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Questions & Answers: Rules Clarifications & Questions Answered by Gav Thorpe
Questions & Answers: Rules Clarifications & Questions Answered by Gav Thorpe
Q. Who strikes first when two units models in its rear rank. Models on a 25 mm x 50 mm base
are charging? For example, when you which consist of a rider on a steed
pursue into fresh combat and then in PSYCHOLOGY with a single wound are classed as
Q. Concerning the Fear test, what if cavalry and follow all of the rules as
the enemy’s turn the pursuing unit is
your Unit Strength is equal to the such.
charged.
enemy when you fail the test? Models on a 25 mm x 50 mm base
A. They strike in charging order (see
A. Change “higher” to ‘equal to or which do not consist of a separate
page 16 for a fuller explanation)
higher” in the section on being rider and steed are classed as cavalry
charged by a fear-causing enemy. with the following exceptions:
SHOOTING
Q. A throwing axe has two different Q. If charged by more than one fear- They do not gain +1 armour save.
ranges listed. I assume that 6" is causing unit, do you test once per They use the weapon rules as if they
correct (from pages 93 & 94 of the unit, or once only and add up the were foot models (so may use two
Warhammer rulebook) rather than 4" total number of charging models? hand weapons, and gain +1 save for
(from page 58). A. Test once per unit, as each is found hand weapon and shield, for
A. Yes, 6" is correct. example).
to be in range.
Outnumbered by the shambling Undead, Dwarf warriors stand in defiance, unshaken by the unholy horrors that surround them.
Cavalry.*** As monsters 2
25 x 50 mm base.
Chariots. As monsters 4
(no marching)
Final
Only three models position
Ridden monsters/chariots. As monsters/ As monster/
chariots chariot +1 are within charge
distance of the
enemy’s front.
Move as Monsters: No need to turn or wheel, can pivot TARGET
on the spot with no penalty, but behave like units in all
other respects (90º arc of sight, pay penalties for difficult
terrain/obstacles, cannot march if within 8" of enemies at
the beginning of the turn & have clear front/flanks/rear). Enemy charging skirmishers
Move as Skirmishers: No need to turn or wheel, can
pivot on the spot with no penalty, 360º arc of sight for
charges, etc, no penalties for difficult terrain/obstacles, can
march even if within 8" of enemies at the beginning of the
turn, will line up to formed units charging them and not
vice versa, & don’t have front/flanks/rear until engaged in
close combat.
Unit of Flyers: Always counts as skirmishers and always
have a Unit Strength of 1 per model, regardless of size, TARGET
wounds, etc. Can’t fly in woods even if they move as
skirmishers. Final position
Single flying models follow the rules for their type in the
chart.
War Machines: have a Unit Strength equal to the number CHARGE!
of crew left. Move as skirmishers, with the exceptions
noted in their rules.
* Includes Swarms, Chaos Spawn, etc.
** Includes Pegasi, Stegadon, Giants, etc.
All the skirmishers are within double pace distance of the
*** inc. Flesh Hounds, Dire Wolves, Chaos Hounds, etc. front line of the enemy.
ERRATA
The corrections printed here are designed to replace the relevant section in the first impression of the Warhammer rulebook
and the relevant Armies books. You have permission to photocopy these pages so you can cut out the corrections and paste
them directly into your books. This will save you from having to cross-reference between this book and the other
publications.
WARHAMMER RULEBOOK
Page 81 (1. IF CHARGED BY A FEAR-CAUSING Page 116 (CLOSE COMBAT rules) – replace
ENEMY) – replace 3rd paragraph with: 4th paragraph with:
If the unit fails its test but its Unit Strength is equal to If the skirmishers are charged, the enemy is brought
or higher than the charging enemy’s, it will fight on as into base contact with the closest skirmisher and then
normal but must roll 6s to score hits in the first turn the enemy unit is halted. The enemy is not aligned
of close combat. against the skirmishing model. The skirmishers form
up as explained above and the enemy will proceed
with further charges. Charging enemy models attack
Page 91 (HAND WEAPON rules) – replace first in the ensuing Close Combat phase as normal.
1st paragraph with:
HAND WEAPON (Sword, axe, etc) Page 116 – replace CHARACTERS paragraph with:
Unless specifically noted otherwise, all models are
assumed to be carrying a hand weapon of some kind.
A roughly man-sized character on foot can join a
The term ‘hand weapon’ is used to describe any weapon
skirmishing unit. No other characters (mounted,
held in one hand and not otherwise covered by the rules.
riding in chariots, etc) can join skirmishing units.
As such it includes swords, axes, clubs, maces, etc.
