The label `Primarch' is used to indicate answers that come from Jervis, Andy, and Rick. This is only used when there is not a rules reference available that contains the answer.
Note that although reviewed by GWUK, the information in this document is not considered official WFB rules unit it appears in writing in a GW published document.
Last updated on: June 24, 1996.
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Turn: When the Rule Book refers to `turn' it is referring to a complete cycle of each player's segments. In other words, a turn consists of player A performing move, missile, combat, magic, and then player B performing move, missile, combat and magic. The term `players turn' refers to a single player's move, missile, combat, and magic.
Figure and Model: At one time it was believed that these terms meant different things, but with some clarifications from Arcane Magic it can be seen that these terms mean the same thing. A figure or a model is a either a single figure, or a group of figures that are connected and moved together. A chariot with its horses and rider 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 4 bearers and a rider is a single model, etc. A unit of 20 footmen is considered 20 models; this is because they are not connected, they just move together.
The following sequence is suggested for tests taken before a players turn:
Placing the Frenzy determination and Driven-Off re-placements at the beginning of the sequence was a judgment call--I could see no reason why units subject to Frenzy should not receive the benefits immediately, should they prove to be in range and not restrained, but the sequence here could be resolved by a roll-off, if your opponent disagrees. Similarly, it seemed that returning Driven-Off creatures should have to run the gamut of the pre-turn psychology tests, just like all the other units that can do something that turn. Note that Dark Elf Obedience test eligibility is established (i.e. the L.O.S. and range of 24" measured "at the start of the Dark Elf player's turn", but the actual die roll and consequences of that roll are not resolved until the Compulsory Movement portion of the Movement Phase--which comes *after* charges have been declared (see Dark Elf supplement, p. 33).
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 that 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.
See pp. 75-80 for detailed sequence of actions for firing stone throwers, cannon, etc.
According to Primarch, a challenge issued to a battle standard bearer equipped with Mork's War Banner should allow the possibility of saving the life of a spell caster in the front rank--Primarch suggests resolving the head-explosion-on-contact after the challenge is resolved (unless, of course, somebody else, like an ordinary orc champion, accepts the challenge in the banner-bearer's stead).
Possible loss/capture of standards is deliberately listed at two separate points in the combat sequence: the first instance, loss due to death of the banner bearer, must be established before determination of which side wins/loses, since *unlike rank bonuses* loss of a standard means that it cannot be counted in the combat resolution. After resolution and break tests, there is a second opportunity for loss/capture of standards, since any unit that breaks and runs drops its standard.
Note that, since this option is used only very rarely, I did not include in the sequence the voluntary Driven Off option.
"Primarch" recommends that the Lap-Round action be used loosely as a way for a winning player to move his character models around in the fighting rank, putting them base-to-base with models he wants to fight.
It is strongly recommended that players consult the "Flying Creatures" article originally published in WD #167 and reprinted in Chronicles of War. The clarifications of fleeing/pursuit & the Driven-Off rule are key.
While spells already in play (from a previous Magic Phase), such as Fiery Convocation, Arnzipal's Black Horror, etc., are worked out before any spell casting/dispels, if the affected unit possesses an anti-magic capability (e.g. Amulet of Fire, Stone Troll resistance, etc.), that dispel power is rolled for before the spell's damage/effect takes place.
Also, attempts to dispel and already in play spell (as above) may only be attempted *once* per Magic Phase (Battle Magic, p. 26).
A: No. The base statics for the rank and file members of the unit are printed. [Rule Book, pp. 15, 95]
This means that units armed with halberds or double-handed weapons need to add the appropriate strength modifier before determining the strength of the 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.
A: Unless stated otherwise, a unit must consist of at least 5 figures. This can include champion and standard bearer. [Warhammer Armies, p. 2]
Q: What happens when a has less than 5 figures in it?
A: When a unit has less than 5 figures in it, missile fire damage is randomly determined. This does not matter if all the figures in the unit are rank and file, but it does matter when there are characters in the unit.
If a unit consists of 4 figures (3 rank and file, 1 magician) every missile hit has a 1/4 chance of hitting the magician. [Rule Book, p. 65]
Q: Does a unit ever get so small that its just taken off the board?
A: If a fleeing unit is less than 25% of its original size, it cannot rally. A unit can be smaller than 25% of its original size and stay on the battlefield, however, once it flees, it will not rally. [Rule Book, p. 35]
Q: A fleeing unit under 25% of its original strength cannon reform. what happens to a character (other than champion) that is in a unit that is less than 25% of its original strength, and it flees?
A: The character suffers the same fate as the unit which he is a part of. [Primarch]
Q: A fleeing unit at below 25% of its original strength cannot roll to rally (p. 35). Will the Horn of Urgok rally them anyway?
A: No. [Primarch]
A: A unit standard bearer costs double the points of a normal figure in the unit. [Warhammer Armies, p. 2] Include the cost of all of the equipment for a rank and file member of the unit before doubling it for the cost of the standard bearer. [Primarch] For unit standard bearer in chariot units, the cost of the chariot is included before the cost is doubled for the standard bearer. [Primarch]
Q: Do unit standard bearers have to be in the front rank?
A: Yes, but the standard bearer can be anywhere in the front rank. [Primarch]
Q: Do unit standards in units of packs and packmasters have to be in the front rank?
A: No. [Primarch]
Q: Can units that are immune to psychology get unit standards?
A: Yes. There is nothing in the rules that excludes these units from getting unit standards. [Rule Book, p. 82].
Q: Can units with beasts and herders get unit standards?
A: Yes. There is nothing in the Rule Book that excludes this. [Rule Book, p. 82]
Q: Can a single units have multiple standards?
A: No. 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. [Rule Book, p. 82]
Q: Can the unit standard bearer be the target for spells such as mork wants ya and items like the gem of gnar?
A: No. [Primarch]
A: If the standard is in the front rank of a unit and all of the regular troopers in the front rank of a unit die in hand-to-hand combat, then the standard bearer is killed. [Rule Book, p. 82].
If the front rank consists of 1 hero, 1 champion, 1 unit standard bearer, and 1 regular trooper and the unit suffers 2 wounds to rank and file troopers, the standard is lost (even though the champion and hero survived).
Standards are captured if:
Q: If a unit looses its standard bearer during a round of hand-to-hand combat, does it still get to count that standard towards combat resolution?
A: No. [Rule Book, p. 82]
A: A musician costs double the points of a normal figure in the unit. [Warhammer Armies, p. 2]
Q: What can a musician do?
A: The musician allows a unit to reform if it makes a leadership roll. The unit can then face any direction with any rank formation. Units reforming with a musician may not shoot. [Rule Book, p. 82]
Q: Can units reform in any direction with any facing without musicians?
A: Only if that unit was fleeing. [Rule Book, p. 35]
Units with or without a musician may change formation by one rank at the cost of half their movement, by two ranks for all their movement [Rule Book, p. 22]. Units changing formation in this way may fire missile weapons, though they are penalized for shooting and moving.
House Rule: The primarchs suggest the Fast March house rule:
A unit of troops which includes a musician and a standard bearer can fast march at three times its normal move rate rather than double its move rate as in a normal march. However, the unit must adopt a column formation in order to do this with at least as many ranks as it has models in each rank.
For example, a unit of 16 in four ranks each of four models is a column. Imagine troops marching along a road and you will get the right idea. If a unit has lost its standard, or does not have one, it may not fast march - both are necessary. Otherwise a fast march is exactly the same as an ordinary march and all the rules for marches apply.
A unit capable of skirmishing can spend a movement phase to change from regular formation to skirmish, or from skirmish to regular formation. A unit changing formation may still shoot the turn it does so.[Rule Book, p. 91]
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. [Primarch]
Q: If a character in a skirmishing unit has the sword of fortitude, is the unit immune to psychology and break tests?
A: Yes. Although skirmishers can't benefit from a character's leadership, they can benefit from other magical effects. [Primarch]
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]
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.
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. Army points must be expended to equip unit champions.
[Warhammer Armies p.2), various army books]
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 an regular axe, etc.). All special characters come with 1 non magical hand weapon. A character may change weapons in a combat freely. [Primarch]
A: No. The base statics for the character are printed. The modifications to the characters statistics need to be taken into consideration. [Rule Book, pp. 15, 95]
This means that characters armed with halberds or double-handed weapons need to add the appropriate strength modifier before determining the strength of the attack. Mounted chargers also need to add the appropriate strength bonus for spears and lances, and characters 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.
Q: If enhanced by magic items and frenzy, can a character have more than 10 attacks?
A: Yes. [Primarch]
Q: Can magic items increase a a character wound total to more than 10?
A: Yes. [Primarch]
A: When selecting an army, you have to pay the points to get a battle standard bearer to get a battle standard. [Rule Book, p. 83]
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 applies.[Rule Book, p. 83]
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. [Rule Book, p. 83]
A: No. A magic user cannot wear armor and still cast spells.
A magic user can be mounted on a steed that will confer a 5+ or 6+ armor save. If the steed is some kind of horse, it may have barding.[Battle Magic p. 39]
A: Yes, but they cannot fire the machine. [Primarch]
Q: When a character joins a unit, does he have to be placed in the front rank?
A: Yes. [Primarch] Basically a character that joins a unit can either go in the front rank, or be left outside the unit but touching it, like this (x = model in unit, o = character)
xxxxo
xxxx
xxxx
Q: Do characters joining units of packs and packmasters have to be in the front rank of the unit?
A: No. [Primarch]
A: No, characters only get armor save bonus for regular mounts, not monster mounts. [Rule Book, pp. 28, 68]
Q: In terms of character mounts, what creatures are considered steeds and what creatures are considered monsters?
A: Creatures with 1 wound are considered regular steeds, and those with more than 1 wound are considered to be monsters. [Rule Book, p. 68]
Q: If a character is mounted on a monster that causes terror, is that character immune to terror?
