TOW - 001 - 2024.01 - Rulebook
TOW - 001 - 2024.01 - Rulebook
From the north, tribe upon tribe of barbarians and iron-clad Yet amidst all of the fire, flame and fury, it is a world of
immortals come, bringing death and destruction in honour of mighty heroes, of bold deeds and of great courage. These few
their dark gods. Under the heat of the southern sun, skeletal champions stand against the encroaching darkness, rallying
legions and armies of living statues rise from the desert sands their warriors with acts of valour and the hope of victory. The
to war eternally with their neighbours and reclaim their lost deafening roar of battle rises above them all, the sound of a
lands from hosts of plate-armoured knights. Across the Old thousand times a thousand brave soldiers crashing body, blade
World, bestial and nameless things pour out from the endless and shield against the endless hordes of enemies.
forests to besiege, burn and topple fortress-cities. Orc warlords
lead vast mobs of raucous warriors, slime-skinned trolls and The fate of the world, be it damnation or salvation, hangs in
ramshackle war engines to endless wars, from mountain peak the balance.
to distant coast. In the earth below, Goblin hosts clash with
unyielding shieldwalls of grim Dwarf tunnel-guards who fight This is a world of eternal war and fleeting glory.
daily for the survival of their cavernous dominions. From
the far-off lands of the Elves, great fleets of elegant ships This is Warhammer: the Old World, the game of fantasy
sail to war, the skies above alight with the fire of legions of battles in a world of legends.
duelling Dragons.
CONTENTS
Warhammer: The Rules Magic ..................................................106
The Old World Wizards ....................................................106
Overview of the Game ......................91 Casting Spells .........................................108
Introduction...........................................4 Dispel.........................................................110
What You Need .....................................6 General Principles .............................92 Spell Resolution.....................................111
Measurement...........................................92
The World Of Legend Dice..............................................................93 Core Rules .........................................114
Templates ..................................................95 The Turn Sequence..............................115
In the Beginning.................................10 The Strategy Phase...............................116
War Unending.....................................20 Model Profiles.....................................96 The Movement Phase.........................118
Times of Legend .................................22 Characteristics Profile ..........................96 The 1" Rule...........................................118
War & Conquest.................................31 Split Profiles..............................................97 Movement in Detail............................123
The Rise of Men .................................33 Characteristics of Zero.........................97 Basic Movement................................123
The Coming of Sigmar ......................40 Characteristic Tests ...............................97 Manoeuvres.........................................124
The Land of Chivalry ........................47 Other Model Information ..................98 The Charge Move .............................126
Southern Kingdoms...........................50 Unusual Situations (Charging) ....128
The Enchanted Wood ........................57 Forming Units...................................100 Accidental Contact ..........................131
Lords of Ulthuan................................61 Formation Types...................................100 Flee! ........................................................132
The Ancestor Gods ............................65 Close Order Formation......................100 Give Ground .......................................134
A Green Menace.................................69 Fall Back in Good Order................134
Tomb Kings of Khemri .....................73 Removing Casualties .......................102 Oddball Stuff (Movement)...........134
The Lost & the Damned ...................77 Single Wound Models ........................102 Terrain & Movement......................135
The Beasts of the Forest....................80 Multiple Wound Models...................102 The Shooting Phase .............................136
The Wolves of the Sea........................82 Removing Casualties Oddball Stuff (Shooting)................143
Land of Ice & Snow ...........................84 from Units...............................................102 The Combat Phase...............................144
Ruled by Dragons...............................86 1. Choose & Fight Combat............145
Model & Unit Facing.......................103 2. Calculate Combat Result ..........151
Line of Sight............................................103 3. Break Test........................................154
4. Follow Up & Pursuit...................156
Troop Types at a Glance .................104 Oddball Stuff (Combat) .................158
Categories of Troop Type .................104 Terrain & Combat............................159
Troop Type Table.................................105 The Psychology of War ......................160
Unit Strength .........................................105 Panic Tests ...........................................160
Warhammer: the Old World Rulebook © Copyright Games Workshop Limited 2023. Warhammer: the Old World, Citadel,
Forge World, Games Workshop, GW, Warhammer, the ‘winged-hammer’ Warhammer logo, and all associated logos, illustrations,
images, names, creatures, races, vehicles, locations, weapons, characters, and the distinctive likenesses thereof, are either ® or TM,
and/or © Games Workshop Limited, variably registered around the world. All Rights Reserved.
No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means
electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publishers.
This is a work of fiction. All the characters and events portrayed in this book are fictional,
and any resemblance to real people or incidents is purely coincidental.
British Cataloguing-in-Publication Data. A catalogue record for this book is available from the British Library.
The Old World is a land torn asunder by strife and conflict. that endlessly raid and make war for war’s sake, and by
From the fertile farmlands of civilised nations to the arid the corrupted beasts of the deep, dark forests, the children
wastelands of the untracked wilderness, armies march to the of Chaos.
beat of drums and the blaring of horns, beneath a canopy of
resplendent banners and gleaming standards. Across the oceans of the world, the High Elves of Ulthuan
fight a bitter centuries-long war against their twisted kin, the
All across the Old World, the nations of Men, Dwarfs and Dark Elves. To the south lie the sandy realms of the undying
Elves defend their borders against the hordes of armoured Tomb Kings who guard the riches of their necropolis cities
warriors and marauders that flow from the north, worshippers from plundering raiders and threaten the lands of the living
of the Dark Gods that seek only to topple civilisation. with their eternal might.
From within, they are beset by tribes of Orcs and Goblins
INTRODUCTION
The Warhammer Hobby The Rules
This section lays out the full rules for how to move, shoot,
Warhammer: the Old World is a game unlike any other cast magic and fight with your models. In addition to the core
because it is so much more than a game. It is an engaging and ‘how to play’ rules, you will find advanced rules for monsters,
engrossing pastime – a hobby with a host of different aspects. heroes, weapon types, allies, army selection rules and, of
There are armies of Citadel miniatures to collect and paint, course, how to go about fighting a battle.
fantastical battlefields to create, a rich history to explore and
endless gaming challenges. It is a hands-on hobby, limited only Miniatures Showcase
by the bounds of your imagination. If all this sounds like a lot This glorious section shows off a fantastic assortment of
of work – it is! But glory won lightly is no glory at all. Citadel miniatures from the Warhammer range. There are
examples from many armies displaying lavishly painted
How This Book Works models from the talented members of the world-famous
’Eavy Metal team. Looking through this section should
This book contains everything you need to know in order to inspire anyone!
play games of Warhammer: the Old World on your tabletop.
For ease of navigation, the book is divided into the following Warhammer Battles
main sections: The final section is all about putting the rules, background
and the models together. In addition to tips about setting up
The Warhammer World and playing your own games, you’ll find a range of exciting
The Warhammer world is a strange, magical realm full of scenarios to play, along with advice on running your own
battle and strife. This section provides histories, tales of the campaigns and recreating awe-inspiring Legendary Battles.
major epochs and a glimpse at the many realms and nations of
the world during the era in which the action is set.
WHAT YOU NEED
Between yourself and your opponent, you will need the following items to recreate the bloody battles of the Warhammer world:
WHAT YOU
NEED
Terrain (5) Dice (7)
For games of Warhammer: the Old World, you will need only Warhammer: the Old World uses six-sided dice to work
a few choice pieces of terrain, such as forests, rivers, or the out effects such as combat and shooting. A few differently
heaped skull-totems of a barbaric race. Warhammer armies, coloured dice are handy to work out specific rolls for heroes.
consisting of tightly regimented formations, prefer to do You will also need an Artillery dice and a Scatter dice to work
battle across open fields where possible. However, a wise and out certain spell and war machine effects (see page 95).
cunning general will use terrain to their benefit – protecting
a vulnerable flank with dense forests, advancing skirmishers Pen & Paper
through rough ground, and so on.
In the midst of battle, it is easy to forget small details. Having a
Templates (6) pen and paper handy on which to jot down how many wounds
have been inflicted upon large monsters, or which unit has
Some weapons, such as stone throwers, affect a large area been cursed with an ongoing spell, will allow you to get on
and can destroy many models at once. By placing a template, with the game instead of trying to remember minutia.
players can determine how many models are hit (see page 95).
THE WORLD OF LEGEND
THE WORLD
OF LEGEND
The world of Warhammer is a battle-scarred and to thunderously beating drums, heads held high beneath
dangerous place. Around every corner, down every glittering pennants and ragged banners. Bold heroes stride
darksome alley and behind the bole of every twisted tree forth to battle the evil creatures that lurk in the wilds and
lurks deadly threats and evil things. For the unwary, the drive back the forces of chaos and destruction.
opportunities to encounter a sudden and gruesome end
are plentiful. The pages that follow explore the rich stories and dramatic
rivalries that lie behind the many conflicts enacted upon
Across the Old World, mighty kings and powerful warlords the battlefield, setting the scene for your own battles
raise glorious armies and grim hordes without number. and offering a taste of each of the races and factions you
These rival hosts march to unceasing war, feet stomping may encounter.
IN THE BEGINNING
T he world has not always been ruled by the races that battle over it today. It was once a cold and desolate place, a home
to great beasts of forgotten legend. For unknown millennia, these creatures vied for supremacy and for millennia more,
this might have continued. Alas, when an enigmatic race of starfarers rode down from the heavens aboard flaming chariots,
the world was set upon a new path…
What the Old Ones had failed to comprehend was the In that moment the Old Ones disappeared from the world,
power of the beings that inhabited this reality. Vast and their tenuous connection to this realm severed with absolute
predatory creatures dwelled within the æther, creatures that finality. Whether they were slain by the psychic trauma of the
simultaneously resented the intrusion of the Old Ones into event, or merely banished into a distant shadow realm, none
their domain and hungered for the warmth and vitality of the can say. In the suddenness of their departure the Old Ones left
Old Ones’ alien realm. a great void which the forces of Chaos rushed to fill, and all
that remained in their wake were the ghostly echoes of their
Creatures of pure energy and emotion, the denizens of the former greatness, vague memories of what they had been.
æther were drawn towards the vibrant energy of the young
world, and they gathered close about the gateways of the
Old Ones. They peered through the metaphorical veil that
separated the dimensions, whispering promises and lies to the
creatures that dwelt there. Carried upon the Winds of Magic
The Coming Of Chaos From the great roiling Storm of Magic that surged in the
heavens above, riding upon the unleashed Winds of Magic
Where once the polar gates had stood, an impossible wound that blew a hurricane gale about the doomed world, came a
in the fabric of reality now gaped, spewing raw chaos into the coruscating army of a billion fiends. These daemonic creatures
world, which coalesced upon contact with reality into the of the magical realm, servants of the ruinous powers that
unnatural black rock known as warpstone. So great was this dwelt within the æther, given life by the nightmares of mortals,
eruption that a new moon was formed in the heavens above were set loose upon a plane of existence on which they should
the young world – Morrslieb, the Chaos moon. With the never have trod.
birth of this evil satellite, the world was rocked in its orbit and
the landmasses shook upon their foundations while the ever As the disaster unfolded, the oldest and wisest of the Slann
growing tear in reality threatened to consume everything, and Mage-priests acted. Through a monumental outpouring
the worst had barely yet begun… of arcane might, they halted the tearing of the material
realm. Wrestling with forces greater than anything they had
From the tortured heavens, pulsing comets fell upon the encountered before, the Slann stabilised the globe, slowing its
trembling earth, contrails of unlight flaring in their wake erratic flight through the angry heavens and setting it back
as they plummeted towards the vibrant green lands below. upon its correct orbit around its distant sun.
They crashed into the world, felling endless tracts of forest
and burying themselves inside massive craters of scorched So great was the effort that many of the oldest Slann expired
earth. With each impact, the land was infected further by the even as they battled to halt the cataclysm. Hundreds more
raw stuff of chaos. Its insidious taint worked outward into died in the days that followed, their vitality consumed by
the fertile soil, suckled upon by the roots of ancient trees and their efforts to hold back the daemonic invaders. Those that
seeped into the air breathed by the nomads and the beasts that remained possessed only a fragment of the wisdom of their
populated the lands. elders – they did not know the deepest secrets of the Old
Ones, they were not masters of the æther and they could not
As chaos permeated all, the forests stirred, writhing with traverse the interstellar deeps. Of the Geomantic Web, the
malign energies. Weird calls echoed from the trees as the arcane construction of their forebears, they understood only
woods thrashed with rampant growth. Strange and terrible rudimentary details, and they had not the knowledge of their
processes were enacted in that dank, boiling cauldron of masters’ great plans. By events beyond their reckoning, they
fecundity. The primitives of the region and the beasts of the had inherited a duty beyond their means – the preservation of
forest were somehow mated, their terrible offspring born and the world and the completion of the Old Ones’ great plan.
mated again, generation after generation coming into being,
indiscriminately reproducing and eventually dying in an Chaos had come to the world, and its defenders had been
uncontrolled and rapid procession. utterly overwhelmed.
The War Against Chaos The Children Of Grungni
With the Great Cataclysm, a terrible war began. Faced with In the Worlds Edge Mountains, Grungni, the first Dwarf and
annihilation, the remaining Slann rallied, mustering armies Ancestor God of his race, had long ago warned his people
of Lizardmen of such size their like has not been seen in the that a time of great peril might come. In his wisdom, he had
world since. commanded them to take refuge deep beneath the mountains
where they had sheltered as the Great Cataclysm unfolded.
These armies marched forth to meet the Daemon legions in
battles that spanned continents, lasted centuries and claimed When the tempest had finally passed, the Dwarfs had emerged
untold lives. Even as the Lizardmen met the daemonic tide once more from their vast underground realm and found the
with primordial ferocity, the Slann harnessed the rampant world above a very different place. The sky was dark and the
magical energies to fuel spells of unprecedented destruction. land barren. Mutated beasts and unnatural monstrosities
They gulped in the magic-infused air and belched forth prowled the mountain peaks and besieging armies gathered
firestorms, unleashed tidal waves and split the earth asunder hungrily outside mighty Dwarf-built gates.
to lay waste to the invaders.
Yet the hordes of Chaos quickly found that the Dwarfs were
But daemonic reinforcements continued to flow into the far from defenceless, and eager to reclaim the lands they had
world and the balance began to shift. The Slann felt their once worked. In their long years beneath the mountains,
powers weaken as the raw and chaotic magic that flooded the Grungni had taught his people to inscribe magical runes onto
world grew ever harder to control. While the unconstrained their weapons and armour – allowing them to stand against
Winds of Magic wore heavily upon the Slann, sapping their the creatures of Chaos that assaulted them, and Valaya, wife of
strength, they invigorated the daemonic legions, for they were Grungni, had used her protections to ward off the dark magic
born of the unnatural stuff and could readily shape it for their of their enemies – dampening their dread powers.
own use. As the magical supremacy shifted, so too did the war.
But it was Grimnir, the blazing warrior-god of the Dwarfs,
Yet the war was not fought by the servants of the Old Ones who would lead his people to war. With their rage-filled and
alone. Across the seas, the young races, the Elves of Ulthuan wrathful champion at their fore, mighty Dwarf throngs spilled
and the Dwarfs of the Old World, had not been idle. In the forth from their strongholds. These mighty hosts marched
centuries that followed the Great Cataclysm, these races had across the continent-spanning mountain ranges of the Old
grown strong through hardship, and their armies stood firm in World, slaying Daemons and routing armies of mutant
the defence of their lands. savages. Where Grimnir led, his warriors followed, and the
hordes of Chaos trembled.
The Chosen Of Asur The Celestial Dragon
Far from the Worlds Edge Mountains, the salvation of the In the distant east, the lands that would one day come to be
Elves and their island nation of Ulthuan came in the form known as Grand Cathay found salvation in the form of a being
of Aenarion, a wanderer who had long travelled the world, more ancient and powerful than any mere god or Daemon.
witnessing first-hand the growing might of Chaos and
returning to Ulthuan in its time of need. Finding his once fair Since before the coming of the Old Ones, the Celestial Dragon
homeland war-torn and ruined, Aenarion turned to Asuryan, had ruled the east, an apex predator before which all others
the Creator God, for aid. Over many long days, he burned had bowed. When the Old Ones had first stepped upon the
countless offerings in the sacred flame of Asuryan’s shrine, but world, changing the shape of the lands and seas, the Celestial
if the god heard, he gave no sign. Dragon had chosen caution and avoided confrontation. Where
others of his kind had fought the Old Ones, he had learned
Finally, in desperation, Aenarion cast himself bodily into their ways. As the world grew warm and became saturated
the sacred fire, offering his own life if Asuryan would save with magic, he studied their arcane sciences, becoming a
his people. By some miracle, Aenarion emerged from the hidden master of their arts.
flame unscathed and transformed. The spirit of Asuryan had
entered him, filling him with a radiance that all could see. When the Ruinous Powers began to whisper their promises
Aenarion had become the vessel of a transcendent power, and into his slumbering mind, the wise and thoughtful Celestial
when he spoke, Elves hastened to obey. Dragon pondered their words, and saw in them only the threat
of coming destruction and despair. He looked at the humans
With the great mage Caledor Dragontamer at his side, now populating his lands, simple but respectful creatures, and
Aenarion oversaw the training of Elven warriors and the knew that his honour required him to protect them and lead
raising of Ulthuan’s armies. For a century or more, Aenarion, them through the trials ahead.
now crowned Phoenix King by his people, rode to war
against the daemonic legions, mounted upon the great So it was that the Celestial Dragon defended his lands against
dragon Indraugnir. Behind him rode the princes of Ulthuan, the rampaging daemonic legions. Together with his mate, the
each mounted atop a great wyrm, and behind each of these Moon Dragon, and their nine draconic children, he did battle
marched the serried ranks of Ulthuan’s gleaming host. Led with the daemonic legions, driving them from his lands. And
by their king, the Elven armies won many glorious victories, for his efforts, the young races of Cathay learned to shun gods
driving the foul hordes of Chaos back from the borders and Daemons and to bow down before Dragons.
of Ulthuan.
The Fall Of Itza Of all that long war, no battle was fiercer
than the one fought in the streets of Itza.
Despite many victories by the armies of Only an epic stand by Lord Kroak’s armies
order, the daemonic legions continued to prevented the Daemons from overrunning
assail the world and, as the war ground the Great Pyramid. For many days and
on and decades turned into centuries, nights, Lizardmen warriors stood firm
wave upon wave of Daemons, each more on the lofty Bridge of Stars whilst Lord
numerous than the last, sought to topple Kroak gathered its power. As the last of
the servants of the Old Ones. The armies the defenders was cut down, the Slann
of the Slann were forced ever back, incanted spells that were the preserve of
relinquishing their tropical paradise realm gods and fire rained from the heavens,
to the ravages of Chaos and retreating into banishing Daemons by the million. Time
the shelter of their temple-cities. Here, stood still as the fabric of the universe
they fought a furious defence against the strained against the unleashed power.
besieging enemy, protected by magical Yet eventually, Lord Kroak faltered and a
wards so potent that no Daemon should host of Greater Daemons, the mightiest
ever breach them. servants of the Ruinous Powers, descended
from all points of the compass upon the
Relic Priests Yet breach them the Daemons did. Slowly Slann’s corporeal form, tearing it apart in a
In the wake of the defence at first, the daemonic attacks weakened moment of primal fury.
of Itza, Lord Kroak’s loyal the defences of the temple-cities, but as
Skink attendants lamented the years wore on and the ferocity of the So powerful was Lord Kroak that its spirit
the death of their almighty assaults increased, the damage caused to refused to succumb to the death of its
master, whose body was the defences grew whilst the strength of mortal vessel. Set free of its flesh, Kroak’s
scattered far and wide. the Slann waned. The first temple-city to will became a roiling storm of tremendous
Diligently, the Skinks fall was Xahutec, its wards collapsing in power that descended upon the city with
collected every last scrap of a kaleidoscopic explosion. Once the first fury, scouring the invaders with a divine
that ravaged body and, with temple-city fell, others quickly followed light that was like unto a second sun. The
great reverence, the remains until eventually, the daemonic legions First City was saved, and the transcendent
were swathed in resin-soaked massed at the walls of Itza. Slann immediately began devising spells
wrappings. Thus was created that would banish the hordes of Chaos
the first of many Relic Priests. The First City and lynchpin of the from the world forever.
The Lizardmen have found Slann’s arcane defences, Itza was under
the spirits of departed Slann the protection of Lord Kroak, the first
so powerful that they often Slann to have gazed upon the world and
linger near their former the mightiest of mages. A great dome of
bodies and in times of need, energy surrounded Itza, crackling with
a Relic Priest is brought forth Kroak’s power, turning Daemons to dust
from hidden crypts to enact as they railed against it. Yet after years
once more the Great Plan of of strain, even Lord Kroak could sustain
the Old Ones. such mystic walls no longer and with a
final surge, the Slann exploded the barrier
outwards, flattening the jungle for many
leagues around. A hundred thousand
Daemons were banished in an instant, but
the hundreds of thousands that remained
swarmed into Itza.
The Wrath Of Grimnir Upon hearing Grimnir’s plan, his kin were horrified. They saw
in his quest only death, and told him as much. But Grimnir
Far from Lustria, the armies of the Dwarfs appeared would not be swayed from his path, declaring that to atone for
undefeatable with Grimnir at their head. Where the Ancestor his failings and to avenge the many Dwarfs laid low fighting in
God led, whole armies of Daemons were vanquished, and his name, he was honour-bound to seek a mighty doom.
before his wrath mutants and degenerate beasts fled.
In preparation for his lonely journey north, Grimnir took
Yet for every victory won, the price was great and the grief felt rough shears and cut his long beard short and drew his
for every fallen Dwarf warrior weighed heavily upon Grimnir’s bright red hair into fearsome spikes with animal fat. Next,
heart, filling him with anger and guilt. Long did Grimnir he stripped his body of his armour and had powerful runes
brood, blaming himself for the terrible losses suffered by his of protection and vengeance tattooed upon his skin. Finally,
people and questioning his worthiness as their protector. So he gave one of his great, rune-inscribed axes to Morgrim, his
melancholic became the ancestor that he refused to hear the firstborn son who, despite Grimnir’s protestations, followed
wise counsel of his kin, Grungni and Valaya, and his mood his father, insisting that someone must accompany him on his
grew ever darker. journey into the north and record the success or failure of his
quest. Reluctantly, Grimnir agreed and the pair left their hold,
In the depths of his brooding, Grimnir formed a plan to end singing a mournful dirge.
the woes of his people and defeat the hordes of Chaos without
further loss of Dwarf lives. The Dwarfs had heard tell from So it was that Grimnir left his people to do battle with the
their distant ally, Caledor Dragontamer, of the Old Ones’ polar gods of Chaos, passing from history and into legend.
gates, of their collapse and of the roaring portal into the Realm
of Chaos that now stood in their place. Grimnir swore an oath
that he would travel beyond this portal and challenge the gods “Put your trust in stone and iron – stone and iron have
of Chaos, the commanders of the daemonic legions invading always been true friends of the Dwarfs.”
his realm and slaying his people, in their own hellish domain
and, should he stand victorious, close and seal the broken Old Dwarf Saying
portal from the other side so that no more Daemons might
enter the world.