Page 95 (INDEPENDENT CHARACTERS JOINING Page 117 (FORMATION & MOVEMENT) – replace
UNITS) – replace 1st paragraph with: FREE REFORM paragraph with:
ERRATA
Page 144 (WALL OF FIRE) – replace 1st 2nd & 3rd Page 154 – replace DISPEL SCROLL paragraph
paragraphs with: with:
WALL OF FIRE DISPEL SCROLL 25 Points (Arcane)
Remains in Play Cast on 12+ A Dispel Scroll is inscribed with a powerful anti-magical
This spell has a range of 24" and can be cast on an invocation. When it is read out by a Wizard, the effect is to
enemy unit visible to the caster which has no models drain away magical power and weaken a spell that has been
(friend or foe) within 1" of its front rank (walls, cast. As soon as a spell has been cast, any Wizard who has a
hedges and other scenic features don’t matter). The Dispel Scroll can read it. This automatically dispels the cast
spell cannot be cast on units with a 360º line of sight. spell, no dice roll is required.
A searing wall of flame suddenly rises in front of the Reading a Dispel Scroll will bring any spell cast by the Wizard
unit. To represent this take some cotton wool or reading it to an end. To put it another way, a Wizard who has
paper and place this in a line up to 1" thick in front of a spell in play will automatically cancel it by reading a Dispel
Scroll.
the unit.
The unit suffers 1 automatic hit for each model As with all scrolls, Dispel Scrolls are not unique items – they
(including characters) in its front rank. Each hit is are prepared by a Wizard prior to battle and it is quite
possible for several Wizards to carry Dispel Scrolls, and for a
resolved with a Strength of 4.
Wizard to carry more than one. However, only one can be
used at a time.
Page 145 – replace BANE OF FORGED STEEL
Note that a Dispel Scroll will not help if the spell has been
paragraph with: cast with Irresistible Force. Any spell that is successfully cast
with two or more 6s is Irresistible and no Dispel roll is
BANE OF FORGED STEEL Cast on 11+ permitted.
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 Page 197 – replace SCENARIO CHART
crumble and rust away. No weapon bonuses or with:
penalties apply to the affected unit for the
remainder of the battle. For example, a unit
wielding Great Swords will not get their
Scenario chart
D6 SCENARIO
+2 Strength bonus in combat for the rest of the
battle, but will now not have to strike last. A unit 1-2 . . . . . . . . . . . . . . . . . . . . . Pitched Battle
with missile weapons may not shoot for the 3. . . . . . . . . . . . . . . . . . . . . . Breakthrough
duration of the entire battle. Affected units are 4. . . . . . . . . . . . . . . . . . . . . . Meeting Engagement
assumed to use their fist/claws, etc, and so cannot 5. . . . . . . . . . . . . . . . . . . . . . Flank Attack.
benefit from the rules for using two hand weapons 6. . . . . . . . . . . . . . . . . . . . . . Capture
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 Page 253 (DAMAGE CHARTS) – Replace ‘2D6 Effect’
troops. at the top of the charts with ‘Damage/Effect’:
TARGET
YES
Loss of crew
The Organ Gun requires a full crew of three Dwarfs to
NO! work it properly. If one crewman is slain the other
two can just about get by and the gun may fire as
normal. If two crewmen are slain, the remaining
crewman won’t be able to operate the weapon
properly – the gun can only be fired every other turn.
Fig. 3 Should all the crew be slain, the gun is useless.
Page 14 – Replace Master Engineer profile with: If the Dwarf character scores a hit against an enemy with a
magic weapon, the enemy’s magic weapon is destroyed
M WS BS S T W I A Ld immediately.
Engineer 4 3 4 3 3 2 3 1 7
Page 22 (RUNE OF RELOADING) – replace with:
Page 26 (CHARACTERS’ STEEDS) – After a war machine has proved its reliability, a
Replace Runesmith may deem it worthy of this rune.
M WS BS S T W I A Ld
Warhorse profile: The war machine can shoot every turn, as long as there is at
Warhorse 8 3 0 3 3 1 3 1 5
least one crewman left, even if it has rolled a 2-3 on the
Misfire table in the previous turn. Multiples have no effect.
ERRATA
DARK ELVES ARMIES BOOK VAMPIRE COUNTS ARMIES BOOK
Page 29 (SHADES) – Unit Size: 5-15 Page 52 (BLOOD DRAGON) – replace 3rd paragraph:
replace Unit Size entry:
• The Blood Dragon with the highest Leadership in a
Page 18 (WEB OF SHADOWS) – replace 2nd combat must always issue challenges and must
paragraph with: always accept enemy challenges if possible.
CHILLWIND 5+
Page 25 (GREAT EAGLES) – replace Unit Size entry
Magic missile; range 24"; D6 Strength 3 hits. Units taking casualties may not
shoot in the next Shooting phase. with:
DOOMBOLT 6+ Unit Size: 1. You may take up to 2 Great Eagles as a single Rare
Magic missile; range 18"; D6 Strength 5 hits.
choice.