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WAB RULES SUMMARY

BASIC CONCEPTS---------------------------------------- MOVEMENT REDUCTION (p21)


Armour MR
CHARATERISTICS (p10) Shield only None
Movement Allowance (M), Weapon Skill (WS), Ballistic Skill (BS) Light armour only None
Strength (S), Toughness (T), Wounds (W), Initiative (I), Attacks (A) Light armour and shield (normal or large) None
Leadership (Ld) Heavy armour only None
Heavy armour and shield (normal or large) -1“
BASES (p12) Cataphract armour with or without shield -1“
Infantry 20x20mm, Cavalry 25x50mm, Light Chariots 40x80mm Partial or full plate armour with or without shield -1“
Heavy/Scythed Chariots, Elephants 60x80mm, War Wagons 60x120mm Cloth barding (half or full) None
Lamellar or metal barding -1“
The base sizes are recommendations. Use them if possible, but if your
figures are on slightly different ones, don’t worry. The main thing is that it Adding or Deducting Ranks during Formation change
is possible to tell how many figures of each side should be allowed to When adding ranks, each rank gets narrower and the figures released move
fight each other. If your figures are on smaller bases, use sabot bases to to the back. When deducting ranks, the rear rank disappears and the figures
bring them to the correct frontage. released move onto the ends of the forward ranks. The middle of the
unit’s front rank remains stationary, and remains the front rank. The unit
UNITS AND FORMATIONS (p13) does not get closer to or further from the enemy during this process.
1. Closed Order - standart for infantry
2. Open Order - standart for cavalry Free manoeuvres for Open Order units
3. Skirmishers Not available when marching, charging or when subject to compulsory
4. As soon as horses have barding the unit counts as closed order, including movement.
camels and chariots.
5. Fleeing units and such with less than five models don’t count as formed TERRAIN (p24)
6. So called Light Troops can choose to be open order or skirmishers when 1. Difficult Terrain
deployed but have to remain in that formation during the battle - 1. Half speed
7. Rank count as complete (combat result/warbands) with at least 4 models - 2. Open order/skirmishing infantry moving at basic rate without penalty
2. Very Difficult Terrain
FACING (p15) - 1. Quarter speed
1. All models have an arc of sight of 90° - 2. Open order/skirmishing infantry moving at basic rate do so at half speed
2. Cavalry, elephant crew/chariots/war wagons for shooting 360° 3. Obstacles
3. Models of a unit block each others line of sight - 1. A half move to cross
- 2. Open order/skirmishing infantry cross without penalty
THE TURN---------------------------------------------------
MARCH (p27)
TURN SEQUENCE (p18) 1. Musician needed
1. Start of the Turn (p18) 2. Troops march at double rate, characters on triple
- 1. Units that have left the table test to return (max. 2x) 3. Units cannot march if there are enemy within 8“
- 2. Test for panic due to proximity at the start of the turn - 1. Infantry ignore fleeing enemy, characters and artillery
- 3. Test for terror due to proximity at the start of the turn - 2. Additional to that cavalry and chariots ignore enemy infantry
2. Movement (p19) 4. Skirmishers, elephants and artillery are not allowed to march
- 1. Declare charges and disengagements 5. Marching units cannot manœuvre except to wheel
- 2. Rally fleeing troops 6. Marching units cannot move through difficult/very difficult terrain
- 3. Compulsory moves 7. Marching units cannot cross obstacles
- 4. Move chargers
- 5. Remaining moves FAST MARCH (p28)
3. Shooting (p41) 1. Musician needed
- 1. Nominate all targets 2. Units must be in a march column to fast march
- 2. Shoot with artillery - 1. No more than three models wide, at least as many ranks deep as wide
- 3. Shoot with other troops - 2. Chariots one model wide and at least two ranks deep
- 4. Take any panic test required by 25% or more casualities 3. Troops fast march at triple rate
4.Hand-to-Hand Combat (p51) 4. Not allowed if enemy within 8“
- 1. Fight combat 5. Skirmishers, elephants and artillery are not allowed to fast march
- 2. Combat results 6. Fast marching units cannot manœuvre except to wheel
- 3. Break tests 7. Fast marching units cannot move through difficult/very difficult terrain
- 4. Panic tests 8. Fast marching units cannot cross obstacles
- 5. Fleeing 9. A unit in march column is not allowed to declare a charge
- 6. Pursue 10. A unit in march column is not allowed to declare a countercharge
- 7. Redress ranks 11. In combat, models in rear ranks of a march column not allowed to fight
12. March columns one model wide may form snaking columns
THE MOVEMENT PHASE------------------------------ FLEEING TROOPS (p29)
1. Cannot do anything else other than attempt to rally
MANOEUVRES (p21)
2. If charged by an enemy can only respond to flee
1. Wheel
3. Not required to make any further tests (panic, terror, etc.)
- No penalty – unit moves distance covered by the outside of the wheel
4. Moved in the compulsory movement phase
2. About face (180° turn)
5. Movement 3D6“ if 7“ basic movement or more, 2D6“ otherwise
- deduct a quarter move
6. No movement penalties for terrain or obstacles
- Open Order troops may make up to two about face manoeuves without
7. Can move around impassable obstacles/terrain
penalty
8. Must leave the battlefield by their own table edge, if not possible via
3. Change Formation
either side edge
- Deduct a half move to add or deduct a rank
9. Move only towards or around enemy units if they have no other choice,
- Open Order troops may add or deduct up to two ranks without penalty
will halt 1“ away if they otherwise would contact them
4. Reform
10. Are removed from the battle once any models have left the table
- A unit must include a musician to reform
- Takes entire move
- Successful Ld-test required, deducting -1 if enemy are within 8“

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WAB Forum 1 v 0.2


WAB RULES SUMMARY
SKIRMISHER MOVES (p76) - 2. Move fleeing unit directly away from the charge
1. Skirmishing units do not need to manœuvre – models are moved as - 3. D6“ if basic movement is up to 6“, 2D6“ otherwise
individuals at double rate 6. Ignore
2. Skirmishing units cannot march or fast march - 1. Only declare this response where the charge is obviously out of range
- 2. Panic test if the charged unit is in range
Charges and combats between skirmishers 7. Engaged units do not make charge responses when charged
The rules for charging skirmishers are the same as for other troops, so the
figures must charge in a straight line after any initial wheel to allow them to If a unit’s flee move is insufficient to escape the chargers’ full movement
reach an enemy figure not yet contacted. Measure to check which figures allowance, move the fleeing troops the distance thrown and then move the
can reach the enemy then move them so that each figure contacts one of the chargers into contact with them. The fleeing unit is automatically destroyed
enemy’s. If you have extra figures after all reachable enemy figures are in in the melee phase and panic tests are caused as usual.
combat, you may use them to create 2:1 match ups where you can. After
this, surplus figures are placed behind those in contact much as they would The best way to determine this is to carry out any necessary wheel that the
be if fighting a formed unit. charger would perform in order to maximise contact, before moving the
fleeing troops. Having done this, a line drawn from the centre of the
Front and flank of a skirmishing unit charging unit and at 90 degrees to its front will define the charge path; the
This is important because troops cannot use feigned flight if charged from target unit then flees away along the charge path. Then carry out the
the flank. When a skirmish unit is in combat, it will be obvious where the chargers’ remaining move.
flank arc lies, but a „cloud” presents more problems. Remember the unit
faces the direction that most of its models are facing, or the enemy baseline CHARGE MOVES (p32)
if this cannot be easily established. Once the direction of facing is 1. Move chargers in the Move Charges part of the Movement phase
established, imagine a rectangle imposed over the unit, with its long side in 2. The player can decide which charging units to move in what order
the direction of facing. This gives a line through which the flank arc can be 3. Charging units move at double rate
drawn. 4. A charger falling short of the target moves at basic rate towards the
enemy (failed charge)
5. Charger contacts the enemy, align into combat automatically (free)
- 1. Where two or more enemy units are contacted, it might be necessary to
move one or more charged units to align the combatants
6. Chargers must wheel at the start of their charge to increase number of
models in contact oft he target (maximising contact)
- 1. Extends to all units if two or more units are charged
- 2.Where two chargers attack the same enemy must endeavor to divide the
target as equally as possible whilst maximising contact overall
7. Apart from any initial wheel no manœuvre during charge
- 1. Drilled troops are an exception, can manœuvre during charge
8. Charging units are not allowed to cross each others charging path, halt
where they would clash

If a formed unit charges a light chariot unit in dispersed formation align the
chargers as if the chariot unit was comprised of skirmishers.