A: Yes. [Rule Book, p. 66] Specifically, a rider riding a monster that causes terror gains:
A: Yes. [Rule Book, p. 66] Specifically, a rider riding a monster that causes fear gains:
A: Yes. [Rule Book, p. 68] Because the monster is considered large, the enemy missile troops gain a +1 to hit. Hits are randomized between the character and the monster before determining wounds.
A: Yes. [Rule Book, p. 48]
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 unit size. Effectively, there are three sizes:
If a character is medium, he cannot be singled out for missile fire if he is in a unit of medium or large rank and file figures. This means a character mounted on a horse cannot be singled out in a unit of knights, centaurs, bull centaurs, ogres, dragon ogres, etc. This also means that the mounted character can be singled out for missile fire if he is in a unit of unmounted foot soldiers.
If a character mount is large, he cannot be singled out for missile fire if he is in a unit with large rank and file figures. Therefore, a character riding a manticore cannot be singled out for missile fire in a unit of ogres, dragon ogres, rat ogres, trolls, etc. [Rule Book, p. 65]
A: Only the chariot carrying the magical standard gains from its benefits. The chariot with the standard is the only chariot that gets to include its bonus in its combat resolution. If a single chariot in the unit is involved in combat, the other chariots in the unit can still move freely. If a champion/leader is in the unit, all chariots may use his leadership value. [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]
A: No. [Rule Book]
House Rule: The Primarchs suggest that when a chariot runs over a war machine and crew that it sustains damage as if it ran over rough terrain.
Q: When a chariot is moved via magic spells multiple times in the same magic phase. It is charged into one unit, then magically charged into a second unit. Do both units suffer chariot damage in the next hand to hand combat phase?
A: No, only the last unit hit by the chariot. [Primarch]
Q: If an enemy chariot is magically charged into an enemy unit, does that unit suffer chariot damage?
A: Yes. [Primarch]
Q: Can you summarize chariots attacking units?
A: The following sequence is to be followed:
A: the cannon ball hits are not randomized. [Primarch]
A: Double the cost of the whole chariot. [Primarch]
Q: Can you buy champion crewmen for regimental chariot units?
A: Yes. Champions may only ride in chariots if allowed by the army list (i.e. High Elves at present). [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 (i.e. High Elf champions won't benefit, as they ride alone). [Primarch]
Q: Can characters join chariot crews?
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]
Q: My chariot also carries a standard. Can this count towards the combat resolution result?
A: Yes. [Primarch]
A: Allow a number of models that seems reasonable to attack the chariot (use your discretion). Any model that can attack the chariot can be attacked by the crew of the chariot. [Primarch]
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]
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 wizard. [Primarch]
Q. When a chariot charges, are the casualties inflicted taken from the front rank as usual? If so, how are casualties worked out if, say, there are two regular troopers and two characters in the front line? Must the charioteer nominate ahead of time how many attacks are going against which models?
A: Casualties are taken out of rank and file troopers unless there are not rank and file troopers left. All casualties are taken out of the front rank first, then latter ranks. Remaining troops fill ranks. [Primarch]
A: No and No. [Primarch]
Q: When a war machine is destroyed due to misfire, are the characters that joined the war machine crew killed as well?
A: No. [Primarch]
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]
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]
Q: Can war machines 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]
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:
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]
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.
House Rule: The Primarchs suggest that allies not be allowed unless you opponent agrees to let you have allies in your army.
A: Yes. [Primarch]
Q: Can the chaos gifts be used on any figures not in the chaos ally contingent?
A: No. [Primarch]
A: The field of vision for a unit is a 90 degree arc that is centered directly in front of the unit. The field of vision for a character in a foot unit is the same as the rank and file members of the unit: a 90 degree arc that is centered directly in front of the unit. [Rule Book, p. 16]
Q: What is the field of vision for a lone character or monster?
A: The field of vision for a lone character or monster is the same as that of a unit. That field of vision is a 90 degree arc that is centered directly in front of the character/monster. [Rule Book p. 16]
Q: What is the field of vision for war machine crews?
A: The war machine crew are also restricted to the 90 degree arc centered in front of them. [Rule Book, p. 16]. During the Missile Fire phase a player must aim his war machines at their targets.
A: Characters/units can see 2" through forests. [Rule Book, p. 25] Therefore, if a unit/character is in the forest, and is more than 2" from the edge of the forest, it cannot be seen by anything outside the forest, nor can it see anything outside the forest. A unit hidden in this fashion cannot be the target for missile fire, war machine fire, nor can it be charged.
Q: Does a friendly unit obstruct the view of what is beyond it?
A: Yes. Therefore war machines and missile units may not fire through friendly troops at the enemy. Units may not charge through friendly troops at the enemy. [Rule Book, p. 25]
Q: Is it possible to shoot over a friendly units?
A: Yes. If a missile unit or war machine is located on a hill, then troops that are on the ground in front of the hill do not obstruct their view. [Rule Book p.25]
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 [Rule Book, p. 25]
Q: Do hills/buildings obstruct the view of what is beyond them?
A: Yes. [Rule Book, p. 25] Therefore these units cannot be the subject of missile fire, war machine fire, nor can they be charged.
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. [Rule Book, p.25] 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. [Rule Book, p. 25]
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).
A: When its base touches the edge of the board. [Primarch]
Q: Do the movement rates printed in the army lists include modifications due to heavy armor and shield or barding?
A: No. The movement rate given is the base movement rate, modifications due to heavy armor and shield or barding need to be taken into consideration.
The only exception to this is that dwarves' movement is not slowed by heavy armor and shield. Movement modifications are:
No armor: No movement modifier
Heavy Armor & Shield Only: -1 Movement Modifier
Barding Only: -1 Movement Modifier
Heavy Armor & Shield, Barding: -2 Movement Modifier
[Rule Book, pp. 20, 95]
Q: When do units take the movement penalty for heavy armor/barding, is it before or after the doubling of moment for march moves and charging?
A: The movement penalty is taken before the movement rate is doubled. [Rule Book]
Q: Does heavy armor by itself impose a movement penalty?
A: No. The movement penalty is only for heavy armor and shield [Rule Book].
A: Yes, Ghouls have the capability to march move. Vampire and necromancer characters can march move as well. [Undead Army Book, p. 58]
Q: If a unit is going to march move, does it have to be 8" away from enemy units during its entire movement?
A: Yes and No. A unit can march move until it is within 8" of an enemy unit, then it has to stop moving immediately. [Rule Book, p. 22]
Q: Can a unit that march moves shoot missile weapons that turn?
A: No, the unit is considered to have its weapons in the `unready' position while it marches. [Rule Book, p. 22]
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. [Rule Book, pp. 22, 30]
Q: Can a chariot model march move?
A: No, this excludes the following from march moves:
* From Orc/Goblin Book: Goblin War Chariot, Orc War Chariot, Snotling Pump Wagon
* From High Elf Book: Tiranoc War Chariot
* From Dwarf Book: The Throne of Power
* From Empire Book: Imperial War Wagon, The Grand Theologist War Altar
* From Skaven Book: The Screaming Bell, The Wheel of Doom
* From Undead Book: The Liche King War Chariot, the Undead War Chariot
* From Chaos Book: Chaos War Chariot
* From Basic Army List: The Wood Elf War Chariot
Note that the Dwarf Anvil of Doom is specifically excluded from this list. [Rule Book, p. 22 & respective army books]
A: A unit can attempt a charge any enemy unit that is within its line of sight, and it can only wheel once during its charge [Rule Book, p.16]
Q: Can units charge through other units in their own army?
A: The units may block the line of sight for the unit that wants to charge. Even if they do not, the unit cannot charge through them. The interfering units cannot move out of the way due to the sequence of the movement phase:
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 to charge the enemy?
A: No. [Rule Book, p. 48 & Primarch]
Q: Can a character leave a unit that is going to charge the enemy?
A: No. [Rule Book, p. 48 & Primarch]
Q: How much of my unit has to be in contact with another unit before they are considered in hand-to-hand combat?
A: First, recall that a a charging unit cannot turn or change formation. This is because the troops are running or galloping once the charge has begun, and would be unable to execute delicate maneuvers even if they could hear the orders of their leaders above the shouting and din. A charge is made straight towards the declared enemy target with the intention of getting as many models into combat as possible.
A unit can wheel once at the start of the charge in order to bring as many models to face the enemy as it can. If the chargers would not otherwise hit their target were they to move straight forward, then they must wheel to face their enemy, and must endeavour to bring as many models as possible into combat.
If chargers need to wheel towards their target, execute the wheel as already described measuring the distance wheeled as you normally would. This distance counts as part of the total distance charged. For example, if a unit can charge 12" it might wheel 4" to bring models to face the enemy and then move up to 8" towards them.
Once a unit has completed any required wheel it is moved straight forward towards the enemy and stops as soon as the two units touch.
Once the charging unit is in contact it is automatically align the two units so that the maximum amount of figures in the front rank are in base to base contact This extra alignment move is free so long as it does not take the unit into difficult terrain or over an obstacle it has not already crossed.
If it is impractical to align a unit properly because of interposing terrain, other models, or other factors, then it is acceptable to re-align the charged unit as well (or instead) so that the battle lines remain neat.
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: Can I force a panic test when I charge with skirmishers in the rear of a unit already in hand to hand?
A: Yes, as long as the skirmishers have 5 models. [Primarch]
Q: If a charged unit chooses to flee, how does the charging unit move?
A: If a charged unit chooses to flee, use the dice (either 2D6 or 3D6) to determine how far the fleeing unit moves. The charging unit can move its maximum charge distance from its original starting point in an attempt to reach the fleeing unit. If the charger catches the unit, it is destroyed. If the charging unit will not catch the fleeing unit, it is treated as a failed charge (and the attacking unit only moves its regular move).
