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WFB USA Masters Rules FAQ v1.2 1/10/14Index
Author’s Note: This document is meant to be utilized in combination with FAQ’s provided by Games Workshop. This is intended to be the final
version before the 2014 USA Masters event.
Index
Main Rules
1. General 2
2. Deployment and Start of the Game 2
3. Movement 2
4. Magic Phase 4
5. Shooting Phase 7
6. Close Combat Phase 8
7. Special Rules 9
8. Magic Items 10
9. Terrain 12
10. Formations and Characters 12
11. Miscellaneous 13
Army Specific Rules
12. Beastmen 14
13. Bretonnia 14
14. Chaos Dwarfs 14
15. Daemons of Chaos 15
16. Dark Elves 16
17. Dwarfs 16
18. The Empire 17
19. High Elves 17
20. Lizardmen 17
21. Ogre Kingdoms 17
22. Orcs & Goblins 18
23. Skaven 18
24. Tomb Kings 19
25. Vampire Counts 20
26. Warriors of Chaos 20
27. Wood Elves 20
Change Log
Main Rules
1 General
1.1 How do we handle Characteristic Tests on multipart
models (those which have elements that can
be targeted separately in Close Combat, for example)?
Each part of the model individually passes a test on its own characteristic or suffers the effects.
1.2 Base sizes
A player may use single model units on larger base than provided as long as he has the appropriate base
size available, and can substitute when the need arises, at the request of his opponent. We will not be
requiring bases for war machines, but would strongly suggest them to help reduce confusion.
1.3 Movement Trays
Though we are not going to require movement trays for this event, we would strongly suggest movement
trays for skirmishing troops and large units. The latter is to increase the speed of play, the former is to
improve the accuracy of movement and board control which often goes lax when moving multiple
skirmishing units.
2 Deployment and Start of the Game
2.1 When do you declare whether something deploys unusually?
Before deployment, decide which units will be deployed unusually. If both players have unusually
deploying units, rolloff
and alternate declaring before deploying anything.
2.2 When do I have to generate the spells for my wizards?
Before deployment. Rolloff
and alternate the spell generation for each wizard.
3 Movement Phase
3.1 Unchargeable units
You are not allowed to create situations where units almost completely block the forward
movement of another unit but still cannot be charged by the blocked unit. This can for example be done
with the help of skirmisher’s contraction rules or clever aligning of several units making closing the
door or reaching the correct side impossible.
3.2 Are “virtual pivots” allowed?
Yes, pivoting models may ignore any obstructions when pivoting, as long as they abide by the 1” rule at
the end of their pivot. Be sure to review section 7.2 to see how this interacts with Random Movement.
3.3 What happens when an unengaged unit starts its move within 1” of another unit or impassable
terrain?
Treat it as it is 1” apart to that particular unit for the duration of the move. This means that you can
end up within 1” of that unit.
3.4 While charging, do I have to maximize frontage or supporting attacks?
No. you only have to maximize number of models in basetobase
contact.
3.5 Can multiple characters charge out of the same unit in one turn? No.
3.6 Can a character charge out from the second rank? What is his Line of Sight? Can he start
wheeling inside the unit? Can he charge if he can’t clear the unit before hitting the enemy?
Yes. His Line of Sight is the one of the model(s) directly in front of him. He can wheel and move inside
the unit but must completely leave it to finish the charge.
3.7 Is closing the door a ‘wheel’? No. The rulebook contradicts itself occasionally.
3.8 Can an already engaged unit ever close the door?
No. A charge requiring such a maneuver will fail or be an illegal charge declaration.
3.9 What is an impossible charge?
For considering whether a Charge is possible take into account the current position of charger and
target, as well as any already declared charge or reaction.
3.10 Do characters charging out of a unit with a bonus to a charge move benefit from the bonus?
Yes.
3.11 Nonmarching
character joins a unit that marched. Can the character shoot? Yes.
3.12 Can a character leave a unit after it performs a swift reform? No.
3.13 Because of the rule that forces characters to go on the front rank, can a character exceed its
normal movement distance when he joins a unit?
If you can reach a legal (front rank) position with your normal movement distance, you must do so. If
not, you can exceed this limit to achieve a legal position, but moving as little as possible.
3.14 Can you Fly over a Vortex? No.
3.15 What happens when you successfully charge a unit which is destroyed before the charger moves
into base contact or before the Close Combat Phase?
Finish the charge before removing the charged unit. The charging unit counts as being in close combat
and will count as having destroyed its enemy in the Combat Phase.
3.16 How do you take into account the Free Reforms made during a move?
They don’t count towards the spent movement (measure the movement startingtoendpoint
as per GW FAQ), but you must be able to actually perform them.
3.17 How exactly do you work out if a unit is in the front/flank/rear for a charge?
Work out the total amount of front rank model’s bases in each zone, including any fractions. The unit
counts as being where the majority of that lies. If unclear, call a judge.
3.18 How do you measure the movement spent by Skirmishers or Fast Cavalry that makes an attack
during its movement (Like Screamers, Terradons or Hexwraiths)?
Measure the distance that each individual model moves, from its starting position to a position where it
is over/through the target unit and then to its final, legal position. The total distance a model moved
cannot go over their movement value (or double that value if marching). Terradons and Screamers still
need only 1 model to move over the target unit for all the models to attack.