FLANK AND REAR CHARGES (p36)


1. Charger scan move into an enemy uni’s flank if they started their charge
at least partially behind the target’s leading edge, and with no portion of
the chargers directly forward of the target units front
2. Chargers can move into an enemy unit’s rear if they start behind the unit.
In this case simply treat the rear as the front for purposes of alignment.
Diagram by Andy Pickering

RALLYING (p30)
1. Fleeing units can attempt to rally in the Rally part of the Movement phase
- 1 Units of less than five models cannot rally
2. Ld-test to rally
- 1. Ld -1 if unit at half stength or below
- 2. Ld -1 if non-fleeing enemy within 8“
- 3. Rallied units arrange in formation and cannot do anything else this turn

CHARGE DECLARATIONS (p31)


1. Must be declared in the Declare Charges part oft he Movement phase
2. Only against an enemy unit within its forward arc of visibility
3. If enemy units are positioned next to each other, the charge must be
declared against every unit that will be contacted

CHARGE RESPONSES (p31) Diagram by Andy Pickering


1. Hold
2. Countercharge
- 1. Cavalry/light chariots charged to the front by enemy cavalry/light REVEALED CHARGES (p38)
chariots can respond by a countercharge 1. If a charger’s target flees it is permitted to redirect ist charge against a
- 2. Only allowed if chargers are more than half their charge distance away revealed target within its charge path
3. Stand & Shoot 2. The charger can only move straight forward once any initial wheel
- 1. Only allowed if chargers are more than half their charge distance away against the original target has been made
- 2. Shooting is always at close range 3. A revealed target is only allowed to flee or hold
4. Flee
- 1. Move fleeing unit directly away from the charge COUNTERCHARGE (p39)
- 2. 2D6“ if basic movement is up to 6“, 3D6“ otherwise 1. Move counterchargers before chargers
5. Fire & Flee 2. Move counterchargers half a basic move towards the chargers, wheeling
- 1. Only allowed if chargers are more than half their charge distance away where necessary
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WAB Forum 2 v 0.2


WAB RULES SUMMARY
3. Move chargers as normal CASUALTIES (p49)
4. Counterchargers count as charging for all purposes except for deciding 1. Models with one wound are removed one model for each wound suffered
which unit strikes first 2. Models with multiple wounds record wounds suffered and whole models
5. If the charge fails, move counterchargers 1“ forward are removed once sufficient wounds are scored, any remainder being
carried forward
DISENGAGING (p40) 3. In units of troops, casualities are generally removed from the rear ranks
1. Disengaging units are moved during Compulsory moves or from the ends of units in a single rank, so that formations are retained
2. Only units fighting solely to their front can disengage - 1. In combat trooper models are never removed from those touching the
- 1. Not allowed if fighting an enemy as result of a pursuit enemy unless there is no other choice
3. Ld-test required to disengage
- 1. Cavalry disengaging from slower enemy can do so without a test HAND-TO-HAND COMBAT PHASE-----------------
4. Disengaging troops move at double rate directly away from combat,
ending their move with their back to the enemy COMBAT ATTACKS (p52)
5. Units whose opponents disengage successfully remain in place and can 1. Charging units strike first
move as normal in their turn 2. Non-charging units strike in order of Initiative
6. If a unit fails its Ld-test, it is like broken in combat and flees instead - 1. Where equal, the side with momentum, simultaneously otherwise
7. Units whose opponents fail to disengage successfully can pursue as if 3. All models touching an enemy can fight
they had broken in combat - 1. Where a model touches two or more targets the player can choose
4. Model scan fight from a second/subsequent rank if appropriately armed
THE SHOOTING PHASE-------------------------------- 5. Leader models fight with +1 attack

SHOOTING TARGETS (p41) TO HIT CHART (left WS Attacker, top WS Opponent)


1. A unit must nominate one enemy unit as a target – a unit cannot divide ist 1 2 3 4 5 6 7 8 9 10
shots between multiple targets 1 4 4 5 5 6 6 6 6 6 6
2. Only individual models in range and within sight of the target can shoot 2 3 4 4 5 5 6 6 6 6 6
- 1. Infantry/artillery shooter scan see into their forward arc only (90°) 3 3 3 4 4 5 5 6 6 6 6
- 2. Cavalry/elephants crew/chariots crew can see 360° 4 3 3 3 4 4 5 5 6 6 6
- 3. Archers and darters, every alternative model from the rear rank can also 5 3 3 3 3 4 4 5 5 6 6
shoot if the corresponding front rank model can shoot (massed missles) 6 3 3 3 3 3 4 4 5 5 6
- 4. Skirmishers moving over basic move cannot shoot that turn
7 3 3 3 3 3 3 4 4 5 5
3. Hits upon units engaged in combat distributed equally between both sides
8 3 3 3 3 3 3 3 4 4 5
4. Troops who march or fast march are unable to shoot that turn
9 3 3 3 3 3 3 3 3 4 4
SHOOTING TO HIT MODIFIERS (p46) 10 3 3 3 3 3 3 3 3 3 4
+1 Shooting at large target
-1 Shooting whilst moving
-1 Shooting at chargers DEFENDED OBSTACLES (p56)
-1 Shooting at long range 1. Chargers lose all bonuses associated with charging other than striking
-1 Shooting at a character model first. These can be weapons or special formation bonuses
-1 Shooting at skirmishers / moving light chariot 2. Troops suffer a -1 to hit penalty when attacking enemy infantry who are
-1 Target is behind soft cover already emplaced behind a defended obstacle until their side wins combat
-2 Target is behind hard cover 3. Both sides fighting over a defended obstacle receive no combat results
bonuses for ranks or closed order
SHOOTING TO HIT (p47)
BS 1 2 3 4 5 6 COMBAT RESULTS BONUS (p60)
+1 Infantry in close order*
Score required to hit 6 5 4 3 2 1
+1 Infantry per additional rank, max. +2 (count at start of round of combat)*
+1 Standard
+1 Army Standard
7+ TO HIT (p47)
+1 High Ground (closer to the center of the hill)
To hit 7 8 9 10 11+ +1 Momentum (not cavalry or chariots in difficult ground)
Modification -1S -2S -3S -4S -5S +1 Flank Attack (not units with less than five modls)
+2 Rear Attack (not units with less than five modls
ARMOUR SAVES (p49, for armours p95) * these bonuses are canceled if:
1. Maximun save for infantry is 3+, 2+ otherwise 1. Charged in the flank/rear by a formed unit of at least five models
2. Unit fewer than five models strong
SAVE MODIFIERS (p49) 3. Unit fighting across an obstacle
1. Some weapons have save modifiers, notable artillery where no save is 4. Close order unit is fighting in difficult terrain
allowed 5. Combat engagement includes an elephant
Strength of Hit 3 or less 4 5 6 per +1 BREAK TESTS (p59)
Saving throw No modifier -1 -2 -3 a further -1 1. Losers take a break test, substracting difference in combat results from
their Ld value
2. 2D6, score equal or less than units Ld, if failed break and flee
TO WOUND CHART (left Strength of the Hit, top Toughness of Target) - 1. Units fewer than five models brak automatically
1 2 3 4 5 6 7 8 9 10 3. Take any necessary panic test before broken units flee
1 4 5 6 6 N N N N N N 4. Before fleeing with broken troops determine wheter enemy will pursue
2 3 4 5 6 6 N N N N N - 1. Units pursue automatically if all enemies are fleeing, otherwise not
3 2 3 4 5 6 6 N N N N - 2. Units otherwise obliged to pursue can test their Ld to avoid doing so.
4 2 2 3 4 5 6 6 N N N Some units have to pursue (fanatics, attacking warbands, etc.)
5 2 2 2 3 4 5 6 6 N N 5. Fleeing units move directly away from enemy 2D6“ or 3D6 “
6 2 2 2 2 3 4 5 6 6 N - 1. If fighting in two directions, fleeing units take a middle path
7 2 2 2 2 2 3 4 5 6 6
8 2 2 2 2 2 2 3 4 5 6 After combats have been concluded and results determined, move any
9 2 2 2 2 2 2 2 3 4 5 troops giving ground first, then fleeing troops, then those pursuing or
2 2 2 2 2 2 2 2 3 4 following up.
10