Consider the following example:
1) unit of black orcs on foot (4" move) is 4" away from a unit of crossbow men.
2) The orcs charge the crossbow men.
3) The crossbow men decide to flee, and roll 3 on 2D6.
4) The crossbow men are now 7" away from the orcs.
5) The orcs move 7" (within charge distance) and cut down the fleeing crossbow men.
[Rule Book, p. 23]
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?
A: No, when a flying High figure comes down into hand-to-hand combat, it cannot pursue. [Chronicles of War, p. 5]
Q: When a creature that is flying low charges a unit does it get to double its 24" flying movement?
A: No, a creature that is flying low has a 24" movement always, even when charging. [Rule Book, p. 70]
Q: When a flying creature that is flying low charges a unit, may it pursue the unit if the unit flees?
A: Yes. The White Dwarf article specifically states that creatures flying high cannot pursue fleeing units, but creatures flying low may. If the creature flying low catches the unit with its 24" movement, the fleeing unit is destroyed. [Rule Book, p. 70 & Chronicles of War, p. 5]
A: No, they can only cause a panic test (if 25% or more casualties caused). [Primarch]
Q: A unit has missile weapons that do not allow them to move and shoot. During their turn them move, and during the next opponents turn they are charged. Can they stand and shoot?
A: Yes [Primarch]
Q: Can a unit who have chosen the charge reaction stand and shoot, fight back in hand to hand combat?
A: Yes. [Primarch]
Q: Can a unit 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. [Rule Book, p. 25]
Q: Can a lone character/monster stand and shoot at enemy units charging its flank or rear?
A: No. [Rule Book, p. 25]
Q: If a charging unit takes 25% casualties (due to defender standing and shooting), when does the unit take the panic test?
A: The shooting casualties are taken before the unit moves, or when the unit moves into maximum missile range of the defending unit. The attacking unit immediately takes a panic test after suffering casualties (and before coming into contact with the defender). If the attacking unit fails its panic test, it flees instead of successfully charging the defender. [Rule Book, p. 23]
Q: Is stand and shoot a valid option for all charges within a unit/character's field of view?
A: No. A unit/character can only stand and shoot at an enemy that has to move 50% or more of its charge movement to reach your unit. [Rule Book, p. 19]
Q: Can War Machines stand and shoot?
A: No, except Jezzails and Warpfire Throwers. Warpfire Throwers cannot shoot at creatures that attack from flying high. [Chronicles of War, p. 5]
Q: Can a monster or Daemon with a breath weapon or other ranged attack stand and fire if charged?
A: Yes. [Primarch]
Q: When you stand and shoot, how is it determined if its is long range or shoot range for the missile weapons?
A: When you stand and shoot, it is always considered short range. [Primarch]
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 moved. [Primarch]
A: Yes. [Chronicles of War, p. 5] Note that this is still considered to be short range.
Q: Can a creature that attacks from flying high attack a unit in the flank or rear?
A: Yes and No. If a unit in not engaged in hand-to-hand combat, then a flying high creature can only attack it from the front. If a unit is engaged in hand-to-hand combat, a flying high creature can attack from the flank or the rear. [Rule Book, p. 70]
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 attack the unit in the flank. [Primarch]
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 effected by the `defended obstacle'
rule (i.e. they hit normally). This isn't stated specifically in the rules,
but is implied by the description of how
flying creatures fight and the driven-off rule (i.e they are flapping
around, not standing on
the ground). [Primarch]
Q: Can a creature flying high flee when another flying high creature wishes to attack?
A: This is not covered in the rules. The following house rule is good: The creature can flee and is considered driven off, like voluntary departure from combat. [Primarch]
Q: If a unit that is attacked from flying high flees, can the flying high unit pursue?
A: No. [Chronicles of War, p. 5]
Q: If a flying creature that is not flying high attacks a unit and that unit flees, does the flying creature get to pursue?
A: The flying creature gets to pursue the unit normally. [Rule Book, p. 70]
Q: When 2 flyers are flying high and the first charges the second, can the second avoid combat?
A: No. [Primarch]
A: When a unit breaks in hand to hand combat or pursues a unit that broke in hand to hand combat, a dice roll determines it's pursuit and flee distance.
The exception to this is the dwarves who get 2D6-1 for fleeing.
[Battle Beastiary, p. 13]
Q: When else are die rolls used for pursuit/fleeing?
A: Whenever a unit flees, it uses the appropriate die roll for its fleeing movement. The pursuing units only use the die roll to determine movement when charging after a unit that broke in hand-to-hand combat with them. [Rule Book]
Q: How far can a flyer creature pursue/flee?
A: The flyer can flee/purse 3D6". [Chronicles of War, p. 5]
Q: Can a character leave a fleeing unit?
A: No. [Rule Book, p. 48]
Assassins have special rules that allow them to leave fleeing units. [Skaven Army Book, & Dark Elf Army Book, p. 40]
Q: May fleeing units move through friendly units?
A: Yes [Primarch]
Q: A character is in combat with 2 enemy units, one unit in front of him and one to his side (see below). If the character looses the combat, and fails his break test, what direction does he flee?
EEEEE
EC
E
E
A: The character flees directly away from where the two units intercect.[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 come into contact with an enemy unit then 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]
Q: If a character/unit is beaten by his foe, and directly behind it is impassible terrain, how does the character/unit flee?
A: The character would have to try to flee directly away from the enemy troops and could not due to the impassible terrain, therefore the character/unit would be caught by the pursuing troops and killed. [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]
A: Mounted units that have a movement greater than 6", and have an armor save no better than 5+. [Rule Book, p. 22]
Q: Do Centaurs and Chaos Dwarf Bull Centaurs get the movement benefits of Fast Cavalry?
A: No. [Rule Book, p. 22]
House Rule: It is suggested that Centaurs and Chaos Dwarf Bull Centaurs gain the movement benefits of Fast Cavalry.
A: Yes. [Rule Book, p. 26]
Q: If an enemy unit is hiding in a wood can I set the wood on fire with a warpfire thrower or flame cannon?
A: You cannot shoot at the wood because you do not know that there are enemy within, and if you could see the enemy the weapons would not set the woods on fire.
Q: Must missile fire units must shoot the first target in their path, even if they have elevation (hill or tower) to see over intervening troops.
Example: A bolt thrower on a tower must shoot at the beastmen 12" away instead of the Chaos Knights 18" away.
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]
A: War machine crews are considered skirmish formation, and therefore are -1 to be hit. [Primarch]
Q: Are hits on war machines randomized?
A: No. [Rule Book, pp. 75-81]
A: Yes. [Rule Book, p. 72]
The following are considered chariots for the randomization of hits:
* From Orc/Goblin Book: Goblin War Chariot, Orc War Chariot, Snotling Pump Wagon
* From High Elf Book: High Elf War Chariot
* From Dwarf Book: Dwarf Throne of Power, Dwarf Anvil of Doom
* From Empire Book: Imperial War Wagon, The Grand Theologist War Altar
* From Skaven Book: The Screaming Bell, The Wheel of Doom
* From Undead Book: The Liche King War Chariot, the Undead War Chariot
* From Chaos Book: Chaos War Chariot
* From Basic Army List: The Wood Elf War Chariot
Q: Are template hits randomized?
A: No. [Rule Book, p. 73]
House Rule: For stone throwers/doom divers/mortars only a single figure can be hit by the center of the template. Therefore, if the center of the template lies on top of 2 figures (such as a rider for a chariot and the chariot) the topmost of the 2 figures receives the automatic hit (at the higher strength) and the bottom figure has the potential to be hit (just as other figures under the template, but not under the center of the template).
Therefore, if the center of the template is on the rider and the vehicle from the list above, the rider would get the automatic hit, and the chariot gets a potential hit. The only exception to this is the Skaven Doomwheel in which case the wheel would get the automatic hit and the engineer the potential hit.
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]
Q: When a cannon ball goes through a chariot, are its hits randomized?
A: No. [Primarch]
A: No. [Rule Book, pp. 25, 75-81]
House Rule: It is suggested that hits on figures in the first 2 ranks of hand-to-hand combat be randomized between the units engaged in hand-to-hand combat. This would prevent surgical placement of breath templates to wipe out units engaged in hand-to-hand combat.
A: If the character is in a unit then he gains the benefit of "look out sir". Basically, one of the rank and file troopers sees the projectile coming and pushes the character out of the way and takes the hit. Roll a 6 sided die, on anything other than a 6 a rank and file takes the hit for the character.[Rule Book. p. 65]
Q: What can cause a `look out sir' roll?
A: Basically the things that cause `look out sir' rolls are:
Q: Is character allowed to save against War Machine hits that allow no save if they have an armor that gives an unmodified save?
A: No, armor does not help characters crushed by a huge boulder. [Primarch] There are a few exceptions:
A: Yes and No. See the section on "Mounted Characters in Units".
Q: Can a character not in a unit be targeted for missile fire?
A: If a character is within 5" of a unit, the legality of targeting the character for missile fire is the same as if the character was in the unit. See the section on "Mounted Characters in Units". Basically it boils down to the relative size of the character compared to the relative size of the unit (small, medium or large).
If a character is more than 5" away from a unit, he may be targeted. [Rule Book, p. 65]
Q: Can a cannon/stone thrower war machine target a character within 5" of a unit?
A: Yes. Given that you can aim the cannon at the character when he is in the unit (forcing the "look out sir" roll) you can aim it at the character when he is standing right next to the unit. The restriction on missile fire applies to archers, hand gun, crossbow, and other missile fire rank and file troopers. The restriction on missile fire also applies to bolt throwers. [Rule Book, p. 65]
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. 65]
Q: What happens when regular missile fire targets a character riding a monster?
