subject to stupidity?


A: Yes [Primarch]


Q: Can an army have Malekith the Witch King on foot instead on the chariot?


A: The witch king always comes with the chariot, but may leave it voluntarily during the battle. [Primarch]


30.4 Hatred of High Elves

Q: A dark elf unit is close to another fleeing dark elf unit, and a high elf unit. What test is taken first, the hatred-must-charge-the-enemy or the panic test?


The panic test is taken first, and if passed, then the `must charge the enemy test is taken. [Primarch]


Q: A dark elf unit is in hand to hand combat w/a larger High Elf unit that has the dread banner, will the dark elves automatically break if the high elves win a round of hand to hand combat?


A: Yes. [Primarch]


Q: Do Witch Elves lose Hatred when fighting High Elves, because they go into Frenzy and are immune to all other Psychology?


A: The witch elves loose hatred when they frenzy. [Primarch]


30.5 Shadowblade & Assassins

Q: Shadowblade, when disguised inside an enemy unit, reveals himself at the beginning of the turn. Does this mean he can be challenged on the turn he appears?


A: Yes, he can be challenged. [Primarch]


Q: Can dark elf assassins put poison on magic weapons so that they cause D3 wounds when used by an assassin?


A: No. Unless specifically stated, magic weapons *never* benefit from special rules that apply to `mundane' weapons. [Primarch and Magic book p. 32 ]


Q: Which units can have Assassins? The rules (p 40) say "you can hide Assassins in Dark Elf infantry units". As there are no units called Dark Elf infantry I assumed that they could be hidden in any non-cavalry unit. Then I read in the Dark Elf battle tactics (p 66) that they could not be hidden in Scout units?


A: Dark elf assassins can hide in the following units: Executioners, Black Guard, Scouts, Corsairs, Warriors, Spearmen, City Guard, Crossbowmen. [Primarch]


Q: If shadowblade is concealed in a unit of Reiksguard knights with a 1+ save and I reveal him does he have a 1+ armor save?


A: No. [Primarch]


30.6 Witch Elves

Q: Is the +1 strength due to poison included in the witch elf statistics?


A: No, the witch elves strength when attacking is 4. [Dark Elf Army Book, p. 36]


Q: Do witch elf characters get to put poison on their weapons?


A: Yes, but not their magic weapons (see Assassins above). [Primarch]


Q: What is the proper number of attacks for witch elves affected by the Cauldron of Blood in their first round of combat?


A: 4.[Dark Elf Army Book & Primarch]


Q: What's the point cost for a Hag Queen?


A: The only hag queens that can be purchased are the special characters listed. [Primarch]


30.7 Errata

30.7.1 Repeater Bolt Throwers:


The rules on page 54 state that you may include up to two repeater bolt throwers for each regiment of 10 or more `Dark Elf Warriors or Black Arc Corsairs'. This should read `Dark Elf Warriors, Spearmen, Crossbowmen , City Guard or Black Ark Corsairs'. [White Dwarf #192, Q&A]


30.7.2 Har Ganeth Executioners

These are variously listed as having a strength of either 3 or 4, and an initiative of either 6 or 7. The correct characteristics are strength 4 and initiative 6. [White Dwarf #192, Q&A]


30.7.3 The Blood Banner

The Blood Banner magic standard should have a points value of 10 rather than 50. [White Dwarf #192, Q&A]  [Magic book p. 43]


30.7.4 Cauldron of Blood


The Keeper of the Cauldron is not a Hag Queen as stated in the book, but rather has the stats of a Witch Elf Champion.  She may not take a magic item - the Cauldron is enough!  [White Dwarf  #192, Q&A]


30.8 Corsairs

Q: Can the corsair champion get a Sea Dragon Cloak?


A: Yes. It costs 5 points, and should count as a magic item. [Primarch]


30.9 Repeating Crossbows


Q: Can Repeating Crossbows move and shoot?


A: Yes.  If the repeating crossbow is fired only once, it fires as an ordinary bow and may move and shoot. [Primarch, Rule Book p. 56]




31.0 Orcs & Goblins Army Clarifications

Q: Can the Greenskin army have more than one warlord?


A: No.  The absence of a "1" in front of the Warlord heading is a misprint. [Primarch]


31.1 Allies

Q: Can Orcs & Goblins take the Chaos Dwarves as allies and get a second unit of black orcs?


A: Yes. [Dark Elf Book, p. 47]


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.


