Source: Warhammer Fantasy: 6th Edition

Errata & Amendments
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This section contains all the officially released errata as of the Warhammer Chronicles 2004 release. All errata'd rules are included this index. Also see Frequently Asked Questions.

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Introduction

Page 37 - RE-ROLLS

Replace paragraph with: "Sometimes the rules allow you a re-roll' of the dice. This is exactly as it sounds - pick up the dice you wish to re-roll and roll them again. The second score counts with a re-roll even if it is a worse result than the first, and a player may only re-roll a single dice once, regardless of the source of the re-roll."

Close Combat

Page 71 - RESULTS

Replace first paragraphs with: "For each separate combat you must determine which side has won. Do this once all the units engaged in the combat have fought. Obviously if one side is completely wiped out, the other side has won with no need for a Break test."

Replace second paragraphs with: "Begin by adding up all the wounds caused by each side in the combat. It doesn't matter which particular units suffered the wounds, just add them all up. Don't forget to add the wounds taken by big creatures that haven't been removed as casualties. Do NOT count wounds saved by Armour or Ward saves."

Psychology

Page 81 - PANIC

Replace second paragraph of first column - "6) Unit wiped out by shooting...", with: "6) Unit wiped out by shooting or magic within 4" If a unit is wiped out by missile fire or magic, any friendly units within 4" of it must take a Panic test at the end of the phase, unless the destroyed unit is a single model with less than 5 Wounds on its original profile."

Page 81 - PANICKING UNITS

Replace first two paragraphs with: "A unit that fails a Panic test will flee in the same way as described for units which break in close combat or which flee from a charge. Fleeing troops abandon their formation and are moved in a rough mass 2D6" or 3D6" away from the enemy and/or source of panic, but the player is allowed to decide exactly where to flee within these guidelines. See the Close Combat section for rules governing fleeing troops."

Page 81 - IF CHARGED BY A FEAR-CAUSING ENEMY

Replace 3rd paragraph with: "If the unit fails its test but its Unit Strength is equal to or higher than the charging enemy's, it will fight on as normal but must roll 6s to score hits in the first turn of close combat."

Weapons (and Equipment)

Page 91 - HAND WEAPON

Replace 1st paragraph with: "Unless specifically noted otherwise, all models are assumed to be carrying a hand weapon of some kind. The term 'hand weapon' is used to describe any weapon held in one hand and not otherwise covered by the rules. As such it includes swords. axes clubs, maces, etc."

Characters

Page 95 - INDEPENDENT CHARACTERS JOINING UNITS

Replace 1st paragraph with: "Independent characters can move and fight on their own. In effect, a character counts as an individual unit comprising of only one model. However, during the course of a battle, a character is allowed to join a friendly unit of ordinary troops, in which case he becomes part of that unit until he decides to leave it."

Page 97 - PROXIMITY TO FRIENDLY TROOPS

Replace second paragraph with: "A character model within 5" of a friendly unit of five or more models can only be picked out as a target if he is the closest legal target. This restriction enables characters to move around behind the battlelines without attracting an unrealistic and unreasonable."

Generals & Battle Standards

Page 102 - THE BATTLE STANDARD

Replace second paragraph with: "The Battle Standard Bearer cannot be the army's General (unless specified in the character's army list entry), even if he has the highest Leadership in the army. Unlike ordinary standards the Battle Standard cannot be passed on if its bearer is slain. Should the I bearer be slain then the Battle Standard can be captured in the same way as a unit banner."

Page 102 - RE-ROLL BREAK TESTS

Replace third paragraph with: "A Battle Standard only allows a unit to retake a failed Break test. It doesn't entitle a unit to retake any other Ld test, such as a Psychology test or a test to rally. This rule ceases to apply if the Battle Standard is fleeing."

Standards, Musicians & Champions

Page 109 - CHAMPIONS

Replace second paragraph with: "Although they can be powerful in combat, Champions are not characters but members of their regiment and always fight as part of it, moving, attacking, fleeing and pursuing alongside the unit as a whole. If the unit has any special rules which apply to it, such as being stubborn or subject to frenzy, then these also apply to the Champion. Unlike characters, a Champion is not permitted to move and fight on his own, and can never leave his unit or join another one. They are effectively another model in the unit, the only difference being that they are blessed with enhanced characteristics."