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WAB Forum 3 v 0.2


WAB RULES SUMMARY
MOMENTUM (p60) CAPTURING STANDARDS (p74)
1. The side that follows up or which won the previous round of hand-to- 1. If units are destroyed in the combat and their side loses the round then
hand combat has the momentum for the following turn (+1 combat result) their standards are captured by the enemy
- 1. In case of a draw roll a D6 for each musician, highest score wins 2. If units flee from combat then their standards are captured by an enemy
that pursues them
PURSUIT (p63)
1. Pursuing with a basic movement of 6“ or less 2D6“, 2D3 otherwise. REDRESS RANKS (p68)
2. No movement penalties, same as a flee move. 1. At the end of the hand-to-hand combat phase both players can rearrange
3. Pursuers are moved directly towards their fleeing enemy fighting formations as follows
4. Pursuers who roll a greater distance than their fleeing opponent - 1. Leaders or charaters can move into contact with an enemy model
automatically catch and destroy them instead of a normal trooper
5. Pursuers who do not roll a greater distance than their fleeing opponents - 2. If a unit wins a round of combat it can expand its width by up to two
do not catch them and are positioned behind them, leaving a gap of 1“ models on each flank, up to the point where it overlaps the enemy by
where they would otherwise touch one model on each side. Models cannot expand from ranks already
6. Pursuers capture the standards of fleeing enemies regardless of wheter engaged to the sides or rear
they catch them or not - 3. Any skirmishing models not already arranged base-to-base are arranged
7. Pursuers who run into fresh enemy are treated as chargers and the resul- into touch
ting combat is worked out in the following hand-to-hand combat phase
- 1. Enemy is only allowed to hold, except he is already fleeing PANIC---------------------------------------------------------
- 2. Not allowed to wheel for maximising contact 1. Test panic against Ld (2D6) – score equal or less than Ld to pass
- 3. If the enemy run into in this way is a fleeing unit that was broken this - 1. Units reduced to half strength or less suffer -1 penalty
turn then the enemy are automatically destroyed and the pursuers 2. Units failing a panic test flee (direction is directly away from the source)
complete their move 3. A unit must take a panic test in the following situations :
- 4. If the enemy run into in this way is a fleeing unit that was not broken - 1. Fleeing friends within 4“ at the start of the turn and not 2 :1 models
this turn then it reacts automatically by fleeing (direction is own table edge)
8. Pursuing units that leave the table must pass a Ld test to return at the start - 2. Friends break/destroyed in combat within 12“
of the turn - 3. Charged in rear or flank
- 1. Two such tests may be attempted, if failed the unit is lost, but not - 4. General slain
considered as casualty - 5. 25% or more casualties suffered from shooting
- 2. A returning unit can re-enter the table at any point within 12“ of the spot - 6. Charged by an ignored enemy
where it left and along the same table edge 4. A unit that panics whilst engaged in hand-to-hand combat is treated as
- 3. A returning unit enterst he table in the Remaining moves part broken in combat
- 1. If all enemy panic and break from combat, troops can only pursue if
GIVING GROUND (p66) they have the momentum
1. If one side outnumbers the other side 2:1 once casualities are removed, it - 2. Units that panic and break from combat do not trigger further panic tests
has overwhelming odds due to units breaking from hand-to-hand fighting
2. Defeated units with overwhelming odds in their favour will not break and - 3. Units that won their previous round of combat can re-roll the failed
flee if they fail their break test, they will give ground instead panic test
- 1. Unit scan only give ground if they are fighting exclusivley to their front, 5. Units completely destroyed by shooting do not cause panic tests
or if they are fighting to their front and sides and no flasnking enemy
unit numbers five or more models
- 2. Skirmishing unit scan only give ground if their enemy are other LEADERS, STANDARDS AND MUSICIANS-------
skirmishers, or units of fewer than five models 1. Upgrading normal troopers to champion, standard or musician cost 5
-3. Units cannot give ground if interposing friends, enemies, impassable points each, regardless infantry, cavalry or chariots
terrain or the table edge prevent them doing so, they will flee instead 2. Champions, standards and musicians have tob e placed in the center of
3. Units giving ground move backwards D6“ if their basic movement is 6“ the front rank
or less, 2D6“ otherwise 3. Champion models get +1 attack
- 1. Penalties for terrain apply to the move 4. Standards add +1 to the combar result for formed units only
- 2. If enemy fail to follow-up into contact, the unit giving ground cannot 5. If units are destroyed in the combat and their side loses the round then
charge in its following turn their standards are captured by the enemy
4. Victorious units must follow-up if their enemy give ground, move up to 6. If units flee from combat then their standards are captured by an enemy
normal move back into contact if possible, normal penalties for terrain that pursues them
5. Formed cavalry units are allowed to give ground voluntarily even if they 7. Only units with a musician can march, fast march or refom
pass their break test and would not otherwise have to flee. Such units do 8. In case of a draw in combat roll a D6 for each musician, highest score
not have to have overwhelming odds in their favour. Wins momentum

Troops following up an enemy that Gives Ground do not change their SKIRMISHERS---------------------------------------------
formation and will contact any other enemy that lie in the path of their 1. Any unit of infantry or cavalry can temporarily adopt skirmish order to
advance. Such a contact will count as a charge, even though their combat move through areas of settlement (see rules for buildings p133)
with their original opponents counts as ongoing. 2. Models in skirmishing units are arranged up to 2“ apart
3. Models move individually not needing to manœuvre up to twice their
Formed cavalry units that lose a melee but pass their break test may opt to basic movement
Give Ground voluntarily, even though they do not outnumber their enemy 4. Skirmishers fear formed units
by 2:1. This is exactly the same as the rule for drilled troops (p106). 5. Models of a skirmishing unit may block line of sight to each other
6. Skirmishing units block line of sight for friendly and enemy units
OVERRUN (p67) 7. Skirmishers are also not affected by any special rules applying to a
1. If a unit charges and all opponents are destroyed in the first round of character that joins their unit, such as hatred or immunity to psychology
hand-to-hand combat, the player can choose to overrun
2. An overrun is made directly forward in the same way as a pursuit and
takes place at the same time as a pursuit
CHARACTERS---------------------------------------------
1. Characters are units of one model
- 1. A unit is not allowed to overrun if its enemy fled from their initial
2. Characters can march three times their movement rate, cannot fast march
charge and was subsequently caught and destroyed, unless the fleeing
3. Characters that have not joined units cannot declare a charge (except on
enemy were skirmishers in which case chargers are allowed to overrun
elephants)
by D6“
4. Can join unit by moving within 2“, cannot leave and join in the same turn
- 1. Characters on foot cannot join mounted units, chariots or elephants
- 2. Characters only can join a chariot unit if they are mounted on the same
type of chariot. Elephant mounted characters canoot join units.
5. No more than half of a unit’s front rank can comprise characters
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WAB Forum 4 v 0.2