Q: Can I take the Chaos Dwarves as allies and only get a unit of hobgoblins?


A: Yes. [Primarch]


House Rule: The Primarchs 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. Another suggestion is that due to Orcs & Goblins mistrust of Hobgoblins, allied Hobgoblins don't remove animosity from the Orcs & Goblins army.


31.2 Doom Diver

Q: Does a mob of goblin wolf riders count as a goblin mob for the purposes of getting Goblin Doom Divers?


A: Yes. [Orc & Goblin Army Book, p. 94, 88]


Q: Do doom divers need line of sight to their targets?


A: Technically yes, however the Primarchs have endorsed a house rule to the contrary.


31.3 Giants

Q: If a Giant is caught by pursuers, does it fall over?


A: Yes. [Primarch]


31.3.1 Characters Placed Into Bag

Comments about what happens when a character is picked up by a giant and placed in his bag.


Q: Does a heart of woe kick in?


A: No, The character is not technically dead. [Battle Beastiary, p. 61, Battle book p. 127]


Q: For vampires, does the carstein ring kick in?


A: No, The character is not technically dead. [Battle Beastiary, p. 61, Battle book p. 127]


Q: For necromantic generals, does the army have to make leadership tests or turn into dust?


A: No, The character is not technically dead. [Battle Beastiary, p. 61, Battle book p. 127]


31.3.2 Bawling Attack

Some Questions about the Giants bawling attacks.


Q: Should it affect units immune to psychology?


A: Yes [Battle Beastiary, p. 61]


Q: Should it affect units immune to break tests?


A: No. [Battle Beastiary, p. 61, Battle book p. 127]


House Rule: The Primarchs suggests that units that are immune to psychology are immune to the giants bawling attack.


31.4 Fanatics

Q: Can Hand of Gork be used to move goblin fanatics?


A: No, individual fanatics cannot be moved with the hand of gork. [Battle Magic, p. 56]


Q: When a fanatic ends its movement inside a unit, what is done?


A: 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. [Primarch]


Q: When fanatics are launched, do they have to be all launched at the unit that is within 8"?


A: The player can choose what direction they go on the turn they come out. [Primarch].


Q: Can I move a unit with hidden goblin fanatics in it with the hand of gork?


A: Yes [White Dwarf #191]


Q: What happens if magical movement causes a night goblin unit with hidden fanatics to be within 8" of an enemy unit?


A: The fanatics are released in a random direction. [White Dwarf #191]


Q: What happens if a creature flying high lands within 8" of a night goblin unit with hidden fanatics?


A: The fanatics are released in a random direction. [White Dwarf #191]


Q: Will frenzied units charge through fanatics, if so, do they have to pass a LD test to do so?


A: Yes and No. [Primarch]


Q: Can an enemy unit stand and shoot at fanatics?


A: No. [Primarch]


31.5 Goblins

Q: When goblins fear `elves' that they don't outnumber 2:1, does this include High Elves? Wood Elves? Dark Elves?


A: Yes, Yes, Yes [Primarch]


31.6 Ogre Characters

Q: Can the Orc & Goblin Army field Ogre characters?


A: No. [Orc & Goblin Army Book]


31.7 Pump Wagons

Q: Do snotling pump wagons follow the same psychology rules as snotling bases?


A: No. [Primarch]


31.8 Savage Orcs

Q: Are protective tattoos considered magic armor for devices that only confer a save to magic armor?


A: Yes. [Primarch]


Q: Protective Tattoos alone provide an un-modifiable 6+ armor save, but if the armor save is improved by other means (such as shields) is that part of the armor save modified by the attacker's strength?


A: The only parts of the armor 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 armor save (Riding boar for +2, shield for +1, Standard of Shielding for +1) are modified by the attackers strength. [Primarch]


Q: Does the Savage Orc Shaman get the `Shaman in unit' bonus for his own protective tattoos?


A: Yes. [Primarch]


31.9 Special Characters

Q: Does Azhag the Slaughterer have to take his wyvern as his monster mount?


A: Yes. [Primarch]


Q: When it comes to missile fire against Skarsnik and Gobbla, are they treated as a unit (no minus to hit, randomize wounds) or as individual characters (-1 to hit, can target either character)?


A: They are treated as individual characters. [Primarch]


Q: Is Morglum Necksnapper, who is immune to Psychology, at -1 Leadership because he rides a Boar?