A: When shooting at a character riding a monster, shots are +1 to hit. Hits are randomized between the character and the monster he is riding.[Rule Book, pp. 26, 68]
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. Only when all the rank and file models have been removed as casualties are hits randomly applied to characters. [Primarch]
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. [Rule Book, p. 14]
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]
Q: When firing at a war machine crew, the crew is considered as skirmishing (-1 to hit) but is the crew also protected by the war machine (-1to hit for soft cover)?
A: Only war machines with walls to protect the crew gain the additional -1 to hit modifier (such as the dwarf organ gun). [Primarch]
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. Therefore the to hit modifier is +1. This means that shooting at a character on a horse would count a 0 to hit modifier (large than man-sized, but not a large target). [Primarch]
A: Yes and No. Friendly troops and terrain features (Forests, Hills, Buildings) block the line of sight for the cannon/catapult crew. Enemy troops do not block the line of sight for the crew. If the crew has line of sight at a enemy target, they may shoot at it.
An elevated war machine gains line of sight over friendly troops.
War machines that fit this description include: Organ Gun, Great Cannon, Catapults, and Mortars, and Doom Divers. [Chronicles of War, pp. 13-17]]
Due to the nature of the weapon, it does not make sense to allow the Flame Cannon and Hellblaster volley gun to fire over friendly troops. [Primarch]
Q: Does a Bolt Thrower need line of sight to shoot at an enemy unit.
A: Yes. [Rule Book, p. 25]
An elevated bolt thrower gains line of sight over troops between it and its target.
A: Frenzy doubles the base number of attacks, then add the extra attack due to 2nd hand weapon, magic weapon, etc. [Empire Army Book, p. 73 & Primarch]
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. 43]
Q: Can a character wield a magic weapon and a 2nd hand weapon?
A: The Battle Magic book strictly forbids the concurrent use of a magic weapon and an additional weapon. Therefore, you cannot give a character with a magic sword a second hand weapon, or another magic weapon to use in his off hand. [Battle Magic, p. 39]
There are some special characters that can use two magic weapons, or a magic weapon and a 2nd hand weapon. These characters are specifically mentioned in their respective army books. [Empire Army Book, Dark Elf Army Book, & Skaven Army Book]
This does allow for characters to be given lances, or spears that they would use instead of the magic weapons.
Q: Can a character have more than 10 attacks?
A: Yes. [Primarch]
A: Yes. [Rule Book, p. 33]
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. Therefore, if a character has 4 attacks, he must choose to use 2 attacks on the enemy hero, and 2 attacks on the enemy standard bearer before he makes any `to hit' or `to wound' rolls. [Primarch]
A: Yes. [Primarch]
A: Roll a die to determine. [Primarch]
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: Use a die roll to determine. [Primarch]
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.
Q: If a unit is charged from the flank or rear, can characters in the front rank issue challenges?
A: Yes. [Rule Book, p.66]
Q: When a character issues a challenge, can he challenge a specific enemy character?
A: No. The player in control of the unit determines what character in the unit answers the challenge. Any character [champion, hero, wizard, boss, big boss, general, etc.] may answer the challenge. If the challenge is not answered, the most powerful character in the unit must temporarily move to the rear rank and not participate in that hand-to-hand combat round. [Rule Book, p. 66]
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]
A: The unit can use the character's leadership. [Primarch]
Q: A lone character is in hand to hand combat with a unit, and a character in the unit issues a challenge, can the lone character decline the challenge?
A: Lone characters cannot decline challenges, there is no place to hide. [Primarch]
A: Yes. [Primarch]
Q: A character is in a chariot with other crew. The character is challenged, where do the other models in the chariot fight?
A: The other models in the chariot do not fight the enemy character in the challenge. The other models fight the enemy unit (unless enemy character is alone). The steeds may either fight the enemy character in the challenge or the enemy unit. [Primarch]
A: No, the Vermin Lord can issue and accept challenges because it is a character. [Primarch]
House Rule: The Primarchs suggest that Greater Daemons be treated as characters and be allowed to issue and answer challenges.
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 know 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]
A: Yes. [Rule Book p. 34]
Q: If a character fights in a challenge, and causes more wounds than his challenge opponent has, do they all apply towards combat resolution?
A: No. If a character causes 4 wounds in a challenge, and the enemy character only has 1 wound, 1 wound would apply towards combat resolution. [Rule Book, p. 34]
House Rule: The Primarchs suggests the Overkill house rule.
As described in the Close Combat section, excess wounds caused when attacking characters are normally discounted. All the effort of those attacks goes into fighting the character regardless of the number of wounds caused. As any excess wounds are not inflicted they are not normally counted towards the combat result. However, when fighting a challenge any excess wounds scored do count towards the combat result, even though they are not actually inflicted. This is called the overkill rule.
The overkill rule represent the situation where troops are watching their hero battling for his life against his adversary. All eyes are focussed on the mighty clash and both sides are yelling encouragement. If the troops see their champion crushed to a bloody pulp before their eyes they will inevitably get a bit upset and might decide to turn tail and run rather than stick around for a dose of the same.
In practical terms the overkill rule means that it is a positive advantage to crush a challenged enemy as overwhelmingly as possible. It also means that players will benefit if they meet a challenge with as powerful a character as possible. Players are advised to avoid taking on especially dangerous opponents with lowly champions, although, of course, even the most modest character will generally do better than an ordinary trooper.
The overkill rule is not intended to make powerful characters invincible, but to overcome an unrealistic situation where it is better to make a challenge with a champion rather than a more powerful character, because the champion has fewer wounds to lose. Obviously, it is still better to make a challenge with a champion rather than not, as a champion has more chance of reducing the number of wounds suffered, but the rule is intended to discourage players making challenges with weaker characters when they have better characters who might more appropriately make or meet a challenge.
A: If the Dwarf Rune of Swiftness is one of the devices, then use the initiative of the two attackers to determine who strikes first. [Dwarf Army Book] In all other cases, use a die roll to determine. [Primarch]
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 get to strike back. [Primarch]
A: It is wounds that affect combat resolution. [Rule Book, p. 34]
Q: If a magic weapon (such as a Frostblade) 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. Therefore, a model that is killed with one blow from a Frostblade 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]
Q: Is there a maximum possible number for rank bonus?
A: the maximum rank bonus is 3. [Rule Book, p. 34]
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]
Q: If attacked from the flank or rear, does a unit get rank bonus?
A: Yes, the unit gets its normal rank bonus even if only attacked in the flank or rear. [Primarch]
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]
Q: Do ranks with 4 figures or more count toward rank bonus if they are not a complete rank (for units whose rank size is 5, 6 or higher)?
A: No. [Rule Book, p. 34]
House Rule: Since Rank Bonus is to represent numbers of troopers bolstering (and demoralizing) confidence, it is suggested that any rank of 4 or more in a unit count towards that units rank bonus. It seems rather inappropriate that 1 missile casualty can cause a unit of 23 troopers (organized 6 wide ranks by 4 deep originally, now the last rank only has 5) to lose a rank bonus.
A: No. Once all the units are engaged, it is considered a single combat. [Rule Book, p. 30]
Q: If multiple units are engaging the enemy, does each unit get to apply its rank bonus towards combat resolution?
A: No. You only get to count the rank bonus for the unit that has the largest rank bonus. [Rule Book, p. 34]
Q: If two units are engaging one enemy unit, and they both have unit standards, does each standard add +1 towards combat resolution?
A: No, you only get to count 1 of the unit standards toward combat resolution. [Rule Book, p. 34]
The key things to remember for multiple units involved in a combat are:
A: The casualties come out of the front rank.
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, p. 36]
Q: Can a unit be magically transported out of combat?
A: Yes. [Primarch]
Q: If a unit is attacked in the flank or rear, or in some manner so that its characters may not engage the enemy, can they move to engage the enemy?
A: No, with one exception.
Basically the characters are stuck where they are. If the unit that the character is in wins a round of combat, the characters are allowed to move where they wish. This applies to the unit standard as well so that the unit may gain the standard bonus. This is allowed under the `lapping around' clause in the combat section. [Rule Book, p. 36]
House Rule: The Primarchs suggest a house rule allows characters and special models (standards, leaders, etc.) to swap places with a model in base to base contact with the enemy after the first round of combat has been fought.
A: When a flying creature is driven off, it must miss an entire turn (movement, missile fire, hand to hand combat, magic) for its controlling player, then it must return on controlling players deployment board edge.
In other words, if at the end of the controlling players turn a Manticore is driven off, it stays off during the opponents turn (movement, missile fire, hand to hand combat, magic) as well as the controlling player's turn. [Rule Book p. 70, & Primarch]
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: If a unit in combat with 2 enemy units (one attacking its front, one attacking its rear) wins the combat with the unit to its front, and that unit breaks and runs, can you pursue?
A: No, while the unit is still in combat with the other unit it cannot pursue the fleeing unit. Even if the unit still in contact with the victorious unit is a lone character model. [Rule Book, p. 36]
Q: When a unit charges a broken unit, what can the broken unit do?
A: The broken unit must choose the `flee' option. The unit then determines how far it flees. If the charging unit still reaches the fleeing unit with its original charge move, the fleeing unit is destroyed. This is also discussed in the movement section.[Rule Book, p. 35]
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]
A: The psychology tests are:
A: No [Primarch]
Q: Does a unit have to take a panic test if a lone character is slain within 12" (character not in unit?
A: Yes. [Primarch]
Q: When a unit wants to charge a terror causing creature, does it take a terror test or a fear test?
A: A fear test. [Rule Book & Primarch]
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]
A: Yes. [Rule Book, p. 83]
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, p. 83]
A: No, not unless the unit description specifically states that the unit is immune to break tests. [Rule Book, p. 41]
A: No, troops that can frenzy do not enter the battlefield frenzied. [Rule Book, p. 41]
When they enter the battlefield, they are treated just like a regular unit, with normal number of attacks and with normal psychology rules.