WAB RULES SUMMARY
6. A character that has joined a unit moves with i tat its rate Dagger
7. A character can only leave a unit during the Remaining moves 1. +1 armour save for opponent
- 1. He cannot leave the unit if it has already moved earlier in the phase or if Double-handed Weapon
it is subject to any kind of cumpulsory movement rule including it has 1. Shields cannot be used in hand-to-hand combat
declared a charge 2. Always strike last
- 2. He cannot leave if the unit is engaged in combat 3. +2 strength (up to a maximum of S5)
8. A formed unit that includes a character can use the characters Ld for Halberd
making any test that requires it, e.g. break, panic 1. Shields cannot be used in hand-tohand combat
9. When a character joins a unit his own psychology rules cease to apply 3. +1 strength
and that apply to the unit now apply to him as part of it Thrusting Spear
- 1. Except for hatred, the whole unit hates the same foe so long as the 1. Stationary infantry fight in two ranks to their front
character is fighting 2. Cavalty +1 strength when they charge or countercharge over open ground
10. An individual character model can only be targeted by missles if he is Throwing Spear
the closest target 1. Infantry fight in two ranks in the first round of combat
- 1. Unless the character rides an elephant or chariot, in such case hits will 2. Cavalry can re-roll misses in the first round of combat unless charging/
be randomized: 1-4 elephant/chariot, 5 crew, 6 character countercharging over difficult terrain
11. Characters that have joined units cannot be targeted by missles but if hit 3. Skirmishers can re-roll misses in the first round of combat
by area weapons (e.g. stone throwers) roll D6 : only on a 1 the character Heavy Throwing Spear
is hit 1. Infantry fight in two ranks in the first round of combat
12. Individual characters fleeing are able to rally 2. +1 strength in the first round of combat
13. Mounted characters do not slow down units they accompany because of 3. Skirmishers can re-roll misses in the first round of combat
armour, but those on foot do so Pike
14. A character dismouinting to join an infantry unit loose the +1 bonus for 1. Fight in two ranks in all rounds of combat
being mounted 2. Always strike first if fighting exclusively to their front. Where both so
armed normal initiatives apply
CHALLENGES (p84) Kontos/Xyston
1. A player can issue one challenge by one character in each combat 1. Cavalty +1 strength when they charge or countercharge over open ground
engagement 2. Always strike first if fighting exclusively to their front, except against
- 1. Only characters already fighting can issue a challenge pikes. Where both so armed normal initiatives apply
- 2. The active player has the first chance to issue a challenge Lance
- 3. Than the passive player 1. Cavalty +2 strength when they charge or countercharge over open ground
2. Challenges can be refused or met by an opposing character that is fighting (up to a maximum of S5)
in the same engagement
- 1. Characters on chariots can only issue and accept a challenge with
enemy characters that are also mounted on chariots ARMOUR SAVES (p95)
- 2. Characters on elephants can only issue and accept a challenge with Armour Save
enemy characters that are also mounted on elephants Infantry with shield or light armour 6+
3. If a player refuses a challenge then he must retire a character selected by Cavalry without shield or armour 6+
his opponent Infantry with shield&light armour or heavy armour or large shield 5+
4. Once a challenge has been accepted the two rivals are moved so that they Cavalry with shield or light armour 5+
face each other Infantry with shield&heavy armour or partial plate armour or light 4+
5. The challengers fight each other in the following round – no other model armour&large shield
participate in a challenge Cavalry with shield&light armour 4+
- 1. If challengers are elephant or chariot mounted, no crew/elephant fight in Infantry with large shield&heavy armour or full plate armour 3+
the challenge, instead they fight as part of the broader combat
Cavalry with shield&heavy armour or cataphract armour 3+
6. Once a challenge is underway no further challenges can be issued as part
Buckler (only against missles, also in melee for skirmishers) +1
of that combat until one character is either slain or forced to flee
Pavise (only against missles) +2
GENERAL AND ARMY STANDARD (p86) Half Cloth Barding (only in hand-to-hand combat, front only) +1
1. The Ld oft he general can be used by formed units within 12“ as long as Full Cloth Barding (only in hand-to-hand combat) +1
the general is not fleeing Half Metal barding (front only) +1
2. Break tests of formed units can be re-rolled within 12“ of the army Full Metal barding +1
standard as long as it is not fleeing
3. Fleeing units that are not skirmishers are allowed to use the generals Ld
as long as he is not fleeing PSYCHOLOGY---------------------------------------------
WEAPONS AND ARMOUR----------------------------- Fear
1. Test fear against Ld (2D6) – score equal to or less than Ld to pass
MISSLE WEAPONS (p88) 2. Test if charged by a feared enemy within range. If failed, flee if
outnumbered. If not outnumbered 6s are needed to hit in the first
Sling | 18“ | S3 (2 if shoot twice at max. 9“) | No shoot twice at chargers round/any shots from a stand&shoot or fire&flee response
Staff Sling | 24“ | S4 at short range, S3 at long range | no move&shoot 3. Test if attempting to charge a feared enemy as soon as the charge is
Javelin | 8“ | S3 | no penalty for long range or move&shoot declared before enemy responds. If failed the unit may not charge and
Darts | 12“ | S2 | no penalty for long range or move&shoot, Massed Missles must remain stationary without shooting.
(even when moved) 4. A unit defeated in hand-to-hand combat is automatically broken if
Stones | 4“ | S3 | no penalty for long range outnumbered by feared enemy
Short Bow | 18“ | S3 | Massed Missles 5. Fearsome is a term used in some army lists to signify that a troop type
Bow | 24“ | S3 | Massed Missles causes Fear.
Long Bow | 30” | -1 save at short range | Massed Missles
Light Crossbow | 18“ | S3 Terror
Crossbow | 30“ | S4 at short range, S3 at long range | no move&shoot 1. Test terror against Ld (2D6) – score equal to or less than Ld to pass
Musket | 18“ | S4 at short range, S3 at long range | -1 save at short range | 2. Test at the startof the turn if there is an enemy which causes terror within
no move&shoot 8“. If failed the unit flees. This test is only taken once.
3. Test if charged by or wishing to charge a terryfying enemy. If failed unit
HAND-TO-HAND WEAPONS (p91) flees. This test is only taken once if infantry.

Hand Weapon Hatred


1. Troops armed with a hand weapon in each hand get +1 attack 1. Take Break tests at a Ld value of 10, applying the usual modifiers
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WAB Forum 5 v 0.2