The Great Undertaking It was Caledor Dragontamer, wisest and
most ancient of sorcerers, who would
In Ulthuan, the peace won by Aenarion’s devise a plan of salvation for his people.
armies was to prove both fragile and Fully aware of Aenarion’s incipient
short-lived. When Daemons overran the madness, and fearing that his king would
province of Avelorn, Astarielle, Everqueen blindly lead the armies of Ulthuan into
of Ulthuan and wife to Aenarion, was slain. destruction, Caledor and his fellow mages
Worse, of the royal couple’s children no devised a plan to create a cosmic vortex
trace could be found, and it was believed which they hoped would drain magic
they had been stolen away by the hordes from the world, and with it the Daemons
of Chaos. who rode upon its fury. It was a desperate
plan, with little hope of success and great
So great was Aenerion’s anguish at this potential for catastrophe, but many
loss that his mind became fractured. In thought it preferable to slowly descending
his madness and grief, the Phoenix King into the madness of the Phoenix King
mounted Indraugnir and rode for the whilst Ulthuan, and perhaps even the
Blighted Isle. There he stood before the world, faced certain destruction before the
Altar of Khaine, the god of war and death, gathering hordes of Chaos.
and drew the Widowmaker, a weapon of
terrible power that had waited, embedded At Caledor’s instruction, a vast pattern of
“Life is a spark of light in the in the black stone since the beginning waystones was erected around Ulthuan,
midst of endless darkness. We of time. As old as the world itself, the their careful placement augmenting the
cling to love and hate, joy and Widowmaker was the ultimate weapon, power of a network of far older stones, each
pain, belief and fear, for they death itself made manifest, a splinter of a node of power within the Geomantic
make us feel alive. Some of the fell weapon wielded by the death-god Web, created long ago by the servants
us will forge glorious legends Khaine, capable of slaying mortals and of the Old Ones. With the waystones
and burn like fiery stars in gods alike. complete, Caledor and his mages gathered
the darkness, casting the brief upon the Isle of the Dead to undertake
hope of life to this world. Upon Aenarion’s return, those Elves most a great ritual to awaken their power. Yet
embittered by the war flocked to his side, even as the ritual progressed, a daemonic
But in the end, we must give and the brooding Phoenix King set up host of unprecedented size descended upon
up everything we have, and court in the dismal land of Nagarythe. For Ulthuan, where it was met by the wrath
descend back to the endless, a time, wielding the Widowmaker, Aenarion of Aenarion.
dreamless darkness, to forever was all but undefeatable, an avatar of death
be forgotten.” that slew enemies by the thousand as he
led his grim warriors against the daemonic “We sons of Grungni may have
Belannaer the Wise armies. Yet, despite Aenarion’s victories, drunk deep from the bitter waters of
daemonic hosts continued to assemble misfortune, but we yet survive. Whilst
on the borders of Ulthuan, and it became a single Dwarf draws breath, we will
obvious to all but the Phoenix King that fight the evils that assail us, and we will
the war was lost and Ulthuan doomed. never, ever give up.”
The gods of strife shall feast upon this day, and every day
hence, until the end of time..
TIMES OF LEGEND
The history of the Warhammer world stretches over millennia and is littered with the detritus of a hundred thousand
battles. The bones of the dead lie scattered in shallow graves, each holding a tale of suffering and woe. Yet for all the
forgotten stories of fallen warriors, some events, those that shaped the world most profoundly, are well remembered.
Evil pacts were struck in Nagarythe and from the brooding Yet when warriors of Ulthuan began to raid Dwarf caravans,
skies, the laughter of dark gods could be heard. At the the Dwarfs were dragged into the conflict. Enraged at such
culmination of a moonlit ritual, the Dread-King attempted aggression, High King Gotrek Starbreaker sent his ambassador
to unbind the cosmic vortex and unleash the Realm of Chaos to the court of the Phoenix King, now Caledor II, the son
upon Ulthuan. Yet the power that had been invoked by of Caledor the Conqueror, to demand explanation and
Caledor Dragontamer and his mages was too great for the recompense. But the brash young Phoenix King quickly grew
likes of Malerion to unravel. Briefly, the vortex flared with the frustrated and ordered Gotrek’s ambassador shaved and
radiance of a thousand suns before growing momentarily dark. thrown from his court.
At this moment, a terrible wave of malefic energy was This terrible insult could not be ignored and the Dwarfs were
unleashed across Ulthuan, causing a great tidal wave that roused to anger. At the High King’s command, mighty throngs
engulfed Nagarythe, devastating the land and toppling cities. gathered and marched against the Elven colonies of the Old
As much of northern Ulthuan disappeared under the torrent, World. In the centuries that followed, many Elven cities were
the earth quaked, causing the jagged cliffs to crumble and great besieged, all falling to the might of the Dwarfs. Conquered
tracts of the coastline to fall into the raging seas. cities were razed and their inhabitants driven into the sea.
With each victory, the High King solemnly struck a single
As the land of Nagarythe sank, renegade Wizards in the court entry from the Great Book of Grudges, the huge tome in
of the Dread-King harnessed great sections of the splintering which all wrongs done to the Dwarf race were recorded.
land. Aboard these great ‘Black Arks’, Malerion and his
followers fled northwards even as the vortex flickered once Yet there remained more grudges to settle and it was not until
more into life. Yet the damage was done; a ferocious Storm of Caledor II was slain by Gotrek Starbreaker, and the Phoenix
Magic had been unleashed, however briefly, bringing with it Crown claimed as a trophy, that the Dwarfs considered the
untold destruction to Ulthuan. matter settled.
Nehekhara Tylos
The ancient kingdom of Nehekhara was at its most powerful The cursed city of Tylos was founded between the Irrana
when other human tribes were still primitive and savage. Mountains and the Tilean Sea by savage tribes of primitive
Over long centuries Nehekhara, known to its people as the Men. These nomadic tribes had come to the rich and fertile
Great Land, had risen out of the desert to become a powerful lands in pursuit of the great herds of migratory beasts
civilisation with a sophisticated religion and an advanced they hunted and, eventually, to trade their meagre wares
system of government. Small settlements had grown into great atop a broad hill. In time, this meeting place became home
cities, vast roads were constructed and fleets of ships built to to farmers, shepherds and craftsmen then, as the tribes
connect each city to its neighbours. intermarried and their numbers grew, great stockade walls
were erected to defend the settlers.
Mighty kings ruled the people and raised disciplined armies
to fight in their name. Greatest of these cities was Khemri, Soon after, a wandering clan of Dwarf prospectors and miners
the City of Kings, and by tradition, whoever ruled there was also found the area. Immediately, they recognised the richness
considered first amongst equals. The other cities were each that lay within the mountains and the earth, and the two races
governed by their own king, though all showed loyalty and formed an alliance. With the arrival of the Dwarfs, the city
paid tribute to Khemri. Together, these kings subdued the grew rapidly – wooden stockades were replaced with mighty
tribes in the surrounding lands, drove back the Orc hordes and walls of dressed stone, log-built longhouses were pulled down
ruled from the western deserts to the eastern Sea of Dread. and, in their place, tall towers of granite climbed to the sky.
At the height of Nehekhara’s power, it had expanded and The prosperity of the lands, and the alliance between Men and
conquered lands as far north as what would come to be Dwarfs, allowed the city to reach great heights of architecture
known as the Empire, south into the primordial jungles of the and culture within a single human generation. The crowning
Southlands and even east into the foreboding Dark Lands. jewel of the city would be a great bell tower, which would
The kings’ armies marched across the world subjugating all stand unrivalled as the highest structure ever erected in the
before them, and their vast fleets of galleys and war barques Old World and would extend as far below the earth as it
terrorised the Great Ocean. did above.
In their research, the priests learned much and used their Into this powerful priesthood came Nagash, son of King
powers to extend Settra’s life far beyond its natural span. Yet Khetep of Khemri. Filled with pride and greed, Nagash
the priests could not halt the inevitable, merely postpone it, coveted both the rank of High Priest and the throne of
and they continued to search in vain for a way to accomplish Khemri which, by right of birth, passed to his brother, Thutep.
their appointed task. With the passing of the years, they As he rose in power, Nagash gathered about himself a cabal
learned to preserve a corpse from decay through the elaborate of acolytes and, one dark night, Nagash and his followers
art of mummification. They began harnessing the Winds murdered Thutep’s guards and entombed the king alive
of Magic, devising a lore of magical incantations and rituals within the pyramid of his father. The next morning, blood
with which they hoped to bridge the gap between life and still staining his hands and surrounded by his acolytes, Nagash
death. They believed that with careful preparation and the took his place upon the empty throne.
proper invocations, the dead could one day return to life
in immortality. For the people of Nehekhara, the rule of Nagash was a dark
time. The Usurper cared not at all for the wellbeing of his
Though he raged at the priests’ failings, Settra commanded subjects, desiring only to increase his sorcerous powers and
that a vast burial tomb be constructed for his body to rest attain his own immortality. Nagash experimented with many
within until the Mortuary Cult finished their work and he dark magics, extending his life and the lives of those closest
could be reborn into the eternal life he so craved. And so, to him through the use of foul elixirs. He studied death and
when the King of Kings finally succumbed to his mortality, began to corrupt the rites of the Mortuary Cult for darker
powerful incantations were intoned over his corpse and he was purposes. Evil creatures and undead revenants stalked the
embalmed with great ritual. Preserved against decay, the body streets of Khemri by night, preying upon the living, and
of Settra was entombed within a mighty sarcophagus in the the Winds of Magic blew powerfully around the fear-
heart of a majestic pyramid of shining white stone. shrouded city.
The Doom Of Tylos The Fall Of Nagash
In the land of Tilea, the elders of Tylos had commissioned In Khemri, Nagash had commanded that a vast black pyramid
their Dwarf allies to aid in the building of a mighty bell tower be built in his honour. Once complete, the structure would
which would climb from foundations far below the earth to dwarf even the tomb of Settra and the sorcerous powers of
stand higher than the tallest tower. The work had taken many Nagash would be amplified beyond imagining, the Winds
years and many masons had dedicated their lives to a tower of Magic harnessed to his every whim by the pyramid’s
they would never see reach its full height. arcane geometries.
But as the tower neared completion, the Dwarfs could not Yet the tithe demanded for the pyramid’s construction would
raise the mighty brass bell up to the distant belfry. The elders prove Nagash’s undoing. Across Nehekhara, impoverished
of Tylos lamented and prayed for a solution. These prayers Priest Kings rebelled against their cruel overlord and the
seemed answered when a hooded stranger came to Tylos, horrors rampant within his accursed court. United in
offering to raise the bell and complete the tower. All this defiance, the Priest Kings plotted to overthrow the tyrant. In
stranger asked in return was that he be allowed to inscribe a response, Nagash used his infernal powers to raise a legion of
dedication to his god upon the bell. The elders agreed and, at skeletons from the necropolis. This was both the first glimpse
the stranger’s request, returned to their homes that he might of Nagash’s true power and the first time the dead walked the
work unseen. world at the will of another. The horror proved too much
for many.
The following morning, the bell tower stood complete, though
of the stranger, there was no sign. As the people of Tylos City after city fell before Nagash’s might, their dead
looked on in amazement, not realising anything was amiss, the swelling the ranks of his undead legions and their defeated
bell began to toll far above. When the bell tolled a thirteenth kings bowing before the Great Necromancer. Yet Nagash
time, the skies darkened and a rain of warpstone began to fall, underestimated the resolve of his enemies and a mighty
corrupting the city and poisoning the earth for miles around, coalition was formed between seven kings that refused
turning rich farmlands into foetid swamps. The terrified to bend the knee. Beside the seven kings’ armies marched
people of Tylos ran to the doors of the Dwarf mines, but found cohorts of animated constructs empowered by the magic of
them barred. Locked within their mines, the Dwarfs were the Mortuary Cult, great stone colossi driven by the souls of
overrun by an endless tide of loathsome vermin. mighty heroes. With such potent allies the Army of the Seven
Kings vanquished the undead legions of Nagash, and his most
Tylos was no more and within its bleak, twisted ruins, evil trusted acolytes were slain.
creatures would lurk.
Yet of the Great Necromancer himself, there was no sign.
Nagash had escaped his enemies.
Cripple Peak The Vengeance Of Nagash
Fleeing from his enemies, Nagash wandered in the desert. In the city of Lahmia, allies of Nagash secretly studied his dark
Thirst parched his throat and hunger gnawed his gut, yet the arts from stolen tomes and, under his subtle influence, created
Great Necromancer trudged on, haunted by dark visions. an elixir which blessed them with long lives, great strength and
Some claim that Nagash died as he wandered, the force of his vitality, but cursed them with a terrible thirst for the blood of
will alone returning his spirit to his desiccated corpse. the living and an aversion to the light of the sun.
In time, Nagash came to the banks of the Sour Sea, beneath Over time, these allies grew in power and influence. Dark
the shadow of Cripple Peak. Millennia before, a huge chunk rumours spread that unclean things stalked the streets of
of warpstone had struck the mountain, splitting it wide. Long Lahmia and the dead walked among the living. Enraged by
years of wind and rain had caused the warpstone to leach into these rumours, the Priest Kings of Nehekhara were drawn into
the land, mutating it and turning it into a wasteland where no a long and bloody war against Lahmia. Though the armies of
natural thing flourished. When Nagash drank the bitter water the Priest Kings suffered greatly, the Vampires were defeated
of the Sour Sea, he was invigorated. Realising a source of great and Lahmia razed to the ground.
power lay close, Nagash determined to discover it.
With the fall of Lahmia, those Vampires not slain fled north,
For long years, Nagash lived as a hermit on the banks of the drawn by instinct towards the sanctuary of Cripple Peak.
Sour Sea, experimenting with warpstone to increase his power. Arriving at the carrion-court of the Great Necromancer, they
By night, he visited the charnel pits of the degenerate human were welcomed and given command of vast armies of the
tribes of the region, perfecting his obscene spells and raising undead, raised by Nagash in anticipation of this moment and
the corpses of the dead to do his bidding. He came to be ready to march against the weakened armies of Nehekhara at
worshipped as a god by the tribes. The wretched souls worked his bidding.
tirelessly alongside the reanimated husks of their kin, mining
warpstone from beneath the mountain to fuel their master’s But Nagash had underestimated his enemy. The war against
hunger and building a great fortress. Lahmia had not weakened Nehekhara. Instead, the Great
Land had grown powerful under the rule of the mighty
Cripple Peak became the centre of a swarming empire where Alcadizaar the Conqueror. Under his inspired leadership, the
living and dead alike served their master tirelessly, their flesh armies of Nehekhara faced the legions of Nagash boldly, and
and bones the fuel that drove Nagash’s obsession. battle after battle was won. Defeated, the Vampires fled across
the desert to Cripple Peak, bringing their master the news of
their failure.
The Land Of The Dead Mourkain & Strygos
Enraged, Nagash chose to end all life in Nehekhara so that he With the death of Nagash, Alcadizaar fled Cripple Peak,
might rule free from petty and rebellious mortals. To this end, taking with him the Great Necromancer’s crown. With his
he polluted the Great Vitae River with terrible contagions, sanity shredded by the horrors he had witnessed, the once
poisoning the land. Within weeks, those that had succumbed mighty king wandered lost through foreign lands until,
to plague outnumbered the living and the streets were choked dying of hunger and thirst, he fell into the icy waters of the
with corpses as fully nine-tenths of the population perished. Blighted River.
Whilst his people died, Alcadizaar sat upon his throne,
powerless, as undead armies marched all but unopposed Sometime later, the frozen corpse, still clutching the crown
into Khemri. of Nagash, was found by a shaman named Kadon. Pulling the
crown from the dead king’s frozen grip and placing it upon his
With Nehekhara reduced to a land of corpses, Nagash began head, Kadon’s mind filled with visions and arcane knowledge.
the next phase of his plan. In a days-long ritual, he consumed Returning to his tribe, Kadon brought great prophesies. He
vast quantities of warpstone and the souls of whole tribes had the unknown king entombed beneath a mound, upon
of his followers, sacrificed upon his black altar. Bloated with which was built a temple and around which Kadon’s people
power, he began the incantation of his greatest spell: the Great built their dwellings. Kadon named this place Mourkain,
Awakening, a spell that would raise every corpse the world and as it grew from the infertile soil of the Badlands, other
over and bind them to his will. settlements emerged around it: slowly at first, but more
quickly as the magic of Kadon provided tireless labour in
Even as Nagash completed his ritual, Alcadizaar, captured the form of armies of the undead, and the realm of Strygos
and kept alive as a trophy within the deepest dungeon was born.
below Cripple Peak, was mysteriously freed by hunched and
heavily cloaked creatures. A powerful blade, made of purest Drawn by the presence of Nagash’s crown, darker things
warpstone, was pushed into his hands and he was guided came to Mourkain. Among these was the Vampire Ushoran,
stumbling towards Nagash’s throne room. Through sheer force who slew Kadon and usurped his throne. Under the rule of
of will, Alcadizaar summoned the strength to swing his baleful Ushoran, Strygos prospered until the coming of a great Orc
sword and cut the hated Necromancer down. Nagash roared Waaagh! saw Mourkain sacked and the mighty Ushoran slain
as the terrible blade ended his unnatural life, and the energies by the potent magic of a powerful Orc Shaman. With the
of his accursed spell spiralled out of his control, sweeping destruction of Mourkain, the crown of Nagash was lost and
across Nehekhara and stirring the vast legions of dead into a the many tomes of magical lore transcribed by Kadon were
shadowy unlife. scattered far and wide, carried by those fleeing the destruction.
THE COMING OF SIGMAR
F ar to the north of Nehekhara, a mighty warrior and bold leader would unite the warring tribes of Men against their
common enemies. Under his rule, the Orc and Goblin tribes were driven from the lands and in his name, an Empire was
founded that would endure until the world’s end.
By the year 1979, many of the Elector Counts had realised Marching at the head of a host of Undead, Vlad invaded
the need for a strong Emperor to reunify the warring nation. Stirland and Ostermark before turning his attention to the
Through much diplomacy, a majority of those Elector heart of the Empire and marching towards the Reikland. For
Counts who found themselves outliers in the contest for the several decades, vicious wars raged until, eventually, Vlad
throne came together and elected Magritta of Marienburg himself was laid low by the Grand Theogonist Wilhelm III.
as Empress.
With Vlad’s passing, his undead legions collapsed and
Unfortunately, this act was to prove wildly unpopular with crumbled to dust, but the threat posed by his infernal
those Electors not consulted, not least of whom was the head bloodline was far from ended and other Vampires rose to
of the Cult of Sigmar, the Grand Theogonist, who was granted power in Sylvania who would continue to pursue Vlad’s insane
a seat in the Electoral College in recognition of their rank and ambitions. The Vampire Wars raged on until the year 2145
who refused outright to acknowledge the vote. Rather than when Mannfred von Carstein, the most vicious and cunning
unite the Empire, the appointment of Magritta led to ever of Vlad’s descendants, was defeated at the Battle of Hel Fenn
greater hostilities and, within a few short years, the Electoral by the armies of several Elector Counts, briefly united against
system had completely collapsed. The Empire was, for all a common enemy.
intents and purposes, no more.
The Empire Today Faith & Gunpowder
It has been over two thousand years since Sigmar united the The Empire is arguably the most technologically advanced
tribes of the central Old World into a mighty nation. For a nation in the world; its use of gunpowder, mechanical tools
thousand of those years, the Empire grew and prospered, and advanced metallurgy second only to the Dwarfs. While
becoming wealthy through trade and innovation. Other the well-drilled state troops of the provincial armies might
nations benefitted greatly from their alliances with the still fight with sword, spear and halberd, they are backed
Empire and its various provinces, and the kingdoms of Estalia, up by mighty cannon, rows of handgunners or pistol armed
Bretonnia and the city states of Tilea all grew wealthy off trade horsemen, not to mention the more esoteric weapons of war
with Sigmar’s people. such as the dreaded Helblaster volley guns or the rumbling
Steam Tanks.
Yet strife and ruin, internal struggle and invasion from without
have all taken their toll upon the once great Empire. Divided The innovations of the Empire are principally focused on the
by politics and riven by the greed and short-sightedness of its industrious city of Nuln and its engineering schools, where
rulers, the Empire has become little more than a collection of new inventions for the Elector Counts’ armies are routinely
warring city states and loosely formed provinces under rule by produced and sold from Marienburg to Talabheim.
pretenders who war with their neighbours bitterly, hoping to
topple their rivals and claim the crown of the Empire for their Equally as important to the armies of the Empire as its
own, certain that only victory over their rivals will restore the cannon and handguns are the proud Knightly Orders. Expert
fractured nation. warriors clad in heavy gothic plate armour and mounted
upon powerful warhorses, they often exist outside the political
Yet this endless cycle of war only further weakens the lands structures of the Elector Counts and claimants to the Imperial
that were once the Empire, every battle of the unending throne. Fighting for honour, prestige or the articles of faith as
civil war costing the lives of brave soldiers. All the while, laid down by their grand masters, these orders make powerful
Beastmen, Orcs, Goblins and darker things – creatures that allies and deadly enemies to petty nobles with designs on
find civilisation anathema to their existence gather beyond the rulership. Some Knightly Orders are populous, such as the
borders, hidden in the mountains and forests. Overshadowing Knights Panther, who have chapter houses in almost every
all these threats looms the corruption of Chaos and the major province. Others, like the Knights of the Ebon Tear,
desires of the Dark Gods – their armies always gnawing at the number only a few dozen warriors. Knightly Orders might be a
edges of the Old World or attacking it from within. Against secular fighting caste like the Scions of the Blade, devoted only
these threats, Mankind must stand united, or be swept from to mastering the art of war, or dedicated to a god, like the grim
the world. Knights of Morr who count themselves the soldiers of the
Empire’s god of death.
Pretenders Principality Of Reikland
Prince Wilhelm I rules Reikland, the ancient and powerful
Centuries of unrest have seen the Empire regress politically, heartland of the Empire, born from Sigmar’s own tribal lands.
resembling the scattered tribes once united by Sigmar – Within Reikland’s borders, the Cult of Sigmar, governed by
chieftains replaced by dukes, princes and barons, kingdoms the Grand Theogonist, holds sway, and the forces of Chaos
and tribal lands replaced with provinces and city states. have the weakest grip upon the Old World here. This is in no
Presently, there are four great power blocs in the Empire, each small part due to institutions such as the Knights of the Fiery
ruled, at least in part, by a claimant to the Imperial throne. Heart and the Order of the Silver Hammer. Templars of both
Orders travel the Empire alongside the armies of Reikland,
Barony Of Westerland rooting out worship of the Dark Powers. Such fanaticism
Westerland, ruled by the Empress Elspeth Magritta VI, puts Reikland especially at odds with the Duchy of Talabec,
is the most prosperous region within the Empire, its great who they see, perhaps rightly, as a haven for pagan forces and
wealth derived from the port city of Marienburg. Unlike elementalist witches.
many Imperial cities, Marienburg has not yet become an
independent city state, though its ruling Burgomeisters wield Grand Duchy Of Talabec
great power and influence over the young Empress Elspeth The largest yet most disparate region of the Empire, the Grand
Magritta. The Cult of Manann is a powerful faction within Duchy of Talabec is ruled by Duke Ludwig XII, of the line of
the city and has its own influence upon the self-proclaimed Ottilia. It ostensibly includes the provinces of Talabecland,
Empress. For this reason Magritta is often known derisively Stirland, Averland, Wissenland and the Moot, though in
by her rivals and detractors as the Sea Empress or the Empress practise many of these regions are self-governing and the
of Coin, as a reference to her being a puppet of the mercantile cities of Talabheim and Nuln are both powerful city states in
guilds and the Sea Cult. their own right who owe little allegiance to the nobility. For
hundreds of years, the region has been claimed by the Ottilian
Grand County Of Osterlund Emperors, backed by the Cult of Taal and various other cults
Count Sigismund Ulric rules Osterlund. Its forests and and rulers of the Empire eager to press their own claims to the
mountains cover the northernmost reaches of the Empire, Emperorship. After the collapse of the Electoral state system
where it meets the southern borders of Kislev and the Sea of in 1979, the Duchy fractured further.