A: Yes. [Primarch]


Q: Morglum's Attacks characteristic is listed as 4; his description says he carries two hand weapons. How many attacks does he get in hand to hand combat?


A: 5. [Orc and Goblin Army Book]


31.10 Squig Hunters

Q: Do squig hunters have two attacks, or does the prodder obstruct them from having those two attacks?


A: Each herder gets 1 attack, so a 25mm x 50mm base w/2 herders gets 2 attacks. [Primarch]


Q: Does my champion in the second rank get to accept or issue challenges?


A: Yes. [Primarch]


Q: Can my squig hunter teams in the second rank be hit back?


A: 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. [Primarch]


Q: When squigs fall casualty, do I have to maintain the unit's width, i.e. place herders along the squigs, instead of keeping them in the second rank.


A: Yes. [Primarch]


31.11 Trolls

A regenerating creature that is caught fleeing is considered dead, and cannot regenerate wounds to return. [Primarch]


32.0 Skaven Army Clarifications

32.1 Special Characters

Q: When Ikit Claw is the general, 25% of the points must be spent on war machines. Does this include war machines brought by allied troops?


A: No, only skaven war machines count. [Primarch]


Q: When it comes to missile fire against Thanquol and Bone Ripper, are they treated as a unit (no minus to hit, randomize wounds) or as individual characters (-1 to hit, can target either character)?


A: They are treated as individual characters. [Primarch]


Q: Can Ikit Claw use all his shooting attributes during the same shooting phase e.g. warplock pistol, poison globe, warpfire thrower?


A: No, he can only operate one missile weapon. [Rule Book & Primarch]


Q: Can you use Ikit in your army if he does not command it? That would require you to use the warlord general in addition to Ikit Claw?


A: No, Ikit must be the general. [Primarch]


Q: Can I take Thanquol without boneripper?


A: No. [Primarch]


Q: Can Ikit Claw use his warpfire thrower and/or poisoned wind globes when in hand to hand combat?


A: No. [Primarch]


Q: Can boneripper accept/issue challenges?


A: Yes. [Primarch]


32.2 Poison Wind Globes

Q: Poison wind globadiers have to "evade when charged".  What does this mean?


A: If attached Globodiers 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. [Skaven Army Book, p. 52]


Q: When poison wind globadiers are being charged how do I work out stand and shoot?


A: Evading Globadiers can't stand shoot.  Otherwise globadiers follow normal rules.


Q: Do poison wind globes affect the empire steam tank? Is a `6' on the roll for poison wind globes always a failure and the model overcome (die)?


A: Use the statics for the steam tank for the poison wind globes, it takes 5 wounds to kill the steam tank. A'6' is always a failure. [Primarch]


32.3 Snikch & Assassins

Q: When the Deathmaster Snikch is in a skaven unit other than gutter runners, is he disguised (like other assassins)? Can he leap out and make surprise assassin attacks on enemy characters?


A: 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. [Primarch]


Q: Does the 5 attacks for the Deathmaster Snikch include his 2 additional hand weapons?


A: No. He gets a massive 7 attacks in hand to hand combat! [Primarch]


Q: How many attacks do skaven assassins get?


A: They get two as per their profile - they do not carry an extra hand weapon or weeping blade [Primarch]


Q: Are weeping blades considered magical weapons?


A: Yes. [Primarch]


Q: Can I field Skaven assassins on their own? Can they infiltrate?


A: No, but they can be included in units of gutter runners. [Primarch]


Q: Can Snikch dodge rebounded wounds (black amulet, rune of spite)?


A: No. [Primarch]


32.4 Plague Censor Bearers

Q: If a Plague Censor Bearer unit is in hand to hand combat, and the enemy casts Crimson Bands on them so that they cannot attack in hand to hand combat, does the Fog of Death go away?


A: Yes. [Primarch]


Q: Does a model have to roll 1 time to see if it is overcome by fumes, or 1 time per plague censor bearer within 1".


A: The model has to roll 1 time. [Primarch]


Q: Do Skaven Plauge Censer Bearers have to test to see if they are poisoned by their censers every turn, or just when they are in combat?


A: Only when they are in combat. [Primarch and WD #193, Q&A]


Q: Do Plague Censer Bearers loose their hatred when they frenzy?


A: No, they are different from Witch Elves in this respect. [Primarch, Army Books]


32.5 Screaming Bell

Q: If the Screaming Bell is going to destroy war machines, does that affect the Skaven war machines as well?


