The core mechanics every model in the game uses, regardless of army or unit type -- measuring, dice, characteristic and Leadership tests, and how units are formed up on the table.
Distances are measured in inches with a tape measure. You may measure distances and ranges at any time, for any reason -- including before declaring a charge or shooting, to check whether a target is actually in range.
Between two models, distance is always measured from the closest point of one base to the closest point of the other. Between two units, it's measured from the closest models in each unit. If a unit is resting on a movement tray, always measure from the model's own base, never from the edge of the tray.
When a rule calls for a unit to move directly towards something, draw an imaginary line from the centre of the unit to its destination and advance along that line the stated number of inches.
Almost every dice roll in the game uses a standard six-sided die (D6). A handful of situations use something else, covered below.
Some attacks affect an area rather than a single model or unit. Three templates exist to represent this: a small round template (3" diameter), a large round template (5" diameter), and a teardrop-shaped flame template (roughly 8" long).
Once a template is positioned (the attack's own rule explains how, including any scatter that applies), any model whose base lies even partially underneath it is automatically hit, with whatever effect that attack's rule describes.
When a rule calls for something (a template, a counter, even a unit) to be placed and then scattered: place it as instructed, then roll the scatter die for direction and whatever other dice the rule calls for to determine distance. Roll as close to the scattering object as practical, to minimise drift. War machines typically use the artillery die for scatter distance.
A Hit! result means the object doesn't move at all -- resolve the rule from where it already is. An arrow result moves it that many inches in the direction shown, ignoring anything in the way unless the rule says otherwise. Once it's landed in its final position, resolve the rest of the rule.
Some rules just need a random direction rather than a full scatter. Roll the scatter die and use whichever way the arrow points -- if a Hit! comes up instead, use the small arrow shown on the Hit! symbol itself.
A characteristic test can be called for against any characteristic except Leadership (which uses its own Leadership test instead). To take one, roll a D6 and compare it to the relevant characteristic on the model's profile -- a result at or under that value passes, a result over it fails.
If a unit as a whole must take the test, use the single highest value for that characteristic among its models. If every model in the unit must test individually, each uses its own best value.
A natural roll of 1 always passes a characteristic test, and a natural 6 always fails it, regardless of any other modifiers. A model with a characteristic of 0 or "-" automatically fails any test against it.
Leadership tests and Psychology tests work the same way: roll 2D6, and if the result is at or under the model's Leadership, the test is passed. Failing triggers whatever consequence the rule that called for the test describes -- often the unit fleeing.
A unit uses whichever model has the highest Leadership present, including a joined character's if it's higher. A unit with Leadership 0 or "-" automatically fails.
Some rules specifically call for the unit's unmodified Leadership -- the highest Leadership actually present in the unit itself (characters in the unit count, anyone outside it doesn't), before any external bonus is applied.
Models are organised into units -- usually several banded together, though a single powerful model (a character, a chariot, a Dragon, or a war machine and its crew) also counts as its own unit.
A unit is arranged in base contact, in horizontal ranks and vertical files, with every model facing the same direction. A unit can't have more ranks than files, except temporarily to squeeze through a gap too narrow to pass otherwise -- it must return to a legal formation again as soon as possible afterward. Models are spread as evenly as possible across ranks, with any shortfall left in the rearmost rank, kept centred.
A model is never considered to be in base contact with itself, only with other models.
Every miniature used to play the game -- a "model" -- represents anything from a cowardly Goblin to a mighty Dragon. Each is its own playing piece with its own strengths and weaknesses, tracked on its own characteristics profile.
A Warhammer battle is a chaotic clash of charging cavalry, arrow- blackened skies, roaring cannons, and devastating sorcery -- turned into a manageable game by having players alternate turns, each moving and fighting with their own forces before handing over to their opponent.
The rules split into two halves. Basic rules apply to every model unless specifically stated otherwise -- movement, shooting, close combat, Panic tests, and so on; everything an average infantry model needs. Advanced rules apply only to specific models -- an unusual weapon, a special ability, a standard bearer or hero, or a model that isn't ordinary infantry -- and are detailed in that model's own entry in its Warhammer Armies book.
An advanced rule always overrides a conflicting basic rule -- a model immune to Panic, for example, simply never takes a Panic test at all. In the same way, if a rule in a Warhammer Armies book ever conflicts with this rulebook, the Armies book takes precedence.
If a situation genuinely isn't covered by the rules, discuss it with your opponent, and settle it with a roll of 4+ if you can't agree. Consider reporting it afterward so it can be clarified for other players in the future.
Moving an army well is one of the most decisive parts of a Warhammer battle -- when two commanders are evenly matched, it can be as demanding as a good game of chess. Unlike a chessboard, though, the tabletop has no grid: movement is worked out with a measuring tape or ruler.
This chapter starts with the common rules for moving units and making basic manoeuvres, then works through the Movement phase itself step by step. The same core rules govern almost all movement -- any exceptions for chargers or fleeing troops are covered in their own sub-phase, and a handful of units (flying creatures, for example) move in their own special way, covered later in the book.
The Charge sub-phase is arguably the most important part of the Movement phase -- this is where units are unleashed into close combat. Timing matters: charge too early and momentum is lost before contact; wait too long and the enemy charges first; get it right and the charge sweeps your warriors to victory.
Pick a unit and declare the charge you want it to make. The target then chooses to hold its ground, or react by standing and shooting or fleeing. Once that reaction is resolved, nominate another unit to charge, and so on until every charge has been declared and reacted to -- only then are charge ranges rolled and the charges resolved.
Normally a player has full control over how their units move -- but sometimes troops go out of control, whether from terror, magical compulsion, or simple disorientation. The player has no say over these compulsory moves.
All compulsory movement happens after charges are resolved but before the rest of the army moves. Fleeing is by far the most common kind -- few generals go a whole game without watching some of their own troops try to run -- so it's resolved before any other compulsory move, though there's a chance to rally them first.
With charges and compulsory moves out of the way, the rest of the army can move. Remaining moves lack the drama of a charge, but they're no less important -- this is where you set up future charges, deny your opponent's, position missile troops and wizards, and seize key ground.
Any unit that didn't charge, flee, rally, or make a compulsory move this phase, and isn't locked in combat, can now move and make manoeuvres. Pick a unit, move it up to its Move value in inches, then pick another, until every unit you want to move has moved.
The Warhammer world is an intrinsically magical place, where mystical energy infuses the land itself -- in battle, magic is as real and potent a force as any blade. Its battlefield use is limited only by the imagination and skill of the Wizard wielding it: a subtle nudge of strength or dread, or the raw unleashing of chaotic, destructive power.
With the Movement phase complete, it's the Wizards' turn to unleash their sorcery. The Magic phase draws on rules covered elsewhere in the book, so don't be surprised if you find yourself flicking back and forth while learning it -- the more you play, the less you'll need to.
The casting player's Wizards may each attempt to cast every spell they know once per Magic phase, provided they have enough power to try. Wizards can't attempt to cast at all while fleeing or off the battlefield.
To cast, a Wizard nominates one of their known spells and declares its target -- check the spell's range first, since you're always allowed to measure before committing to the attempt. Spells also come with their own targeting restrictions, covered below.
If a spell was successfully cast, the opposing player has a chance to stop its effect by attempting to dispel it.
If the enemy failed (or never attempted) a dispel, the spell is cast successfully and its effect is resolved following the instructions on the spell's own text -- everything you need is there, though many spells that inflict hits or Wounds rely on rules explained in the Shooting chapter. If the casting attempt was Miscast, resolve that as soon as the spell's own effect is finished. A spell that's cast but can't actually reach its target for any reason still counts as cast -- it simply has no effect.
Certain magic items -- rings and amulets especially -- and some troop types carry a "bound spell," a form of magic usable even by a model that isn't a Wizard, or one whose concentration has already broken. Carrying a bound spell doesn't make a model a Wizard; it just means they hold an item that can cast one.