The only time troops may enter the frenzy is in the beginning of their own turn, and only when there are enemy troops within their charge reach. For the unit to frenzy it has to do one of the following:
Once a unit has entered frenzy, it will remain frenzied until it is broken in hand-to-hand or there are no enemies within its charge distance. In latter case you automatically shift out of frenzy. [Rule Book, p. 41 & Primarch]
Q: Does a frenzied unit ignore blood greed?
A: Yes the unit is immune to all psychology. [Primarch]
Q: A character with frenzy is mounted on a flying monster and is flying high. Does this character have to take leadership tests to not charge enemy units on the ground? If the character does charge an enemy unit from flying high, does it frenzy?
A: Yes and Yes. [Primarch]
Q: If a frenzied character on a flying monster is driven off, does he lose he frenzy ability as if he were broken?
A: No, he is still frenzied. [Primarch]
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]
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, and thus is not effected by the automatic break rule. [Primarch]
A: The character flees, the rest of the unit does not. [Primarch]
Q: A unit within 12" of the unit breaks in hand to hand combat causing a panic test which it fails, what happens?
A: The character flees, the rest of the unit does not. [Primarch]
Q: During the unit's movement phase, another unit flees past it, and the unit fails its panic test.
A: The character flees, the rest of the unit does not. [Primarch]
Q: The unit is in hand to hand combat and is charged in the rear or flank, and the character fails his panic test.
A: The character flees, the rest of the unit does not. [Primarch]
A: The unit and the character do not move. [Primarch]
Q: The unit is charged by a fear causing creature and the character fails his fear test.
A: The rank and file members of the unit strike normally, the character needs 6's to hit. [Primarch]
Q: The unit is charged by a unit of fear-causing skeletons that outnumber it, and the character fails his fear test.
A: The character flees, the rest of the unit does not. [Primarch]
A: The character flees, the rest of the unit does not. [Primarch]
Q: The unit is within 8" of a terror causing creature at the beginning of its movement phase, and the character fails his terror test.
A: The character flees, the rest of the unit does not. [Primarch]
A: The character flees, the unit stays in hand-to-hand combat. [Primarch]
A: The unit & character flee. [Primarch]
Q: A unit within 12" of the unit breaks in hand to hand combat causing a panic test which it fails, what happens?
A: The unit & character flee. [Primarch]
Q: During the unit's movement phase, another unit flees past it, and the unit fails its panic test.
A: The unit & character flee.[Primarch]
Q: The unit is in hand to hand combat and is charged in the rear or flank, and the character fails his panic test.
A: The unit & character flee. [Primarch]
A: The unit and the character do not move. [Primarch]
Q: The unit is charged by a fear causing creature and the using the character leadership, the unit fails its fear test.
A: The character strikes normally, the rank and file members of the unit need 6's to hit. [Primarch]
Q: The unit is charged by a unit of fear-causing skeletons that outnumber it, and the unit fails its fear test.
A: The unit & character flee. [Primarch]
A: The unit & character flee. [Primarch]
Q: The unit is within 8" of a terror causing creature at the beginning of its movement phase, and the character fails his terror test.
A: The unit & character flee. [Primarch]
A: The unit & character flee. [Primarch]
A: No. [Rule Book, p. 48]
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]
A: The order for obtaining spells is determined by the level of the spell caster (except for access to Dark Magic Spells) and is the following sequence:
To determine the drawing order between Dark Elf Sorcerers, the level of the spell caster is used (higher levels drawing first).
If some spell casters are of the same level, the order is determined by what type of spell caster they are. That order is:
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.
A: Immediately after a spell caster has drawn his spells he turns in the ones he does not want and draws new ones. This occurs before the next mage draws any spells. [Battle Magic, p. 21]
Q: When a mage exchanges spells, is he capable of drawing a spell he already discarded?
A: No. When a mage exchanges spells, he places the spells he discards into a separate pile, then goes back to the spell deck and draws his replacement spells. [Battle Magic, p.21]
Q: When a spell deck has already been drawn from, and exchanges made, what spells are available for the next mage?
A: All spells from a college that are not currently used by another mage comprise the pool that a mage draws from. [Battle Magic, pp. 21, 23]
Therefore, if a mage has already drawn from the `jade' college and performed exchanges, all of the discarded spells and the non-drawn spells are shuffled together before the next mage draws any `jade' spells.
A: Two dice are generally rolled for winds of magic. [Battle Magic, p. 24]
If less than 2 spell casters (0 or 1) are in the game, 1 die is rolled for winds of magic. [Primarch]
An optional rule is to roll one die for every spell caster on the board. [Battle Magic, p. 24]
A: Yes. [Battle Magic, p. 27]
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. [Battle Magic, pp. 26-27].
For dwarf armies, the dispel will work on a die roll of 4-6. [Dwarf Army Book, p. 77]
Q: If I have no spell casters, can I use total power, mental duel, or drain magic from Winds of Magic?
A: No. [Battle Magic, p. 27] The exception to this is that dwarf armies can use the drain magic card.[Dwarf Army Book, p. 77]
A: They escape together. [Primarch]
A: No. If a 4th level spell caster loses a spell due to mental duel, he is still a 4th level spell caster that just happens to only have 3 spells. [Battle Magic, p. 27]
A: No. [Primarch]
Q: A dark elf sorcerer in a unit casts soul drain (a template spell) at an enemy unit. A wizard rebounds it with Rebound card. It says that the spell stops as soon as it hits a target., when is this template considered to have hit the target'?
A: Treat the template as hitting the unit when the full template (or as much as is possible) is over the unit. [Primarch]
Q: A mage mounted on a monster has a spell rebounded onto him (winds of magic rebound) does the spell affect the mage or the monster?
A: In general if the spell states 'first model in path takes x hits' randomize the hit between the mage and the monster, otherwise the spell affects the mage. [Primarch]
A: The Magic Deck is reshuffled at the end of every magic phase. [Arcane Magic, p. 5]
Arcane Magic also discusses other optional methods for dealing with the Magic Deck. One is that the Magic Deck is reshuffled only when there are not enough cards in the deck for the current Winds of Magic.
A: Yes. If a army contains 1 spell caster with a High Magic spell, then the player controlling the army may turn in power cards after Winds of Magic are dealt, and get to draw new cards.
If a army contains 1 spell caster with a Dark Magic spell, then the player controlling the army may turn in special cards after Winds of Magic are dealt, and get to draw new cards.
If an army has mages with Dark Magic Spells, and Mages with High Magic Spells, then only 1 type of Winds of Magic card exchange may be performed each magic phase (either power cards, or special cards). [Battle Magic, p. 25]
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 exchange his Winds of Magic cards?
A: No. The mage that gets to draw bonus cards can only exchange them if that mage has Dark Magic or High Magic, and then can only exchange in the appropriate manner.
For example, an Empire and High Elf army, and with a High Elf Mage (with High Magic), and the Grand Theogonist with Grey 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 exchange them. What the Grand Theogonist gets in his draw he is stuck with. [Primarch]
A: When it is your phase. [Battle Magic, pp. 25-26]
A: Right after winds of magic, and card dealing, but before players begin their active phases. This means that the purple sun of Xerxes moves and potentially kills more figures before a player has a chance to use a Winds of Magic dispel card upon it. [Battle Magic, p. 41]
Q: If a unit has an anti-magic item, when does this item effect still active spells?
A: Before that spell has any further effect. That item may attempt/automatically dispel the still active spell immediately after cards are dealt, but before any still active spell has its effect.
Therefore a unit with the Standard of Valaya can attempt a dispel on the Fiery Convocation before it kills more figures. [Primarch]
To summarize, the magic phase sequence would look something like:
* Opponent Players Phase
* Repeat the players phases.
A: No, but you risk loosing the opportunity to cast spells.
As mentioned previously, the player's whose turn it is has an active phase first. A player may do one of three things during their active phase:
A: The following order is suggested for Dispelling a spell that is cast
A: Yes. [Primarch]
Q: If a wizard flees, and some of his spells are remaining in play, are they removed from play?
A: No. [Primarch]
A: No and No. If a spell is in play at the beginning of the magic phase (unless necromantic spell) it may not be recast again during that magic phase. If a spell was cast once during a magic phase (even if dispelled, moved off the board, etc.). it cannot be cast again that magic phase. [Primarch]
A: All flying high models are assumed to be in range and affected.
A: No. The Total Power overrides the magic item for the current magic phase. [Primarch]
A spell cast with Total Power is unstoppable. A spell cast with Total Power cannot be dispelled the turn that it is cast. [Primarch]
This means that the following items cannot affect spells cast with total power: Spelleater Shield, The Silver Seal, Talisman of Obsidian, Amulet of Fire, Destroy Magic Spell Scroll, Dispel Magic Spell Scroll, Mork's War Banner, Banner of Arcane Protection, Hypnotic Eye Scroll (two possible outcomes, one is to dispel), Collar of Khorne, The Gem of Taranto, The Hungry Maw, Bufo's Hex Scroll, the Rebound Winds of Magic Card, the Dispel Magic Winds of Magic Card, the Destroy Spell Winds of Magic Card.
Q: Do items that redirect spells but do not dispel them work against spells cast with total power work?
A: Yes, but note that this only includes items that do not rebound the spell onto the caster. This includes Spellshield, Banner of Arcane Warding, and Mystic Maze. Note that Magic Mirror rebounds the spell onto the caster and therefore cannot affect spells cast with total power. [Primarch]
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]
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 affects caused by the additional power cards be dispelled?
A: No. [Primarch]
Q: Can Total power be stopped by The Mystic shield of Brag?
A: Yes. [Primarch]
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]
A: No. [Primarch]
Q: Is summoning a crevasse under a unit considered targeting a unit for dispel effects?