A: The Screaming Bell does not affect itself, nor warpfire throwers, nor jezzail teams. The Skaven Doomwheel is affected. If other Screaming Bell's are present, they are affected. [Primarch]


Q: If the unit pushing the skaven bell flees, do the grey seer and striker go with them?


A: No. They are immune to psychology and never break. [Primarch]


Q: When the striker dies can a skaven from the unit around the bell take his place?


A: No [Primarch]


Q: If the unit is killed, but the grey seer uses the escape card, when he comes back is the bell back with him?


A: No


32.6 Warpfire Throwers & Jezzails

Q: Can Warpfire Throwers & Jezzails stand and shoot at chargers?


A: Yes, but Warpfire Throwers cannot stand and shoot at chargers attacking from flying high. [Chronicles of War, p. 5]


Q: Are Warpfire Throwers and Jezzails damaged by moving over rough terrain?


A: No. [Primarch]


Q: A unit of skaven jezzails shoot at a unit of beastmen, the skaven cause 3, 1, and 2 wounds, how many beastmen die? (does the extra wound from the first jezzail wound another beastmen).


A: 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). [Primarch]


Q: Are the flames from warpfire throwers considered magical? Are the bullets from Jezzails considered magical weapons?


A: Yes and Yes. [Primarch]


32.7 Swarms

Q: When I have 4 rat swarms in my army (it is counted as one single swarm).If an enemy model comes into contact with one of the 4 swarms, how many attacks do the swarms get?


A: Line up the units.  Only swarm bases in contact with enemy models may fight. [Primarch]


32.8 Skaven Doomwheel

Q: What is the saving throw mod. for warp lightning out of the Doomwheel?. Is it the modifier of the current strength(6 -3, 8 -5, etc.) or just like warp lightning from storm-daemon or the warp lightning spell: no save possible.


A: The save is modified by its current strength. [Primarch]


Q: Does the Skaven Doomwheel have to move like an individual figure (no turn arcs, etc.)?


A: The Skaven Doomwheel moves like other individual characters with no turn arcs. [Primarch]


Q: Is the lightening from the doomwheel considered magical?


A: No. [Primarch]


Q: Does the doom wheel only shoot when it moves? If I ram a unit and survive a round of combat does it shoot again the next round?


A: No and Yes [Primarch]


Q: Does Mork's War banner affect the Warlock engineer.


A: No. The Warlock Engineer is only a crewman and is not a wizard. [Primarch]


32.9 Packmasters


Q: Do unit standards and musicians in units of packs and packmasters have to be in the front rank?


A: No. [Primarch]


Q: May a unit of Packmasters with either giant rats or rat Ogres be deployed at the start of the game with more packmasters than beasts?


A: No, each packmaster must control at least one beast of his own. [Primarch]


32.10 Misc.


Q: When the skaven field harpies, must they be in units of 5? Can they form ranks and get rank bonuses?


A: Yes [Primarch]


Q: Is the Vermin Lord affected by Skavenbrew?


A: No. [Primarch]


Q: Can a Vermin Lord obtain or use warpstone?


A: No. [Primarch]


Q: How many wounds do Skaven Slaves have?


A: One - the profile in the beastiary section of the army book is incorrect. [Primarch, Battle book p.143 ]


33.0 Undead Army Clarifications

33.1 Settra

Q: Settra can have the Mummy Tomb King's Crown, but his BS is 0 (zero) is this correct?


A: 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. [Arcane Magic, p. 11 & Undead Army Book, p. 96]


Q: Can Settra use items that are Vampire only, Necromancer Only, or Liche only?


A: 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. [Undead Army Book, p. 97]


33.2 Undead Immunities

Q: Since undead are not living targets, are they affected by poison?


A: Unless a device specifically states that it does not affect undead, it does. This applies to witch elves poison, etc. [Primarch]


Q: Since undead are immune to psychology, are they affected by Slaanesh effects that utilize good looks?


A: No, the allure of Slaanesh still affects them. [Primarch]


33.3 Undead Generals

Q: A undead character is mounted on a skeletal chariot. If the character looses a round of hand to hand combat, does the chariot sustain extra wounds based upon the combat resolution?


A: Yes. [Primarch]


Q: When the undead general flees from the table, is he considered `dead' and all the units have to make a test or turn into dust?