Skirmishers

Page 116 - CLOSE COMBAT

Update all diagrams on this page. Replace 4th paragraph with: "If the skirmishers are charged, the enemy is brought into base contact with the closest skirmisher and then the enemy unit is halted. The enemy is not aligned against the skirmishing model. The skirmishers form up as explained above and the enemy will proceed with further charges. Charging enemy models attack first in the ensuing Close Combat phase as normal."

Page 116 - CHARACTERS

Replace paragraph with: "A roughly man-sized character on foot can join a skirmishing unit. No other characters (mounted riding in chariots, etc) can join skirmishing units."

Fast Cavalry

Page 117 - FORMATION & MOVEMENT

Replace FREE REFORM paragraph with: "Unless it charges, the fast cavalry unit can reform as many times as you wish during its Movement phase without incurring any penalties to its Move distance. See the rules for reforming (p.49). Note that no model in the fast cavalry unit can move more than its maximum Move distance despite the free reform."

Page 117 - SHOOTING AND MOVING

Replace entire paragraph with: "Fast cavalry armed with missile weapons are expert at shooting from horseback (or wolfback) and can therefore shoot even when marching or reforming. The normal -1 penalty for moving applies."

Page 117 - CHARACTERS AND FAST CAVALRY

Replace paragraph with: "Character models may join fast cavalry units and move with the unit, but do not benefit from any of the special shooting rules."

War Machines

Page 118 - SHOOTING AT WAR MACHINES

Replace second paragraph with: "When shooting at a war machine, it is treated exactly as any normal unit with regards to modifiers to hit. A war machine and its crew don't count as skirmishing, and so don't benefit from the -1 To Hit penalty. Some war machines may be classed as large targets (this will be noted in the war machine's specific rules)."

Page 119 - ATTACKING A MACHINE

Replace first paragraph with: "A war machine cannot be attacked in close combat while it still has crew. A war machine that has had its crew wiped out or broken in close combat is assumed to be spiked or otherwise disabled by the attackers, on the condition that they don't pursue or overrun."

Replace second paragraph with: "If a war machine is already abandoned when charged. it is destroyed, but no combat results are worked out, no Panic tests required, no overrun can be made, etc."

Page 122 - CANNONS

In the 1st column, replace second paragraph with: "Cannons are fired in the Shooting phase. To fire a cannon, it must first be turned on the spot so it points in the direction of the target which must be within line of sight but otherwise is not limited by targeting restrictions. Then the player must declare how far the cannon is going to shoot - eg, 24", 30", 32", etc."

Page 122 - GRAPESHOT

Replace paragraph with: "Instead of firing a normal shot, cannon crew can opt to fire grapeshot instead. Normal targeting rules apply. Grapeshot has a range of 8". If in range, the I target suffers a number of hits equal to the roll of an Artillery dice, resolved at Strength 4, with a -2 Armour save modifier. Misfires occur as described below."

Magic

Page 135 - CASTING SPELLS

Replace both paragraphs with: "In a player's Magic phase, which follows the Movement phase, each of his Wizards can attempt to cast each of his spells only once. Spell casting is determined by rolling dice, and the number of dice available to roll limits the number of spells that can be attempted. Fleeing or dead Wizards, or those with any type of armour (except a barded steed), cannot attempt to cast spells. Wizards cannot cast spells at units in close combat, unless the spell only affects themselves or otherwise says so in its description."

Page 138 - MISCAST TABLE

Replace result 2 with: "The collected magical power explodes in a ball of energy. Models in base contact, friend or foe, or the character's mount, if on a monster or chariot, suffer one Strength 10 hit, as does the casting Wizard."

Spell Lists

Page 144 - WALL OF FIRE

Replace 1st paragraph with: "This spell has a range of 24" and can be cast on an enemy unit visible to the caster which has no models (friend or foe) within 1" of its front rank (walls. hedges and other scenic features don't matter). The spell cannot be cast on units with a 360° line of sight."