A: No. The magic creates the hole, just as Assault of Stone moves the hill, do it can't be dispelled just because you fall in! [Primarch]
Q: Is Assault of Stone or Cracks call considered targeting a unit for dispel effects?
A: No and Yes. [Primarch]
Q: The spell that puts a counter on the board, and every magic phase a die roll is made to determine if the firestorm comes down from the sky, is this spell considered targeting a unit for dispel effects (if the unit is around the counter)?
A: No. [Primarch]
Q: When a movement spell moves an enemy unit into hand to hand combat with your unit, can an anti-magic item that protects your units (only effects spells cast at your unit) prevent this movement of enemy troops (have its anti-magic effect)?
A: No. [Primarch]
Q: Spells that Drifting around the board after they have been cast, are these spells considered `targeting a unit' for dispel affects?
A: Yes. The energy from the spell can still be cast back into the warp. [Primarch]
A: No. A roll of `6' on the die is always considered a failure. [Battle Magic, p. 41 & Arcane Magic, p. 6]
A: Yes. A spell that effects 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. [Arcane Magic, pp. 5-6]
Q: A enemy mage targets a monster mount for another mage. Can the mage mounted on the monster use rebound, destroy spell, and other affects that count for 'mage' or 'unit mage is in'?
A: Yes. [Primarch]
A: Yes. [Primarch]
A: The 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 spells that state "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]
A: No. [Battle Magic & Primarch]
Q: Do magical movement spells such as Grey Wings, Wings of Fire, and Skitterleap move characters & their monster mounts/chariots?
A: Yes. [Arcane Magic, pp. 5-6]
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 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: Does the dwarven rune of slowness affect units that are magically transported into combat with the dwarf unit? Does it only affect spells that state `counts as charging?'
A: The dwarven rune of slowness does not affect units magically transported. [Primarch]
Q: When do you resolve fear tests for magically transported troops?
A: No test is required. [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]
A: You don't have to have line of sight unless the spell states so with text similar to "first model in the path". [Primarch]
A: No. [Arcane Magic, p. 11]
A: Yes and No [Battle Magic, p. 51] The enemy model gets one last attempt to break free before it is taken off the table.
A: Can end it in any phase. [Battle Magic]
Q: If a Chaos sorcerer casts Power of Chaos and rolls a 1 can the Escape special card from the magic deck save him?
A: Yes. [Primarch]
Q: Can a wizard under the influence of The Transformation of Kadon use Mental Duel?
A: No. [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: If have a monster mounted mage using dark magic, and the mage uses the Power of Chaos spell and the result is drawn into the Realm of Chaos does the mount go with the mage?
A: The monster goes too. [Primarch]
A: It is based upon the modified leadership value (the value for the unit leader, or general. [Primarch]
A: Anywhere on the board as long as it is more than 1" away from enemy troops. [Primarch]
Q: Can the high magic spell drain magic be dispelled before it
removes all the winds of magic cards from my hand?
A: No. [Drain Magic Spell Card]
Q: An army has a bright wizard in it as well as the Grand Theogonist, the Grand Theogonist has High Magic Spells. Can the bright wizard exchange winds of magic cards?
A: No. [Primarch]
A: Nothing. [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 doe 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]
A: Normal armor saves are allowed. [Primarch]
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: A wight created by the Hand of Dust spell keeps all former possessions, including magic items. Are chaos rewards also maintained?
A: 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]
Q: Can characters who fall into the categories of mummy, wraith, or wight be affected by van hels danse macabe 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 macabe. 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 `Raise the Dead' raise new units in contact with the enemy, and if so do those units count as charging?
A: Yes and No [Battle Magic, p. 53]
Q: Can I raise the dead in a fleeing unit and destroy it?
A: Yes. [Primarch]
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: Does the Cracks Call require line of sight?
A: No. [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. [Arcane Magic, pp. 5-6]
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 do receive an extra winds of magic card. [Battle Magic, p. 29]
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]
A: A character can take at most 1 magic weapon, at most 1 magic suit of armor, and at most 1 magic shield. The only characters that can take magic banners are battle standard bearers. [Battle Magic, p. 38, Arcane Magic, p. 8-9]
Dwarf characters are limited to 1 magic armor, 1 magic item, and 1 magic weapon maximum. [Dwarf Army Book, p. 24]
House Rule: It is suggested that all characters other than mages be restricted to 1 magic hand to hand combat weapon, 1 magic missile weapon, 1 magic suit of armor, 1 magic shield, and 1 magic item. In this restriction, treat Devices of Protection the same as magic suits of armor.
Mage characters would be restricted to 1 device of protection, 1 magic weapon, and as many other magic items as they desire.
A: No. Nowhere in the rules does it state that you have to do this, and there is a magic items whose power is to reveal enemy magic items. [Battle Magic & Arcane Magic]
A: No, the only exceptions to this are specifically stated. Some exceptions stated are power scrolls, dispel scrolls, destroy spell scrolls [Battle Magic, p. 38], Runefangs [Empire Army Book, p. 17], and chaos armor.[Chaos Army Book, p. 15].
Q: Most magic items are limited to 1, but Battle Magic states that there is no limit to the number of scrolls and potions that an army can cary with it. Which Potions and scrolls are unlimited?
A: Dispel, Power, and Destroy magic scrolls are unlimited, as is healing and strength potions. All other scrolls (skaven Warpscroll, Bufo's magic hex scroll, etc.) all restricted to 1. [Primarch]
Q: In a battle, can both opposing armies have the same unique magic item?
A: Yes. [Battle Magic, p. 38]
Q: Can a unique magic item be reused between an army and its allies.
A: No. [Battle Magic, p. 38]
A: If the effects of the item are considered to be a spell, yes, otherwise no. [Battle Magic, p. 39]
Q: Can the effects of a magic item be powered with the total power winds of magic card?
A: No. [Primarch]
Q: Can I use a Destroy Spell Item (such as destroy spell scroll, hungry maw, 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 (spelleater shield eats the spell from the Firestorm Icon)?
A: Yes they can be used to dispel the spell, and if they destroy the spell it breaks the magic item. [Primarch]
A: No. Arcane Magic strictly forbids a character from wearing 2 crowns or 2 helms. [Arcane Magic, p. 11]
Crowns can be worn with helms. Arcane Magic specifically allows that.
The following magic items are considered crowns (may use 1 with 1 helm): War Crown of Saphery, Crown of Sorcery, Dragon Crown of Karaz, Crown of Command, Tomb King's Crown
The following items are considered helms (may use 1 with 1 crown): Dragonhelm, Golden Helm of Atrazar, Helm of Many Eyes
A: No and No. [Primarch]
House Rule: It is suggested that magical staffs can be used as hand to hand combat weapons, and if so, count as magical weapons.
A: Yes and Yes. [Primarch]
Q: Is the point cost of the Book of Ashur correct? Compared to the Book of Nagash (100 points) and the High Elf War Crown (125 points) it looks like a steal.
A: Technically, the Book of Ashur costs 50 points. At the end of the battle roll a die for the spell caster taking the Book of Ashur to see if he wanders off into the wasteland. If he does, the opponent gets the victory points for him. [Arcane Magic, p. 17]
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.[Arcane Magic, p. 17]
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 1 magic level, and looses all spells gained by using the Book of Ashur. Those spells lost may not be replaced by spells from the mages original spell deck. [Primarch]
House Rule: It is suggested that one of the following 2 house rules be used.
Option #1 would be that the player pays 50 points for the Book, and makes the die roll before the battle to see if the spell caster with the Book of Ashur wanders off into the wastelands.
Option #2 would be that the player pays 150 points for the Book of Ashur, and makes the die roll after the battle to see if the spell caster with the Book of Ashur wanders off into the wastelands.
Under either option, if the spell caster fails the die roll, the opponent gains victory points for the lost spell caster.
A: No. [Primarch]
Q: Can liches and vampires use the book of nagash? Can manfred von carstein use the book of Nagash? how about Heimlich Kemmler?
A: Yes on all accounts. The Book of Nagash Magic Item card should allow Liches and Vampires to take it. [Primarch]
A: No. [Primarch]
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). [Arcane Magic, p. 11 & Undead Army Book, pp. 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. [Arcane Magic, p. 11]
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? What if the vampire is in a unit that starts to flee and has been reduced to less than 25% of its original size?
A: Yes and Yes. [Primarch]
A: The chaos familiar can only modify die rolls that directly involve the character, and it cannot be a die roll that the opponent makes.
Q: Should chaos familiars limited to chaos sorcerers and beastman shamans only?
A: Yes. [Primarch]
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. Does the listing of familiars in the Magic Item lists in Arcane Magic imply that now familiars are to be considered as magic items, subject to the same limitations?
A: Yes [Arcane Magic, pp. 17-18]
A: The character knows that the 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]
A: No. Arcane Magic states that the bearer _can_ use the staff to cast spells with Total Power, thereby implying its use is optional. [Arcane Magic, p. 17]
A: Yes. [Primarch]
House Rule: The Primarchs suggest that no normal armor saves are allowed against magical items that inflict automatic wounds. Automatic hits can be saved against, however.
A: The dwarven rune of slowness does not affect units magically transported. [Primarch]
A: No. [Arcane Magic, p. 9, & Primarch]
Q: Do devices of protection allow a save versus wounds against affects that normally don't allow an armor save, even an magic armor save?
A: The device of protection save versus wounds is not an armor save and is therefore not modified by attacker's strength. The device of protection save versus wounds is not an armor save and thus applies even when armor saves are not allowed. [Arcane Magic, p. 9, & Primarch]
Q: Can a character wear a device of protection and armor? Can a character wear a device of protection and magic armor?
A: Yes and Yes. [Primarch] It is suggested that armor/magic armor saves be done before device of protection saves versus wounds.
Q: Can a character wear two devices of protection?
A: Yes. [Battle Magic, p. 38, Arcane Magic, p. 8-9]
Q: Can a dwarf character use both the Rune of Spite and a Device of Protection?