During the Shooting phase, an army unleashes its missile weapons -- bows, cannons, and all manner of fantastical war machines. Some armies field just a unit or two of archers or war machines to thin the enemy ranks before melee begins; others build entirely around massed ranged fire, aiming to win the battle at range before it ever comes to blades.
This section covers shooting for common weapons and most troop types -- war machines and other unusual devices get their own chapter, though even the mightiest trebuchet follows many of the same rules as a humble bow, so it's worth reading this section first regardless.
Nominate a unit to shoot with, then choose an enemy unit for it to shoot at. Once the target's declared, resolve the shot using the steps below, then move on to the next unit that wants to shoot, repeating until every eligible unit has fired.
During the Shooting phase, a model armed with a missile weapon can make a single shooting attack with it. A model that marched, reformed, or rallied this turn can't shoot, nor can one that made a failed charge, is fleeing, or is fighting in close combat.
A model can shoot at any unengaged enemy unit at least partially within its forward arc, to which it has an unblocked line of sight, and which lies within its weapon's range. Every model in the same unit must shoot at the same target, so choose carefully.
Roll a D6 for each shot fired -- the shooting model's Ballistic Skill sets the score needed to hit, after any modifiers. Every model shooting rolls once (a model's Attacks characteristic has no bearing on how many shots it fires -- each model shoots only once, unless stated otherwise). Count your shooting models, roll that many dice (in batches if it's easier), and compare each result to the table below.
| Ballistic Skill | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|---|---|---|---|---|---|---|---|---|---|---|
| To Hit score | 6 | 5 | 4 | 3 | 2 | 1 | 0 | -1 | -2 | -3 |
Any die equal to or greater than the needed score is a hit; anything less is a miss. A To Hit roll of a natural 1 always fails, no matter how low the needed score has dropped -- you can't roll lower than 1 on a D6.
For each shot that hits, roll again to see if it wounds -- the score needed compares the firing weapon's Strength (not the firer's own Strength) against the target's Toughness.
Pick up every die that hit and roll them again, cross-referencing the weapon's Strength against the target's Toughness on the chart below for the minimum score needed to wound. A natural 1 always fails and a natural 6 always succeeds, regardless of any modifier.
| S / T | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 4+ | 5+ | 6+ | 6+ | 6+ | 6+ | 6+ | 6+ | 6+ | 6+ |
| 2 | 3+ | 4+ | 5+ | 6+ | 6+ | 6+ | 6+ | 6+ | 6+ | 6+ |
| 3 | 2+ | 3+ | 4+ | 5+ | 6+ | 6+ | 6+ | 6+ | 6+ | 6+ |
| 4 | 2+ | 2+ | 3+ | 4+ | 5+ | 6+ | 6+ | 6+ | 6+ | 6+ |
| 5 | 2+ | 2+ | 2+ | 3+ | 4+ | 5+ | 6+ | 6+ | 6+ | 6+ |
| 6 | 2+ | 2+ | 2+ | 2+ | 3+ | 4+ | 5+ | 6+ | 6+ | 6+ |
| 7 | 2+ | 2+ | 2+ | 2+ | 2+ | 3+ | 4+ | 5+ | 6+ | 6+ |
| 8 | 2+ | 2+ | 2+ | 2+ | 2+ | 2+ | 3+ | 4+ | 5+ | 6+ |
| 9 | 2+ | 2+ | 2+ | 2+ | 2+ | 2+ | 2+ | 3+ | 4+ | 5+ |
| 10 | 2+ | 2+ | 2+ | 2+ | 2+ | 2+ | 2+ | 2+ | 3+ | 4+ |
If a unit has multiple Toughness values (or armour saves), use whichever value the majority of the unit has -- or, on a tie, the best of the tied values, unless stated otherwise.
Each unsaved wound may still be avoided if the controlling player makes a successful saving throw. Hand your opponent every die that scored a wound -- they roll them attempting to "save" each one. Rolling equal to or greater than the model's save means its armour (or other protection) deflected the blow.
A save is written as 6+, 5+, and so on -- the number needed on the die. Saves from different sources are cumulative: each point of save adds +1 to the total, reducing the score needed by 1 (a 6+/+1 save combined with an item granting 5+/+2 becomes a combined 4+/+3 save). A save can never be better than 1+, no matter how many bonuses stack -- and a natural roll of 1 always fails regardless.
| Save Modifier | Save |
|---|---|
| +1 | 6+ |
| +2 | 5+ |
| +3 | 4+ |
| +4 | 3+ |
| +5 | 2+ |
| +6 | 1+ |
The target unit suffers a casualty for every wound that isn't saved -- including any save that was impossible due to too high a modifier, which also counts as failed. Casualties are always removed from the rear of the unit.
Most models have a single Wound, so one model is removed per unsaved wound -- individual warriors might not be dead, just too hurt to keep fighting, but for game purposes every casualty is treated the same way and removed from play. Though casualties would realistically fall in the front rank, removing from the rear instead keeps the formation neat, representing rear-rank models stepping up to fill the gaps. A unit in a single rank has casualties removed evenly from both ends instead.
The Close Combat phase is where swirling melees are resolved, as warriors hack, slice, and pummel their way through the enemy ranks -- a successful combat phase can change the fortunes of an entire battle. Unlike the other phases, both sides get to inflict damage here, though the player whose turn it is chooses the order combats are fought in.
Every close combat must be resolved during this phase -- a unit already in combat can never simply refuse to fight. Most combats are a single unit against a single unit, covered first below; a multiple close combat (more than one unit fighting on one or both sides) follows the same rules with a few additions of its own.
A model can fight if it's in base contact with an enemy model when its turn to strike comes, even if the two bases only touch at a corner. Models attacked in the side or rear can still fight back -- they're assumed to twist around as best they can in the crush of battle, without physically turning to face their attacker.
Normally a model can only strike at an enemy it's in base contact with (the main exception being a supporting attack, below) -- but any model may always direct its attacks at rank-and-file models, as long as it's in base contact with any model of that unit, including characters and command group models. A model with more than one Attack that's in contact with two or more enemies of different profiles must choose which one to attack before any dice are rolled.
Models in the second rank aren't idle while their comrades fight -- they muster forward and strike blows of their own, called supporting attacks. A model can make a supporting attack if it's directly behind a friendly model that's itself fighting an enemy in base contact. Supporting attacks can never be made to the side or rear, and never by a model that's itself already in base contact with an enemy -- it must fight its own more immediate foe instead.
A model making a supporting attack is more hemmed in than one fighting face to face, so it can only ever make a single Attack, regardless of its Attacks characteristic or any bonus Attacks it would otherwise get. Supporting attacks are directed at whatever the front rank model being fought "through" is itself fighting -- if that front rank model is in contact with two or more enemies of different profiles, the attacking player chooses which to direct the supporting attack against, before dice are rolled.
Gaps left by missing models in a rank don't stop the rest of the unit from fighting normally. If a unit is fighting to its flank, models in an incomplete rank simply move into contact with the enemy to fight. If it's fighting to its rear (or to both flanks at once), some enemy models might not end up in true base contact because of the gap in the incomplete rear rank -- in that specific case, treat those models as being in base contact anyway and let them fight across the gap, on the assumption that the chargers wouldn't really have stopped one step short of the enemy.
Blows are struck in Initiative order -- the swiftest warriors, mentally and physically, get to strike first, and a slower model killed before its own turn to strike never gets to fight back at all. Work through every model's Initiative value, from highest to lowest (including any bonuses from weapons or spells); each model strikes when its own value is reached, provided it hasn't already been killed and still has an enemy in base contact. Models sharing the same Initiative value strike simultaneously. Models that charged this turn add +1 to their Initiative, representing their momentum as they crash into the enemy.
