Source: Warhammer Fantasy: 6th Edition

Frequently Asked Questions
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This section contains all the officially released frequently asked questions and answers from the Warhammer Annual 2002, the Warhammer Chronicles 2004, the Games Workshop Warhammer Forum and the Warhammer Design Team members. In addition, it includes resources compiled by the Direwolf FAQ Council. Also see Errata & Amendments.

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Units

Where can I find the corrected Unit Strength table which replaced the table on page 41 of the Rulebook?

Source: Warhammer Chronicles 2004 page 114

When is cavalry not cavalry?

The rule that models on a 25 mm x 50 mm base are classed as cavalry has thrown up some points regarding beasts such as Chaos Hounds and Dire Wolves, and creatures like Bull Centaurs. To clarify this: All models on a 25 mm x 50 mm base have a Unit Strength of 2. Models on a 25 mm x 50 mm base which consist of a rider on a steed with a single Wound are classed as cavalry and follow all of the rules as such. Models on a 25 mm x 50 mm base which do not consist of a separate rider and steed are classed as cavalry with the following exceptions: They do not gain a +1 Armour save. They use the weapon rules as if they were foot models (so may use two hand weapons, or may gain a +1 Armour save for using both a hand weapon and shield, for example).

Source: Warhammer Chronicles 2004 page 112 / Beasts of Chaos Army Book page 24

Do units which are bought with the same Troop choice have to be deployed together?

Unless specified, separate units are always deployed separately (exceptions include war machines - not Gyrocopters and chariots - and Empire detachments).

Source: Warhammer Chronicles 2004 page 112

Can two characters join each other, thus forming a unit? What if they are mounted on chariots or monsters?

Characters may form a unit with each other, only if they are on foot or a cavalry mount. Characters mounted on larger creatures and chariots may not form units at all. Remember also that characters on a flying monster may not join a flying unit, as described in the rules for flyers. This is also true of non-character monsters and creatures, such as Giants, Spawn of Chaos and so on (no other units can join them).

Source: Warhammer Chronicles 2004 page 112

Can a hero mounted on a Great Eagle join with another single Great Eagle (purchased from the special or rare slots of the army) to form a single US7 unit capable of taking out ranks?

No. I know that Flying Unit is an actual sub-category of flyers but I would think the intent is obvious. To nail it on the head, I would say that a character on a flying monster cannot join a unit of flyers or another flying monster.

Source: S. Gav Thorpe - Warhammer Design Team

Can a character join a non-character monster or creature, thus forming a unit? For example, could a Goblin Big Boss mounted on a wolf join a Giant and form a unit?

Yes (excluding flying monsters). I always like the idea of a Goblin Big Boss and his forty feet tall 'minder'.

Source: Gav Thorpe - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

Can single non-character monsters and creatures, such as Giants, Spawn of Chaos, etc. join each other, thus forming a unit?

No. You cannot form a unit from two Giants, for example, or three Chaos Spawn.

Source: Warhammer Chronicles 2004 page 112 / Gav Thorpe - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

Movement

Here is the situation: Friendly unit A is engaged in close combat with enemy unit B from a previous turn. In the current turn friendly unit C, who happens to be in the front zone of enemy unit B, wants to charge into the combat but the entire frontage of enemy unit B has already been taken up by friendly unit A. Is friendly unit C allowed to charge the flank of enemy unit B?

No. I think that if you allow this to happen, you make a mockery of one of the most important dynamics of Warhammer strategy - moving your troops into a position to get the most advantageous charge. This may seem a bit odd, particularly with skirmishers as in this example, but the rules clearly state that to charge in the flank/ rear, the majority of the charging unit must be in that zone, and there are no exceptions. To get a flank or rear charge, you should have to positively move the unit into a position where it can do this, rather than simply fill up the front with other stuff.

Co-ordinating units to get simultaneous front and flank charges is a defining tactic of Warhammer and should be something that is tricky to achieve, otherwise the game will lose any sense of the importance of planning and maneuver.

Source: S. Gav Thorpe - Warhammer Design Team / Rulebook page 46

Can a unit redirect a charge against an enemy unit that it could have originally charged?

No. You can only redirect a charge against a unit if you could not have declared a charge against them normally, but can now do so due to the enemy fleeing.

Source: Warhammer Chronicles 2004 page 112

If a enemy unit chooses to flee, and I choose to redirect my charge against a newly revealed enemy unit, can I both run down the fleeing unit and charge into the newly revealed enemy unit provided I have enough movement to perform both actions?

No. First, remember that you do not declare whether or not you will be redirecting a charge until after the fleeing unit has completed its movement. At that point, you must make a decision on whether or not you wish to chase the fleeing unit or redirect into the newly revealed enemy unit. It is critical to follow this order as in some cases the fleeing unit may not flee very far, and actually prevent the second enemy unit from being revealed as a target.

Source: Rulebook page 53 / Warhammer Chronicles 2004 page 112 / Direwolf FAQ Council Interpretation

How do you determine if a defending unit is ineligible to perform a stand and shoot reaction?

To determine if a unit can perform a stand and shoot reaction, you must calculate the actual charge movement expended (taking into account wheels, difficult terrain, etc.) by the charging unit(s). If one or more charging units can expend half or less of its charge movement to complete the charge, then the defending unit may not stand and shoot.

Source: Rulebook pages 45, 46, 61 / Anthony Reynolds - Warhammer Design Team / Direwolf FAQ Council Interpretation

If a unit fails a charge against a defending unit that has chosen stand and shoot as a charge reaction, does the defending unit still get to stand and shoot?

Yes, as long as the failed charge brings the charging unit into range
of the defender's missile weapons.

Source: Gav Thorpe - Warhammer Design Team / Direwolf FAQ Council Interpretation

If a character joins a war machine and has a missile weapon, can he stand & shoot with that weapon?

Unless specifically acting as crew (ie, an Engineer who used his ability the previous turn) a character who joins a war machine unit is not considered crew and so may stand & shoot.

Source: Warhammer Chronicles 2004 page 114

What happens when the monstrous mount of a rider is killed by a stand and shoot reaction prior to the monstrous mount beginning its charge move? Does the rider continue to attempt the charge?

In cases where the stand and shoot is resolved before the charger moves, the rider will be on foot before the model starting moving. In this situation, the rider should attempt to complete the charge using his own charge move.

Source: Rulebook pages 52, 53 / Direwolf FAQ Council Interpretation

What happens when the monstrous mount of a rider is killed by a stand and shoot during its charge move? Can the rider continue to attempt the charge?

In cases where the stand and shoot is resolved after the charger has started moving (which only happens if the charger starts out of range of the defending unit's missile weapons) the charge fails automatically at the point the monstrous mount was killed.

Source: Rulebook pages 52, 53 / Direwolf FAQ Council Interpretation

What happens when the chariot a character is riding in is destroyed by a stand and shoot reaction prior to the chariot beginning its charge move? Does the character continue to attempt the charge?

In cases where the stand and shoot is resolved before the charger moves, the character will be on foot before the model starting moving. In this situation, the character is allowed to be placed anywhere within 2" of the destroyed chariot and he should attempt to complete the charge using his own charge move.

Source: Rulebook pages 52, 53, 127 / Direwolf FAQ Council Interpretation

What happens when the chariot a character is riding is destroyed by a stand and shoot during its charge move? Can the character continue to attempt the charge?

In cases where the stand and shoot is resolved after the charger has started moving (which only happens if the charger starts out of range of the defending unit's missile weapons) the charge fails automatically and the character is placed anywhere within 2" of the destroyed chariot.

Source: Rulebook pages 52, 53, 127 / Direwolf FAQ Council Interpretation

If a character is in a unit that flees, he flees with the unit. If the unit is below 25% of its original size, it cannot rally - character included. However, what happens if the character is the only model left in the unit? Is he still part of that unit if he breaks and flees? Can he then not rally, since his "unit" is below 25% of its original size?

If the character is the only one left, the unit has been destroyed and therefore the character is no longer a part of it. Since the character is above 25% of their own starting size they will always be able to rally.

Source: July 2002 Q&A Update on the Warhammer Chronicles website

When a unit that utilizes random compulsory movement (e.g. Chaos Spawn, Snotling Pumpwagon, etc.) pursues another unit off the board, and returns in its next compulsory move phase, can its move that turn take it into contact with the enemy?

Yes. As units that utilize random compulsory movement do not declare charges, they are not restricted from coming into contact with an enemy unit on the turn they return to the table.

Source: Rulebook page 76

In the Appendix Six (Rules Commentary) guidance covering charges involving multiple charging units, it indicates that the player moving the charging units must divide evenly the frontage of the target unit between the charging units and shows examples of how to resolve this using ranked units. When one or more of the charging units is a single model (such as a chariot, giant, lone character, etc.) does the rule on page 268 about equally dividing the frontage of the target unit between the charging units still apply?

Yes, the rule about splitting the frontage of the target unit still applies. The Appendix Six (Rules Commentary) guidance does not provide an exception for single models. The maximize chargers rule found on page 52 of the Rulebook is still applied, however it is simply applied to the portion of the target unit each charging unit has been allocated. Note that resolving the alignment of the combatants in this manner has the important benefit of reducing clipping situations.

Source: Rulebook page 268 / Direwolf FAQ Council Interpretation

During the move chargers step of the movement phase, if a charging unit catches an enemy unit which just fled from their charge (thus destroying the fleeing unit) and the charging unit's full charge move would move it into contact with an additional enemy unit, does this count as pursuit into fresh enemy? Or is the charging unit forced to stop 1" away from the additional enemy unit as a charge (or redirected charge) was not declared against it?

The rules do not allow us to come into contact with an enemy unit during the Move Charges step of the movement phase unless A) valid charge or re-directed charge was declared against the enemy unit we wish to contact or B) the unit was "drawn-in" to the combat per the rules covering multiple targets in Appendix Six of the main rulebook. Therefore, in the example above, the charging unit is forced to stop 1" away from the additional enemy unit.

Source: Rulebook pages 55, 267 / Direwolf FAQ Council Interpretation

If an unengaged unit classified as "Moves as a Monster" in the Single Models Movement Chart is charged in the Flank or Rear does it have the ability to turn and face the chargers?

No. The updates in Warhammer Chronicles replaced the wording on pages 54 and 55 of the rulebook in regards to flank and rear charges involving single models. Anything larger than a man sized character on foot now has a clear front/flank/rear for combat purposes and his opponent will get the flank / rear bonuses if the model is charged in the flank / rear.

Source: Gav Thorpe - Warhammer Design Team / Warhammer Chronicles 2004 page 114

Single Models that move "As Monsters" or "As Skirmishers" are described as "no need to turn or wheel" and can "pivot on the spot with no penalty". Does this mean these models can zig zag or otherwise change direction several times while charging?

No. When charging, move single models exactly like other units, except instead of the single wheel allowed, the model may be rotated once in place for no movement penalty. In other words, single models can only change direction once when charging.

Source: Warhammer Chronicles 2004 page 114 / Direwolf FAQ Council Interpretation

Can you change the position of a character within a ranked up unit in the movement phase?

As long as you're not charging, you can change the position of a character, though he must still remain in the front rank if possible (except for Skaven...).

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

When a unit that pursued another unit off the board returns, do you place the entire unit back on the table and then move it, or do you expend movement to move it back onto the table?

I always play it that the unit has to physically move on to the table, as if its front rank started the phase touching the outside edge of the board. This isn't directly supported in the rules, but is the intent.

Source: Gav Thorpe - Warhammer Design Team

If a unit has pursued another unit off the board, when in its following movement phase does it arrive back on the battlefield?

It arrives back on the battlefield when it would normally move. So, most units would arrive back on the battlefield in the Remaining Moves phase (as they cannot charge). Units like Spawn of Chaos will arrive back in the Compulsory Moves phase (otherwise they would never actually get back onto the table!)

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

If a ranked unit that somehow didn't have enough movement to get its entire formation back onto the table (i.e. Dwarfs in difficult terrain) should we just "fudge" it and let them come back on the table?

Correct! This also happens to deep infantry units, with enemy units close by that stop marching.

Source: Gav Thorpe - Warhammer Design Team

A unit that pursued another unit off the board is said to arrive back in the same place that it left the board. What happens if your opponent has placed a unit in that place?

Move the unit back on as close to the position it left as possible.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

Shooting

If a character is further away than a friendly unit in combat, can they be targeted with shooting?

A character can be picked out if they are the closest 'target'. Target means a unit that the shooting models are allowed to shoot at, and so would not normally include units in combat, and certainly doesn't include units that are out of line of sight. Of course, this can make things difficult for Skaven, but that's what happens when you give a rat a machine-gun.

Source: Warhammer Chronicles 2004 page 112

Can models behind the first rank see large targets and shoot at them?

Yes they can.

Source: Warhammer Chronicles 2004 page 112

The clarification on targeting characters mounted on monsters has caused a few problems. So, when does a monster count as being bigger than cavalry? For example, the Empire Pegasus comes with a 40mm base, but a Wood Elf Unicorn has a cavalry base.

In general the rules for which base size a model has is simple - the one that it comes with! Yes, some difficulty arises because over the years monsters have been mounted on a variety of base sizes. As we go through the Armies books and miniatures range, all monsters will eventually be packaged with 40mm or 50mm bases. Any mount with more than 1 Wound is a monster (or a larger than man-sized single model such as a Doombull) and is treated as being larger than cavalry for the purposes of targeting. Anything that is a 'large target' is bigger than anything else, including other monsters. If you have monsters on cavalry bases to fit with your units, we suggest you mount them on 50mm bases (like Daemonic Mounts and Tyrion's Malhandir). This helps the unit rank up more easily. If they are normally fielded as independent models, such as a Pegasus, a 40mm base is fine. Except for the fact that a 50mm base will contact more models in combat, models on 40mm and 50mm bases are treated as the same size unless they are a large target.

Source: Warhammer Chronicles 2004 page 112

For purposes of targeting characters, are Models on 20mm and 25mm square bases treated as the same size?

Yes. Both base sizes are used for characters considered to be roughly man sized and on foot and are treated as the same size for purposes of targeting.

Source: Warhammer Chronicles 2004 page 114 / Direwolf FAQ Council Interpretation

Can single models that are smaller than the unit they are adjacent to (e.g. a single character on foot adjacent to a unit of 5+ cavalry models) claim the "proximity" rule and thus be protected from standard shooting attacks?

Yes. A character in close proximity to a rank and file unit of 5+ models can only be singled out if he is larger. Note that the only current specific exemptions to the "proximity" rule discuss a larger model.

Source: Rulebook pages 97, 98 / Direwolf FAQ Council Interpretation

If a character model joins a unit of 5+ rank and file models of a larger size (e.g. an Orc Big Boss joining a unit of 7 Trolls) can he be picked out as a target for standard shooting attacks or is he "protected"?

He is protected. There are no rules that state that the rank and file models providing the "protection" can't be larger.

Source: Rulebook pages 97, 98 / Direwolf FAQ Council Interpretation

Can models outside the range of missiles (mundane or magical) be killed?

Yes. In Warhammer, the targeting and the removal of casualties is done on a unit basis rather than on an individual model basis as in other game systems. This means that as long as one model in a target unit is within range of the firing/casting models, then the entire target unit is subject to being killed. Note however that it is the owning player who removes casualties from his units. Casualties are removed from the back ranks of ranked units, and as the owning player wishes in regards to skirmishing units. This means that the owning player may remove casualties from the back of skirmishing units in order to preserve those models that are closest to the enemy.

Source: Rulebook pages 58, 65

With "Multiple Shots" missile weapons that have three (or more) multiple shots, do you simply apply a -1 to hit modifier to each of the shots, or is the -1 modifier cumulative (e.g. -1 for the second shot, -2 for the third shot, etc.)?

Simply apply a -1 modifier to each of the shots. No specific mention or example of the penalty being cumulative exists.

Source: Rulebook page 90 / Direwolf FAQ Council Interpretation

Can a non-deviating template such as dragon breath target an enemy unit engaged in close combat, if the template can be positioned to not hit the friendly unit?

No, you can't target an enemy unit engaged in hand-to-hand combat (except for special rules like Skaven).

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

Fleeing units move in a disorganised mass ignoring obstacles/terrain. They seem to follow all the rules of skirmishers. Does this mean that like skirmishers, shooting at them is at -1 to hit?

No. They don't really follow any of the rules of skirmishers, they merely ignore terrain while they are running frantically (and randomly)!

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

If shooting a bolt thrower at a fleeing unit will I have the possibility to penetrate ranks? They move in a loose formation so how should I determine which zone the bolt thrower is shooting in?

A bolt thrower shooting at a fleeing unit will only ever hit one model.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

When shooting a Bolt Thrower at a unit of skirmishers, can you hit more than one skirmisher model?

No. Skirmishers do not form into ranks outside of close combat and thus the maximum amount of models that can be hit by a Bolt Thrower is one. Note that a skirmish unit is required to adopt the loose skirmish formation as soon as combat ends.

Source: Rulebook pages 116, 124

A skirmishing unit with two models outside of the woods, and the rest in the woods are shot at by a unit of archers. Does the skirmishing unit count as being in soft cover?

No. Having part of your unit out of cover is like being a little bit pregnant. Either you're completely in cover or you're not. If the unit shooting has line of sight to any models that aren't in cover, the unit being shot at can be targeted without the cover penalty. The same answer would apply if the situation involved a ranked unit with the front rank outside of the woods and the remainder of the unit inside of the woods.

Source: Rulebook page 62 / Direwolf FAQ Council Interpretation

In a situation where a character with a missile weapon is riding a creature with a shooting attack, such as a breath weapon, may the rider and mount pick different targets or must they shoot at the same target?

In general, the normal rules for shooting apply. If there is a unit which can be reached by the shooting attack with the shortest range, the model cannot Divide Shots. Otherwise (i.e., no unit can be reached by both shooting attacks) the Divide Shots rule applies and the shooting attacks can choose different targets. Note that if the only target within range of the breath weapon and the missile weapon is a single model, the Divide Shots rule also applies and the shooting attacks can choose different targets.

Source: Rulebook pages 61,114 / Direwolf FAQ Council Interpretation

Close Combat

When exactly do you calculate the various Combat Resolution modifiers?

The only Combat Resolution modifier which is calculated at the beginning of each round of combat is rank bonus. All other modifiers are calculated at the end of each round of combat.

Source: Gav Thorpe - Warhammer Design Team

If a unit charges into the rear/flank of an enemy, but in the ensuing Close Combat phase is reduced down to a Unit Strength less than 5, does it still cancel ranks? And can it still gain the flank/rear bonus?

Rank bonus is claimed and calculated at the beginning of the Close Combat phase, so the rank bonus is nullified this turn. The flank/rear bonus is calculated at the end of the Close Combat phase, so the attacking unit can't claim it since it has been reduced to Unit Strength less than 5.

Source: Warhammer Chronicles 2004 page 112

Is the combat results example in Fig. 3 on page 72 of the Rulebook incorrect?

Yes, the example is wrong because the Empire should no longer gain a flank bonus.

Source: Gav Thorpe - Warhammer Design Team

Can a unit lap around to its flank?

Yes, as long as it has unengaged ranks or files.

Source: Warhammer Chronicles 2004 page 112

Can a unit engaged in the flank/rear turn to face its attackers in subsequent rounds of combat?

No. In the Redress the Ranks section on page 76 it states "...affords victors the chance to adjust their formation by expanding their frontage or lapping around." No mention of turning to face the attackers is made. Once your unit is hit in the flank or rear, your unit's facing is stuck until the combat is over.

Source: Rulebook page 76

Who strikes first when two units are charging? For example, if when you pursue into fresh combat and then in the enemy's turn the pursuing unit is charged.

They strike in charging order (see page 16 of the Warhammer Annual 2002 for a fuller explanation). View online.

Source: Warhammer Annual 2002 page 16 / Warhammer Chronicles 2004 page 112

Can a unit consisting of one rank "lap around" the enemy with unengaged models if it wins a round of close combat? Can a ranked unit "lap around" to its flank?

Yes to both. See the White Dwarf article "A Commentary on the Finer Points of Lapping Round" for more detail.

Source: Rulebook page 77 / US White Dwarf #283 pages 22-25 / UK White Dwarf #283 pages 74-77

If a unit engaged in close combat has lapped around its enemy, where are its casualties removed from?

From the back of the unit, not from those models lapping around - unless of course there are no models in the back rank!

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

Does a unit that has lapped around the enemy, need to have models with a Unit Strength of 5+ lapped around in order to earn the flank or rear bonus?

No. You can lap around with a single Unit Strength 1 model to the flank (or rear) of the enemy and still earn the flank (or rear) bonus. It is the Unit Strength of the entire unit that is required to be 5+ to earn the bonus, not the models lapping around.

Source: Rulebook pages 77, 78

If my unit is engaged to the front of an enemy unit, can I negate the enemy unit's rank bonus by lapping around?

No. Lapping around does not negate the enemy's rank bonus.

Source: Rulebook pages 77, 78

If a unit chooses to expand frontage during combat is this considered to be a true formation change, or does the unit revert to its pre-combat formation at the end of the combat?

This is considered to be a true formation change.

Source: Rulebook page 77 / Gav Thorpe - Warhammer Design Team

I have two units attacking two enemy units all embroiled in a single combat. During the combat one of my units wiped out the only enemy unit which it was in base to base contact with. Does my unit still count as being in combat, or is it free to act independently in subsequent turns?

All units involved in a combat are subject to combat resolution and resulting Break tests. However, if a unit is no longer in contact with the enemy due to the elimination of the only enemy unit it was in contact with, it does not count as being in combat in subsequent turns and thus can charge, shoot, be shot at, and so on.

Source: US White Dwarf #283 page 24 / UK White Dwarf #283 page 76

I have two units attacking one enemy unit, one from the front and the other on the flank. Due to casualties being removed, the enemy unit now only has models in contact with the front' unit. Has this legally brought my flanking unit out of combat and thus allows it to make an overrun move?

No, there are still models remaining in the unit it is engaged in combat with. In this case, the easiest thing to do is 'fudge it' slightly - just slide the flanking unit across a little so that it is in contact with at least one enemy.

Source: Warhammer Chronicles 2004 page 112

In a situation where one side is completely wiped out in a combat, do you still have to determine the combat's result?

No! If one side is completely wiped out, the other side has won with no need for a Break Test.

Source: Rulebook page 71

How do you work out close combat attacks that do multiple wounds against units of creatures with multiple Wounds (such as Trolls, Ogres or Fellbats)?

When fighting rank and file troops with more than one Wound, use the same procedure you would for normal troops. Roll to hit, roll to wound, make saves. After this, roll for each wounding hit to see how many actual wounds are inflicted by the weapon. The maximum number of wounds per hit is the number of Wounds the enemy models have. For example, if you have a magic sword that does D3 wounds and are fighting Fellbats (which have 2 Wounds each), you would have to count results of 3 as 2 wounds inflicted. Once the total number of wounds have been rolled, add them all up and remove whole models as normal. To continue the previous example, if you did 1, 2 and 2 wounds from three hits, this is 5 wounds and so you remove two Fellbats and one Fellbat has a single wound remaining.

Source: Warhammer Chronicles 2004 page 112

How do you kill a Champion in close combat?

To kill a Champion in close combat, the enemy must generally specifically allocate attacks at the Champion. Unless specifically noted otherwise (as in the case of the Champion in a Tomb Kings Light Chariot unit), if no attacks are allocated at the Champion, the Champion will still be killed if enough wounds to kill all rank and file members of the unit are inflicted. While Champions may have differing weapon skills, abilities, and in some instances carry magic items, they are still considered to be rank and file members of the unit.

Source: Rulebook page 109 / Warhammer Chronicles 2004 page 113

If you didn't allocate any attacks in close combat at an enemy Champion but cause enough wounds to kill the enemy's front rank, do you remove the enemy Champion?

No.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

If attacks allocated on the Champion cause more unsaved wounds than the Champion has on his profile, are the excess unsaved wounds lost?

In a non-challenge situation the excess unsaved wounds are lost. Per the Warhammer Rulebook Errata excess unsaved wounds on a Champion no longer carry over onto the rank & file. Note however that in a challenge situation, the enemy can score up to +5 overkill points over the Champion's wounds characteristic.

Source: Rulebook pages 99, 109 / Warhammer Chronicles 2004 page 121

Can Champions be moved into a fighting position in the same way as a character can, as described on p.97 of the Warhammer rulebook?

No, they cannot. Champions remain part of the command group at the centre of the front rank of their unit.

Source: Warhammer Chronicles 2004 page 113

If attacks allocated on the rank and file cause more unsaved wounds than there are rank and file members of the unit, do the excess wounds carryover onto a character attached to the unit?

No. If attacks are allocated against ordinary troops, then any excess wounds caused by those attacks are not carried over onto enemy characters fighting alongside them.

Source: Rulebook page 98 / Direwolf FAQ Council Interpretation

Does a Standard Bearer/Battle Standard Bearer have to be alive at the end of the combat round to contribute the +1 to combat resolution and/or combat resolution effects of a magic banner?

Yes. The Standard Bearer/Battle Standard Bearer must be alive at the end of the combat to provide the +1 CR and/or the combat resolution effects of a magic banner he/she was carrying. This includes banners that increase rank bonuses or negate rank bonuses.

Source: Rulebook pages 71, 78 / Warhammer Chronicles 2004 page 120

If a unit has only it's command group left, and removes the Standard Bearer, does that deny the enemy from collecting victory points for the standard?

If the Standard Bearer is removed as a casualty, then the enemy will only get the victory points for capturing it if the unit is destroyed completely in the same round of combat, or the unit flees and is pursued in that same round of combat.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

In the rules for removing rank bonus it states that "This bonus is lost if the unit is charged in the flank or rear by an enemy with a Unit Strength of 5 or more." This leads to the following question: Will an Undead unit that is currently less than Unit Strength 5 at the time it charges the enemy and is subsequently raised to Unit Strength 5+ remove the enemy's rank bonus at the start of the first round of close combat at which the Unit Strength 5+ status has been reached?

With a strict interpretation of the rule (and therefore the one that keeps it closest to the basic rules), the unit has not been "charged" by an enemy with Unit Strength 5 or more, and therefore has not been disrupted enough to lose its rank bonus. However, you will still get flank and rear bonuses as normal.

Source: Rulebook page 73 / Gav Thorpe - Warhammer Design Team

Have there been any articles written which provide additional guidance on how to move fleeing and pursuing units?

Source: Warhammer Annual 2002 pages 10-12

What happens when a unit making a pursuit move hits a unit which is already fleeing from another combat?

If a pursuing unit would move into a fleeing unit, the unit will make another flee move and will either get away or be wiped out if it can't outdistance its foe.

Source: Rulebook page 75 / Warhammer Annual 2002 page 16

If you break two enemy units, you can only pursue one of them. What if your pursuit move brings you into contact with the fleeing unit that you didn't pursue?

The pursuing unit will go around that unit if at all possible. This may involve an amount of "fudging" of both units (perhaps to make this happen, you could push the fleeing unit slightly to the side so that the pursuers can get past them, for example). If utterly impossible, as a last resort, halt the pursuers 1" away from the fleeing unit (remembering that they still catch and kill the other unit if they rolled higher than its flee roll, regardless of how far they actually move).

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

Can a unit make an overrun move if it is charged and wipes out the chargers?

Yes, any unit that wipes out its enemy in the first round of combat may make an overrun move.

Source: July 2002 Q&A Update on the Warhammer Chronicles website

What happens when a unit making an overrun move hits a unit which is already fleeing?

If a unit performing an overrun would move into a fleeing unit, the unit will make another flee move and will either get away or be wiped out if it can't outdistance its foe.

Source: Rulebook page 75 / Warhammer Annual 2002 page 16

Psychology

Is a Break Test a type of psychology test?

No. Break tests are leadership tests but are not one of the defined psychology tests per the Psychology section of the Rulebook. Therefore, units with the ability to re-roll failed psychology tests may not re-roll failed break tests and items which allow the re-roll of failed break tests do not allow the re-roll of failed psychology tests.

Source: Rulebook pages 74, 80

Is a rally test a type of psychology test?

No. Rally tests are leadership tests but are not one of the defined psychology tests per the Psychology section of the Rulebook. Units with the ability to re-roll failed psychology tests therefore may not re-roll a failed rally test.

Source: Rulebook pages 75, 80

How does psychology work with monster mounts (and chariots) and their character riders? Does the rider's psychology take precedence?