A: Yes. [Primarch]


Q: If a vampire general dies and uses the Carstein Ring, does the army have to take a panic test?  Does the undead army test to turn into dust?


A: No and No. [Primarch]


33.4 Vampires

Q: Are vampire characters considered living beings?


A: 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) [Primarch]


Q: Can a Vampire attempt to transfix an entire unit of Wardancers using the Storm Blades attack?


A: No, only those models in base to base contact at the start of the hand to hand combat phase.  [Primarch]


33.5 Units

Q: Does a wight battle standard bearer in a unit of wraiths benefit from the look out sir rule?


A: yes. [Primarch]


Q: Can you have wight or wraith champion in a unit of wights or wraiths?


A: No. The undead army book specifically states that wight and wraith champions can only be in units of skeletons, zombies and ghouls. [Undead Army Book, page 82]


Q: Are creatures immune to non-magical weapons, immune to all breath weapon attacks?


A: 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, Chimera Breath. [Primarch]


Q: Are Wight Blades considered magic weapons?


A: Yes. [Primarch and Undead Army book p. 64]


33.6 Nagash

Q: Is Nagash affected by weapons and spells that affect undead only?


A: Yes.  Unless specifically excepted, things that affect the undead will affect everything in the Undead army book. [Primarch]


33.7 Break Test for Characters in Skeleton Units

Q: If a unit of skeletons with a character in it loses a round of combat, does the character have to take a break test, or do extra skeletons just die?


A: 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:


1) 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.


2) 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.[Primarch]


33.8 Hidden Units

Q: A unit of wood elf scouts are hidden in a building. The opponent's skeleton cavalry moved through the building? How would you work this situation out?


A: No charge was declared so the skeleton cavalry 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. [Primarch]


33.9 Undead Chariots

Q: Since undead chariots can have crew and steed restored, should they be left on the table when all the crew have been killed?


A: 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. [Primarch]


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. [Primarch]


33.10 Charge Reactions

Q: Can undead units stand and shoot or flee from chargers?


A: Any unit that is considered undead (skeletons, zombies, mummies, carrion, wraiths, wights, liches, ghosts, skeletal cavalry, skeleton 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. [Undead Army Book, p. 58]


Q: Are there any undead units that can march move?


A: Ghouls, necromancers, and vampires can march move. [Undead Army Book, p. 58]


33.11 Spells

Q: What spells that affect living creatures don't affect undead?


A: Unless a spell specifically states that it does not affect undead, it does. [Primarch]


33.12 Miscellaneous

Q: Are carrion considered Large Monsters and thus +1 to be hit by missile fire? Do you have to randomize hits between the carrion and their riders?


A: No and No. [Primarch]


Q: What formations may carrion be placed in?


A: It is suggested that Carrion be fielded as "loose units", and kept within 2" of each other.


Q: Are there any undead units that can march move?


A: Yes, Ghouls have the capability to march move. Vampire and necromancer characters can march move as well. [Undead Army Book, p. 58]


34.0 Bretonnian Army Clarifications

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35.0 Lizardman Army Clarifications

Q: How many skinks fit inside the Stegadon's howdah?


A: A max of 10 per Stegadon. [White Dwarf #215]


36.0 Monster Clarifications

Q: What is the proper base size for the different monsters?


A: There is no definitive base sizes for the different monsters, use what fits. [Primarch]


Q: What monsters are considered large and what monsters are not?


A: This is up to the players discretion. It is suggested that any monster with more than 3 wounds are considered large.[Primarch]


Q: Can only creatures in contact with the monster's 40mm x 40mm base be able to attack the monster?


A: Allow figures to fight the monster if it seems reasonable, the figures do not have to be in contact with the base. [Primarch]


Q: Are giant eagles considered large monsters and thus +1 to be hit?


A: Yes. [Primarch]


Q: Does a bat swarm (flies 8") get to `march-fly' 16"?


A: No, it still charges 16" though. [Primarch, Rule book p. 71 and Battle Book]


Q: Is the Wyvern's armor save modified by the attacker's strength?


A: Yes.


Q: If characters riding monsters are slain during hand to hand combat whilst flying high then how is the monster reaction table interpreted?


A: Not covered in the rules, the following is a good house rule: Place the monster in the controlling players deployment area during the controlling players next turn. The controlling player determines location. Follow the monster reaction table as normal from there. [Primarch] Note, if the monster does not flee, apply a Bound Monster Test in each subsequent turn.