3.19 Is a charger forced to charge multiple units if it can be avoided by wheeling in a way that forces
the defender to close the door with only one unit?
No. If the defender can close the door to avoid the charger charging multiple units, it must do so.
4 Magic Phase
4.1 How do the old lores’ spells work with the general casting restrictions?
Unless specifically stated otherwise, they can’t be cast into combat, don’t require front arc or line of
sight, and can target both friends and enemies.
4.2 How does Regrowth (Lore of Life) work on Monstrous Cavalry?
Monstrous cavalry are healed to full amount of wounds of the dice roll (just as all noncavalry
unit
types).
4.3 Does Steed of Shadows work on mounted heroes? Yes.
4.4 Do model's under Okkam’s Mindrazor treat their Leadership value as their Strength value for
any effect regarding close combat attacks, such as caps or modifiers (e.g. Frostheart’s Blizzard
Aura)? No.
4.5 Can direct damage spell templates be placed with the centre out of a unit?
Yes, but some part of the template must touch a target unit.
4.6 Does a character get the 4+ Look out Sir! against spells that cause hits?
Yes, with the exception of spells that cause hits to every model in the target unit (eg. Dwellers Below).
4.7 When can you dispel a Remains in Play spell?
Right before step 2 or right after step 4 (See: BRB, p.29, Magic Summary).
4.8 If a nontemplate,
nonsniper
spell causes a hit or a wound on a multipart
model, is it
randomized? Yes.
4.9 If I Windblast a HPA/Doomwheel into another unit, does the other unit take the Impact Hits?
No, it only takes the D6 S3 hits due to the spell.
4.10 Is Winds of Magic rolled before or after applying any items/special rules (which do not generate
power or dispel dice) that are triggered at the start of a Magic phase?
Active player decides.
4.11 Are spells that draw a straight line a template? Do they have a target?
Yes, and they can only hit one model per rank. Yes.
4.12 Net of Amyntok:
Can a unit retry the same action until it succeeds? No.
Does a character failing the test prevent other characters in the same unit from attempting the
same action? No.
Can it prevent actions that are not movement, shooting or casting? No.
If a character in a unit attempts an action, who takes the test and the hits?
Character takes the test but the unit takes the hits, unless the character was trying to leave the unit.
Does a fleeing unit count as fleeing if it fails the test and is unable to actually flee?
Yes, bump it 1'' away from combat if there were no pursuers.
4.13 Will the Curse of Anraheir make a unit treat Open Terrain as Dangerous Terrain? Yes.
4.14 Can a single casting result in several miscasts? No.
4.15 Do spells ever grant magical attacks to the model(s) benefiting from them?
No, unless specifically stated.
4.16 Does the order of characteristic modifiers effects (bonus, penalties, and setting it to a certain
value) matter?
Yes, any effect that sets, increases or reduces a stat is applied chronologically.
4.17 What moves trigger Fulminating Flame Cage’s secondary effect?
Any Stupidity failure, Charge, Flight, Compulsory Move, Remaining Move (including spells that work as
if in this subphase) Pursuit, Reform, and Make Way. Accepting or Declining a Challenge also triggers
the secondary effect, assuming a model in the unit is moved as part of the action. Hidden models are
unaffected.
4.18 Do spells affecting a model affect its Stomps or Breath Weapons?
Yes, although Special Rules granted still have no effect on Stomps or Breath Weapons.
4.19 Do the effects of multiple copies of same spells stack?
Yes. Net of Amyntok and Pha’s Protection for example would require two tests each time.
4.20 Does the Heavens lore attribute affect characters with Fly special rule inside units without it?
No.
4.21 Do champions’ magic items return with the Regrowth spell?
Yes, as long as it is not a one use only item that has been used.
4.22 Can you increase basic Movement Allowance beyond 10 with Birona’s Timewarp?
No.
4.23 Can Smoke & Mirrors be used to join or leave combat?
Yes. Note that other restrictions still apply (to join ethereal, unbreakable...)
4.24 Can characters and champions take a Look Out Sir! from miscast templates?
Yes, but not the miscasting wizard.
4.25 If two units are simultaneously hit by a template, does the active player decide the order to
resolve the hits?
No, the hits are resolved simultaneously.
4.26 Do the spells Savage Beast of Horros & Pann’s Impenetrable Pelt affect a character’s mount?
No.
4.27 Are the special attacks of the Hellpit Abomination and any Giant affected by spells such as
Soulblight or Enfeebling Foe?
No, only attacks which state that they use the model’s strength are affected.
4.28 Can a unit wheel or reform when under movement spells (such as Vanhel’s Danse Macabre,
Walk Between Worlds, or Khsar’s Incantation of the Dessert Wind)?
It can always wheel, but only the Khsar’s Incantation allows the unit to Reform or Swift Reform.
4.29 For 'Treason of Tzeentch' in the Warriors and Daemons of Chaos books, can the mount on a
Cavalry (or Monstrous Cavalry) model be considered as the 'lowest Leadership in the unit'?
No. There is nothing in the wording of the spell which overrides the Main Rulebook stating that '...the
mount's leadership is never used, unless a special rule states otherwise. (p.82).'
4.30 How do we resolve the Spirit Leech/Unmodified Leadership/Inspiring Presence dilemma?
The caster and the target will use the highest Leadership value available to them within the unit, but
may use Inspiring Presence if in range. Neither the caster, the target, nor the models with Inspiring
Presence will have their Leadership changed by items/spells/abilities which modify Leadership (such as
Doom and Darkness, The Standard of Discipline, Aura of Dark Majesty, etc.).