The character's psychology takes precedence. So, if the character is Immune to Psychology, the entire model is Immune to Psychology. Also, if a character rider is frenzied, then it must always charge (using the movement of the monster). However, there are some exceptions to this. These exceptions are: Fear, Terror, Stupidity and Frenzy. A Fear or Terror causing monster (or chariot) passes on immunity to fear/terror to its rider. If the monster (or chariot) suffers from Stupidity, or is subject to Frenzy, then these are out of the control of the rider, and the entire model may suffer from it. In all other cases, the entire model uses the character rider's psychology. Further Direwolf FAQ Council clarification: In these cases where the mount's Stupidity or Frenzy affects the rider, it is the movement effects, not the close combat effects.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum) / Direwolf FAQ Council

When a unit sustains 25% or more casualties from friendly fire (e.g. mortar scattering, Skaven Life is Cheap fire) does the unit have to take a Panic check at the end of the phase?

That would come under "voluntary tests". By the strict letter of the rules, only casualties in the enemy magic and shooting phases apply. However, as well known, friendly fire isn't friendly at all, and I would probably take a panic test if one of my units suffered self-inflicted casualties in this way.

Source: Gav Thorpe - Warhammer Design Team

When a war machine unit, Skaven Weapons Team, wizard, etc. destroys itself via a misfire, malfunction, miscast, etc. do friendly units within 4" have to take a Panic check at the end of the phase?

No test required. The panic test for friends destroyed is very specific about enemy magic and shooting again. In this case, most soldiers are just waiting for the wizard's head to explode or the whirly-gun of doom to blow itself up. They're pretty used to this type of behaviour.

Source: Gav Thorpe - Warhammer Design Team

Is the panic test for a nearby friendly unit breaking from combat contingent upon the relative sizes of the broken unit and the unit that might have to test?

No. Even single models with less than five wounds on their original profile that break in combat force nearby friendly units to take panic tests.

Source: Rulebook page 80

If a friendly single model with less than 5 wounds on its original profile is destroyed by missile fire or magic, does it cause a panic test for friendly units within 4"? Do single models with less than 5 wounds on their original profile cause panic tests in any situations?

In the Warhammer Chronicles Errata section, the wording on page 81 of the Rulebook was changed to exclude single models with less than 5 wounds on their original profile from causing Panic tests when destroyed by missile fire or magic. Such models also do not cause panic tests if they are destroyed in close combat. Note however that such models DO cause panic tests in friendly units within 6" if they break from close combat and if they are fleeing and have higher unit strength than friendly units within 4" at the start of a turn.

Source: Warhammer Chronicles 2004 page 125 / Rulebook pages 80, 81

If a unit has only one model left in the turn that it is destroyed in combat, does a friendly unit nearby have to make a Panic test (ie, does the last model remaining in the unit count as being a single model)?

This is determined at the start of each phase if it's a single model at that point, then its destruction won't cause panic.

Source: Warhammer Chronicles 2004 page 113

Concerning panic from flank and rear charges, the rules say that you use the Unit Strength (five or more) to require the check, but then say at the end that no test is required if the charging unit numbers less than five models.

Delete the last sentence. Unit Strength 5 is the only requirement needed to determine whether a test is required.

Source: Warhammer Chronicles 2004 page 113

Do failed panic tests "cascade"? That is, does a unit failing a panic test force nearby friendly units to take a panic test (as failing a break test does)?

No. Panic does not cascade. If, in the player's subsequent turn, the unit that panicked is still fleeing and is close enough to friendly units to force them to take a panic check, one must be taken. None of the listed cases for taking a panic test is based on another friendly unit failing a panic test.

Source: Rulebook pages 80, 81.

When do you resolve Fear tests for an enemy charging a unit that wishes to stand & shoot?

Use the following procedure: The fear-causing unit declares a charge. The charged unit says 'I'd like to stand and shoot.' Check to see if the charging unit is in range. If it is then the defenders must take a Fear test. If they fail their test and are outnumbered, they will flee as normal, replacing their stand & shoot charge reaction. If for any reason they do not flee, then the charged unit may stand & shoot as normal.

Source: Warhammer Chronicles 2004 page 113

How do you resolve situations where a single model causing fear is in the front rank of a unit that does not cause fear?

If a single model (e.g. a character) that causes fear is in a unit that doesn't cause fear then any tests or effects that the fear causes is only applied to that character, not the entire unit he is with. For example, a unit would have to take a fear test if a unit with a single fear causing model in it charges them. However if that test is failed then the unit only flees if the fear causing character by itself has a higher Unit Strength than the unit being charged. If the test is failed and the unit requires 6's to hit, then it is only 6's to hit the single fear causing model, not the rest of the unit he is with. In an instance where a unit declares a charge against an enemy unit with a single fear causing model and the unit declaring the charge will come into contact with the single fear causing model, then the unit declaring the charge must also take a fear test and, if the fear test is failed, the unit will not charge.

Source: Rulebook page 81

For purposes of determining if fear causing units outnumber their foes to force an auto-break situation, do you determine it by the largest fear causing unit engaged in the combat or do you use the total Unit Strength of the fear causing units and compare it to the defender's combined Unit Strength?

Neither. If a unit is outnumbered by fear-causing enemies, then it automatically breaks. Operative word is unit, not side, so it is worked out on its Unit Strength versus total Unit Strength of fear- causing enemies it is actually fighting (i.e. in base to base contact with), in the same way that break test are rolled for individually rather than per side.

Source: Rulebook page 81 / Gav Thorpe - Warhammer Design Team

Does placing a fear (or terror) causing character in a unit actually make the unit immune to fear (or terror)? The Fear / Terror liability section on page 82 of the Rulebook states "Obviously a large monster is less likely to suffer from fear or terror itself. There is not way a huge Dragon is going to be scared of a Troll for example. These special liabilities also apply to any rider of a large monster (or steed) too, so a Dragon rider wouldn't be afraid of a creature that would frighten him on foot. They also apply to units that are accompanied by fear or terror causing creatures, a skink unit with a Kroxigor would be immune to fear for example." Does the last sentence only applied to mixed units such as Rat Ogres & Packmasters, War Hydras & Apprentices, etc., or does it apply to characters as well?

The way I would see it most easily solved is to say that the example quoted on page 82 refers only to mixed units including some models in the unit causing fear, others not - and that it does not refer to characters at all. This would mean a fear causing character does not make a unit immune to fear - and it does say on page 100: "if a unit of troops panics, or is forced to flee because of a Fear of Terror test, then any character who is part of the unit must also flee even if he is immune to panic, fear, or terror."

Source: Anthony Reynolds - Warhammer Design Team

Concerning the Fear test, what if your Unit Strength is equal to the enemy's when you fail the test?

Change 'higher' to 'equal to or higher' in the section on being charged by a fear-causing enemy

Source: Warhammer Chronicles 2004 page 113

If charged by more than one fear-causing unit, do you test once per unit, or once only and add up the total number of charging models?

Test once per unit, as each is found to be in range.

Source: Warhammer Chronicles 2004 page 113

Say Shadowblade, or some other Assassin, is in a unit that is charged by a fear-causing creature. The unit fails its Fear test and requires 6s to hit. Does the Assassin also require 6s to hit or do vou make a separate test on his own, probably higher, Leadership? In other words, the Assassin cannot pass on his Leadership to the unit but does the unit in effect bass on its Leadership to him?

If, for some reason, a character does not pass their Ld on to a unit they have joined, then they may make separate Ld tests. Note that in most circumstances this would not make a difference if the unit flees (from terror or panic, for example), the character has to flee with them. regardless of its own Ld value.

Source: Warhammer Chronicles 2004 page 113

Is there a limit to the amount of Terror tests a unit is forced to take?

Yes, each unit is only forced to take one Terror test per BATTLE. After taking the first Terror test, units treat Terror causing units as causing Fear.

Source: Rulebook page 81

What happens if a stupid unit wanders off the board?

It counts as having fled the table, and thus the enemy gets the victory points.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

Can a unit suffering from stupidity elect to flee?

No.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

If a character that is suffering stupidity is part of a unit that is not stupid, does the character force the unit to stumble forwards, or does he leave the unit, allowing the unit to operate as normal?

The entire unit stumbles forward at half the character's movement value or the unit's base movement value, whichever is lower.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

Does a frenzied unit have to charge through a Goblin Fanatic, or is it allowed to stop like other units?

The frenzied unit must complete its charge, even if this takes it through a Fanatic.

Source: Warhammer Chronicles 2004 page 113

When exactly do you move frenzied units?

Follow this sequence: 1) Declare normal charges; 2) Measure to see if frenzied units must charge, declare charges for those that have to; 3) Move chargers; 4) Move frenzied chargers.

Source: Gav Thorpe - Warhammer Design Team

Are the target units of forced frenzied charges allowed charge reactions as normal?

Yes, forced frenzied charges are treated as normal charges in regards to charge reactions. See the Q&A above for the proper sequence of executing frenzied charges.

Source: Direwolf FAQ Council Interpretation

Would a frenzied unit which lost a combat, auto-break from a outnumbering fear causing enemy in the same round?

First, Frenzied units that lose combat always take break tests, just like any other unit. Second, the break test isn't to see if you are defeated. If you have to take a break test you are already defeated, that's what losing the combat resolution means. So regardless of the outcome of a break test, a frenzied unit has already lost its frenzy, just by having to take one. An outnumbering fear causing enemy will therefore normally break a formerly frenzied unit, as the state of frenzy is lost prior to having to take a break test.

Source: Rulebook pages 71, 84

Situation: Unit A is hates the enemy and is engaged in combat with enemy unit B. The combat between Units A and B ends up a draw, and in the following turn Unit A is then charged in the flank by enemy Unit C (which unit A also hates). Will the previously unengaged models in unit A get to utilize the first round of combat re-rolls vs. Unit C?

No, only unit C counts as in "first round of combat" in the situation above. All models in a unit fight together and unit A is no longer in "first round of combat" since it was fighting unit B in a previous turn.

Source: Rulebook pages 67, 84 / Direwolf FAQ Council Interpretation

Can a unit be frenzied while fleeing (with the use of spells)?

No. If for some reason they should still be affected by frenzy, they regain it as soon as they rally.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

In a situation where a character that is immune to psychology, frenzied, or unbreakable is attached to a unit that suffers from psychology (e.g. A Chaos Exhalted Champion with the Mark of Slaanesh attached to a unit of Marauders) can the unit voluntarily declare "flee" as the charge reaction, or must the unit hold due to the presence of the character?

The unit may voluntarily declare "flee" as a charge reaction. It is the unit which declares the charge reaction (and not the character) and the immunity to psychology of the character does not transfer to the unit. Also, if they didn't choose to flee but were forced to, the character would be dragged along anyway.

Source: Gav Thorpe - Warhammer Design Team

Weapons (and Equipment)

Are all units equipped with hand weapons, even if their profile does not specifically state "hand weapons"?

All models are considered to have hand weapons, unless it is specifically noted otherwise (e.g. the unit's entry would have to state that the unit is not armed with hand weapons, or only armed with claws, etc.)

Source: Rulebook page 91 / Warhammer Chronicles 2004 page 121

Is there any special order (attacker first?) in which players declare what weapon the unit uses? Example: The charger declares to use great weapons and then the defender can decide to use spear or hand weapon and shield.

Not really, it doesn't really come up that much. If there is any dispute, I'd say the chargers must declare first.

Source: Warhammer Chronicles 2004 page 112

Strictly speaking, there is no reference as to striking order for two great weapon-armed non- charging units. The answer seems obvious (Initiative order) but could be argued (some people say it depends on who won the previous combat round).

It follows normal combat rules: they will strike in Initiative order. If they both have the same Initiative, then the winner of the previous round's combat strikes first. As a last resort, roll a dice, as there are never simultaneous attacks in Warhammer.

Source: Warhammer Chronicles 2004 page 113

Can a unit Champion involved in a challenge use a different equipment option than his unit? Like a Greatbeard uses Handweapon and Shield while the rest of the Longbeards in combat use their Great Weapons.

Only if the Champion is armed with different weapons than the rest of the unit. If he is armed exactly the same as the rest of the unit, then both the Champion and the unit must use the same weapon combinations.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

When using a pistol in close combat does a model roll to hit using his Ballistic Skill?

No. When using a pistol in close combat a model rolls to hit using the comparative Weapon Skill of him and his foe.

Source: Rulebook pages 69, 91

In the first round of close combat after a Stand and Shoot reaction does a model armed with a pistol receive an Armour Piercing Attack?

Yes. The pistol rules clearly state that a model armed with a pistol receives an Armour Piercing Attack in the first round of close combat. No exceptions for Stand and Shoot reactions are listed.

Source: Rulebook page 91 / Direwolf FAQ Council Interpretation

Situation: Unit A is equipped with flails and is engaged in combat with enemy unit B. The combat between Units A and B ends up a draw, and in the following turn Unit A is then charged in the flank by enemy Unit C. Will the previously unengaged models in unit A get to utilize the first round of combat bonuses for flails against unit C?

No, only unit C counts as in "first round of combat" in the situation above. All models in a unit fight together and unit A is no longer in "first round of combat" since it was fighting unit B in a previous turn.

Source: Rulebook pages 67, 89 / Direwolf FAQ Council Interpretation

Characters

How do characters interact with units of differently sized models?

Unless otherwise forbidden by the rules (or in a Q&A), a character can always join a unit, regardless of their mount. A unit always moves at the speed of its slowest model, so if a character on foot joins a cavalry unit, they would move at the character's Movement rate. A character only gains "Look out, Sir!" if part of a unit of "similar sized models". The same applies to targeting characters within 5" of a unit. This does not change, whether they are actually within the unit or not. So a character on a horse can still be picked out if he joins a unit of infantry, for example. For these purposes, a character on a monster base (40mm or larger) counts as being bigger than normal cavalry. A character in a chariot cannot join a unit unless it is a chariot unit, and only a character in a chariot may join with another chariot or chariot unit. A character takes up the space of an equivalent number of rank and file models as their base fills. For example, a cavalry model would take up one space in the first rank and one space in the second rank of an infantry unit. These ranks still count as complete if four "spaces" wide or more, whether that space is filled with a rank and file model or a character. See the diagrams on page 113 of Warhammer Chronicles 2004 for examples. View online.

Source: Warhammer Chronicles 2004 page 113

There are shooting limitations at characters near units. Can they be freely charged, or do the same limitations apply?

They can be freely charged.

Source: Warhammer Chronicles 2004 page 113

If two characters are with a unit that captures an enemy standard, what happens to the captured banner if they are the only survivors?

They still have it (and still count as a unit of two models). If they decide to split up, you can choose which character retains the captured standard.

Source: Warhammer Chronicles 2004 page 113

Do Champions count as rank and file in counting the five models for the "Look Out, Sir!" and/or the "Shooting at Independent Characters" rules?

Except where noted, a Champion is treated as a rank and file model.

Source: Warhammer Chronicles 2004 page 113

If a character is in a unit with only one rank, can he refuse a challenge, as there are no rear ranks for him to be moved to?

If there is space in the single rank for him to be positioned where he cannot fight, he may refuse the challenge. If the entire rank is engaged, he cannot avoid the challenge, just as if he were on his own (the challenger hunts him down like the cowardly dog he is!).

Source: Warhammer Chronicles 2004 page 113

If a combat involves a single character, can the owning player ever refuse as challenge? What if there are other friendly units and characters involved in the same combat?

If there is a lone character involved in a combat (even a multiple combat where there are more characters involved), the owning player's side can never refuse a challenge.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

Can you can use the multiplying affect of multiple wound weapons to rack up a bunch of overkill on one wound Champions (or characters who are starting the combat round with one wound) in a challenge situation? To illustrate: In a challenge, can a Character with 3 Attacks on his profile and wielding a multiple wound weapon gain +6 combat resolution points from trashing a unit Champion with only one wound on his profile (or an enemy character starting the combat round with only one wound)?

Number of Wounds doesn't matter, because a character with 3 wounds reduced to one, or a Champion starting with one wound is all the same for purposes of multiple wound weapons in a challenge. When attacks are allocated (when excess wounds may be wasted, unlike attacks against rank and file) then each unsaved wound is multiplied. In this case, you can tear the Champion apart and get your +6 combat resolution (1 Wound plus up to 5 overkill), even though he has only one wound.

Source: Gav Thorpe - Warhammer Design Team / Warhammer Annual 2002 page 15

How do weapons/items that affect all models in base to base contact work when held by a character (or Champion) in a challenge?

The models engaged in the challenge are considered to be in single combat during the challenge and may not attack or be attacked by models outside of the challenge. Therefore the weapon / item only affects the opposing model in the challenge (and the bearer if it would normally affect him).

Source: Direwolf FAQ Council Interpretation / Rulebook page 99 / Tomb Kings Army Book page 36 (Destroyer of Eternities Description) / Storm of Chaos Slayer Army List (Skavenslayer Description)

Can a single model (e.g. Lord on a Dragon, Greater Daemon, etc.) engaged in an ongoing challenge be charged by another enemy unit?

Yes. Simply because a single model is engaged in a challenge and cannot be attacked by a model outside of a challenge, does not mean that it is impossible for an additional enemy unit to charge the single model. The enemy may wish to do this to add ranks, Unit Strength, the flanking bonus, etc. to the overall combat result.

Source: Rulebook page 99 / Direwolf FAQ Council Interpretation

Generals & Battle Standards

A Battle Standard can only be captured if the Battle Standard Bearer is killed in close combat, but will he still lose the standard if broken in combat?

A Battle Standard will not automatically drop the banner if it is broken in combat. However, if he is broken and subsequently run down, then it is captured.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

Can a Battle Standard Bearer take any standard, even those that can only be taken by specific units? For example, can an Orc Battle Standard take a "goblin only" banner (though the effects will only work if he joins a unit of goblins)? Or can an Icon Bearer take the Icon of Rakaph (which is Tomb Guard or skeleton warriors only)?

The restrictions apply to the bearer. So, an Orc Battle Standard cannot carry a Goblin only banner. However, an Icon Bearer can carry the Icon of Rakaph as he is effectively a Tomb Guard character.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

Monsters

After the rider or crew is killed, when do you take the monster reaction test?

If you are not in close combat then you take the monster reaction test at the end of the phase in which the rider or crew are killed. If you are involved in close combat the rules clearly state that the test is not taken until after the combat is entirely resolved. If the monster is victorious in the combat, then it states to take the test in the first turn when the monster would be free to move and act normally. If you lose a combat and flee, but are not caught by the enemy, the book is silent on when to take the test. If we use the timing of a victorious monster as a guide, then the test should be taken the first turn when the monster would be free to move and act normally. Therefore, in cases where the monster loses a combat and flees, take the monster reaction test at the beginning of the turn after it rallies.

Source: Rulebook page 105 / Direwolf FAQ Council Interpretation

If the monster reaction test is failed, when do you apply the results of the monster reaction chart?

It depends on which reaction you roll. Also remember that the monster only performs actions in the owning players turn. So for example if a result of 1-2 (monster runs away) is rolled then it will be applied in the owning player's compulsory movement phase. If a result of 3-4 (monster charges) is rolled then it will be applied at the declare charges step in the owning player's movement phase. If a result of 5-6 (shooting / guarding the body of its master) is rolled then it is applied immediately but will only come into play if the monster has a ranged attack or breath weapon and an enemy unit is within range during the owning player's shooting phases.

Source: Rulebook page 105

Can you use breath weapons when a unit march moves?

No.

Source: Warhammer Chronicles 2004 page 114

How do mixed units of monsters and handlers that are not defined as skirmishers (e.g. Dark Elf War Hydras) work?

These units do not count as skirmishers even though the models are not ranked up. When determining what the unit can charge, or for the purposes of flank/rear charges by enemy units, use 90 degree arcs centered on the monster itself. When the unit is in close combat, it forms up following the rules for skirmishers - ie those in range get into base-to-base contact, those our of range form up behind. The models in the unit move at their own Movement value as long as they remain within 1" of each other. Also note that any character allowed to join the unit counts as "riding" the monster for the purposes of any special rules they may have. For example, if a Dark Elf Beastmaster joins a War Hydra unit, then it does get to ignore Monster Reaction tests if all the "crew" are wiped out. View Monsters & Handlers.

Source: Warhammer Chronicles 2004 page 115

Flyers

Page 106 of the Rulebook under Flyers (First column 2nd para.) it defines and then says that flyers should be on square bases? Is this correct? If so what size?

Yes flyers should be on square bases. In the future, all flyers will also come with square bases of the appropriate size (generally 40mm for Fell Bats, Carrion, Terradons, Warhawk Riders, and other things with a wide wingspan).

Source: Rulebook page 106

How far do flyers move if they fail a charge?

They move their full 20".

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

Is a Great Eagle a flying skirmisher?

No. A Great Eagle is NOT classified as a "Unit of Flyers", and is therefore not a skirmisher. This means that a Great Eagle is classified as a monster per the "Unit Strength and Single Model's Movement" chart found in Warhammer Chronicles.

Source: Rulebook page 106 / Warhammer Chronicles 2004 page 114 / High Elves Army Book page 12

Special Rules

Can a character who is not Unbreakable himself, join an Unbreakable unit?

No. Unbreakable units cannot be joined by characters except those which are already Unbreakable.

Source: Warhammer Annual 2002 page 5

Is Killing Blow effective against "Units of Flyers" which consist of a flying mount and an approximately man-sized rider? What about against riderless cavalry models such as Bull Centaurs and Centigors?

If a model consists of both a rider that would be placed on a 20mm or 25mm square base if alone on foot and another creature, but the model cannot be separated into components (e.g. Standard Cavalry models, Pegasus Knights, Terradons, Warhawks, Daemonic Cavalry, etc.), then Killing Blow is effective vs. the model as a whole (excluding chariots). In cases where the model can exist as two (or more) separate parts and one (or more) of the components would be placed on a 20mm or 25mm square base if it was by itself on foot, Killing Blow is only effective vs. that component(s) of the model (e.g. a character in a chariot, a dragon rider, etc.). Bull Centaurs and Centigors can not be separated into a component which would be placed on a 20mm or 25mm square base (in addition to the fact that they are larger than approximately man-sized) and Killing Blow is therefore not effective against these models.

Source: Rulebook pages 112 and 113 / Anthony Reynolds - Warhammer Design Team / Direwolf FAQ Council Interpretation / Storm of Chaos Q&As found on the Games Workshop website and in the October 2004 issue of White Dwarf magazine.

Can a model regenerate if slain by a model with Killing Blow that rolls a 6 on its roll to wound?

You cannot regenerate a wound caused by a Killing Blow. Note that for the purpose of combat resolution, use the remaining wounds of a model slain by Killing Blow.

Source: Warhammer Chronicles 2004 page 114

Can a model with Regeneration suffer more wounds than are on its profile? In other words, if a Troll suffers 4 wounds, does it have to regenerate all 4 wounds, or only the 3 Wounds on its profile?

A model does not suffer more Wounds than it started with. The only time excess wounds have any importance is during a Challenge (see the Overkill rules below). As mentioned in a previous Q+A, an attack that does multiple wounds cannot inflict more wounds than the model struck has, and they do not carry over from model to model. For example, a ball from an Empire Great Cannon ploughs through a unit of Trolls, hitting and wounding three of them. Each suffers D6 wounds - let's say the rolls are 6, 5 and 2. Since no Troll can take more than 3 wounds (because if the wounds were carried over a Troll that wasn't bit could take damage, which would be odd), the number of wounds inflicted is actually 3, 3 and 2. On average that would be 4 wounds regenerated at the end of the phase, so one Troll is killed outright and the unit has one Wound carried over. Note that this does mean it is potentially tricky to kill the last model in the unit, as there is always a 50/50 chance of the model getting back up again, but I guess that's why they call it Regeneration. In challenges, this would normally mean no chance of Overkill wounds, although I would suspect that hacking apart a regenerating creature would have just as important an effect on morale as obliterating a non-regenerating one. So, to take this into account, if the model fails to regenerate, any excess wounds inflicted count towards Overkill as normal. Eg, a Strigoi Vampire Count with the Curse of the Revenant bloodline power is in a challenge and suffers 5 wounds after its Ward save (poor thing...). It only needs to make three Regeneration rolls (the number of Wounds it had at the start of the combat). However, if all three rolls are failed and the Vampire dies, the total 5 wounds inflicted count towards combat results.

Source: Warhammer Chronicles 2004 page 114

Skirmishers

Have there been any articles written which provide additional guidance on how to properly utilize skirmishers?

Source: Warhammer Annual 2002 pages 6-8

Have there been any major changes to the rules for skirmishers?

Yes, the published errata has five separate cut and paste changes for page 116 of the rulebook.

Source: Warhammer Chronicles 2004 pages 121, 123

How do skirmishing units form into rows (ranks) when charged by multiple units?

The charging player controls where the skirmishing unit forms into rows (ranks) as you move the charging units in the order in which the charges were declared. Per the updated text and diagrams covering skirmishers and charges found in the errata in Warhammer Chronicles, when the skirmishers are charged the charging unit is brought into base contact with the closest skirmisher model and then the charging unit is halted. The charging unit is not aligned against the skirmishing models. The skirmishers form up against the charging unit as explained in the skirmishing section of the Rulebook and the charging player then proceeds with further charges. Therefore, the first step is to move the first unit that declared a charge into contact with the skirmishing unit. The second step is for the skirmishing unit to form up with its front facing that unit. The third step is to attempt to move the remaining chargers into contact with the skirmishing unit. Note this may result in the skirmishing unit being hit in the flank or rear by the remaining chargers or for the remaining charges to fail.

Source: Warhammer Chronicles 2004 pages 121, 123 / Rulebook pages 46, 116

While not engaged in close combat, may models in skirmishing units be in base to base contact with other members of their unit?

No. When not engaged in close combat, models in a skirmishing unit must be positioned up to 1" apart so that they are not touching each other.

Source: Rulebook page 115

What types of characters may join a skirmishing unit?

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

Source: Warhammer Chronicles 2004 page 121 / Rulebook page 116

How do characters and command models (Standards, Musicians, and Champions) in a skirmishing unit rank up when engaging in close combat?

A Skirmishing unit ranked up for close combat should be thought of like a regular, ranked formation for the duration of the combat. The Standard Bearer, Musician, Champion, and any characters must generally be placed in the front rank. However, note that the general Skirmishers rules do not have special allowances for command and character models the way the Beast Herd rules do. The rules for Skirmishers may prevent these models from reaching the front rank, if a model does not have enough movement to reach the fighting line, or if the ranked up formation is not wide enough. In that case these models should be placed in the closest rank to the front they can reach. When assigning placement due to limited space, the Standard Bearer has takes precedence and must bump the other models back, then the Musician and Champion, and characters next. As noted in their respective sections of the Rulebook, character and command models add little or no benefit to a unit if they are not in the front rank. A Standard Bearer will not add +1 to combat resolution, a Musician will not break a tie, a Champion cannot attack, and characters are considered "out of the game" (note that if the enemy somehow engages a Champion or character in a rear rank, they may fight back as normal). In subsequent turns a character, if not fighting, may move to replace a fighting trooper in his movement phase. However, there are no rules for similarly moving command models within the unit if they are stranded away from the fighting line. It is suggested players ignore normal casualty practice, and instead remove killed models from where the wounds occur in the fighting line. During the Redress the Ranks phase, models can be shuffled forward to fill the vacated fighting positions. In this way a stranded Standard Bearer, Musician, or Champion may reach the front rank. Benefits would apply starting with the first close combat phase each respective model is in the front rank.

Source: Rulebook pages 95, 97, 108-109, 115-116 / Direwolf FAQ Council Interpretation

Fast Cavalry

Have there been any major changes to the rules for Fast Cavalry?

Yes, the published errata has three separate cut and paste changes for page 117 of the Rulebook and one cut and paste change for page 269.

Source: Warhammer Chronicles 2004 pages 121, 123, 124, 125

Can Fast Cavalry shoot on the turn that they rally from a flee reaction?

No. It is stated that they can move normally, but not that they can shoot. (Even being allowed to move and shoot normally when they use their "free" reform, the act of rallying disallows them from shooting).

Source: Warhammer Chronicles 2004 page

Can Fast Cavalry shoot on the turn they perform a reform?

Yes. Per the errata in Warhammer Chronicles they may shoot even when marching or reforming.

Source: Rulebook page 117 / Warhammer Chronicles 2004 page 123

Fast cavalry can shoot all round, so does this mean they have 360 degree line of sight for the purposes of standing and shooting?

No. Per the rulebook, "...for charging, stand & shoot reactions, etc, the model needs to be facing the enemy as normal."

Source: Rulebook page 117

Can a Fast Cavalry model use its 360 degree line of sight for shooting to shoot through a friendly model in the same unit?

No. If a model in a Fast Cavalry unit can not draw line of sight from its base to its target without going through a friendly model, it may not fire.

Source: Rulebook pages 59, 117

Can a character in a fast cavalry unit shoot in a 360 degree arc?