Close combat casualties are removed the same way as shooting casualties -- from the unit's rear rank, so that a unit big enough to absorb a handful of losses doesn't lose any Attacks for it. Models that step up to fill a gap can still fight, provided their own Initiative step hasn't passed yet. If a model causes more casualties than it has enemies actually in base contact, the excess is still removed from the unit as a whole, representing the attackers fighting on over the fallen. It's worth not removing slain models from the table immediately -- set them aside next to their unit instead, since the casualty count is needed later to work out who won the combat.
Once every model that can strike has done so, the round of close combat is over -- now it's time to see who actually won. Casualties matter most, but other factors like a unit's mass, the shock of a charge, or fighting downhill can tip the balance too.
This chapter covers working out each side's combat result, the Break test the loser has to take, and what happens next -- fleeing, pursuing, reforming, or (if things go badly enough) running the enemy down entirely.
Once a round of close combat is fought, work out which side won. The winner is decided by adding up each side's combat result -- casualties matter most, but several other bonuses can also swing it.
The losing side of a round of close combat must pass a Leadership test or flee -- called a Break test, modified by how badly the round was lost.
A unit that fails its Break test must flee, and its flight can prove even bloodier than the fight that broke it -- a fleeing unit is easy prey for anyone giving chase.
If the fleeing unit's roll beat its pursuers' (or it wasn't pursued at all), it has escaped -- turn it about its centre to face directly away from the enemy unit, then move it straight forward a distance equal to its Flee roll. This works exactly like a flee move in the Movement phase, running through or around other units and terrain as needed.
Turn the pursuing unit about its centre (ignoring other units) to face directly toward the centre of the unit it's pursuing, then move it straight forward a distance equal to its Pursuit roll -- this happens even if the fleeing unit was caught, representing the pursuers surging forward to cut down stragglers.
More than two units can end up fighting the same close combat, on either or both sides. Unless stated otherwise, every rule for a one-on-one combat still applies.
The battlefield is a disconcerting place -- confusion, death, and horror on every side. Faced with allies and comrades cut down by the foe, warriors can lose their nerve and scatter rather than keep fighting. Panic, and resisting it, is governed by the rules below -- battles are sometimes won or lost by an army routing in fear, even one that was never actually beaten in combat. Troops near their friends' destruction or flight can lose heart in turn, sometimes carrying the whole army into a spiralling rout.
A Panic test is simply a Psychology test -- pass it and nothing happens; fail it and the unit immediately flees (see Direction of Flight below). A unit only ever needs to take one Panic test per phase (Movement, Magic, Shooting, Close Combat), no matter how many separate reasons arise for one -- mark units that have already tested if it helps keep track in a larger game. When several of the same army's units need to test at the same moment, their controller chooses the order.
Three situations exempt even the most cowardly unit from testing at all: being in close combat (the fight itself blots out everything else); already fleeing (nothing left to accelerate); or having already passed a Panic test earlier in the same phase. Outside those exemptions, the most common triggers are covered under Causes.
Every special rule shared across armies, pulled live from the catalog -- the same data the roster builder itself uses.
Models with this rule always strike first in close combat, regardless of Initiative. If both sides in the fight have it, the higher Initiative strikes first. If a model's Initiative is higher than its enemy's, it may also re-roll failed To Hit rolls in that combat.
Models with this rule always strike last in close combat, regardless of Initiative. If both sides have it, the higher Initiative strikes first. Combined with Always Strikes First, the two cancel out and Initiative is used instead. If the model's Initiative is lower than its enemy's, it must re-roll successful To Hit rolls.
Before deployment, a unit with this rule may choose not to deploy. From Turn 2, roll a dice each turn for each unit yet to arrive: 1-2 delayed, 3+ arrives via Remaining Moves from any table edge. If it never arrives, it counts as having fled for victory purposes. For every Core unit deploying as Ambushers, at least one other Core unit must not use this rule.
The model has Immunity (Poisoned Attacks) and Unbreakable, but may not march.
Models with this rule can move through any water terrain (including deep water) as open ground, and can march, claim rank bonus and be Steadfast while in it. If every model in a unit is Aquatic and the majority of the unit is in water, enemies shooting at it suffer an additional -1 To Hit.
Wounds caused by a model (or weapon) with this rule inflict a further negative armour save modifier, in addition to that for Strength, equal to the bracketed number. Unless specified, only applies to close combat attacks. Cumulative with other sources of Armour Piercing.
Enemy units must roll an additional D6, discarding the lowest result, for Leadership tests caused by this beast's Terror special rule.
Once per shooting or close combat phase, the model may make a special attack instead of its normal attacks (Shooting phase: flame template; close combat: 2D6 automatic hits on one enemy unit in base contact). After first use, roll a D6 before each later use: 4+ it works, 1-3 it cannot be used that round. Not a physical attack; always has Ignores Cover.
All models with this special rule have the Fear, Immunity (Poisoned Attacks, Psychology) and Magical Attacks (including all weapons) special rules, and a Ward save (5+) (except mounts). In addition, instead of a normal Break test, they are subject to the Daemonic Instability special rule.
Models with this rule get +1 Attack in a turn in which they charge into combat.
Models with this special rule gain a Ward save (as indicated in the brackets) against attacks in their front arc, including templates, Stomps and Impact Hits. This is cumulative with other sources of Dodge.<br>Dodge cannot be used against magical attacks that hit automatically (such as certain spells or special rules), nor against an attack from a model with Always Strikes First -- unless the Dodging model also has Always Strikes First. Dodge cannot be used at all if the model has Always Strikes Last, or against any other attack that is resolved before the model's own.<br>Dodge cannot be used by mounted models, unless specifically stated otherwise.
The model can only be harmed by magical attacks, spells, Flaming Attacks or other Ethereal models -- any other attack that would hit it simply has no effect. It has a Ward save (4+), or its own Ward save if better. It treats all terrain as open ground (never taking Dangerous Terrain tests) and may move through and finish a move on top of impassable terrain or other models, friend or foe.
Models with this rule do not cause Panic to friendly units that are not Expendable themselves. Characters may not join a unit with this rule, unless specified. For every Core unit with this rule in your army, you are required to include at least one other Core unit without it.
A Giant must test to see whether it falls over if any of the following apply: if it is beaten in close combat (test once results are established but before taking a Break test); if it is fleeing at the start of the Movement phase; when it crosses an obstacle; if the Giant decides to Jump Up and Down on an enemy (test immediately beforehand). To see if a Giant falls over roll a D6. On a roll of 1, the Giant falls over. A slain Giant falls over automatically. To determine the direction, roll a scatter dice; place the small template in base contact with the Giant in that direction, measured from the centre of the Giant's base. A model hit by a falling Giant suffers a Strength 6 Hit with the Multiple Wounds (D3) special rule. If the unit is in combat and the Giant has fallen over whilst attempting to Jump Up and Down, wounds inflicted by a falling Giant count towards the combat result. A Giant that falls over automatically suffers 1 wound, counting towards combat resolution if in combat. Once on the ground, a Giant may get up in his following Movement phase, but may not move in the Movement phase that turn. Whilst on the ground a Giant may not attack, but the enemy must still roll to score hits on him. If forced to flee whilst on the ground the Giant is slain. If the Giant gets the opportunity to pursue his foes whilst he's on the ground he stands up instead, and may attack in close combat as usual on the turn he stands up.
Automatically has the Vanguard and Swiftstride special rules, and also has the Free Reform, Fire & Flee, Feigned Flight and Fire on the March special rules (see those rules). A joining character only gains this rule if the same Troop Type. A unit with a close combat armour save better than 5+ or barding cannot use this rule.
A unit containing a Fear-causing model gets +1 Combat Resolution bonus (+2 if the Fear-causers' combined Unit Strength is double the enemy's or more; not cumulative across multiple Fear units in the same combat). If the majority of a unit causes Fear, it also has Immunity (Fear) and so ignores its own bonus.
A unit that flees as a charge reaction (including via Fire & Flee, for units that have it) causes no Panic among friendly units it flees through, and automatically rallies in its next Compulsory Movement phase (unless forced to flee again from another source). It is then also free to move during the remaining moves and to shoot as normal (but always counts as having moved). If the flee move does not take it beyond the charge reach of its enemies, it still suffers casualties as normal.