4.31 How do units affected by the Random Movement special rule move if the following movement
spells are cast on them?
Bestial Surge, Hand of Gork, The Call of the Hunt, Steed of Shadows, Vanhel’s Danse Macabre,
Walk Between Worlds: The unit(s) can make a move of up to the number of inches indicated on the
spell (or a Flying Move in the case of Steed of Shadows).
Khasr’s Desert Wind: The unit(s) cannot move, as Random Movement cannot be performed in (or
as if in) the Remaining Moves subphase.
Birona’s Timewarp: The distance rolled for any Random Moves is doubled whilst under the effects
of this spell.
4.32 Can units that have had Steed of Shadows, Vanhel’s Danse Macabre or Walk Between Worlds
cast on them always use the full movement granted by the spell?
Yes, as long as they continue to maintain the 1 inch rule throughout their move (hexwraiths moving
through enemy units and ethereal units moving through impassible terrain being notable exceptions).
5 Shooting Phase
5.1 What is a Shooting attack?
Any attack done in the shooting phase, stand and shoot reaction, or attack specifically noted as being a
shooting attack. (Howls are not shooting attacks, per GW FAQ).
5.2 What is a Ranged attack?
Any attack which can be done while not being locked in base contact with the target of the attack,
including a Shooting Breath Weapon (but not a Close Combat Breath Weapon).
5.3 Firing cannons
When firing cannons, you do not need line of sight to the point on the ground where you are aiming. You
can freely choose any point between a visible target and the cannon. Over and under shooting in order
to try to hit something that is not within the war machine’s line of sight is not allowed.
5.4 Can shooting attacks that do not use scatter dice fire in a way that it has a chance of hitting
friendly models or models in close combat?
No, unless hitting friends is only possible due to misfires (such as Doomrocket).
5.5 Can a shooting attack be made if the model marched?
A: No, unless they are Skirmishers, Fast Cavalry, or otherwise specifically stated.
5.6 Does a model on a large base prevent models from being hit by a cannon in every rank it
occupies? A cannon hits two models in the same rank, which one takes the hit?
No. For these purposes, a model on a large base is in the rank it is first hit by the cannon. When hitting
multiple models in one rank, the model that was first hit takes the hit.
5.7 Can you place a template in a way that part of it is outside of the table? Or if a template scatters
by a fraction outside of the table, can it still hit with the part on the table? Yes.
5.8 Can a lone character use 4+ Look Out, Sir! to transfer hits to a unit in close combat? Yes.
5.9 How many models do I need for Monstrous Infantry to gain the Look Out, Sir! rule?
5 rankandfile
models, excluding any special cases like lookout
gnoblars.
5.10 When allocating hits to a unit with a character who is the controlling player?
The controlling player is the one who owns the unit.
5.11 Where does a shot from a war machine or weapon that fires like one originate from?
From the centre of the front of their base. If the model does not have a base, nominate a point the first
time the machine fires, and use that for every shot thereafter.
5.12 Is a model within the forest (or other terrain) if it’s only partially within it?
A unit needs to have at least half its footprint in/behind covergranting
terrain to be covered.
5.13 Can a model that fires like a war machine freely pivot before choosing a target? Must it directly
face its target?
No. No, it uses its front arc.
5.14 Can a War Machine freely pivot before choosing a target? Must it directly face its target?
Yes (In practice WM have 360º LoS). Yes.
6 Close Combat Phase
6.1 How are close combat casualties removed inside Squig Herds and similar mixed units?
Remove targeted type of model. Wounds do not carry over.
6.2 Does a flaming wound in close combat prevent regeneration from other nonflaming
attacks
performed at the same initiative step? No.
6.3 Can a model make a supporting attack if it couldn’t normally make it from its rank?No.
6.4 When fleeing from combat is the fleeing done centre to centre, causing “odd angles”? Yes.
6.5 Can units use combat reform to:
Slide sideways? Yes.
Turn their side or rear to the enemy? Yes.
Move a model in a challenge in such a way that it is not in base contact with his challenger? No.
Move command models out of basetobase
contact? No.
6.6 Are combat reforms of a player simultaneous? Can you break the 1’’ rule with them?
No. No, except to units involved in the combat.
6.7 BRB p. 102. “Fighting a Challenge”. Should any mention of character be read as character(s) or
champion(s)? Can you attack a model that refused a challenge, if he’s exposed?
Yes. Yes, if he’s exposed after removing casualties.
6.8 Can a challengeaccepting
model displace another model and put it anywhere to face his
challenger? Can any close combat attack from outside the challenge affect the models in it?
It may only switch places with the displaced model. No (wounds still carry over to champions).
6.9 In a challenge, if the acceptor can’t move to meet the challenger but the challenger can move to
meet the acceptor, does the challenger move? No.
6.10 How do 1/+
1 to hit kind of effects apply in situations where units hit on a fixed number, such as
Annoyance of Netlings?
They are not applied.
6.11 A unit has a model with a deeper base than the unit sitting on one flank, and gets charged to the
other flank. Do the models count as being in basetobase
contact across the gap?
Yes.
6.12 Should units in pursuit stop when they come within 1” of obstructions, not just when they hit
them, assuming no enemy would be reached further away? Yes.