WAB RULES SUMMARY
2. In the first round of combat re-roll misses 8. Leaders, standard bearers and musicians must be removed as casualities if
3. Must pursue unless fighting from defended position they are the last models of their type
9. Sometimes a Combined Formation will mix troops who are Stubborn
Frenzy with troops who are not. When such a unit first needs to use a part of the
1. Must charge if there are enemy within charge reach when charges are Stubborn ability in a game, throw a D6; on a result of 1-3 does not count
Declared as Stubborn; on a result of 4-6 count as Stubborn. This result stands for
2. Cannot respond to a charge by either fleeing or by fire and fleeing the remainder of the game.
3. Fight with +1 extra attack per model
4. Must pursue Different Weapons (Errata)
5. Must follow-up enemy that gives ground Some units may have figures armed with a variety of weapons. The normal
6. Do not take panic tests – immune to panic rules apply to each weapon- so double handed axe men will hit after all
7. Immune to other psychology other figures have struck, figures armed with throwing weapons in the
8. If broken in combat their frenzy is ended second rank may strike in the first round of combat, etc. As a result of the
different weapons some figures may have different armour saves than
Stubborn others. In close combat always use the saving throw of the majority of the
Only units with at least five models can use the stubborn rule. front rank, when resolving missile fire use the Saving roll of the majority of
1. Do not test for panic for fleeing friends within 4“ at the start of the turn the figures. Usually the owner of the unit decides which figures to remove
(even if rule 2 was used as long as not broken from combat) as casualties, but the other player may elect to make attacks against specific
2. If they fail their Break test they will give ground once they would figures if he wishes.
otherwise flee
3. If defeated by enemies who automatically break them, roll a D6. 1-3 the Drilled (p106)
stubborn troops are broken. 4-6 the stubborn troops must take a Break test 1. Drilled troops can turn to face their left or right.(90°). It takes a quarter
and can use rule 2 if failed move to make a turn tot he left or right
2. At the beginning of their move, drilled troops can make one change
SPECIAL RULES------------------------------------------- formation or about face (180°) manoeuvre without penalty
3. Drilled troops can both march and change formation in the same turn
Allies and Mercenaries/Unreliable (p103) 4. Drilled troops can change formation at the start of a charge move
Unreliable troops cannot use the generals Ld, do not get the +1 for the battle 5. Drilled troops can make a reform manœuvre without taking a Ld-test so
standard in combat and are not allowed to re-rolled failed break tests within long as there are no enemy within 8“
12“ oft he battle standard. 6.Drilled troops can choose not to pursue an enemy that breaks and flees
1. Roll D6 for each unit at the start oft he game. On a 2+ no effect. On a 1 from combat or follow-up defeated enemy who give ground
the unit is affected fort he first turn and must test again at the start of each 7. Drilled troops can disengage from combat without taking a Ld-test so
subsequent turn until a result of 2 or more is rolled long as the enemy they are fighting do not have a faster move rate
2. The unit will not move unless bound by some compulsory movement rule 8. Drilled units can give ground voluntarily where they pass their break test
3. The unit will not shoot except as a response to an enemy charge 9. Drilled troops are allowed to open their ranks to avoid charging scythed
4. If engaged in combat the unit immedately ceases tob e affected chariots. The scythed chariot obeys the rules for Revealed Charges on
p38, except that it always travels its full charge distance, even if this
Ambush (p104) does not enable it to contact an enemy. If its charge distance is insuffi-
1. The unit can be deployed on the battlefield in a concealed position and its cient to clear its original target, it is placed 1” behind it.
location indicated on a map. It can be secretly deployed anywhere out of
sight of enemy but not within the opposing players deployment zone Eastern Shock Cavalry (Supplement Errata)
2. Alternatively they can deploy on the battlefield once the enemy force has This rule covers all cavalry described as Eastern Shock Cavalry
taken up ist position 1. Eastern Shock Cavalry were trained at charging and withdrawing
3. Concealed units must be placed as soon as enemy can either see them or repeatedly. To represent this, they may choose to retire if they win a
approach within 8“ round of close combat, but fail to force their opponents to either flee or
4. Concealed units ignore any tests or obligatory reactions that would give ground. The retiring movement is made as a normal Give Ground
otherwise result from any psycology rules (like frenzy) move with the exception that the retiring unit may still charge in its
5. Concealed units do have to take account of special rules applying from following turn. This ability requires a fairly high degree of mobility –
formations (like warband) therefore, it can never be used by cavalrymen riding barded or half-
barded horses.
Cataphracts (p104) 2. Eastern Shock Cavalry may re-roll any to hit dice that miss when they
1. Cataphracts are close order cavalry charge or counter-charge.
2. Cataphracts charging or marching reduce their entire movement to half 3. Eastern Shock Cavalry may count a rank bonus of up to +1 in the open.
speed if they wheel
3. Cataphracts are not permitted to countercharge as a response to an enemy Expert Horsemen (p107)
charge 1. Do not suffer the -1 penalty when moving&shooting
4. Cataphracts armed with kontos can fight with a second rank. This bonus
does not apply if Cataphracts have charged that turn Feigned Flight (p107)
5. Cataphracts may count rank bonus up to +2, if they have charged 1. Can respond to an enemy charging to their front with feigned flight
2. The unit moves directly away from the enemy exactly as it had fled or
Chariot Runners (p105) fired&fled
1. Chariot Runners can make formations with chariots 3. If the unit is contacted by the charging enemy it immedately turns to fight
2. Chariots are allowed to charge through a unit of Chariot Runners as if it had declared a hold response to the charge
4. If the unit outdistances the charging enemy, it turns to face the m at the
Combined Formations (p105) end of its move
1. Formations that include close and open order troops count as close order 5. In situations where a unit with feigned flight is charged by an enemy it
2. Ld counts as that of the majority, higher value where numbers are equal fears, the unit does not need to take a Fear test if it wishes to use feigned
3. The whole unit is effected by the psycology and formation rules that flight and its basic move distance is longer than that of the enemy unit
apply tot he majority type oft he unit charging it. If this is not the case or if the charging enemy terrifies it, then
4. Archers in rearward ranks may used massed missles. The rank of archers it can only make a feigned flight if it passes its Fear or Terror test and if it
closest to t he front shoots in its entirety, with subsequent ranks shooting fails the test it can only flee.
at half-effect
5. Archers in rearward ranks can respond to a charge by standing&shooting Fearsome (Errata)
using massed missles Cause fear in enemy units.
6. When working out hits by shooting, the saving throw oft he majority is
used to resolve all saves. Casualities are removed alternately from the Ferocious/First Charge (p108)
different armoured models, starting with the mostly poorly armed Only for units containing at least five models.
7. Hand-to-hand combat casualities fall amongst the type struck by enemy 1. Enemy will automatically break without taking a Break test if the
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WAB Forum 6 v 0.2


WAB RULES SUMMARY
ferocious chargers win the combat round following their first charge/ Phalanx (p110)
countercharge in the game 1. Units must contain at least 12 models arranged at least two ranks deep
2. If the unit’s first charge/countercharge is against skirmishing enemy, this and at least four wide. Frontage must exceed depth by at least one model
doesn’t negate rule 1. 2. The only manoeuvres allowed are reform and wheel
3. If the units first charge/countercharge breaks the enemy automatically for 3. Reforming is at -1Ld penalty regardless of enemy within 8“ or not
some other reason, this doesn’t negate rule 1. 4. A phalanx charging/marching reduces its entire movement to half speed if
4. Roll off for automatically breaks vs. Automatically passes (e.g. stubborn) it wheels
5. Troops beaten by a ferocious charging unit in combat may use the Give 5. All enemy shooting against the phalanx’s front suffer -1 to hit
Ground rule if they outnumber the chargers by 2:1. 6. A spear-armed phalanx fights with two rankst o ist front in the first round
of combat even ifit charges
Finest Horses (p107) 7. Enemy cavalry or light chariots suffer -2 to hit in combat against the
1. +1“ basic Movement rate phalanx front, -1 for infantry, heavy chariots or elephants
8. Enemy charging the front lose any strength bonus associated with their
Impetuous (Supplement Errata) weapons as a result of charging
Impetuous units are subject to Warband rules# 1 and 3. They may never 9. Enemy charging the front lose any bonuses or benefits for formation rules
disengage from hand-to-hand combat, but they can Give Ground. that apply specifically when they charge
10. If the unit is a Trained phalanx then it is allowed to make about face
Levies (p108) manoeuvres (90°) the usual way.
1. Levies fear enemy they do not outnumber by 2:1, ignoring skirmishers/ 11. If the unit is a Macedonian phalanx it is allowed to make about face
fleeing troops (90°) or change formation manoeuvres in the usual way
2. Levies cannot make any manœuvre other than to wheel and if they wheel 12. If the unit is a Drilled phalanx then it combines the rules for drilled
their entire movement is halfed troops. A drilled phalanx can adopt any formation, can manoeuvre like
3. Close order Levy infantry do not get +1 combat result for closed order any non-phalanx unit and suffers no move penalties for wheeling whilst
4. Levies cannot make us of the general’s Ld within 12 “ charging/marching
5. Non-levy unit scan always re-roll a failed Panic test taken as a result of 13. If the unit is a Medieval phalanx it must have at least three ranks depth.
breaking levies It is allowed to make about face and change formation manoeuvres. It
does not benefit from the -1 to hit from enemy missles rule. It may reform
Light Troops (p108) into a stationary square, counting a maximum +1 combat result bonus for
Light infantry or light cavalry can be deploeyed as skirmishers or open ranks.
order unit but must remain in that formation the entire game.
Shieldwall (p112)
Massed Cavalry (p109) At least half of the models in the front rank oft he unit must have shields to
1. Are close order cavalry benefit from this rule.
2. Charging or marching only at half speed if they wheel 1. It takes the unit’s entire move to form shieldwall
3. Count a rank bonus of up to +2 if they have charged/countercharged 2. A shieldwall lasts until the unit moves or is beaten in a round of hand-to-
hand combat. A unit in Shieldwall, that follows up when its enemy Gives
Mixed Order (Supplement Errata) Ground in combat, retains the Shieldwall.
Units with this rule are subject to the rules for Combined Formation with 3. Enemy shots/attacks tot he front are at -1 to hit
the following exceptions: 4. A unit forming shieldwall has moved fort he purposes of missle fire
1. The missile troops may initially make up the front rank(s) of the unit
instead of being deployed to the rear. Special Deployment (Supplement Errata)
2. When being charged, the player controlling the unit may choose either to Units with the Special Deployment ability are allowed to make a free march
stand & shoot against the charging enemy, or the missile armed troops move after both sides have deployed. Note that they may not use this march
may retire to the rear rank(s), exchanging their position with close combat move to charge at the enemy, and may not shoot any missile weapons after
troops. This choice prohibits them from shooting. making this move.
3. To bring the missile-armed troops in the rear rank(s) back to the front, the
unit must Reform. Stakes (Supplement Errata)
Only formed units may place stakes. Stakes can be placed when a unit is
Mixed Weapons (Supplement Errata) deployed on the table to its front only (use an appropriate marker to indicate
Troops armed with mixed weapons may re-roll any failed to hit rolls once in stakes). Only the unit that places stakes can benefit from them.
the first round of combat. Mixed weapons are defined as being armed with a The stakes gives the following benefits:
hand weapon, such as a sword, axe or short spear, and javelins, so they may 1. A unit equipped with stakes may make a free 4’’ move after deployment
shoot with these in the Shooting phase. is complete and then place their stakes. If not placed at deployment or
after the free 4’’ move, stakes are lost as they cannot be placed after the
Mounted Infantry (Supplement Errata) start of the game.
Mounted Infantry may move 8’’ immediately after deployment but before 2. Mounted Models fighting against the front of a unit with stakes suffer a
start of Turn 1. They count as moving as cavalry for this movement. After –2 to hit penalty, lose all bonus related to a charge (as the strength bonus
that, the Mounted Infantry unit abandons their horses and fight on foot. of their weapons or the Ferocious Charge).
They are treated as Infantry for the rest of the game. 3. If the unit is subject to Warband psychology, it can ignore Warband rule
1 as long as it remains behind his stakes.
Mounted Models (Supplement Errata)
1. Some models may be mounted on a horse. This increases Movement to Stakes are lost if the unit that placed them moves out of contact with the
8’’ prior to armour penalties. stakes for any reason. Remove the marker from the game if this happens.
2. Some models may be mounted on a warhorse with the following profile:
Stealth (Errata)
M WS BS S T W I A Ld This is a special ability available to some close order infantry and open
Warhorse 8 3 - 3 - - 3 1 - order cavalry. Troops with Stealth may move through difficult ground such
as woods or rocky areas, and over obstacles, at a normal pace even though
Nomad Cavalry (Supplement Errata) formed. However, stealthy units do not retain combat rank bonuses if
Units noted as being Nomad Cavalry are subject to the rules for Feigned fighting in difficult ground or across obstacles. Stealthy units must still be
Flight, Parthian Shot, Expert Horsemen and Special Deployment. able to see their foe before charging, may not march move while using the
ability, and must pay normal movement costs and combat penalties while
Parthian Shot (p109) charging in difficult ground or across obstacles.
1. Only skirmishing cavalry units armed with bows, short bows or javelins
can employ the Parthian Shot Testudo (p175)
2. Troops can move up to their basic movement rate in the Shooting phase 1. To form a Testudo a unit must have at least two ranks of at least four
immedately after they have shot models wide
2. The formation must be declared at the start of the turn
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WAB Forum 7 v 0.2