Supporting attacks can be made by one more rank than normal, for each point shown in brackets. Cumulative with other sources of this rule.
A unit armed with missile weapons may choose this as a charge reaction: it first fires on the charger following the rules for Stand & Shoot (counting as moving and shooting), then makes a flee move. It may not use Swiftstride if it does so.
May shoot in a turn it marched or reformed earlier (unless the weapon has the Move or Fire special rule); the usual -1 To Hit penalty for moving and shooting still applies.
Causes Fear in War Beasts, Cavalry, Chariots and Flammable creatures; a Panic test from a Flaming shooting attack suffers -1 Leadership. Unless stated otherwise, applies to both shooting and close combat, but not to spells or magic weapon attacks.
If attacked with a Flaming Attack, all failed To Wound rolls made by the attackers against this model may be re-rolled.
Movement is a swoop/glide equal to the bracketed number instead of the model's normal Movement. Flying units of more than one model have Skirmishers. A unit made entirely of flyers may move/charge on the ground normally, or fly instead (flying moves cross units/terrain as open ground, may not end on a unit or in impassable terrain, and use Swiftstride when charging). May march by doubling the flying move. Always moves on the ground when fleeing or pursuing.
Unless it charges, the unit may reform twice during its move -- once before moving, once at the end -- without losing any Movement, even if it marches, provided no model ends up moving further than double its Movement value.
Grants +1 Attack and Immunity (Psychology). A unit with a Frenzied model may only choose Hold or Stand & Shoot as a charge reaction, and must declare a charge if able (a failed Leadership test forces a charge against the nearest viable enemy). Cannot restrain pursuit. Lost (with its associated rules) if beaten in close combat.
To determine what happens in each Close Combat phase, pick a unit in base contact with the Giant and roll a D6 on one of the following tables. Which table you use depends on the size of the Giant's victim. If no suitable target is in base contact, roll again on the chart until you get another result. Man-sized Things Chart: 1 Yell and Bawl. 2 Jump Up and Down. 3 Pick Up and... 4-6 Swing with Club. Big Things Chart: 1 Yell and Bawl. 2-4 Thump with Club. 5-6 'Eadbutt. Yell and Bawl: Neither the Giant nor models in contact with it actually fight if they have not already done so this round. The Giant automatically wins the combat by 2 points or more (if both sides have a Giant that Yells and Bawls, the combat is a draw). No effect against Animated Constructs. Jump Up and Down: Before it starts, the Giant must test to determine if it falls over. If it falls over, work out where it falls and calculate damage as already described. Any wounds caused by the fall (on either side) count towards the combat result. If the Giant remains on its feet, it will inflict two Stomp attacks. A Giant that Jumps Up and Down in one combat round will automatically do so in the following round if able, until it falls over, the target is destroyed, or the combat ends. Swing with Club: The Giant fights using the Random Attacks (2D6) special rule this round. Thump with Club: The Giant brings down its club on a single model from the target unit in base contact. The target may attempt to avoid the blow by passing an Initiative test (use the lowest if the model has several different values). If failed, the model takes 2D3 wounds which Ignores Armour Saves. If a double is rolled the Giant's club embeds itself in the ground and the Giant cannot attack at all in the following round of the same combat whilst it recovers its weapon. 'Eadbutt: The Giant head-butts a single enemy model from the target unit, automatically inflicting D3 wounds which Ignores Armour Saves. If the victim is wounded but not slain, then it is dazed and loses all of its following attacks (this round's if it hasn't attacked yet, otherwise next round's). Pick Up and...: The Giant grabs the model and the player rolls a D6: 1 Stuff into Bag (removed as a casualty, freed unharmed at the end of the battle if the Giant is slain). 2 Throw Back into Combat: the victim suffers D3 Strength 6 Hits which Ignores Armour saves, and D6 Strength 3 hits are inflicted on the unit (save as normal). 3 Hurl: the victim is hurled into an enemy unit within 12" of the Giant (randomly determined) -- the victim is removed as a casualty, and the unit takes D6 Strength 3 hits (unsaved Wounds count towards the Giant's combat result). If no enemy units are in range, treat as Throw Back into Combat instead. 4 Squash: the model is removed as a casualty. 5 Eat: the model is removed as a casualty. 6 Pick Another: treat as Stuff into Bag, then choose another victim and roll again.
A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat -- this represents the unit venting its pent-up hatred upon the foe. After this initial blood-mad hacking, the impetus is considered to be spent -- the rest of the combat is fought normally. Sometimes a model will only Hate a specific foe; where this is the case, the type of foe will be expressed in the special rule. Where an army Hates a certain faction, they have Hatred against all models from that army book. Models with Hatred must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.
Functions exactly like Killing Blow, except it works against any Troop Type except Swarms -- Monstrous Infantry, Monstrous Beasts, Monstrous Cavalry and Monsters are not downgraded to the lesser 1-Wound Ignores Armour Saves/Regeneration effect the way they are against a normal Killing Blow.
Deploys concealed within a specified friendly ranked unit rather than on the table, revealed at the start of a Movement or Close Combat phase (placed in the front rank as if joining like a character). Counts as a casualty if the concealing unit is destroyed or flees before being revealed. Cannot be the army General; other units may never use its Leadership.
To represent the battle standard's steadying presence, friendly models within 12" of the Battle Standard Bearer re-roll failed Panic and Break tests. This ability cannot be used if the Battle Standard Bearer is also fleeing -- no one takes heart from the sight of a coward. If your Battle Standard Bearer has a Line of Sight value of 5 or more, then the range of their Hold Your Ground! ability is increased by 6".
Causes enemy models in base contact to be subject to Always Strikes Last. As a shooting attack or spell, subjects the target to Always Strikes Last until the start of your next turn if successfully cast/Hit. Grants Immunity (Ice Attacks). Unless stated otherwise, applies to both shooting and close combat, but not to spells or magic weapon attacks.
No armour saves may be taken against Wounds from a model with this rule, unless otherwise noted. Ward saves may still be taken as normal.
Shooting attacks with this rule ignore To Hit penalties from soft cover, hard cover and obstacles (other To Hit penalties still apply).
The model ignores the effects of the rule(s) named in brackets (e.g. Killing Blow, Poisoned Attacks, Flaming Attacks) -- physical damage from the attack still applies unless it's also listed as non-physical. Immunity (Psychology) covers Panic, Fear and Terror together and auto-passes Psychology tests, though the model may still never choose Flee! as a charge reaction except via Feigned Flight/Fire & Flee (or if it also has Frenzy).
The model makes automatic hits (number/dice shown in brackets) against the unit it charged, resolved at the start of close combat before other attacks, using the model's own Strength; armour saves use the close combat value and Parry saves cannot be taken. Two sources of Impact Hits use the higher rather than adding together. Only applies on a turn the model successfully charges into contact.
On a roll of a 6 To Wound, the model automatically slays its opponent regardless of remaining Wounds (no armour or Regeneration saves; Ward saves as normal). Only effective against Infantry, Cavalry and War Beasts; against Monstrous Infantry/Beasts/Cavalry and Monsters it instead causes 1 Wound that Ignores Armour Saves and Regeneration; no effect on other troop types. Does not trigger if the Wound was already caused automatically. Close combat only unless specified.
The model's Line of Sight value is replaced by the bracketed number instead of its Troop Type's normal value.
Counts as having zero ranks (no rank bonus) and cannot be Steadfast unless also Stubborn. All shots at a unit of two or more such models with an individual Unit Strength of 2 or less suffer an additional -1 To Hit penalty.
Has Ignores Armour Saves against all armour types except Natural Armour. Unless stated otherwise, applies to both shooting and close combat, but not to spells or magic weapon attacks.
A Wizard with this rule (for the Lore named in brackets) knows all spells available from that Lore, limited by Wizard Level as normal. If the model knows spells from multiple Lores, this only applies to one Lore of choice.