Claws. Politically, it encompasses large portions of Ostland,
Ostermark, Hochland and Middenland, though in truth it
is a shadow of its former strength. Centuries ago the Count
of Middenheim claimed rulership of the north, and was a
claimant to the title of Emperor. This led to a line of so-called
Wolf Emperors, who have continued to press their claim for
control of the Empire. Despite these ambitions, the current
Count is little more than the ruler of a city state, even
though he claims dominion over the entirety of Osterlund
and beyond.
The Land of Chivalry THE LAND OF CHIVALRY
B retonnia is the land of chivalry. Its vast armies are without doubt among the greatest in the world and its warriors,
be they noble or peasant, are possessed of an unshakable faith in the righteousness of their cause. If there could be
but a single bastion in the world where the ideals of honour and goodness still exist, then surely it would be the kingdom
of Bretonnia.
In the year 976 of the Imperial Calendar, Gilles le Breton, Though she has no priests or acolytes, her emissaries are the
Duke of Bastonne, rode to the relief of a neighbouring Fay Enchantress and the Grail Damsels that serve under her.
fiefdom. Resting his army upon the banks of a lake, an ethereal Possessed of potent magical abilities, the Fay Enchantress is
woman appeared before him, rising from the waters. Sensing considered the living embodiment of the Lady and stands at
her goodness, Gilles knelt and asked her to bless his banner the side of the king, guiding him in all things. Likewise, Grail
and his army. The fay woman bade Gilles drink from her Damsels guide the knights of Bretonnia on their quests, often
Grail – a drinking vessel that granted those who drank from accompanying them to war and lending their magical power
it immortality. to their armies in battle. Foreigners have been known to scoff
at the notion of some magical aquatic woman protecting
So blessed, Gilles and his followers became the first Knights Bretonnian knights from harm, at least until they have seen
of the Grail and, one by one, the Dukes of Bretonnia gathered with their own eyes the power of the Lady turn aside arrows
to his banner. By the end of the century, Bretonnia had been before they could strike home.
liberated from its foes and the Dukes elevated Gilles to the
rank of High King of the realm. Under his reign, Bretonnia
prospered as never before.
The Might Of Bretonnia Knights Of The Realm
The blessings of the Lady, and the longevity of Bretonnia’s The might of Bretonnia’s armies lies in its many ranks of
rulers, have been both a blessing and a curse for its people. knights. Organised by strict feudal hierarchy, these battle-
Though they enjoy great stability and safety, the realm has tempered warriors ride to war upon the finest of chargers
become trapped in time, its Dukes and Kings eschewing – intelligent, fiery and strong animals of heroic proportions
the technological advances of neighbouring lands to remain – clad in baroque suits of armour overlaid with rich liveries
true to the ideals of chivalry and knighthood. Yet despite emblazoned with their heraldic devices.
the disadvantages of stagnant technology and rigid codes
of chivalry, the armies of Bretonnia are still a force to be A knight’s weapon of choice is the lance, with which much
reckoned with. The blessings of the Lady of the Lake grants time is spent training in the joust. In battle, the knights of
her knights protection against all manner of harm, while Bretonnia fight in wedge-shaped lance formations, their
filling their hearts with determination and grace, making them charges piercing deep into the ranks of the enemy like the
among the most formidable warriors in the world. weapon for which they are named pierces flesh, capable of
breaking apart even the legendarily impenetrable battle lines
It is just as well Bretonnia’s armies are so strong, for the history of the Dwarfs.
of Bretonnia is one of constant war, against enemies from
without – greedy aggressors who would violate the realm, Peasants Of Bretonnia
intent on plunder and conquest, and against enemies from
within – the debased children of the Dark Gods who slay and The bulk of a Bretonnian army is made up of innumerable
burn in the name of their evil patrons. But the most bitter of feudal peasants. By the standards of other lands, these
all wars are those where knight fights against knight, Duke peasants live a squalid existence, yet they revere their rulers as
against Duke. protectors of the realm and paragons of bravery and honour.
Thus, when their lord calls, they eagerly take up arms.
Fostered by mistrust, vain pride, betrayal, lust and, above all,
greed, this internecine strife has been the curse of Bretonnia Peasant bowmen are the most numerous, the bow being a
more than any enemy. Only the rule of a strong monarch can common hunting tool for the people of Bretonnia, and one
stop the bickering amongst the Dukes, settle their quarrels many learn to use from a young age. Others, should they prove
and direct the energy of a united Bretonnia against its real strong and capable enough, might find a place among their
enemies. When this happens, the nation’s knightly armies lord’s men-at-arms, where they form solid blocks of infantry
ride out on noble crusades, whether within the borders of the armed with heavy polearms. Serving their lord in such a way is
realm or to far-off lands. an honour not soon forgotten by those that survive.
The Great Crusades The Orc-Slayer
Throughout the centuries, vast hosts of knights have crossed The current ruler of Bretonnia is Louen Orc-Slayer, so named
the mountains that border fair Bretonnia, into the Empire, for his crusade to rid his nation of Orc and Goblin tribes.
Estalia, Tilea, the Border Princes and the Badlands. Others Hailed as the greatest king since Gilles le Breton himself,
have embarked upon great galleons that have carried the Louen has ruled for almost 80 years, thanks to the longevity
warriors and their steeds into the faraway lands of Norsca, imparted to him by the Grail. An exceptional warrior and
Araby, Albion and even the mysterious Land of the Dead. wise king, he rules from his court in the Dukedom of Bastonne
The purpose of such crusades is simple: to crush the enemies to maintain the stability of his kingdom. In recent years the
of Bretonnia before they can muster upon her border and wars plaguing the Empire have spilled over into the eastern
threaten the humble existence of the peasant masses. parts of Bretonnia, forcing Louen to see off brigand armies and
ambitious Imperial nobles. Though the king sees the Empire’s
In the burning heat of the Nehekharan desert, gallant knights woes as very much an internal problem, he has entertained
have done battle with the undying legions of the Tomb Kings, ambassadors from each of the major claimants to the Imperial
glorious formations of horsemen crashing through endless throne, with some of his Dukes even going so far as to
regiments of skeletal soldiers until the crusaders’ bright liveries campaign in the Empire.
were entirely obscured by powdered bone and the dust of ages.
More often than not, Louen’s attentions are focused on his
Entire Orc and Goblin tribes have been slaughtered by the western shores and the realms to the south. Though the
crusading Bretonnians, without mercy, the crushing charges neighbouring nation of Estalia enjoys largely good relations
of galloping horse and heavy lance more than enough to slay with Bretonnia – the two kingdoms periodically fighting
the enemy elite before the rank and file is driven into the sea. border skirmishes – it is the Beastmen, Orcs and Undead
Monumental Bretonnian fortresses have been built in these who often raid from this direction and must be seen off by
foreign lands in order to control remote provinces in the name knightly armies. The king has even shown an interest in
of the King, but even the devout and ferocious knights of bringing stability to the Border Princes, so it might act as a
Bretonnia cannot be everywhere at once. buffer against the Badlands and hostile realms further south,
though so far, Louen has been thwarted in his ambitions,
History has proved time and again the truth of the ancient beyond a handful of exiled knights laying claim to parts of this
Bretonnian adage “The realm and the King are one”.Truly, the blighted region.
lands have withered and suffered under the rule of corrupt or
weak rulers.
SOUTHERN KINGDOMS
T hough the Empire, Bretonnia and Kislev stand pre-eminent among the realms of Man that lie to the west of the Worlds
Edge Mountains, they are far from the only kingdoms in the Old World. To the south lie numerous, smaller countries,
many as old if not older than the lands of Sigmar and the Bretonni, and all powerful in their own right.
The Border Princes Others come to escape justice in their homelands, fleeing
ahead of outraged monarchs, furious magistrates and angry
There are few human realms outside of the Northern Wastes mobs. All hope to leave behind the headsman’s axe or the
as perilous as the Border Princes. Named for the countless hangman’s noose and forget the crimes and misdeeds of their
exiled lords and ladies that claim corners of the region as ignoble past.
Southern
their own, it has existed for hundreds Kingdoms
of years on the frontier
between the civilised lands of the Old World and the southern Straddling the border between civilisation and wilderness, the
wilderness of the Badlands. Filled with dismal crumbling Border Princes are riven with Orc and Beastmen tribes and
towns and cities, often overlooked by a ruinous keep or beset by armies of the restless dead, to name but a few of its
castle, the people of the Border Princes live hard lives under numerous perils. Unlike the great nations of the Old World,
an endless succession of masters – the names of which can its settlements do not enjoy the protection of state sponsored
sometimes change from one day to the next! armies or crusading knights and must instead rely upon the
personal retinues and militias of their lords and masters for
But the Border Princes is also a land of adventure and security. Consequently, they live with the knowledge that,
opportunity. Many come to the lawless region to make their at any time, hostile armies might crest the nearby hills and
fortunes, either by selling their skills as mercenaries in the descend upon them. Thus are the people of the Border Princes
armies of its multitudinous rulers, or by picking over the often as hard as the lands they inhabit, accepting that they
centuries of ruins, crypts and tombs left behind by ancient must fight for everything they have – or join the countless
empires and forgotten kings. generations of bones buried beneath their feet.
Beggar Lords
The most fascinating detail of life in the Border Princes is
the endless procession of rulers. Outcasts, criminals and even
the odd do-gooder who thinks of themself as the saviour of
the south, all come to the Border Princes because their own
lands will not have them. Of course, carving out a piece of the
Border Princes for your own personal kingdom is no small
feat and involves plenty of politicking, skulduggery and a fair
measure of violence. For this reason, the castles, towns and
fiefdoms of the Border Princes are constantly changing hands
as one lord or other rises to power, only to be ousted or killed
by the next. Occasionally, dynasties might arise and, for a few
glorious generations, a kingdom might endure. Inevitably,
however, treachery, war or simple misfortune befalls its ruler
and the cycle begins anew.
The civil war in the Empire has been good for the Border
Princes and many exiled nobles have found new allies within
its boundaries. Men like Karl Raachwald, the Hermit Prince,
or Lord Gunter Dunkelmund, the Broken King, formally of
Reikland and Middenland respectively, make good money
recruiting veteran soldiers from the region for their Imperial
patrons. Equally, the so-called Prince Jurgen Esselhafen, the
Lord of Paupers, fights proxy wars in the name of Marienburg,
his task to keep southern ports open for illegal trade.
The Empire is far from the only nation to benefit from the
rogues inhabiting the Border Princes. Exiled Bretonnian
knights such as Sir Cecile Gastonne, the Black Knight,
Adalene Monteaux, the Cursed Maid of Mousillon, or Sir
Julien Pontenne, the Craven, have all been known to give
shelter and aid to Bretonnian Knights questing in the south.
Some princes are even more brazen when it comes to their
mercenary nature, such as the Tilean Prince Fredo Tordorno,
known as the Bastard Prince, or Karolina Aquilena, the Slayer
of Queens. Estalian Princes, such as Desa Donalba, the Bloody
Baron, or Lord Fulma Ortegeta, Don of the Red River, are
barely more trustworthy, and only when dealing with their
own kind.
The Elves Of Athel Loren That the Wood Elves were not consumed by the vengeful
spirits of Athel Loren is one of the peculiarities of history.
In their prime, the Elves of Ulthuan maintained colonies The alliance between Elvenkind and living forest was born
and outposts throughout the known world. Nowhere was out of a shared peril, for at that time the Dwarfs of the Grey
this more true than within the bounds of Elthin Arvan, the Mountains pressed hard upon the forest’s borders, felling trees
Old World – yet it was not to last. When the treachery of to feed hungry furnaces and slaying Elves as payment for past
Malerion beset their ancestral lands with fury and war, the grudges. The Elves of that region were few and the Dwarfs
Elves had little choice but to abandon many of their distant many. Only through combining their forces could the Elves
holdings and return home, lest by defending both realms and tree spirits hope to survive.
they would ultimately save neither. Yet not all the Elves who
had settled in the Old World were prepared to abandon it. One dreadful night, a tremendous battle raged by the
Most notable of all those who remained behind were the Elf flickering light of Dwarfish logging fires. Outnumbered by
colonies that dwelt near the forest realm of Athel Loren, those the combined forces of the Elves and the thorn-limbed forest
who renounced all ties to the Phoenix King and struck out in spirits defending their realm, the Dwarf interlopers fought
the cause of independence. So did the forest of Athel Loren with grim desperation. Time and again, the Dwarf invaders
become a realm unto itself. charged into the woods, hoping to catch the elusive Elves. But
the woods seemed to close around the Dwarfs, binding them
But Athel Loren is not like other forests. Its ancient trees long with vine and root, bludgeoning them with bough and branch.
ago found vigour and voice, and they learned to hate the lesser When dawn came, only shattered Dwarf shields and patches
beings who swarmed about the forest’s eaves, gnawing at their of scorched ground remained to show that a battle had raged
verdant majesty with axe and flame. Few intruders survive at all. For weeks thereafter, in the deep holds of the Grey
unbidden within Athel Loren’s bounds, for the vigilance of the Mountains, Dwarf sentries looked westwards for some sign of
tree spirits is matched only by their loathing of interlopers. pioneering armies that would never return. In Athel Loren,
the battle had forged an alliance that would forever endure.
For this reason, the armies of the Wood Elves march abroad The Oak of Ages is more than just the heart of Athel Loren, it
in numbers greater than ever before, waging their covert wars is the centre of the World Roots – magical paths that spread
against those in the sway of the Ruinous Powers wherever out across the entirety of the Old World and far beyond.
they may be found and even making alliances with those other The Wood Elves use these secret ways to travel the world,
races who would stand against the rising darkness within the appearing suddenly in distant lands or vanishing from enemies
Old World. as if they were never there. It is a gift of Ariel that allows her
people to influence events in distant realms – often without
Monarchy Of The Woods the knowledge of their foes.
The Wood Elven nation is ruled by its Eternal Queen, Ariel, Kinbands & Clans
and her consort, the King in the Woods, Orion. As the avatar
of Isha, the ancient Elven goddess of nature, Ariel is one of The Wood Elves have little in the way of a formal military.
the most powerful Wizards in the world, able to confound Instead, an army of Athel Loren is an alliance of kinbands
enemies by controlling the very woods around them, or kill drawn from different clans, each bringing martial skills honed
them by causing nature itself to rise up and slay them. in the dangerous environs of Athel Loren. These kinbands
seldom meet the enemy in open battle, preferring swift and
While she is the mother of her forest nation, Orion, Master deadly surprise attacks. The woods, too, are their allies, and
of the Wild Hunt, is its greatest general. Tied wholly to the clans will call upon forest creatures, spirits and spites
the seasons of the world, Orion dies each winter, his body to aid them in battle. Great treemen might even join their
consumed by a funeral pyre. With the coming of spring, Orion ranks, uprooting themselves to aid their Elven allies in the
is reborn into the body of a young Elven warrior, chosen to defence of their hidden home. The sight of the very trees
become the next incarnation of the King in the Woods and themselves come to life is one few adversaries of the Wood
continue his eternal rule. Elves soon forget.
LORDS OF ULTHUAN
H aughty and proud, the High Elves rule over the vast island continent of Ulthuan. Steeped in ancient magics, and
possessed of unsurpassed martial skills, their prowess is such that no single enemy has ever truly defeated them.
Beyond their borders, their elegant fleets rule the high seas, carrying the armies of Ulthuan to every corner of the world.
Despite the blood and sacrifice, this victory over Chaos was All citizens of Ulthuan are taught how to use weapons from
the greatest achievement of the Elf race. But it was a tainted an early age – it is said that High Elves learn to shoot a bow
victory, for in order to achieve it, Aenarion raised the Sword before they can read, and to wield a sword before they can
of Khaine, bringing the curse of madness upon himself and write. The skills learned as youths mean that the High Elves
his descendants. Furthermore, their great victory fed the are expert warriors by the time they reach maturity. This
vanity and ego of the Elves, who since then have considered multitude of deadly fighters – an entire race honed for war –
themselves pre-eminent amongst all of the races of the world. forms the backbone of Ulthuan’s mighty armies.
The Armies Of Ulthuan Lords Of The Phoenix
Equipped with finely wrought armour, armed with bow or The armies of Ulthuan are led to battle by the greatest heroes
spear and shield, the glittering hosts of Ulthuan are possessed of the age. The general of a High Elf army will have studied
of a preternatural deadliness. Yet for all their prowess, these the art of war from infancy, committing to memory the
citizen-soldiers are but the rank and file of a High Elf army. countless essays and treatises laid down by the greatest High
Elf commanders that came before them. These works, written
More elite warriors exist in the form of the famous Silver by the likes of Caledor the First and Bel-Korhadris, mean that
Helms, the noble Elven knights who fight in the vanguard a High Elf general can call upon a store of military wisdom
of every High Elf army; the graceful Reaver cavalry that undreamt of by those that would command the armies of
guard the shores of Ellyrion; and the famed Dragon Princes their enemies.
of Caledor, descendants of those who rode drakes to battle
in ages past. Riding alongside these cavalry formations are Furthermore, the military acumen of each Elven officer will
charioteers from Tiranoc and Chrace, the latter drawn not by be bolstered by the spell lore and magical abilities of the finest
Elven steeds but by the ferocious white lions that prowl the Mages. Even the youngest and most hot-blooded Dragon
mountains of that mystical realm. Mage can summon a storm of pyrotechnics. With such
capable mages among their ranks, the armies of Ulthuan have
These are matched both in valour and skill by elite infantry. little to fear from the primitive magic of their enemies.
The ever-silent Phoenix Guard, granted visions of their
own demise by Asuryan himself. The supremely skilled It is this combination of skilled troops, expert leadership
Swordmasters of Hoeth, who strike as swift as lightning and consummate sorcery that make a High Elf army such a
with the two-handed swords with which they endlessly hone deadly force. With these finely honed warhosts, the High Elves
their martial form. The White Lions of Chrace, every bit as impose their will upon all corners of the world, be they on
ferocious as their namesakes, wield elegantly curved axes that land or sea, for their fleets are unmatched in speed and power.
can hew necks as easily as the birches of their homelands. Arrogant and prideful, supremely confident and skilled in all
the manifold arts of war, the High Elves have no compunction
And above each High Elf warhost soar the huge, majestic about using unstoppable force to achieve their ends. They
Dragons that have accompanied the High Elves to battle know it is their destiny to shape the fate of the world, and woe
since the time of the Great Cataclysm. It is even said that, in betide any that stand in their way.
recent years, the eldest of drakes have been roused from their
slumbers by the clamour of war.
Colonies Across The World The Shadow Of Chaos
Though time and the ascension of the As the power of Chaos once again waxes
younger races may have worn away at the strong and the armies of the Dark Gods
might of the High Elven empire, theirs gather in the north, the High Elves find
remains one of the most widely spread themselves preparing to face their ancient
races in the world. Elven colonies, once foe. As custodians of the world and, at
numerous in the lands of the Empire, least in their own eyes, the inheritors of
Bretonnia and greater Old World, now its defence, the armies of the High Elves
cling to coastal regions where they stand are once more on the move. Though some
as trade hubs and diplomatic outposts, among their kind feel it is time for the
connecting the court of the Phoenix younger races to stand on their own, there
King to kings, emperors and lords from is little faith among the Elves that Man is
the shores of Araby, to the wilds of the able to hold back the might of the Dark
Southlands. In turn, many of the younger Gods. Many, in fact, blame the rise of
races – though distrustful of the High Elves Chaos over the millennia upon humanity,
– rely upon their fleets to keep the oceans believing they too easily fall under the sway
and seas of the Warhammer world safe for of Chaos, ultimately filling out the ranks of
trade, there being no shortage of pirates, their enemies with corrupted warriors and
monsters and even darker things lurking murderous madmen.
both above and below the waves. Finubar of Lothern
To this end, Elven envoys have begun to Following the coronation
Even further afield, High Elf ports appear across the Old World, lending their of Finubar of Lothern as
guard the great ocean trade ways of the knowledge and guidance to mortal rulers. Phoenix King, the realm of
Warhammer world. Beyond the Churning It is the hope of a small number of these Ulthuan underwent many
Gulf the Fortress of Dawn guards the envoys that the divided nations of Man changes. Amongst these was
straits between the Southlands and the might be forged into a force to stem the the establishment of garrisons
Southern Wastes, while the Tower of tide of Chaos, lest it sweep across the lands across the coasts of the Old
the Sun and the Tower of Stars ward the and isolate the Elves upon their distant, World. This was part of a
entrance to the Sea of Dread. In the distant island nation. At the same time, the Elven greater move away from
east even more towers, fortresses and ports navy grows in strength, just as the magical isolationism, with fleets of Sea
connect Ulthuan to far-off kingdoms such defences of Ulthuan are increased, for any Guard patrolling the waters
as Ind, Nippon and Grand Cathay. In this blow from Chaos that lands upon the Old between Ulthuan and the Old
way the High Elves maintain an unbroken World will inevitably attempt to find its World in an effort to drive
chain of safe harbours for their ships from way to the mystic isle’s shores. away pirates and marauders,
one end of the world to the other, as well thus keeping wealth flowing
as a presence in the courts of almost every into Elven cities.
great ruler in the world.
THE ANCESTOR GODS
T he Dwarfs are a venerable and proud race, born from a long distinguished line of warrior thanes and vengeful
kings. Craftsmen beyond compare, they dwell in great subterranean fortresses, far from the light of the sun. The
traditionalist Dwarfs have much in common with their stony kingdoms, for every one of their number is as stubborn and
unyielding as rock.
Children Of The Ancestors As the Dwarfs spread throughout the mountains, seeking out
new veins of precious metals, they founded many strongholds,
The history of the Dawi, as the Dwarfs callThethemselves,
Ancestorbegins
Gods each a small fortified realm centred around a productive mine,
with the awakening of the firstborn, their pantheon of gods, a bastion in the rocky wilderness. The largest of these became
chief amongst whom were Grungni, Grimnir and Valaya. known as Karaks, in the Dwarf tongue, and the glory of these
According to Dwarf tradition, these gods were carved by time great fortress-cities was fabled. Eventually, the Dwarfs reached
from the rocks of the mountains, birthed by stone itself. They the northernmost peaks of the Worlds Edge Mountains, a
believe that the first Dwarfs, the children of these ancient desolate region scattered with the bleached bones of many
ancestors, inhabited the southern portion of the Worlds Edge creatures. They called this cold and barren land Zorn Uzkul,
Mountains, migrating northwards as their numbers grew and or the Great Skull Land. Here, most Dwarfs turned back,
splitting into different clans, many of which were led by a for the harsh region provided a scarcity of mineral wealth,
living god. although a few of the boldest clans pushed onwards, some
turning west into the lands now called Norsca, others heading
In these ancient days, before the coming of Chaos, the Dawi east across the Great Skull Land and daring to enter the
were cave-dwellers who fashioned primitive tools from flint Mountains of Mourn.
and eked out a living in the bleak and inhospitable mountains.