6.13 Unit breaks from close combat but is immediately “Caught!”. How do the pursuers move?
Simulate the final position of the fleeing unit, pursuers move towards that point (and beyond).
6.14 Can you parry special or unusual Close Combat attacks?
Yes, unless otherwise stated (Such as Stomps, Impact Hits, and Breath Weapons).
6.15 How many models does a model on a 50x50 base displace when Making Way in a 25x25 unit?
Up to 4.
6.16 When several units are pursuing a fleeing enemy, they tend to bump and block each other when
pivoting to face the centre of the fleeing enemy. Does this mean they do not move at all?
No. While pursuing, ignore such obstructions during the initial pivot and movement to clear it. Do not
ignore other obstructions after clearing the initial one.
6.17 Is a unit in a multiple combat that drops out of it nudged back into combat?
When removing casualties, you have to try to keep fighting units in base contact with each other, if
possible. If weirdness follows, call a judge.
6.18 When do you perform Make Way moves?
At the start of any combat round, before impact hits.
6.19 Is the direction of flight determined before deciding whether to pursue or try to restrain?
Yes.
6.20 Can a model be reduced to Initiative 0? If yes, when do such models strike?
Yes. They strike after Initiative 1 but before the ‘Always Strikes Last’ step.
6.21 What happens if a model is reduced to Weapon Skill 0?
The model is hit automatically, and can hit back only on 6’s.
6.22 Can a unit still pursue if fleeing units consist of only standard bearers (which were destroyed
when the unit(s) broke)?
Yes. Units follow all the normal rules for pursuit, as if there were models actually fleeing. This means
that Frenzied units must pursue/overrun, and that other units must generally test to restrain pursuit.
7 Special Rules
7.1 Always strike first and always strike last
A model with both always strikes first and always strikes last can not gain any additional drawbacks or
benefits from getting any of these rules more than once (for example, a white lion with Briona’s
timewarp cast upon him will still not be able to strike first or reroll to hit). Additionally, models with
both of these rules will use neither in combat, which means that if fighting against models with only one
of the rules the enemy will use their rules to their full potential (for example, if a white lion is fighting a
phoenix guard, the phoenix guard will strike first and gets to reroll to hit).
7.2 Random Movement:
How are models with Random Movement moved and what options do they have when close to
being blocked by other models and the 1” rule?
Random movers may not end their initial pivot within 1” of other units, unless the direction they
choose to pivot in would bring them into contact with that unit (either with the pivot or a 1” move
forward), in which case they charge it as usual.
Is a unit with the Random Movement special rule affected by Movement modifiers?
Yes, modify the result of the roll.
What happens if a unit has two sets of the Random Movement special rule?
Use the slowest one.
Can a unit with Random Movement move in the Remaining Moves subphase
(or as if in this
subphase)?
No.
7.3 Does a monster, chariot or unique mount die if the rider is slain with Heroic Killing Blow?
No.
7.4 Monster and Handlers:
Are Handlers counted towards unit size (Heavy Casualties, rallying, VPs...)? No.
Do wounds from Handlers carry over to their Monster? No, any excess is lost.
Do you remove the Handlers for a slain Monster if there are other Monsters alive in the unit?
No.
Can all Handlers fight if just one Monster is engaged? Yes.
7.5 Does immunity to Killing Blow also protect from Heroic Killing Blow? Yes.
7.6 Do charging units suffer Impact Hits if they charge a unit with the special rule, that also charged?
No, Impact Hits are inflicted on the charged units.
7.7 Can frenzied units avoid the leadership test by declaring a charge? Yes.
7.8 Can a mount and his rider both use a Breath Weapon on the same turn? Yes.
7.9 Is having to take a stupidity test the same as being subject to stupidity?
Yes, whenever a unit takes a stupidity test, it is subject to stupidity for one game turn.
7.10 Is a unit with the Hover special rule affected by things that affect Flyers?
Yes, they are for example affected by Roiling Skies and can’t fly under Stormbanner.
7.11 Does Killing Blow cause a wound?
Yes, it causes a special kind of wound.
7.12 Are stomps/Thunderstomps mandatory?No.
7.13 How do we handle Stomps/Thunderstomps on units of more than 1 type?
The hits are allocated as shooting amongst the models that can be stomped. The Stomping model must
be in base to base contact with at least one model that can be stomped in order to use this special rule.
8 Magic Items
8.1 The Other Trickster’s Shard (OTS):
Do wounds to models affected by the OTS carry over to unsharded models? Yes.
Does the OTS affect impact hits, stomps other attacks that are allocated as shooting?Yes. The
player controlling the unit decides which models are hit, but must allocate one hit on each model
before he can add a second hit, etc. (Characters can only be hit if there are less than five rank and
file models in the unit, or they are of a different unit type than the rest of the unit). If hits are
allocated to models in contact with the bearer of the OTS, Ward saves for those models should be
rolled separately and must be rerolled
if successful.
Is a Character in an abstract challenge affected by the OTS?
Yes, in addition to the models that the bearer of the OTS is ‘actually’ in basetobase
contact with.
8.2 Can a model benefit from a magic weapon or shield it is not currently wielding? Can you use a
one use only magic shield as a regular shield after its special effects have been used?
No. Yes.
8.3 Do magic items carried by Hidden Models work? No.
8.4 Does Earthing Rod and similar items cancel out effects that force rerolls
of miscasts?