Grants a bonus to dispel enemy spells targeting the model directly (not templates placed on it), plus a Ward save against spell damage, based on the bracketed number: (1) = +1 dispel / 6+ Ward, (2) = +2 / 5+ Ward, (3) = +3 / 4+ Ward. A character with this rule extends it to any unit joined. Multiple sources combine to a maximum of Magic Resistance (3), unless specified.
All attacks from spells and magic items count as magical, as do attacks specifically noted as such, and hits from the Miscast table. Spells themselves are never physical attacks.
Ice Mammoths are huge beasts who rely on their near unstoppable mass and tree trunk sized tusks to gouge and crush their foes. When the Ice Mammoth attacks, roll on the appropriate following table to determine its action. If no suitable target is in base contact, roll again on the chart until you get another result.<br>Man-sized Things Chart: 1-2 Trample, 3-4 Stomp, 5 Bellow, 6 Pick up and...<br>Big Things Chart: 1-2 Butt, 3-5 Gore, 6 Bellow<br>Trample: The Mammoth tramples and crushes the enemy, splattering its victims like over-ripe fruit beneath its feet. A single enemy unit in base contact suffers D3 Strength 7 hits for each rank of five or more models it has.<br>Stomp: The Mammoth inflicts 3D6 Hits with its Stomp Attack this turn.<br>Bellow: The Mammoth trumpets and roars with deafening force. Neither the Mammoth nor any unit in contact with it fight if they have not already done so this turn. The Mammoth automatically wins the combat by 3 points or more. This result has no effect against Animated Constructs.<br>Butt: The Mammoth charges, ramming its victim with its massive head. The Mammoth inflicts one automatic hit against one model in base contact (your choice), causing D3 Strength 7 hits with the Multiple Wounds (D3) special rule.<br>Gore: The Mammoth gouges at the enemy with its massive tusks. The Mammoth makes D6 attacks against a chosen unit in close combat with the Heroic Killing Blow special rule.<br>Pick up and...: The Mammoth uses its agile trunk to grab a helpless enemy Character from the target unit (Mammoth player's choice). Roll a D6: 1-2 Throw back into combat (D3 Strength 6 hits, Ignores Armour, on the victim, and D6 Strength 3 hits on the unit); 3-4 Hurl (victim removed as a casualty, target enemy unit within 12" takes D6 Strength 3 hits, wounds count towards combat result -- if none in range, treat as Throw Back into Combat); 5 Eat (victim removed as a casualty, Mammoth recovers one lost Wound); 6 Squash and grab another (victim removed as a casualty, Mammoth picks another victim and rolls again).
A unit of two Troop Types with one or more handlers driving the rest. Characteristic tests use the unit's own profile except Leadership, which uses the highest value present. Handlers' Movement is ignored unless they're the only models left; other special rules don't apply to handlers unless specified. Cannot be joined by characters unless specified.
The weapon cannot be fired in the Shooting phase if the model moved earlier in the turn (including rallying, reforming or pivoting), even if compulsory. Mounted models may still move and fire, but may not March if they do so, unless specified.
The weapon fires several shots (number in brackets) instead of one, at -1 To Hit if firing the full number (in addition to other modifiers); it can instead fire a single shot without penalty. All non-character models in a unit must fire the same way. War Machines with this rule don't suffer the -1 To Hit for firing Multiple Shots.
Each unsaved Wound (after armour/ward saves, before Regeneration) is multiplied into more than one Wound by the bracketed amount (which may be a dice roll, rolled separately per unsaved Wound). Unless specified, only applies to close combat attacks.
Grants an armour save (bracketed number), representing tough or scaly hide. Combines with other armour, including other sources of Natural Armour, as normal.
When Fleeing (but not when Pursuing) a Natural Flyer may use their Fly Speed to determine the distance covered.
Grants a Ward save in close combat (bracketed number). Cumulative with other sources of Parry. Cannot be used against attacks to the model's flank or rear, against automatically-Hitting attacks, against attacks at +3 Strength over the model's own Strength, or by mounted models, unless specified.
Gets a +1 modifier to To Wound rolls (armour saves are still modified by the attack's Strength as normal). Unless stated otherwise, applies to both shooting and close combat, but not to spells or magic weapon attacks.
The weapon does not suffer -1 To Hit for moving and shooting, and can always Stand and Shoot against a charge even if normally too close to react. May also be used once per turn as a charge reaction is declared, before units move (fires at maximum range if the charge started outside weapon range, at -1 To Hit in that case).
Instead of a fixed Attacks characteristic, the model rolls a dice (e.g. D3, D6, D6+1) each time it strikes blows to determine its attacks that round. If more than one model in a unit has this rule, roll separately for each.
Instead of a normal Movement characteristic, the model rolls a dice (e.g. D6, 2D6, 3D6) for how far it moves/charges/pursues/overruns/flees; it cannot march. Cannot declare charges and must move in the Compulsory Moves sub-phase; pivots to face, then moves straight forward the rolled distance. If this brings it into contact with an enemy's front arc, it counts as a charge using the rolled distance as charge range.
Grants a Ward save (bracketed number), cumulative with other sources of Regeneration. Cannot be used against Flaming Attacks, successful Killing Blows, or Wounds from being Unstable.
A weapon requiring two hands cannot be used together with a shield or buckler in close combat (a shield can still be used against shooting or magic).
Before deployment, a unit with this rule may choose not to deploy at the start of the battle. Scouts deploy after all other non-Scout units, either in the normal deployment zone or anywhere more than 12" from the enemy; the latter forfeits charging in the first turn if their side goes first. A joining character must also have Scouts.
Some chariots are equipped with massive scythes and instead have Impact Hits (D6+1). This will be specified in their entry.
The model gains the Armour Piercing (1) special rule.
Deployed in a loose formation (models roughly 1/2" apart) that doesn't block each other's Line of Sight, letting extra ranks fire if the front rank has Line of Sight. Also has the Swiftstride, Light Troops, Free Reform, Feigned Flight and Fire on the March special rules (see those rules), plus Vanguard unless it can Fly. A joining character only gains this rule if the same Troop Type.
A weapon with this rule cannot be used to Stand and Shoot.
Instead of shooting normally, the model may make a special Sniper shot (can combine with Multiple Shots) at an additional -1 To Hit. Unless making a Stand and Shoot reaction, may target a different model than the rest of the unit, including characters within a unit (no "Look Out, Sir!"). Cannot be used with template weapons.
In addition to its other close combat attacks, the model may make a Stomp: Always Strikes Last, D6 automatic hits (D3 against a lone Infantry model or Skirmishers) at the model's Strength, against one enemy Infantry/War Beast/Swarm unit in base contact. Other special rules don't apply to Stomps unless specified.
Grants a Strength bonus to all close combat attacks (including Impact Hits and Stomps), by the amount in brackets, in the first round of each new close combat. If granted by a weapon, only applies to attacks made with that weapon. Cumulative with other sources of Strength Bonus.
Usually granted as a named variant (e.g. Forest Strider), applying only in that terrain type: treats the terrain as open ground for movement, ignoring movement penalties and Dangerous Terrain tests, though normal combat rules for that terrain still apply.
If the majority of a unit has this rule, the unit is always Steadfast, regardless of Unit Strength or being disrupted.
Unless in close combat, a unit with a Stupid model must pass a Leadership test at the start of its Movement phase or move directly forward using Random Movement (D6) in the Compulsory Movement sub-phase and take no further action that turn (no charges or shooting), though outside effects can still force it to move or act. Until it passes the test again, it has Immunity (Psychology) and Random Movement (D6), may only move directly forward, and can't reform or choose any charge reaction except Hold. Wizards in the unit cannot cast, channel or dispel.