WAB RULES SUMMARY
3. Unit is not allowed to march or charge and get a +2 saving throw bonus 3. Are arranged into formed units of three or more models, scythed chariots
against missles always fight as one model, light chariots can be formed into dispersed
4. If a unit in testudo is charged, it automatically drops the formation in groups similar to skirmishers
order to fight, after any shooting by the chargers. 4. Chariots are unable to move over obstacles or through difficult terrain. If
forced into difficult terrain, roll a D6 per chariot : heavy/scythed
Veteran (p112) destroyed on 1-3, light chariots on a 1
1. Once in the battle, the unit can re-roll all of its to hit dice (even the 5. Scythed chariots march at basic rate +D6“
successful) for either shooting or in hand-to-hand-combat 6. Scythed chariot’s movement is reduced to half speed if the model moves
in any fashion other than directly forward in a straight line
Warband (p112) 7. Each missle armed chariot crewman shoots twice, longbows can shoot
1. D6 test at start of turn: 2-6 – pass, 1 – surge forward towards nearest once from a chariot each turn even if the chariot moves.
visible enemy by at least basic move and charge if within charge reach. If 8. In combat chariot crews fight as cavalry riders in respect of weaponry
its charge cannot reach that enemy, or would fail for another reason, then 9. Heavy and scythed chariots cause impact hits when they charge with
the warband must charge the next nearest visible enemy within charge profile strength. Heavy chariots score D3 hits. Scythed chariots score
reach, and so on. If there is no visible enemy within charge reach, then it D6+2 hits. If a scythed chariot rolls a 1 for its impact hits the nit survives,
advances towards the nearest visible enemy. if it rolls 2+ it is wrecked. The removal of a scythed chariot as a collision
2. If unit charges and defeats enemy in the first round of combat, enemy casualty does not cause a panic test for friendly troops.
units are automatically broken and will flee without taking a Break test if 10. If chariots are destroyed by pikemen before striking, they will lose the
the warband outnumbers the enemy chance to fight and do not inflict impact hits either
3. If unit charges/countercharges an enemy unit and breaks it in the first 11. Drilled troops charged to their front can attempt to open their ranks and
round of combat, then the warband must pursue allow a scythed chariot to pass through. Unit must hold and pass a Ld-
4. Warbands in close order formation making any move other than straigth test. The chariot is moved through the unit and placed 1“ behind at least
forward have their movement reduced to half speed. Doesn’t apply when
surging forward or charging. ELEPHANTS------------------------------------------------
5. Formed warbands 4+ models wide add +1 to their Ld value for each rank 1. Number of troops = elephants wound at start iof game
of at least four models behind the first, max +3. It loses its Leadership 2. Elephants can be seen and shot at over the heads of intervening troops
bonus for ranks in the same circumstances as it would lose its combat and low obstacles
resolution bonus for ranks. 3. Elephants are large targets, so +1 to hit with missle weapons
4. Elephants cause fear in infantry and terror in cavalry and chariots –
Wedge (Supplement Errata) friends and foe (exception Used to Elephants). African elephants fear
1. One model in the front, two in the second and one more each further row, indian elephants and will stampede if they fail their fear test
up to a maximum of 15 models. At least 6 models to count as a wedge. 5. Other than the above, elephants are immune to psycology rules
2. A wedge do not turn or wheel, instead it pivots around a central point (see 6. Elephants are immune to panic rules
picture below) prior and during the movement. To pivot more than 90° at 7. Cavalry and chariots are not allowed to charge elephants. If charged by
any one time, a unit must surrender a quarter of its movement an elephant they can only declare flee or fire&flee response if they pass
allowance. Drilled wedges may pivot more than 90° without penalty. the requisite test for fear/terror
3. A wedge may pivot and march move 8. Elephant movement is reduced to half speed if the model moves other
4. A wedge may only pivot once before charging to bring more models into than directly forward in a straight line
contact. It can pivot more than once only if drilled. 9. Elephants cannot march
5. If the wedge charge or countercharge up to 10 models are allowed to fight 10. Each missle-armed elephant crewman shoots twice (except longbow)
6. In addition tot he models in contact with the apex oft he wedge, the total 11. Hits against the elephant are randomized, 1-4 elephant, 5-6 crew. Hits
wedge modelst hat attacked are diveded in half (rounding down fractions), only fall upon the mahout once all other crew are dead
and those many extra surviving defenders may strike back 12. In combat elephant crews fight as cavalry riders in respect of weaponry
7. A wedge will flatten out if it is charged in the front and cannot counter- 13. Elephant crews can strike all round from the edge of the elephants base
charge, if charged in flank/ rear or if it loose a round of combat 14. If an elephant is fighting no units from either side may claim rank or
8. A flattened out wedge loses all wedge benefits and is two ranks deep close order bonuses for combat result
9. If a flattened out wedge can became a wedge again after breaking the 15. If an elephant loses a round of combat, no Breat test is taken and the
enemy in combat or with a reform elephant stampedes. Elephants never flee and cannot be pursued
10. If skirmishing troops or those under five models charge a wedge, the 16. Elephants stampede, if: the elephant suffers wounds and fails a
wedge does not flatten out. However the wedge may only fight with Stampede test, the mahout is slain and fails a Stampede test, the elephant
models in actual contact if hit on the side or rear. loses a round of combat or an African elephant fails a Fear test against an
11. Wedges are formed open order troops, but uses its special pivot move Indian elephant
rather than turning, so the „free” turn and expansion/ contraction rules for 17. Stampede tests are taken by rolling 2D6 against Ld. Scores greater than
open order cavalry do not apply to wedges. the Ld are failed and the elephant stampedes
18. Elephants stampede 2D6“. If stampeding from combat move directly
away as for fleeing unit. Otherwise roll a Scatter dice (use the small error
in case of a hit). Once stampeding, the elephant continues to move in the
same direction
19. Stampeding elephants presented with impassable terrain re-roll the
Scatter dice to establish a new direction that avoids the impassable terrain
20. Stampeding elephants cannot be stopped, don’t return if leaved the table
21. If troops from either side get in the stampeding elephant’s way, it will
charge into and attack them, crew don’t have to fight if that happens
22. Elephants have a4+ saving throw to the front, 3+ if they have barding)
and none to flank or rear (6+ with barding)
23. If an elephant passes its Stampede test upon the death of its Mahout, it
will continue fighting if in combat, until it stampedes or its opponents
break and flee. It will pursue fleeing opponents immediately after the
combat. Thereafter, or if not in combat when its mahout dies, it will
remain stationary for the rest of the game, unless stampeded by further
shooting or engaged in another combat, in which case it will act as above.