Yes, though only once for Earthing Rod.
8.5 Can a Magic Weapon ever gain Flaming or Poisoned Attacks where the magic weapon itself does
not confer such benefit? What about Armour Piercing Attacks?
No, unless specifically stated. A Magic Weapon can gain Armour Piercing Attacks for Close Combat
only.
8.6 Does a mounted character with a Magical Weapon, which is a lance or spear, always use it?
Yes, unless the magic weapon states otherwise.
8.7 Can a Wizard be turned into a frog via Sivejir's Hex Scroll if:
The spell he cast was Transformation of Kadon? Yes.
He is mounted? Yes, though the mount is not transformed if it could be targeted
separately (like when mounted on a Chariot or Monster).
8.8 Does Scroll of Shielding protect every target of the spell? And all the Comet of Cassandora
victims?
Yes, to both questions.
8.9 Does Ironcurse Icon work against Anvil of Doom? Does it work against weapons that fire like
war machines?
Yes. Yes.
8.10 Is Gleaming Pennant used if the bearing unit could have rerolled
a failed Ld test due to other
reasons?
Yes.
8.11 Are all hits/effects/damage caused by magical items magical attacks?
Magic Items that directly cause damage and all Magic Weapons cause magical damage.
8.12 Can we clarify what page 3 of the Warhammer Rulebook FAQ means (under Movement) when it
says that "a fleeing model cannot dispel spells or use magic items?" What does it mean to 'use a
magic item?'
Any item which requires an active decision by the player to put in play, such as the Potion of Strength,
Ruby Ring of Ruin, etc, falls under this category. Items which are 'always on', such as the Talisman of
Preservation, Charmed Shield, etc, would still continue to work. Items which can turn on for a variable
amount of time, such as the Storm Banner, would remain on if activated before the unit began to flee,
but could not be activated while the unit was fleeing.
9 Terrain
9.1 Can a unit enter a building using a movement spell or effect? Can a unit that came out a building
move later in the turn?
Yes. Yes, but not in the same Movement Phase.
9.2 Can mixed units comprising entirely of Infantry, Monstrous Infantry, Warbeasts, Monstrous
Beast or Swarms garrison buildings?
Yes.
9.3 A unit stands weirdly, sideways, on, or next to an obstacle. How does the obstacle give penalties
in close combat?
The obstacle will only protect models clearly lined against it and in base contact with it.
9.4 If there are two or more effects which trigger a Dangerous Terrain Test in the same instance, will
the unit have to roll once for each effect (e.g. A Cavalry unit charging through a Venom Thicket Would
this trigger 1 test per model or 2)?
In the example given, the unit would only have to take 1 Dangerous Terrain Test per model.
9.5 When exactly do you take Dangerous Terrain tests?
Whenever you enter a Dangerous Terrain piece with all models that would enter it during the move.
10 Formations and Characters
10.1 May an incomplete last rank contain gaps? Where is the center of such a unit?
No, unless specifically stated. Assume the last rank is complete when determining the center.
10.2 If an incomplete last rank is charged to the rear by a slim unit, at a location where there is no
last rank models, will the last rank models shift sideways to ”block” the unit if possible?
No. The charger stops at the level of last rank and fights over the gap. Distances (charges, etc.) to the
unit are still measured normally.
10.3 Does command group’s priority to be in the first rank only apply to the first rank, allowing
characters to fill the second rank and push the rest of the command to the third rank?
Yes.
10.4 Can a character join a skirmisher unit if the unit and character have differentsized
bases?
Yes. The character is placed as in a nonskirmishing
unit, except he’s roughly half an inch apart from the
skirmishers.
10.5 How many characters with different base size can join a unit?
Only 2 characters with mismatching bases can join such units, one on each side.
10.6 Does a character on a Pegasus or a Disc have the special rule Flying Cavalry? No.
10.7 Is a Look Out Sir! roll mandatory?
A 2+ LOS roll is mandatory for both characters and champions. 4+ LOS roll is voluntary.
10.8 Is there space in the front rank for a character that should displace 2 models from it, if there’s 2
noncommand, noncharacter models, but they’re not next to each other?
Yes. Move the Command and/or other characters and put the big character in the front rank.
10.9 A spell is cast at a unit with a character, who later leaves the unit. Is he still affected?
When he leaves the unit, he ceases to be affected, except for any movement effect (for the clearing move
only) and any permanent game effect (eg. Skaven’s Wither, Lore of Metal’s Plague of Rust).
10.10 Can a character’s chariot mount use the character’s Weapon Skill for when it is hit?
No, as the character is not part of the crew. Use mount’s WS if there is no crew present.
10.11 What happens if ever two flying characters are forming a unit of characters, alone?
They are immediately split into two lone characters.
11 Miscellaneous
11.1 Number of wounds on war machines:
Always use the number of wounds on the crew as the number of wounds on a war machine.
11.2 What happens if a unit needs 7+ to hit and is under an effect that forces it to reroll
6’s to hit?
Reroll
all natural 6’s.
11.3 Are unused points in an army list automatically awarded to the opponent as VP? No.
11.4 Is there a connection between unit’s front arc and its line of sight?
A unit’s front arc is also its line of sight, limited by possible obstructions.
11.5 When do you have to decide whether to use Inspiring Presence for a Leadership Test?
Before rolling the test. If no declaration is made, assume highest available ld was used.