Replace second paragraph with: "A searing wall of flame suddenly rises in front of the unit. To represent this take some cotton wool or paper and place this in a line up to 1" thick in front of the unit."

Replace 3rd paragraph with: "The unit suffers 1 automatic hit for each model (including characters) in its front rank. Each hit is resolved with a Strength of 4."

Page 145 - BANE OF FORGED STEEL

Replace paragraph with: "This spell has a range of 12" and can be cast on an enemy unit which is visible to the caster. If successfully cast, the enemy's weapons begin to crumble and rust away. No weapon bonuses or penalties apply to the affected unit for the remainder of the battle. For example, a unit wielding Great Swords will not get their +2 Strength bonus in combat for the rest of the battle, but will now not have to strike last. A unit with missile weapons may not shoot for the duration of the entire battle. Affected units are assumed to use their fist/claws, etc, and so cannot benefit from the rules for using two hand weapons or a hand weapon and shield. War machines and magic weapons cannot be affected by the Bane of Forged Steel - only ordinary weaponry carried by troops."

Page 146 - STEED OF SHADOWS

Replace first paragraph with: "This spell may be cast upon the Wizard himself or any single friendly independent character model within 12" of him - the spell can only be cast on a model with a Unit Strength of 1 (it won't work on a mounted model or a model riding in a chariot, for example)."

Magic Items (and Abilities)

Page 154 - DISPEL SCROLL

Replace paragraph with:

"A Dispel Scroll is inscribed with a powerful anti-magical invocation. When it is read out by a Wizard, the effect is to drain away magical power and weaken a spell that has been cast. As soon as a spell has been cast, any Wizard who has a Dispel Scroll can read it. This automatically dispels the cast spell, no dice roll is required.

Reading a Dispel Scroll will bring any spell cast by the Wizard reading it to an end. To put it another way, a Wizard who has a spell in play will automatically cancel it by reading a Dispel Scroll.

As with all scrolls, Dispel Scrolls are not unique items - they are prepared by a Wizard prior to battle and it is quite possible for several Wizards to carry Dispel Scrolls, and for a Wizard to carry more than one. However, only one can be used at a time.

Note that a Dispel Scroll will not help if the spell has been cast with Irresistible Force. Any spell that is successfully cast with two or more 6s is Irresistible and no Dispel roll is permitted."

Scenarios

Page 197 - SCENARIO CHART

Change "Flanking Force" to "Flank Attack".

Page 208 - CAPTURE - DEPLOYMENT

In the 2nd column, replace 5th paragraph with: "Victory conditions: The army with the unit closest to the objective at the end of the battle wins. Fleeing units, monsters and characters can't capture the objective. If both players have a unit equidistant from the objective, one player wins if their unit is worth more than double the points value of the closest enemy unit to the objective. Otherwise it is a draw."

Appendix

Page 239 - SELECTING TROOPS

In the last column of the last row, replace "+0" with "+0-1".

Page 239 - SELECTING CHARACTERS

Replace paragraph under chart with: "So, in this case, a 1,500 point army could include a maximum of three characters, of which up to all three could be Heroes and none can be a Lord. In a 3,500 points army there can be a maximum of six characters with up to two Lords. The army doesn't have to include the maximum number of characters and doesn't have to include Lords at all."

Page 253 - DAMAGE CHARTS

Replace '2D6 Effect' at the top of the charts with 'Damage/Effect'.

Page 262 - ACCIDENTAL CHARGES

The appendix for accidental charges on page 262 of the Warhammer rulebook has led to some dubious tactics and confusion, and should therefore be ignored.

Page 268 - SKIRMISHERS CHARGING OTHER SKIRMISHERS

Replace fig. 2b, fig. & fig. 5 with the new figures.

Page 269 - FAST CAVALRY

Replace 3rd paragraph with: "3) If a unit of fast cavalry rallies the turn after it voluntarily flees, it will be able to move normally during the Movement phase of that same turn."

Page 273 - 5. CLOSE COMBAT

Replace 'Roll to hit' entry with: "Check on the To Hit table on the next page to find the score needed on a D6 to hit. When attacking cavalry, use the rider's WS. For ridden monsters, both rider and mount use their own WS. A roll of a 1 always misses and a 6 always hits regardless of the relative Weapon Skills."