Then, as now, the Dwarfs were a hardy and enduring folk. Thus was founded the great Dwarf realm, the Karaz
Led by their gods themselves, the Dwarf civilisation soon Ankor. At its centre lay the great city of Karaz-a-Karak,
developed from a stone era into a bold new age. With the iron, the Everpeak. For a long while, the widely dispersed clans
then steel, weapons and armour that Grungni, the Forgefather, maintained contact with each other, while each delved more
taught them to make, the Dwarfs were able to fight off the deeply beneath the mountains. Soon, however, they would be
terrors of the mountains and expand into new territory. It separated by a growing storm unlike anything seen before…
was Grimnir, the Warrior, who staved off Giants, Trolls and
marauding Orcs while teaching his charges the arts of battle. It
was Valaya, the Protector, who showed the wandering Dwarfs
the value of strong dwellings and of the importance of bonding
and community for the still-developing clans.
The Golden Age The Time Of Woes
The Dwarfs suffered greatly during the long centuries Following the protracted and bitter War of the Beard or, as
following the Great Cataclysm, and much was taken from the Dwarfs call it, the War of Vengeance, the Dwarfs stood
them that could never be reclaimed. Many holds fell and victorious. This hard-won victory should have ensured the
entire clans were lost. Worse, their ancestors disappeared, one Dwarfs’ dominion over the Old World for many centuries to
by one, during the long years of war. Grimnir, as all know, had come; however, the fates proved unkind.
marched boldly into the north to challenge the Dark Gods,
whilst Grungni, Valaya and their kin returned in the fullness The war had been long and vicious, and the Dwarfs found
of time to the mountain’s heart, going back from whence their vigour expended. Before they had begun to recover
they came. and rebuild their strength, their realm was beset by natural
disasters that unleashed destruction unparalleled since the
So it was that in the years following the war against Chaos, coming of Chaos. The end of their Golden Age came amid a
as the Dwarfs re-emerged from their strongholds, they devastating series of earthquakes that shook the length of the
were eager to rebuild and stamp their authority upon their Worlds Edge Mountains. These, in turn, were followed by
mountain realm. Many great works were undertaken; volcanic eruptions of monumental proportions, throwing their
strongholds were deepened and explorations into the depths realm into disarray.
of the world were launched in search of ever greater mineral
riches. Great halls and tunnels were excavated, expanding In the wake of these natural disasters, the Dwarfs were
into colossal underground cities, all interconnected by vast left vulnerable to the many enemies that fell upon their
subterranean highways. strongholds from above and below. Many holds were overrun
by Goblin interlopers and homeless clans were forced to flee,
When the Elves returned to their colonies in the Old World, seeking shelter at the hearths of their neighbours. For several
the Dwarfs greeted them gladly and eagerly traded with them. centuries, the Dwarfs fought desperately to drive out hordes
A long age of peace and prosperity was begun. In Karaz-a- of invaders, yet more and more enemies came. One by one,
Karak the High King sat upon his throne, presiding over the the great holds fell, each recorded within the Great Book
Dwarf lords who ruled the other holds. New alliances were of Grudges: the huge tome in which all wrongs done to the
nurtured with the primitive race of Man, who looked with Dwarf race are written. The once-glorious Dwarf empire
awe at the elder races and sought wisdom and guidance. Alas, lay shattered and despoiled. Where in the past its power
the hard won peace would not last, for the treachery of the dominated the Old World, its armies now struggled to defend
Elves would incite a terrible war that was to rage for several a handful of remaining strongholds.
hundred years.
The Dawn Of A New Age The Silver Age
With the decline of their empire, there began a time of exodus. Despite enduring the decline of their once great empire, the
Many Dwarfs forsook their ancient homelands, leaving the Dwarfs remain a proud race, and their rigid sense of honour
familiar peaks of the Worlds Edge Mountains behind and has seen them gradually reclaim much of what was once
battling westward into the Grey Mountains, where they stolen. Seated upon his golden throne deep within Karaz-a-
established new strongholds. Though these dwellings were Karak, the Everpeak, High King Alriksson is the inheritor of
rough-hewn and humble things, through non-stop industry a prosperous era of trade and invention begun long ago when
they grew and were refined, though they would never rival Kurgan Ironbeard fought shoulder to shoulder with Sigmar.
the great works of their ancestors in scale, production or And he is keen to see this continue, for he holds dear the
architectural wonder. enduring oaths that bind Man and Dwarf.
Between the Grey Mountains and the Worlds Edge Though the nations of Man are quarrelsome and given to
Mountains, the Dwarfs established new trade routes and warring amongst themselves, many Dwarfs dwell within those
refurbished old roadways made when they traded with the lands, and it is the ingenuity and industry of their engineers
Elves. Travel was still dangerous, however, as these lands were and artisans that has built the great human cities and driven
overrun with Orcs and Goblins, which the Dwarfs saw were the young race’s advancement. This, in turn, has driven the
in a constant state of war with the growing tribes of Men for industry of the great forges and foundries that riddle the
possession of the forests and lowlands. Seeing this struggle, mountains, and the high peaks ring day and night with the
the Dwarfs did all they could to encourage these tribes. Trade sound of hammers on anvils as the Engineers Guild crafts ever
between the two races increased rapidly, and the Dwarfs greater wonders.
shared ever more of their wisdom, teaching the humans the
arts of metal and stonework. Yet much of what has been lost goes unclaimed. The
treasures of the ancestors lie buried in distant tombs, beneath
By a strange quirk of fate, the Dwarf High King, Kurgan shattered holds occupied by Goblins, Trolls, Dragons and
Ironbeard, forged a powerful friendship with Sigmar, the worse. Vengeful Dwarf throngs march regularly to war, led by
son of the chieftain of the Unberogens. Through the Dwarfs’ powerful Thanes and Kings honour-bound to liberate their
friendship with this large and influential tribe, the alliance ancestral strongholds from the foul creatures that despoil their
between them and Men grew, and the combined might of depths. With each glorious campaign, the Dwarfs solemnly
their armies would rid the lands of their enemies. A new age of strike entries from the Great Book of Grudges. Yet for all their
prosperity had begun for the Dwarfs and their allies. victories, many grudges remain unanswered.
A GREEN MENACE
O rcs and Goblins are destructive creatures. Interested only in fighting and breaking things, they are a scourge to all
lands and a bane to civilisation. They raid ceaselessly, carrying war and barbarism to every corner of the Warhammer
world. Yet they are also extremely adaptable, able to thrive in the harshest of environments, mimicking the technologies of
their enemies and enthusiastically adopting new ways of making war.
Unexpected Interlopers Along the coast of the Old World, the migrating Orcs and
Goblins encountered Elves and, whilst their jeering hordes
Long ago, the first Orcs and Goblins appeared upon the world, watched the tall and strangely fragrant beings flee across the
much to the disappointment of the Old Ones, having crossed waves, they learned the joy of boats. Soon the adventurous
the interstellar deeps by stowing themselves away aboard the creatures were sailing the seas of the world in ramshackle craft.
Old Ones’ magnificent craft. These interlopers crept from the Carried hither and yon by wind and current, they came upon
vessels upon which they hid and spread out into the young distant lands such as Ulthuan and Lustria. These were eagerly
world, seeking refuge in its wild places. invaded and, as their hordes ravaged coastal settlements and
laid siege to great inland cities, ever more enemies appeared,
Here, hidden from the gaze of the Old Ones and seemingly keen to fight the intruders.
forgotten about in the hope they would quickly starve, the
warlike creatures prospered. Tribes grew rapidly, roaming
the barren wastelands, hunting herds of great beasts, fighting
A Green
one another and generally having Menacefun. As their
tremendous
numbers grew, they spilled out of the southern deserts and
volcanic plains, invading the lush lands of the young races and
finding fertile hunting grounds, pleasant climates and, most
importantly, new enemies. In the frozen north of the Old World, they first encountered
the primitive tribes of Man. Great must their joy have been,
In the mountains, they encountered the Dwarfs. From fighting for these creatures seemed as barbaric and warlike as any
these hardy warriors, the Orcs and Goblins learned the value Orc, and as cunning and vindictive as any Goblin. Where the
of iron and steel, and quickly began to forge their own crude Dwarfs would bar their great iron doors against them and the
weapons and armour. Many Goblin tribes began to explore Elves would rain arrows on them from afar, in Man, the Orcs
deep caves and caverns, finding vast underground realms and Goblins had found a foe that would face them head-on in
to inhabit and a wealth of fungi to sustain them (often with battle, meeting them blade to blade.
hilarious side effects, ranging from deadly toxicity to mind-
altering intoxication). From here, they tunnelled further, So numerous have the warlike Orcs and Goblins become
finding hidden ways into the underground lairs of the Dwarfs, that, should they ever stop fighting and turn their minds to
the better to make war upon their enemies. conquest, they would sweep away all opposition in a brutal
tide of violence.
Tribes Beyond Number Belligerence
Made Manifest
Orcs and Goblins live in warrior tribes or
warbands, sometimes forming into tribes If belligerence could be personified, it
that consist exclusively of one or the other, would look much like an Orc. Broader and
but most often gathering together, their more muscular than a man, these green-
distinct differences strengthening the skinned brutes have large heads, powerful
collective force. These groupings range jaws, low brows and great tusk-like teeth.
from a few hundred to staggeringly vast They are dim-witted but adaptable, with
hordes that cover the lands in heaving seas dense hides that protect them from harm
of green flesh and rusted metal. and thick skulls that protect them from the
perils of philosophy.
They can be found throughout the world
and, disconcertingly for peace-seeking But by far their most defining
folk, there isn’t a habitat in which the characteristic is their love of violence. Orcs
adaptable creatures cannot thrive. From live to fight. Indeed, when not surrounded
the scorching heat of the Southlands to the by a maelstrom of violence and bloodshed,
frozen steppes of Kislev; from the forests of Orcs quickly become bored, some slipping
the Empire to the high peaks of the Worlds into brooding lethargy, others attempting
The Battle of Black Fire Pass Edge Mountains, a traveller cannot hope to more adventurous activities such as the
Through the Black Fire avoid them. Though these prolific creatures crafting of crude weapons, the training of
Pass, between the Black do not have a distinct kingdom of their reluctant mounts or the building of great
Mountains and the Worlds own, there are vast tracts of land where effigies from rocks and dung. But Orcs
Edge Mountains, runs the they dominate completely. The notoriously find such non-violent behaviour taxing,
Old Dwarf Road, linking dangerous region known, quite justifiably, and before long they will begin looking for
the Empire to the ancient as the Badlands, which lies between the ways to unleash their pent-up aggression.
Dwarf capital of Karaz-a- southern Worlds Edge Mountains and the To Orcs, there is nothing better in life than
Karak. The pass has a long Black Mountains, is one such place, and it battling one’s enemies and, should enemies
and bloody history, for it is is from here that many invasions of the Old prove scarce, all Orcs know that punching
also the route favoured by World originate. another Orc quickly creates a new enemy.
invading Orc and Goblin
armies from the Badlands, Most tribes are semi-nomadic, due in part In Orc culture (such as it is), the largest and
and it has been the site of to the fact that a successful tribe destroys strongest quickly become leaders, imposing
many battles. It was here, long everything within many days march of their will through strength, brutality and
ago, that the allied armies of its camp. Thus, a tribe must be constantly shouting. Black Orcs, named for their dour
Men and Dwarfs engaged on the move, seeking out rich new lands demeanour and bleak sense of humour as
with a massive invading Orc to devastate and despoil. Any Warboss much as for their dark green skin, are by far
and Goblin army. Unable to worth their rusty ironshod boots considers the most notable and fearsome. The largest
bring their superior numbers anything visible on the horizon as their of their kind can often be found as leaders,
to bear, the Orcs and Goblins rightful stomping grounds, and anyone who accompanied by a bodyguard of fellow
were defeated and scattered. disagrees had better be prepared for a fight. Black Orcs, hungry for war. Many of the
The ensuing victory was the most notable Orc hordes are led by Black
epoch-changing event that Orc warlords.
allowed Sigmar, the leader
of the Men, to found the
nation that would become
the Empire.
Vindictive Green Hordes Gork & Mork
Smaller and more nimble than Orcs, Goblins are Orcs and Goblins are extremely superstitious (and some
comparatively intelligent creatures with scrawny limbs and would say gullible) creatures. As such, they are willing to
irritating voices that never seem to cease. Whilst feeble believe in lesser deities and prone to following strange cults.
compared to their larger kin, and prone to extreme acts of Yet for all their love of petty fetishes and minor idols, their
cowardice, history has repeatedly shown that a Goblin horde pantheon is dominated by the boisterous and belligerent
can defeat the most redoubtable of foes through weight of brother-gods known as Gork and Mork.
numbers. Vicious and mean-spirited, Goblins far prefer to
attack from behind, assail foes already weakened by battle or, The followers of Gork and Mork seldom call upon them for
better still, both at the same time. aid in times of need, nor do they beseech them for gifts, as
less robust races do of their gods. Instead, these war gods and
Despite their differences, Orcs and Goblins naturally their infamous deeds serve as inspiration. Gork is brutal but
congregate together, and it is a rare tribe that does not kunnin’, Mork is kunnin’ but brutal, and every Orc and Goblin
include both. Although Goblins often suffer terribly whilst lives in the sure and certain knowledge that if they are brutal
in the company of Orcs, such a symbiotic arrangement or kunnin’ enough in life, they will join their gods in eternal
has its advantages. In battle, Goblins can rely on their battle in death.
stronger cousins to do most of the fighting, whilst they seek
vulnerabilities in the enemy’s battle lines to exploit with sneak Amongst their followers, the power of Gork and Mork
attacks and make use of their ingenious war machines to causes the phenomenon known as the Waaagh!, an almost
bombard the enemy from afar. spiritual calling to war that fills every Orc and Goblin with
frenetic energy. Shamans, as the innumerable tribes call their
Yet, being every bit as adaptable as Orcs, Goblins do form magic users, are living conduits through which this power
tribes alone which can be found in many and varied lands. is manifest for all to see. When their armies march to war
From the volcanic expanse of the Dark Lands to the lush fields and the power of the Waaagh! rises, Shamans attempt to
of Bretonnia, nomadic tribes of Goblin Wolf Riders swarm. harness and manipulate it, using it to blast their foes or rouse
Within the primordial forests of the Empire, Spider-riding their warriors to greater heights of violence. However, such
Goblins lurk. In the many caves that riddle the Worlds Edge communication with the gods has a profound effect upon the
Mountains, the sprawling lairs of black-robed Night Goblins mind of a Shaman, as evidenced by their strange antics and
wage unrelenting war against the Dwarf kingdoms and any peculiar habits.
who dare cross the highland passes.
TOMB KINGS OF KHEMRI
A ncient and vengeful, the Tomb Kings of the southern deserts have awoken from their millennial slumber. Theirs is
the wrath of the cheated, for they were promised an eternity of heavenly glory, but were imprisoned between life and
death. At the behest of the Tomb Kings, legions of merciless skeletal warriors rise from the sands of Nehekhara and march
forth to reconquer the world.
The Land Of The Dead As the punishing midday sun blazes down upon the
interlopers, the sands begin to shift; sun-bleached skulls
Despite being an enlightened and advanced civilisation when surface all around, dust spilling from their empty eye sockets.
the tribes of the Old World still dwelt in caves and mud huts, Holding curved khopesh blades, armoured forms awaken
Nehekhara was brought low by the megalomania of its kings from their slumber, forming up into elite regiments with
and the evil magics of Nagash, at whose hand Nehekhara preternatural discipline and coordination. Undead archers
withered and died, cursed to an unquiet death from which nock and loose volley upon volley of arrows as they march
there could be no true respite. Today, the Great Land is a from their graves in eerie unison. Fully-formed cavalry units
barren sea of sand dunes, a scorching desert studded with the burst from the ground, spears levelled as their skeletal mounts
morbid architecture of a civilisation obsessed with death. gallop towards the intruders. Cresting the dunes, come fast
and deadly chariots. From the sands, boil black clouds of skull-
Beneath the thin white sands lie countless gilded artefacts and carapaced scarabs and sarcophagi cast in the form of scorpions
trinkets buried amongst the drifts of bone. Each of the many that sting and slice into the soft flesh of the living. Out of
thousand tombs that litter the arid landscape contains a king’s the tombs come towering god-statues, jerking and lurching
ransom in jewellery and gem-studded weaponry. Every year, towards the foe with an unnatural gait. Alongside these stone
armies of the avaricious and the adventurous march deep into sculptures come hulking, skull-faced constructs of bone and
the heat-blasted deserts, intent on ransacking the legendary precious metal, each adorned with a treasure chest’s worth of
wealth of the land despite rumours of the vengeful dead buried gemstones and ornate curios.
beneath their feet. Every year, the sands are stained red once
Tombfor
more with the blood of the foolish, Kings of Khemri
the rumours of spirits These unnatural cohorts have been brought to unlife by the
abroad in the deserts are true – the long-dead soldiers of incantations of the Liche Priests, magisters of the dead who
ancient Nehekhara stand ready for battle at all times. bind and tame the unruly Winds of Magic with the ease that
lesser Wizards might tame familiar spirits. And yet these are
Should a commander be brave or foolish enough to trespass merely the initial defences of the lands of Nehekhara, those
into Nehekhara and lead their warriors into the sacred vales of who protect the outlying tombs and settlements from the
the kings then they would witness a terrible phenomenon. greedy and the insolent.
The Magic Of Death The Mortuary Cult
These vast armies are animated by the At its founding, the Mortuary Cult
will of the Tomb Kings and the power of was commanded to study the arts of
death itself. When the Great Necromancer mummification and communion with the
Nagash unleashed his magic upon the gods. Steadily, over many centuries, the
world, Nehekhara was the worst affected. priests learned how to preserve a corpse
So prepared for the afterlife and so steeped from decay until the art of embalming
in death were its people that it became a had become extremely elaborate. The
realm completely inhabited by the unliving. priesthood also devised a vast lore of
To this day the magic of death thrives magical incantations and rituals intended
in the wastelands of the south, giving to bind the souls of the dead kings back into
unnatural life to the skeletal remains of their royal bodies. Since a ruler depended
countless thousands. on the Mortuary Cult’s knowledge and
loyalty in order to live beyond their own
It is said that the magical Wind of Death death, the Liche Priests held great power in
blows especially strong upon Nehekhara ancient Nehekhara.
and any living being who ventures there
“In that dread desert, beneath will, in time, sicken and die should they Indeed, Liche Priests were the only subjects
moons’ pale gaze, the dead linger too long. This same power that saps who could not be executed, and in this
walk. They stalk the dunes life from mortal flesh and bones invigorates way, the priesthood became a formidable
in that breathless, windless the undead, and the armies of the Tomb power behind many thrones. Liche Priests
night. They brandish their Kings are at their strongest when they wage acted as advisors and viziers to the rulers
weapons in mocking challenge war in the shadow of their great pyramids of Nehekhara, and their status was second
to all life, and sometimes, in and fallen cities. Certainly, in the long only to that of the ruling families. Each
ghastly dry voices, like the centuries since the rise of the Tomb Kings necropolis, with the burial pyramids of
rustling of sere leaves, they no army or nation has yet conquered the the Tomb Kings at its core, has a temple
whisper the one word they Lands of the Dead, and those few foolish dedicated to Nehekhara’s Mortuary
remember from life, the name enough to try have left their bleached Cult and it is here where the Liche
of their ancient, dark master. bones in the endless desert sands. Priests preside.
They whisper the name… The magic of death that surrounds In addition to the rituals of summoning,
Nagash.” Nehekhara is as much a blessing for the Liche Priests have many duties to perform
Tomb Kings as it is a curse. Though it has in the necropolis, including renewing
From the Book of the Dead, doomed them to an eternity of decay, it the seals upon the portals of the tomb
by Abdul ben Rachid also allows them to work powerful magic vaults, maintaining the incantations of
upon both themselves and their servants. preservation and determining the moment
At the heart of this great power, stands of a Tomb King’s awakening. The Liche
the Mortuary Cult and its many priests Priests continue to perform these duties
and hierophants. for centuries, unable to die a natural
death, cursed forever by their own lust
for immortality.
Gods Of The Desert Settra The Imperishable
So ancient is Nehekhara that its culture, architecture and The Land of the Dead is ruled in perpetuity by Settra the
gods are strange and alien to the younger nations of the world. Imperishable, King of Kings. He is a ruthless leader whose
Travellers brave enough to venture into the Lands of the thirst for conquest knows no bounds. The immortality he
Dead might find themselves surrounded by fearsome, leering lusted after in life is his, and the civilisations that flourished
animal gods, gigantic golden insects and terrifying death masks in his absence will feel his wrath when he reclaims his lost
studded with precious metals and gems. The armies of the lands and forces the usurpers of the Old World to kneel before
Tomb Kings carry these icons into battle, banners bearing his might.
coiled serpents, striking scorpions and watchful eyes hinting at
deities long forgotten. Settra rides to war upon a magical chariot, the magnificent
Crown of Nehekhara resting majestically upon his brow. A
In the current era, the gods of the desert exist only as carvings bloodthirsty and skilled warrior, Settra drives his enemies
on tomb walls or statues standing sentinel over ruined cities. before him without pity, scything through their ranks with
From towering pyramids, deities – such as Ptra, the Sun God, every sweep of his blessed blade. Settra, alone among the Tomb
or Geheb, the god of strength and stone – gaze mercilessly Kings, knows the secrets of the Liche Priests. He understands
down upon the sands, a reminder of their eternal might and their language and, though it may take all of eternity, he will
once grand position within the pantheon of Nehekhara. master their magical arts.
The faces of the gods also adorn the weapons and armour At Settra’s side stand the innumerable kings and princes that
of long dead warriors, such as Basth, the goddess of grace, ruled over Khemri in ages past. Though not all who once
known for her speed and deadliness, or Asaph, the goddess of ruled in life bowed eagerly to the King of Kings in death,
vengeance, whose visage spells doom for all who look upon it. long centuries of war between the ruined Necropolis cities
Most numerous by far, however, are the gods of death. Usirian, have bent most to Settra’s unbreakable will. Equally hungry
the god of the underworld, Djaf, the god of war and death, and for conquest and with a terrible hatred against the living,
Sokth, the god of scorpions, are all constant companions to the their arrogance and rage sustain their unliving forms. Settra
armies of the Tomb Kings. Indeed, their likenesses are often uses these generals well in his conquests, directing the wrath
carved into the stone of animated constructs like the Ushabti, and greed of individual Tomb Princes or Kings outward
allowing these forgotten gods to walk the earth once more. against the foes of Nehekhara, promising them kingdoms and
fabulous wealth should they reclaim the lands once ruled by
their people.
THE LOST & THE DAMNED
D eep within the immaterial realm of the æther reside the Ruinous Powers, beings of incomprehensible magnitude,
cruel deities that play with the lives and dreams of mortals as if they were mere toys to be cherished or discarded upon
a whim. Barbaric and primal, these gods are the most powerful emotions and the deepest, darkest fears and passions of
mortals made real.