Only if the character himself has the Fast Cavalry rule. Also note that characters without the Fast Cavalry rule may not shoot if the unit marches.

Source: Rulebook page 117

Can a wizard in a fast cavalry unit cast spells requiring line of sight in a 360 degree arc?

No. As specified in the Fast Cavalry rules, the improved line of sight only applies to models with the Fast Cavalry rule and only applies to shooting.

Source: Rulebook page 117

How many reforms may a Fast Cavalry unit perform during a single turn's Movement phase?

Per the errata in Warhammer Chronicles, an unlimited number of reforms may be performed, though no model may move more than its maximum movement distance.

Source: Rulebook page 117 / Warhammer Chronicles 2004 page 121

Do fast cavalry auto-rally if they flee a charge?

No. This was an error printed in the Special Rules Summary Appendix and subsequently corrected in the Warhammer Chronicles errata.

Source: Rulebook page 269 / Warhammer Chronicles 2004 page 124

If a Fast Cavalry unit rallies two or more turns after it voluntarily flees a charge, can it move in that turn?

No. The ability to move is limited to when the unit rallies on its "NEXT turn".

Source: Rulebook page 117

Does a character have to be mounted to join a Fast Cavalry unit?

No. Per the errata in Warhammer Chronicles, any character model may join a fast cavalry unit and move with the unit, but they do not benefit from any of the special rules. However, please note that if you join a character on foot to a unit of fast cavalry, the character may slow the unit down as all units are restricted to moving at the pace of the slowest member of the unit.

Source: Rulebook page 117 / Warhammer Chronicles 2004 page 125

War Machines

Have there been any articles written which provide additional guidance on how to properly utilize war machines?

Source: Warhammer Annual 2002 pages 18-21

Are players allowed to write down the guess ranges as they declare the shot for each of their guess range weapons?

Yes. Writing down previous guesses pretty much reflects how a "real" artillery captain would work.

Source: Gav Thorpe - Warhammer Design Team

Can I move over a war machine if there is no crew? Is the war machine considered an obstacle or is it treated as if it was not there?

An abandoned war machine has no effect on movement.

Source: Warhammer Chronicles 2004 page 114

Can a war machine's crew flee from a charge?

Yes.

Source: Rulebook page 119 / Warhammer Annual 2002 page 20

If a war machine's crew flees from a charge, can the enemy choose to charge the abandoned war machine?

Yes. Note that 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.

Source: Rulebook page 119 / Warhammer Chronicles 2004 page 123

Can a war machine's crew declare a charge?

No.

Source: Warhammer Annual 2002 page 20

In a situation where a war machine crew becomes frenzied (e.g. due to the effects of a spell) is the war machine's crew forced to declare a charge?

No. War machine crews are not allowed to declare charges. Further, it has been clarified that a war machine crew may never leave their war machine except to crew another war machine which has no crew left or if they flee.

Source: Warhammer Annual 2002 page 20 / Warhammer Chronicles 2004 page 114 / Direwolf FAQ Council Interpretation

Can a war machine's crew declare "hold" as a charge reaction when away from a war machine?

No. They are required to flee.

Source: Rulebook page 119 / Warhammer Annual 2002 page 20

Do war machine crews have to test to restrain pursuit?

No. A war machine crew may never leave their war machine except to crew another war machine which has no crew left or if they flee.

Source: Warhammer Chronicles 2004 page 114

In a situation where a war machine crew defeats a hated enemy in close combat (e.g. Dwarfs vs. Goblin Wolf Riders), or the war machine crew is frenzied, is the war machine crew forced to pursue?

No. Per the Q&A recently issued in Warhammer Chronicles 2004, war machine crews are no longer allowed to pursue enemies who break and flee from close combat.

Source: Warhammer Chronicles 2004 page 114 / Direwolf FAQ Council Interpretation

Can an enemy unit spike a war machine?

Yes. Per the Errata in Warhammer Chronicles on Attacking a Machine - Replace both paragraphs 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 do not pursue or overrun. If a war machine is already abandoned when charged, it is destroyed, but no combat results are worked out, no Panic tests are required, no overrun can be made, etc.

Source: Rulebook page 119 / Warhammer Chronicles 2004 page 123

Do destroyed war machines cause Panic tests?

Yes.

Source: Warhammer Chronicles 2004 page 114

When a war machine with less than 5 wounds on its original profile has been abandoned by its crew, does its destruction by the enemy in the shooting or magic phase does its destruction cause nearby friendly units to take panic tests?

No. When the crew is not attached to the machine, a war machine is considered to be a single model and if it has less than 5 wounds on its original profile then its destruction by the enemy will not cause a panic test.

Source: Warhammer Chronicles 2004 page 125 / Direwolf FAQ Council Interpretation

If a war machine which was abandoned by its crew when it was charged is destroyed in the close combat phase, does its destruction cause nearby friendly units to take panic tests?

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

Source: Rulebook page 119 / Warhammer Chronicles 2004 page 123

When a war machine unit destroys itself via a misfire do friendly units within 4" have to take a Panic check at the end of the phase?

No test required. The panic test for friends destroyed is very specific about enemy magic and shooting again. In this case, most soldiers are just waiting for the whirly-gun of doom to blow itself up. They're pretty used to this type of behaviour.

Source: Gav Thorpe - Warhammer Design Team

Is a war machine's crew that is separated from the war machine (due to fleeing from combat, panic, etc.) treated as a normal unit for purposes of causing panic tests from being wiped out, run down by a charging enemy, fleeing past friends, etc.?

Yes. No exceptions for war machine crews in regards to these types of panic tests are given in the Rulebook. Remember that if a separated war machine's crew has been reduced to only a single model to apply the panic test exemptions given for single models with less than 5 wounds on their profile.

Source: Rulebook page 119

Is it true that if the machine model is destroyed by shooting or magic, that the surviving crew have to take a Panic test (assuming that the size of the war machine unit was four models or less)?

Yes. While crew losses from enemy shooting or magic does not force the war machine unit to take a panic test, no such exemption exists for loss of the machine.

Source: Rulebook page 80

Can you fire a war machine in the turn it has been re-crewed?

No. A war machine may not be fired until the turn after it has been re-crewed.

Source: Warhammer Annual 2002 page 21

When the crew of a war machine is reduced in size to the point where the machine can only be fired at a slower rate, when exactly does the slower rate take effect?

This takes effect after the next time it is fired. In other words, the war machine can fire again one more time before having to take extra time to reload.

Source: Warhammer Annual 2002 page 21

Do you score Victory points for reducing a war machine unit to half its starting Wounds?

No, Victory points are only scored for destroying it (or the equivalent, as detailed in the War Machines section of the rules).

Source: Warhammer Chronicles 2004 page 114

When a cannonball hits a war machine unit do you randomize to determine what is hit?

No. A cannon ball is treated as a thin template at thus hits whatever falls under the line it passes through. The section on randomizing hits on warmachine units applies to fire from missile weapons and magic missiles and does not apply to templates. In addition, remember a war machine is not a model with multiple parts, it is a unit with multiple models.

Source: Rulebook page 122

Chariots

Are Chariots immune to poison?

Yes, as they have many parts that are wood or metal (i.e. unliving). Note that Undead Chariots are also immune to poison.

Source: Warhammer Chronicles 2004 page 117 / Anthony Reynolds - Warhammer Design Team

Is it alright to charge a Chariot in such a way that it is only touching a single model in an enemy unit? Basically, is there a rule against clipping with Chariots?

Strictly, there is no rule to stop such behaviour, and in some cases it is unavoidable or appropriate. However, deliberately turning a Chariot so when it charges it clips the enemy's unit is bad form, and to be frowned upon. See page 266 of the Warhammer rulebook for a fuller discussion on the horrid creature that is 'clipping'. View online.

Source: Warhammer Chronicles 2004 page 115

Strictly speaking and according to the rules for Chariots, impact hits are resolved before combat. So, can you add the +1 bonus to Armour save by using a hand weapon and shield against the impact hits from a Chariot?

Yes. It's still in the Close Combat phase, just before anything else happens (with the notable exception that the resolution of wounds caused by warpstone vapors from Skaven Clan Pestilens plague censers is resolved before impact hits).

Source: Warhammer Chronicles 2004 page 114 / Skaven Army book page 32

Do impact hits happen before "strikes first" magic weapons or abilities?

Yes.

Source: Gav Thorpe - Warhammer Design Team

When a friendly character in a Chariot engages in a challenge, how do we resolve it?

Regardless of the challenge situation, a character in a Chariot is considered to have stepped down from the Chariot for a challenge and therefore does not benefit from the Chariot's enhancement to his armour save. In addition, regardless of the challenge situation, the Chariot's attacks are not lost. If the enemy character engaged in the challenge is in a unit made up of multiple models, all the chariot attacks (impact hits, crew, and beasts) strike the enemy unit. The enemy character can only attack the friendly character per the rules for challenges, and the enemy unit can attack the friendly Chariot. If the enemy character is a single model the friendly Chariot can attack the enemy character as if the Chariot was in the challenge, with one exception: when the enemy character is riding a monster, impact hits are applied against the monster, not the rider. In this situation the enemy character (and his monster) can strike either the friendly character or the friendly Chariot. Also, remember that creatures pulling the Chariot can only attack enemy directly in front of them.

Source: Rulebook page 128

What exactly is meant by "creatures pulling the Chariot can only attack enemy directly in front of them"?

This means that creatures pulling the Chariot can only attack enemy models in their front zone. This includes enemy models in corner to corner contact in their front zone. The creatures may not attack enemy models in their flank (or rear) zones due to the restrictions imposed by harness and reins.

Source: Rulebook page 128 / Direwolf FAQ Council Interpretation

If a character is engaged in a challenge where he is considered to have stepped down from his Chariot, and his Chariot is destroyed during the combat, does the character still suffer the S5 hit?

No. In the opinion of the Direwolf FAQ Council the S5 hit only applies to situations where the character is considered to be in the chariot at the time the chariot is destroyed. As the character has lost his armour save bonus due to stepping down from the chariot and is considered to be fighting on foot at the time, applying the S5 hit for the character being thrown from the chariot does not appear appropriate in this circumstance.

Source: Rulebook page 127 / Direwolf FAQ Council Interpretation

In a situation where a Chariot begins a turn stuck in difficult terrain (e.g. from pursuit or overrun during the previous close combat phase, new woods from the Acorn of Ages, etc.) can the Chariot move (or charge), or is it now stuck for the remainder of the game?

Strictly by the rules, unless the Chariot is compelled by a psychology (e.g. frenzy, failed panic test, etc.) to move, then it is stuck for the remainder of the game. Page 127 of the Rulebook states "Chariots cannot voluntarily move over obstacles or difficult terrain...". Note however that it is the opinion of the Direwolf FAQ Council that this situation was not thought of during the writing of the text and the Council recommends that in this situation the owning player be allowed to move (or charge) out of the difficult terrain (provided the Chariot survives the additional D6 S6 hits it will immediately take for moving through difficult terrain again).

Source: Rulebook page 127 / Direwolf FAQ Council Interpretation

If a Chariot that is frenzied or otherwise compelled to charge an enemy unit in difficult terrain is destroyed from the D6 S6 hits, and the enemy unit is within 2" of the edge of the difficult terrain, can a surviving character use the 2" placement move for being thrown from the Chariot to complete the charge?

Yes, the rules state that you can place the character anywhere within 2" of the destroyed Chariot, and there was a legal charge declared against that enemy unit. The owning player could not place the character into combat with a unit within 2" that the charge was not declared against.

Source: Rulebook page 127 / Direwolf FAQ Council Interpretation

Magic

When do you measure range for spells?

Once the spell is cast. If you're out of range, you have wasted the Power and/or Dispel dice.

Source: Warhammer Chronicles 2004 page 115

What constitutes a "remains in play" spell as discussed in the last paragraph on page 139 of the Rulebook? The text that is unclear: "his opponent is allowed to dispel any spells that remain in play (key text under debate)... In addition, these spells can be dispelled in the player's own magic phase using any Power dice not being used to cast spells, as Dispel dice."

Only the spells noted with the rule "Remains in Play" or "Lasts One Turn" are "remains in play" and follow the rules for such creatures. Other spells may endure beyond the current turn, but are not "remains in play" and do not follow those rules. This means that ONLY spells with the specific tag of "Remains in Play" or "Lasts One Turn" = "remains in play" per page 139 of the rulebook. These spells may be subsequently dispelled by an opponent in his own turn by utilizing some of his power dice as dispel dice. If a spell is not tagged as such (and the spell's description doesn't specifically grant the ability to dispel it in subsequent turns) then the spell provides a lasting effect which can NOT be dispelled in subsequent turns.

Source: Gav Thorpe - Warhammer Design Team / Rulebook page 139

If a Wizard or his unit is engaged in close combat with enemy models is the Wizard allowed to cast spells?

There is no general rule preventing a Wizard from casting spells while he or his unit is in close combat, but specific spells may not be castable in this situation. Spells specifically defined as "Magic Missiles", for instance, cannot be cast while the Wizard or his unit is engaged in close combat, and some other spells explicitly cover this situation in their description. Further, a spell cannot be cast at a unit in close combat unless its description explicitly allows it to do so and many spells require line of sight. These factors, taken together, generally restrict the available targets for the Wizard's spells. Note however, that nowhere in the rules does it state that the act of being engaged in close combat blocks line of sight... only models and terrain block line of sight. This means that in instances where a Wizard's line of sight is not entirely blocked by other models, the Wizard may still be able to draw line of sight to potential targets. This also means that Wizards who are riding on Large Targets or whom are Large Targets by nature may still be able to draw line of sight to potential targets, even if their frontage is fully occupied by enemy models (who are not also Large Targets).

Source: Rulebook pages 59, 135, 136, 142 / Direwolf FAQ Council Interpretation

Can a single enemy unit be affected by multiple "Remains in Play" or lasting effect spells which do not specifically state that this is allowable / outline the affects?

There's no problem with casting multiple spells on the same unit, and normally the effects will be cumulative - i.e 2 Flames of The Phoenix would each have chances of causing damage. On one-off effects, such as Rain Lord, then the effect is a blanket rule which won't be improved with multiple castings - in this case, you can't make them any wetter with two spells than you can with one.

Source: Gav Thorpe - Warhammer Design Team

If a character has joined a unit and the unit gets affected by a spell with a lasting effect, will it continue to affect him if he leaves the unit?

No. The spell affects the unit, and characters can choose to leave the unit and so be unaffected. Of course, if the unit was destroyed around him, leaving him the only one in the unit, the spell would keep affecting him - there is no unit to leave anymore!

Source: Warhammer Chronicles 2004 page 115

If a character is affected by a spell with a lasting effect, and he joins a unit, does the spell effect transfer onto the unit?

No. The spell effect will continue to effect the character, but will not be transferred to the unit he has joined. If the spell was transferred to the unit, situations would arise where the character would no longer actually suffer from the spell (e.g. damage spells resolved as shooting hits). Also if the spell was transferred to the unit, the character could leave the unit in the following movement phase and no longer suffer from the spell per the Q&A above!

Source: Direwolf FAQ Council Interpretation

Some items can dispel and destroy spells. We can use the dispel effect to dispel a Bound Spell. Can we destroy it as well? If yes, is the magic Bound Spell item completely destroyed or can it still be used (if it's a weapon with a Bound Spell for example)?

Bound Spells can only be destroyed if the item specifically states in its description that it can. In other circumstances, no - Bound Spells cannot be destroyed. If the Bound Spell is destroyed and the item is a magic weapon, it is only the spell that is lost - the item is still magical weapon.

Source: Warhammer Chronicles 2004 page 115

When dispelling spells already in play, do you need to beat the casting value, or merely equal it?

As with other dispels, you need to equal the casting value to successfully dispel.

Source: Warhammer Chronicles 2004 page 115

Can a fleeing Wizard continue to maintain a Remains in Play spell, or is the spell removed from play once he flees?

The spells continue to take effect until either the Wizard chooses to end it, the Wizard is slain. the Wizard casts another spell, or until the Wizard leaves the battlefield (counting as slain).

Source: Warhammer Chronicles 2004 page 115

May a magic item, spell, or special ability that allows a player to re-roll a D6, be used to re-roll a D3?

Yes. The instructions in the Rulebook for a D3 begin: "Roll a D6 and halve the score." A player may re-roll the result of a D6 prior to halving the result to generate the D3 result.

Source: Rulebook page 37 / Direwolf FAQ Council Interpretation

If a Wizard mounted on something (monster; chariot, Screaming Bell, etc) Miscasts and is blown D6", what happens?

The model does not move and counts as if it had been knocked into another model. If it is on a normal steed (not a monster) it gets blown about as normal.

Source: Warhammer Chronicles 2004 page 115

Can Irresistible Force ever be dispelled? The rules say no Dispel roll may be attempted, and certain items, such as Dispel Scrolls, mention Irresistible Force. However, other items, like the High Elf Sigil of Asuryan, make no mention of it?

Unless specifically written in the description of an item or ability, Irresistible Force can never be dispelled. Note that some items, such as Sizzla's Shiny Baubles, may have an effect on Irresistible Force, but these are generally not normal dispels.

Source: Warhammer Chronicles 2004 page 115

On the miscast result of 4, the spell may be "dispelled with dice as usual". Can a Dispel Scroll be used in this situation?

Yes. It should read "dispelled as usual" rather than "dispelled with dice as usual".

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

What happens when a spell which allows a single character or unit to charge in the magic phase (ex. Steed of Shadows, Unseen Lurker, Hand of Gork, etc.) is used to charge a unit which is already fleeing?

The fleeing unit must flee again. Units that are already fleeing are an exception to the normal charge response rules. Whenever a unit successfully charges a previously fleeing unit, the unit automatically flees again. Just because they cannot choose to flee, does not mean they are not forced to. The charging enemy destroys the fleeing troops if it catches them, as normal.

Source: Rulebook page 75 / Direwolf FAQ Council Interpretation

Do magic items or abilities that provide special saves against missiles (e.g. The Golden Eye of Tzeentch, Wristbands of Black Gold, Shield of Ptolos, etc.) work against spells not classified as "magic missiles" such as Uranon's Thunderbolt, Storm of Cronos, Father of the Thorn, etc?

No. The only spells which count as missiles are those which are specifically noted as "magic missiles" in their descriptions.

Source: Warhammer Chronicles 2004 page 115 / Anthony Reynolds Warhammer Design Team

May characters, Skaven Weapons Teams, etc. be targeted by spells which may be cast on "any enemy unit'? May they be targeted by these spells even if they are within 5" (3" for Skaven Weapons Teams) of a friendly unit of five or more similar sized models?

The Rulebook states "Note that characters on their own..... are classed as units as well, so spells that target units can be cast on these targets." In general, only spells that are classified as "magic missiles" must follow the shooting rules for selecting targets. Please refer to the two Q&As above for additional guidance.

Source: Rulebook pages 139, 142

Can spells which affect all enemy units in sight, within a defined range, and/or on the battlefield, etc. (e.g. Storm of Cronos, Drain Life, Fog of Death, etc.) be cast if enemy units are engaged in close combat within the area affected by the spell?

Yes they can be cast, but only unengaged units are affected, as the spells do not specifically state that they can be cast at units in combat.

Source: Warhammer Chronicles 2004 page 115 / Direwolf FAQ Council Interpretation

Regarding spells which affect all enemy units in sight, within a defined range, and/or on the battlefield, etc. (e.g. Storm of Cronos, Drain Life, Fog of Death, etc.) do units with Magic Resistance get to add their dispel dice to any attempts to dispel these spells?

If a unit with Magic Resistance is a potential target for one of these spells its Magic Resistance may be used. If multiple units with Magic Resistance are targeted, use the highest Magic Resistance value, NOT all of them added together.

Source: Warhammer Chronicles 2004 page 115 / Direwolf FAQ Council Interpretation

Does Magic Resistance count against Comet of Casandora and other spells that have a random range of effect?

No, it is not enough for the unit with Magic Resistance to be a potential target, it has to be an actual target of the spell.

Source: Warhammer Chronicles 2004 page 115

Are Wizards allowed to cast the Lore of Death spell Drain Life and the Lore of Heavens spell Storm of Cronos if enemy units engaged in close combat are within the area affected by the spell?

Yes, they can cast it, but only unengaged units are affected, as the spell does not specifically state that it can be cast at units in combat.

Source: Warhammer Chronicles 2004 page 115

If the answer to any/all of the last three questions above is Yes, do units with Magic Resistance get to add their dispel dice to any attempts to dispel these spells?

If a unit with Magic Resistance is a target for one of these spells, its Magic Resistance may be used. If multiple units with Magic Resistance are targeted, use the highest Magic Resistance value, not all of them added together.

Source: Warhammer Chronicles 2004 page

Are enemy units engaged in close combat affected by the Casket of Souls? More generally, do spells which affect all enemy units in sight/on the battlefield etc, affect units in close combat as well (if part of the unit has line of sight)?

The Casket does not effect units that are engaged in combat at all. It is assumed that they are engrossed in the combat, and so will never be affected.

Source: Warhammer Chronicles 2004 page 115

Do spells that have the potential to hit each model in a unit (e.g. Curse of Years) affect hidden models (e.g. Assassins, Night Goblin Fanatics)?

No. Before hidden models are revealed, there is no way that they can be harmed.

Source: Dark Elf page 11 / Direwolf FAQ Council Interpretation

Does the Lore of Metal spell, Rule of Burning Iron allow the caster to ignore normal targeting restrictions? Can the spell be used to pick out Champions or characters inside units?

The spell is clearly classified as a "Magic Missile". The rules for "Magic Missiles" state that they can only be cast at a target if it would be a viable target according to the rules for shooting. Therefore the caster must have LOS to the target unit, the target unit must be within range (24"), and the caster can't pick out a unit consisting of one similar sized character, Skaven weapon team, etc. within protective radius of a unit of five or more similar sized models. Once the caster has chosen a valid target, the next step is to cast the spell. If successfully cast (and not dispelled) then the text of the spell states: "the spell hits a single model (chosen by the caster)" This means that the caster may allocate the hit to a Champion or an attached character in a valid target unit.

Source: Rulebook pages 142, 145 / Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

Can Uranon's Thunderbolt target characters in buildings?

Yes (the thunderbolts smash through the roof! Obviously...)

Source: Warhammer Chronicles 2004 page 115

If a character has Magic Resistance and joins a unit, does the whole unit benefit from that Magic Resistance?

Yes.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

Do items or abilities which provide extra dispel dice when targeted by enemy spells work the same as items specifically noted with "Magic Resistance"?

These extra dispel dice (which appeared in some of the item descriptions early in Sixth edition) should be treated just like Magic Resistance. We will be amending the offending items in reprints as they come up.

Source: Gav Thorpe - Warhammer Design Team

Can units with "Magical Resistance" dice use these dice to dispel chain spells (e.g. Gork's Warpath, Plague) when they are not the first unit targeted? Does Magic Resistance count against Comet of Cassandora and other spells that have a random range of effect? Also, may units with "Magical Resistance" dice use these dice to dispel "remains in play" spells in subsequent turns?

No to all of the above. Note that it is not enough for the unit with Magic Resistance to be a potential target. The unit has to be an actual target of the spell. Magic Resistance, like dispel scrolls, comes into affect only at the point when the magical energy is summoned (i.e. the spell is cast). Once the effects of the spells become a reality, it's too late.

Source: Warhammer Chronicles 2004 page 115 / Gav Thorpe - Warhammer Design Team

What is the corrected description for the first three paragraphs of the Lore of Fire spell, Wall of Fire?

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. 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. The unit suffers 1 automatic hit for each model (including characters) in its front rank. Each hit is resolved with a Strength of 4. View online.

Source: Rulebook page 144 / Warhammer Chronicles 2004 page 122

What is the corrected description for the Lore of Metal spell, Bane of Forged Steel?

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. View online.

Source: Rulebook page 145 / Warhammer Chronicles 2004 page 122

For the Bane of Forged Steel spell it says that an affected unit would now be considered to be using band weapons. Does this improve the Armour save of a unit with shields, and what is the effect, if any, on a unit already equipped with band weapons?

They have a hand weapon so all rules that apply to hand weapons count. It has no effect on units with hand weapons only.

Source: Warhammer Chronicles 2004 page 115

What is the corrected description for the first paragraph of the Lore of Shadows spell, Steed of Shadows?

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). View online.

Source: Rulebook page 146 / Warhammer Chronicles 2004 page 122

If a unit has the spell Pelt of Midnight (from the Lore of Shadow) cast upon it, does this have any affect against a flame template from a Dragon, Gyrocopter, etc.?

No.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

Can the Lore of Beasts spell, The Oxen Stands (which immediately rallies fleeing troops) be used to rally a unit that is at less than 25% of its starting size?

No. Per guidance from the Design Team questions such as this should be answered with the phrase "if normally allowed" in mind. As a unit that is less than 25% of its starting size is not normally allowed to rally, the spell can not be used to rally the unit.

Source: Rulebook pages 75, 147 / Direwolf FAQ Council Interpretation

The rules for the Lore of Heavens spell Comet of Casandora state that it remains in play, but the standard statement "stays in play until Wizards wants to cancel it, or he dies" is not included. Is it so powerful that it must actively be dispelled to stop it, and survives even if the caster dies?

Once the comet is on its way, that's your lot you can jump up and down on the wizard all you like, it ain't gonna stop fifty tons of star iron slapping into the battlefield. You can attempt to dispel it in subsequent turns as usual.

Source: Warhammer Chronicles 2004 page 115

Does the Lore of Light spell, Guardian Light immediately rally fleeing troops within 12" in the magic phase?

No. The spell states that fleeing troops within 12" will automatically rally. This means that fleeing troops will not have to take leadership tests in the rally stage of their next turn and will automatically rally at that time. Note the difference in wording between Guardian Light and the Lore of Beasts spell, The Oxen Stands.

Source: Rulebook pages 147, 149

Do the attacks generated by the Lore of Light spell, Pha's Illumination count as magical?

Yes.

Source: Gav Thorpe - Warhammer Design Team / Rulebook page 149

The Howler Winds spell (from the Lore of Life) is hard to interpret. Should we apply the movement effect as "half speed" or "difficult ground"?

Half speed.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

Where can I find the Revised Lores of Magic article?

In Warhammer Chronicles 2004 and the Warhammer Annual 2004 (UK).

Source: Warhammer Chronicles 2004 pages 92-95 / Warhammer Annual 2004 pages 76-79

Which Lores are affected by the revisions?

Heavens, Beasts and Life.

Source: Warhammer Chronicles 2004 pages 92-95 / Warhammer Annual 2004 pages 76-79

Are the Revised Lores of Magic "Official"?

Warhammer Chronicles 2004 lists them as "Trial Rules", while the Warhammer Annual 2004 (UK) includes all materials in the book as official. Gav Thorpe of the Warhammer Design Team has stated that it isn't fair to expect someone just starting out to have to buy anything besides the basic rulebook and thus the Revised Lores of Magic are not "Official" (there was a mistake in regards to the Warhammer Annual 2004), however the Design Team always uses the revised Lores of Magic and the Revised Lores of Magic should be thought of as "Unofficial but Highly Recommended". For tournament play, consult with the organizer or judges.

Source: Warhammer Chronicles 2004 pages 92-95 / Warhammer Annual 2004 pages 76-79 / Gav Thorpe - Warhammer Design Team

Magic Items (and Abilities)

Does a character have to have the option of a mundane version of a magic item (like a shield) in his army list entry in order to take a magical version?

A character who may not take normal armour (ie, has no option for normal armour in his army list entry) may not wear magic armour. A Battle Standard Bearer who cannot have a normal shield cannot take a magical shield. Similarly, a Battle Standard Bearer is not allowed to take magical weapons that require two hands. However, note that these last two are specific restrictions for Battle Standard Bearers - a character who does not normally have the option for a great weapon could still take a magic weapon that requires two hands to use. for example. The same goes for ranged magic weapons - you don't necessarily need a mundane missile weapon option to take one. Only Wizards can take Arcane items. Some characters (such as Slann Mage-Priests, or Dwarf Daemon Slayers) may have additional restrictions or allowances.

Source: Warhammer Chronicles 2004 page 116

Must a character armed with a magical close combat weapon always use it in close combat?

Yes. Page 152 states "A character who has a magic close combat weapon cannot use other close combat weapons". A character with a functioning magic weapon must use it.

Source: Gav Thorpe - Warhammer Design Team

The rules for magic items state that a character with a magic item can't use other close combat weapons. What's the affect of the Law of Gold once a magic weapon can't be used?

Characters come equipped with a hand weapon, so they'll have to use that instead.

Source: Warhammer Chronicles 2004 page

Can magic weapons and armour be combined with mundane weapons and shields and still receive a bonus Armour save in close combat?

