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Warhammer 8th Ed Summary v11 No BG PDF
Warhammer 8th Ed Summary v11 No BG PDF
START OF THE GAME V. MAGIC PHASE (28) VI. SHOOTING PHASE (38) VII. CLOSE COMBAT PHASE (46)
Roll for each of your Wizards spells. 1. Generate Power and Dispel Dice 1. Nominate a Unit to Shoot 1. Fight a Round of Close Combat
One Spell per Wizard level. Lores of Magic (490) Roll 2D6 for Winds of Magic 2. Choose a Target ! Dont forget Fear test, Terror test, ...
1. Charge (16) Roll of 3 or less 7 6 followed by a 4+ 3. Loser takes a Break Test (54)
Dispel failed. The break test is taken with a Modified Ld.
Declare a Charge 8 6 followed by a 5+
Roll of 2 or more 6s Modified Ld = Ld - difference between losers
Determine which unit is charging which enemy 9 6 followed by a 6
Irresistable force. and winners Combat Results.
unit (or units if it cannot be avoided).
Cast dispelled when: 10+ NOT possible If the break test fails, that units Standard Bearer dies.
Charge Reaction
Roll + Wizard level is higher or equal to the Cast 4. Roll to Wound (42) If the winner pursues, they capture the banner.
Determine charge reaction: Hold or perform
Value.
Charge Reaction: Stand and Shoot (once) or Flee. See To Wound Chart. 4. Combat Reform (55)
When the spell was cast in a previous round
If the unit flees, the charge can be redirected (19). 5. Take Saving Throws See Reforming Chart.
(Remains in play), the Roll + Wizard level has to be
Flee Roll 2D6* higher or equal than the Casting Value. See VIII. Taking Saving Throws. 5. Flee and Pursue (56)
Pursue Roll 2D6* 4. Spell Resolution (36)
6. Remove Casualties (45) See IV. Movement Phase (13) > Charge Reaction.
If the spell is cast succesfully and not dispelled, 6. Next Combat
*Swiftstride special rule: 3D6 (only use 2 highest) 7. Next Shooting
execute the spell.
Declare Next Charge
5. Next Spell VIII. TAKING SAVING THROWS Armour Modifiers
2. Move Chargers (18) Models without any kind of armour: 7+ .
Models without any kind of armour: 7+ .
Move chargers into close combat, any sequence.
Augment
Shield -1
Damage
Magical
Missile
Magic
Hex
Movement distance: Characteristic + 2D6* Spell type wounds if you dont have any kind of armour. Mounted -1
*Swiftstride special rule: 3D6 (only use 2 highest) A D6-roll of a 1 always fails, on all kinds of saves.
Barding (mount) -1
3. Compulsary Moves (20) Forward arc y y n n y To save a wound you only have to pass one save.
Light Armour -1
Make Compulsary Moves, such as fleeing units. Line of Sight n y n n y 1. Roll for Armour Save (Sv)
Heavy Armour -2
4. Remaining Moves In combat n n y y - Strength 3- 4 5 6 7 8 9 10
Dragon armour -2 See High Elves, p. 57
Movement Friendly n n y n - Modifier 0 -1 -2 -3 -4 -5 -6 -7
Fullplate armour, -3
Normal Move Characteristic Enemy y y n y -
2. Roll for Ward Save (WSv) Gromril armour,
OR (never both) Chaos armour
March Move 2x Characteristic Roll for Regeneration
Thanks for the support : Chamber of the Everchosen : Unuhexium , Finhatch, confused, lambobolt, theorox Assembled by D.Acid Updated: January 15th, 2011 This summary page is completely unofficial and in no way endorsed by Games Workshop Limited.
Warseer : freddieyu, Schmapdi, danny-d-b, Seal Cub, A. Smith, Imperial Vampire, amysrevenge, The Grim, Spinocus
IX. CHARTS
1. To Hit Chart 3. Miscast Table 6. Stone Thrower Misfire Chart
Weapon skill - TARGET 2D6 Result D6 Result
2-4 Dimensional Cascade 1 Destroyed
1 2 3 4 5 6 7 8 9 10 Put the large template on the wizard, every model (incl. The warmachine is destroyed.
wizard) underneath takes a S10 hit. Roll a D6. 2-3 Disabled
1 4+ 4+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 1
1, 2, 3 = Remove Wizard The warchine gets a wound and cannot shoot this turn
2 3+ 4+ 4+ 4+ 5+ 5+ 5+ 5+ 5+ 5+ 2 4, 5, 6 = Remove D6 dice from Power Pool. or the next.
5-6 Calamitous Detonation 4-6 May not shoot
3 3+ 3+ 4+ 4+ 4+ 4+ 5+ 5+ 5+ 5+ 3 The warchine cannot shoot this turn.
Put the small template on the wizard, every model (incl.
Weapon skill - ATTACKER
Breath Weapons
3 2+ 3+ 4+ 5+ 6+ 6+ 6+ 6+ 6+ 6+ 3
68-69 Devastating Charge, Ethereal, Fast Cavalry, Extra Attack, Fear,
5. Troop types
4 2+ 2+ 3+ 4+ 5+ 6+ 6+ 6+ 6+ 6+ 4 Fight in Extra Ranks, Flaming Attacks, Flammable
Rank Horde Support. Swift- 70-71 Frenzy, Fly, Hatred, Hover, Immune to Psychology, Ignores
Troop Type
5 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+ 6+ 6+ 5 Width Width attacks stride? Cover, Impact Hits
Infantry 5 10 1 n 72-73 Killing Blow, Large Target, Loremaster, Magic Resistance,
6 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+ 6+ 6
War Beasts 5 10 1 y Monsters and Handlers, Move or Fire, Multiple Shots, Multi-
7 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+ ple Wounds, Poisoned Attacks, Quick to Fire
7 Cavalry 5 10 1* y
74-75 Random Attacks, Random Movement, Regeneration,
Monstrous Infantry 3 6 3 n
8 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ 8 Requires Two Hands, Scaly Skin, Sea Creature, Slow to Fire,
Monstrous Beasts 3 6 3 y Sniper
9 2+ 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ 9
Monstrous Cavalry 3 6 3* y 76-77 Stomp, Strider, Stubborn, Stupidity, Swiftstride, Skirmishers
10 2+ 2+ 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ 10 Monsters - - - n 78-79 Terror, Unbreakable, Unstable, Volley Fire, Deployment
Chariot - - 0 y Special Rules (Ambushers, Scouts, Vanguard)
1 2 3 4 5 6 7 8 9 10
Swarms 5 10 1 n
* not the mount