A: No. A Dwarf Character cannot have 2 magic items of the same type. [Dwarf Army Book, p. 24]
Q: When is Device of Protection wound save made against weapons that cause multiple wounds?
A: If 1 wound will be turned into many wounds by the weapon, make the roll to save the wound before the 1 wound is turned into many wounds. [Primarch]
A weapon with the Dwarf Rune of Smiting generates its multiple wounds before the Device of Protection save. This rune is an exception to the way all other magic weapons are treated. [Dwarf Army Book, p.26]
House Rule: It is suggested that characters be limited to only 1 device of protection.
A: yes. [Primarch]
Q: If the Black Amulet rebounds a wound from a weapon with a special effect, does the special effect happen to the attacker?
A: No. The Black Amulet reflects the wound, not the special effects of the weapon that caused the wound. Therefore, weapons that turn 1 wound into multiple wound when rebounded only cause 1 wound, and a wound rebounded from a Frostblade does not kill the attacker.[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 effect (is the attacker dead before his additional attacks)?
A: 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 wound not be rebounded. [Primarch]
Q: Does the black amulet rebound wounds caused by models attacking the bearer in the magic phase due to Van Hels Danse Macabe?
A: Yes. [Primarch]
A: The Golden Helm of Atrazar is considered a Device of Protection and not magic armor, Arcane Magic is incorrect. [Primarch]
Q: Can wizards wear the Golden Helm of Atrazar and still cast spells?
A: Yes, it is a Device of Protection and not magic armor.[Primarch]
Q: When is the Golden Helm save made against weapons that cause multiple wounds?
A: If 1 wound will be turned into many wounds by the weapon, make the roll to absorb the wounds before the 1 wound is turned into many wounds.
This is not explicitly stated in Arcane Magic, but it is believed that the Golden Helm of Atrazar should be treated the same way as the Black Amulet. [Primarch]
A: A character riding a mount (or a monster, or that is in a chariot, etc., for that matter) may not use the Boots of Flight. [Boots of Flight Magic Item Card & Primarch]
Q: A character wearing the boots of flight looses a round of hand to hand combat, but passes his break test, is he driven off?
A: If the wearer used the boots to get into the combat he would be driven off in the same way as any other flier. [Primarch]
Q: Does a character wearing the boots of flight get to `march-fly'?
A: No. [Primarch]
A: Yes. [Primarch]
A: Yes. [Arcane Magic, p. 11]
Q: If the general has the crown of command, do all units within 12" get to his 10 leadership for psychology and break tests?
A: Yes. All unit with n 12" get to use the general's 10 leadership value, however units that the general is not in do not get the `unmodified 10 leadership value' for break test. All units other than the unit the general is in have there break tests modified by the combat resolution as normal. The crown enhances the person's leadership for those in the unit with him, those far away are not as inspired by the crown. [Primarch]
Q: If an empire unit's leader has the crown of command, does a detachment of that unit (within 6") get to use the unmodified 10 leadership for break tests?
A: Yes. This would be allowed because detached units get to use that character's leadership anyway, and are considered `part of the unit.' [Primarch]
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]
A: Yes. [Arcane Magic, p. 10]
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]
A: No. [Gem of Gnar Magic Item Card]
Items that target magic items (to destroy/disable) do work against the Gem of Gnar before its activated, but not after. [Primarch]
Q: Can a spell caster use the `Escape' Winds of Magic 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. [Battle Magic, p. 27 & Arcane Magic, p. 12]
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 `suspend that character in time'?
A: It depends. When a character comes into contact with a unit it is suggested that the challenge phase is played out first. Therefore, when a single character with the Gem of Gnar charges a unit, the unit champion can challenge the Gem of Gnar character first. Then, if the Gem of Gnar character survives, he can be placed in base to base contact with whomever character he can reach and he can activate the Gem of Gnar. If the Gem of Gnar character is killed in the challenge, the rest of the characters in the unit are spared.
This provides players with a method of protecting their generals/good spell casters (by placing them in units with champions). [Primarch]
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]
Q: Does the Drain Magic card from the winds of magic deck drain the effects of magic items like the black gem of gnar?
A: No. [Primarch]
A: The character gets to strike first. [Primarch]
A: Yes but note that the Horn of Defiance only doubles rank bonus, not other combat resolution effects. [Primarch]
A: The Lifestone can only be used at the very beginning of the combat phase. [Primarch]
Q: Are the wounds a model looses due to the Lifestone applied towards combat resolution?
A: Yes. [Primarch]
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]
A: The silver seal is empire only. [Primarch]
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]
Q: Does the talisman of obsidian prevent magic users from using magic items as well as winds of magic cards?
A: No, the talisman of obsidian only prevents the magic user's ability to cast spells and use winds of magic cards. [Talisman of Obsidian Magic Item Card]
Q: Does the talisman of obsidian prevent the gem of gnar from working?
A: No.[Talisman of Obsidian Magic Item Card]
A: Yes. There is no BS increasing device that will help Settra or any of the other Mummy Tomb Kings either. [Arcane Magic, p.11 & Undead Army Book, pp. 82, 96]
Q: Can the Tomb King's Crown be used in conjunction with the Blessed Sword?
A: No. The Tomb King's Crown effect only works when the bearer is not in hand to hand combat, and the Blessed Sword effect only works when the bearer is in hand to hand combat. You cannot be in and not in hand to hand combat at the same time. [Arcane Magic, p.11 & Blessed Sword Magic Item Card]
A: Use the riding characters statistics. [Primarch]
A: The warpstone charm can only modify die rolls that directly involve the character, and it cannot be a die roll that the opponent makes. [Primarch]
A: Yes. [Primarch]
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. [Battle Magic, p.38]
A: They still get to strike first. [Primarch]
A: The banner only affects spells cast at a target within 6" of the banner. Once a spell has been successfully cast the banner can not effect it. Therefore, moved units and terrain have to be within 6" of the banner when the spell is cast for the banner to get a chance to dispel. [Primarch]
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. [Rule Book, pp. 30-35, Battle Banner Magic Item Card]
A: No. The magic banner only effects mounted skeletons, so liches, necromancers, vampires, wights, and wraiths are not effected. [Arcane Magic, p. 20]
A: It is a banner. [Primarch]
A: Yes. [Primarch]
Q: Does the Hell Banner affect characters immune to psychology?
A: Yes. [Primarch]
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?
A: Yes. [Primarch]
Q: Does the Mork's War Banner affect characters wearing the Talisman of Hoeth?
A: Yes. [Primarch]
A: Standard of shielding save is not an armor save. [Primarch]
A: No. Even if circumstances give the character a 0+ or better armor save, treat it as a 1+ armor save when applying armor save modifiers. [Primarch]
A: Yes, the orc and goblin characters can get any magic armor. [Orc & Goblin Book, p. 82]
A: Yes. [Primarch]
A: No. When a character wearing the Armor of Fortune/Armor of Protection misses their armor save the enchanted shield does not affect the re-roll save provided by the magic armor. [Primarch]
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 (the one modified by attackers strength, and other devices of protection the defender has). If the armor save is missed, and the dawnstone re-rolled armor saved is missed, then the unmodified save provided by the armor is made. [Primarch]
Q: Some magic weapons modify armor save on their own (not a strength increase, etc.). Do these magic items affect armor saves that are not modified by strength (those re-roll save at an unmodified 5+, etc.).
A: No. [Primarch]
A: Yes and No. [Primarch]
A: No [Dragon Armor of Aenarion Magic Item Card]
A: No. [Arcane Magic]
A: The following lists indicate the effects of different weapons on armor save. If a weapon is not listed, it does not prevent armor saves. [Arcane Magic]
Against the following weapons, only figures with magic armor get an armor save: Axe of Grimnir, Gotrek's Axe, Morgor the Mangler, Fearfrost, Frost Blade, Hammer of Sigmar, Obsidian Blade, Chaos Daemon Sword, Axe of Grom, Gromril Blade, Sword of Justice, Chaos Runeblade, Banisher Sword
Against the following weapons, figures get no armor save: Black Axe of Krell, Runefang
A: The character pursues, the unit does not. [Primarch]
A: Yes [Primarch]
A: No, the dragons fear the Dragon Slayer weapon even though they are immune to fear normally. The bearer of the Dragon Slayer Weapon can only suffer from fear of a dragon, not terror. [Arcane Magic, p. 13]
A: Yes. The elector count should get to shoot the number of times equal to his attacks, up to 3. [Arcane Magic, p. 15]
A: Yes [Primarch]:
A: Yes. [Primarch]
A: Yes, this is specified on the card description for the magic item. [Sky Arrow Magic Item Card]
A: No. [Primarch]
Q: Does the sword of destruction nullify the abilities of the dwarf Anvil of Doom?
A: No. [Primarch]
Q: Does the sword of destruction nullify the abilities of the Skaven Screaming Bell?
A: No. [Primarch]
Q: Does the sword of destruction nullify the abilities of the Cauldron of Blood?
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]
Assuming the magic banner is not affected by the sword of destruction, and that the magic banner is the type all the models in the unit (standard of shielding +1 save, banner of might +1 to hit) any models in base to base contact with the sword of destruction bearer still gain the benefits of the magic banner.
A: If 1 wound will be turned into many wounds by the weapon, make the roll to rebound the wound before the 1 wound is turned into many wounds.
When the Rune of Spite rebounds these wounds, the attacker only receives 1 wound (not D3, or D6 or whatever). The special power of the weapon does not kick in when the wound is rebounded onto the attacker. Therefore, if a wound from a Frost Blade is rebounded onto an attacker; he suffers a wound, he is not killed. [Primarch]
A weapon with the Dwarf Rune of Smiting generates its multiple wounds before the Rune of Spite save. This rune is an exception to the way all other magic weapons are treated against the Rune of Spite. [Dwarf Army Book, p. 26].