No, magic weapons and shields don't grant the bonus Armour save, in any combination.

Source: Warhammer Chronicles 2004 page 116

When the bearer of a magic item that affects models in base to base contact is engaged in a challenge, which models are affected by the magic item?

In a challenge, only the model engaged in the challenge counts as being in contact with the bearer. The Direwolf FAQ Council has used the main challenge rules in conjunction with the detailed description of the Tomb Kings magic weapon, The Destroyer of Eternities, to arrive at this answer.

Source: Rulebook page 99 / Tomb Kings Army Book page 36 / Direwolf FAQ Council Interpretation

Do the hits from all magic weapons, including bows and other missile weapons, count as "magical"?

Yes. Any attack from a magic weapon counts as magical.

Source: Gav Thorpe - Warhammer Design Team

For purposes of magic items which protect against "missile" fire (e.g. Storm Banner, Golden Eye of Tzeentch, Wristbands of Black Gold, etc.), what constitutes a "missile"?

Any item which does direct damage and originates from a source not in base contact with the target. This includes hits from missile weapons, war machines, template attacks, etc. Note, however that the only spells which constitute "missiles" are those specifically noted as "magic missiles". Also, just for the record, a Banshee's scream is not considered a missile!

Source: Gav Thorpe - Warhammer Design Team / Anthony Reynolds - Warhammer Design Team / Direwolf FAQ Council Interpretation

Can the Gem of Blood save against a Killing Blow? If so, is the Killing Blow rebounded back onto the attacker?

In cases like these, items should be treated just like a Ward save. So, if the save is passed, then the character takes no damage, and the wound rebounded. However, just a single wound is rebounded, not the killing blow itself.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

Can you use a Dispel Scroll to dispel a spell cast in a previous turn and has remained in play?

A. No. It says in the description of the item that it needs to be used "as soon as a spell has been cast." If the spell was cast in the previous turn, this won't be the case.

Source: Warhammer Chronicles 2004 page 115

Can a fleeing Wizard use Dispel Scrolls?

No. It states that 'fleeing Wizards are not allowed to cast or dispel spells'. I'd say using a Dispel Scroll counts as dispelling a spell.

Source: Warhammer Chronicles 2004 page 115

Can I use a Powerstone as the only source to power a spell, or can I only use it to add to dice I am already using?

No, a power stone cannot be used on its own.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

May a Wizard be equipped with Power Stones and another Arcane item at the same time?

No. The general rule is that characters may only be equipped with one magic item from each category (Magic Weapons, Talismans, Arcane Items, etc.) While Wizards have been granted an explicit exception in the Power Stones description which makes it possible for several Wizards to carry Power Stones and for a single Wizard to carry more than one, they are not given an explicit exception to allow a single Wizard to carry Power Stones and another Arcane item.

Source: Rulebook pages 152, 153, 154

If a Battle Standard Bearer in a unit refuses a challenge and goes into the back, does the unit still benefit from the magic banner he holds?

No, unless specifically stated otherwise (for example, Skaven) a unit is only affected by a magic banner if it is in the front or fighting rank.

Source: Warhammer Chronicles 2004 page 116

If a unit is fleeing but has not dropped its magical standard, is the magical effect still "on"? A banner that improves Ld would be useful in this case.

No (with the exception of magical banners that affect rally attempts or automatically rally units).

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum) / Direwolf FAQ Council Interpretation

Some armies have items/runes that can destroy a spell on a 4+. Can you use them to destroy the Casket of Souls incantation (since it's said to be an incantation of power level 2D6)? What about the Anvil of Doom?

These items have no effect on the Casket of Souls or the Anvil of Doom, even if they can affect bound items.

Source: Warhammer Chronicles 2004 page 116

May an magic item, spell, or special ability that allows a player to re-roll a D6, be used to re-roll a D3?

Yes. The instructions in the Rulebook for a D3 begin: "Roll a D6 and halve the score." A player may re-roll the result of a D6 prior to halving the result to generate the D3 result.

Source: Rulebook page 37 / Direwolf FAQ Council Interpretation

Beasts of Chaos

May a Beasts of Chaos character with the Mark of Khorne, Nurgle, Tzeentch, or Slaanesh ride in a Tuskgor Chariot?

No. All Tuskgor Chariots have the Mark of Chaos Undivided and only characters bearing the same Mark (Undivided) can ride in the chariot.

Source: Gav Thorpe - Warhammer Design Team / Beasts of Chaos Army Book pages 55, 60

When exactly do Ambushing units move onto the table?

During the Remaining Moves step of the Movement phase the turn the brayhorn is sounded. Note that the Beasts of Chaos player sounds the brayhorn, marks his intended entry points, and takes the Ambush leadership tests before the Rally Fleeing Troops step of the Movement phase.

Source: Beasts of Chaos Army Book page 18 / Rulebook pages 44, 76

With the Unliving Idol gift (Beasts of Chaos, page 62), the Daemon counts as a Beast General when choosing the army. Does it mean that you can have in that case a Shaggoth in this army?

Oh, sneaky! Still, the answer is no. It was our intention that a general who is a Daemon would not have Shaggoths in the same army (even if the Daemon counted as a Beast for army selection).

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

Can a mortal general that becomes a Daemon with the Chalice of Chaos (Hordes of Chaos, page 53) take a Shaggoth in his army?

No.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

If you inflict enough wounds in hand-to-hand to a Beast Herd to kill all the Gors (including the command), what happens? Can you "save" the command by allocating two wounds to Ungors? If not, are the standard and instrument lost or can Ungors pick them up?

You cannot choose to remove Ungors instead. If the Gor command are slain, the Ungors cannot pick up the standard or instrument.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

When lapping around the enemy with Beast Herds, will Gors normally push past the Ungors to get to the enemy and thus be the first models "lapping" around?

No. According to the rules for Beastmen Herds the herd adjusts it's formation when intially charged or charging. It is silent as to the topic of lapping around, therefore the main rules take precendence and Ungors in the "rear" ranks will normally lap around first.

Source: Beasts of Chaos Army Book page 19 / Rulebook page 77

What is the proper procedure for allocating / removing casualties in close combat from Beast Herds containing both Gors and Ungors?

If your unit only touches Gors at the start of the combat, the models with the highest Initiative value's attacks can only score wounds on Gors. This round of attacks can rack up no more wounds than the number of Gors, not counting additional wounds from other circumstances (overkill, etc.). Any killed Gor models in the front rank would be replaced, by Gors if available, otherwise by Ungors. The models with the next highest Initiative value's attacks would then proceed, and those attacking models touching more than one type of model have to say what they're attacking against. Again, attacks against Gors can score no more wounds than the number of Gors. Also, attacks against Ungors can score no more wounds than the number of Ungors. At the Gor's Initiative value in the sequence, the survivors of the original front row (if any) can fight against their attackers. The Ungors would not get to strike in this round of close combat, unless they had models able to strike at the start of the combat round (with spears for instance) that were not killed.

Source: Beasts of Chaos Army Book page 19 / Rulebook page 68

If a Beast Herd is hit by a template, how do you allocate the wounds? Are the models under the template the only ones that can be hit? Or can you allocate the wounds affecting Gors under the template to Ungors out of the template?

The template only kills the types of models touched, so the wounds are not transferred onto Ungors in this case.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

If an Unruly unit (i.e. a Beast Herd) declares a charge vs. a fear causing unit and fails the required fear check (thus not moving) does a subsequent Unruly result (i.e. a roll of "1" at the start of the compulsory movement phase) give the Unruly unit another chance to charge the fear causing unit? Or does the original failed fear test take precedence?

Units failing an Unruly test must charge "if there is an enemy unit that can be charged using the normal rules". When a unit fails a fear test when wishing to charge, the main rulebook indicates that the unit "may not charge or shoot and must remain stationary in that Movement phase". As they are disallowed from charging or moving per the "normal rules', the original failed fear test takes precedence. Basically, Unruly is a drawback, and so it would seem odd if they could charge because of it, when normally they would not be able to.

Source: Gav Thorpe - Warhammer Design Team / Beasts of Chaos Army Book page 18 / Rulebook page 81

Should a player roll for Unruly units (i.e. Beast Herds) if they have just rallied that turn?

No. The Unruly rules indicate "if there is an enemy unit that can be charged using the normal rules". When a unit rallies it is unable to move that turn, and thus is not eligible to declare a charge. Basically, Unruly is a drawback, and so it would seem odd if they could charge because of it, when normally they would not be able to. I'd rather not have a situation when a player wants to be Unruly.

Source: Gav Thorpe - Warhammer Design Team / Beasts of Chaos Army Book page 18 / Rulebook page 45

How does a chariot's impact hits work against a Beast herd? Are causalties removed like shooting (so, removing Ungors first?)?

Casualties are caused against models in base contact first, so Gors will normally be struck by the chariot first. Any further hits are randomised.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

How many Beasts characters are able to wear Chaos Armour in an army?

One. "Chaos Armour" is a magic item in the Beasts of Chaos book. Per the magic items section of the main rulebook, "No specific magic item can be carried by more than one model in the army, with the exception of scrolls."

Source: Beasts of Chaos Army Book page 63 / Rulebook page 152

Can Great Bray-Shamans or Bray-Shamans wear magic armour?

Generally no as characters without the option to wear mundane armour may not wear magical armour, however there is one exception. The magic item "Chaos Armour" in the Beasts of Chaos book states "May be given to a Bray-Shaman". Note that the magic item also states that "A model may wear Chaos Armour and still cast spells."

Source: Beasts of Chaos Army Book pages 52, 53, 63

Can mortal characters wear the Trollhide armour or are they "stuck" wearing Chaos armour?

Mortal characters may drop their Chaos armour to wear the Trollhide armour. The Beasts of Chaos book indicates that mortals may use any magic items not specifically barred in the item's description.

Source: Beasts of Chaos Army Book page 62

How does the spell Green Fire of Tzeentch work against a Beast Herd?

In a mixed unit, the models will hit other models of the same type. So, the Gors will all hit other Gors, and Ungors will all hit other Ungors.

Source: Gav Thorpe - Warhammer Design Team

Bretonnia

Do Virtues count towards characters maximum Magic Item allowance?

Yes!

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

The Bretonnian Battle Standard Bearer, carrying the Standard of the Lady of the Lake (nullifies rank bonus), is slain during a combat round. Since rank bonus is calculated at the beginning of the combat round, when the banner was still active, does the banner's effect still kick in?

Although ranks are determined at the start of the combat round, the effect of the Standard is only calculated at the end - if the Standard Bearer is slain, the enemy still physically had ranks at the start of turn, so they gain only their normal rank bonus.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

The Knight's Vow says that the unit is immune to panic caused by friendly units and models with the Peasant's Duty. Does this mean it ignores panic caused by all friendly units, and enemy units with the Peasant's Duty?

No. It means that it ignores any Panic caused only by friendly units with the Peasant's Duty.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

If a character has Magic Resistance (e.g. a Damsel) and joins a unit, does the whole unit benefit from that Magic Resistance?

Yes.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

A unit with the Peasant's Duty may use the Leadership of a nearby unit of knights. If that unit of knights is within 12" of the general " giving them the Leadership of the general (but the peasants are not themselves within 12" of the general), can the peasants use the boosted leadership of the knights (ie. he generals leadership)?

No. In this case, the unit with the Peasant's Duty may use the knights basic leadership, not the generals leadership.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

Can a character on a Royal Pegasus join a unit of Pegasus Knights?

No. Characters can never join a flying unit.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

If a character on a Royal Pegasus is within 5" of a friendly unit of five or more Pegasus Knights, but is not the closest target, can enemy units choose to shoot at him?

No, as he is of similar size to the unit of Pegasus Knights.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

Does killing blow work against Pegasus Knights?

Yes.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

Can a unit of Pegasus Knights move at double pace through difficult terrain using their ground movement, as they are skirmishers?

Oops. Although by the rules this would be the case, this was not what was intended. So, in this case, treat Pegasus Knights that are using their ground movement as skirmishers except that their movement is halved when moving through difficult terrain. Note this only applies to Flying Cavalry.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

Are Pegasus knights allowed to form up into the lance formation during the movement phase?

Certainly not!

Source: Anthony Reynolds - Warhammer Design Team

Does the Blessing Save increase provided by the Grail Shield also extend to a monstrous mount the character may be riding?

It is the opinion of the Council that the answer to this question is No. In the description of the Grail Shield it specifically states that the BEARER'S Ward save gained from the Blessing of the Lady is increased. It does NOT state that the increase also applies to monstrous mounts.

Source: Bretonnia Army Book page 61 / Direwolf FAQ Council Interpretation

Battle Pilgrims are listed as a Rare choice in the Errantry War army list. Do they accompany a Grail Reliquae?

Oops, this entry should read "Grail Reliquae with Battle Pilgrims", just like in the Bretonnian armies book.

Source: October 2004 Issue of White Dwarf Magazine (US #297 / UK #298)

Is a Battle Standard mandatory in an Errantry War army list? Is the army allowed the extra hero slot like normal Bretonnian armies?

Yes, the Battle Standard is still mandatory, and the army is still allowed an additional Hero (see pages 64 and 65 of the Bretonnian Army book for details).

Source: October 2004 Issue of White Dwarf Magazine (US #297 / UK #298)

Are Pegasus Knights still a 0-1 choice in an Errantry War army list?

Yes, they are still a 0-1 choice unless the general is mounted on a Royal Pegasus.

Source: October 2004 Issue of White Dwarf Magazine (US #297 / UK #298)

Can an Errantry War army hire Dogs of War / Regiments of Renown units?

No. Dogs of War / Regiments of Renown are not listed as an option in the Errantry War army list. In addition, note that standard Bretonnian armies may never hire Dogs of War / Regiments of Renown units either.

Source: Storm of Chaos Book page 90 / Bretonnia Army Book page 65 / Anthony Reynolds - Warhammer Design Team

Chaos Dwarfs

What is the correct description for Blunderbusses?

P.32: Blunderbuss rules. The last two sentences should be changed from "Hits are resolved at S3 if firing in 1 rank, S4 if firing in 2 ranks and S5 if in 3 or more ranks. Ranks must be complete to count." to "Hits are resolved as S3 plus 1 per extra rank up to S5. Ranks count if at least 4 wide. A single character in the front rank will not effect the unit's fire."

Source: US White Dwarf #258 page 40

How exactly do Chaos Dwarf Blunderbusses work with the Stand & Shoot charge reaction?

The rules are applied exactly as with any other unit. If the chargers start within 12" then any models within 12" may be hit. If the chargers are outside 12", the charging unit is stopped at maximum range as normal, and so in this case only the front rank of the charging unit will be in the zone of fire.

Source: Warhammer Chronicles 2004 page 120

Do Blunderbuss units need line of sight and range to a declared enemy target unit in order to shoot?

Yes, as no exceptions to the main rulebook requirements for these items are listed in the Blunderbuss special rules. Note however that all enemy models caught in a Blunderbuss unit's 'fire zone" will be hit as normal, regardless of whether or not they belong to a enemy unit which the Blunderbuss unit has line of sight to.

Source: Rulebook page 58 / Ravening Hordes page 32

Do enemy characters / champions hit by a Blunderbuss unit's "fire zone" receive a Look Out Sir! roll (provided there are five or more rank and file models in the unit with them)?

Yes. This falls under "other missiles not governed by the normal target restrictions (concerning characters)" as stated in the Look Out Sir! section of the Rulebook.

Source: Rulebook page 100

Can you fire Chaos Dwarf blunderbusses if there is a friendly unit in combat with an enemy in the zone of fire?

No, only Skaven can shoot when there is a chance of hitting their own units.

Source: Warhammer Chronicles 2004 page 120

Is a Blunderbuss unit allowed to shoot if the "fire zone" will cover friendly models not engaged in close combat?

No.

Source: Warhammer Chronicles 2004 page 120 / Direwolf FAQ Council Interpretation

Can you Killing Blow a Bull Centaur?

No.

Source: Rulebook pages 112 and 113 / Anthony Reynolds - Warhammer Design Team / Direwolf FAQ Council Interpretation.

If the special ability of the Dark Mace of Death is used against a character on a monstrous mount or in a chariot, how are the wounds distributed?

If a target is riding a monster or chariot, then both the rider and the monster or chariot take D3 wounds, with no armour saves allowed. As this question is not specifically answered by the Rulebook, the Direwolf FAQ Council has used the detailed description of the Tomb Kings magic weapon, The Destroyer of Eternities, which states "If a target is riding a monster or chariot, then both take two automatic hits." in conjunction with the answer given in Warhammer Chronicles 2004 that "both the Character and the Mount/Chariot take a wound/hit" from magic spells which cause a wound/hit to each model to arrive at this anwer.

Source: Tomb Kings Army Book page 36 / Warhammer Chronicles 2004 page 115 / Direwolf FAQ Council Interpretation

What is the correct number of crew for Hobgoblin Bolt Throwers?

P.33: Hobgoblin Bolt Thrower entry. Change the Unit Size rule from "1 War machine with 3 crew" to "1 war machine with 2 Hobgoblin crew".

Source: US White Dwarf #258 page 40

Are Flying moves affected by the Earthshaker's special rules?

Yes. The Earthshaker's description states "Any troops within this distance in inches from the centre of the template move at half rate in their next turn...". No exceptions for flyers are noted.

Source: Ravening Hordes page 32 / Direwolf FAQ Council Interpretation

Do Chaos Dwarfs benefit from the Dwarf special rules of "Ancestral Grudge", "Relentless', and starting with a base of four dispel dice?

No. Chaos Dwarfs are a separate race from Dwarfs and do not benefit from these special rules.

Source: Ravening Hordes page 32

Are Chaos Dwarfs players suppose to use the Orcs & Goblins Army Book?

Yes. In US White Dwarf #250 on page 11 it states: Ravening Hordes - Chaos Dwarfs The new Orc & Goblins Army book completely replaces the list in Ravening Hordes. However, dedicated Orc & Goblin armies are not the only ones to employ the Greenskins in battle. The Chaos Dwarfs also use them and, as the complete rules are now out, it will be good to use them for the Chaos Dwarf's slave troops, too. To do this you'll obviously need both Ravening Hordes and the new Orc & Goblins book. The following changes bring the list up to date: - Replace the Special unit entries in Ravening Hordes for the Orc Boyz, Goblins and Black Orcs with the following army list entries from the Orc & Goblin Armies book: Goblins, Orc Boyz, Orc Arrer Boyz and 0-1 units of Black Orcs. One unit of Orc Boyz may be upgraded to Big'Uns as per the normal rules in the book. All these units count as Special units in the Chaos Dwarf army. - Delete special rule 5 about Orcs ignoring panicking Gobbos (this is replaced by the full rules from the book) - Troops described in the Orc & Goblin book follow the rules there rather than the shorthand versions in Ravening Hordes. - Hobgoblins suffer Animosity just as a unit of Goblins would in the Orc & Goblin book. This replaces the Animosity Rule in Ravening Hordes (special rule 3).

Source: US White Dwarf #250 page 11

May Greenskin units in the Chaos Dwarf army use the magic banners from the Orc & Goblin army book?

No they may not. Greenskins in a Chaos Dwarf army are not part of a free Orc and Goblin Waaagh!, they are slaves and do not have access to the magic banners in the Orcs & Goblins book. Note however that due to the White Dwarf update (see Q&A above) a unit of Orc Big "Uns and Black Orcs may carry the magic banners available to the Chaos Dwarf army (e.g. The War Banner and The Banner of Slavery).

Source: Ravening Hordes page 32 / US White Dwarf #250 page 11 / Direwolf FAQ Council Interpretation

Cult of Ulric

Where can I find the rules for the The Cult of Ulric army?

Source: Warhammer Chronicles 2004 page 2

Do I choose exactly when I want to use the Shard of Skoll? Or is it assumed to always be in use and therefore might be spent at any time?

You must specify that you are using the Shard of Skoll prior to making a Dispel attempt.

Source: October 2004 Issue of White Dwarf Magazine (US #297 / UK #298)

The rules state that the Hunt Master cannot be singled out by missile fire, yet isn't he quite bigger (a man on a horse) than the rest of the unit (hounds)?

The Hunt Master cannot be singled out, as he is regarded as the same size (i.e. on a cavalry base) as the hounds.

Source: October 2004 Issue of White Dwarf Magazine (US #297 / UK #298)

The Cloak of Anraheir says that the bearer causes fear in Minotaurs. However, Minotaurs would normally be immune to fear as they themselves cause fear. How does that work?

The bearer of the Cloak causes fear to Minotaurs, even though they would normally be immune to fear.

Source: October 2004 Issue of White Dwarf Magazine (US #297 / UK #298)

Can The Cult of Ulric field a Steam Tank?

No. The Cult of Ulric is not an Empire army. Numerous items available to an Empire army are not available to the Cult of Ulric and the Steam Tank is one of them. If the Cult of Ulric was able to field a Steam Tank, it would have been listed as an option under the Cult of Ulric's Rare Units.

Source: Warhammer Chronicles 2004 page 12

Dark Elves

Where can I find the Druchii Revisited article that explains the update for the Dark Elves Army Book?

In White Dwarf Magazine.

Source: November 2003 White Dwarf (US #286 / UK #287)

Where can I find the "cut and paste" Errata sections released as part of the update to the Dark Elves Army Book?

In Warhammer Chronicles 2004 / Warhammer Chronicles Website.

Source: Warhammer Chronicles 2004 pages 127, 128

For the Dark Elf War Hydra, which head breathes fire?

A Hydra has one breath attack, so choose which head breathes fire.

Source: Warhammer Chronicles 2004 page 117

Blood Armour's save is increased for each wound caused by the character to a maximum of 1+. Is that maximum for the combined save or just for the Blood Armour?

For the combined save, so the save is limited to 1+ and will not improve any further.

Source: Dark Elves Army Book page 19 / Gav Thorpe - Warhammer Design Team

Do Reaper Bolt Throwers suffer -1 for shooting multiple shots?

No, as they are classified as war machines, they do not suffer a -1 penalty.

Source: Rulebook page 90 / Dark Elves Army Book page 9 / High Elves on-line FAQ on the Games Workshop website (Answer to same question regarding Repeater Bolt Throwers)

How does the Dark Elf talisman, the Ring of Hotek (Wizards within 6" Miscast on a double), work with the High Elf Arcane item, the Book of Hoth Mage's spells are cast with Irresistible Force on doubles)?

Any doubles rolled will be cast with Irresistible Force and then the Miscast occurs, as described for normal Irresistible Force in the rules for the Ring of Hotek.

Source: Warhammer Chronicles 2004 page 116

If my Executioners choose to use hand weapons, do they still have the Killing Blow ability?

Yes, Killing Blow is a special rule for the troops, and is not tied to thier Draich. Note that Executioners do have hand weapons as all models are considered to be carrying a hand weapon in addition to their other weapons (unless specifically noted otherwise) as stated in Warhammer Chronicles 2004.

Source: Dark Elves Army Book page 6 / Warhammer Chronicles 2004 page 121

Can the Cauldron of Blood's Red Fury be used to re-roll chariots impact hits that failed to wound?

Yes.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

Can characters join a Cauldron of Blood?

No.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

What is the correct amount of Attacks for a Dark Elf Harpy?

Two. Harpies have vicious claws which count as two hand weapons.

Source: Dark Elves Army Book page 30

Can a Sorceress take Lifetaker as a weapon?

Yes. A mundane missile weapon option is not necessary in order to take a magical missile weapon.

Source: Warhammer Chronicles 2004 page 116

Do hits from Lifetaker count as magical?

Yes. any attack from a magic weapon counts as magical... same as any attack from a runed Dwarf war machine does.

Source: Gav Thorpe - Warhammer Design Team

Where can I find the rules for the War Hydras of Naggaroth?

In the Warhammer Annual 2002.

Source: Warhammer Annual 2002 page 128

How does the ability Hand of Khaine affect Giants and other models with special attacks?

Hand of Khaine reduces a model's Attacks characteristic by -1. If the model attacks some other way, as Giants or Fanatics do, it has no effect.

Source: Warhammer Chronicles 2004 page 117

How do you work out the combined effects of Dark Venom (Poisoned Attacks) and Touch of Death (Killing Blow)?

Poisoned hits (ie, 6s rolled to hit) have no chance of causing a Killing Blow as no roll to wound is made.

Source: Warhammer Chronicles 2004 page 117

In the description of the Witchbrew, it's written that Witchelves drink it before a battle. If the Hag dies, is the effect lost?

Yes.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

Where can I find the rules for Dark Elf City Garrison Armies?

In Warhammer Chronicles 2003.

Source: Warhammer Chronicles 2003 page 32

Can a Dark Elf City Garrison Army include Dogs of War units?

No.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

What is the correct Attacks characteristic for a Sorceress in a Dark Elves City Garrison Army?

One.

Source: Kevin J. Coleman, Author of the Dark Elves City Garrison Army List

How does the Dark Elves City Garrison Army benefit from the update to the Dark Elves Army Book?

City Garrison Armies benefit from characteristic changes (e.g. better Ld on Cold One Knights) and similar items but do NOT benefit from the reduced Army List costs or changes such as 2 for 1 Cold One chariots. In summary, Dark Elves Bestiary (i.e. The Dark Host) changes get applied, but not Army List changes.

Source: Gav Thorpe - Warhammer Design Team

Where can I find the Dark Elf Watchtower Patrol Army List?

In White Dwarf Magazine and on the Games Workshop UK website.

Source: July 2001 Issue of White Dwarf Magazine (US #258 / UK #259) / Dark Elves page of the Games Workshop UK website

Is the Dark Elf Watchtower Patrol Army List approved for tournament play?

Yes.

Source: Gav Thorpe - Warhammer Design Team

Where can I find the rules for the Dark Elf character, Rakarth - The Beastlord?

In Warhammer Chronicles 2003.

Source: Warhammer Chronicles 2003 page 117

Where can I find the rules for the Dark Elf character, Shadowblade?

In Warhammer Chronicles 2004.

Source: Warhammer Chronicles 2004 page 77

Can Shadowblade be revealed in a fleeing enemy unit? If so, is the unit destroyed or will it flee from him automatically?

Yes, he can appear inside a fleeing unit. As he counts as charging, the unit will automatically flee towards the closest table edge.

Source: Warhammer Chronicles 2004 page 117

Does the Anointed's gift, Avatar of Slaanesh, allow units of Daemonettes to re-roll instability checks?

No. Units of Daemons do not take Break tests.

Source: October 2004 Issue of White Dwarf Magazine (US #297 / UK #298)

If an Anointed is upgraded to a sorcerer, can he use armour or a shield and still cast spells?

The Anointed may use Chaos Armour, magic Armour, and magic shields and cast spells, but cannot cast any spells if he has any other mundane armour (including shields).

Source: October 2004 Issue of White Dwarf Magazine (US #297 / UK #298)

The description of Mounted Daemonettes refers to the Daemonic Legion listing. Do they therefore have Ld9 and a true 5+ ward save?

No. Mounted Daemonettes do not benefit from the Daemonic Legion bonuses. Mounted Daemonettes in the Cult of Slaanesh army have a Leadership of 8 and a 5+ Daemonic Aura rather than a true Ward Save.

Source: October 2004 Issue of White Dwarf Magazine (US #297 / UK #298)

If a unit of Cold One Knights has the Soul Shadows Standard, fails its Leadership test and becomes Stupid, can it still elect to flee (and then automatically rally) when charged?

Yes. This is because a unit that becomes Stupid effectively becomes Immune to Psychology, and the standard states that units that are Immune to Psychology can still use it.

Source: October 2004 Issue of White Dwarf Magazine (US #297 / UK #298)

Can a unit that is Frenzied that has the Soul Shadows Standard choose to flee from a charge?

No.

Source: October 2004 Issue of White Dwarf Magazine (US #297 / UK #298)

Do Dark Elf Sorceresses with the Mark of Slaanesh gain a total of +2 to cast spells (+1 for being a Dark Elf Sorceress and +1 for the Mark of Slaanesh?)

No. The +1 was printed as a reminder that Dark Elf magic users receive a +1 to cast spells. They do not get +2 if they are given the Mark of Slaanesh.

Source: Anthony Reynolds - Warhammer Design Team

Can a Cult of Slaanesh Army army hire Dogs of War / Regiments of Renown units?

No. Dogs of War / Regiments of Renown are not listed as an option in the army list. The only exception is the Regiment of Renown - Mengil's Manflayers as the rules for the unit specify that they may be hired by a Cult of Slaanesh army.

Source: Storm of Chaos Book page 87 / Anthony Reynolds - Warhammer Design Team / September 2004 Issue of White Dwarf Magazine (US #296 / UK #297)

Can a High Sorceress with the Mark of Slaanesh or a Druchii Anointed be equipped with a Chaos Daemon Sword?

