Welcome to the online rules index for the Warhammer Fantasy: 6th Edition. It is part of the Warhammer Fantasy Online Rules Index Project and is not affiliated with Games Workshop Limited. This website contains an easily searchable index of the core and army-specific rules of 6th Edition, already integrated with official errata. The complete index of official and community-compiled Frequently Asked Questions is available, as well as Errata & Amendments.
Source: Warhammer Fantasy: 6th Edition
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Movement
- Declare Charges
- Charge Response (Movement)
- Stand & Shoot (Movement)
- Hold (Movement)
- Flee
- Rallying (Movement)
- Compulsory Moves (Movement)
- Move Chargers
- Flank & Rear Charges (Zones)
- Remaining Moves
- Moving Troops
- Movement Rate
- Manoeuvre (Movement)
- Wheel
- Change Formation
- Turn
- Reform
- Terrain
- Open Terrain
- Difficult Terrain
- Very Difficult Terrain
- Impassable Terrain
- Obstacles
- Charging
- A Failed Charge
- Manoeuvring During a Charge
- Aligning the Combatants
- Moving Engaged Units
- Charge Reactions
- Redirecting a Charge
- Oddball Stuff
- Flank & Rear Charges (Reaction)
- Panic (Movement)
- Combat Bonus (Movement)
- Marching (Movement)
- Individual Models
- Snaking
- 1" Apart (Movement)
- Magic (Movement)
Shooting
- Range
- Who Can Shoot and Line of Sight
- Hills & Elevated Positions
- Missile Fire from Hills
- Cover
- Hard Cover
- Soft Cover
- Shooting & Close Combat
- Templates (Shooting)
- Stand & Shoot (Shooting)
- Dividing Shots
- Hitting the Target
- To Hit Modifiers
- 7+ To Hit
- Wound (Shooting)
- Weapon Strength
- Saves (Shooting)
- Armour Save
- Armour Save Modifiers
- Maximum Save
- Ward Saves
- Removing Casualties (Shooting)
- Casualties
- Multiple Wound Casualties
- Cavalry Casualties
- Panic Tests
- Fast Dice Rolling
Close Combat
- Combats
- Who Strikes First
- Which Models Fight
- Hitting the Enemy
- Cavalry (Close Combat)
- Defended Obstacles
- Wound (Close Combat)
- Weapons Modifiers
- Saves (Close Combat)
- Regeneration and Killing Blow
- Removing Casualties (Close Combat)
- Excess Casualties
- Results
- Combat Results
- Combat Resolution Bonuses
- Outnumbering
- Challenges (Combat Resolution)
- Order of Combat Resolution
- Losers Take a Break Test
- Panic Tests for Breaks
- Fleeing Troops
- Move Fleeing Troops
- Subsequent Actions of Fleeing Troops
- Rallying (Close Combat)
- Rally Test
- Pursuit
- Pursuit Move
- Pursuit into Fresh Enemy
- Pursuit into Enemy Chargers
- Restraining Pursuit
- Pursuit Off the Table
- Redress the Ranks
- Fleeing Units
- Units Taking Casualties
- Expand Frontage
- Lapping Round
- Combat Bonuses
- Defeat in Combat
- Which Models Can Fight
- Overrun Rule
- Overrun
- Overrun Direction
Psychology
- Taking Psychology Tests
- Using Rider's Leadership
- Using Leaders' Leadership
- The Order of Tests
- Psychology Tests
- Panic (Psychology)
- Panicking Units
- Panicking at the Start of the Turn
- Panicking in Close Combat
- Voluntary Tests
- Fear
- If Charged by a Fear-causing Enemy
- If a Unit Wishes to Charge a Feared Enemy
- Defeated by Fear-causing Enemy
- Terror
- Flee! (Terror)
- Fear and Terror Liabilities
- Stupidity
- Further Psychology
- Stupidity and Riders
- Frenzy
- Other Psychology
- Defeated in Combat
- Hatred
- Stubborn
Weapons
- Weapons and Units
- Special Combat Rules
- Fighting with a Weapon in Each Hand
- Fighting with a Hand Weapon and a Shield
- Special Weapon Rules
- Strength Bonus
- Requires Two Hands
- Strikes Last
- Fight in Ranks
- Multiple Shots
- Thrown Weapon
- Move-or-Fire
- Armour Piercing
- List of Weapons
- Close Combat Weapons
- Hand Weapon
- Great Weapon
- Flail
- Morning Star
- Halberd
- Spears (Infantry)
- Spears (Cavalry)
- Lance
- Pistol (hand-to-hand)
- Missile Weapons
- Shortbow
- Bow
- Longbow
- Crossbow
- Repeater Crossbow
- Sling
- Javelin
- Throwing Star/Knife
- Throwing Axe
- Handgun
- Pistol (Shooting)
- Weapons Summary
- Missile Weapons Table
- Close Combat Weapons Table
Characters
- Types of Characters
- Wizards (Characters)
- Moving Characters
- Foot or Horse?