Q: If the Rune of Spite rebounds a wound from a Frostblade, is the attacker killed?
A: No. The Rune of Spite reflects the wound, not the special effects of the weapon that caused the wound. [Primarch]
Q: Can a character use both the Rune of Spite and a Device of Protection?
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]
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]
A: Yes [Primarch]
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]
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]
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, pp. 83-84]
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]
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 [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]
A: They are treated as individual characters. [Primarch]
A: No. [Primarch]
Q: Does the Master Rune of Death effect 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 effects everything, as to the points value, we're happy with them! [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?
A: Yes. The flame cannon is a `cannon' and the rune is allowed. [Dwarf Army Book, pp. 29, 63 & Primarch]
Q: Can a rune of forging be put on a organ gun?
A: Yes. One rune of forging would protect the organ gun because it is considered a cannon. Only 1 rune is required because there is no `1 rune per barrel' statement in the Dwarf Army Book. [Dwarf Army Book, pp. 29, 62 & Primarch]
Q: Can a rune of disguise be put on the gyrocopter?
A: Yes, but once the gyrocopter shoots, it is visible for the rest of the game. [Dwarf Army Book, p. 29]
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]
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]
A: Maximum guess range is 12". [Primarch]
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]
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].
House Rule: It is suggested that the Empire player be allowed to field Ogre characters as they are described in the Battle Beastiary. The Empire Army would only be allowed to field Ogre characters if it had a unit of ogres. The point cost for these characters is
Ogre: 40 Points
Ogre Champion: 110 Points
Ogre Chieftain: 240 Points
Ogre War Chief: 380 Points
The point costs for the ogre characters is the same as a minotaur character, and is the same as the value published in the Citadel Journal. [Chaos Army Book & Citadel Journal]
Q: Can the Empire player be allowed to field Halfling characters?
A: No. [Empire Army Book] If the Empire army was to be able to take these characters, they should be described in the Empire Army Book.
House Rule: It is suggested that the Empire player be allowed to field Halfling characters as they are described in the Battle Beastiary. The Empire Army would only be allowed to field Halfling Characters if it had a unit of Halflings. The point cost for these characters is:
Halfling: 4.5 Points
Halfling Champion: 27 Points
Halfling Hero: 58.5 Points
Halfling Lord: 90 Points
The point cost for halfling characters is based upon the point cost calculator from earlier versions of Warhammer Fantasy Battle.
Q: Can the Empire army use dwarf characters with its dwarf units?
A: No. If the Empire army was to be able to take these characters, they should be described in the Empire Army Book. [Empire Army Book]
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]
A: The restrictions are:
A: The Empire Army Book specifically states which units are state troops, and the Reiksguard Foot Knights, dwarves, and halflings are not included in this list. Therefore, the Reiksguard Foot Knights, dwarves and halflings cannot have detached units, nor be detached units. [Empire Army Book, p. 18]
Q: An empire state troop of halberds has detached units of crossbow and bow. If the halberd unit is in hand to hand combat, do the rank bonus of the detached units apply to combat resolution (detached units not in hand to hand combat)? 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 and No. Only the units in the hand to hand can have their rank bonus apply. The detached units are not considered extra 'ranks' for the main unit. [Primarch]
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: A character is in a main unit that has detachments. A detached unit gets involved in a combat and the main unit is not, can the character in the main unit issue/answer challenges issued in the combat with the detached unit?
A: No. [Primarch]
Q: Can detached units have champions?
A: No. [Empire Army Book, p. 18]
Q: Can detached units have standards?
A: No. [Empire Army Book, p. 18]
Q: A unit of halberds has 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: Halberds with regimental standard and battle standard bearer with magic standard, and a detachment of longbow men. If the longbow men are 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? If the battle standard bearer has a magic standard, do the longbow men get the magical benefits.?
A: No, No, and No. They only get the leadership benefits of the parent unit. [Primarch]
A: Yes. [Empire Army Book, p. 7]
A: You can field Ice Mages of any level as long as you have a single unit of Kislev troops in your army. [Arcane Magic, p. 7]
Q: Does the Grand Theogonist count as a spell caster for winds of magic?
A: No. [Empire Army Book, p. 70]
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, pp. 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]
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]
A: No. [Primarch]
Q: Can a unit of flagellants have a champion?
A: No. [Primarch]
A: Not until the war alter is destroyed. [Empire Army Book, p. 70]
Q: Is the Empire war alter is 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]
A: No. [Empire Army Book, pp. 52, 64]
House Rule: It is a suggested that Kislev Horsed Archers be allowed to shoot and flee.
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].
He can have up to 3 magic items, and he can ride a Dragon, Great Dragon or Emperor Dragon. If he rides a dragon of any kind, he must take the Star Lance as one of his three magic items. [Chronicles of War, p. 11]
A: No. The bonus attack for having a second hand weapon should only count when you use two hand weapons, not a hand weapon and a different weapon like a spear (or lance, or whatever). [Primarch]
Q: Do I have to take 5 Tiranoc Chariots to field any?
A: No. [Primarch]
A: No. [High Elf Army Book, p. 65]
House Rule: It is a suggested that the Reaver Knights be allowed to shoot and flee.
A: The special ability occurs before all attacks. [Primarch]
House Rule: The Primarchs suggest that the use of the following rule which will be in the Wood Elf book: The War Dancers cannot use the same tactic in two combat phases n a row.
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 fight is a with combat result of zero between Wardancers and their opponents alone, other units affect combat resolution normally. [Primarch]
Q: Does the Collar of Zorga affect Treemen?
A: No. [Primarch]
Q: When wardancers are attacked with a charging chariot, can they use Shadow's Coil to avoid the automatic hits?
A: No. [Primarch]
A: No and No. [Primarch]
House Rule: The Primarchs suggest that Greater Daemons be treated like character models, and that they can issue and receive challenges, and join units.
Q: Can characters join units of daemons?
A: Yes. [Primarch]
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]
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, pp. 13-14]
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]
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.
Q: What is the correct leadership for a harpy 6 or 8?
A: The correct leadership value for a harpy is 6. [Primarch]
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]
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]
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).
Chaos gifts can be discarded to allow a re-roll of a missed daemonic saves. [Chaos Army Book, p. 39]
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]
Q: Is it D3 hits or D3 wounds for the Bloodthirster's axe?
A: D3 wounds once the creature is wounded. [Primarch]
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 killed the Jugger must take a monster reaction roll. [Primarch]
A: Yes and No. Note that Daemonettes riding steeds of Slaanesh have a 4+ daemonic save, and a 6+ armor save. [Primarch]
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 steed because they have 1 wound, does that mean that you can buy barding to them?
A: No [Primarch]
Q: What is the proper cost for mounting a Deamonette on a Steed of Slaanesh,?
A: Mounting Daemonettes on Steeds of Slaanesh costs 25 points. [Chaos Army Book]
Q: Can a champion of Slaanesh ride a steed of slaanesh?
A: Yes. [Primarch]
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]
A: Yes. [Chaos Dwarf Army Book] Chaos God specific item (Khorne Only, Slaneesh only, etc.) cannot be used by Chaos Dwarves.
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]
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]
A: No. [Primarch]
Q: Can characters join the scout units? The Dark Riders Unit?
A: Characters can join either unit, but note that they do _not_ benefit from either troops types 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. As a house rule I recommend that you allow Champions belonging to such units to benefit from the troops special abilities (so a Scout Champion could infiltrate, for example). [Primarch]
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]
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]
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. Magic weapons *never* benefit from special rules that apply to a `mundane' weapon. This is an expansion of the rules for magic weapons found on page 39 of Battle Magic. [Primarch]
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 Reiksguard knights with a 1+ save and I reveal him does he have a 1+ armor save?
A: No. [Primarch]
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: There are only hag queens that can be purchased are the special characters listed. [Primarch]
A: Yes. It costs 5 points, and should count as a magic item. [Primarch]
A: Yes. [Dark Elf Book, p. 47]
House Rule: It is suggested that an orcs & goblins 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.
A: Yes. [Orc & Goblin Army Book, pp. 94, 88]
Q: Does a heart of woe kick in?
A: No, The character is not technically dead. [Battle Beastiary, p. 61]
Q: For vampires, does the carstein ring kick in?
A: No, The character is not technically dead. [Battle Beastiary, p. 61]
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]
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]
House Rule: The Primarchs suggests that units that are immune to psychology are immune to the giants bawling attack.
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 a magically 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]
A: Yes, Yes, Yes [Primarch]
A: No. [Orc & Goblin Army Book]
House Rule: It is suggested that orc & goblin armies be allowed to field Ogre Characters if they have a unit of ogres. See the section on Empire Army Specific Clarifications for point cost on Ogre Characters.
A: No. [Primarch]
A: Yes. [Primarch]
Q: Protective Tattoos alone provides 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 Tatoos (+1) and the Savage Orc Shaman in Unit (+1). The rest of the Savage Orc armor save (Riding board 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 tatoos?
A: Yes. [Primarch]
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 HTH combat?
A: 5. [Orc and Goblin Army Book]
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]
A regenerating creature that is caught fleeing is considered dead, and cannot regenerate wounds to return. [Primarch]
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 contact with enemy troops?
A: No. [Primarch]
Q: Since Ikit Claw can take spells from any magic deck (save Orcs) can he have both High and Dark magic spells during the same game?
A: Yes. [Primarch]
Q: Can boneripper accept/issue challenges?
A: Yes. [Primarch[
A: They will move around the regiment they are part of, so charging troops do not get in base to base contact with them. [Skaven Army Book, p. 52]
Q: When a poison wind globadier unit is being charged how do I work out stand and shoot?
A: Globadiers that are part of regiments can't stand and shoot, but
skirmishing globadiers follow normal rules. [Primarch]