Dark Elves

Page 7 - BLACK GUARD - Special Rules - Hatred

Replace paragraph with: "Eternal Hatred: Black Guard are vicious killers and hate everybody and everything. In addition, hatred continues to have an effect in second and subsequent rounds of a combat."

Page 8 & 30 - COLD ONE KNIGHTS - Profiles

Replace first two profiles. Replace Ld value of 8 with 9 on both Knight and Dread Knight profiles.

Page 10 - WITCH ELVES - Special Rules - Frenzy

Replace paragraph with: "Frenzy: Witch Elves (including Hags) are affected by the rules for frenzy. While frenzied, Witch Elves still hate High Elves, although normally immune to psychology."

Page 10 - CAULDRON OF BLOOD - The Cauldron in the Game

Replace entire entry with:

"The Cauldron and its Guardians are considered to be a single entity and have a Unit Strength of 3. The Cauldron cannot move and its Guardians must remain within 2" of it. The Cauldron itself cannot be harmed. Any shooting hits scored against the unit are randomised between the Guardians and Cauldron in the same manner as war machines (discounting any hits against the Cauldron itself). The energies of Khaine surround the Cauldron, giving the guardians a 4+ Ward save against missile fire (including magic missiles), and Magic Resistance (1).

In hand-to-hand combat the guardians are assembled in front of the Cauldron in the same way as a war engine crew, fighting with any enemies in base contact. The Cauldron cannot be attacked. The Guardians cannot be broken in combat.

If all of the Guardians are killed, the Cauldron is considered destroyed.

Terror: The Cauldron of Blood is surrounded by an aura of bloodshed, and causes terror.

Red Fury: Any Dark Elf units (including the Guardians) within 24" of the Cauldron of Blood are driven into a fury of destruction by the Cauldron's presence. Affected units may re-roll failed rolls to wound in the first round of any combat. In addition, affected Witch Elf units are always frenzied - if within 24" they cannot lose their frenzy, if they have lost their frenzy and move within 24" they regain it immediately. The baleful energies seeping from the Cauldron give all Witch Elves within 24" of it a 6+ Ward save."

Page 11 - ASSASSINS - Hidden

Replace first paragraph with: "Hidden: If you wish, any Assassin in your army may start the game hidden in one of the following units: Witch Elves, Warriors, Corsairs, Executioners or Black Guard. Alternatively, he may deploy as a Scout."

Page 13 & 31 - WAR HYDRA - Profiles

Replace profiles. Replace Apprentice M value of 5 with 6.

Page 17 - WORD OF PAIN

Replace paragraph with: "Upon uttering the true name of Khaine as the Serpent Lord, an unnatural and unbearable agony suffuses the body of his hated foes. This spell can be cast on an enemy unit which is within 24 and is visible to the caster, including units in combat. Any models in the unit have their Weapon Skill and Ballistic Skill reduced to 1. Once it is cast the Word of Pain remains in play until the wizard chooses to end it (which she can do at any time), it is dispelled, she attempts to cast another spell, or she is slain."

Page 18 - WEB OF SHADOWS

Replace second paragraph with: "A Web of Shadows can only be used once per game against a single enemy model. The character uses the Web of Shadows instead of making any normal attacks that round. When used, one model in base contact with the character automatically takes 2D6 Strength 3 hits. A character with a Web of Shadows may also use another ordinary close combat weapon (but not another magic weapon)."

Page 19 - BLOOD ARMOUR

Replace second paragraph with: "Blood Armour is treated as a suit of normal heavy armour (5+ save) and can be combined with other armour as normal. For every unsaved wound the wearer inflicts, their save is improved by 1 point (to 4+ then 3+, etc) up to a maximum total save of 1+."

Page 19 - BANNER OF NAGARYTHE

Replace second paragraph with: "This standard adds +1 to the combat resolution of all friendly Dark Elf units within 6" and the unit carrying the banner is Unbreakable."