Yes. Both are allowed to take Hordes of Chaos magic items tagged as "Models with Mark of Slaanesh Only" per the army list. The Chaos Daemon Sword is tagged as "Models with a Mark of Chaos Only" as the item's effects change based on the patron god. The item meets the "Models with a Mark of Slaanesh Only" intent as in this case, the sword grants the bearer the same WS, S, I, and A of a Keeper of Secrets (Slaanesh Greater Daemon).

Source: Hordes of Chaos Army Book page 50 / Storm of Chaos Book pages 86, 87 / Direwolf FAQ Council Interpretation

Does the Righteous Fury special rule for Empire Warrior Priests of Sigmar, which states that the Warrior Priests and the unit they are with hate all models in ALL Chaos armies, apply against the Cult of Slaanesh army?

Yes. The name of the army alone gives us the answer, as the army is clearly affiliated with Chaos. Upon the sight of daemons and/or the symbols of Chaos, the Warrior Priests will whip their units into a righteous fury. Warrior Priests of Sigmar and the unit they are with hate all models in a Cult of Slaanesh army.

Source: Empire Army Book page 16 / Direwolf FAQ Council Interpretation

Are High Elves immune to panic when fighting against a Cult of Slaanesh army?

Yes. As all Cult of Slaanesh armies are led by a Dark Elf and include Dark Elf units, High Elves are immune to panic when fighting against a Cult of Slaanesh army. The blood fued between the Asur and the Druchii is rooted in the original founding of the Cult of Slaanesh by Morathi and finding chaos followers of Slaanesh accompanying a Dark Elf army would neither surprise or weaken the resolve of the Asur.

Source: High Elves Army Book page 6 / Direwolf FAQ Council Interpretation

Dogs of War / Regiments of Renown

Can Regiments of Renown or Dogs of War units be joined by non-Dogs of War Characters?

No.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

Can other Warhammer armies hire non-named Dogs of War characters (i.e. Mercenary General, Hireling Wizard Lord, Paymaster, Mercenary Captain, Hireling Wizard) as a Rare choice?

No, you can't field these types of Dogs of War characters unless you're a Dogs of War army.

Source: Ian Hawkes - Warhammer Design Team

How are named standard bearers from Regiments of Renown handled in terms of capturing / losing standards?

As named standard bearers from Regiments of Renown are classified as characters they should be handled as Battle Standard Bearers in terms of capturing / losing banners.

Source: Warhammer Chronicles 2004 page 68 / Direwolf FAQ Council Interpretation

When charged by a chariot, do pike attacks go before impact hits?

No. The Warhammer Design Team has specifically stated that impact hits always happen before everything else in a combat, unless specifically noted otherwise. Therefore chariot impact hits qualify as a being "entitled to strike first because of a special ability" which per the rules for pikes "will still strike before pike-armed models."

Source: Gav Thorpe - Warhammer Design Team / Warhammer Chronicles 2004 page 57 / Rulebook page 128

When engaged in close combat with an enemy unit to their front, how many ranks do pikeman fight in?

Provided the unit has enough ranks, four ranks if the unit was stationary or three ranks if the unit charged that turn as is outlined in the Fight In Ranks section of the Warhammer Rulebook. Note that in cases where a pikemen unit consists of three ranks or less, all the ranks will fight when engaged with an enemy unit to their front, regardless of whether the unit was stationary or charged that turn.

Source: Rulebook page 89 / Warhammer Chronicles 2004 page 57

In the description for the Paymaster it indicates that he is treated exactly like a Battle Standard. Is he therefore a allowed to carry a magic banner?

No. The reference in the Paymaster's rules directs players to treat the keys to the pay chest like a Battle Standard. Note that nowhere in the Rulebook does it state that a Battle Standard Bearer is entitled to carry a magic banner. It is the existing Sixth Edition army books which explicitly state that Battle Standard Bearers may carry magic banners. The Paymaster is not explicitly given the ability to carry a magic banner in the Dogs of War army list, therefore, he may not.

Source: Rulebook page 102 / Warhammer Chronicles 2004 page 57

Do the Dwarf special rules apply to the Dogs of War Dwarfs as well?

Yes, all of the Dwarf special rules (Ancestral Grudge, Relentless, and Resolute) apply to Dwarf Dogs of War.

Source: US White Dwarf #258 page 41

What is the correct number of attacks for Long Drong's Slayer Pirates?

Since the "Festooned With Pistols" special rule for the unit states they "gain an additional attack because they are fighting with a pistol in each hand", you should add 1 to the Attacks value in the displayed statline. Thus, Long Drong has 3 + 1 = 4 Attacks and each Pirate has 1 + 1 = 2 Attacks.

Source: Rulebook page 91 / Warhammer Chronicles 2004 page 65

Does Asarnil's Dragon have an armour save?

Yes, 3+ Scaly Skin save like most Dragons.

Source: US White Dwarf #258 page 41

How are VPs awarded for Asarnil and his Dragon?

Asarnil is worth 130 VPs, his Dragon is worth 330 VPs.

Source: US White Dwarf #258 page 41

Are all models with names counted as characters (for example, Asarnil's Dragon, the Giants of Albion) for challenges, etc.?

No only the leader counts (Asarnil and Hengist), in the cases you mentioned.

Source: US White Dwarf #258 page 41

Where can I find the rules for the special Dogs of War unit, Gotrek and Felix?

In the Warhammer Annual 2002.

Source: Warhammer Annual 2002 page 64

Where can I find the rules for the special Dogs of War unit, Witch Hunters (Johan Van Hal & Wilhelm Hasburg)?

In the Warhammer Annual 2002.

Source: Warhammer Annual 2002 page 119

Where can I find the rules for the Regiment of Renown, Mengil's Manflayers?

In White Dwarf Magazine.

Source: September 2004 Issue of White Dwarf Magazine (US #296 / UK #297)

Where can I find the rules for the Dark Emissary, Truthsayer, and Fenbeasts?

In Warhammer Chronicles 2003.

Source: Warhammer Chronicles 2003 pages 14-16

Can you have more than one Dark Emissary (or Truthsayer) in an army?

No.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

Can you have a Dark Emissary and a Truthsayer in the same army?

Certainly not!

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

Dwarfs

Are the Dwarf FAQs for the 2000 version of the army book or the 2005 version?

The FAQs presented here are for the 2000 Dwarf Army Book.

Source: Warhammer Online Rules Index Project

Where can I find the Dwarf FAQs for the army book released in 2005?

The FAQs for the 2005 Dwarf Army Book are included in the Warhammer Fantasy: 7th Edition Online Rules Index (TBD).

Source: Warhammer Online Rules Index Project

It has been brought to our attention that Dwarf handguns are not listed as 'move or fire' weapons. Is this correct?

Correct! Dwarf handguns may move and fire.

Source: Warhammer Chronicles 2004 page 116

Could you explain how the 'crew' of a Dwarf Anvil of Doom work in close combat?

If you imagine that they form up just like a war machine crew, and work out who is in contact with whom on that basis, you won't go far wrong. It may even be worthwhile having a spare Runesmith and a couple of suitably hard-looking guard models to use for this purpose.

Source: Warhammer Chronicles 2004 page 116

How does the Slayer skill work if the model is armed with a Rune of Might?

As noted in the description of the Slayer skill, their Strength is only increased after modifications for weapons. In this situation, the Slayer's Strength will only be increased if his doubled Strength is still less than that of his opponent's Toughness (unlikely since that would mean it was Toughness 9 or 10!).

Source: Warhammer Chronicles 2004 page 116

Can I take the Goblin Hewer as a Regiment of Renown in a Dogs of War army?

Yes. It takes up a Rare unit choice and a Hero slot.

Source: October 2004 Issue of White Dwarf Magazine (US #297 / UK #298)

If the "Look, Snorri, Trolls!" rule brings Slayers in contact with enemy scouts, do the Slayers count as charging? Can the enemy declare a reaction?

Yes, and no charge reaction except Hold permitted.

Source: October 2004 Issue of White Dwarf Magazine (US #297 / UK #298)

Unbreakable is not listed for the Brotherhood of Grimnir. And it's not listed in the Slayer rules of the dwarf book. Are they Unbreakable?

Members of the Brotherhood are still Dwarf Slayers and thus have all the special rules of Slayers in the Dwarf Army book. They are are Unbreakable.

Source: October 2004 Issue of White Dwarf Magazine (US #297 / UK #298)

Can a Brotherhood of Grimnir unit take a banner with the Master Rune of Grimnir on it?

No. Although a Brotherhood of Grimnir unit may take a runic standard worth up to 50 points, only army Battle Standard Bearers may take Master runes.

Source: October 2004 Issue of White Dwarf Magazine (US #297 / UK #298)

Can I give a Slayer character in a normal Dwarf army Slayer Skills?

No.

Source: October 2004 Issue of White Dwarf Magazine (US #297 / UK #298)

Can the Wards of Grimnir (Magic Resistance (1) within 6") be used against a spell that targets an "area" (such as Invocation of Nehek) rather than a unit if part of the area is within range?

Yes, although no specific model is targeted, if the spell is cast or the target is within 6" of the Wards of Grimnir, the Magic Resistance will come into effect. Note that in regards to Sylvanian Grave Markers, if the Grave Marker OR the target is within 6", the Wards of Grimnir apply.

Source: October 2004 Issue of White Dwarf Magazine (US #297 / UK #298) / Gav Thorpe - Warhammer Design Team

Do Wards of Grimnir work against Bound Items?

Yes. I intended for the Wards of Grimnir to work against all spells, including bound ones.

Source: Gav Thorpe - Warhammer Design Team

If an enemy spell would affect (or fall within 6") of multiple models with the Wards of Grimnir, can the Slayers add a dispel dice for each model with the Wards?

No, in cases where there are more than one eligible source of Magic Resistance the highest MR value is used, they are not added together.

Source: Gav Thorpe - Warhammer Design Team

The Master Rune of Grimnir mentions deflecting arrows and cannonballs and states "Any friendly unit within 12" of the standard gains a 5+ Ward save against any ranged attack." What exactly does "ranged attack" mean in regards to this item? Does it only protect against shooting, or does it protect against magic as well?

The Master Rune of Grimnir was intended to work only vs. shooting attacks, not magic missiles and other spells. The Slayers have the Wards of Grimnir and additional dispel dice to protect them against magic.

Source: Gav Thorpe - Warhammer Design Team

Can a Slayer Army of Karak Kadrin hire Dogs of War / Regiments of Renown units?

No. Dogs of War / Regiments of Renown are not listed as an option in the army list. The only exceptions to this are Long Drong's Slayer Pirates and Malaki Makaisson's Goblin Hewer which may be hired as specifically noted in the army list.

Source: Storm of Chaos Book page 70 / Anthony Reynolds - Warhammer Design Team

As Doomseekers do not attack normally, if you are an enemy model in a ranked unit the maximum amount of hits you can take from attacking Doomseekers is one, correct?

This is correct. Regardless of the number of Doomseekers attacking a ranked unit, any model in that ranked unit may only take one hit.

Source: Gav Thorpe - Warhammer Design Team

Does a Doomseeker get re-rolls to hit Greenskins in the first round of combat due to hatred? Does a Doomseeker need sixes to hit an enemy unit behind a defended obstacle?

No. He does not attack (or roll to hit) in the normal manner and therefore, the re-rolls to hit do not apply. In addition special rules or magic items which modify a "to hit" roll do not apply to a Doomseeker.

Source: Gav Thorpe - Warhammer Design Team

How do we resolve a situation where a Doomseeker is engaged with a Skaven model (or models) armed with Plague Censers?

The Doomseeker strikes first, as he strikes before all types of other special attacks. Note however, that the Doomseeker is still required to pass a Toughness test (or lose a wound) as the test is required of all models in base to base contact with a Plague Censer at the beginning of the close combat phase.

Source: Storm of Chaos Army Book page 67 / Skaven Army Book page 32 / Direwolf FAQ Council Interpretation

The Empire

Can a unit of Knights led by a Grand Master (making them Immune to Psychology) carry and get the benefit of having the Banner of Sigismund (making them stubborn)?

In the example you give, the banner would have no effect - Immune to Psychology is Immune to Psychology. If it were otherwise, you'd get situations where a player could say "My Dread Banner is a magical fear and so therefore overrules your mundane immunity" which of course is not the case.

Source: Warhammer Chronicles 2004 page 116

In a situation where an Empire unit with the Griffon Banner and a Warrior Priest defeats an enemy unit it hates (Chaos, Skaven, etc.) must they pursue the enemy or does the Griffon Banner's "No pursuit" restriction take precedence? Or do we D6 it each time it comes up? Hatred indicates that the unit "must always pursue" and the Griffon banner states "will never pursue".

The way I've dealt with this in the past is to add the phrase "if normally allowed to do so" on the end of "must" movement - i.e. the Griffon Banner's restriction means that they do not pursue.

Source: S. Gav Thorpe - Warhammer Design Team

How many times may an Empire character armed with the Dragon Bow fire in the Shooting phase?

Once. Unless otherwise mentioned each model can only make one shooting attack in each Shooting phase. There has been some confusion regarding this item as the Special Character Valmir Von Raukov on the GW website may fire the Dragon Bow three times in the Shooting phase. Note however that Von Raukov is allowed to do this due to his "Master Archer" ability and this is not a property of the Dragon Bow.

Source: Rulebook page 58 / Empire Army Book page 30

How many times may an Empire Pistolier fire in the Shooting phase?

Once. Unless otherwise mentioned each model can only make one shooting attack in each Shooting phase. The Pistoliers special "Fusillade" rule which allows them to use both pistols only applies in the first turn of each close combat.

Source: Rulebook page 58 / Empire Army Book page 10

Can a mounted character use two pistols, or a sword and a pistol in close combat?

No. This is a special rule for Pistoliers only. Characters can use one pistol (though only 1 Attack can be made with the pistol), but they cannot claim +1 Attack.. So, if a mounted character has a pistol and 3 Attacks, he can make 3 Close Combat attacks, one of which is with the pistol.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

When do Empire detachments declare counter-charges and move into contact with the enemy?

After the enemy has finished moving ALL the chargers, but before Remaining Moves, the Detachment can declare a counter- charge and move into contact with the enemy.

Source: Empire Army Book pages 8, 9

Given the following: 1) An enemy unit with a width of 150mm has frontal charged an Empire parent unit with a width of 100mm. 2) The enemy unit had "excess" charge movement of 1" or more which it did not need to use to move into contact with the parent unit. 3) The detachments to the parent unit are less than 1" from the front of the parent unit. The detachments are in a position where they can see the flank of the enemy unit, but are still in the front arc of the enemy unit. Are the detachments allowed to counter-charge the enemy unit or are they drawn into combat with the enemy unit per the Multiple Targets rules found in Appendix 6 of the Rulebook?

The detachments are "drawn-in" to the combat as they have been "drawn-in" prior to the point where the detachments could have declared a counter-charge. When a detachment is "drawn-in" to a combat they are moved into contact with the enemy unit immediately after the enemy unit contacts the parent unit and it is determined that the detachment is required to be "drawn-in". To avoid this, Empire players should keep their detachments at least 1.1" back from the front of their parent units.

Source: Rulebook page 267 / Empire Army Book pages 8, 9 / Direwolf FAQ Council Interpretation

The Empire item the Steel standard says in the description Knightly Orders only, does this mean that Knights of the White Wolf can't use it?

Knights of White Wolf may not use this banner.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

With the magic item the Rod of Power, what magic dice can be saved? Your own Power Dice only, or your own Dispel Dice too, in the opponents magic phase?

Both your own Power Dice and Dispel Dice can be saved in the Rod of Power.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

Can a Parent Unit have a detachment(s) of the same troop type? For example could a unit of 10 handgunners take 2 detachments of 5 handgunners?

Yes. While the introduction to the detachment rules seems to indicate that detachments are armed differently than the parent units, no where in the actual detachment rules does it state that the detachments must be armed differently than the parent.

Source: Empire Army Book page 8 / Direwolf FAQ Council Interpretation

Can enemy magic items and abilities which negate one or more attacks of a model in base to base contact (e.g. Blademaster, Hand of Khaine, Vambraces of the Sun, Cautious Shield, etc.), be used to negate the single S10, D6 wound attack of the Mace of Helstrum?

These only reduce the number of Attacks on the profile, and have no effect on special attacks (in this case, the Empire character may have one less Attack, but he simply swaps his remaining attacks for the single S10, D6 wound attack).

Source: Gav Thorpe - Warhammer Design Team

What is the correct BS characteristic of an Empire Master Engineer?

4.

Source: Empire Army Book 14 / Warhammer Chronicles 2004 page 125

What is the correct M characteristic of an Empire Warhorse?

8.

Source: Empire Army Book 26 / Warhammer Chronicles 2004 page 125

Where can I find the rules for the Hexstaff, an "Empire Only" magic item from the Albion campaign?

In Warhammer Chronicles 2003.

Source: Warhammer Chronicles 2003 page 11

Where can I find the rules for the Warrior Priests of Ulric?

Source: Warhammer Chronicles 2004 page 13

Where can I find the rules for the Lord level character, the Arch-Lector of Sigmar?

In White Dwarf Magazine.

Source: White Dwarf Magazine (US March 2005 Issue #302)/ UK April 2005 Issue #304)

Is the Arch-Lector of Sigmar considered "Offical Rules"?

The Arch-Lector was created to go alongside the scenario with the the White Dwarf article, and hence that is the context for which he was intended. We don't believe the Arch-Lector would cause significant problems to game balance, and players and events organisers are free, of course, to agree to allow armies to field an Arch-Lector in other games (e.g. such as many events organisers do in the case of the Revised Lores of Magic article), if they wish.

Source: Gav Thorpe - Warhammer Design Team

Can the Arch-Lector of Sigmar maintain two Remains in Play prayers in play at the same time? Can he use the same prayer twice in a magic phase?

The Arch-Lector may not maintain two remains in play prayers in play at the same time. The wording of the prayers in the Empire army book clearly states that once a Warrior Priest (or Arch Lector as the case may be) attempts another prayer, any remains in play prayers are removed from play. As the Arch-Lector is the Sigmarite version of the generic High Priest of Ulric (Ar-Ulric) found in the Cult of Ulric army list in Warhammer Chronicles 2004, we recommend treating the Arch-Lector in the same manner as the Ar-Ulric in regards to the ability to use the same prayer twice. This means that the Arch-Lector may attempt each of his prayers up to twice per turn, but if the first attempt is successful he may not use that prayer again that turn.

Source: White Dwarf Magazine (US March 2005 Issue #302 / UK April 2005 Issue #304) / Warhammer Chronicles 2004 page 5 / Direwolf FAQ Council Interpretation

Where can I find the rules for the Empire character, Grand Theogonist - Volkmar the Grim?

In the Warhammer Annual 2002.

Source: Warhammer Annual 2002 page 60

Where can I find the rules for the Empire character, Boris Todbringer & The Army of Middenland?

In Warhammer Chronicles 2004.

Source: Warhammer Chronicles 2004 page 71

Where can I find the rules for the Empire character, Emporer Karl Franz, Prince of Altdorf?

In White Dwarf Magazine.

Source: December 2003 White Dwarf (US #287 / UK #288)

Where can I find the updated rules for the Empire character, Valten, Chosen of Sigmar?

In White Dwarf Magazine.

Source: December 2003 White Dwarf (US #287 / UK #288)

Where can I find the rules for the Steam Tank?

Source: Warhammer Chronicles 2004 page 48

What effect does an Earthshaker Cannon have on a Steam Tank?

It will move at half normal rate, and must first roll a 4+ before each weapon.

Source: Warhammer Chronicles 2004 page

Do Pikemen get +1 Strength when charged by a Steam Tank?

Yes, they do.

Source: Warhammer Chronicles 2004 page

Does the use of a Steam Tank have to he agreed upon by both players?

No.

Source: Warhammer Chronicles 2004 page 120

Does the use of a Steam Tank have to be agreed upon by both players?

No.

Source: Warhammer Chronicles 2004 page 120

Are the Trainee Engineers on a fighting platform vulnerable to poison?

Any poisoned missile attacks that hit by rolling a 6 need to be randomised separately. If they are randomised against the crew they wound them automatically, but if they are randomised against the Steam Tank they still need to roll to damage with their Strength. In close combat there is no problem since the enemy can attack either the Steam Tank or the Engineers.

Source: Warhammer Chronicles 2004 page 120

Would firing from a hill down at the Steam Tank count as an above hit or is this just for attacks that lob their shot?

The 'hit from above' rule is limited to war machine attacks like mortars, stone throwers etc. (ie, those that use the Scatter dice) and spells such as the Comet of Casandora, Forked Lightning, etc. It does not apply to normal missile fire, magic missiles, cannons and other machines that do not use the Scatter dice, or any close combat attacks (even by Giants...).

Source: Warhammer Chronicles 2004 page 120

Can a model "rebound" wounds onto a Steam Tank (the Black Amulet for example)?

No.

Source: Warhammer Chronicles 2004 page 120 / Direwolf FAQ Council Interpretation

If the Steam Tank is charging and its intended target flees, can it redirect the charge?

Of course, if the new target has been revealed by the first one fleeing (ie, if the Tank would not have been able to charge it before the flight of the original target).

Source: Warhammer Chronicles 2004 page 120

What about the Toughness of the Steam Tank? Several things use the opponent's Toughness to decide the Strength of the attack (for example, the Rune of Might, Dwarf Slayers, the Sword of Heroes).

They don't give any advantage to models fighting the Steam Tank as it has no Toughness value. This applies to any attack which uses a characteristic of the Tank (except Initiative, as noted in the rules).

Source: Warhammer Chronicles 2004 page 120

How do you charge with a Steam Tank?

To charge an enemy unit with a Steam Tank the Empire player must declare a charge at an enemy unit per the normal rules, in addition it is at this point the Empire player must declare how many Steam Points he will be allocating to movement for the charge. Note that a charging unit may not perform other moves so once the Empire player declares the amount of Steam Points for the charge that is it. Per the Steam Tank rules the Empire player may use some of these Steam Points allocated to the charge to 1) Pivot on the spot to align up to the unit he wants to charge 2) backup to gain momentum and 3) move forward to contact the enemy. If after the Empire player has declared a charge with the Steam Tank the enemy player flees, the flee dice are rolled, the enemy unit moved and the Empire player moves the Steam Tank forward towards its intended target. If he contacts the fleeing unit it is removed as normal. If the charge is failed, the Steam Tank has a special rule that it still moves the full distance toward the enemy (much like a flyer would). If the fleeing unit revealed another unit directly in the path of the Steam Tank and the Steam Tank had enough movement to reach it, the Steam Tank could re-direct onto the newly revealed unit. Remember the Empire player cannot allocate any more Steam Points to the Steam Tank's movement after the original amount declared to be expended on the charge.

Source: Warhammer Chronicles 2004 page 120 / Rulebook pages 44, 52, 53 / Warhammer Chronicles 2004 pages 50, 51

A Steam Tank cannot normally charge skirmishers, but can a Steam Tank charge skirmishers that are formed up in a combat?

Yes, the Steam Tank can charge skirmishers and individual models if they are already locked in combat.

Source: July 2002 Q&A Update on the Warhammer Chronicles website

Can a lone character on foot, or a unit of Skirmishers leave combat with a Steam Tank voluntarily in their own turn?

No.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

Do Terradons or other fliers strike the top of the Steam Tank when they attack it?

No.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

Although Crossbowmen and Handgunners are Rare units, can they be taken as detachments for Core units, In an Army of Middenland?

No. They can only be taken as parent units, not as detachments at all.

Source: October 2004 Issue of White Dwarf Magazine (US #297 / UK #298)

Can an Army of Middenland field a Steam Tank?

No. The Army of Middenland is not an Empire army. Numerous items available to an Empire army are not available to the Army of Middenland and the Steam Tank is one of them. If the Army of Middenland was able to field a Steam Tank, it would have been listed as an option under the Army of Middenland's Rare Units.

Source: Storm of Chaos Army Book page 50

High Elves

Can a mounted character purchase the Swordmaster Honour?

No. The Swordmaster Honour is for characters on foot only.

Source: High Elves Army Book page 15 / Warhammer Chronicles 2004 page 126

When engaged in close combat with an enemy unit to their front, how many ranks do High Elf spearmen fight in?

Provided the unit has enough ranks, three ranks if the unit was stationary or two ranks if the unit charged that turn as is outlined in the Fight In Ranks section of the Warhammer Rulebook.

Source: Rulebook page 89 / High Elves Army Book page 7

Are the crew of a Repeater Bolt Thrower equipped with light armour?

Yes.

Source: High Elves Army Book page 30 / Warhammer Chronicles 2004 page 126

Can a High Elf Battle Standard Bearer be the army's General? If a High Elf army only takes one character, may it be a Battle Standard Bearer?

The High Elf Intrigue at Court rule overrides the normal rule that a Battle Standard Bearer may not be the army's general. If the Battle Standard Bearer's number comes up on the Intrigue at Court roll, then he is indeed the army's General. Note that it is still illegal for a High Elf army to field a Battle Standard Bearer as the only character. If the High Elf player rolls a 2+ on the Intrigue at Court roll, you could not choose the Battle Standard Bearer as the General, making the army illegal.

Source: High Elves Army Book pages 6, 25

Are models wearing Dragon armour immune to hits from the Screaming Skull Catapult, since they are flaming hits? Same question with the Chariot of Fire's impact hits (and Dwarf war machine with Rune of Burning, by the way).

They are only immune to 'pure' flame attacks such as flame cannons, Dragon's breath, warpfire throwers, Lore of Fire attack spells and the like. They are not immune to cannonballs, Chariot scythes, screaming skulls or anything else that also happens to be on fire! (Note: they are not immune to Tzeentch spells).

Source: Warhammer Chronicles 2004 page 117

Can Vaul's Unmaking be used to destroy the Casket of Souls or an Anvil of Doom?

No, they are not magic items.

Source: Warhammer Chronicles 2004 page 117

Do spells, abilities, magic items, etc. which negate or otherwise affect magic items have an impact on High Elf Honours?

No. While they count against the magic item allowance for characters, Honours are NOT defined as magic items.

Source: High Elves Army Book page 15 / Direwolf FAQ Council Interpretation

Do Repeater Bolt Throwers suffer -1 for shooting multiple shots?

No, as they are classified as war machines, they do not suffer a -1 penalty.

Source: High Elves Army Book page 14 / Rulebook page 90 / High Elves on-line FAQ on the Games Workshop website

Do Swordmasters have Killing Blow? The description in the Warhammer rulebook for Killing Blow uses "Master swordsmen of the White Tower" as an example.

No, Swordmasters do not have Killing Blow. Only characters with the Swordmaster Honour have Killing Blow. The design team didn't want Swordmasters being too much like Dark Elf Executioners and the Swordmasters already have their own special ability.

Source: High Elves on-line FAQ on the Games Workshop website

The High Elf Blade of Darting Steel states that if an enemy also has the ability to strike first, then a D6 is rolled to determine who attacks first. However, other items with the same ability state that in such a situation, who strikes first is determined by who has the higher Initiative. Which is correct?

Each description is correct for its item. If a situation arises where there are two conflicting ways of resolving the issue, toll a dice to see which description is used for that round of combat.

Source: Warhammer Chronicles 2004 page 116

Do hits from the Bow of the Seafarer and the Reaver Bow count as magical?

Yes. any attack from a magic weapon counts as magical... same as any attack from a runed dwarf war machine does.

Source: Gav Thorpe - Warhammer Design Team

What is the effect of the Amulet of Purifying Flame (-3 to casting rolls on hero/unit) vs Bound Spells (vs the Casket of Souls more specifically)?

No effect against Bound Spells as they do not have a casting roll. Against the Casket of Souls, the -3 does take effect however, as it is cast like an Incantation, which work in the same manner as other spells.

Source: Warhammer Chronicles 2004 page 117

How do you determine the correct Leadership value to use when the General is within range of the bearer of the Blessed Tome?

Individual units must each be within 6" of the bearer of the Blessed Tome to be affected by it. If within range of both the General and the Blessed Tome, they may use both the General's base Leadership, and the +1 for the Blessed Tome, up to a maximum Leadership of 10.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

What happens to character or unit that suffer from a psychological effect "Even if Immune to Psychology" such as a Hordes of Chaos character wearing the Helm of Many Eyes, a Strigoi Vampire, etc., when they come into contact with the High Elf Banner of Balance?

There is actually no contradiction there. The character or unit is immune to other forms of psychology but is still affected by the named psychological effect due to the "Even if Immune to Psychology" clause.