ARTILLERY-------------------------------------------------
1. Number of models = number of crew
CHARIOTS-------------------------------------------------- 2. Machines within 5“ can form a battery
1. Number of models = number of crew 3. Crew are not integral but can move from and between weapons. They
2. Cause fear in enemy infantry cannot charge, if charged whilst away from their machines must flee
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WAB Forum 8 v 0.2


WAB RULES SUMMARY
4. If hit by shooting, roll a D6 – 1-4 Machine, 5-6 Crew. If a character has impassable or as areas of difficult or very difficult terrain if the players
joined the unit, randomise crew hits to determine who is hit wish. Otherwise the following rules can be used:
5. Machines have a WS of 0, are struck automatically and are destroyed 2. An empty building can be occupied by an infantry unit touching it – the
automatically once hit if they have no crew defending them unit then occupies the area enclosed by the building
6. If crew are slain or machine wounded, it is necessary to roll higher than 3. A building can only be occupied by a single uni tat a time
the total of crew slain/wounds inflicted to shoot that turn 4. Units occupying buildings no longer count as formed units
7. If machine is charged crew can either hold or flee but cannot stand&shoot 5. Units within buildings can move out in the Remaining Move spart oft he
or fire&flee. If a battery is charged, the whole battery must declare the Movement phase measuring their move from any edge
same response just as any other unit 6. Missle armed units can shoot up to five models from each floor of an
8. If crew flee from a charge, chargers can either move through the machine occupied building – measuring range from the centre oft he building
to fight the crew or stop at the machine and fight that (and destroy it as it 7. An occupied building is treated as an enemy unit. Enemy cannot
no longer has crew). If crew flee following combat, victors will pursue approach within 1“ unless assaulting
crew as normal 8. Shooting at a unit in a building is at -2 to hit (hard cover)
9. In the case of template based weapons, any hit on the building becomes
Stone Throwers (p126) D6 hits on the unit
1. If wheeled, move at the basic rate oft he crew over open ground only. If 10. In the case of cannons and bolt throwers, only one model is hit
crew are slain, speed is reduced in proportion. 11. Three hits from a cannon or stone thrower reduces a building to rubble
2. Cannot move&shoot 12. An enemy can charge an occupied building and fight combat. Only a
3. To shoot, pivot machine to establish direction of fire and guess range to single unit that could occupy a building can assault it in this way. Align
target. Rolle Scatter dice and Artillery dice the chargers to whatever edge they can most easily reach.
4. If the Artillery dice rolls misfire go to the Misfire table 13. Troops in a building are not permitted to flee or fire&flee if charged –
5. If the Scatter dice is a Hit the shot has landed on target. Place the they must elect to hold their ground or stand&shoot
template the distance guessed and work out hits 14. Troops in a building are allowed to stand&shoot even if the chargers
6. If the Scatter dice is an arrow, the shot lands in the direction shown by the began their move within half of their permitted charge distance (five
number of inches rolled on the Artillery dice. Place the template and models per floor).
work out hits 15. When fighting over a building, no special rules apply for weapons,
7. Misfire table : 1 = Destroyed, remove as casuality ; 2-3 = Disabled, special formation rules or the combat results bonuses from additional
Cannot shoot this or the following turn ; 4-6 May not shoot this turn ranks or closed order troops.
8. The model directly under the central hole in the template is automatically 16. When fighting over a building, both sides fight with no more than ten
hit. All other models beneath the template are hit on a 4+ models from each side. The occupying force counts as behind a defended
9. No armour saves are allowed against hits from a stone thrower obstacle (-1 to hit).
10. Models wounded by a stone thrower suffer multiple wounds (D6 under 17. If a unit in a building flees, measure ist move from the opposite most
the hole, D3 otherwise) edge of the building.
18. If either side flees during an assault than victors do not pursue their
Bolt Throwers (p129) fleeing enemy but occupy the building instead.
1. Bolt throwers with three or fewer crew can move at basic rate of the crew 19. If the occupying force wins an assault and assuming the enemy not to
over open ground only. If crewmen are slain, speed is reduced in break and flee, then the assaulting force is flung back 1“ out of the
proportion to the number of crewmen left. Bolt throwers with more crew combat and the fight is finished
can only be moved if they are are provided with wheels 20. If the assaulting force wins an assault and assuming the defenders do not
2. Cannot move&shoot break and flee, then the occupying force is flung back 1“ out of the
3. Pivot to face your target and shoot as per normal – no penalty is applied combat and the fight is finished.
for this pivot move 21. In the case of a drawn assault, the assaulting force is flung out 1“ as per
4. If first model is slain roll to hit second and resolve hit at -1 S, if second a defeat – except that no Break test is required of course. Assaults only
model is slain roll to hit third and resolve hit at -2 S and so on ever last one turn.
5. No armour saves are allowed against hits from a bolt thrower
6. Models wounded by a bolt thrower suffer D4 wounds WAR WAGONS---------------------------------------------
A war wagon is represented on the table by a single wagon, a team of 2-4
Cannons (p130) horses and six crewmen. The crewmen are carrying a mix of melee and
1. If wheeled, move at basic rate of the crew over open ground only. If missile weapons. If included on the model, a drover can be considered as
crewmen is slain, speed is reduced in proportion. one of the troops; no matter how many figures are depicted, only six as
2. Cannot move&shoot above are counted. If your crew models are too big to fit inside the wagon,
3. Cannons fire directly forward only and cannot pivot freely to shoot place them alongside and count them as being inside it. War wagons are
4. To shoot nominate distance. Roll an Artillery dice. If a Misfire is thrown deployed as single models counting as a 6 figure formed unit. Each war
see the Misfire table. Otherwise the shot travels the nominated distance + wagon may have a standard for +10pts and a leader for +5pts. War wagons
the score rolled. may never have musicians. Single characters may join and leave single
5. Roll the Artillery dice again for bounce (Misfire here counts as 0) wagons. A maximum of two characters may join a single war wagon.
6. Shot automatically hits the model it lands on and all bounced through
7. Cannon balls do not bounce uphill or through terrain that would bring WAGON MOVEMENT
them to a halt War wagons may not march, fast march or charge. They do not wheel but
8. Misfire Table. Roll a D6 : may pivot on the spot once prior to their movement. If they pivot before
- 1. Destroyed. Remove as casuality moving their movement distance is halved (i.e. their movement is reduced
- 2. Misfire. One crew killed and take a Panic test to 3’’). They cannot cross obstacles, nor can they enter difficult ground. If
- 3. Damp powder. Cannot shoot this or the following turn forced to move into difficult or very difficult going, the wagon will instead
- 4-6. May not shoot this turn stop at the edge without entering. War wagons cannot flee or fire and flee as
a charge reaction.
Organ Guns (p132)
1. Organ guns can move at basic rate of the crew over open ground only. If M WS BS S T W I A Ld Pts
crewmen is slain, speed is reduced in proportion. Wagon
2. Cannot move&shoot 6 - - - 6 4 - - - 120
3. Organ guns can stand&shoot when charged Crew 4 3 3 3 3 1 4 1 8 -
4. Organ guns fire directly forward only and cannot pivot freely to shoot Equipment: The six crewmen have a mix of melee and missile weapons
5. Place Organ gun template in front. Roll an Artillery dice and a D6. If the (counted as halberd and war wagon shooting weapons, see below).