In the dark hinterlands that lie between this world and the These secretive cults hide from the authority of church
next, the Marauder tribes dwell. Numerous beyond counting, and state, avoiding the wrath of church-sanctioned witch
these tribes differ greatly in customs, traditions and even in hunters and city militias alike, whilst practising dark arts and
appearance; some are tall and fair, with long flaxen hair and plotting against the very civilisations that harbour them. They
bristling beards; others are stocky and robust, with coal-black give shelter to foul mutants, cast out by their parents, and
hair and dark, brooding eyes. These tribes range from small, sanctuary to the practitioners of dark and evil magic, fleeing
nomadic warbands, to hordes of barbarians that rival the from the persecution of righteous priests.
nations of the Old World.
To these cults are drawn scholars and labourers alike,
Yet all of these tribes share one thing in common – their highborn nobles and lowly peasants in equal number. They
devotion to the Ruinous Powers. At the edge of reality, the grow in size with each passing day and, as they grow, so
gods of Chaos rule all and to the tribes that battle for survival spreads their corrupting influence and their hidden power.
on the cusp of the world, they are the only gods worthy of Charismatic and maniacal leaders arise, their powerful oratory
adoration. In their name, the Marauder tribes war with one filling the imaginations of their followers with glorious visions
another eternally, seeking the favour of their patrons. Each of ruin, of a world dominated by Chaos and ruled by the gods’
year, tribes unite under powerful leaders and march south, favoured disciples. These hidden cults form sprawling plans of
spreading destruction and seeking to topple the weakling gods great complexity, installing their agents and spies in the courts
of civilised lands. and garrisons of great nations, ready to unleash Chaos and
topple the thrones of kings and emperors alike.
The Gaze Of The Gods The Path To Glory
All who serve the Ruinous Powers strive for the attention of Sooner or later, the most devout servants of Chaos feel an
their dark masters. The devotees of the gods of Chaos perform urge to walk the Path to Glory. Following in the footsteps of
great and terrible deeds to prove their fealty, hoping to impress past pilgrims beyond counting, they turn their faces to the
their diabolical patrons and earn their infernal blessings. north and strike out in search of the fallen gateway at the
top of the world. Gathering about themselves warbands of
To the followers of the Ruinous Powers, the blessings of their loyal followers, these aspiring champions carve a bloody path
deities are both immediate and real, unlike the blessings of through the lands, seeking worthy enemies and battling the
the weak gods worshipped by the cowering populations of warbands of rival champions.
civilised lands. For those that prove their worth and attract
the gaze of the gods, great power awaits. Gifts are bestowed Those that prove worthy feel the gaze of the gods upon
upon those favoured with careless abandon in the form of them. They are gifted many rewards by their patrons and
great and supernatural powers, longevity and, most profound their warbands grow as followers flock to their banner. In
of all, mutation. the fullness of time, the greatest champions find themselves
standing on the threshold of the Realm of Chaos where all
The gods delight in granting their favoured followers a vile reason is lost, the laws of nature hold no sway, and time loses
array of mutations. Amongst the northern tribes, it is not its meaning.
uncommon to see warriors sporting horns, tails or additional
limbs, or that have been granted a unity with their weapons Here, at the edge of reality, the supplicant pauses, their final
and armour, their swords becoming as much a part of their challenge lying before them. Only those with the most courage
body as their hands, and their armour melded to their flesh as are able to step beyond the physical world, into the presence of
a second skin that can never be removed. their gods. Many more linger, frozen by self-doubt for a day, a
week, a month, a year. In a realm without time, many sacrifice
But these mutations can be horrifically disfiguring and eternity to a moment of uncertainty.
disabling, and one favoured by the gods might be granted
so many that their true form becomes lost within an ever Of those few that possess the courage to step into the void,
warping mass of flesh, their sanity shattered. But the gods do most are judged unworthy, and their souls are consumed by
not care; any follower so blessed must accept their lot and the æther. But those who gain the approval of the gods are
adapt, for to complain about such burdens is to draw the rewarded, and return to the world swathed in glory, ready to
gods’ ire. lead the armies of Chaos against the forces of order.
The Ruinous Powers
The devotees of Chaos follow a staggering array of deities and spirits with varying degrees
of fervour. These many gods all exist within a wide pantheon, ruled over by the four
greater powers – Khorne, Nurgle, Slaanesh and Tzeentch – who vie eternally for seemingly
unattainable dominance over one another. Most offer their prayers to any god that cares
to listen, neither acknowledging nor denying the primacy of any, though some choose to
dedicate their every action to a single patron.
Khorne
The Lord of Skulls; an angry, raging god of bestial strength and
merciless battle prowess, clad in brazen armour and wielding
a broad-bladed sword drenched in the blood of a billion fallen
enemies. Among the warlike Marauder tribes, Khorne has many
followers for he rewards bravery, might at arms and conquest.
Khorne is also known variously as Arkhar or Kharnath and is
often depicted as a great warhound, eternally thirsting for blood;
his howl an inescapable call to war that fills those who hear it with
a terrible fury.
Tzeentch
The Changer of the Ways; the Master of Magic and the Weaver of
Fate. Among the Marauder tribes, he is depicted as a great eagle,
soaring high above the world, his unblinking eyes seeing all, and he
is known as Tchar. Tzeentch manipulates the fates of all mortals
into complex and intertwining patterns, and delights in watching
his countless carefully laid conspiracies unfold, gradually revealing
his insane plans to his pawns in ever more terrible detail. He is the
patron of many sorcerers, whom he gifts with ever more profound
mastery of the Winds of Magic.
THE BEASTS OF THE FOREST
W ithin the haunted woods and blighted forests that cover the Old World dwell the Beastmen, the true Children of
Chaos. Within the warped hearts of these grotesque hybrids of beast and man simmers intense hatred, a primal rage
that can only be sated by grievous acts of defilement and savagery. For the world once belonged to the Beastmen and they
hunger to take it back.
The Domain Of The Beast The Nature Of The Beastof the Forest
The Beasts
When the polar gates collapsed and Chaos came roaring Creatures of animalistic lusts and vitriolic temperament,
into the world, the great forests became the domains of the Beastmen are a twisted reflection of the cruelty of nature.
Beastmen. For thousands of years, they ruled their realms They are the apotheosis of violence and destruction, as
unchallenged, preying upon the cowering young races as unreasoning and deadly as the flood that washes away the
wolves prey upon sheep. But the reign of the Beasts was not to village, the plague that ravages the lands or the blight that kills
last. The scattered tribes of Man grew steadily in number and the harvest.
the courage of their peoples increased. The prey began to fight
back when the Beastmen came, timidly at first, but with ever- All Beastmen are surly and cruel, for they know they are
increasing ferocity, until eventually it began to win victories, destined to live a short, brutal life of squalor and pain.
forcing the Beastmen to flee. Quick to anger, their every gesture or glance brimming with
hostility, Beastmen become belligerent and bellicose in the
With each defeat, the Beastmen retreated further into the extreme at the slightest provocation. The atavistic fury that
dark forests, pursued by the growing armies of Men. In their each Beastman harbours within its soul is always but a mere
wake, their victorious enemies felled the trees and cleared the moment away from the surface.
ground, taming it with plough and harrow. In time, the land
was ruled by Man, who looked out upon the shrinking forests But above all, it is the trappings of civilisation that fan the
from behind tall walls and planned ever more campaigns embers of hatred burning within each Beastman’s breast.
against the Beasts of the forest. The sight of a proud flag or coat of arms, a pristine uniform
or a magnificent statue, elicits a powerful reaction, for the
Yet, despite the gains made by Man, the wild woods remain things of order are anathema to the Children of Chaos. Woe
largely untamed. The proud cities of Man are but flickering betide those who take pride in such symbols of order, for their
pinpoints of light, islands of barely maintained sanity in a vast, end will invariably be painful and humiliating, for though
black sea of trees. Outside each town and village, the dark Beastmen find it easier to destroy than to create, they are most
forest echoes with the howling, savage Beasts. inventive in the punishments they inflict upon their captives
and enact terrible atrocities upon those they can catch.
The Hordes Of Chaos Although the great nations of the world are beset by hundreds
of minor invasions and raids each year, incursions of such
When the Ruinous Powers stir within the æther, the world magnitude are rare and, so far, the great hordes of Chaos
trembles. In the turmoil of the gods’ awakening wrath, the that arise at such times have always been halted and turned
magical realm is riven with storms and the Winds of Magic back by the armies of Men, Elves and Dwarfs. But with each
blow strong, roiling out from the collapsed gateway of the incursion, the Realm of Chaos grows stronger, claiming a
Old Ones to rage with tempestuous fury across the face of the greater measure of the world and the grim shadow it casts over
world. As these terrible Storms of Magic surge and mortal the north grows larger. With each incursion, the civilised lands
creatures cower, the fabric of reality is stretched so thin that of the south concede ever more territory to barbarian hordes
it begins to tear and the Realm of Chaos swells to swallow the and savage beasts.
world, its shadow looming large across the civilised lands of
the south. Worse still, the frequency of these great incursions is
increasing. With every passing decade, the threat posed by
At such times, the followers of Chaos hear the call of their Chaos becomes greater. Though the change is too subtle for
gods and gather for war. In the north, as their homelands any mere mortal to perceive during their meagre span of life,
are lost beneath encroaching darkness, the Marauder tribes as the centuries march past, the doom of the world unfolds
and their black-armoured champions are driven southwards, inexorably and each generation must face peril undreamed of
the Winds of Magic blowing hard at their backs. In the Old by the one that came before.
World, cultists gather in secret places, readying their weapons
and finalising their intricately laid plans. In the dark forests, In civilised lands, the wise and the mad alike have recognised
howling Beastmen form mighty warherds, ready to descend the dire signs and portents that presage the return of Chaos.
upon towns and cities in orgies of slaughter and destruction. They know that the world once more teeters on the brink of
ruin, for in the north, a great evil rises. That evil has a name,
Fortunately for the denizens of the world, the power of Chaos carried on the wind and upon the lips of the lost and the
has always waxed and waned, for the world is protected by damned – Asavar Kul, the Beast Incarnate.
powerful enchantments and mighty works of arcane wonder,
crafted long ago by sorcerers of supreme ability. Thus, the
Storms of Magic inevitably lose their bluster, the floods of
raw magic subside and the Realm of Chaos shrinks, its terrible
shadow receding from the world, taking with it the armies of
the damned that were driven before it.
Norsca Yet for all their warlike nature, Norscans will unify against a
common enemy and many times in history a tribal council has
Bordered to the south by the icy waters of the Sea of Claws, been called, whereby the kings and queens of the various tribes
and to the north by the Kraken Sea and the shadowlands attempt to set aside their differences and unite in a shared
of the Chaos Wastes, the Norscan peninsula is a harsh and cause. Typically when such a council is called, it will be headed
unforgiving land. To its east lies the southern arm of the by a single ruler nominated from among those in attendance
Frozen Sea and, east of that, the great steppes of Kislev. To its to act as a figurehead. By tradition this role should fall to the
west lies routes to all the seas of the world, an open invitation eldest and most venerated king or queen present, but will
to the adventurous spirit of the seafaring Norscans. often be gifted to the ruler of the largest, most powerful tribe,
The Wolves of the Seathus avoiding violent disagreement.
There are no major cities in Norsca and the country is not
ruled by a single king, nor governed by any form of central When the armies of Chaos gather to invade the Old World,
bureaucracy. Instead, each of the many tribes dominates they count many Norscans amongst their number. The tribes
their own region, maintaining a number of towns, villages that dwell in the northernmost reaches of Norsca stand tall
and stockades. Each of these is in turn governed by a chief amidst the ranks of even the most fearsome northlanders, and
who answers only to their tribe’s king or queen. These tribes are as likely to venerate the Dark Gods of Chaos as they are
are rarely at peace with one another, constantly raiding their the old gods of Man, for their lands lie close to the Realm of
neighbours’ lands and holdings for resources, and it is common Chaos and are often tainted by its shadow.
for smaller villages to be invaded, razed and re-established
within a single generation.
Raiders & Merchants For this reason, there are many Norscan
colonies dotted across the world.
Long have the tribes of Norsca been warlike Most are peaceful places populated by
and bothersome, constantly harassing the travellers and adventurers that chose
nations of Man. When Sigmar unified to settle in a more hospitable climate
the tribes of the Old World and founded than the bleak, windswept mountains of
his Empire, he drove the Norsii, who had their distant homeland. Many become
settled along his northern coasts, back important centres of commerce, valued by
beyond his borders, pursuing them all the mercenaries and merchants alike, and most
way to their native lands where he bade are vital ports through which much trade
them remain and trouble his people no passes. However, all attract and harbour
more. Unfortunately, threats of violence Norscan raiders come to loot, pillage and
and retribution are taken as challenges by make war. Add to this that many Norscans
the warlike Norscans and those that resist are touched by the mutating power
their raids with the most vigour are viewed of Chaos, often displaying animalistic
as worthy foes and oft revisited. features or, in rare cases, being capable
of shapeshifting, shedding their human
Each year, countless warbands set sail form and taking on that of a beast, it is no
aboard sturdy longships, plying the ocean surprise that Norscan colonies are seldom Albion
waves in search of rich coastal settlements popular with natives. Consequently, most In the western nations of
to pillage and plunder and terrorising the far-flung Norscan outposts are heavily the Old World there are folk
isolated villages that eke out their existence fortified against aggression. stories of the mist-wreathed
from the bounty of the sea. Indeed, such isle of Albion and the
raids are so common along the coasts of Most such colonies can be found on the bleak island of Hybrasille.
the Old World that most nations maintain coasts of the Empire, Bretonnia and Kislev, Prominent in all of them are
numerous garrisons to guard against the the largest of which include Erengrad in the towering standing stones,
ravages of Norscan pirates and protect Kislev, Manannheim in Nordland and their surface carved with
their people. Skajadholm in Bretonnia. Others survive strange runes and patterns.
in far distant corners of the world, many Scattered tales speak of
But the many tribes of Norsca are not months sailing from the treacherous coasts twisted hags that burrow
just raiders. They are great traders and of Norsca, in lands as far flung as Lustria, their hovels into such stones
merchants, sailing far and wide in search of Tilea, Araby and, according to some, Far and the one-eyed, swamp-
exotic goods and untapped markets. And Cathay, Khuresh and Nippon. dwelling creatures that serve
they are bold explorers, ever seeking new them. Such hags are said to
lands to colonise. walk the paths of fate and
dispatch their servants to
kidnap unfortunate souls as
sacrifices in foul rituals. One
day, the tales claim, the hags
will spread the mists across
the world and their tribes will
rule for eternity.
LAND OF ICE & SNOW
North of the Empire, the land turns cold and frozen plains, frigid lakes and forbidding
mountains stretch out towards the crest of the world and the Realm of Chaos beyond.
It is a land that breeds hardy people, who must face both an inhospitable environment
and constant raids from the north. From this land, the Kingdom of Kislev was born.
THE RULES
This section is divided into three parts. The first This means you can get playing as quickly as
focuses upon some general principles for all players possible, learning to move, cast spells, shoot and
to be aware of. This includes commonly used terms, fight deadly combat with your models.
conventions, dice and other accessories, as well
as explanations of the models, their profiles and The third part expands upon the basics by
so forth. introducing more advanced rules for different
troop types, characters, weapons and more. From
This is followed by the basic rules as they apply to there, the only limits are your imagination and
the most common type of model – formed infantry. your dreams of conquest!
OVERVIEW OF THE GAME
T his page summarises the sequence you will follow when playing a game of Warhammer: the Old World and points you
to the relevant parts of the book that explain how each stage works.
Moving Through Units Sometimes, units will be mounted on movement trays for
ease. Nevertheless, always use the model’s base, and not
As a general rule, no unit can move through another unit, Measurement
the movement tray, as the reference point when taking
though there are exceptions. For example, a fleeing unit may your measurements.
be obliged to move through another unit.
Directly Towards & Directly Away
Alternatively, the corner of a unit may have no choice but to A unit may be required to move directly towards, or directly
move through another unit during a manoeuvre. In such cases, away from, another unit or object. To do so, draw an
it is acceptable for one unit to pass through another and the imaginary line between the centre of the moving unit and the
rules will make allowance for this. centre of the unit or object it is moving towards or away from.
As the unit moves, its centre moves along this line.
Dice Modifying Dice Rolls
Dice To modify a dice roll, simply roll the dice and then add or
Warhammer: the Old World uses dice of different types subtract the modifier(s) shown, effectively changing the result
to determine the outcome of various actions and events. of the roll. If the rules ever instruct you to divide a dice roll,
These are: any fractions are rounded up, unless the rules state otherwise.
Modifiers are applied after division or multiplication.
D6
The most frequently used dice is a regular six-sided dice, Natural Rolls
marked 1 to 6. It is common for the ‘6’ to be replaced by a logo The term ‘natural’ roll describes the actual number shown
on many dice. once a dice has been rolled. In other words, a natural roll is the
result before any modifiers are applied.
D3: The rules may call for a D3 to be rolled, but an actual
three-sided dice is not necessary. To roll a D3, simply roll a D6 Rolling Off
and half the result, rounding fractions up. The rules may call for players to ‘roll-off’. To do this, each
player rolls a dice (usually a D6) and the highest score wins. In
Artillery & Scatter Dice the case of a tie, roll again unless otherwise instructed.
Warhammer: the Old World uses two special dice: the
Artillery dice (marked 2, 4, 6, 8, 10 and Misfire) and a Scatter Re-rolls
dice (marked with arrows and Hit! symbols). These are In some situations, the rules may allow you to re-roll a dice.
often used together to represent the effects of war machines. This is exactly what it sounds like – pick up the dice and roll
Sometimes, the Scatter dice is used with one or more D6 to it again. You must accept the result of the re-roll, even if it is
determine a random direction and distance. worse than the first. No single dice can be re-rolled more than
once, regardless of the source of the re-roll.
Dice Rolling
During a game, you will be required to make many If you re-roll a multiple dice roll, you must re-roll all of the
different dice rolls. The rules will often use a specific term dice, unless the rule granting the re-roll specifies otherwise.
or abbreviation to describe the dice roll. These are defined
as follows:
Single Dice Rolls: If the rules say ‘roll a D6’, simply roll a
single six-sided dice.
Target Number Rolls: The rules will often require you to roll
a specific number followed by a ‘+’. This is a ‘target number
roll’. If you are required to roll a 4+, for example, a roll of
4, 5 or 6 on a D6 would be a success, but a roll of 1, 2 or 3
would not.
Multiple Dice Rolls: The rules may require you to roll 2D6,
3D6 and so forth. In such cases, simply roll the number of
D6 indicated and add the results together. This is a multiple
dice roll.
Characteristics Profile
Each model in Warhammer: the Old World has a profile of nine characteristics:
M WS BS S T W I A Ld
Soldier of the Empire
Characteristics Profile 4 3 3 3 3 1 3 1 7
These are used to describe the various attributes of different Toughness (T)
models. All characteristics are rated on a scale from 0 to 10 – This is a measure of a model’s ability to resist physical damage
they cannot go below 0 and only in the rarest of cases will they and pain, and reflects such factors as the resilience of a
rise above 10. These characteristics are: creature’s flesh and its ability to shrug off injury.
Modifying Characteristics
The rules will often call for a characteristic to be modified. To
do this, simply add or subtract the modifier(s) shown to the
characteristic, effectively increasing or decreasing the value.
Other Model Information Base Size
With very few exceptions, all models used in a game of
In addition to its profile, a model’s rules include other Warhammer: the Old World should be mounted upon a
information vital to the game. What this is varies from square or rectangular base, the dimensions of which are given
model toOther
model,Model
and inInformation
many cases not all of the following here in millimetres (mm). Sometimes, a range of sizes will be
information will be included for every model (not every model given. In such cases, the base the model is provided with is the
can use magic, for example). correct base to use.
Additionally, single, powerful models such as a character, a chariot or a Dragon, a war machine and its crew, and so on, are
also considered to be a ‘unit’. Therefore, whenever the rules that follow refer to ‘units’, this also includes units of one model.
This unit is wider than it is deep (i.e., it has more models per This unit is deeper than it is wide (i.e., it has more models per
rank than it has per file). Therefore, this unit is said to be in file than it has per rank). Therefore, this unit is said to be in
‘Combat Order’. ‘Marching Column’.
REMOVING
Removing Casualties
CASUALTIES
T hroughout the course of a game, models will suffer ‘wounds’ from enemy attacks (in combat, from shooting, from
magic spells and so on). Some of these wounds will be saved by a model’s armour, but others will not.
For each unsaved wound a model suffers, it loses one Wound from its profile. When a model is reduced to zero Wounds, it
becomes a casualty and is removed from play.
For example, a unit of Ogres, each with three Wounds on its However, a model cannot make any form of attack (shooting
profile (W3), loses five Wounds. One Ogre will lose all three or combat) during a phase in which it stepped forward. It is
of its Wounds and be removed as a casualty, and one Ogre will too busy clambering over the fallen bodies of its comrades.
lose two Wounds, leaving it with only one Wound remaining.
Single Rank Units
If a unit contains only a single rank, casualties must be
removed evenly from either end of the rank.
MODEL & UNIT FACING
M ost models have a front, flank and rear arc based on the direction they are facing. These arcs are used to determine
what the model can see, and to determine the direction of an enemy charge.
Model & Unit Facing
A model’s front, flank and rear arcs extend out from the Models can only draw a line of sight to things that lie within
corners of its base at 45° angles, forming four 90° quadrants, as their ‘vision arc’. Unless stated otherwise, models have a 90°
shown in Fig 103.1 below. A unit’s facings are determined by vision arc, corresponding to their front arc.
the facing of its constituent models.
Whether a unit consists of one model or many, its facings are determined by its constituent models, as shown here.
• If a straight, uninterrupted line can be drawn from within • If the other model or unit is fully visible, they are not in
the model’s vision arc to any part of the other model, there cover (i.e., they are ‘in the open’).
is a line of sight. • If up to half
Lineofofthe other model or unit is obscured, they are
Sight
• If no such line can be drawn to the other model due to in partial cover.
intervening terrain, or without crossing over or through • If more than half of the other model or unit is obscured,
another model, there is no line of sight. they are in full cover.
A model is always within its own vision arc and always has a The benefits of partial and full cover are discussed in more
line of sight to itself and its unit. If at least one model in a unit detail under the rules for shooting on page 139.
has a line of sight to at least one model from another unit, that
unit can ‘see’ the other unit.
Note that models and units always block line of sight. Therefore, it
is normally only the models in the front rank of a unit that have a
line of sight.
TROOP TYPES AT A GLANCE
A s mentioned previously, all models have a troop type. These, along with the type of formation units of such models adopt,
determine how they function throughout the rules (as well as providing an insight into the role such models fulfil upon
the battlefield). Troop types and their rules are explained in greater detail in the advanced rules, on page 188. The following
pages present some brief but important information needed to better understand the core ‘how to play’ rules that follow.
*Note that this is the minimum number required to claim a Rank Bonus. Ranks can contain more Stalkering ’tween the leafen
or fewer models as you wish, but in order for a rank to count towards Rank Bonus, it must contain glade, preying ’pon the weake,
at least this many models.
Glutting the hardy and
**Note that in some cases the maximum Rank Bonus a unit can claim can be increased by special the poor, e’en dinning on
rules. The maximum Rank Bonus a unit can claim can also be reduced by its formation, by spell the meake.”
effects, or by terrain.