When charging, a unit entirely made of Movement 7+ models with this rule rolls 3D6 and discards the lowest, adding the result to Movement; Movement 6 or lower rolls 2D6 added to Movement. When fleeing or pursuing, Movement 7+ rolls 2D6 and adds their Movement value, and Movement 6 or lower rolls 2D6 discarding the lowest and adds their Movement Value. Has no effect on models with Movement lower than 4.
The model gains the Devastating Charge special rule, and Strength Bonus (1) in any turn it charges.
Terror-causing models also cause Fear (Fear-causing/Immune-to-Fear models treat them as only causing Fear). Has Immunity (Fear/Terror). If a Terror-causer charges, the target must pass a Panic test or be forced to Flee as its charge reaction. A unit wishing to charge a Terror-causing enemy must first pass a Psychology test or may not declare that charge (though it may redirect to another unit).
Instead of attacking normally, the whole unit may choose to vomit on the enemy instead -- each model inflicts one automatic Strength 5 hit which Ignores Armour Saves.
The model has Immunity (Psychology) and automatically passes Break tests. A character with this rule may only join units that are also Unbreakable, and vice versa.
All units with the Undead special rule also have the Animated Construct, Fear and Unstable special rules (attached to this unit's own card as their own separate Rules). However, they may make march moves if they are joined by a character with the My Will Be Done or Sworn Bodyguard special rule, or if they are within 12" of the army's General. Some magic spells and items can restore lost Wounds and even resurrect fallen warriors in an Undead unit. Wounds regained in this way follow a strict order: first the musician is resurrected, then the standard bearer (displacing rank-and-file models as required), then rank-and-file models with multiple Wounds (including command figures) are healed to their starting value, and finally any remaining Wounds resurrect rank-and-file models -- in the case of multiple-Wound rank-and-file models, the first resurrected model must be fully healed before another can be resurrected. Resurrected models are added to the front rank until it reaches at least a full rank -- additional models can then be added to the front or rear rank. Raised models may never displace enemy units; if there is not enough room, any excess models are wasted. Similarly, if you do not have enough models of the appropriate type, place as many as you can -- the rest are wasted. A unit cannot be taken beyond its starting size unless specified, and no single model can ever exceed its starting Wounds value. Unless specifically stated otherwise, spells and magic items that restore lost Wounds cannot heal characters -- if a character has joined a unit, only the unit will recover lost Wounds.
The unit is Unbreakable, but suffers one extra Wound (no saves of any kind) for every point it loses combat resolution by; if it would otherwise be Steadfast, it instead suffers one less Wound than normal. Unstable characters may join Unstable units (wounds are allocated to the unit first, then divided among characters).
After both sides finish deploying (including Scouts) but before rolling for first turn, a unit with this rule may make an immediate move of up to 6" (12" for Cavalry), regardless of Movement (no marching), but not to within 12" of the enemy. Doesn't count as having moved for first-turn shooting purposes. A unit cannot make its Vanguard move if a joined character lacks Vanguard and isn't on foot. Units that made a Vanguard move cannot charge in the first turn (including in the Magic phase) if their army goes first.
All models in the unit within range may fire in the Shooting phase as long as at least one model can draw Line of Sight to the target, but the unit suffers -1 To Hit if it does. Cannot be used if the unit moved earlier in the turn, or if the target is within half the weapon's maximum range.
So far, the rules we've discussed cover the most important and most prevalent of troop types – infantry. We've started there because infantry are the "standard" troop type in Warhammer. Of course, a Warhammer battlefield is home to all manner of weird and wonderful creatures, from charging knights to towering Giants, mighty cannons to multitudinous swarms. These more unusual troop types have particular rules attached to them, or use elements of the main rules in a different way to infantry, so let's take a moment to look at them now.
In most cases it'll be fairly obvious which troop type category a model falls into, but as troop type is essentially an extension of the characteristic profile, you'll find that information in the relevant Warhammer Armies book. Most units in Warhammer conform to one of the following types. Some particularly unusual units are literally in a class of their own – we call these "unique" units. Such troop types have special rules that govern them and only them, clearly stated in their entry.
Infantry includes all units of foot troops, be they Men, Elves, Goblin, Orcs, Zombies or any of the other anthropomorphic races that inhabit the Warhammer world. Infantry will normally be the core of your Warhammer army, the troops upon which you rely to get the job done.
The monstrous infantry category covers things like Trolls, Ogres and Minotaurs – creatures that are man-shaped and fight on foot, but are two or three times the size of normal infantrymen. We could perhaps have honestly called this category "Big Infantry", but it does lack a certain gravitas. For the most part, monstrous infantry work exactly the same as normally infantry (i.e. follow the standard rules) but have a couple of extra facets to represent just how massive they are.
The term cavalry refers to roughly man-sized riders mounted on war beasts – commonly warhorses, or similar creatures. Good examples of cavalry are things such as Bretonnian Questing Knights, Orc Boar Boyz or Dark Elf Cold One Knights. Cavalry specialise in performing devastating charges, using the momentum of mount and rider to smash the enemy formation apart whilst skewering the unlucky foes with lance, spear or sword.
Just as horse-sized beasts can be pressed into service as mounts, so can their monstrous cousins. Such monstrous cavalry are incredibly rare, as most such creatures are so strong-willed that great patience (or violence) is needed to break them to the point at which they can safely be used as a mount. This combination of mass and stubborn muscle makes regiments of monstrous cavalry a much-feared force upon the battlefields of the Warhammer World. All the cavalry rules apply to monstrous cavalry.
Swarms are seething masses of small creatures, such as rats, snakes or insects, summoned to the battlefield by magical means and set loose upon the enemy. Individually, the critters in a swarm are little threat, but their sheer weight of numbers more than compensates for their size.
Swarms are made up of a number of bases. Each base includes many creatures, but counts as a single model. Other models can fire through them at targets behind them with no To Hit penalty. However, any Swarm base that is hit by a template attack suffer D6 hits rather than 1.
Some armies employ hunting animals, such as hounds or wolves. Whilst not particularly intelligent, such creatures can be formidable foes in close combat, and cover ground at an incredible rate.
There are many mighty and wondrous creatures in the Warhammer world that, whilst not large enough to classify as being full-blown earth-shaking monsters, are still formidable foes. We refer to such creatures as monstrous beasts.
Monsters are the largest beings in the Warhammer world, creatures so powerful that they normally don't form into units, but roam the battlefields on their own. Generally speaking, any single model bigger than a monstrous beast is a monster. This category includes Dragons, Greater Daemons and so on.
A chariot is a wheeled war vehicle drawn into battle by beasts of some kind and crewed by warriors that are armed to the teeth.
War machines such as Empire Great Cannons, Orc Rock Lobbers and Dwarf Bolt Throwers are powerful units on the field of battle, able to pulverise whole regiments, breach stone walls or even slay fearsome monsters with a single, well-placed shot.
War machines form a distinct troop type. However, as their rules are rather unusual, and cover many different weapons that can be found in the Warhammer world, they are dealt with in their own chapter.
Shrines are usually made up of a platform or cart that is either pulled or carried into battle. Often carrying a magical idol or statue depicting a deity or a similar important figure of note, shrines are meant to either inspire their allies or demoralise their foes, while some can unleash powerful magic to either smite or augment others nearby.
The core mundane weapon and armour list, pulled live from the catalog -- magic items get their own chapter.
+1 Attack. Also covers "Two Hand Weapons" as printed in some army books -- same profile, different name.
12" Strength 1, 2 Shots, Quick to Fire, Poisoned Attacks
12" Strength 4, Armour Piercing (1), Multiple Shots (2), Quick to Fire, Requires two hands, +1 Attack in combat.
30" Strength 4, Move or Fire
Gives +2 Strength in the first round of any close combat it fights, and +1 Strength in every round after that.
24" Strength 4, Armour Piercing (1), Move or Fire. Cannot be used to Stand and Shoot.
The +2 Initiative and Strength Bonus only apply in the turn the model charges, and only against the unit it charged. A Shield's Parry save may be used on the turn this model charges, waiving the usual "Parry cannot be used by mounted models" restriction for that one turn only. This applies both to mounted attackers and mounted defenders with a shield.