Source: High Elves Army Book page 19 / Direwolf FAQ Council Interpretation

What happens when a unit of Witch Elves within 18" of the Dark Elf Cauldron of Blood (which states that the Witch Elves never lose frenzy) comes into contact with the High Elf Banner of Balance (which states that enemy units in contact are Immune to Psychology)?

While in contact with the Banner of Balance, the Witch Elves are not frenzied anymore as they become Immune to Psychology. As stated in a related Q&A in Warhammer Chronicles 2003 "Immune to Psychology is Immune to Psychology!" As soon as they leave contact with it, they regain their frenzied state immediately (when normally, a regular frenzied unit, beaten in combat would not).

Source: High Elves Army Book page 19 / Dark Elves Army Book page 10 / Warhammer Chronicles 2003 page 133 / Direwolf FAQ Council Interpretation

What is the correct description for the War Crown of Saphery which is worn by Teclis, High Loremaster of the White Tower?

Replace the 2nd 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."

Source: High Elves Army Book page 73 / Warhammer Chronicles 2004 page 126

If Tyrion loses a combat, breaks, and then is caught and destroyed, would the Heart of Avelorn still work? In other words, would he still come back to life?

No, he has to lose his last Wound, in the same way as a character with Regenerate can't come back.

Source: High Elves on-line FAQ on the Games Workshop website

Where can I find the rules for the High Elf character, Alarielle - The Everqueen of Avelorn and her Handmaidens?

In Warhammer Chronicles 2003.

Source: Warhammer Chronicles 2003 page 114

Where can I find the rules for the High Elf character, Eltharion?

In Warhammer Chronicles 2004.

Source: Warhammer Chronicles 2004 page 76

If the White Sword is destroyed with Bane of Forged Steel, can Eltharion still use his fighting styles?

Yes. They are skills of his own, not skills that are gained through his weapon.

Source: Warhammer Chronicles 2004 page 117

Which comes first, the Master of the Mists extra round of shooting or the Bretonnian's praying for the Blessing?

The Bretonnian Prayer occurs before the Master of the Mists shooting.

Source: October 2004 Issue of White Dwarf Magazine (US #297 / UK #298)

Can Ship's Company armed with spears fight in 3 ranks like other High Elves?

Yes. They are still High Elves.

Source: October 2004 Issue of White Dwarf Magazine (US #297 / UK #298)

Do units take panic tests as a result of the Master of the Mists round of shooting?

No.

Source: October 2004 Issue of White Dwarf Magazine (US #297 / UK #298)

If two Sea Patrols are fighting each other, who gets to shoot first with the Master of Mists special rules?

Roll a dice to see who gets to shoot first. Whoever rolls highest may choose one of his units and work out shooting from that unit, then the enemy chooses one unit and resolves its shooting. Continue to alternate shooting units until every unit that is allowed to shoot has done so.

Source: October 2004 Issue of White Dwarf Magazine (US #297 / UK #298)

Does the Master of the Mists Honour and the exemption from the Intrigue at Court rule only apply to Sea Lord Aislinn? If I am using the Sea Patrol army in a setting outside of the Storm of Chaos campaign, and choose to have the army led by a Sea Lord other than Aislinn, does he also benefit from the Master of the Mists Honour and the exemption from the Intrigue at Court rule?

The Master of the Mists Honour and the exemption from Intrigue at Court applies to all Sea Lords. The name of the Sea Lord at the time of the Storm of Chaos campaign happens to be Aislinn. Also note that Aislinn is not considered to be a "special character".

Source: October 2004 Issue of White Dwarf Magazine (US #297 / UK #298)

If during deployment, I attach a mounted character (e.g. a Sea Lord on a Dragon) to a unit of Sea Guard, may he also fire during the Master of the Mists special round of shooting?

No. The intent was that only characters on foot attached to a unit of Sea Guard or Sea Rangers would benefit from the special round of shooting.

Source: Andy Hoare - Warhammer Design Team

Can a Sea Lord (or Commodore) with the Radiant Gem of Hoeth or Loremaster Honour act as a mage for purposes of the Summoned from the Deep rule?

No. The special rule refers only to Storm Weavers and Mist Mages.

Source: October 2004 Issue of White Dwarf Magazine (US #297 / UK #298)

During the Master of the Mists special round of shooting, may shots be directed at the flanks of enemy units?

No!

Source: October 2004 Issue of White Dwarf Magazine (US #297 / UK #298)

A Merwyrm must take an immediate Leadership test, using the leadership of the mage who has bound it, if it fails a Regeneration roll. If there is no regeneration roll (i.e. the Merwyrm has been wounded by a flaming attack), what happens?

A Leadership test is taken if the Merwyrm fails a Regeneration roll. If there is no Regeneration test, then it cannot be failed - thus the Merwyrm does not need to test.

Source: October 2004 Issue of White Dwarf Magazine (US #297 / UK #298)

Can a High Elf Sea Patrol army hire Dogs of War / Regiments of Renown units?

No. Dogs of War / Regiments of Renown are not listed as an option in the High Elf Sea Patrol army list.

Source: Storm of Chaos Book page 94 / Anthony Reynolds - Warhammer Design Team

Hordes of Chaos

Can I have a daemonic character in my mortal army even though its Leadership value is higher than my mortal General's Leadership value?

No. Chaos armies are not exempt from the main rule that the character with the highest Leadership value must be the General.

Source: Gav Thorpe - Warhammer Design Team / Hordes of Chaos Army Book page 55 / Rulebook page 102

Can daemons use the Chaos General's Leadership value for Instability tests?

Yes they can. From Page 102 of the main Rulebook "Any unit within 12" of the General model may use the General's Leadership value instead of its own when making a Leadership-based test..." On page 29 of Hordes of Chaos while discussing Instability tests it states "Roll 2D6 and compare this to the daemons' Leadership value, with no combat resolution modifiers..." Nowhere in Hordes of Chaos does it state that the General's Ld value may not be used and in fact the specific wording used by the design team (as shown above) makes it clear that daemons may use the Ld value of the General for Instability tests.

Source: Hordes of Chaos Army Book page 29 / Rulebook page 102

Does a Chaos Battle Standard Bearer allow daemonic units to re-roll Instability tests?

No. Daemons don't get the benefit of the Battle Standard Bearer re-roll due to the instability test *not* being a break test (Instability test is made instead of a break test).

Source: Gav Thorpe - Warhammer Design Team / Hordes of Chaos Army Book page 29

Can Chaos characters join unmarked units such as Marauders and Chaos Hounds?

Yes.

Source: Gav Thorpe - Warhammer Design Team / Hordes of Chaos Army Book page 46

If a character with the Mark of Chaos Undivided joins a unit of Marauders, can that unit then re-roll failed psychology tests?

No.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

What are the sacred numbers of the four gods of Chaos?

Slaanesh: 6; Nurgle: 7; Khorne: 8; Tzeentch: 9.

Source: Warhammer Sourcebook (3rd Edition) Realms of Chaos - The Slaves of Darkness pages 16, 17 / Warhammer Sourcebook (3rd Edition) Realms of Chaos - The Lost and the Damned pages 14, 32 / Warhammer 40,000 Codex: Chaos Space Marines page 38

What happens if a unit of Tzeentch Screamers makes a slashing attack on a unit that does automatic hits, like a Night Goblin Fanatic?

Both units inflict and take damage. In the example of the Fanatic, the Screamers take D6 S5 hits and simultaneously each do a S3 hit on the Fanatic.

Source: Warhammer Chronicles 2004 page 118

What is the unit strength of a Chaos Warhound and are Chaos Warhounds a ranked unit?

Chaos Warhounds have a unit strength of 2 each and as they are not classified as "Fast Cavalry" they do receive a rank bonus.

Source: Hordes of Chaos Army Book page 28 / Warhammer Chronicles 2004 page 114

Are each of the heads of a Chaos Dragon allowed to pick a different target? Or is the model bound by the normal rules for shooting?

It is bound by the normal rules for shooting. If there is a unit which can be reached by both breath weapons, the Chaos Dragon cannot Divide Shots. Otherwise (i.e., no unit can be reached by both breath weapons) the Divide Shots rule applies and the breath weapons can attack different targets.

Source: Rulebook pages 61, 114 / Hordes of Chaos Army Book page 61 / Direwolf FAQ Council Interpretation

Where can I find the rules for Mounted Daemonettes?

In Warhammer Chronicles 2004.

Source: Warhammer Chronicles 2004 page 36

Do Tzeentch Flamers move separately?

Yes they do. On page 40 of Hordes of Chaos change the wording "After that they are free to move as they like, and they count as a separate unit for the rest of the game" to "After that they are free to move as they like, and EACH counts as a separate unit for the rest of the game."

Source: Hordes of Chaos Army Book page 40 Warhammer Chronicles 2004 page 126

Can Flamers hurt fire immune units (Dragon Princes..) in close combat?

Yes.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

Can flamers stand and shoot?

Yes.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

Does a character on a Daemonic mount benefit from its immunity to psychology?

No.

Source: Warhammer Chronicles 2004 page 118

Can a mortal Chaos character mounted on a daemonic steed join a unit of daemons?

No. Only a mortal character with the Chalice of Chaos (which makes him a daemon) may join a unit of daemons. Non-daemonic models may not join a daemonic unit.

Source: Gav Thorpe - Warhammer Design Team / Hordes of Chaos Army Book page 29

Can a mortal Chaos character mounted on a daemonic steed join a mortal unit?

Yes. A daemonic steed may be joined to a mortal unit, as long as the mortal chaos character riding the steed is alive.

Source: Gav Thorpe - Warhammer Design Team / Hordes of Chaos Army Book page 29

When a mortal Chaos character mounted on a daemonic steed and joined to a mortal unit is killed, what happens to the daemonic steed?

At the end of the phase in which the mortal Chaos character is killed, the daemonic steed is separated from the mortal unit (you might like to place him 1" away to make sure this is clear). If the daemonic steed is involved in combat when the character is killed, place it so it remains in base to base contact with the enemy. In addition, remember to take a Slain Rider test and generate a Monster Reaction if the test is failed.

Source: Hordes of Chaos Army Book page 29 / Direwolf FAQ Council Interpretation

If an enemy unit is fighting against two Chaos units, one with Cloud of Flies and one without, does the enemy unit suffer a -1 to hit only the unit with Cloud of Flies or both?

Both. The rule states "Any unit in close combat with one or more models with a Cloud of Flies suffers a -1 modifier on rolls to hit."

Source: Hordes of Chaos Army Book page 49

Can the Spell Breaker Gift be used to dispel a "remains-in-play" spell in a subsequent turn?

Yes it can.

Source: Gav Thorpe - Warhammer Design Team / Hordes of Chaos Army Book page 48

Can you put both "Unliving Idol" and "Master of Mortals" on a Daemonic character?

No.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

Can a mortal character with the Chalice of Chaos purchase Daemonic gifts since he becomes a deamon?

No. He can still get other mortal magic items though.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

When using the Staff of Change, may I re-roll the dice used to cast or dispel a spell one at a time?

No. Per the Errata printed in Warhammer Chronicles, the bearer can make a single re-roll of one or more dice rolled to cast or dispel each spell.

Source: Hordes of Chaos Army Book page 52 / Warhammer Chronicles 2004 page 126

How do you resolve a combat where the attacker is entitled to re-roll missed hits (e.g. Hatred) and the defending Chaos character is wearing the Armour of Damnation (which forces the attacker to reroll all successful hits)?

The attacking player rolls to hit and re-rolls misses. Then the defending player makes the attacker re-roll all successful attacks.

Source: Warhammer Chronicles 2004 page 118

If Gaze of the Gods turns my Khorne Lord into a Chaos Spawn, is it a Bloodbeast of Khorne or just a normal Chaos spawn?

Just a normal spawn (not that any spawn is really 'normal'!)

Source: Warhammer Chronicles 2004 page 118

What mounts can a character take if he has the Chalice of Chaos?

The character may ride on a Chaos Steed or a Daemon Steed, but may not ride a Chariot or a Dragon of Chaos.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

If casting the Tzeentch spell Green Fire on a unit of swordsmen can the caster freely choose what equipment the combat is fought with? To specify can it be cast on a unit of Empire swordsmen that then elect to only use their hand weapons not using the shields?

The caster chooses which weapon to attack with. The Swordsmen will defend themselves as best they can though, so they would use their shields. However, if a unit was armed with halberd and shield, the caster may choose for them to attack with the halberd, so they could not use their shields to defend with, as they are using a two-handed weapon.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

Do spells from the Lore of Tzeentch (which are all named as a different color of fire) count as "Fire" attacks?

No they do not. None of the Tzeentch spells include the wording "This is a Fire attack and causes double damage against flammable targets" as pure flaming spells do. This was confirmed via the High Elf Q&A for Dragon Armour which states that models with Dragon Armour are NOT immune to Tzeentch spells.

Source: Beasts of Chaos Army Book page 78 / Warhammer Chronicles 2004 page 117 / Direwolf FAQ Council Interpretation

If the Tzeentch spell Indigo Fire is cast upon a unit of skirmishers, where are Horrors placed? It is normally in contact with the front rank, but skirmishers obviously do not have a front rank.

They are placed against the skirmishing model closest to the caster.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

The Titillating Delusions spell. May an affected unit still declare charges against units in line of sight but not on the line designed by the spell? What about frenzied units who are forced to declare charges when possible? If a unit is affected, is it considered "immune to psychology", or can psychology effects alter their movement? Can you choose to flee from a charge, away from the direction nominated by the spell? If you cast a magical movement spell or incantation at an affected unit, can you freely choose the direction or are you forced to move the unit in the direction given by the Delusions spell?

The thing affected by the spell is the unit's voluntary movements: all voluntary movement, including those that result from a spell or incantation, even charge declarations, have to be made in the direction given by the delusions spell. This includes the voluntary direction that Spawn and Pump Wagons move in. However, the affected unit is not Immune to Psychology, and all compulsory movement still obeys its own rules (compulsory charges, failed terror tests, etc.). The unit can still flee a charge, but will still be affected by the spell as soon as it regains its freedom of movement.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

Can a unit be affected by the Slaanesh spell Luxurious Torment several times, thus suffering additional damage at the start of each turn?

Yes.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

Does Luxurious Torment effect mounts?

No.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

If the target of the spell Delectable Torture is riding a monstrous mount or a chariot, does he attack his monstrous mount or chariot?

No.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

Where can I find the rules for the Hordes of Chaos character, Crom the Conqueror, Herald of Archaon?

In Warhammer Chronicles 2004.

Source: Warhammer Chronicles 2004 page 78

Does Crom the conqueror nullify combat "skills" not given by a weapon? For example, killing blow for Executioners, Blood Dragon Vampires, or High Elf Swordmaster characters.

The rule say that you treat the model as having a mundane hand weapon, so all other effects not dependant on the weapons are still there.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

In Archaon's Horde, do Warriors of Chaos get free upgrades if they number 16 or more models in a unit. Does this apply to Chosen units also?

Yes, as they are still Warriors of Chaos.

Source: October 2004 Issue of White Dwarf Magazine (US #297 / UK #298)

In a regular Mortal Chaos army, the Hellcannon can be taken as a 0-1 rare choice and takes up 2 Rare slots. What are the restrictions for taking Hellcannons in Archaon's Horde?

In Archaon's Horde, the 0-1 restriction is removed. They still take up two Rare slots, however.

Source: October 2004 Issue of White Dwarf Magazine (US #297 / UK #298)

Can the Hellcannon fire normally if it moved? Can it Spew Ichor if it moved?

War machines cannot move and shoot. However, when the Hellcannon Rampages, it IS allowed to Spew Ichor, as noted in the special rules for the Hellcannon.

Source: October 2004 Issue of White Dwarf Magazine (US #297 / UK #298)

If a Hellcannon charges a friendly unit, should that unit take a Terror test?

No.

Source: October 2004 Issue of White Dwarf Magazine (US #297 / UK #298)

If a Hellcannon misfires and a six is rolled on the Misfire chart, all wizards on the table are affected. Does this affect Warrior Priests, Tomb Kings and the like?

No, only models that are explained as working as wizards - so Liche Priests will be affected, but Warrior Priests and Tomb Kings will not.

Source: October 2004 Issue of White Dwarf Magazine (US #297 / UK #298)

How are Victory Points worked out for the Hellcannon?

The Hellcannon is a war machine. However, for such an expensive model that can continue to cause damage after its crew has been destroyed (albeit sometimes to its own side), we decided that Victory Points should be awarded in a slightly different way than normal. If all the crewmen are destroyed, the enemy gets half the Victory Points for the unit. If the Hellcannon itself is destroyed, then the enemy gets the full Victory Points for the unit, even if the crewmen are still alive.

Source: October 2004 Issue of White Dwarf Magazine (US #297 / UK #298)

Can the Hellcannon be spiked like a normal war machine?

No!

Source: Phil Kelly - Warhammer Design Team

As the Hellcannon is classified as a Large Target, if there is a friendly unit between it and an enemy unit (blocking the Hellcannon crew's line of sight to the potential target) may the Hellcannon still fire or must the crew be able to see the potential target?

The Hellcannon rules specify that it fires in exactly the same manner as a stone thrower with the only exceptions listed related to special affects of the hit. The stone thrower rules in the main rulebook specify that they do not need to see their specific target, but they MUST see that there are enemy in the direction they are firing. This is confirmed in the 2002 Annual War Machines article. Therefore, if the line of sight of the crew to enemy units is completely blocked by a friendly unit, then the Hellcannon may not fire.

Source: Storm of Chaos Book page 17 / Rulebook page 120 / Warhammer Annual 2002 pages 18, 19

In a Daemonic Legion, do Flesh Hounds count toward the minimum Core unit requirement, or not, as in the Horde of Chaos book?

They do count as a Core unit in a Daemonic Legions list, though not as a True Core unit.

Source: October 2004 Issue of White Dwarf Magazine (US #297 / UK #298)

Be'Lakor has only five of the six Dark Emissary spells listed as available to him. Is this correct?

Yes. These are the five spells that he uses in battle.

Source: October 2004 Issue of White Dwarf Magazine (US #297 / UK #298)

Can the Screamers pulling a chariot of Tzeentch perform a slashing attack?

No.

Source: October 2004 Issue of White Dwarf Magazine (US #297 / UK #298)

In a Daemonic Legion, the spell Yellow Fire of Transformation is fairly useless, as the Daemons already get a ward save. Should we treat the effects of Yellow Fire in the same way as the Diabolic Splendour gift? What about the Blasted Standard?

In both cases (Yellow Fire and the Blasted Standard), treat them in the same way as Diabolic Splendour.

Source: October 2004 Issue of White Dwarf Magazine (US #297 / UK #298)

In a Daemonic Legion, the spell Yellow Fire of Transformation is fairly useless, as the Daemons already get a ward save. Should we What happens when a Daemon with the Diabolic Splendour gift casts Yellow Fire of Transformation? Does Yellow Fire of Transformation still effect the whole unit? Does the Daemon generate a 3+ ward save?

Yellow Fire of Transformation has been rewritten for the Daemonic Legions as a way to cast Diabolic Splendour as a spell as noted in the Q&A (printed in White Dwarf) above. Diabolic Splendour only affects the Daemonic character to whom the gift has been given (Storm of Chaos page 27). Hence Yellow Fire, when successfully cast, will only affect the Daemonic caster. Also note that the effect of multiples of the same gift is not cumulative (Storm of Chaos page 27). Since Yellow Fire is effectively Diabolic Splendour as a spell, if the Daemonic character has Diabolic Splendour gift already, casting Yellow Fire will not increase his ward save past 4+. This also means that the Blasted Standard, when carried by a Daemonic Herald, will only affect the Herald and will have no effect on the unit he is attached to. Note that the Unholy Icon which gives the unit carrying it a 4+ ward save is not the Blasted Standard and rules for the Unholy Icon do not affect the way that the Blasted Standard works.

Source: Storm of Chaos Book page 27 / October 2004 Issue of White Dwarf Magazine (US #297 / UK #298) / Direwolf FAQ Council Interpretation

Has the 0-1 limitation on Screamers been removed in the Daemonic Legions list?

Yes.

Source: October 2004 Issue of White Dwarf Magazine (US #297 / UK #298)

If you give a Daemonic Herald the Mark of Khorne, he gains a 6+ armour save. If you also give him the Armour of Khorne, does he get a 4+ save or is it cumulative (so that he gets a 3+ save)?

The effects are not cumulative. Thus, a Herald with the Mark of Khorne and the Armour of Khorne will have a 4+ armour save.

Source: October 2004 Issue of White Dwarf Magazine (US #297 / UK #298)

Being cavalry, do the new Daemonic mounted units get +1 to their armour save for being mounted?

Mounted Daemonettes, Changebringers, Plagueriders, Pleasureseekers, and Bloodcrushers are all cavalry and thus gain +1 to their Armour Save. Note that this is already included in the Bloodcrushers" 5+ Armour save.

Source: October 2004 Issue of White Dwarf Magazine (US #297 / UK #298)

Can a Daemonic Legions army hire Dogs of War / Regiments of Renown units?

No. Dogs of War / Regiments of Renown are not listed as an option in the Daemonic Legions army list. In addition, note that in the standard Hordes of Chaos book an army led by a Daemon may not hire Dogs of War (Regiments of Renown) units either.

Source: Storm of Chaos Book page 31 / Hordes of Chaos Army Book page 55 / Anthony Reynolds - Warhammer Design Team

Kislev

Do characters that are part of an Allies Contingent count towards the total number of characters allowed in the army?

No. Allies Contingents are treated like separate armies, and so have their own table of minimum and maximum characters (and units).

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

Can an Allies Contingent be fielded as a stand alone army? If yes, what tables should you use to select the army?

Yes, the Allies Contingent rules specifically state that you may use an Allies Contingent list to field a full army. The Direwolf FAQ Council recommends using the "Choosing Characters" and "Choosing Troops" tables found on page 25 of the Empire Army Book to select a stand alone Allies Contingent army.

Source: Warhammer Chronicles 2004 page 26 / Empire Army Book page 25 / Direwolf FAQ Council Interpretation

Can an Empire Wizard, Slann or High Elf Mage use the Lore of Ice?

No.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

Can a stand alone Kislev army field Dogs of War (Regiments of Renown) units?

No. Dogs of War are not listed as a unit option for the Kislev army.

Source: Warhammer Chronicles 2004 page 27

Does Tzarina Katarin, the Ice Queen ride a standard warhorse or a monstrous mount?

A standard warhorse (with one wound). The characteristic printed for her warhorse indicating three wounds is an error.

Source: Anthony Reynolds - Warhammer Design Team / Warhammer Chronicles 2004 page 83

Lizardmen

What is the correct description for the Stegadon's Giant Bow?

"Giant Bow: The giant bow is a Bolt Thrower, using all of 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 S5 hit thi 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 models and interposing terrain that large targets can see over."

Source: Lizardmen Army Book page 31 / Warhammer Chronicles 2004 page 126

What is the range of the Stegadon's Giant Bow? Do you get Armour saves against the Giant Bow. or is it treated like a Bolt Thrower (and so no Armour saves would be allowed)?

The giant bow is a bolt thrower in all respects, except it can move and fire, and has a different Strength. Use all the rules from the Bolt Thrower section of the Warhammer rulebook (p. 124-125).

Source: Warhammer Chronicles 2004 page 120

Are blowpipes considered Thrown Weapons, i.e. do they benefit from the no over half range penalty or no move and shoot penalty?

No.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

When a Terradon unit voluntarily flees from combat and rolls high enough to flee off table, can they still rally and come back on next turn?

No. If they flee off the table (even voluntarily), then they cannot come back on.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

If Terradons throw their javelins do they get S4 (on their profile) or do they get S3 because the skink only has S3?

Strength 4.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

Does the "Predatory Fighters" rule imply that one of the two Saurus Attacks is made without a weapon bonus? Temple Guard have 2 Attacks but not the Predatory Fighters rule, so does it mean that they have 2 Attacks, both with the halberd bonus? What about characters?

Predatory Fighters, simply put, is only meant for Saurus armed with spears, and says that the second rank has only 1 Attack. In all other cases, use the Attack value indicated, and that's why Temple Guards and characters do not have this rule.

Source: Warhammer Chronicles 2004 page 119

How does the Kroxigor's rule "Skirmish Screen" work with Skink units that are in combat already? Can you charge through them as well? Also, can Kroxigors charge through units of Skink Cohorts, or Horned One Riders?

Kroxigors can only charge through Skirmishers (hence the name Skirmish Screen). They can't charge through ranked up units, and can't charge through skirmishers that are engaged in combat at all.

Source: Warhammer Chronicles 2004 page 119

Can a Skink with the Scout ability scout if it is mounted on a Stegadon or a Horned One?

No. A Skink may only scout if it is on foot.

Source: Warhammer Chronicles 2004 page 119

If I field a Skink Character riding a Stegadon, may I take stubborn break tests using the leadership of the Skink character?

Yes. The army book states "Stegadons AND THEIR RIDERS are stubborn". If a stubborn character is part of a stubborn unit the unit may utilize the stubborn character's leadership value for break tests.

Source: Lizardmen Army Book page 31 / Rulebook page 85

Can a Lizardmen player store unused magic dice in the Diadem of Power before the Vampire Counts" magic item the Black Periapt, steals an unused dispel dice or power dice?

The only differences between these two items is that the second allows you to save and store one dice from either players dice pool and the first allows you to save and store two dice but only from the Lizardmen player's dice pool. Neither says they happen before the other. This is a case of an "irresistible force" vs. an "immovable object". In other words, roll a D6 each time there are unused dice by the Lizardmen player to see which player gets to store dice first.

Source: Rulebook page 43 / Lizardmen Army Book page 55 / Vampire Counts Army Book page 51 / Direwolf FAQ Council Interpretation

How does the Venom of the Firefly Frog effect great weapons and the HW and shield combo? Is it affected by Crom's special skill?

In this particular case, all the normal bonuses of the mundane weapon are retained " this is an exception to the norm.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

Can a Skink with the Blessed Spawning of Huanchi (move through woods) and the Cloak of Feathers fly through woods?

No. The normal flying rules are not nullified.

Source: Warhammer Chronicles 2004 page 119

Where can I find the rules for Lizardmen Sacred Hosts?

In White Dwarf Magazine.

Source: December 2004 Issue of White Dwarf Magazine (US #299 / UK #300)

Do Blessed Spawnings affect ridden creatures as well as the rider?

They are not affected except where noted (Blessed Spawning of Chotec).

Source: Warhammer Chronicles 2004 page 120

Why does the Blessed Spawning of Huanchi (move through woods) cost 20 points for a character? They can move through woods already for free if they are alone!

Units can only be joined by characters with the same Blessed Spawning. So if the characters during a game wanted to join a unit with Blessed Spawning of Huanchi, he would have to be blessed the same way.

Source: Warhammer Chronicles 2004 page 119

If a character has Charm of the Jaguar Warrior (so, on foot) and Blessed Spawning of Chotec, how many dice does he roll when pursuing?

He rolls an extra dice than normal, so would roll 4 dice and choose the highest 3 (ignore the referance to being mounted).

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

What if I declare a challenge to a unit with a Slann inside? Can he take the challenge? What if he refuses?

Slann are not meant for combat and, unless he is in the fighting rank, he cannot issue or refuse challenges. If he is in the fighting rank, he may issue and accept challenges as normal.

Source: Warhammer Chronicles 2004 page 119

How is shooting or casting a spell at a Slann inside a Saurus unit resolved? For shooting, do you choose the Slann or the unit, or do vou randomise? Is the +1 to hit (large target) for the Slann only, or does it apply also to the unit because the Slann is in it? As for magic, you could target the Slann (large target) while the unit is not visible to the caster... does a spell that affects a 'unit' affect the Slann and the Saurus then?

As the Slann is a different size from the models around it, it can be targeted separately. The +1 to hit only applies if shooting at the Slann. This equally applies for magic missiles - and as the Slann is a large target, he might be able to be seen when the unit is not. If the unit the Slann is with consists of less than five models, then missiles aimed at the unit itself could potentially hit the Slann - they are randomised as normal.

Source: Warhammer Chronicles 2004 page 119

Can a Slann use items that are for 'models on foot only'?

No. He is not a model on foot!

Source: Warhammer Chronicles 2004 page 119

According to the Warhammer rulebook a Character that isn't placed in the front rank is effectively out of play and may not use any magic items, nor may the unit use his leadership. How does this affect a Slann Mage-Priest placed in the second rank?

A Slann Mage-Priest in the second rank is considered to be in the front rank for all purposes, except that it does not participate in combat (including issuing / accepting challenges) and it does not count as being in combat for purposes of its own spell casting and use of magic items.