Nursery tale, common in
Unit Strength Unit Strength Nordland, from the tale of
Tomas Wanderer
Sometimes, you may be required to work out the ‘Unit Strength’ of a unit. There are a
number of reasons you might need to know this, for example, to determine if one of your
units is outnumbered by an enemy. Simply counting the number of models does not
account for the sheer power of large and ferocious creatures. Unit Strength represents
this well.
To determine Unit Strength, simply count the number of models currently in the unit and
multiply this by the Unit Strength per model as shown on the Troop Type table.
Magic
MAGIC
T he Warhammer world is an intrinsically magical place. In battle, magic is a force as real and potent as a sword blade,
its use limited only by the imagination and skill of the Wizard that wields it. Magic can be a subtle force, infusing allies
with strength and valour, or enemies with frailty and dread. More commonly, however, Wizards unshackle the raw power
that lies at the heart of magic’s chaotic nature, summoning hungry firestorms or devastating bolts of eldritch power.
It is therefore only right that magic should form a core part of Lores Of Magic
the game of Warhammer: the Old World as well. Wizards are The Lores of Magic are lists from which Wizards generate
able to cast spells of different types throughout the turn, and their spells. Each Lore of Magic represents a particular
players must protect them accordingly, ensuring they are able approach towards the study and use of magic, giving each
to cast the right spell at the right moment, or to thwart the its own character reflected by the spells within it. Different
casting attempts of their rivals. Wizards have access to different Lores of Magic.
That being the case, explaining how magic works early on is Accompanying every Wizard’s profile you will find the Lore(s)
important and the following pages do just that. New players of Magic they know. In some cases, it will be stated that they
can skip over this section for now if they wish, focusing instead know spells from a single, given Lore of Magic, whilst in others
on the more mundane rules and returning to this section once it will be stated that they know spells from one of a number
a few games have been played. of given Lores of Magic. Where this is the case, you must
choose one of these Lores when writing your muster list (see
Wizards page 276).
Only beings that possess awesome mental might can even The Lores of Magic most commonly seen in the Old World
hope to bend the powers of magic to their will. Lesser persons are presented on page 319.
would be consumed in an instant, their souls torn apart by
terrible energies. In Warhammer: the Old World, all models Spells & Spell Generation
that can cast spells are known collectively as ‘Wizards’, Players randomly generate spells for each of their Wizards
although specific armies might use other terms. You may see before armies are deployed. If your army contains more than
names such as sorcerer, shaman or seer, for example, but all of one Wizard, you may generate spells for each in an order of
these and others are considered to be types of Wizard. your choosing.
Levels Of Wizardry Each Lore of Magic contains seven spells: six numbered (1-6)
Naturally, not all Wizards are equal – mastery of magic and a seventh ‘signature’ spell. To determine the spells your
increases through dedicated practice (and, occasionally, WizardsWizard knows, roll a number of D6 equal to their Level of
through sheer luck). To represent this, Wizards are divided Wizardry, re-rolling any duplicate results. The result(s) show
into four degrees of ability called ‘Levels of Wizardry’ (often which spell(s) your Wizard knows.
shortened simply to ‘Level’ in the rules that follow). The
higher a Wizard’s Level, the greater their knowledge of magic: If you wish, your Wizard may then discard one of these
randomly generated spells and instead select the signature
• Level 1: Wizards of the first level are those of spell of their chosen Lore of Magic. Any number of Wizards in
humble ability. your army may do this.
• Level 2: Wizards of the second level are
experienced spellcasters.
• Level 3: Wizards of the third level are great sorcerers of a
kind rarely seen.
• Level 4: Wizards of the fourth level are the mightiest of all
Wizards, the very equal of crowned monarchs within the
realms of sorcery.
Spell Categories Magic Missiles: These are sorcerous projectiles hurled at
Spells fall into six categories. These determine during which the foe. Magic Missiles can only target enemy units and the
phase of the game they can be cast. These are: Wizard must have a line of sight to the target. A successfully
cast Magic Missile automatically hits its target; there is no
Enchantment: These spells empower the caster’s allies in need to make a roll To Hit.
some way. Enchantment spells that require a target can only
target friendly units. Most often they affect friendly units, Magical Vortex: These are roiling globes of magical energy
but may occasionally have an effect on enemy units. Casting that travel across the battlefield. A Magical Vortex does not
the same Enchantment spell more than once on the same unit require a target – instead, it uses a round template which is
during the same turn has no further effect. placed on the battlefield, not touching the bases of any models,
and with its central hole within the range given by the spell.
Hex: The opposite of Enchantment spells, weakening the Once placed, Magical Vortexes remain on the battlefield
enemy in some way. Hex spells that require a target can only (unless they move off it).
target enemy units. Most often they affect enemy units, but
may occasionally have an effect on friendly units. Casting the Some Magical Vortexes move at the start of each turn. If a
same Hex spell more than once on the same unit during the Magical Vortex ever ends such a move over a unit, continue
same turn has no further effect. to move it in the same direction until it can be placed on the
battlefield, not touching the bases of any models.
Note that bonuses and penalties from different Hex and
Enchantment spells are cumulative, but cannot take any Assailment: These spells are deadly attacks that strike the
characteristic above 10 or below 1. foe without warning. Assailment spells can only be cast by
Wizards that are engaged in combat and can only target
Conveyance: These spells enable Wizards to enhance enemy units that the caster is engaged in combat with. A
movement or transport units from place to place. Conveyance successfully cast Assailment spell always hits its target; there is
spells that require a target can only target friendly units. A no need to make a roll To Hit.
unit cannot be affected by the same Conveyance spell more
than once per turn.
Casting Spells Casting Roll, Casting Result & Casting Value
To cast a spell, you must make a ‘Casting’ roll. To make a
When a spell can be cast depends upon its type: Casting roll, roll 2D6. This represents the Wizard’s attempts
Casting Spells to draw raw magical power from the æther and shape it to
• Enchantment and Hex spells can be cast during the their will.
Conjuration sub-phase of your Strategy phase.
• Conveyance spells can be cast at any point during the The casting Wizard’s Level is then added to the result of this
Remaining Moves sub-phase of your Movement phase. roll to give a ‘casting result’. For example, if a Level 2 Wizard
• Magic Missiles and Magical Vortex spells can be cast when makes a Casting roll of 1 and 6, the total casting result
a Wizard is chosen during your Shooting phase. would be 9 (1 + 6 = 7 for the Casting roll, plus 2 for the Level
• Assailment spells can be cast when a Wizard fights during of Wizardry).
any Combat phase.
Keep the dice in front of you for the moment – the scores will
A Wizard can only attempt to cast each of their spells once per be needed if your opponent makes a dispel attempt.
turn. Wizards that are fleeing cannot cast spells. Unless stated
otherwise, Wizards that are engaged in combat can only cast Each spell has an associated ‘casting value’. Spells with a higher
Assailment or range ‘self’ spells (see below). casting value have greater effect, but require more power:
To cast a spell, a Wizard declares which spell they wish to cast • If the casting result equals or exceeds the spell’s casting
and its target (if required). value, the spell is successfully cast (though your opponent
may subsequently dispel it).
Choosing A Target • If the casting result is less than the casting value, the spell is
Unless stated otherwise, the following rules apply when not cast.
choosing a target:
• The target must lie within the Wizard’s vision arc, but the Magic Resistance (-X)
Wizard does not need a line of sight to the target. Some models have the Magic Resistance (-X) special rule,
• The target must lie within the spell’s range. making them resistant to the magic of their enemies. The
• Spells cannot target units engaged in combat. Casting roll of any spell (including Bound spells) that
targets an enemy unit that includes one or more models
Note that different spell categories and some individual spells waive with this special rule suffers a modifier, as shown in
some of these rules and/or introduce others. brackets after the name of this special rule (shown here
as ‘-X’).
Range ‘Self’ Spells: Spells with a range of ‘Self’ do not require
a target, instead being focused upon the casting Wizard. Some Note that this special rule is not cumulative. If two or more
such spells have an ‘aura’ of effect, measured from the caster. models in a unit have this special rule, use the highest modifier.
As mentioned previously, a Wizard can cast a range ‘self’ spell
whilst engaged in combat.
Miscasts & Perfect Invocations
Should a Wizard mispronounce a single word, the magic they are wielding might
shatter its bindings in a burst of energy. At other times, the Wizard may channel the
Winds of Magic with near-perfection, and the magic will burst forth irresistibly.
Perfect Invocations: If a natural double 6 is rolled when making a Casting roll, the
spell is cast regardless of its casting value or of any modifiers that may apply to the
Casting roll. A perfect invocation cannot be dispelled.
Miscast Table
2D6 Result
2-4 Dimensional Cascade: The summoned magic breaks free, creating an
ethereal tornado. Centre a 5" blast template over the Wizard. Every model
(friend or foe) whose base lies underneath the template risks being hit (as
described on page 95) and suffering a single Strength 10 hit with an AP
of -4.
5-6 Calamitous Detonation: Roiling magic explodes from the Wizard in a
flash of light. Centre a 3" blast template over the Wizard. Every model
(friend or foe) whose base lies underneath the template risks being hit (as
described on page 95) and suffering a single Strength 6 hit with an AP
of -2.
7 Careless Conjuration: The Wizard mispronounces a syllable, causing the
spell to backfire, knocking them to the ground. The Wizard suffers a single
Strength 4 hit with an AP of -1.
8-9 Barely Controlled Power: The Wizard manages to control the magic, but
at the expense of great power. The spell is cast (at its casting value, for the
purpose of dispel attempts). However, you cannot attempt to cast any more
spells for the remainder of the current turn.
10-12 Power Drain: With a deafening boom, the summoned magic is unleashed
and an unnatural calm descends. The spell is cast with a perfect invocation.
However, you cannot attempt to cast any more spells for the remainder of
the current turn.
Bound Spells
Some models have ‘Bound’ spells, which may be contained within a magic item
or given by a special rule, and which they can cast in the usual manner. If a
‘Power Level’ is given, this is added to the result of the Casting roll to give the
casting result. If no Power Level is given, nothing is added – the result of the
Casting roll is itself the casting result. When casting a Bound spell, there is no
risk of a miscast or chance of a perfect invocation.
You may attempt to dispel a Bound spell as usual. Magic items that dispel or
destroy spells work as normal against Bound spells. When dispelling a Bound
spell, there is no risk of being outclassed in the art (see page 110).
A model can only cast a single Bound spell per phase. Possessing a Bound spell
does not make a model a Wizard.
Dispel Dispel Roll & Dispel Result
To dispel a spell, you must make a ‘Dispel’ roll. To make a
Whenever your opponent casts a spell, you can make a
Dispel Dispel roll, roll 2D6. This represents either the efforts of a
dispel attempt (unless, of course, the spell was cast with a Wizard to counter enemy magic, or the twists of fate that can
perfect invocation). The type of dispel you attempt will affect see the Winds of Magic suddenly dissipate.
its chances.
If you are attempting a Wizardly dispel, add the Wizard’s
Types Of Dispel Level to the result of this roll to give a ‘dispel result’. If you are
Before making a dispel attempt, you must first decide if one attempting a Fated dispel, nothing is added – the result of the
of your Wizards will attempt a ‘Wizardly dispel’, or if you will Dispel roll is itself the dispel result:
trust to fate and attempt a ‘Fated dispel’:
• If the dispel result exceeds the casting result, the spell is
Wizardly Dispel: To attempt a Wizardly dispel, nominate a successfully dispelled and immediately ends.
single Wizard in your army that is within ‘Dispel range’ of the • If the dispel result is equal to or less than the casting result,
Wizard that cast the spell. Dispel range varies depending upon the dispel attempt has failed. The spell is not dispelled.
the Level of the Wizard nominated:
Outclassed In The Art & Unbinding
• Level 1 and Level 2 Wizards have a Dispel range of 18". Sometimes, no matter the skill of the casting Wizard,
• Level 3 and Level 4 Wizards have a Dispel range of 24". the Winds of Magic prove fickle and a spell is destined to
unbind. At other times, a Wizard can be so outclassed by
Wizards that are engaged in combat, that are fleeing or that their opponent’s skill that they are themselves bombarded by
are not on the battlefield cannot be nominated. magical energy:
Fated Dispel: Once per turn, if you do not have any Wizards Unbinding: If a natural double 6 is rolled when attempting
able to make a Wizardly dispel attempt, or if you wish to avoid any type of dispel, the magic unbinds and the spell is dispelled
the risk, you may instead attempt a Fated dispel. and immediately ends, regardless of the casting result.
HOW TO PLAY –
THE CORE RULES
The following pages cover the core rules of the game. for those troops to adopt. Where necessary, the rules will
Starting with an explanation of the turn sequence, you will reference these things and point you towards where to find
go on to discover how your units move, shoot and fight a more complete explanation in the advanced rules.
deadly combat against the enemy, how to rally your troops,
and much more. Note that the following pages introduce many terms that are
explained later in greater detail. So if you are not yet familiar
For the most part, this section focuses upon how units of with the game, be prepared to do a little flicking back and forth
Close Order infantry perform, though as we have learned, as you read through this section.
there are a great many different troop types and formations
THE TURN SEQUENCE
B attle is a chaotic thing. Units of bellowing warriors charge and counter-charge, hacking at the foe with axe, sword and
cleaver. The ground trembles to the hooves of galloping cavalry, archers blacken the skies with arrows and puissant
The Turn Sequence
sorcerers wield devastating magics.
1. Start Of Turn Sometimes, a scenario may require you to make a test at the
The rules will often call upon a player to make certain start of each turn, or pause to determine if a victory condition
tests or perform specific actions at the start of a turn. has been achieved before playing on. These things are also
These things are done now. done now, before the turn begins in earnest.
Fleeing Units
Units that fail to rally will continue to flee during the
Movement phase, as described on page 132.
THE MOVEMENT
The Movement Phase PHASE
M astery of the Movement phase is vital to victory on the battlefield. It is in this phase that you will attempt to
outmanoeuvre your foe, by moving archers into positions from which to dominate the battlefield, advancing cavalry
along a flank to exploit enemy weaknesses and positioning regiments to intimidate the enemy before charging boldly into
combat when the time is right.
As movement is such a vital part of the game, this section is broken down into two parts. The first gives an overview of the
Movement phase itself. The second explains movement in greater detail. As always, if you are not yet familiar with the game, be
prepared to spend some time checking other sections of the rules as you read through this section.
2. Charge Moves
Once all charges have been declared and all charge
reactions have been resolved, the active player moves
their charging units in an order of their choosing.
3. Compulsory Moves
Sometimes, a player has no choice over whether or not to
move a unit; for example, a fleeing unit is obliged to make
a flee move. All compulsory moves are made during this
sub-phase.
4. Remaining Moves
During this sub-phase, the active player advances their
battle line, moving those units that did not move during
the Charge Moves or Compulsory Moves sub-phases.
When you declare a charge, one or more of the models in your Note that if such an obstruction is another unit, and there is a
unit must be able to draw a line of sight to the charge target, chance that the intervening unit will move out of the chargers’ way
and the charge target must lie at least partially within the before the charge is completed, the charge is ‘possible’, and therefore
charging unit’s front arc. can be declared (remember that you still need to see the target to
declare the charge though).
You are always allowed to measure the distance between
your unit and the potential charge target before declaring the Charging More Than One Unit
charge, and should take into account any terrain that might Normally, a unit can only declare a charge against a single
slow the unit down (see page 135), as this might well affect enemy unit. However, should a unit be unable to charge its
your decision whether or not to declare a charge. intended target without making contact with one or more
other enemy units, a charge must also be declared against
Charge movement is explained in greater detail on page 126. each of those units. In such cases, each charged unit is
considered to be a charge target and each must declare and
resolve its own charge reaction (in an order chosen by their
controlling player).
Charge Reactions Flee: Any unit that is not already
Once the active player has declared all of engaged in combat may Flee as a charge
their charges, the inactive player declares reaction. Units already fleeing must Flee
a ‘charge reaction’ for each of the charge when charged.
targets. There are three charge reactions
available to the inactive player: Hold, Stand When a unit chooses to Flee from a
& Shoot and Flee: charge, it flees directly away from the
charging unit:
Hold: The unit opts to stand its ground
and receive the charge. This is the usual • Pivot the unit about its centre (see
response for units that do not have missile page 125) so that it is facing directly
weapons or those units that favour their away from the centre of the charging
chances in the fight ahead. enemy unit.
• After pivoting, the unit makes an
Fleeing units cannot Hold. Units already immediate flee move (see page 132).
engaged in combat when charged must
Hold. Any unit that forgets to declare a Should a fleeing unit not run far enough,
charge reaction will Hold. it may be ‘run down’ and destroyed by the
“Shroud the eyes, shroud charging unit (see page 129).
the soul, Stand & Shoot: If a unit is armed with
missile weapons and can draw a line of Charge Reactions
Turn to face the east, sight to the charging unit, it may declare & Multiple Charging Units
that it will attempt to Stand & Shoot. A unit can only Stand & Shoot in response
Respect the dead when Measure the distance between the two to one charge per turn, even if charged by
Morr’s bell tolls units. If the distance is less than the multiple units. Once all charges have been
Movement characteristic of the charging declared, the inactive player can choose
Or await the fang’ed beast.” unit, the charged unit is unable to raise its which charging unit to Stand & Shoot at.
weapons in time and must either Hold or The unit will then Hold against the other
Funeral verse, Flee instead. charging units.
popular in Stirland
Otherwise, even if the distance between If a unit charged by multiple enemy units
the two units is greater than the maximum chooses to Flee, it will flee directly away
range of the charged unit’s weapons, the from the enemy unit with the highest Unit
charged unit will shoot at the charging Strength. If two enemy units have the same
unit (see page 137). Once this shooting has Unit Strength, randomly determine which
been resolved, the charged unit will Hold the unit flees directly away from.
and await the charging unit. Charging units
are not required to make Panic tests (see Note that, in its haste to flee from one charging
page 160). enemy unit, a unit might flee through another
enemy unit (see page 133)!
Fleeing units and units already engaged
in combat when charged cannot Stand
& Shoot.
2. Charge Moves Failed Charge
A unit that makes a failed charge has started towards the
With charge reactions declared and resolved, it is time to enemy, but is unable to cover the distance. The warriors in
see whether or not the charges are successful. Work through the unit simply lose impetus. If a unit makes a failed charge it
charges one at a time, in an order decided by the active player, moves directly towards the target a distance equal to the result
completing each before moving on to the next. of the Charge roll, wheeling as required.
With its charge range established, the charging unit makes its
‘charge move’. If the charging unit has insufficient movement
to complete its charge move, it is unable to reach the enemy
and instead makes a ‘failed charge’ (see Fig 121.1).
Moving a fleeing unit is often a complicated procedure. For Note that units which are fleeing, that charged this turn or that
this reason, fleeing itself is covered in greater detail on page moved during the Compulsory Moves sub-phase cannot move again
132, after the basics of movement and manoeuvre have been during this sub-phase. Their movement for the turn has already
explained in more detail. been completed.
This section begins with the rules for basic movement and manoeuvre, before delving into the intricacies of charging and fleeing.
Finally, you will find an explanation of how different types of battlefield terrain can hinder, or even halt, movement.
Basic Movement
Basic Movement Marching
Most units are able to ‘march’, allowing them to move
The most basic move any model or unit can make is to move rapidly across the battlefield. A marching unit can double
forward a number of inches up to its Movement characteristic, its Movement characteristic. Whilst marching a unit can
as shown in Fig 123.1. If there is more than one Movement wheel to change direction, but cannot perform any other
characteristic within a unit, the entire unit moves at the rate manoeuvres. However, a unit that marched in the Movement
of the slowest model. phase cannot shoot during the Shooting phase (including
casting Magic Missile or Magical Vortex spells).
Units arrayed in rank and file are cumbersome, and find it
hard to change direction. Models (and units) must move Note that whilst in Marching Column, a Close Order formation
forward in a straight line, unless performing a manoeuvre. may triple its Movement characteristic when Marching.
From its initial position in Fig 124.2, the unit may spend a
quarter of its movement to turn 90°, as shown in Fig 124.3, or
half of its movement to turn 180°, as shown in Fig 124.4.
3. Move Backwards 6. Reform
Units can move backwards as well as forward, but tend A reform represents the most complex of manoeuvres a
to shuffle carefully rather than stride purposefully. To unit can perform on the battlefield, but on the tabletop it is
represent this, a unit that moves backwards must halve its quite straightforward. Reforming allows a unit to sacrifice its
Movement characteristic. entire movement in order to both pivot about its centre to
change its facing by up to 180°, and to rearrange its ranks and
4. Move Sideways files as required to either change its formation, or to adopt a
Units can move sideways as well as forward, but do so different formation.
with caution in order to maintain their formation. To
represent this, a unit that moves sideways must halve its
Movement characteristic. Pivoting
Sometimes, the rules will require a unit to ‘pivot,’ usually
5. Redress The Ranks about its centre. This is exactly as it sounds. The unit
Units can redress the ranks by moving models to or from is not performing any of the manoeuvres previously
their rear ranks to decrease or increase the number of models described – instead it spins on the spot, using its centre
in their front rank. A unit may use half of its Movement as a pivot point, ignoring the presence of other units or
characteristic in order to deduct up to five models from its terrain whilst it does so.
front rank (as shown in Fig 125.1), or to add up to five models
to its front rank (as shown in Fig 125.2).
The Ends Of The World
The models in the remaining ranks are then rearranged to It is important to note that the edge of the battlefield does not
match the number of models in the front rank and maintain represent the end of the world. It is perfectly acceptable for
a correct formation. Remember, there must be the same a corner of a unit to cross beyond the edge of the battlefield
number of models in each rank. Only the rear rank may have during a manoeuvre, provided the unit is able to end its
fewer models. movement completely upon the battlefield.
This unit uses half of its movement to reduce its frontage by five models. As a result it goes from ten wide to five wide, gaining an
extra rank.
This unit uses half of its movement to increase its frontage by five models. As a result it goes from five wide to ten wide.
The Charge Move
As mentioned previously, moving a charging unit can often
be quite complex. This is because a charging unit is obliged to
fulfil certain criteria:
The Charge Move
If the charging unit is in the charge target’s front arc when the
charge is declared, it charges into that unit’s front. As units
generally begin the game facing each other, this is the most
common situation that will arise.
Unable To Align Before making a charging unit’s Charge roll, check to see if
On occasion, a charging unit will be able to make contact with any part of the unit will move through difficult or dangerous
its charge target, but unable to align to it because something terrain, or across a low linear obstacle, when it makes its
lies in the way. In such cases, the charge target should align charge move. If so, that unit must discard the highest result
itself against the charging unit. If this is not possible, simply when making its Charge roll, rather than the lowest, and
leave a gap. In either case, the charging unit has made a will suffer a -1 modifier to its Movement characteristic (to a
‘disordered charge’, as shown in Fig 128.1 and Fig 128.2: minimum of 1) when making its charge move.
Disordered Charge: A unit that has made a disordered Finally, if a unit ends its charge move with a quarter (25%)
charge does not gain the Initiative modifier for charging (see or more of its models within difficult terrain, or straddling a
page 146). low linear obstacle, it becomes Disrupted and cannot claim a
Rank Bonus.
Unit A charges unit B. It wheels to bring as many models After making contact, unit A cannot align to unit B – the
into base contact as possible, and to avoid the terrain before terrain is in the way. Unit B then wheels to align. Not being as
moving in. wide as unit A, it moves past the terrain and the gap is closed.