30" Strength 3, Multiple Shots (2) only applies in turns the model has not moved. Cannot be used as a charge reaction. All ranks can fire.
The +3 Initiative, Fight in 3 extra ranks, requires 2 hands, +1 Strength when charged.
12" Strength 4, Armour Piercing (1), Quick to Fire, +1 Attack and Requires Two Hands: only apply if combined with a hand weapon.
18" Strength 3, Multiple Shots (2) only applies in turns the model has not moved. Cannot be used as a charge reaction. All ranks can fire.
18" Strength 3, Armour Piercing (1), Multiple Shots (2)
On Foot
Mounted
6" Strength as User +1, Quick to Fire
8" Strength as User, Multiple Shots (2), Quick to Fire
Also covers "Two Hand Weapons" as printed in some army books -- same profile, different name.
Reduces the mount's Movement characteristic by 1.
6+ Armour Save, 6+ Parry Save, The Parry save only applies if used together with a hand weapon. Grants no missile save.
6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear. The Parry save only applies if used together with a hand weapon.
So far every model in a unit has been treated as an equal, interchangeable rank-and-file warrior. In practice, though, units often march to war under a champion or sergeant, banners flying and drums driving them onward. A unit's champion, standard bearer, and musician are collectively its command group -- covered in this chapter, starting with the basics common to all three.
Which command group options a unit can take -- usually up to "full command" (a champion, standard bearer, and musician), though some units can only take one or two -- is set by the miniatures available and detailed in that unit's own Warhammer Armies book (light troops, for instance, often skip the standard bearer, preferring not to draw attention with a big flag). Command group models are always taken as upgrades to ordinary rank-and-file models.
A unit that fights beneath a standard treasures it as a token of allegiance, history, and pride -- and fights all the harder while it still flies.
An army marches to the beat of drums and the call of horns -- a unit's musician announces its presence on the field and is crucial to keeping order when the unit reforms or rallies, since a prearranged sequence of notes can carry an order faster and more clearly than a shouted command.
When removing casualties from a unit with a command group, work through this order: rank-and-file models are always removed first; once none remain, the musician is removed next; if there's no musician (or they've already been slain), the standard bearer is removed; the champion is always removed last.
The Warhammer world wouldn't be what it is without its great lords, valiant heroes, and mighty wizards -- individuals powerful enough to add a new dimension to a battle, whether as inspiring leaders or as warriors able to cut down hordes of lesser fighters on their own. Such figures are called characters.
Characters go by different names depending on their nation or race, and the exact types available to an army reflect that army's own personality -- most races field both mighty fighters and powerful wizards, some have unique specialist characters, and a few have jacks-of-all-trades skilled at many aspects of war.
A character's most useful trait is the ability to join another unit -- gaining real protection from being harder to pick out at range, while the unit gains the character's own fighting and leadership skill in return.
While part of a unit, a character and the unit (including any other joined characters) are treated as a single combined unit for every rule, except for the specific cases below.
A character might stay with a unit for an entire battle, or might need to move on -- to take charge elsewhere, or because their current unit has been cut to pieces around them.
A character can charge out of a unit by declaring a charge in the Charge sub-phase -- the character moves and the unit stays put, unable to declare a charge of its own that turn, though it can still move normally in the Remaining Moves sub-phase. Only one character per unit may charge out this way each turn. A Stand & Shoot reaction against a charging character targets them as a separate target, with none of the protection of being in a unit, though they still get a 4+ "Look Out, Sir!" if leaving a unit that shares their own troop type.
Alternatively, a character may simply leave their unit during the Remaining Moves sub-phase, moving away before the unit makes its own move -- impossible if the unit can't move that phase for any reason, and never on the same turn the character joined. A character can't leave, for example, if their unit is fleeing, if a spell or effect stops the character or unit from moving, if the unit is in combat, or if it's made a failed charge.
Once clear of the unit, the character reverts to their own normal movement rules, measured from their actual position before the unit itself moves -- they may even join a different unit as part of the same move, movement allowing, though that new unit can't move that phase unless it already has.
Characters are canny and dangerous enough to fight alone if needed, and many excel at taking on entire enemy units single-handed. A character that hasn't joined a unit is simply treated as its own separate unit of the appropriate type for every rule -- moving, shooting, and fighting normally. We call such a model a lone character.
The surest way for a warrior to earn glory (or infamy) is by killing an enemy hero in single combat -- not through a lucky blow in the general melee, but in a genuine duel between two skilled fighters. Warhammer calls this a challenge -- one of the game's most dramatic moments, sometimes deciding the whole battle.
Every army is led by a General -- a character entrusted with (or who has simply seized) command of the army's warriors, war machines, and wizards. The General model represents you, the controlling player, as your physical presence on the battlefield.
Many armies include a Battle Standard Bearer -- a trusted character carrying the General's own heraldry, and a rallying point the whole army can draw strength from. It's presented as an option in the relevant Warhammer Armies book, always carried by a character, and unless stated otherwise can't be the same model as the General.
Unlike an ordinary standard, a lost battle standard is gone for good if its bearer is slain -- no other model can pick it up, even from the same unit. If a Battle Standard Bearer refuses a challenge, it's moved to the unit's rear and loses Hold Your Ground! until the end of the turn (though a magic standard it carries keeps working as normal -- its effects can't be switched off).
War machines are mechanical constructions that hurl massive projectiles at the foe -- bolt throwers, cannons, and stone throwers are all war machines, along with plenty of other bizarre contraptions found throughout the Warhammer world.
War machines vary enormously in form and function, so their rules split into two parts: the war machine troop type itself -- its chassis and crew, common to every war machine -- and the specific firing rules for each individual type. Check the Bestiary if you're ever unsure whether a unit counts as a war machine.
Bolt throwers are huge crossbows firing a spear-sized missile, requiring a crew of two or more to wind back their powerful torsion arms.
| Range | Strength | Special Rules |
|---|---|---|
| 48" | 6 | Multiple Wounds (D3), Armour Piercing (1) |
Cannons are devastating but sometimes unpredictable weapons, limited to a handful of races -- capable of shattering the toughest formation when they work, but prone to misfiring from a failed charge, premature explosion, or a flawed casting. There are two cannon profiles, reflecting their different sizes and power.
| Name | Range | Strength | Special Rules |
|---|---|---|---|
| Cannon | 12-48" | 10 | Multiple Wounds (D6/D3) |
| Great Cannon | 12-60" | 10 | Multiple Wounds (D6) |
Stone throwers lob massive rocks into the air to crash down on the enemy -- the largest capable of flattening monsters or knocking down walls. Unless stated otherwise, a stone thrower has the following profile (its two Strength values are explained under Damage below):
| Range | Strength | Special Rules |
|---|---|---|
| 12-60" | 4(10) | Multiple Wounds (D6) |
A fire thrower -- whatever its exact design -- combines an airtight copper-lined barrel with a chamber of sticky alchemical sludge, usually a mix of sulphurous compounds, black powder, and combustible oils. Triggering it releases a burst of these chemicals, which ignite on contact with the air and incinerate anything caught in the blast. Unless stated otherwise, a fire thrower has the following profile:
| Range | Strength | Special Rules |
|---|---|---|
| - | 5 | Flaming Attacks |
A Warhammer battle can take place anywhere -- the edge of a town, cursed ruins, the depths of a Dwarf hold, a frozen mountain pass, even the upper minarets of an Elven city. This chapter covers the rules for the many types of terrain and buildings you might fight over.
Even the most ordinary piece of terrain can carry its own story in the Warhammer world -- the pages that follow cover terrain rules from the mundane to the arcane, with suitable rules (or at least inspiration for your own) for whatever's in your own collection.
Few pieces of terrain are as strategically important as a hill -- from its slopes troops can rain missile fire on the foe, or form a battleline upon its crest. All hills use the rules below.