11.6 Is it ‘Worst Play’ if a unit is blocked but some of the blocker units belong to the side being
blocked? No.
11.7 What is a hit?
Anything that would then roll to wound, or autowound
with poison or similar effect. All templates cause
“hits”. Feedback Scroll and Spirit Leech do not cause “hits”, as an example.
11.8 Do you always round any fraction up?
No. Round up for Characteristics and for awarding Victory Points.
11.9 How do you work out the % left of the starting unit size?
Divide the remaining number of models by the starting size, multiply by 100 and round up.
11.10 Do you receive the +100 VP if you kill the General but not its mount? Yes
11.11 When Abomination or Flamespyre Phoenix resurrect or place new models, do they have to
abide by the 1’’ rule? Do they have to be wholly within the distance marked?
Yes. No, they only have to be partially within the distance.
11.12 If a Chariot no longer has any riders or crew (e.g. War Alter where the Arch Lector has been
killed), what is the Leadership value of the chariot?
Use the best Leadership remaining on the model. This will be the steeds leadership, if no other value is
available.
ARMY RULES
12 Beastmen
12.1 Shard of the Herdstone
The Shard of the Herdstone is impassable terrain and has a solid footprint that is square, round,
rectangular or ellipsoid and that fits inside a 5" diameter circle.
12.2 What is basic strength with regards to Ramhorn Helm or Manylimbed
Fiend?
The Strength of the model, like a Stomp attack.
12.3 Do the Tuskgors and Razorgor pulling a Chariot benefit from Primal Fury?Yes.
12.4 Can the Hagtree Fetish force your opponent to reroll
failed to wound rolls?No
13 Bretonnia
13.1 How do Knights in the 3rd+ rank of Lance Formation allocate attacks?
Allocate as supporting attacks.
13.2 How does the Twilight Banner work?
When activated, it allows the unit to move as if it were ethereal.
14 Chaos Dwarfs
14.1 Iron Daemon War Engine
The
Lumbering and Unstoppable rules replace the normal charging rules. This means that
the Iron Daemon does not add +4D6 to a charge move, and cannot wheel during a charge.
Therefore Iron Daemon can “clip” units.
Note
that the unintentional charge can only be made as a result of the extra 2D6 move. A
regular 6” move cannot unintentionally bring the Iron Daemon into close combat.
Except
for the types of terrain described under the Demolition special rule, the Iron Daemon
treats all terrain in the same way as war machines: All terrain that are not open or hills are
treated as impassable (the Iron Daemon can therefore not assault buildings). For determining
what terrain the Iron Daemon can cross, the wheels are considered to be 2” tall regardless of
how the model is built.
14.2 Hailshot Blunderbuss
The D3 that is rolled when firing the blunderbusses is the number of shots fired, not the number of hits.
14.3 Burning Bright
The toughness test should be taken at the beginning of each game turn after the 1st.
14.4 Are any Chaos Dwarf War Machines or the Iron Daemon ‘Daemonic’ with regards to Lore of
Light?
No, not even with the Hellbound upgrade. The Hellcannon is daemonic.
14.5 When can the Chalice of Blood be activated during a magic phase?
Any time where you could attempt to dispel a Remains in Play spell (See Magic Phase, question 4.7.) It
cannot be activated in between a spell casting and a dispel attempt.
14.6 Can a wizard cast area spells that also target himself or his unit while under the effects of Ash
Cloud? No.
14.7 Is the Infernal Engineers’ War Machine LOS! a 2+? Can they take it if inside a unit?
Yes. Yes (but they can only get 1 LOS!).
14.8 What is the Eternal Hatred rule for the Malignant Darkforged Weapon?
It grants Hatred, but its rerolls to hit work in every round of combat.
14.9 Does being Hellbound increase the wound count of a War Machine in practice?
Yes, treat the +1 wound from hellbound as an extra wound on one of the crew members (owners choice)
instead of for the machine itself. Note that the +1 toughness is still only applied to the machine.
14.10 Are both the Great Taurus and Bale Taurus affected by the Fuelled with Fire and errated
Blazing Body special rules?
Yes.
14.11 Does every model in a unit under the Quake! effect have to take a dangerous terrain test if it
only moves (as opposed to march/charge/flee/pursue as is normally the case)? What if a character
charges out of the unit?
Yes, the unit tests if it moves at all. Only the character tests.
15 Daemons of Chaos
15.1 More than one magical weapon
When a daemon has more than one magic weapon, he will only ever gain the benefits of the weapon he
is using.
15.2 How do you handle a regular rank and file Beast of Nurgle being in a challenge?
Treat that model as if he were a champion, for the duration of the challenge. Wounds do not carry over
from challenge to rank and file models. After the challenge, merge the wounds with the rest of the unit,
and remove a model if necessary.
15.3 What happens if a unit is standing on the Portalglyph?
The unit in the portalglyph may enter the battlefield having its rear rank as close as possible to the
Portalglyph rather than touching it. Other restrictions still apply.
15.4 What wounds count towards the Souleater daemonic gift?
Only those caused by close combat attacks, not including Stomps, Breath Weapons and such.
15.5 Can Daemons ever suffer wounds from Daemonic Instability if they roll a “2”?
Yes, if they lost combat by enough, they can lose up to 2 additional wounds.
15.6 Do Daemons ignore any Leadership modifier when they are steadfast?
No, they only ignore Combat Resolution.