Source: Warhammer Chronicles 2004 page 120 / Lizardmen Army Book page 24 / Direwolf FAQ Council Interpretation

Can a second generation Slann cast a spell without using a dice from the dice pool and just use the "free" dice?

No. The dice is extra "after the dice have been rolled" indicating that the number of dice used to cast the spell initially cannot be 0.

Source: Warhammer Chronicles 2004 page 119

What is the correct way to handle the Second Generation Slann's "Free Dice"? Can he always use it, or only if a spell is successfully cast (i.e. the casting value is reached), first?

It can always be used. Change the first sentence of the second paragraph under "Second Generation" on page 49 to: "Every spell attempted by the Slann...."

Source: Gav Thorpe - Warhammer Design Team

If you have 2 Slann Mage-Priests in your army, but only 1 Temple Guard unit, must both of the Slann Mage-Priests be placed in the lone Temple Guard unit?

No. If multiple Slann Mage-Priests are included in a Lizardmen army that includes only one Temple Guard unit, then only one Slann Mage-Priest must join the Temple Guard unit. The remaining Slann Mage-Priests may join other Lizardmen units or be fielded on their own. If a Lizardmen army includes multiple Slann Mage-Priests and multiple units of Temple Guard, then one Slann Mage-Priest must be placed within each Temple Guard unit with any excess Slann Mage-Priests being allowed to join other Lizardmen units or be fielded on their own.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum) / Lizardmen Army Book page 25 / Direwolf FAQ Council Interpretation

Can you cast spells like Flaming Sword of Rhuin on a Slann?

Yes. Since it is the Skink attendant who is assumed to fight, it is imagined that the flaming sword will appear in the Skink's hands!

Source: Warhammer Chronicles 2004 page 120

How does the Casket of Souls effect a Slann in a unit of Temple Guard or Sauruses ? Both can normally be targeted seperatly, and in some cases the Slann may have line of sight while the unit do not.

Test separately for each. The unit may use the Slann's Ld though.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

How are Salamander Hunting Packs aligned with the enemy in close combat? Is the Lizardmen player allowed to move the Salamanders into contact with the enemy models and push the Skink Handlers to the rear?

Note that Salamander Hunting Packs do NOT have any special rules which state that the Salamanders push to the front of the fighting in close combat. Therefore Salamander Hunting Packs follow the same close combat alignment rules as all other Skirmishing units. This means that when a Salamander Hunting Pack charges an enemy unit it must maximize the total number of models it can bring into base to base contact with the enemy. This will generally result in the Skink Handlers at the center of the fighting rank and a Salamander in corner to corner contact with the enemy at each end of the fighting rank. When a Salamander Hunting Pack is charged by an enemy unit, the same principles apply with the exception that the enemy must move into base to base contact with the closest skirmisher (Note that a defending unit of Skirmishers must also maximize the models moved into the combat). If the closest skirmisher is a Salamander, then three Salamanders can generally be placed in the fighting rank. If a character is attached to the Salamander Hunting Pack refer to the Direwolf Skirmishers FAQ for additional guidance.

Source: Lizardmen Army Book page 29 / Rulebook page 116 / Warhammer Chronicles 2004 page 123

Is Salamander Spray a Fire Attack or not? The description is unclear whether it's fire or acid.

The special rule is called "Spout Flame". Yes, it is flaming!

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

Do Salamanders need a BS roll to hit or does their ranged attack hit automatically?

They hit automatically, in the same manner as a Ratling Gun and a Volley Gun.

Source: Warhammer Chronicles 2004 page 119

If I purchase multiple Salamander Hunting Packs as a single Rare Choice, does each pack operate as a separate unit or do they form into one large unit?

Unlike some prior versions of the Lizardmen army, Salamander Hunting packs purchased as a single Rare Choice form into one large unit. Note that the unit size is indicated as 1-3 Hunting Packs.

Source: Lizardmen Army Book page 64

When the Salamanders eat Skinks due to Misfire results, does it force the Salamander Hunting Pack to take a panic test if it causes 25%+ casualties?

No test required.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

If one Salamander in a unit of three Salamanders loses its three Skink Handlers, but there are still six Handlers for the other two Salamanders left in the unit, does that Salamander have to roll on the Monster Reaction table?

No. So long as the unit has at least one Skink Handler still in it, the Salamanders remain under control. If that last Skink dies, then the entire unit makes a single Monster Reaction test.

Source: Warhammer Chronicles 2004 page 119

How do you give victory points for Salamanders pack (reduced to half size)?

This goes by number of models. So if there are 3 Salamanders and 9 Skinks in a unit, the enemy will get half victory points if seven models are removed (be they Skinks or Salamanders).

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

The Salamanders cause fear. Do you also count Skinks for the Unit Strength of fear-causing creatures?

No.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

Can each Salamander in a pack fire at a different target or do all of them have to shoot at the same target?

They all must shoot at the same target, as they are one unit.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

If all the Skink Handlers die and you pass the Ld test for the Salamanders, do you keep the control of the Salamanders?

Yes.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

Is a Skink Hero mounted on a Horned One considered to be a Fast Cavalry Model (i.e. can it march and shoot, move after a successful feigned flight, etc.)?

Yes. The Horned Ones ridden by Skink Heroes specifically states that they are Fast Cavalry.

Source: Lizardmen Army Book page 74

Can a Skink hero buy a bow in the Southlands list?

Oops. Yes, they should be allowed a poisoned short bow for +10 points.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

Do you get the benefit for +1 Strength with Kroq-Gar's Revered Spear of Tlanxla if he charges on foot (if Grymloq is slain)?

All the effects of the magic weapon are from it being magical. So yes.

Source: Warhammer Chronicles 2004 page 120

Ogre Kingdoms

When will the final Ogre Kingdoms Q&As from the Studio be released?

Unfortunately, due to circumstances outside of my control, the final Ogre Kingdoms Q&As have been delayed. I can not predict when they will be released.

Source: Phil Kelly - Warhammer Design Team

When a Butcher reads a dispel scroll, does it automatically dispel all of the Gut Magic spells he has in play?

No. After further thought and discussion, I have reversed the ruling originally issued in the "Sneak Peak" FAQ on the GW Warhammer Forum.

Source: Phil Kelly - Warhammer Design Team

Can a Tyrant, Bruiser, or Hunter equipped with heavy or light armour (note all three characters come with light armour as standard equipment) also wear the Bullgut or Gut Maw? Or does selecting the Bullgut or Gut Maw replace their mundane body armour (and leave them with only a 6+ armour save)?

They may be equipped with the Bullgut or Gut Maw in addition to their mundane body armour. For example, a Tyrant equipped with Heavy Armour and the Gut Maw has a 4+ armour save.

Source: Phil Kelly - Warhammer Design Team

Where can I find the Rules for Rhinox Cavalry?

In White Dwarf Magazine.

Source: White Dwarf Magazine (US September 2005 Issue #308 / UK September 2005 Issue #309)

Where the rules released in White Dwarf for the Rhinox Cavalry suppose to be given the "Official" tag or are these "Organizer Discretion" (as per Gav's previous comments in regards to the Arch Lector of Sigmar) in regards to tournaments?

As with all rules published in White Dwarf, if you want to use them at a tournament you should check with the tournament organiser first.

Source: Phil Kelly - Warhammer Design Team

How many character slots does Ghark Ironskin take up?

Ghark's rules should include the following: "Ghark Ironskin takes up a Lord and a Hero choice".

Source: Phil Kelly - Warhammer Design Team

What is the correct BS for a Bruiser? The Bestiary on page 23 indicates that he has a BS of 4, while his entry in the army list on page 69 and in the summary on page 80 indicate that he has a BS of 3.

The Bruiser has a BS of 3. Bruisers are much better at hitting things with their fists than with complex weaponry.

Source: "Sneak Peak" Ogre Kingdoms FAQ from Games Workshop Warhammer Forum

Does the phrase "fired exactly like a bolt thrower" mean that armour saves are not allowed for hits from a Harpoon Launcher and each model wounded by it sustains D3 wounds? Does it mean that a Hunter is allowed to pivot on the spot, without penalty, prior to firing a Harpoon Launcher?

Yes in all cases. The Harpoon Launcher allows no armour saves, inflicts D3 wounds, and the Hunter may pivot before firing provided he is not accompanied by Sabretusks.

Source: "Sneak Peak" Ogre Kingdoms FAQ from Games Workshop Warhammer Forum

Is it correct that as the rules for the Harpoon Launcher do not include the term "Move-or-Fire", the Hunter is allowed to move and shoot with it?

No, the Hunter may not move and fire with his Harpoon Launcher - he must take time to reload it just as if it were a crossbow.

Source: "Sneak Peak" Ogre Kingdoms FAQ from Games Workshop Warhammer Forum

Why does the Hunter have "Bull Charge" listed as a special rule in his profile on page 69 of the army list and in the summary on page 80? If he charges at a target alongside both of his Sabretusks, does he cause an impact hit?

This is simply for completeness, the Hunter is an Ogre and therefore could Bull Charge if he weren't such a loner! He does not cause impact hits even when he is with two Sabretusks.

Source: "Sneak Peak" Ogre Kingdoms FAQ from Games Workshop Warhammer Forum

May Sabretusks be released by a Hunter during the Remaining Moves phase? Or must they accompany the Hunter until he releases them for a charge?

They must accompany him until he releases them for a charge or when they are released to pursue a fleeing unit.

Source: "Sneak Peak" Ogre Kingdoms FAQ from Games Workshop Warhammer Forum

If a Leadbelcher cannon misfire results in a unit of Leadbelchers losing 25% or more of the unit as casualties, does the unit have to take a panic test?

No, they do not; panic tests for losing 25% of the unit are only incurred from enemy fire (see page 80 of the Warhammer Rulebook).

Source: "Sneak Peak" Ogre Kingdoms FAQ from Games Workshop Warhammer Forum

As Yhetees carry an Ice Weapon in each hand, do they receive +1 attack for being equipped with an additional hand weapon?

No, they do not (not all Yhetee models have two weapons).

Source: "Sneak Peak" Ogre Kingdoms FAQ from Games Workshop Warhammer Forum

Does the Aura of Frost affect friendly models that the Yhetee may be in base to base contact with (e.g. during a combat involving multiple units)?

Yes, the Aura of Frost affects friendly models, but not other Yhetees.

Source: "Sneak Peak" Ogre Kingdoms FAQ from Games Workshop Warhammer Forum

Assuming yes, this may result in Maneaters with different Weapon Skill and Initiative values in the unit. Are we to treat all Maneaters as champions in the respect that attacks must be specifically allocated at them in close combat and wounds suffered in close combat do not carry over onto other models in the unit (i.e. wounds are tracked separately for each Maneater)? Are we to track wounds from shooting and magic separately for each model or does the owning player still have to remove whole models when possible?

No, wounds are transferred as if they were a normal unit of models with multiple wounds and it is up to the owning player which Maneater is removed first. Wounds cannot be spread amongst the unit. For instance, if a unit of Maneaters suffers three wounds from a unit of charging Empire Knights; the owning player might choose to remove a Maneater with a brace of handguns and leave the Ogre with a Great Weapon as he is better equipped to deal with cavalry.

Source: "Sneak Peak" Ogre Kingdoms FAQ from Games Workshop Warhammer Forum

The Gnoblar Scraplauncher does not have the Largely Insignificant rule, was this an oversight or intentional?

This is intentional.

Source: "Sneak Peak" Ogre Kingdoms FAQ from Games Workshop Warhammer Forum

Is a Gnoblar Scraplauncher counted as "Greenskinned" for purposes of hatred, etc.?

Yes it is.

Source: "Sneak Peak" Ogre Kingdoms FAQ from Games Workshop Warhammer Forum

If a Butcher is killed, are all the Gut Magic spells he has in play removed?

Yes.

Source: "Sneak Peak" Ogre Kingdoms FAQ from Games Workshop Warhammer Forum

The Gut Magic rules state that each Ogre unit may only have one Gut Magic spell in play upon it at one time. May a Butcher voluntarily end a Gut Magic spell in play? Or may a Butcher cast a new spell upon an Ogre unit with an existing Gut Magic spell in play, as a replacement?

The latter - a Butcher must cast a new spell upon an Ogre unit with an existing Gut Magic spell in play to replace it.

Source: "Sneak Peak" Ogre Kingdoms FAQ from Games Workshop Warhammer Forum

What happens if a lone character with a Gut Magic spell in play upon him joins a unit of Ogres without any Gut Magic spell in play upon them? Does the character continue to benefit from the spell? Does the entire unit now benefit from the Gut Magic spell as well?

The character alone will benefit. If another Gut Magic spell is subsequently cast upon that unit it will replace the current spell effect that the character is under.

Source: "Sneak Peak" Ogre Kingdoms FAQ from Games Workshop Warhammer Forum

If a lone character has a Gut Magic spell in play upon him (e.g. Toothcracker) is he allowed to join a unit of Ogres with a different Gut Magic spell in play upon them (e.g. Trollguts)? If yes, what happens?

No, as he becomes part of that unit and a unit may only have one Gut Magic spell in play at any one time. In the case mentioned above the character would lose the effects of his spell and gain the effects of the spell affecting the unit he has joined.

Source: "Sneak Peak" Ogre Kingdoms FAQ from Games Workshop Warhammer Forum

What happens if a character attached to a unit with a Gut Magic spell in play upon it leaves the unit? Does the character continue to benefit from the spell? If yes, does the unit continue to benefit from the spell as well?

The character no longer benefits from the spell, as it was cast on the unit and he is no longer part of that unit.

Source: "Sneak Peak" Ogre Kingdoms FAQ from Games Workshop Warhammer Forum

It is stated in the rules for Tooth-Gnoblars that sacrificing one adds +1 to the "casting value" of a spell. Should this actually say that you add +1 to the total of the power dice rolled?

Quite correct, it adds one to the total of the power dice.

Source: "Sneak Peak" Ogre Kingdoms FAQ from Games Workshop Warhammer Forum

Do magic items (or abilities) which destroy spells affect Gut Magic spells? If yes, is the spell considered destroyed for all the Butchers on the table, or just forgotten by the Butcher who attempted to cast the spell?

Yes, they affect Gut Magic spells - though they would only affect the Butcher targeted by that effect. So, for instance, a Rune of Spelleating could destroy a Butcher's Trollguts spell, but other Butchers would still know that spell.

Source: "Sneak Peak" Ogre Kingdoms FAQ from Games Workshop Warhammer Forum

Also, if a unit was harmed by a flaming attack early in the game, may a spell with regenerative powers be cast on the unit in a later turn and grant them Regeneration? Or does the fact that they were harmed by a flaming attack prevent them from ever benefiting from the regenerative powers of the spell?

No, they may later benefit from Regeneration as they are not a Regenerating creature at the time of the flaming attack.

Source: "Sneak Peak" Ogre Kingdoms FAQ from Games Workshop Warhammer Forum

Was the omission of the Enchanted Shield from the list of Common Magic Items available to an Ogre Kingdoms army intentional?

Yes.

Source: "Sneak Peak" Ogre Kingdoms FAQ from Games Workshop Warhammer Forum

Is the Thundermace a "Tyrant Only" magic weapon?

No.

Source: "Sneak Peak" Ogre Kingdoms FAQ from Games Workshop Warhammer Forum

Does Siegebreaker hit chariots automatically, as the chariot itself does not have an Initiative characteristic? Or do you resolve the attack by comparing the WS of the bearer to the initiative of the crew (or character) controlling the chariot?

Resolve the attack by comparing the wielder's WS with the highest I value of the crew.

Source: "Sneak Peak" Ogre Kingdoms FAQ from Games Workshop Warhammer Forum

Do the miscast effects of the Greatskull apply against friendly Gut Magic spells?

No, the entry should read "any enemy spellcaster".

Source: "Sneak Peak" Ogre Kingdoms FAQ from Games Workshop Warhammer Forum

Does the Greedy Fist eat the magical properties of magic close combat weapons used against the bearer on a successful ward save or just armour saves?

Any Saving throw, so this includes Ward Saves. The Greedy Fist's effects only work in close combat.

Source: "Sneak Peak" Ogre Kingdoms FAQ from Games Workshop Warhammer Forum

Are wizards that ignore miscasts (e.g. a Fourth Generation Slann) required to roll on the Gut Magic Miscast table if they miscast while the Hellheart is in play?

No, they are immune to its effects.

Source: "Sneak Peak" Ogre Kingdoms FAQ from Games Workshop Warhammer Forum

Does the Ogre Bulls entry in the Ogre Kingdoms book replace the Ogres entry in the Dogs of War list? If not, may Dogs of War Ogres utilize the Bull Charge rule?

No and No. Dogs of War players may use either their normal entry or those noted as Dogs of War in the Ogres army list.

Source: "Sneak Peak" Ogre Kingdoms FAQ from Games Workshop Warhammer Forum

May Chaos Ogres utilize the Bull Charge rule?

No.

Source: "Sneak Peak" Ogre Kingdoms FAQ from Games Workshop Warhammer Forum

As Greasus Goldtooth and Skrag the Slaughterer are mounted on larger bases than 50mm square, the main rules seem to indicate that they may be singled out as targets for shooting and magical attacks. Is this correct?

They may be singled out and cannot claim a "Look out Sir" roll.

Source: "Sneak Peak" Ogre Kingdoms FAQ from Games Workshop Warhammer Forum

Orcs & Goblins

Do the Boars pulling Orc Boar Chariots benefit from the 'Tusker Charge' special rule? It doesn't seem to be mentioned.

Yes, they do get the Tusker Charge. Oops.

Source: Warhammer Chronicles 2004 page 116

If a Goblin Doom Diver lands "among" the models of a skirmisher unit, but not exactly on one, is the hit ignored or transferred to the closest member of the unit?

It must actually hit a model to cause any damage.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

When an Animosity result of "We'll Show "em" is generated does the Greenskin unit always have to move towards an enemy unit it has an existing line of sight to?

No. The unit immediately makes a full normal move (not a march move) towards the nearest enemy unit, regardless of whether or not the Greenskin unit had line of sight to the enemy unit when the result was generated. While moving towards the nearest enemy unit, the Greenskin unit deducts the usual penalties for terrain, turning, etc.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

Goblin Wolf Chariots, Goblin Rock Lobbers, Goblin Spear Chukkas, and Goblin Doom Diver Catapults do not include "Fear Elves" in the Special Rules section of thier Unit Entry boxes. Was this intentional or an oversight?

It was intentional. The Orcs & Goblins Army Book states "Note: The Fear Elves, Animosity and Hatred rules described above only apply to goblin infantry or cavalry units, and characters. They do not apply to war machines, Chariots, Fanatics or Squigs who are just too crazed or brainless to care. Only big mobs of Goblins are affected by these wayward tendencies as they goad each other into acts of cowardice, betrayal and petty vindictiveness."

Source: Orcs & Goblins Army Book page 13

Does the exemption regarding "Fear Elves" still apply in situations where a Goblin character is riding in a chariot or has joined a war machine?

Yes it does. The Rulebook states "If a character is liable to a Terror or Fear test which doesn't apply to the rest of the unit, he can ignore any tests."

Source: Rulebook page 100

Can a Gobbo artillery crew use the Orc Bully's leadership?

Yes.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

Can a character join a Squiq Herd unit?

No.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

How do you distribute hits from missile fire among a unit of Squiqs, Squig Hoppers, and Night Goblins?

Hits from missile fire should be allocated / randomized as appropriate. For example if the unit consisted of 3 Squig Hoppers, 6 Squiqs, and 9 Night Goblins and was hit 6 times you would allocate 1 to the Squiq Hoppers, 2 hits to the Squigs, and 3 to the Night Goblins. In cases where the allocation does not exactly work out, roll a D6 to randomize the extra hits among the various unit types. For example if the unit above was only hit once you would allocate the hit to the Squiq Hoppers on a roll of "1", to the Squigs on a roll of "2" or "3", and to the Night Goblins on a roll of "4", "5", or "6".

Source: Orcs & Goblins Army Book page 18 / Direwolf FAQ Council Interpretation

If a Night Goblin Fanatic hits a ridden monster, who are the hits worked out against: the rider or the monster?

Fanatic hits should be randomised in the same way as shooting.

Source: Warhammer Chronicles 2004 page 116

Night Goblin Fanatics can hit flyers when first released. Does this mean that flyers cannot voluntarily pass over Fanatics without charging, and if they charge over a Fanatic, do the flyers take hits?

Except when they trigger the release of the Fanatic themselves, flyers can freely move and charge over Fanatics without being hit - Fanatics are not known for their ability to get airborne...

Source: July 2002 Q&A Update on the Warhammer Chronicles website

Do hidden units (in woods, for example) trigger fanatics?

Yes.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

Do freed squiqs or released fanatics from your own army, trigger other fanatics in your army?

No, although they can hurt your troops, they are not enemies.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

If the damage from a Fanatic causes a Panic test, when is the Panic test taken?

Immediately. The Fanatic rules state "If a Panic test due to Fanatic casualties has already been taken and passed then another test is not needed." Note that charging units, units under compulsary movement, pursuing, etc. will keep moving through multiple Fanatics until they have taken enough casualties to require a panic test. If they take it and pass it, then they can freely continue moving through Fanatics during that turn.

Source: Orcs & Goblins Army Book page 16 / Direwolf FAQ Council Interpretation

If Ambushing Beastmen, Dwarf Miners, etc. (or an enemy unit which had pursued a friendly off the table in the previous turn) arrive on a table edge that is less than 8" away from a Night Goblin unit containing Fanatics, are the Fanatics released in a random direction?

Yes. The Fanatic rules indicate that if an enemy unit suddenly appears closer than 8" to a Night Goblin unit containing Fanatics, then the Fanatics are released in a random direction. No exceptions are noted.

Source: Orcs & Goblins Army Book pages 15 / Direwolf FAQ Council Interpretation

Can items/powers that remove Attacks, such as the Hand of Khaine, affect the Giant?

No. In the Giant's description his attacks are listed as "special". Further in the detailed rules for the Giant it states that his attacks are not considered normal. The Giant rolls randomly for his "special" attack (i.e. he does not choose it) and none of the "special attacks" result in something which affect the "Attack" characteristic.

Source: Warhammer Chronicles 2004 page 117 / Orcs & Goblins Army Book page 22

A Giant Yells and Bawls vs an Undead unit. The book says that the unit has to pass a Break test at -2, but Undead units don't take Break tests. Does the book means the unit loses the combat by -2 (and the Undead would suffer 2 wounds.…), or just has to pass a test?

The unit is beaten by two - so, an Undead unit takes two wounds. In the same way, if a Giant Yells and Bawls at a unit of Daemons, they also test as if they had lost the fight by 2.

Source: Warhammer Chronicles 2004 page 116

How does the Giant's Yell and Bawl special attack affect Undead or Daemonic units?

The Giant counts as winning the combat by 2, regardless of whether its a break test, Undead, instability, etc.

Source: Warhammer Chronicles 2004 page 116 / Direwolf FAQ Council Interpretation

After a Giant Yells and Bawls, can he still be attacked by models not in base to base contact with him, such as models that "fight in ranks" in the second or subsequent ranks?

No. The Yell and Bawl description states "Neither the Giant nor models in contact with him actually fight if they have not already done so this round, but the combat round is automatically won by the Giant's side." As the Giant's side automatically wins the combat, the combat is ended at that point.

Source: Orcs & Goblins Army Book page 23 / Direwolf FAQ Council Interpretation

If I want to field a unit of Big'Uns, what does "type" refer to in the statement from the O&G book, "Whichever type of unit you choose to upgrade you must have at least as many normal models of that type"?

Each of the four listed units is a distinct type: Orc Boyz, Savage Orc Boyz, Orc Boar Boyz or Savage Orc Boar Boyz. E.g., in order to field a unit of 30 Orc Boyz Big'Uns, you must field at least 30 normal Orc Boyz - either 1 unit of 30, a unit of 20 and a unit of 10, etc. In order to field a unit of 10 Savage Orc Boar Boyz Big'Uns, you must have at least 10 Savage Orc Boar Boyz in the army, etc.

Source: Orcs & Goblins Army Book page 6

If I want to field a unit of Big'Uns, do the regular models need to all be in a single unit?

No. The rule states, "Whichever type of unit you choose to upgrade you must have at least as many normal models of that type in other units before you take the Big'Uns." It does not state that these need to be in the same unit. Also, note that it does explicitly state that the normal models are in "other units" (i.e., it is plural).

Source: Orcs & Goblins Army Book page 6

If I want to field a unit of Big'Uns, do the normal models of the same type have to be armed in the same manner as the Big'Un unit?

No. The rule states, "Whichever type of unit you choose to upgrade you must have at least as many normal models of that type in other units before you take the Big'Uns." It does not state that these need to be armed in the same way.

Source: Orcs & Goblins Army Book page 6

Do you collect an extra power or dispel dice for each shaman within range of a qualifying Orc or Goblin unit engaged in close combat during the magic phase?

No. The extra dice are generated by the units, not the shamans. Page 27 of the Orc and Goblin book (emphasis from FAQ Council): "For each Orc UNIT... of 10 models or more, or each Goblin UNIT ... of 20 or more models, which is within 12" of a Shaman and engaged in close combat, the player adds +1 Power dice to his pile in his own turn, and +1 Dispel dice in the enemy's turn." This clearly states that the extra dice are generated from the units, not from the Shamans, so you could have multiple shamans all within range of 1 qualifying unit and you will only get +1 dice for it.

Source: Orcs & Goblins Army Book page 27

Do fleeing shamans generate additional power or dispel dice if within range of a qualifying Orc or Goblin unit?

No. The extra dice are generated by the units, not the shamans. Page 27 of the Orc and Goblin book (emphasis from FAQ Council): "For each Orc UNIT... of 10 models or more, or each Goblin UNIT ... of 20 or more models, which is within 12" of a Shaman and engaged in close combat, the player adds +1 Power dice to his pile in his own turn, and +1 Dispel dice in the enemy's turn." This clearly states that the extra dice are generated from the units, not from the Shamans, so you could have multiple shamans all within range of 1 qualifying unit and you will only get +1 dice for it.

Source: Rulebook page 139 / Orcs & Goblins Army Book page 27 / Direwolf FAQ Council Interpretation

If a greenskin shaman suffers a miscast and rolls the "2" result on the Waaagh! miscast table, what exactly does it mean that "he behaves like a loose squig in the compulsory movement phase"? Will he explode if he rolls a double for his bounce distance? Also, can he flee from an enemy charge?

The shaman will move like a squig (moves/bounces 2D6" in a randomly determined direction during the compulsory movement phase) but does not actually turn into a squig. Therefore, the shaman does not attack like a squig or explode if he rolls a double for his bounce distance; if he rolls a double for his bounce distance, simply move him the specified distance. If the shaman happens to bounce on top of a friendly or enemy unit he will not stop or attack, but instead bounces again. In addition, as the shaman does not actually become a squig, he is not immune to psychology and he may flee from an enemy charge, but will resume moving like a squiq once he rallies and regains freedom of movement.

Source: Orcs & Goblins Army Book pages 19, 27 / Direwolf FAQ Council Interpretation

What happens if a successful Gork's Warpath later lands on a unit with Magic Resistance?

Only a unit that is nominated as the target of the spell when initially cast can use Magic Resistance, even if the spell later lands on a unit with Magic Resistance.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

How are we suppose to interpret the wording "provided that the target unit (they) could charge the enemy if it was the greenskin's Movement phase" which is present in the Little Waaagh! spell, The Hand of Gork and the Big Waaagh! spell, Waaagh!?

Any conditions impacting the units that would keep them from charging that turn also means they are not subject to the affects of the spell. For example, if the unit has failed an Animosity check and is Squabbling, or rallied this turn they would not be able to charge. Also note that war machine crews are never allowed to charge and thus are not subject to the affects of these spells either.

Source: Gav Thorpe - Warhammer Design Team / Orcs & Goblins Army Book pages 28,29 / Warhammer Annual 2002 page 20

Hand of Gork - it says it can move any Orc or Goblin unit of any type. Does this mean any unit in the army (Trolls, Giants, etc), or does it mean just Orc/Goblin units (units of that race. including Snotlings)?

The spell affects any Greenskin units - Orcs of all types, Gobbos of all types, Snotlings, but not Trolls, Giants or Dogs of War which are not Orcs or Goblins. This does include chariots and pump wagons. The same is true of the Waaagh! spell.

Source: Warhammer Chronicles 2004 page 116

What happens when the Big Waaagh! spell, Waaagh! is cast and both sides are using Orc & Goblin armies?