Page 27 - BEASTMASTER

Replace options entry: "Options: • May choose an additional hand weapon (+4 pts), or a lance if mounted (+4 pts) • May wear light armour (+2 pts). May be given a Sea Dragon cloak (+6 pts). • May ride either a a Dark Pegasus (+55 pts), a Cold One (+26 pts) or a Manticore (+190 pts). • May choose magic items from the Common or Dark Elf magic items lists, with a maximum total value of 25 pts."

Page 28 - DARK ELF WARRIORS

Change point cost to "Points/model: 7"

Page 29 - SHADES

Replace Unit Size entry with: "Unit Size: 5-15"

Page 29 - COLD ONE CHARIOT

Replace entire entry. Add, "*Note that 1-2 Cold One Chariots may be taken as a single Special Unit choice."

Page 30 - EXECUTIONERS

Replace entire entry. Change "light armour" to "heavy armour".

Page 31 - BLACK GUARD - Special Rules

Replace entires with: "Special Rules: Eternal Hatred, Stubborn."

Page 80 - RARE UNITS Summary

Replace entires. Replace "Hatred" with "Eternal Hatred" for Black Guard unit.

Page 80 - DARK MAGIC Summary

Replace Chillwind & Doombolt entries: Chillwind should be 5+ to cast and Doombolt should be 6+ to cast.

Dwarfs

Page 9 - ANVIL OF DOOM - The Anvil in the Game

Replace 4th paragraph with: "When shooting at the Anvil of Doom, randomise hits evenly between the Dwarfs and the Anvil (discounting any hits against the Anvil itself). To take into account the protection offered by the Anvil, the Runelord gains a 4+ Ward save against any form of missile (including magic missiles)."

Page 14 - ENGINEERS - Special Rules - Artillery Master

Replace second paragraph with: "A Bolt Thrower which has been joined by an Engineer may use his BS when rolling to hit."

Page 16 - Loss of crew

Replace paragraph with: "The Organ Gun requires a full crew of three Dwarfs to work it properly. If one crewman is slain the other two can just about get by and the gun may fire as normal. If two crewmen are slain, the remaining crewman won't be able to operate the weapon properly - the gun can only be fired every other turn Should all the crew be slain, the gun is useless."

Page 19 - RULE OF THE RUNES - #2

Replace rule 2 with: "2. Weapon runes can only be inscribed on weapons, Armour runes can only be inscribed on armour, Runic Standards can only be inscribed on standards, Engineering runes can only be inscribed on war machines, and Talismanic runes can only be inscribed on talismans (of which more later). This is called the Rule of Form by Runesmiths. You cannot inscribe Armour runes on cannon nor can you place Engineering runes on an axe."

Page 19 - RULE OF THE RUNES - #3

Replace second sentence of rule 3 with: "You could not have a rune-hammer and a rune-axe both engraved with a Rune of Speed and a Rune of Fire, for example."

Page 20 - MASTER RUNE OF BREAKING

Replace second paragraph with: "If the Dwarf character scores a hit against an enemy with a magic weapon, the enemy's magic weapon is destroyed immediately."

Page 22 - RUNE OF RELOADING

Replace first paragraph with: "After a war machine has proved its reliability, a Runesmith may deem it worthy of this rune."

Replace the second paragraph with: "The war machine can shoot every turn, as long as there is at least one crewman left, even if it has rolled a 2-3 on the Misfire table in the previous turn. Multiples have no effect."

Page 23 - FLAKKSON'S RUNE OF SEEKING

Replace second paragraph with: "Bolt throwers only. Each rune adds +1 to the bolt thrower To Hit rolls against targets with the Fly special ability."

The Empire

Page 14 - MASTER ENGINEER

Replace Master Engineer profile. Replace BS value of 3 with 4.

Page 26 - CHARACTERS' STEEDS

Replace Warhorse profile. Replace M value of 4 with 8.

High Elves

Page 15 - HIGH ELF HONOURS - SWORDMASTER

Replace second paragraph with: "The character is equipped with a great weapon and may not take a magic weapon. Instead of striking last in any turn he does not charge, the character will strike in Initiative order, as explained on page 68 of the Warhammer rules. The character also has the Killing Blow special rule."