Artillery dice is a misfire, resolve the result on the Cannon Misfire table.
Otherwise move the template forward the distance rolled on the D6 Special Rules: Weapons used from a war wagon are treated the same as if
6. All models falling under the template as it moves are hit on a roll of 4+ figures on foot used them. The missile weapons carried by three of the
crewmen in a medieval war wagon include a mix of crossbows and
BUILDINGS-------------------------------------------------- handguns and share the following statline:
1. Buildings and associated enclosures can be nominated as either
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WAB RULES SUMMARY
Each crewman may fire only once during the shooting phase. If the war Defenders 4 2 3 3 3 1 2 1 7 6
wagon is present in an army from a pre-medieval period then the missile Equipment: The defenders are armed with hand weapons, bows and light
weapons are ordinary composite bows instead. Armour saves for all crew armour. The bows may be replaced by thrusting spears or throwing spears.
are increased by +2 in the same way as chariot crews or figures with a large
shield or pavise. The defenders are placed in contact with the wagon. They count as being
inside the wagon they are defending (models are placed outside for practical
One war wagon in every three fielded may include a tarasnices (a palisade reasons only), and may not leave it voluntary, but may leave as a result
gun) for +20 pts. This works in exactly the same way as a carroballista (see of fleeing or pursuing after a failed Leadership test to hold. Wagon
p180) and is assumed to be fired by one of the existing crew as an defenders can attack and be attacked from all facing. When they have left
extra duty. That crewman may not shoot with his personal weapon during their wagon, the defenders are considered to form a skirmishers unit. Unless
the same turn. The tarasnices may only fire from the position it is modelled their wagon has been removed, they must move toward their wagon and
on the war wagon, with a 90° angle of fire. The crew may only shoot occupy it again as soon as possible. They may never declare a charge.
from one of the long sides of the war wagon model, and may choose which
one they will shoot from in each shooting phase. MOVEMENT
A Wagon Tabor may not move after deployment.
MISSILE FIRE EFFECTS Wagon Tabors are obstacles to movement and mounted unit may not cross
War Wagons are Large Targets, and troops shooting at them benefit from through them. Units on foot may cross through unoccupied wagons, which
the +1 to hit bonus as indicated on the chart page 46. count as very difficult terrain.
Range Strength Save Modifier SHOOTING
War Wagon Shooting 24“ 3 -2 at short range Missile armed defenders fire once as if on foot. The wagon tabor is not a
Weapons -1 at long range large target for shooting. It may shoot all round like crew on an elephant or
chariot. When shooting at a Wagon (except with a war machine or artillery),
Hits from normal shooting are randomised between the wagon and its crew the defenders count as being in hard cover. Armour Save for Wagon Tabor
by the throw of a D6, with a score of 5 or 6 indicating a crewman is hit. A 6 defenders is increased by +2 in the same way as chariot crews against
indicates the hit is on a character, should one be present. A score of 1- shooting and melee attacks. If shooting at a wagon with artillery or a war
4 indicated a hit on the war wagon and is simply ignored. Hits from war machine, resolve any hit against the toughness and wounds of the wagon. If
machines, including artillery and multi-barrelled artillery automatically hit the wagon is reduced to zero wounds it is removed from play, and the
the war wagon itself, and are resolved normally. Note that most war defending unit is deployed where their wagon was and must take an
machines can remove multiple wounds with a single hit, even against war immediate Panic test.
wagons. War wagons don’t have any saving throws against hits inflicted by
war machines. COMBAT EFFECTS
In close combat, the Wagon Tabor defenders always count as being behind
HAND TO HAND EFFECTS a defended obstacle, even if they have lost a previous round of combat.
War wagon crews can attack or be attacked from every face of the model. Wagon Tabor defenders do not have flanks or rear, and may fight in hand
Attacks on the wagon are resolved using the WS of the crew, but any hits to hand combat with a maximum of five figures for each engaged facing.
are randomised as above between the crew and the wagon before rolling An enemy unit may attack an unoccupied wagon. All hits aimed at the
to wound. The wagon can be damaged by these, representing the attackers wagon hit automatically. When reduced to zero wounds, the wagon is
attempting to pull down hoardings, topple or disable the wagon or destroy removed from the table.
surrounding pavises. Cavalry treat war wagons as defended obstacles
(even after a war wagon has lost a round of combat) and warhorses may VICTORY
never attack war wagons or their crew. In a combat involving a war wagon, For army break points and victory points the whole wagon tabor counts as a
rank bonuses are never counted during the combat resolution. Close Order single unit. If half the defender models have been removed, the unit counts
combat bonus is counted, but the war wagon does not get it. War Wagons as being at half strength (and give half their value of victory or army break
are always considered to be 6 models strong units, even if they have lost points). You must eliminate all defenders of the wagon tabor to claim their
crews. The wagon does not have a flank or rear, is never subject to panic, full value of victory or army break points.
and does not automatically break when reduced to less than 5 crew.
However if it fails a Break Test, it is automatically destroyed and removed
from play, and its loss will trigger panic tests for friendly units within 12”.
ARMY BREAK POINTS----------------------------------
1. Each skirmishing unit with less than 15 models = 1 ABP
Its victorious opponent does not pursue. Victorious war wagons which
2. Each formed unit, elephant, skirmishers of at least 15 models = 2 ABP
pursue their defeated opponents move only D6” and cannot contact a fresh
3. Each unit worth 300+ points (without characters) = 3 ABP
enemy while doing so (they stop 1” short) but destroy the fleeing enemy
4. General counts as loss = -2 ABP
unit if they catch it.
5. Battle Standard counts as loss = -1 ABP
6. Light Troops can be deployed as Skirmishers or Open Order
War Wagons can Give Ground if they qualify, moving back D6”. A wagon
7. As soon as one side lose 50% or more of its ABP the battle ends. Half
whose crew are all killed is immediately removed from play. If a wagon that
ABP if unit reduced to or under half strength, round will be finished
fears its opponents is beaten in combat and would flee according to the rules
8. Warmachines and other characters aren’t worth ABP
for Fear, it is instead removed from play.
COMMUNITY
WAGON TABOR-------------------------------------------
http://wabforum.co.uk (english)
WAGON DEPLOYMENT
http://wab-portal.forumperso.com/ (french)
The Wagon tabor is composed of any number of wagons, deployed on the
http://www.wab-forum.de (german)
table prior to the army deployment. All wagons must form a line with one
end touching the owning player table edge, and the wagons forming
wagon tabor may be up to 3” apart. The whole tabor must be deployed SPECIAL THANKS
within the boundaries of the owning player deployment zone.
Many thanks to the WAB Forum members for providing the template and
DEFENDER DEPLOYMENT their great support.
The defenders for each wagon are a separate unit of up to 10 models that
may not have a leader, standard or musician. The profile and cost of the OFFICIAL
defenders is listed in the army list. If no profile or entry for them or the
wagons have been given in the army list, use the following generic entry: Errata
http://warhammer-historical.com/PDF/WAB2%20Errata.pdf
M WS BS S T W I A Ld Pts Supplements Errata
Wagon - - - - 4 3 - - - 15 http://warhammerhistorical.com/PDF/WAB2superrata.pdf

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WAB Forum 10 v 0.2

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