15.7 Do nonsteadfast
Daemons ignore the Combat Resolution when doing a Combat Reform?
No.
16 Dark Elves
16.1 Cauldron of Blood
The Strength of Khaine rule changes the murderous prowess rule to reroll
all to wound rolls instead of
only to wound rolls of "1", but all other conditions for the rule still applies (i.e. it only works in combat
and does not work for mounts, chariot impact hits etc).
16.2 Witchbrew
If more than one model with witchbrew (or whichbrew + Tullaris) is in the same unit, the effects are not
cumulative (i.e. only +1 A). The effect provided by Witchbrew only applies to the unit that a model with
this rule is currently in and the effect is lost permanently if the unit is beaten in combat.
16.3 Tome of Furion
This item cannot be used to have duplicates of non signature spells.
16.4 Black horror
All ward saves that can normally be taken against spells can be used against black horror.
Regeneration saves cannot be taken against black horror.
17 Dwarfs (OLD DWARVES)
17.1 Does the Gyrocopter Steam Gun have partials? Yes.
17.2 What happens if a flying character in nonflying
unit is hit by the Rune of Wrath and Ruin?
The unit halves its Movement. A flying character charging/moving out of the unit can do it using his
ground Movement, since the anvil has only taken away his flying.
17.3 What models are not greenskins in the Orcs & Goblins book?
Squigs from squig herds, trolls, giants, great cave squigs, gigantic spiders and wyvern mounts. Gnoblars
are greenskins, as are Arachnaroks due to the goblin riders.
17.4 How does the Rune of Wrath and Ruin affect charges?
It halves the Movement stat, but has no effect on the charge dice.
17.5 Can the Rune of Challenge be used against units that can’t declare a charge?No
17.6 How are we to treat an entrenchment?
It provides Hard Cover against shooting and 1
to be hit during the first round of combat.
17.7 How does a unit with Random Movement move when targeted by the Rune of Oath and
Honour:
The unit makes a Random Movement. This can result in a charge that the enemy cannot react to.
18 The Empire
18.1 Can a Steam Tank split fire freely between targets?
No, all the shooting weapons must at least have a chance of hitting the same target.
18.2 Does Van Horstman’s Speculum swap the mount’s Toughness for a Monstrous Cavalry
character? No
18.3 When does a Steam Tank make its grind attack?
During the Compulsory Movements subphase.
19 High Elves
19.1 Does the Frostheart Phoenix Blizzard Aura stack? No
19.2 Does the High Magic Lore Attribute stack with conditional Ward Saves like Parry? Does a unit
with such a save also receive the 6+ Ward Save?
Yes, any and all Ward Saves are improved. Yes, if it doesn’t have a general Ward Save.
19.3 Does Drain Magic work against the effects of Plague of Rust or Skaven’s Wither, the
Warpflame special rule or Lore of Nurgle’s attribute Bloated with Disease?
No.
19.4 Does the Shield of the Merwyrm provide a Parry save to Mounted Characters?
No.
19.5 Can the Starlance be wielded by a Dragon Prince Champion?
No, as he is not a Character.
20 Lizardmen
20.1 Disciplines of the Old Ones
Focus of Mystery will only give a Slann MagePriest
spells from High Magic (he can not generate spells
from another lore as well).
20.2 Predatory Fighter
Supporting attacks do not benefit from this special rule.
20.3 Terradons/Ripperdactyls
Characters mounted on Terradons or Ripperdactyls can join units of Terradon riders or units of
Ripperdactyl riders.
21 Ogre Kingdoms
21.1 Does Runemaw work against templates, vortexes, area effects, spells that target a single model
in the unit or recurring spells (Plague, Chain Lightning)?
Yes, except for vortexes and templates that scatter onto the unit.
22 Orcs & Goblins
22.1 Can you check how the first released fanatic fares before declaring other fanatics direction?
No, they are declared simultaneously and then resolved and moved one by one. Complete this process
before other units release their fanatics (In an order decided by active player).
22.2 How does the Little Waaagh! spell Itchy Nuisance affect the Steam Tank’s movement?
If attempting to move, Steam Tank moves with D3 dice less, down to a minimum of 1D6.
22.3 Doom Diver:
Is it a template weapon? Yes, use a 30mm round template.
Can it hit more than 1 unit at the same time? Yes.
Can it redirect onto combat? No.
Can it move less than D6? No.
22.4 A unit has to charge the closest visible enemy due to animosity. Can the Rune of Challenge be
used against it?
No.
22.5 Does Hand of Gork counts as moving for the purposes of shooting, Flame Cage etc.? No.
22.6 How exactly do you resolve releasing fanatics with teleport spells, such as Hand of Gork?
If the teleporting model would be placed within 8’’ of a unit with fanatics, it stops at 8’’ from that unit
as if it were doing a Fly move straight to its destination.
22.7 What happens if a flying unit can’t land when it comes within 8’’ of a unit with fanatics?
The unit stops for the fanatics to be released, but doesn’t have to land.
22.8 Brain Bursta has the Sniper special rule. Do you need to be able to see the target? Yes.
23 Skaven
23.1 Magic items
The Brass Orb and Death Globe count as shooting weapons in all regards (may not march and
shoot, may stand and shoot, must place the hole of the template over a model, etc).
23.2 Can the Plague Furnace/Screaming Bell do a Make way move? No.
23.3 Does a Grey Seer need to choose lore(s) on the army list?
No. You may choose any combination of Ruin and Plague, even 0/4, before rolling for spells.