Page 30 - REPEATER BOLT THROWER

Replace paragraph below characteristics profile with: "* Note that 1-2 Repeater Bolt Throwers count as only one Rare unit choice. Crew: 2 High Elves Unit Size: Each Bolt Thrower model (with its attendant crew) is a single unit. Weapons and Armour: The crew carry hand weapons and have light armour. Special Rules: Repeater Bolt Thrower."

Page 73 - WAR CROWN OF SAPHERY

Replace second paragraph with: "Any spell which is normally limited to a specific range in inches is now of unlimited range. Spells that only affect the caster, all units within a certain range of the caster or may already be cast anywhere are not altered. Note that this does not mean that he can cast spells at targets that are out of sight if the spell normally requires line of sight."

Hordes of Chaos

Page 40 - FLAMERS OF TZEENTCH

Replace second paragraph of 'Special Rules' with: "Accompany Horrors: Flamers must be deployed at the same time and within 5" of the unit of Horrors they have been bought with. After that they are free to move as they like, and each counts as a separate unit for the rest of the game (including for the purpose of calculating Victory points). If a Flamer is more than 5" away from a unit of Horrors at the end of any Chaos turn, it must immediately take a Leadership test. If the test is failed, the daemon is destroyed."

Page 52 - STAFF OF CHANGE

Replace rules paragraph with: "The bearer can make a Single re-roll of one or more dice rolled to cast or dispel a spell. The second result(s) stand. This can negate the effects of a Miscast and cause an Irresistible Force (and the equivalent results when dispelling). If the bearer casts a spell with Irresistible Force using the staff's re-roll ability, the staff will exhaust its power and cease working for the rest of the battle."

Lizardmen

Page 31 - STEGADONS - Special Rules - Giant Bow

Replace entire Giant Bow paragraph with: "Giant Bow: The giant bow is a Bolt Thrower, using all the rules for Bolt Throwers on pages 124-125 of the Warhammer rulebook with the following exceptions: The giant bow is fired using the Skinks' Ballistic Skill, and inflicts a single Strength 5 hit that does D3 wounds. The giant bow can move and fire, although it can only fire in the arc of sight of the Stegadon itself. It takes two crew to fire the giant bow (so two Skinks can't throw javelins if they are crewing the giant bow). As the Stegadon is a large target, the giant bow may shoot over normal sized units and interposing terrain that large targets can see over."

Ogre Kingdoms

Page 64 - SKULLMANTLE

Replace the final two words of text "....their Leadership" with "....the Leadership test".

Page 69 - ARMY BATTLE STANDARD

Under * Army Battle Standard, replace text of "....but he cannot carry any other magic item nor can he have any big names," with ". If he carries a magic banner, he cannot carry any other magic item nor can he have any big names."

Page 41 - SLAVE GIANT - Throttle with Chain

Insert the following sentence: "The Giant must nominate one enemy model for this attack".

Orcs & Goblins

Page 67 - GRIMGOR IRONHIDE

Replace 1st line of 'Special Rules' with: "Ignore Greenskin Panic; Quell Animosity."

Skaven

Page 39 - STORM BANNER

Replace second paragraph with: "The banner can be activated at the beginning of any player's turn. No flying movement is allowed and all missile fire is at -2 to hit. All war machines and other ranged attacks that do not use BS may only fire if the player first rolls a 4+ on a D6 (roll for each model). Magic missiles and other ranged spells are not affected. Roll a D6 at the beginning of each player's subsequent turns - on a roll of 1 or 2, the power of the banner is exhausted and it no longer has any effect for the remainder of the battle."

Vampire Counts

Page 52 - BLOOD DRAGON

Replace third paragraph with: "The Blood Dragon with the highest Leadership in a combat must always issue challenges and must always accept enemy challenges if possible."

Storm of Chaos

Page 94 - HIGH ELF SEA PATROL - SPECIAL UNITS

Add "Great Eagles" to Special Unit options.

Page 94 - THE SEA LORD AISLINN - Master of the Mists

Insert between second and third paragraph under Master of the Mists special rule. "No enemy unit may be shot at a second time during this round of shooting, unless all enemy units on the table have been shot at once. No enemy unit may be shot at a third time during this round of shooting, unless all enemy units on the table have been shot at twice, etc."