37.0 Victory Points

As a general rule, any unit (remember, a single model is considered a "unit of one" under the rules) which is removed from the gaming table and does not return before the end of the game may be counted towards victory points. The following specific clarifications have been offered by the game designers and the FAQ Council:


Q: A "loose unit" consists of 5 Chariots, Stegadons, or other models which may be placed in loose formation. Does the opponent get any victory points for destroying only 1 model of such a unit?


A: Yes. [Primarch]


Q: Are any victory points awarded for destroying Skaven units created with Curse of the Horned Rat?


A: No. [Primarch]  Note: Plaguebearers created with plague wind, and Horrors created with Tzeentch's Firestorm do count as 1VP, regardless of the size of the summoned unit.  [Chaos Book,  p.40].


Q: Same question, but assume skeletons are raised by one of the undead spells capable of doing this?


A: Newly formed units, when destroyed, result in victory points. No victory points are awarded for repairing warmachines which have not been fully destroyed or for adding troops to existing units. [Undead Army book p. 73]


Q: If a chaos character is removed due to Cosmic Duel, who could come back but does not during the game, does he count toward opponent victory points?


A: No.


Q: When models have been returned to life via the Jade Casket and Apotheosis are victory points still awarded for these models having been slain?


A: Yes.


Q: How are victory points awarded for squig hoppers?


A: It has been suggested by the Primarchs that every 3 squig hoppers killed is worth 1 victory point.


Q: A monster mounted character (not a champion) is in a unit, and the entire unit is destroyed, how are victory points computed?


A: Compute the total point value of the character, his equipment and his mount. Victory points are awarded for this. Then compute the total point value of the rest of the unit, victory points are then awarded for that as well. If the character or monster mount die separately, victory points are awarded for each, but if they die together, combine the point total before computing victory points. [Primarch]


Q: A character is mounted on a monster. If only the monster dies, do I get Victory points for it? What if only the character dies?


A: Yes and Yes. [Primarch]


Q: If a night goblin unit releases fanatics, do all the fanatics plus the unit have to die to give the opponent any victory points?


A: Yes [Primarch]


Q: When do you count the victory points for Skaven warpfire teams, globadiers and assassins attached to a regiment?


A: VP for all of the above are only given when those models die, and the unit they are associated with also dies. Add the point cost of those models to the point cost of the unit. Skaven assassins who transfer to another skaven unit within 6" are no longer considered part of their original unit for victory point purposes. [Primarch and Skaven army book, p.51]


Q: If a character starts in a unit in the game, and leaves it, does that unit and character have to be killed to give the enemy any victory points?


A: No, treat them as separate units for victory points. [Primarch]


Q: Are units that are incapacitated or held fast when the game ends (mork wants ya, gem of gnar, crimson bands, net, hold fast) counted towards enemy victory points?


A: No [Primarch]  However, if crystal charioteer removes a model from the table, victory points should be awarded.


Q: When a unit that has rank and file troopers and characters in it dies, are the Victory Points for the characters and the rank and file members of the unit computed separately or together?


A: Characters are worked out separately from the unit. Champions are added to the unit's point cost total. [Battle Book, page 40]


Suggested Houserule: When counting victory points, each unit is worth 0,5 victory points for each full 50 points the unit cost, then round up. EG a unit that costs 180 points is worth 1,5 victory points, rounded up, so its total worth is now 2 victory points.




38.0 Magic Item Amendments:

The following amendments were done in White Dwarf #222

Armour of Brilliance is Bretonnia Only

Cloak of Shadows is Skaven Only

Sword of Justice is Empire Only

Sword of Teclis is High Elves Only

The Silver Seal is Empire Only

Executioner's Axe is Dark Elves Only. In addition the rules should read ".. if any dice roll made to WOUND is a 6, the executioner's axe has killed outright.

Mork's War Banner only kills wizards in base contact on a roll of 4+.

The Forbidden Rod. Each time a spell is cast with the Forbidden Rod, the bearer suffers a wound on a D6 roll of 4+ and the Forbidden Rod is exhausted.

The Book of Secrets. The reduction of the casters's profile should be at the opposing player's discretion.

Plaque of Dominion is one use only

Cloak of Shadow is models on foot only

Cloak of Mists and Shadows is models on foot only

Cloak of Feathers is one use only and models on foot only.

Aldred's Casket of Sorcery is 50 points

Sword of Destruction cannot be used by a character who also carries Chaos Rewards