If both players have units that could charge if it were their movement phase (see Q&A above) then do the following: 1. Determine all eligible units at the time the spell is cast and mark them with a dice or counter. Marking them is necessary to avoid confusion once the enemy units start moving as units which could not charge when the spell was cast do NOT become eligible to move simply because enemy units subsequently move into range while working out the spell results. 2. The player who cast the spell chooses an eligible unit of his own and charges with it as outlined in the spell. 3. The other player chooses an eligible unit of his own and charges with it as outlined in the spell. 4. Repeat steps 1 and 2 until all eligible units have charged.

Source: Direwolf FAQ Council Interpretation / Orcs & Goblins Army Book page 29

If an Greenskin character armed with Porko's Pigstikka becomes engaged in a challenge on the turn he charges, does he still receive the additional attacks?

Yes. The item states "...on the turn he charges he also gets one extra Attack per rank in the enemy unit (up to a maximum of +3)". The item description does not exclude the character from gaining the additional attacks due to being engaged in a challenge.

Source: Orcs & Goblins Army Book page 31 / Direwolf FAQ Council Interpretation

Buzgob's Knobbly Staff allows you to re-roll all dice used to cast a spell. A Night Goblin Shaman also carries mushrooms (used to add one dice to the roll, after dice have been rolled). Does he decide to use mushrooms before or after deciding to use the Staff's re-roll? If he uses the re-roll after the mushrooms, are the mushroom's dice re-rolled along with the basic casting dice?

A Night Goblin Shaman casting a spell with the Knobbly Staff may re-roll his casting dice. After this is done, he may choose to use his mushrooms, but the mushroom dice may not be re-rolled - they are not 'true' casting dice.

Source: Warhammer Chronicles 2004 page 116

How does the Glowy Green Amulet work against Khemri? Technically speaking, the Tomb Kings player does not roll Power dice.

But technically speaking, they are 'treated as normal spells' except they are always cast, never Miscast and never cast with Irresistible Force. The Glowy Green Amulet doesn't work against normal Bound Items, because Bound Spells don't roll any dice. For Tomb Kings Incantations (specifically the Incantation of Vengeance) the player with the Glow Green Amulet rolls the same number of dice that the Liche Priest used to cast (ie, two against a Liche Priest, three against a High Priest), just like against any other spell.

Source: Warhammer Chronicles 2004 page 116

Can Savage Orc characters take magic armour, or magic shields only?

Magic shields only, as all other magic armour counts as armour, which they can't use!

Source: Warhammer Chronicles 2004 page 116

If Porko's Pigstikka is bought for a Wywern mounted Warlord, can he still use it if the steed dies?

No.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

What are the correct special rules for Grimgor Ironhide?

On page Page 67 of the Orcs & Goblins book under Grimgor Ironhide replace the first line of "SPECIAL RULES" with "Ignore Greenskin Panic; Quell Animosity".

Source: Orcs & Goblins Army Book page 67 / Warhammer Chronicles 2004 page 125

Where can I find the rules for the Orc character, Azhag the Slaughterer?

The Warhammer Annual 2002.

Source: Warhammer Annual 2002 page 62

In Grimgor's 'Ardboyz, can every Orc unit be Big 'Uns, or should there be at least the same number of common Orcs as in the Orcs & Goblins army list?

You can have as many Big 'Uns in the army as you want without the need to have the same number of "normal" Orcs. Thus, if you wanted, you could have an entire army of Big 'Uns!

Source: October 2004 Issue of White Dwarf Magazine (US #297 / UK #298)

In Grimgor's 'Ardboyz, can every Big 'Un and Black Orc unit carry a magic Standard?

Any unit of Black Orcs or Big 'Uns can have a magic banner.

Source: October 2004 Issue of White Dwarf Magazine (US #297 / UK #298)

Grimgor's bodyguards can now be armed with great weapons at no additional cost. Is this true also in a regular Orc army?

Yes.

Source: October 2004 Issue of White Dwarf Magazine (US #297 / UK #298)

In Grimgor's 'Ardboyz there must be "more" Warbosses/ Bigbosses than Great Shamen/ Shamen. Does this mean "at least one more" or "at least the same number"?

More means MORE! There must be MORE Warbosses and Bigbosses in total than there are Great Shamans and Shamans.

Source: October 2004 Issue of White Dwarf Magazine (US #297 / UK #298)

How big should the Effigy of Gork be?

A movement tray (100mm x 75mm) is about the most suitable size. See the pictures on p.60 of the Storm of Chaos book for two examples of Effigies.

Source: October 2004 Issue of White Dwarf Magazine (US #297 / UK #298)

Does Borgut Facebeater count as two hero slots in Grimgor's 'Ardboyz?

No, Borgut only takes up a single hero slot in Grimgor's 'Ardboyz, though he takes up two slots in a regular Orc and Goblin army.

Source: October 2004 Issue of White Dwarf Magazine (US #297 / UK #298)

Can a Grimgor's 'Ardboyz army hire Dogs of War / Regiments of Renown units?

No. Dogs of War / Regiments of Renown are not listed as an option in the army list. The only exception to this is Ruglud's Armoured Orcs, which may be hired using a Rare slot as specifically noted in the army list.

Source: Storm of Chaos Book page 58 / Anthony Reynolds - Warhammer Design Team

Skaven

When a unit sustains 25% or more casualties from friendly fire (e.g. from Skaven Life is Cheap fire, scattering template weapons, etc.) does the unit have to take a Panic check at the end of the phase?

That would come under "voluntary tests". By the strict letter of the rules, only casualties in the enemy magic and shooting phases apply. However, as well known, friendly fire isn't friendly at all, and I would probably take a panic test if one of my units suffered self-inflicted casualties in this way.

Source: Gav Thorpe - Warhammer Design Team

Can a unit of Jezzails cause a Panic test on themselves?

Generally no, but the Skaven player could voluntarily take a panic test for it at his discretion. See Gav Thorpe's Q&A on panic tests from misfires above.

Source: Gav Thorpe - Warhammer Design Team / Direwolf FAQ Council Interpretation

If, say, a unit of Jezzails causes a Panic test on itself, where does it run to?

Towards the nearest table edge.

Source: Warhammer Chronicles 2004 page 117

Are you really allowed to have the same model as your General and your Battle Standard Bearer?

No, the usual paragraph preventing this was omitted by mistake.

Source: Warhammer Chronicles 2004 page 117

Life is Cheap rule: On a result of 1-3 the hit is resolved against one randomly determined unit among those in close combat with the target, and on a result of 4-6 the bit is resolved against the intended target. Does the random roll after the 1-3 result also include the originally intended target thus giving a 75% chance to hit it?

No. The target unit is not "among those in combat with the target", it IS the target! Each hit is allocated randomly among all units fighting in close combat against the target on a result of 1-3.

Source: Warhammer Chronicles 2004 page 117 / Alessio Cavatore - Warhammer Design Team

Can Packmasters in rear ranks use their whips to attack enemy models to their flank? Or only to thier front?

They cannot use their whips to their flank as the description of the whips states "...used in a similar way to a spear, allowing the bearer to make one Attack (regardless of the model's number of Attacks) through a unit..." As models in rear ranks of a unit armed with spears may only attack models to their front, whips are treated the same way.

Source: Skaven Army Book page 32 / Rulebook page 89 / Direwolf FAQ Council Interpretation

Do Poison Wind Globes count as Poisoned Attacks?

No. The hand-to-hand attacks are not poisoned, and the globes are shooting weapons with their own rules.

Source: Warhammer Chronicles 2004 page 117

Does a Skaven Warplock Pistol that rolls a "1" to hit, regardless of whether it is used in the Shooting phase, while performing a Stand and Shoot charge reaction, or being used in Close Combat, suffer from a misfire result?

Yes. If you roll a "1" to hit while shooting in your turn or as part of a Stand and Shoot reaction, or in the first round of close combat while using the pistol as an extra hand weapon, it will qualify as a misfire.

Source: Skaven Army Book pages 27, 32 / Direwolf FAQ Council Interpretation

Do Rat Swarms have a Unit Strength of 3 per base or 5?

Unit Strength 3.

Source: Warhammer Chronicles 2004 page 117

Where can I find the rules for the character, Queek Head-Taker, Skaven Warlord?

In Warhammer Chronicles 2003.

Source: Warhammer Chronicles 2003 page 118

Where can I find the rules for the character, Deathmaster Snikch, Chief Assassin of Clan Eshin?

In White Dwarf Magazine.

Source: US White Dwarf #295 page 44 / UK White Dwarf #296 page 26

If a weapon team is destroyed by shooting or magic while within 4" of a unit, does it cause a Panic test on the unit(s) within 4" of it?

No. This was amended in Warhammer Chronicles. Individual models with less than 5 wounds on their original profile no longer cause panic if killed from magic or shooting.

Source: Rulebook page 81 / Warhammer Chronicles 2004 page 125

Can Skaven weapon teams stand & fire at regiments that charge their parent units?

No.

Source: Warhammer Chronicles 2004 page 117

If a weapon team's parent unit flees, does the weapon team flee as well?

No (unless it panics, of course).

Source: Warhammer Chronicles 2004 page 117

Does the Cavalry Base special rule mean that weapons teams can be targeted by shooting even when within 5" of a unit because they are on a larger base?

No. It says on page 26 ' •they cannot be singled out as targets by enemy shooters because they are the same size as the other Skaven around them.'

Source: Warhammer Chronicles 2004 page 117

It states in the book that some Skaven units are treated exactly like cavalry. Does that mean that the Screaming Bell can affect them as it does cavalry? Does it mean that spells which affect cavalry units affect these Skaven units in the same war?

No. They are not affected by spells that affect cavalry because these spells generally speak of targeting the mounts (ie, scaring horses).

Source: Warhammer Chronicles 2004 page 117

The rules for Skaven weapon teams are a bit confusing in that it states that it "protects them from missile weapons and "magic" using the same limitations as targeting lone characters". Does the use of the word "magic" in this context refer to "Magic Missiles" (e.g. was Alessio trying to just remind players to treat magic missiles as shooting) or magic in general (e.g. does this exempt Skaven weapon teams from being targeted by spells such as Forked Lightning, etc.)

If a spell/ magic item has particular abilities/ limitations against lone characters, these apply to weapon teams as well. It does not mean apply the shooting rules to magic. Skaven weapon teams may be targeted by spells such as Forked Lightining, etc. as normal.

Source: Gav Thorpe - Warhammer Design Team

Can you declare a charge on a Warp-lightning Cannon from anywhere and force it to flee?

No. The rules say you can't declare charge if you're not relatively confident to reach the target.

Source: Rulebook page 265 / Alessio Cavatore - Warhammer Design Team

How do you resolve a hit from the Warp-lightning Cannon vs. a model with multiple parts?

In the description of the Warp-lightning Cannon it states "Determine which MODELS are hit in the same way as you would do for the bounce of a cannon ball, except that all MODELS (friends and foe) lying along the entire line's length are hit. There is not need to randomize hits if the line goes through MODELS engaged with close combat with the enemy, all MODELS lying under the line are hit, as simple as that (note that this is an exception to the normal rules for shooting in close combat)" The cannon rules state: "If a cannonball hits a MODEL with several parts then resolve which part of the MODEL is hit just as shooting with bows, etc." This means that if the Warp-lightning Cannon hits a character riding a monster it must randomize as normal (1-4 monster, 5-6 character) and if it hits a chariot it must randomize as normal (1-5 chariot, 6 character).

Source: Skaven Army Book page 29 / Rulebook pages 103, 122, 127

Is the Skaven crew of a Warp-lightning Cannon assumed to always have line of sight to the Casket of Souls (since they can see anywhere on the battlefield) or can the Skaven blaver pick and choose when the crew is looking through the cannon sight? In the same vein, does it mean enemy scouts cannot use their Scouting rule?

No, and no. The cannon is assumed to be able to see through terrain during the Shooting phase only. At all other times, it counts as conforming to normal line of sight rules.

Source: Warhammer Chronicles 2004 page 118

Does a Warp-lightning Cannon count as a war machine or a chariot for things like deployment and Unit Strength?

A war machine with three crew.

Source: Warhammer Chronicles 2004 page 117

What happens if a Warp-lightning Cannon is forced to become engaged in combat, such as if the Slaanesh spell Delicious Excruciation was cast on them (making them Unbreakable, and as such unable to flee from a charge)?

If for any reason the Warp-lightning Cannon is engaged in combat, it is immediately destroyed and the enemy unit can overrun as normal).

Source: Warhammer Chronicles 2004 page 117

Does the Warp-lightning Cannon affects 1 model per rank (or row) only, like a regular cannon, or all models the line touches?

As a cannon.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

What happens if a Tunnelling Team emerges directly below a fear-causing enemy unit and fails its Fear test?

It doesn't need to take a Fear test, as it will *automatically engage it in close combat on the side closest to the marker( the team counts as charging)'. As it 'automatically engages', it does not need to take a Fear test.

Source: Warhammer Chronicles 2004 page 118

Does a Tunnelling Team need to test for terror if it emerges close to a terror-causing creature? (Both testing for terror and emerging from tunnels happen at the start of the turn, so which one occurs first?)

Yes, an emerging Tunnelling Team must take Terror tests on the turn they arrive. You could imagine it would be rather unnerving to emerge from a hole and find yourself at a Dragon's feet.

Source: Warhammer Chronicles 2004 page 118

Can a unit of Gutter Runners which purchased the Tunneling ability elect to not use the ability and deploy as Scouts?

Yes they may deploy as Scouts. In the Tunneling description it states they "can" use their Tunneling ability, it doesn't say they "must". As all Gutter Runners are classified as Scouts, Tunneling Teams retain the ability to Scout.

Source: Skaven Army Book page 19

Can a Grey Seer cast non-line of sight spells when leading from the back?

Yes, you can cast spells that do not require seeing the target.

Source: Alessio Cavatore - Warhammer Design Team

If Warp-Lightning is cast, but then found to be out of range, can the caster still accidentally wound himself?

Yes. In this case, the roll to see how many hits are caused should still be made "any roll of 1 will hit the caster", any other roll is ignored.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

What happens if Death Frenzy is cast upon a fleeing unit?

The unit will continue to flee. However, if the unit rallies, it will then count as being frenzied.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

If you die from using a Warpstone Token but successfully cast the spell, would the effects of the spell still go off?

Best thing to do would be to roll a D6 for it. Sometimes a spell is cast, sometimes not.

Source: Warhammer Chronicles 2004 page 117

Does Skitterleap count as movement for the purposes of shooting?

Being sensible, yes.

Source: Warhammer Chronicles 2004 page 117

Can you Skitterleap a character out of a fleeing unit?

No.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

Can you Skitterleap a character into a friendly unit?

Yes.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

Can you Skitterleap a character into a friendly unit engaged in hand-to-hand combat at all?

No.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

Can a Skaven character take multiple Warpstorm Scrolls or Warp Scrolls? Can a Skaven army include multiple Warpstorm Scrolls or Warp Scrolls?

A single character may only take one of these scrolls as their description classifies them as "Bound Spells" and a character cannot have more than one Bound Spell item. Note however that as they are also classified as Scrolls, you can take both a Warpstone or Warp Scroll and another Arcane Item. Also, as opposed to ordinary magic items, every Grey Seer or Warlock in the army can bring a Warpstone Scroll or Warp Scroll to the battle, as Scrolls are not considered to be unique.

Source: Skaven Army Book page 38 / Rulebook page 153 / Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

Can you buy a Warpstone Token for a Plague Priest with the Liber Bubonicus?

Yes - with the Liber Bubonicus, he becomes a Wizard (and so can use items from the Arcane Items list).

Source: Warhammer Chronicles 2004 page 117

Can a hidden Assassin try to activate the Bands of Power?

No. He cannot do anything until he is revealed.

Source: Warhammer Chronicles 2004 page 117

Can the Tenebrous Cloak protect against rolling a 1 with the Warp Lightning spell?

Yes.

Source: Warhammer Chronicles 2004 page 117

What is the correct description of the Storm Banner?

One use only. This ancient and tattered banner has the power to wrack the sky with storms, tearing the heavens apart with its fury. 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.

Source: Skaven Army Book page 39 / Warhammer Chronicles 2004 page 126

Do the corrected Storm Banner rules (White Dwarf 272) mean that Ratling Guns, Warpfire Throwers and Warp-lightning Cannons only work on a 4+?

Yes, since the text doesn't mention enemy only, and they are war machines that don't use BS.

Source: Warhammer Chronicles 2004 page 118

If an 11-12 result is rolled when ringing the Screaming Bell (Skaven units become subject to hatred) does a Skaven unit already engaged in combat get to re-roll failed hits?

Only if it is in the first round of combat - the normal rules for hatred still apply.

Source: Warhammer Chronicles 2004 page 117

Does an Undead General have to test under a result of 13 on the Screaming Bell chart?

No, as the General is a character and Undead characters never suffer wounds because of a dead General.

Source: Warhammer Chronicles 2004 page 117

If the Screaming Bell rolls 16, are units not vet on the table (tunnellers, units pursuing out of the table units, etc) affected?

No, as they are not on the battlefield when the effect takes place.

Source: Warhammer Chronicles 2004 page 118

If your Grey Seer riding the Screaming Bell is killed, is there any reason why the striker can't continue to ring the bell?

No, the striker can continue to hit the bell.

Source: Warhammer Chronicles 2004 page 117

Can a Grey Seer on a Screaming Bell use a Warpstone Charm to re-roll the roll for ringing the Screaming Bell?

No. It is not directly affecting the Grey Seer he is not the one ringing the bell!

Source: Warhammer Chronicles 2004 page 117

If a Bolt Thrower killed a Grey Seer on a Screaming Bell, or destroyed the Screaming Bell, would the bolt continue through the ranks of Clanrats?

No, as the shooter could choose to aim at the unit OR the large target (the Screaming Bell and the Grey Seer). The Screaming Bell and the Clanrats are two separate targets (though a Cannon could hit both).

Source: Warhammer Chronicles 2004 page 117

The rules for Under Cover of Darkness say that "You cannot shoot, charge, or cast spells at targets you cannot see." Can spells that do not require line of sight still be cast at targets in range?

Yes. This is a line of sight special rule to represent the battle taking place at night - if a spell does not require line of sight, then it may still be cast.

Source: October 2004 Issue of White Dwarf Magazine (US #297 / UK #298)

The rules for Under Cover of Darkness state "At the start of each game turn roll an Artillery dice and multiply the result by three....". Do you generate and apply the results six times in a standard Pitched Battle scenario or twelve times?

Six times. Note that the term "game" turn is used instead of "player" turn. Both players utilize the result for each full game turn.

Source: Phil Kelly - Warhammer Design Team

Tomb Kings

Does a Tomb Kings army receive 2 power dice in their magic phase?

Yes. All armies receive a base of 2 power dice in their magic phase. The Tomb Kings army may use these dice to attempt to dispel 'remains in play" spells.

Source: Rulebook pages 135, 139

Can Tomb Kings single characters and skirmishers move at double movement value?

No. The only case when it is possible for a Tomb Kings unit to move at double speed is when charging.

Source: Warhammer Chronicles 2004 page 118

What base size does the Tomb Scorpion use? What is it's unit strength?

50x50mm. It has a Unit Strength of 4.

Source: Anthony Reynolds - Warhammer Design Team (Online Q&A on the Games Workshop Warhammer Forum)

Can you use items like the Bretonnian Mantle of Blood, or Malekith's armour to suffer only 1 wound instead of 1D6 from a Tomb King's Curse?

The Tomb King's Curse is treated like any other multiple wound attack for this purpose.

Source: Warhammer Chronicles 2004 page 118

Ushabti are armed with "huge ritual blades", are these Great weapons?

No, if they had Great weapons it would say "Weapons: Great weapons" in the army list entry.

Source: Warhammer Chronicles 2004 page 118

Do Skeleton spearmen in the second rank get to fight when the Righteous Smiting incantation is cast upon the unit?

No. The incantation explicitly says "models in base. to-base contact".

Source: Warhammer Chronicles 2004 page 118

Incantations vs Drain Magic. Can an incantation be cast at a power level of O or lower? If so, is it automatically dispelled by the opponent if be wishes to, or is a D6 roll still necessary?

An incantation is always cast, regardless of its power level. The opponent must still spend one of his Dispel dice to dispel the incantation. However, the result will automatically be higher than O and the incantation will be dispelled.

Source: Warhammer Chronicles 2004 page 119

A Tomb Kings/Prince is not listed as a Wizard (he can't take arcane items, and doesn't generate Dispel dice). Can he still be a target for Drain Magic?

No, as he isn't a Wizard. It is more his indomitable will that forces his minions to perform his bidding rather than 'magic' in the normal sense. In a similar vein, Drain Magic cannot be cast against Warrior Priests, or Settra himself.

Source: Warhammer Chronicles 2004 page 118

In a Tomb Kings army that includes Dogs of War or Regiments of Renown units, do the DoW / RoR units have to take panic checks for the destruction of nearby Undead units?

Yes. No exemption to taking panic checks for DoW / RoR units has been granted in the Tomb Kings Army Book. While the units may be "Undead" they are still considered "friendly" units for purposes of Panic.

Source: Rulebook page 80

If the Tomb Kings hire a Dark Emissary or Truthsaver, when do they cast their magic within the hierarchy?

As long as they don't disturb the hierarchy, they can cast at any time, before or after it, but never during.

Source: Warhammer Chronicles 2004 page 119

How do you resolve challenges involving the Champion of a Chariot unit?

If the Chariot is charging, any impact hits are worked out against the unit as with other challenges. However, except for impact hits, the chariot takes part in the challenge as a single model, so all crew and steeds fight in the challenge. This is necessary as there is no separate Wound for the Champion himself and so attacks against him cannot be separated out.

Source: Warhammer Chronicles 2004 page 118

Does a charging Chariot unit cause impact hits for ALL of its Chariots, or only the ones that are in base-to-base contact?

Only the Chariots that are in base-to-base contact can cause impact hits.

Source: Warhammer Chronicles 2004 page 119

While he is with a Chariot unit, if I kill a Tomb King or Prince's Chariot, he becomes separated from the unit at the end of the phase. If this happens in close combat, does he become an independent character before or after combat resolution? If the Khemri unit wins and the opponent flees, does the Tomb King and Chariot unit pursue together or separately?

Both combat resolution and fleeing/ pursuit happen before the end of the phase, so the character would count as part of the unit (unfortunately, this would also mean the Chariots only pursue 2D6" because his Movement value is not more than 6").

Source: Warhammer Chronicles 2004 page 118

Can you resurrect a Tomb King's Chariot if it has been destroyed but the Tomb King is still alive!?

No. The Tomb King and his Chariot are treated separately. Neither can you resurrect the Tomb King if the Chariot is still alive!

Source: Warhammer Chronicles 2004 page 119

If a Tomb King character riding a chariot is killed is the chariot automatically destroyed as it has no crew?

No. Per Gav's answer in the above Q&A the character and the chariot are treated separately.

Source: Direwolf FAQ Council Interpretation

If I destroy a Tomb Kings character's chariot, but not the character do I earn victory points for destroying the chariot (which is purchased as equipment for the character)?

Yes, as per the above Q&As a chariot and a Tomb Kings character are treated separately, you earn victory points for whichever parts you destroy (the character, the chariot, or both).

Source: Direwolf FAQ Council Interpretation

How many attacks has a Bone Giant, including his second weapon?

5. He has 4 Attacks in his profile and gets an extra 1 with the second weapon.

Source: Warhammer Chronicles 2004 page 118

How does the Bone Giant's Unstoppable Assault work against the Steam Tank, castle walls and other targets that don't have Wounds?

It has no effect at all; if the target does not have a Wounds characteristic, there's no life-force for the Bone Giant to feed on!

Source: Warhammer Chronicles 2004 page 118

If the Invocation of Righteous Smiting is cast on a charging Bone Giant, can he use the Unstoppable Assault rule?

Yes, but remember that he attacks only once. not five times.

Source: Warhammer Chronicles 2004 page 119

Do hits from the Destroyer of Eternities that bit each model carry over onto the unit if attacking rank and file models?

These special attacks do not carry over to other models, treat them all as allocated attacks.

Source: Warhammer Chronicles 2004 page 119

Can the Collar of Shapesh transfer wounds from combat resolution?

No.

Source: Warhammer Chronicles 2004 page 119

Does the Collar of Shapesh work against the Black Amulet's rebound?

Yes.

Source: Warhammer Chronicles 2004 page 119

Can saves provided by magic items which are not classified as Armour or Ward saves (e.g. Collar of Shapesh) save against a Killing Blow?

Yes, treat it as a ward save for this purpose.

Source: Gav Thorpe - Warhammer Design Team

Can you use the Banner of the Undying Legion on a character that has joined the unit?

No, it only affects the unit.

Source: Warhammer Chronicles 2004 page 119

Can an Icon Bearer take the Icon of Rakaph? The description of the item seems to indicate it may only be used by Tomb Guard and Skeleton Warriors.

Yes, the Icon Bearer may take the Icon of Rakaph. This is actually the only way that Skeleton Warriors can benefit from it (Skeleton Warriors may only have a banner that is up to 25 points and the Icon of Rakaph is 40 points).

Source: Tomb Kings Army Book page 39 / Direwolf FAQ Council Interpretation

Does the Blade of Mourning affect Undead?

No, as Undead do not take Break tests.

Source: Warhammer Chronicles 2004 page 119

Do models on foot armed with Tomb Blades and mundane shields qualify for the hand weapon and shield bonus in close combat?

Yes. "Tomb Blades" is actually a special rule which applies to the various types of mundane weapons that the models carry. If these models on foot choose to use their hand weapons along with mundane shields, they qualify for the bonus.

Source: Tomb Kings Army Book page 27 / Rulebook page 88

How do magic items which negate the affects of magical weapons interact with Tomb Blades?

"Tomb Blades" is actually a special rule which applies to the various types of mundane weapons that the models carry. The Tomb Blades special rule indicates that the mundane weapons carried by the models all have the the Killing Blow special ability attached to them. The Tomb Blades special rule also makes the mundane weapons carried by these models count as "magical" for purposes of being able to wound ethereal creatures, able to hit certain characters who are protected by magical armour, etc. but they still retain their mundane property. So a magical item which negates the affects of magical weapons would stop the attacks from these models counting as "magical", but would not stop the Killing Blow ability attached to them.

Source: Tomb Kings Army Book page 27 / Direwolf FAQ Council Interpretation

How do spells which destroy mundane weapons, such as the Lore of Metal spell, Bane of Forged Steel (as amended in Warhammer Chronicles 2003), affect models armed with Tomb Blades?

As the "Tomb Blades" special rule states that the Killing Blow and the ability of the weapons to count as magical are attached to the mundane weapons carried by the models, the models would no longer benefit from either of those special rules. In additon, as they would be striking with their fists, they would not receive any strength bonuses from weapons or be able to receive the +1 Armour Save bonus for using a hand weapon and shield.

Source: Tomb Kings Army Book page 27 / Warhammer Chronices 2004 page 122 / Direwolf FAQ Council Interpretation

Are enemy units engaged in close combat affected by the Casket of Souls?

The Casket does not effect units that are engaged in combat at all. It is assumed that they are engrossed in the combat, and so will never be affected.

Source: Warhammer Chronicles 2004 page 115

Are enemy units which are involved in close combat, but still have line of sight to the Casket of Souls, affected by the Light of Death?

The Casket does not affect units that are engaged in combat at all. It is assumed that they are engrossed in the combat, and so will never be affected.

Source: Warhammer Chronicles 2004 page 115 / Direwolf FAQ Council Interpretation

Are any types of units immune to the affects of the Casket of Souls?

No. The Casket of Souls gives no exceptions to what it affects. The Light of Death affects everything including Undead, Daemons, troops immune to psychology, and even war machines.

Source: Gav Thorpe - Warhammer Design Team

How do you resolve wounds from the Casket of Souls against a war machine? Is the machine itself affected or only the crew?

Randomise wounds between crew and machine as with other missile hits.

Source: Warhammer Chronicles 2004 page 119

Can you use the General's Leadership value (if in 12" range) when determining the number of wounds from the Casket?

Yes. For all purposes, a unit's Ld is equal to the general's if he's in 12" range.

Source: Warhammer Chronicles 2004 page 119

How are skirmishers and lone characters on foot (360° line of sight) affected by the Casket of Souls?

Just like everybody else!

Source: Warhammer Chronicles 2004 page 119

Fast cavalry can shoot all round, so does this mean they have 360° line of sight for the purposes of the Casket of Souls?

No, as described in the rules for fast cavalry, they use normal line of sight for everything except shooting.

Source: Warhammer Chronicles 2004 page 119

How far can the Liche Priest go away from the Casket of Souls without being considered out of range from it?

A model must remain within 1" of a war machine (or in this case, the Casket of Souls) to count as being part of its 'crew'.

Source: Warhammer Chronicles 2004 page 119