Charging A Fleeing Enemy Redirecting a Charge: Once the charge target has completed
When a charged unit turns tail and flees, the charging unit has its flee move, the charging unit may attempt to redirect its
two options: attempt to ‘run down’ an enemy that flees from charge if there is an eligible alternative charge target, as shown
it, or attempt to ‘redirect’ its charge. in Fig 129.1. This can be:
Running Down the Foe: Once the charge target has • A unit which the charging unit could have declared a
completed its flee move, the charging unit makes its charge charge against at the beginning of this phase.
move as normal. If the charging unit makes contact with the • A unit that has been revealed by the movement of the
fleeing unit, it will wheel to align as normal. Caught by the fleeing unit.
enemy, the fleeing unit is hacked to pieces and immediately
removed from play. If the charging unit wishes to redirect, it must first make a
Leadership test. If this test is failed, the unit must attempt to
The charging unit may then attempt to reform by making run down the fleeing unit. If this test is passed, the unit may
a Leadership test. If this test is failed, the unit is unable to redirect, immediately declaring a charge against its new target.
reform. If this test is passed, the unit may make a free reform.
In either case, the unit cannot move again this turn. The target of a redirected charge does not have time to Stand
& Shoot, the only charge reactions available to it are Hold and
If the charging unit does not make contact with the fleeing Flee. Should it Flee, the charge cannot be redirected again.
unit, it moves forward its full charge range. It has not made a
failed charge – the charge target ran away. When a charge is redirected, the original charge target is not
run down and will flee to safety. A charge cannot be redirected
if there are no eligible alternative charge targets.
Unit A declared a charge against unit B, which chose to Flee, and fled 3". Once unit B has completed its flee move, unit A attempts to
redirect its charge against unit C. To do so, it must make a Leadership test. Unit A passes this test with ease, and is free to redirect its
charge against unit C.
Multiple Charging Units
When two or more units are charging into the same arc of a
single enemy unit, they are considered to move simultaneously
and both units must try to bring the maximum number of
models from both sides into base contact.
1. Unit A is fleeing from unit B. Therefore, unit A pivots 2. Unit A then moves forward a distance equal to its Flee roll.
around its centre point until facing directly away from
unit B.
Fleeing Through Friendly Units Fleeing Through Terrain
As fleeing units have broken formation, they are able to move A fleeing unit moves through difficult and dangerous terrain
through friendly units without stopping or slowing. If the flee without suffering any negative modifiers to its Movement
move would result in the fleeing unit ending up ‘on top’ of a characteristic, though it must make any Dangerous Terrain
friendly unit, then it carries on fleeing straight forward until it tests required (see page 135). Should a fleeing unit come
is clear of the unit, and will then halt. into contact with impassable terrain, it must pivot around
its centre in order to move around it by the shortest
Fleeing Through Enemy Units possible route.
Sometimes, a fleeing unit will run through an enemy unit.
This is obviously extremely perilous. To represent this, once The Greater The Danger
a fleeing unit’s movement is complete, make a ‘Peril’ test for If a unit is required to flee directly away from two or more
each model in the unit that moved through an enemy unit, as enemy units at the same time, it will flee directly away from
shown in Fig 133.1. To make a Peril test, roll a D6. On a roll of the enemy unit with the highest Unit Strength. If two enemy
4+, the model escapes without incident. On a roll of 1-3, the units have the same Unit Strength, randomly determine which
model is struck by the enemy and loses a single Wound. the unit flees from.
If the flee move would result in the fleeing unit ending up The Limits Of Endurance
‘on top’ of or within 1" of an enemy unit, it carries on fleeing No matter how determined the coward, there is a limit to how
straight forward until it is 1" away from the enemy unit, and far a model can run. A unit can only ever make one flee move
will then halt. per phase of the game. Should a unit ever be required to make
a second flee move during a phase in which it has already fled,
Note that there is no limit to how many Peril tests a unit may be it does not pivot (if required to do so) and will flee 0".
required to make during a single move.
Unit A must flee through an enemy unit, causing eight models to make a Peril test.
Give Ground & Oddball Stuff (Movement)
Fall Back In Good Order Oddball Stuff (Movement)
Give Ground The movement rules are comprehensive and detailed. Despite
The rules will often call for units to ‘Give Ground’ or ‘Fall this, there will always be situations in which something
Back in Good Order’. Most often, they will do this after losing is unclear.
a round of combat or after suffering heavy casualties from
enemy shooting. Conveyance Spells
If any of the active player’s Wizards know any Conveyance
Give Ground spells, they may attempt to cast them at any point during the
A unit that Gives Ground does so reluctantly, maintaining Remaining Moves sub-phase.
its formation whilst attempting to put a bit of much needed
distance between itself and the enemy. Lone Models
Lone models, such as characters, monsters or chariots, are
When a unit Gives Ground, it moves 2" directly away from the units and move as such.
enemy unit or units that caused it to Give Ground, without
turning, pivoting or otherwise changing its facing in any Different Formations
way, stopping immediately should it come into contact with The rules in this section deal with units in Close Order
another unit or terrain, or if continuing to move would bring formation. Units in different formations may move differently.
it within 1" of an enemy unit. These formations are explained in greater detail on page 182.
This section covers the shooting rules for common weapons and the majority of troop types, including Wizards able to cast Magic
Missile or Magical Vortex spells, as described on page 107. War machines and other, more peculiar, devices of destruction are
explained in greater detail in their own section (see page 222). However, even the most colossal trebuchet is governed by many of
the same rules as the humble bow and arrow, so it is worth reading through this section before unlimbering your organ gun.
Who Can Shoot? The one exception to this is when a unit chooses to Stand &
Not all units are able to shoot. Only units equipped with Shoot as a charge reaction. In such cases the charging enemy is
missile weapons (including war machines) or that can cast assumed to have entered the weapons’ range before any shots
certain types of spell (such as magic missiles) can shoot. A unit are fired.
cannot shoot if:
Declare Target
• It charged or marched during the preceding With line of sight and range checked, the active player
Movement phase. must declare which enemy unit will be the target of the
• It is engaged in combat. shooting unit.
• It is fleeing.
How Many Shots?
Check Line Of Sight A unit can shoot only once per Shooting phase, and most
In order to shoot at something, a model must be able to draw models can make only one shooting attack (the number of
a line of sight to it, as described on page 103. Often, not every Attacks a model has does not affect the number of shots it
model in a unit will be able to draw a line of sight to the target. can make).
Therefore, when shooting with a unit you must determine line
of sight for each and every model in the front rank. “We Can’t All Shoot!”
Units cannot split their shooting between two or more targets.
Normally, only models in the front rank of a unit can shoot. Therefore, any models within a unit that do not have a line of
However, sometimes the rules will allow models in the rear sight to the target, or that are not within range of the target,
ranks to shoot. In such cases, models in the rear ranks are able cannot shoot.
to see what the model at the front of their file can see.
2. Roll To Hit
To determine whether a model hits its target, you must make a roll ‘To Hit’. To make a roll
To Hit, roll a D6 for each model that is shooting and look up the target number needed on
the table below. Any dice that equal or beat the target number shown (after applying any
modifiers) have hit the target:
Ballistic Skill 1 2 3 4 5
D6 roll To Hit 6+ 5+ 4+ 3+ 2+
However, if your unit contains models that have different characteristics (such as Ballistic
Skill or Strength), or models that are equipped with weapons that have different profiles,
the target numbers required To Hit or To Wound may vary. In such cases, you must roll
Gunpowder different batches of dice, making it clear to your opponent what each batch represents and
Throughout the Old World, the target number you need.
scholars and historians often
attribute the invention and Rolls of a Natural 1: Regardless of a warrior’s skill, shots can go awry. When making a roll
spread of gunpowder to the To Hit, a roll of a natural 1 is always a fail, regardless of modifiers.
Dwarfs, who created many
wondrous things during BS Of 6 Or Higher
their ‘Era of Invention’. Yet If a model has BS6 or higher, it gains a re-roll should it fail to hit whilst shooting. The
for all the ingenuity of the second roll usually has a lower chance of hitting. On the table below, the first target
Dwarfs, others discovered number given is for the first roll, the second is the target number when re-rolling:
black powder independently;
designs and knowledge flowed Ballistic Skill 6 7 8 9 10
from distant lands in the D6 roll To Hit 2+/6+ 2+/5+ 2+/4+ 2+/3+ 2+/2+
east along the Ivory Road to
Tilea and Estalia, while tales To Hit Modifiers
of twisted, stunted creatures Many battlefield conditions can reduce the accuracy of shooting. These are represented by
marching to battle with a series of modifiers that are applied to rolls To Hit.
thunderous weapons have
long been told by the warriors To Hit modifiers for shooting are cumulative (except when noted otherwise). The most
of Kislev. commonly encountered To Hit modifiers are as follows, though others may also apply:
In the case of models with a BS of 6 or higher, these modifiers are only applied to the first
dice roll.
Note that it is quite possible for modifiers to be applied to some models in a shooting unit, but not
to others. Where this happens, simply resolve two (or more) sets of shots separately.
Range & Movement Modifiers 7+ To Hit
This page explains To Hit modifiers for shooting in greater Sometimes, the negative modifiers applied to a roll To Hit
detail. Shooting whilst on the move, over a great distance, or at may result in you needing to roll a 7 or more on a single
rapidly approaching enemies, can be particularly challenging. D6. For example, a model with BS2 normally hits on a roll
of 5 or above. But if you apply a -2 modifier to a roll of 5
Moving and Shooting: Models that have moved for any it becomes a roll of 3. Therefore, you would need to roll a
reason during this turn (including rallying and reforming) 7 to achieve the target number of 5+, which is not, strictly
have less time to aim and suffer a -1 To Hit modifier. speaking, possible on a six-sided dice.
Firing at Long Range: Missiles lose power and accuracy at In such cases, there is still a chance of hitting. Roll To Hit
long range, so any shots taken at an enemy that is further as normal. Each dice that rolls a natural 6 represents that
away than half the weapon’s maximum range suffer a -1 To chance of hitting and is rolled again, as shown below:
Hit modifier.
D6 Roll Will Hit On A Natural 6…
Standing and Shooting: Taking careful aim whilst the enemy Needed
charges ever closer can be difficult. Models that are making a 7 followed by a 4+
Stand & Shoot charge reaction suffer a -1 To Hit modifier. 8 followed by a 5+
9 followed by a 6
Note that models making a Stand & Shoot charge reaction do not 10 Impossible!
suffer any additional modifiers for Firing at Long Range.
To continue the previous example, if a unit of models
Cover Modifiers with BS2 suffered a -2 To Hit modifier, simply roll To
Cover is determined as described on page 103, based on how Hit as normal. Then, take each dice that rolls a natural 6
heavily obscured the line of sight between the shooting model and roll it again. Each of these dice that rolls a 4 or more
and its target is. is a hit.
Weapon’s Strength
Roll To Wound
4 2+ 2+ 3+ 4+ 5+ 6+ 6+ 6+ 6+ -
To determine how many hits cause wounds, you must make a
roll ‘To Wound’ for each hit. To make a roll To Wound, pick 5 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+ 6+ 6+
up each dice that caused a hit and roll it again. Then, consult
the To Wound chart, cross-referencing the weapon’s Strength 6 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+ 6+
characteristic, given in its profile, with the target’s Toughness. 7 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+
Any dice that equal or beat the target number shown (after
applying any modifiers) have caused a wound. 8 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+
9 2+ 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+
Profiles for the most common missile weapons can be found
on page 216. More unusual, army specific weapons can be 10 2+ 2+ 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+
found in the relevant army list.
Note that if you rolled different batches of dice when rolling To Hit, Rolls of a Natural 1: No matter how powerful the weapon,
you must continue to roll dice in those same batches when rolling some shots just fail to make a mark. When making a roll
To Wound. Just like when rolling To Hit, you must make it clear To Wound, a roll of a natural 1 is always a fail, regardless
to your opponent what each batch of dice represents (hits caused of modifiers.
by models with different characteristics, or hits caused by weapons
with different profiles), and the target numbers you need. Too Tough to Wound: If your Strength is six or more points
lower than your target’s Toughness characteristic, you cannot
wound them. They are simply too tough!
Make Armour Saves Ward Saves
Few warriors enter battle without the protection of armour. A Ward save represents the magical protection offered by an
To represent this, your opponent can make an ‘Armour enchanted talisman or suit of armour. The armour value of a
Save’ roll for each wound caused by your shooting. To make Ward save will always be shown either in the description of
an Armour Save roll, roll a D6 for the wounded model and the item that grants it, or in a special rule. The key difference
compare the result to that model’s ‘armour value’: between a Ward save and a regular armour save is that a
Ward save can never be modified by the AP characteristic of
• If the Armour Save roll equals or exceeds the model’s a weapon.
armour value, the model is saved by its armour and the
wound discarded. More Than One Save
• If the result is less than the model’s armour value, the A model that can make both an Armour Save roll and a
model’s armour has proved ineffective and the wound Ward save makes its Armour Save roll first. If this is failed (or
is ‘unsaved’. modified to the point at which the model cannot pass it), the
model makes its Ward save.
Rolls of a Natural 1: Even the heaviest and most finely
crafted of armour has gaps in it. When making an Armour Note that only one Ward save can be attempted and that different
Save roll (of any type), a roll of a natural 1 is always a fail, Ward saves cannot be combined together. If a model has more than
regardless of modifiers. one Ward save, simply use the best.
Armour Piercing
A weapon’s Armour Piercing (AP) characteristic represents
its ability to cut through armour. This is always presented as a
negative modifier, which is applied to the Armour Save roll.
“The gods are great, but only a fool would forego sturdy
armour and entrust their life to a god!”
Remove Casualties Flee: If a unit contains only half (50%), or fewer than half,
Each unsaved wound is applied to the target unit, each causing of the models it contained at the start of the battle, it will
one Wound to be lost, as described on page 102. When a immediately turn tail and flee. The unit flees directly away
model is reduced to zero Wounds, it becomes a casualty and from the enemy unit whose shooting caused it to make the
is removed from play. This continues until there are no more Panic test, as described on page 134.
unsaved wounds to be applied to the unit, or there are no
models remaining to be removed as casualties. No Need For Hysterics
A unit is only required to make a single Panic test during
Make Panic Tests any Shooting phase. For example, if a unit loses more than a
Rarely does shooting alone destroy an army, but it can thin the quarter of its number to shooting from one enemy unit but
enemy’s numbers considerably, causing regiments to lose their passes its Panic test, it will not have to take another Panic
nerve. When they do, they will often fall back and, sometimes, test during that same Shooting phase even if it then suffers
turn tail and flee. more casualties from another enemy unit. This is because,
whilst shooting is resolved one unit at a time, in reality all
If, during a single Shooting phase, a unit loses more than units would shoot more or less simultaneously. Therefore, all
a quarter (25%) of the models it contained at the start of casualties would fall at roughly the same time.
that Shooting phase, it must immediately make a ‘Panic’
test. To make a Panic test, test against the unit’s Leadership
characteristic. If this test is failed, the unit has succumbed to
panic. If this test is passed, the unit remains resolute and does
not panic.
Magic Missile & Magical Vortex Spells Hits That Inflict Multiple Wounds
If any ofOddball Stuff
the active (Shooting)
player’s Wizards know any Magic Missile Some weapons are so destructive that each unsaved wound
or Magical Vortex spells, they may attempt to cast them when they inflict is multiplied into more than one wound. In such
chosen during the Shooting phase. cases, roll To Hit and To Wound as normal and then make
any Armour Save rolls as normal. For each unsaved wound,
Shooting Into Combat determine how many wounds are caused and apply those to
Except in rare cases, units cannot shoot at enemy units that the model hit. A model cannot suffer more wounds than it has
are engaged in combat – the risk of hitting their own comrades on its profile. Should a model do so, it dies instantly and any
is far too high. excess wounds are wasted.
Note that when shooting with a unit you must determine range for
each model individually.
THE COMBAT PHASE
W ith the foe outmanoeuvred and weakened by spellcraft and shooting, it is time to finish the job! The Combat phase
Theand
is when your warriors hack, slice Combat Phase
pummel their way through the enemy ranks. A successful Combat phase can
completely change the fortunes of your army and, if you have prepared well in your earlier phases, victory is likely to be
your reward.
The Combat phase heavily involves both players, although the active player will be the one choosing the order in which each of
the combats is fought and resolved. All combats must be resolved during this phase – a unit engaged in combat with the enemy
cannot choose not to fight.
3. Break Test
Each unit on the losing side of a combat must make a
Break test. The outcome of this test determines whether
the losing unit Gives Ground, Falls Back in Good Order
or turns tail and flees.
1.4. Remove Casualties. The Fighting Rank: When two opposing units are engaged in
combat, any row of models (be it a rank or file) that has one
1.1. Choose Combat & or more models in base contact with the enemy is called the
Determine Who Can Fight ‘fighting rank’. Every model within the fighting rank can fight.
This represents models in that row but not in base contact
Any units that are in base contact with one or more enemy with the enemy encircling the foe.
units are ‘engaged in combat’. Each individual engagement
between two or more units is referred to as a ‘combat’. The Supporting Attacks: Some models are equipped with
active player chooses one combat to be resolved in full, weapons that allow them to make a ‘supporting attack’. To
referred to as fighting a ‘round’ of combat. This process is make a supporting attack, a model must be directly behind
repeated until all combats have been fought. a friendly model that is itself in a fighting rank. However,
supporting attacks cannot be made to a unit’s flank or rear, nor
can they be made by a model that is itself in a fighting rank.
Units A and B are engaged in combat. Every model in the front rank of unit A and several models in the front rank of unit B are in
base contact with enemy models. Therefore, the front rank of each unit is the ‘fighting rank’.
Although not every model in the front rank of unit B is in base contact with an enemy model, those that are not would, in reality,
encircle the foe (rather than stand by and watch). Therefore, every model that belongs to the fighting rank of unit B can fight.
How Many Attacks? Simultaneous Combat
When a model fights in combat, it makes a number of ‘attacks’. If models on both sides of a combat have the same Initiative
How many is determined by its Attacks characteristic and its value (after modifiers), they will attack at the same time. To
proximity to the enemy: simplify this, the active player should resolve their attacks
first, followed by their opponent. Casualties caused by the
• If a model is in base contact with an enemy model, it makes active player during simultaneous combat do not reduce the
a number of attacks equal to its Attacks characteristic. number of attacks made by enemy models with the same
• If a model is able to fight but is not in base contact with an Initiative value.
enemy model, it can make only one attack, regardless of its
Attacks characteristic. “We Can’t All Fight!”
Not every model will be able to fight. Many will be removed as
Who Strikes First? casualties before they have their chance.
A model’s Initiative characteristic determines when it attacks.
Work your way through the Initiative values of the models, Fallen Warriors: If a model in the fighting rank is slain by
starting with the highest and ending with the lowest. Models an enemy with a higher Initiative characteristic before it has
make attacks when their Initiative value is reached. made its attack(s), it cannot fight and its attacks are lost.
Charging Units: Charging into the enemy gives a considerable Stepping Forward: A model cannot fight during a phase in
advantage, which is increased when charging into an enemy’s which it stepped forward into the fighting rank, regardless of
vulnerable flank or rear. To represent this, every model within its Initiative.
a charging unit modifies its Initiative characteristic for the
remainder of that turn (to a maximum of 10):
Unit A is in combat with two enemy units and must divide Unit A has two fighting ranks: one shaded red, the other
its attacks. The models shaded blue must attack the enemy shaded blue. The model on the corner (shaded purple) is in
they are in base contact with. One model, shaded red, is not in both fighting ranks and in base contact with both enemy units.
base contact with any enemy. As neither enemy is closer to this It may choose which enemy unit to direct its attacks against.
model than the other, it can choose which enemy to attack.
1.2. Roll To Hit Fast Dice Rolling
As with shooting, you can speed this process up by counting
Not all models are skilled fighters, meaning that not every how many models in your unit are fighting and how many
attack made has an equal chance of hitting the enemy. To attacks each of those models makes, and rolling one or more
complicate matters, the enemy will try to defend themselves, batches of dice.
meaning their fighting prowess must also be taken
into account. However, if your fighting rank contains models that have
different characteristics (such as Weapon Skill or Strength),
When a model’s turn to fight comes, you must make a number models that are equipped with weapons that have different
of rolls To Hit equal to that model’s Attacks characteristic. profiles, or models that are directing their attacks towards
To make a roll To Hit, roll a D6 and consult the To Hit chart, targets with different characteristics, the target numbers
cross-referencing the Weapon Skill of the attacking model required To Hit or To Wound may vary. In such cases, you
with that of the target model. Any dice that equal or beat the must roll different batches of dice, making it clear to your
target number shown (after applying any modifiers) have hit opponent what each batch represents and the target numbers
the target: you need.
Roll To Wound • If the Armour Save roll equals or exceeds the model’s
To determine how many hits cause wounds, you must make armour value, the model is saved by its armour and the
a roll To Wound for each hit. To make a roll To Wound, pick wound discarded.
up each dice that caused a hit and roll it again. Then, consult • If the result is less than the model’s armour value, the
the To Wound chart, cross-referencing the weapon’s Strength model’s armour has proved ineffective and the wound
characteristic, given in its profile, with the target’s Toughness. is ‘unsaved’.
Any dice that equal or beat the target number shown (after
applying any modifiers) have caused a wound. Rolls of a Natural 1: Even the heaviest of armour can be
breached by a lucky blow. When making an Armour Save roll
Rolls of a Natural 1: No matter how strong the attacker, some (of any type), a roll of a natural 1 is always a fail, regardless
blows just fail to wound. When making a roll To Wound, a roll of modifiers.
of a natural 1 is always a fail, regardless of modifiers.
Determining Armour Value
Note that, as with shooting, if you rolled different batches of dice The value of a model’s armour is determined by the
when rolling To Hit, you must continue to roll dice in those same equipment it carries. This is worked out as described in the
batches when rolling To Wound. Shooting section, on page 141.
To Wound Chart
Target’s Toughness
1 2 3 4 5 6 7 8 9 10
1 4+ 5+ 6+ 6+ 6+ 6+ - - - -
2 3+ 4+ 5+ 6+ 6+ 6+ 6+ - - -
3 2+ 3+ 4+ 5+ 6+ 6+ 6+ 6+ - -
Weapon’s Strength
4 2+ 2+ 3+ 4+ 5+ 6+ 6+ 6+ 6+ -
5 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+ 6+ 6+
6 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+ 6+
7 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+
8 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+
9 2+ 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+
10 2+ 2+ 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+
Note that a model cannot attack during a phase in which it stepped Excess Casualties
forward into the fighting rank. However, any models that remain in It can sometimes happen that a unit suffers more casualties
the fighting rank after casualties have been removed are more likely than it has models in its fighting rank. Should this happen,
to be in base contact with the enemy, having closed in upon them. casualties are removed as normal, representing casualties
caused in the rank (or file) behind the fighting rank.
Fight On!
With casualties removed, check to see if there are any models
with a lower Initiative still to fight in this combat. If there
are, repeat steps 1.2, 1.3 and 1.4 for those models. If there are
no models left to fight in this combat, move on to the next
sub-phase.