Forests are excellent places for troops to lurk in ambush -- the choking foliage offers real protection against missile fire. All forests and woods use the rules below.
A river can help protect an army's flank or slow an enemy advance -- crossing points like fords and bridges often become crucial objectives in their own right. All rivers use the rules below.
A battle in a marsh can easily end in disaster -- unstable footing, mud that clings to weapons, and as many warriors drowned as cut down by the foe. Marshland is best used as a trap to lure the enemy into, rather than a position to fight from. All marshland uses the rules below.
This category covers long, narrow terrain features -- fences, walls, hedges, and the like. All obstacles use the rules below.
A catch-all category for the mystical relics, monuments, and ruins that don't fit comfortably elsewhere. Mystical Monuments are best treated as impassable terrain for movement and Line of Sight, and a particularly large or complex one might combine several terrain elements, such as a hill or an obstacle.
Buildings offer substantial protection to those inside and make a good vantage point for ranged attacks -- warriors dug into one can only be driven out by a determined assault. Players should agree at the start of the game which terrain pieces use these rules, since they can give some units a real advantage; small or oddly-shaped buildings may be treated as impassable instead if that's more sensible, and very large buildings can be divided into several separate sections (see Multipart Buildings).
Buildings of great power or importance turn up throughout the Warhammer world, whether from their own magical nature or from the reverence of their defenders -- a battle fought over one is rarely quiet. A piece of arcane architecture can be treated either as a normal building or as impassable terrain (its doors sealed by the defenders); models inside one are automatically considered within range of its own effect.
With the rules learned, it's time to put your generalship to the test and build an army.
With a points total agreed, players pick their forces from the relevant Warhammer Armies book, using the system below. Unless both players agree to reveal their lists beforehand, things like magic items and hidden units stay secret until they're used or appear on the table -- though visible equipment or unit upgrades must be disclosed on deployment. Make sure your opponent always knows which unit is which and what it's carrying, and keep your own notes on magic items, chosen spells, and any hidden units' deployment so nothing gets forgotten mid-game.
Warhammer is normally a clash between two armies, but it doesn't have to be a two-player game -- combining several players' armies into alliances lets any number of people join the battle, in whatever bizarre (or narratively justified) combination the available armies allow.
To forge an alliance, split the players into two teams -- they don't need to be equal in number, though it's worth considering the relative size of each side's collection so the game stays balanced. Alternatively, with both players' agreement, a single player may build their force from two different armies, ideally with both sides given the same option. Regardless of how many players are involved, each army in the alliance still needs its own General and Battle Standard Bearer.
Not every army makes a natural ally -- centuries of grudges, incompatible worldviews, and the Warhammer world's own long history of war mean some combinations hold together far better than others. Working out how harmonious an alliance will be starts with each army's alignment -- the age-old divide between Order and Destruction.
Units chosen from the same faction (the same Warhammer Armies book, or an Expansion to it) are Bound by Blood, and treated as friendly units in every respect. Bound by Blood units can be joined by allied characters; can use an allied General's Inspiring Presence; can use an allied battle standard's Hold Your Ground!; trigger Panic in allies when destroyed or when fleeing through them; and count as friendly for targeting spells and abilities (able to be targeted by augment spells, for instance, but not hex, direct damage, or magic missile spells).
Units from different armies that share the same alignment (Order or Destruction -- non-aligned units are always Suspicious Allies instead, see below) are Trusted Allies when fighting together, bound by a shared goal and often centuries of history. Trusted Allies follow the Bound by Blood rules, except that they can't be joined by allied characters, can't use an allied General's Inspiring Presence, and can't use an allied battle standard's Hold Your Ground!.
Units from the non-aligned forces are always Suspicious Allies -- not necessarily distrusted, but never quite relied upon either, even between two armies of the same non-aligned race (two Tomb Kings forces allying against a common invader, say, each still keeping half an eye on the other). Suspicious Allies work exactly like Trusted Allies, except they don't count as friendly units for targeting spells or other special rules.
Order and Destruction only find common cause in the most desperate circumstances -- Forces of Order units always treat Forces of Destruction units as Desperate Allies, and vice versa. Desperate Allies work exactly like Suspicious Allies, except they must take Dangerous Terrain tests when fleeing through allies, count as enemy units for targeting spells and special rules, and are treated as Expendable by their allies.
Skaven, Dark Elves, and Hobgoblins are so untrustworthy that even their own kind can't rely on them for long -- worse, their presence sours relations with everyone else in an alliance. Any alliance including one of these three races is automatically a fragile alliance.
Relations in a fragile alliance start out as normal for the armies' alignments, but each player in one must roll a D6 at the start of their own turn -- on a 1-3, every one of that player's alliances immediately worsens by one step for the rest of the game (unless already Desperate Allies).
Each scenario has its own Victory Conditions, by which players judge who has won the battle.
Many pitched battles use victory points as a convenient shorthand for working out who won -- awarded first and foremost for destroying enemy units, but also for other pivotal actions like slaying the enemy General or capturing their standards. Essentially, anything that heartens your own army or demoralises the enemy is worth victory points. At the end of the game, you score victory points for the following:
To determine the result, add up both players' final victory points and subtract the lower total from the higher. Divide that difference by the size of the battle itself (in points), then consult the chart below.
| Points Difference (%) | Result |
|---|---|
| 0-9 | Draw |
| 10-24 | Marginal Victory |
| 25-49 | Solid Victory |
| 50+ | Massacre! |
For example, in a 2,500-point battle where Player 1 scores 1,000 victory points and Player 2 scores 1,500, the difference is 500 -- dividing 500 by 2,500 gives 20%, a Marginal Victory for Player 2.
A player who concedes automatically gives their opponent a Massacre -- though players are free to negotiate gentler surrender terms if they'd rather.
With the rules learned and an army assembled, it's time to actually set up and play a battle. Not every battle is the same, though -- deployment, victory conditions, and other details vary to reflect the situation being fought over, whether a classic battleline, a fight in a mountain pass, or the defence of a watchtower. Each of these variations is called a scenario.
The scenarios in this chapter are all pitched battles -- roughly equal-sized armies, no real situational advantage to either side, and few (if any) scenario special rules. Pick one either by rolling on the table below, or simply by agreeing with your opponent which to play (agreeing gives the most choice, and guarantees neither of you ends up in a scenario you don't want).
| D6 | Pitched Battle |
|---|---|
| 1 | Battleline |
| 2 | Dawn Attack |
| 3 | Battle for the Pass |
| 4 | Blood and Glory |
| 5 | Meeting Engagement |
| 6 | The Watchtower |
Every pitched battle gives you what you need to get set up and playing, broken down into the same categories: The Armies (normally two armies of equal points value), The Battlefield, Deployment, First Turn, Game Length, Victory Conditions, and Scenario Special Rules -- a format shared by every Warhammer scenario, not just the ones in this chapter.
An abortive raid, a border dispute, an insult too great to ignore -- any of a hundred reasons might send two armies to settle things on the battlefield, spoils to the victor and dishonour to the loser.
Two armies that make camp before a battle often advance toward their positions in the gloom just before dawn -- some units inevitably lose their way, forcing a commander to improvise.
Mountain ranges often separate rival kingdoms, crossable only at the occasional pass -- narrow, strategically vital ground that gives a defender the perfect place to meet an invader.
Battles in the Warhammer world are bloody affairs -- eventually one battleline breaks and flees, leaving the field to the victor.
Two armies that stumble across each other sometimes deploy straight from column of march, fighting starting before the rest of either force has even arrived -- there's little time for careful planning in a battle like this.
A watchtower guards its territory with a small garrison, watching for incursions and expected to hold out until the rest of the army can arrive to give battle.
The 8 universal Lores of Battle Magic, pulled live from the catalog -- army-specific Lores (Lore of Tzeentch, Lore of the Wild, ...) belong to their own army book, not here.
The common magic item catalog every army can draw from, pulled live from the catalog -- an army's own signature items belong to their own army book, not here.