- Characters and Line of Sight
- Compulsory Moves (Characters)
- Marching (Characters)
- Characters and Units
- Characters in Units
- Independent Characters Joining Units
- Independent Characters Leaving Units
- Independent Characters Moving With Units
- Moving Characters Within Engaged Units
- Characters Within Charging Units
- Shooting at Independent Characters
- Proximity to Friendly Troops
- Picking Out Independent Characters
- To Hit Penalty (Characters)
- Close Combat (Characters)
- Dividing Attacks
- Excess Wounds (Characters)
- Challenges
- Issuing A Challenge
- Refusing a Challenge (Boo Hiss!)
- Fighting a Challenge
- Single Character Challenges
- Overkill!
- Leadership & Unit Psychology
- Character's Leadership
- Independent Characters and Unit Psychology
- Follow Me, My Brave Men!
- Stone Throwers, Cannons & Characters
- "Look Out, Sir!"
- Characters Riding Monsters
- Mounts and Psychology
- Shooting Penalties
- Special Characters
Skirmishers
- Formation
- 1" Apart (Skirmishers)
- Scouts (Skirmishers)
- Moving
- Movement (Skirmishers)
- Manoeuvres (Skirmishers)
- Obstacles and Difficult Terrain (Skirmishers)
- Double Pace
- Shooting and Moving (Skirmishers)
- Shooting (Skirmishers)
- Close Combat (Skirmishers)
- Skirmishers in Combat
- Overruns (Skirmishers)
- Ranks (Skirmishers)
- Characters (Skirmishers)
- Lone Skirmisher
War Machines
- Models (War Machines)
- Moving a War Machine
- Deployment (War Machines)
- Aiming a War Machine
- Characters (War Machines)
- Combat (War Machines)
- Charging and Shooting at War Machines
- Shooting at War Machines
- Hits From Templates
- Hits On Crew/Characters
- Charge Responses (War Machines)
- Flee (War Machines)
- Hold (War Machines)
- Fleeing Crew
- Attacking a Machine
- Abandoned Machines
- Leaving a War Machine
- Crew Losses
- War Machines and Victory Points
- Targeting (War Machines)
- Template Hits
- Stone Throwers
- Stone Thrower Misfire Chart
- Damage
- Loss of Crew (Stone Throwers)
- Profiles (Stone Throwers)
- Stone Thrower Summary
- Cannons
- Cannon Hits
- Grapeshot
- Misfires (Cannon)
- Cannon Misfire Chart
- Profiles (Cannons)
- Loss of Crew (Cannons)
- Cannon Summary
- Bolt Throwers
- Working Out Damage from Hits
- Profiles (Bolt Throwers)
- Loss of Crew (Bolt Throwers)
- Bolt Thrower Summary
- Other War Machines
Chariots
- The Chariot Model
- Chariot Units
- Moving Chariots
- Obstacles & Terrain
- Chariot's Weapon Skill
- Shooting at Chariots
- Destroyed Chariots & High Strength Hits
- Chariot Saves
- Characters in Chariots
- Chariot Attack
- Impact Hits
- Crew Attacks
- Creature Attacks
- Attacking Chariots in Close Combat
- Chariot Challenges
- Flee and Pursuit (Chariots)
- Victory Points (Chariots)
- Chariot Upgrades
Magic
- Wizards (Magic)
- Spells
- Magic Items
- Wizard Levels
- Casting Spells
- Power Dice
- Dispel Dice
- How to Cast a Spell
- Minimum 3 To Cast
- Miscasts and Irresistible Force
- Dispelling a Spell
- Double 1 and Double 6
- Irresistible Force
- Dwarfs (Dispelling)
- Miscasts
- Miscast Table
- Characters and Units as Targets of Spells
- Natural Dispels and Magical Defenses
- Spells with Templates
- Fleeing Wizards
- Spells in Play
- Dispelling Spells in Play
- Magic Phase Sequence
Spell Lists
- The Eight Lores of Magic
- Selecting Spells
- Fire Balls and Other Magic Missiles
- Cancelling Spells
- The Lore of Fire
- The Lore of Metal
- The Lore of Shadow
- The Lore of Beasts
- The Lore of Beasts - Revised
- The Lore of the Heavens
- The Lore of the Heavens - Revised
- The Lore of Light
- The Lore of Life
- The Lore of Life - Revised
- The Lore of Death
Appendix Three - Warhammer Skirmish
- The Skirmish Force
- Skirmish Scenarios
- Phases
- Turn Sequence (Appendix Three - Warhammer Skirmish)
- Recovery Phase
- Movement Phase (Appendix Three - Warhammer Skirmish)
- Moving (Appendix Three - Warhammer Skirmish)
- Running
- Charge! (Appendix Three - Warhammer Skirmish)
- Charging More than One Opponent
- Hiding
- Climbing
- Jumping Down
- Diving Charge