23.4 Cracks Call and Vermintide:
Cracks Call and Vermintide can choose directions that can hit friendly units and units in
close combat (just as other line and vortex type spells)
Cracks Call can only hit one model per rank (as cannons).
23.5 Does a character on a Bell/Furnace change his troop type to Unique? Yes.
23.6 Do unique models stop cannonballs if they’re hit but not killed? No.
23.7 Are the Bell/Furnace, and the unit that pushes it, two different units for targeting purposes?
Yes, whenever you direct attacks against them, they count as two separate units.
23.8 Screaming Bell rolls a result that allows it to move:
Can it wheel? Yes.
Can it move half D6’’ to the side or rear? Yes, but can’t charge.
Must it spent the whole movement allowance? Yes, unless there is an obstruction.
Can charged enemies react? Yes.
23.9 Are you allowed to leave or join a Screaming Bell’s unit with Skitterleap? No.
23.10 Must a Doomwheel shoot after rallying? Yes
23.11 WarpLightning Cannon:
Does the straight line hit only 1 model per rank? Yes
And the small template? The small template can hit more than
one model per rank but it cannot hit models already hit by the line.
Is the straight line stopped by obstacles? Yes, and no small template is placed in such cases.
Can it fire grapeshot? No
23.12 Can Warpstone Weapons get Flaming or Poisoned Attacks? Do they affect special attacks?
Yes. All attacks and hits except Stomps are magical.
23.13 If an Abomination with 1 wound left takes 3 wounds at the same initiative, 1 of which is flaming,
does it roll for Too Horrible to Die? Does it roll if it dies to a Pit of Shades/Purple Sun/The Dwellers Below?
No, to all questions.
23.14 Stormbanner:
Can it be activated on any player’s turn? In any player’s turn.
In which turns you roll the 4+ if its effect ends? Check every player turn.
Does the storm end if the bearer dies or leaves the board? Yes.
23.15 With regards to Plague Banner, which models count as plague monks?
Plague Monks, their Champion, any Plague Priests in the unit, and the Plague Furnace’s crew.
23.16 How are 40mmbase
models placed in a Rat Ogre pack? Do they count towards ranks?
They are placed besides or behind the Rat Ogres (Characters can only be placed besides). If placed on
the side, they can rank up with each other. They don’t contribute to ranks.
23.17 Do Warplock Jezzails still have Move or Fire and Warpstone Weapon? Yes.
24 Tomb Kings
24.1 What happens if a unit Entombed beneath the Sands scatters off the table?
Roll on the mishap table.
24.2 Does a Tomb King chariot mount ever suffer a hit if his rider passes a Look Out Sir! roll?
No.
25 Vampire Counts
25.1 Does Invocation of Nehek affect lone characters or their mounts? No
25.2 If you have a unit of zombies less than 5 models wide in 2 or more ranks, can you summon more
models in the unit?
Yes
25.3 Nightshroud. Is setting the Strength to a certain value a strength bonus? No.
25.4 Must the wizard with the highest Leadership value in the army be the General and therefore
use the Lore of Vampires (if he can choose which Lore to use)?
Yes. If two wizards are tied for the highest Ld, the player decides who is the General.
26 Warriors of Chaos
26.1 Does the Warshrine have an effect on The Reward Of Chaos? No.
26.2 Does the selfinflicted
wound caused by the Hellfire Sword have the Flaming Attacks special
rule?
No.
26.3 Can I use Soul Feeder on wounds caused by stomps or breath weapons in close combat?
No, these kinds of attacks are not affected by special rules.
26.4 If a unit of Hellstriders is upgraded with Hellscourges, does that also give ASF to the steeds?
No, as it is a weapon wielded by the riders.
26.5 Can a Marked character join a unit devoted to another god (either with a Mark or another
similar upgrade)?
No.
27 Wood Elves
27.1 Naestra and Arahan, Sisters of Twilight
Gwindalor is a monster.
27.2 How does the Stone of Rebirth work?
Against Multiple Wounds/Killing Blow the item doesn’t work unless the bearer was already down to 1
wound. If receiving several separate wounds, the bearer first takes enough wounds to reduce him to 1
wound, then uses 2+ ward save on the rest. If he regains wounds, he stops using the ward until reduced
to 1 again. ”One use only” means nothing.
27.3 How does the Stone of Crystal Mere work?
Roll ward saves one at a time, and when he fail a save, , he cannot use the ward save against
the rest of the wounds.
27.4 Wardancers
Dances must be chosen before any blows, impact hits, etc are made.
Change Log
Changes for Version 1.2
(pg1) Added an Index and links to each section.
1.1 (pg 2) Clarification on units considered ‘combined models.’ Effect of ruling has not changed.
4.30 (pg 6) Resolution to the Spirit Leech/Unmodified Leadership/Inspiring Presence dilemma.
4.31 (pg 6) Handling Random Movement in relation to movement spells.
4.32 (pg 6) Clarifying the extents and limitations of Movement spells.
6.22 (pg 9) Pursuit/ Overrun when broken units consist of only Standard Bearers.
17.7 (pg 17) Random Movement in relation to an Anvil striking of Oath and Honor.
Topics that were sent to the Regional Committee Chairmen for review:
4.30 (pg 6) 3/2 vote to utilize the ruling written in this document.