- Jumping Over Gaps
- Warriors Knocked Down or Stunned
- Falling
- Magic Phase (Appendix Three - Warhammer Skirmish)
- Shooting Phase (Appendix Three - Warhammer Skirmish)
- Who Can Shoot (Appendix Three - Warhammer Skirmish)
- Closest Target
- Shooting From an Elevated Position
- Close Combat (Appendix Three - Warhammer Skirmish)
- Who Can Fight (Appendix Three - Warhammer Skirmish)
- Which Models Can Fight? (Appendix Three - Warhammer Skirmish)
- Hitting the Enemy (Appendix Three - Warhammer Skirmish)
- Critical Hits
- Injuries
- Injury Table
- Knocked Down
- Stunned
- Out of Action
- Breaking from Combat
- All Alone
- Leaders
- The Rout Test
Appendix Four - Rules of Siege
- Anatomy of a Castle
- Walls
- Towers
- Gates
- Moving Through a Gate
- Courtyard
- Movement (Appendix Four - Rule of Siege)
- Skirmish Formation (Appendix Four - Rule of Siege)
- Shooting at Troops in Skirmish Formation
- Movement on the Walls and Ramparts
- March Moves (Appendix Four - Rule of Siege)
- Movement onto the Ramparts or a Tower from the Courtyard
- Movement from the Walls and Towers into the Courtyard
- Movement Outside the Castle and in the Courtyard
- Assaulting the Wall
- Charges (Appendix Four - Rule of Siege)
- Charge Reactions (Appendix Four - Rule of Siege)
- Means of Assault
- Man the Walls!
- Seizing the Ramparts
- Undefended Ramparts
- Break Tests on Assaulting the Ramparts
- Pursuit (Appendix Four - Rule of Siege)
- Fighting in the Courtyard or Outside the Fortress
- Charging from the Courtyard onto a Tower or Rampart
- Charging from the Ramparts or a Tower into the Courtyard
- Attacking a Castle
- Shooting at the Towers, Walls and Gates
- Shooting at the Gates
- Cannons (Appendix Four - Rule of Siege)
- Attacking the Castle in Close Combat
- Castles and Spells
- Damage Charts
- Preparing Your Army for a Siege
- Equipment of the Besieged Force
- Reinforced Gate
- Boiling Oil
- Rocks
- Equipment of the Besieging Force
- Log Rams
- Battering Rams
- Ladders
- Grappling Hooks
- Mantlets
- Siege Towers
- Siege Equipment
- Warhammer Scenario - Siege
Appendix Seven - Special Rules
- Skirmishers (Appendix Seven - Special Rules)
- Fast Cavalry (Appendix Seven - Special Rules)
- Flying Models (Appendix Seven - Special Rules)
- Standard Bearers and Musicians (Appendix Seven - Special Rules)
- Scouts (Appendix Seven - Special Rules)
- Immune to Psychology (Appendix Seven - Special Rules)
- Unbreakable (Appendix Seven - Special Rules)
- Scaly Skin (Appendix Seven - Special Rules)
- Killing Blow (Appendix Seven - Special Rules)
- Regeneration (Appendix Seven - Special Rules)
- Magic Resistance (1-3) (Appendix Seven - Special Rules)
- Poisoned Attacks (Appendix Seven - Special Rules)
- Breath Weapons (Appendix Seven - Special Rules)
- Flammable (Appendix Seven - Special Rules)
Warhammer Glossary
- Armour Save (Warhammer Glossary)
- Break Test (Warhammer Glossary)
- Cavalry (Warhammer Glossary)
- Champion (Warhammer Glossary)
- Character (Warhammer Glossary)
- Charge Reaction (Warhammer Glossary)
- Combat Result (Warhammer Glossary)
- Compulsory Move (Warhammer Glossary)
- D6 (Warhammer Glossary)
- Dispel Dice (Warhammer Glossary)
- Fast Cavalry (Warhammer Glossary)
- Front, Flank and Rear (Warhammer Glossary)
- Flee! (Warhammer Glossary)
- Irresistible Force (Warhammer Glossary)
- Line of Sight (Warhammer Glossary)
- Magic Items (Warhammer Glossary)
- Manoeuvre (Warhammer Glossary)
- March Move (Warhammer Glossary)
- Miscast (Warhammer Glossary)
- Model (Warhammer Glossary)
- Panic (Warhammer Glossary)
- Power Dice (Warhammer Glossary)
- Pursuit (Warhammer Glossary)
- Rally (Warhammer Glossary)
- Rank Bonus (Warhammer Glossary)
- Re-roll (Warhammer Glossary)
- Steed (Warhammer Glossary)
- Turn (Warhammer Glossary)
- Turn Sequence (Warhammer Glossary)
- Unit (Warhammer Glossary)
- Unit Strength (Warhammer Glossary)
- Ward Save (Warhammer Glossary)
- Weapon (Warhammer Glossary)
- Wizard (Warhammer Glossary)
- Notes on Scale and Measurement
- On House Rules