2. Calculate Combat Result Unsaved Wounds Inflicted
2. Calculate Combat Result Each side’s basic combat result is equal to the number of
Once every model engaged in the combat has fought, you unsaved wounds it caused during this Combat phase, plus any
must determine which side has won that round of combat. unsaved wounds a unit caused by shooting if it chose to Stand
If one side has been completely wiped out, the other side is & Shoot as a charge reaction during this turn. In other words,
automatically the winner, regardless of the rules that follow. each Wound the enemy side lost this turn due to a Stand &
Shoot charge reaction or during the Combat phase is counted
Combat Result Score and is worth 1 combat result point.
To determine your combat result score, consult the table
below and calculate how many ‘combat result points’ your Should an attack or rule cause an enemy model to be removed
unit(s) scored: from play as a casualty, it counts as having lost a number of
Wounds equal to the number it had remaining at the time it
Combat Result Table was removed.
Unsaved wounds inflicted 1 point each
Rank Bonus +1 point/rank Note that it is important to count the number of Wounds lost,
Standard +1 point rather than the number of casualties, because many models have
Battle Standard +1 point more than one wound.
Flank attack +1 point
Rear attack +2 points Rank Bonus
High ground +1 point Depending upon its formation, and if it is wide enough, a unit
Overkill +1 point/excess wound can claim a Rank Bonus of +1 for each extra rank behind the
Other bonuses As applicable first, up to the maximum determined by its troop type. How
many models a rank must contain to claim a Rank Bonus,
as well as the maximum Rank Bonus a unit can claim, is
determined by its troop type (see page 105).
Note that this bonus can be claimed for an incomplete rear rank, as
long as there are sufficient models in it. However, a Disrupted unit
cannot claim a Rank Bonus.
Standards Overkill
Warriors fight all the harder beneath the colours and symbols If a character fighting in a challenge kills their opponent
of their city, nation, tribe or god: and causes more unsaved wounds than their opponent has
Wounds remaining, then for each excess wound you may
• Standard: If your unit includes a standard bearer, you may claim a bonus of +1 combat result point, up to a maximum
claim a bonus of +1 combat result point. Standard bearers of +5.
are covered in the ‘Command Groups’ section on page 200.
• The Battle Standard: If your unit includes a Battle Challenges are a special type of combat fought between
Standard, you may claim an additional bonus of +1 combat characters, and are covered in the ‘Characters’ section on
result point, cumulative with any bonus for a ‘normal’ page 210.
standard. Battle Standards are covered in the ‘Characters’
section on page 203. Other Bonuses
Many special rules confer additional bonus combat result
Flank & Rear Attacks points. For example, a Close Order formation that is in
Fighting a foe in its flank or rear is a great advantage as Combat Order may claim a bonus of +1 combat result point.
tightly formed units cannot easily turn to face their foe. To Any special rules that confer such bonuses will detail the
represent this: criteria that must be met and how many bonus combat result
points can be claimed.
• Flank Attack: If your unit is engaged with the enemy’s
flank arc, you may claim a bonus of +1 combat result point. Who Is The Winner?
• Rear Attack: If your unit is engaged with the enemy’s rear Once both sides have calculated their combat result, you will
arc, you may claim a bonus of +2 combat result points. be able to determine the winner of that round of combat,
i.e., the side that scored the most. If there is a clear winner,
Note that these bonuses are cumulative. the loser will have to make a ‘Break’ test during the next
sub-phase.
The High Ground
If the fighting rank of your unit occupies a higher position Drawn Combat: If both sides have the same score, the combat
than that of the enemy, for example, your unit is fighting is a draw. In such cases, the units remain locked in place until
along the crest of a hill, you may claim a bonus of +1 combat the next player’s turn when the combat will continue and they
result point. will fight another round, hoping to break the deadlock.
Combat Results & Multiple Units In Combat Flank & Rear Attacks: Bonuses for flank and rear attacks can
It is possible (indeed, it is highly likely) that more than only be earned once per enemy unit – having multiple units
two units will become engaged in a single combat. When engaging the same enemy unit in either its flank or in its rear
this happens, calculating the combat result can become does not grant additional bonuses.
quite complex. This page attempts to offer some clarity to
confusing situations. For example, if you have two units engaging a single enemy
unit in combat, each of which is engaging a different flank
Rank Bonus In Multiple Combats: Where you have several of that unit, you can only claim a single flank attack bonus.
units engaged in a single combat, you do not count the Rank However, if one unit is engaging the enemy unit’s flank and the
Bonus for all of them. Instead, count only the Rank Bonus that other is engaging the enemy unit’s rear, you can claim both the
grants the highest number of bonus combat result points. flank attack and the rear attack bonus.
For example, if you have two units engaging a single enemy The High Ground: Only a single unit engaged in a multiple
unit in combat, one of which has a Rank Bonus of +1, the combat can claim the combat result bonus granted for the
other of which has a Rank Bonus of +2, you may claim a bonus high ground. The unit that has its fighting rank in the highest
of +2 combat result points as that is the higher. position may claim this bonus for its side. If two opposing
units are tied in terms of position, they will cancel one another
Standards: Regardless of how many units engaged in a single out and neither side may claim this bonus.
combat have standards, you may only claim the combat result
bonus granted by a single standard. If one or more of those Other Bonuses: As mentioned previously, many special rules
standards grants additional bonuses (as many magic standards confer additional bonus combat result points. Unless stated
do, for example), you may choose which standard to count. otherwise, these other bonuses can always be counted. For
example, a Close Order formation that is in Combat Order
As most armies can only include a single Battle Standard, may claim a bonus of +1 combat result point. If two such units
this is counted as normal, regardless of how many units are are engaged in the same multiple combat, you may claim this
engaged in the combat. bonus twice because the rule that grants it (see page 101) does
not state otherwise.
3.3. Break Test
Break Test Loser Breaks & Flees
The losing unit Breaks, immediately
Unless the combat is a draw (as described turning tail and fleeing, as described on
on page 152), each unit belonging to the page 132. A unit that Breaks and flees
losing side must make a ‘Break’ test. To from combat flees directly away from
make a Break test, roll 2D6 and modify the the winning unit with the highest Unit
result by adding the difference between Strength. If two enemy units have the same
the winner’s and the loser’s combat Unit Strength, randomly determine which
result scores. the unit flees from.
Pursuit
A unit that won combat can ‘pursue’ a
single losing unit that Falls Back in Good
Order or flees. If there is more than one
losing unit, the pursuing unit must declare
which it is pursuing before any Flee rolls
are made. Once all of the losing units have
completed their moves, pursuit moves are
made, one at a time, in an order chosen by
the controlling player.
Catching The Curs! Pursuit Into A Fresh Enemy
Once the unit being pursued has completed its move, the Pursuing units will often make contact with an enemy unit
pursuing unit is moved. If the pursuing unit makes contact other than the one they are pursuing. In such cases, the
with the pursued unit, it has caught its enemy and halts: pursuing unit counts as charging the enemy unit it will make
contact with, wheeling to maximise contact if required and
• If the enemy unit is fleeing, it is hacked to pieces and wheeling to align as normal. The unit that was being pursued
immediately removed from play, exactly as if it had been is not caught.
run down by a charging unit. The pursuing unit may then
attempt to reform, as described on page 129. Pursuit into a Fleeing Enemy: If a pursuing unit makes
• If the enemy unit Fell Back in Good Order, the units contact with a fleeing enemy unit, that fleeing enemy unit is
become engaged in combat once more, becoming locked run down exactly as if caught by a charging unit. The pursuing
in place until the next player’s turn when the combat will unit may then attempt to reform, as described on page 125.
continue. During the next turn, the pursuing unit counts as
having charged. Pursuit into a New Combat: If a pursuing unit makes contact
with an enemy unit that is not fleeing, the units become
Pursuit Into An Obstacle engaged in combat. If the enemy unit was engaged in combat
Units making a pursuit move are affected by terrain as normal. at the start of this phase, and if that combat has not yet been
A pursuing unit must stop moving if it makes contact with a fought, the pursuing unit will fight again when that combat
friendly unit or with impassable terrain. is fought (and counts as having charged). However, it cannot
pursue again this turn. Instead, it will automatically restrain
Pursuit Off The Battlefield and reform with no Restraint test required.
Should any part of a pursuing unit move into contact with, or
cross beyond, the edge of the battlefield, it is removed from Otherwise, the units become locked in place until the next
play but is not destroyed. The unit returns to the battlefield player’s turn when they will fight a round of combat. During
during its controlling player’s next Compulsory Moves sub- the next turn, the pursuing unit counts as having charged.
phase as if it were a unit of reinforcements, and must be placed
as close as possible to the point at which it left the battlefield.
Oddball Stuff (Combat) Incomplete Ranks
If a unit is fighting to its flank or rear, or has been joined by
Despite theOddball
detail ofStuff (Combat)pages, there will always be
the previous a character that does not fit neatly within its ranks (see page
situations in which something is unclear. This is especially true 207), its fighting rank might be incomplete. In such cases,
of combat. warriors from the middle of the unit would press forward to
complete the rank. To represent this, a fighting rank is always
Assailment Spells assumed to contain the same number of models as the largest
If a Wizard that is engaged in combat knows any Assailment rank or file behind it.
spells, they may attempt to cast them in addition to making
normal attacks when it is their turn to fight, as determined by Split Profiles
their Initiative. If a model with a split profile has Attacks at two or more
Initiative values, each set of Attacks is resolved when their
Templates: Hits caused by an Assailment spell that uses a Initiative value is reached. If the model is slain before it can
template are distributed among the rear ranks of the enemy make all of its attacks, any not yet made are lost. Similarly, a
unit – in other words, they do not reduce the number of model with a split profile might be unable to make all of its
models within the fighting rank. attacks if all of its potential targets have been slain.
The psychological trauma of battle can cause even the bravest of warriors to panic, and when they do they are likely to flee.
Consequently, panic (and more importantly, resisting the urge to give in to panic) plays an important role in Warhammer: the
Old World.
Panic Tests Fall Back in Good Order: If more than half (50%) of the
models the unit contained at the start of the battle still remain,
Panic tests have been covered briefly in previous sections, it will Fall Back in Good Order, as described on page 134.
particularly in the Shooting section. On the following pages,
Panic tests and their causes are covered in greater detail. Flee: If only half (50%), or fewer than half, of the models the
unit contained at the start of the battle still remain, it will
A Panic test is a test made to determine if a unit can hold its immediately turn tail and flee, as described on page 132.
nerve and follow orders under tremendous pressure. If two or
more units from the same army have to make Panic tests at the No Need For Hysterics
same time, the controlling player chooses the order in which A unit only needs to make one Panic test in each phase of the
the tests are made. To make a Panic test, test against the unit’s game, even if there are multiple reasons to take Panic tests.
Panic Tests
Leadership characteristic: Most Panic tests are made immediately, and in larger games
you may find it helpful to mark units that have already made
• If this test is failed, the unit has succumbed to panic and a Panic test.
must either Fall Back in Good Order or flee (see opposite).
• If this test is passed, the unit remains resolute in the face of In addition, a unit is not required to make a Panic test if:
enemy fire and does not panic.
• It is making a Charge move.
What happens to a unit that fails a Panic test will depend • It is engaged in combat.
upon how many casualties that unit has suffered. A unit that • It is already fleeing and has yet to rally.
has suffered only a few casualties will retreat, but will quickly
rally, whereas a unit that has suffered a significant amount of
casualties will turn tail and flee.
Common Causes Of Panic Nearby Friend Flees Combat: If a unit with a Unit Strength
There are many special rules, spells and magic items that of 5 or more loses a combat and, after making its Break
can cause an enemy to make a Panic test. In such cases, the test, either Breaks and flees or Falls Back in Good Order, all
description of the special rule, spell or magic item itself will friendly units within 6" must immediately make a Panic test.
provide details. However, there are certain circumstances that
arise regularly in games which always cause units affected to Leave the friendly unit that caused the Panic test in place until
make a Panic test. the tests are made in order to give a point to measure from.
Once all tests have been made, any unit that failed its Panic
Heavy Casualties: If, during any single phase other than the test will flee directly away from the nearest enemy unit which
Combat phase, a unit loses more than a quarter (25%) of the is not itself fleeing.
Unit Strength it had at the start of that phase, it must make a
Panic test. Note that it does not matter if the unit that lost combat Breaks and
flees or Falls Back in Good Order as, amidst the clamour of battle,
A unit that fails a Panic test caused by heavy casualties will friendly units are seldom able to tell the difference.
flee directly away from the enemy unit that caused those
casualties. If the casualties were not caused by an enemy unit, Fled Through: A unit must immediately make a Panic test if a
the unit will instead flee from the nearest enemy unit which is friendly unit moves through it whilst fleeing or falling back in
not itself fleeing. good order. For simplicity, resolve the movement of the fleeing
unit before making and resolving the Panic test.
Note that heavy casualties caused during the Combat phase do
not cause Panic tests. During combat, the urgency of defeating the A unit that fails a Panic test after being fled through will
enemy and driving them back (represented by calculating combat flee directly away from the nearest enemy unit which is not
results and making Break tests) takes precedence. itself fleeing.
Nearby Friend Destroyed: If a unit with a Unit Strength Note that this can prove the most destructive form of panic, as one
of 5 or more is destroyed, all friendly units within 6" must unit can panic and flee through another unit, which in turn might
immediately make a Panic test. panic and flee through a further unit, and so on until your battle
line is in total disarray.
Leave the destroyed unit in place until the tests are made in
order to give a point to measure from. Once all tests have been
made, any unit that failed its Panic test will flee directly away
from the nearest enemy unit which is not itself fleeing.
Advanced Rules
ADVANCED
RULES
This section contains the advanced rules. Everything not Once you are comfortable with the core rules, you can
covered in the core ‘how to play’ rules is explained here. expand your games by introducing models that make use of
This includes the many universal special rules, rules for the the rules in this section. Doing so will greatly enhance your
most commonly seen formation types other than formed experience and bring the game of Warhammer: the Old
infantry, in-depth descriptions of the different troop types, World to life in ever more detail upon your tabletop.
rules for characters and command, and the rules and
profiles for a wide range of weapons and war machines.
SPECIAL RULES
Special Rules
A game of Warhammer: the Old World is packed with fantastic creatures and skilled warriors with abilities so incredible
and varied that the basic rules cannot possibly cover them all. For such circumstances we have
special rules – uncommon rules to govern uncommon circumstances.
Rule Priority
Sometimes, special rules can seem a bit contradictory. Army
special rules take precedence over universal special rules or
rules associated with a model’s troop type. Unique special rules
take precedence over universal special rules, army special rules
or rules associated with a model’s troop type.
Special rules fall into three broad categories: Cumulative Special Rules
Unless noted otherwise, if the effect of a special rule in some
• Universal Special Rules: These are rules that can appear way alters a characteristic, the result of a dice roll, or any
in all armies. They may be attached to a model itself, or to other value (such as a model’s armour value), that effect is
an item of equipment it carries. cumulative. This means that the effects of duplicate versions
• Army Special Rules: These are special rules unique to the of the same rule combine together, increasing its effect.
army the model belongs to, a full list of which is included as
part of the army list the model is drawn from. For example, if a model is under the effects of a spell that
• Unique Special Rules: Some models and some special grants it Armour Bane (2) and carries a weapon that has
items of equipment have special rules unique to them. Armour Bane (1), the model would be considered to have
These will be included, in full, as part of the model or Armour Bane (3).
weapon profile.
Universal Special Rules Breath Weapon
Some creatures or constructs belch clouds of flame or noxious
On the following pages you will find a full description for each choking fumes at their foes. Dragons are the most famous of such
of the universal special rules. beasts, but they are by no means alone.
Ambushers A model with a Breath Weapon can use it once per round,
Stealthy warriors specialise in outflanking the foe, appearing from during the Shooting phase of its turn. Place the flame template
an unexpected quarter. with its broad end over the intended target and its narrow end
touching the model’s base edge anywhere along its front arc.
A unit with this special rule may be held in reserve rather The template must lie entirely within the model’s vision arc.
than be deployed at the start of the game. From the beginning Any model whose base lies underneath the template risks
of round two onwards, roll a D6 during each of your Start of being hit, as described on page 95. The Strength and any
Turn sub-phases for each unit of Ambushers in your army special rules of the breath weapon will be detailed in the
that is held in reserve. On a roll of 1-3, the unit is delayed creature’s rules.
until your next turn at least. On a roll of 4+, the unit arrives,
entering the battle as reinforcements during the Compulsory Breath weapons cannot be used when making a Stand & Shoot
Moves sub-phase. The unit may be placed on any edge of charge reaction, or when the model is engaged in combat.
the battlefield, chosen by its controlling player, but cannot
be placed within 8" of an enemy model. If any Ambushers
are still held in reserve by the start of round five, they
arrive automatically.
Friendly models whose troop type is ‘chariot’ can draw a line Weapons with this special rule cannot be used when making a
of sight over or through models with this special rule and Stand & Shoot charge reaction.
can move through friendly units of Chariot Runners that are
in Skirmish formation. If the chariot’s move would result in Detachment
it ending up ‘on top’ of a Chariot Runner, simply nudge the Large regiments may be accompanied by smaller detachments.
Chariot Runner aside, by the smallest amount possible, to
make space for the chariot. Whilst in Skirmish formation A unit with this special rule can be fielded as a ‘detachment’
units of Chariot Runners can treat friendly chariots that are (see page 282).
within 1" of one or more of the unit’s models as a part of the
unit for the purposes of unit coherency. Dragged Along
Great war engines may be dragged to battle by hordes of infantry.
Close Order
The mainstay of any army is its regiments of close order infantry A model with this special rule that begins its movement
and cavalry. within 1" of a friendly unit whose troop type is ‘infantry,’ that is
not fleeing and that contains ten or more models, may replace
A unit consisting of models with this special rule may adopt a its Movement characteristic with that of the unit.
Close Order formation, as described on page 100.
Drilled
Counter Charge Some regiments spend endless hours training to perform
Particularly bold and brash warriors view offence as the best form complex manoeuvres.
of defence.
Unless it is fleeing, a Drilled unit may perform a free redress
This special rule can only be used by units that consist entirely the ranks manoeuvre immediately before moving. Once this
of models with this special rule. When a unit with this special manoeuvre is complete, the unit moves as normal. In addition,
rule is charged in its front arc by an enemy unit whose troop a Drilled unit can march whilst within 8" of an enemy unit
type is ‘cavalry,’ ‘chariot’ or ‘monster’, it may declare a ‘Counter without first having to make a Leadership test.
Charge’ charge reaction:
Note that any character that joins a Drilled unit is considered to be
Counter Charge: The unit surges forward to meet the enemy Drilled as well.
charge. Measure the distance between the two units. If the
distance is less than the Movement characteristic of the Ethereal
charging unit, the charged unit has not enough time to meet Lacking physical bodies, some beings are immune to
the enemy charge and must either Hold or Flee instead. mundane weapons.
Otherwise, pivot the unit about its centre so that it is facing Ethereal creatures treat all terrain as open ground for the
directly towards the centre of the charging enemy unit. purposes of movement. They cannot end their movement
After pivoting, the unit moves D3+1" directly towards the inside impassable terrain, though they can pass through it. In
enemy unit. Both units are considered to have charged during addition, Ethereal creatures can only be wounded by Magical
this turn. attacks. Characters that are not Ethereal cannot join units that
are, and vice versa.
Fleeing units and units already engaged in combat when
charged cannot Counter Charge. A unit can only Counter
Charge in response to one charge per turn, even if charged
by multiple units. Once all charges have been declared,
the inactive player can choose which charging unit to
Counter Charge. The unit will then Hold against the other
charging units.
Evasive Fast Cavalry
In the face of enemy fire, it is often wise to step A highly trained unit of cavalry is able to
back! Some warriors are particularly adept at perform complex manoeuvres, even at a
this manoeuvre. full gallop.
Once per turn, when this unit is declared If all of the models (including characters)
the target during the enemy Shooting within a unit arrayed in an Open Order
phase, it may choose to Fall Back in Good formation have this special rule, the unit
Order and will flee directly away from the may perform its Quick Turn (see page 183)
enemy unit shooting at it. Once this unit even if it marched.
has completed its move, the enemy unit
may continue with its shooting as declared. Fear
Particularly large or disturbing creatures
Extra Attacks (+X) provoke terrible fear in the foe.
Through fury, extra limbs, or being armed to
the teeth, this warrior can strike more blows. Models with this special rule cause Fear:
A model with this special rule has a • If a unit wishes to declare a charge
Knights of the White Wolf modifier to its Attacks characteristic, against an enemy unit that both causes
The ferocious and revered as shown in brackets after the name of Fear and has a higher Unit Strength,
Knights of the White Wolf this special rule (shown here as ‘+X’). If it must first make a Leadership test. If
are devoted followers of Ulric, this modifier is determined by the roll of this test is failed, the unit cannot charge.
based in Middenheim within a dice, roll when the model’s combat is It does not move and is considered to
the Temple of Ulric itself. chosen during any Choose & Fight Combat have made a failed charge. If this test is
Knights of the Order can be sub-phase. passed, the unit can charge as normal.
found throughout the Empire, • If a unit is engaged with an enemy
but are far more common in unit that both causes Fear and has a
the northern lands. They ride higher Unit Strength when its combat
to war bareheaded to show is chosen during any Choose & Fight
their disdain of their enemy’s Combat sub-phase, it must make a
meagre fighting prowess, Leadership test. If this test is failed,
their broad shoulders draped any models in the unit that direct their
in the pelts of great white attacks against the Fear-causing enemy
wolves from the Drakwald suffer a -1 modifier to their rolls To Hit.
Forest. Knights of the White
Wolf bear the colour red on A unit only needs to make one Fear test per
their banner, barding and turn. Models that cause Fear are immune
sometimes even on weapon to Fear. A unit that does not cause Fear
hafts. A white wolf or a does not become immune to Fear when
hammer always features on joined by a character that does.
their banners.
Feigned Flight
Some units are adept at escaping from the
foe and regrouping, drawing the enemy
into careless charges before vanishing into
the distance.
First Charge
The thundering charge of heavily armed and
armoured warriors, freshly arrived upon the
battlefield and eager for the fray, is devastating
to the cowering foe.
Which enemies are hated varies from If a model making a shooting attack has
model to model and will be shown in this special rule, it ignores any To Hit The Floating Village
brackets after the name of this special rule modifiers caused by partial or full cover. Deep within the Badlands
(shown here as ‘X’). Some models hate can be found the Floating
‘all enemies’, meaning they hate all enemy Immune To Psychology Village, the origins of which
models equally. There are warriors so brave, or perhaps so are shrouded in mystery. The
jaded by the dangers of the world, that they primitive huts and wooden
Horde heed no peril. longhouse that make up the
Some troops find strength in numbers, village itself float twenty
gathering in deep formations that crowd If the majority of the models in a unit feet above the ground yet
together tightly. are Immune to Psychology, the unit never seem to be affected by
automatically passes any Fear, Panic the fierce winds that sweep
A unit with this special rule may increase or Terror tests it is required to make. across the region. During the
the maximum Rank Bonus it can claim (as However, if the majority of the models in a day the village is tethered
determined by its troop type) by one. unit have this special rule, the unit cannot to the ground, but at sunset
choose to Flee as a charge reaction. the ropes are released and it
floats back into the sky, where
Note that this special rule does not make the sleeping inhabitants are
a unit immune to any test made against protected very well indeed
Leadership not stated here. from the dangers of their
lawless land.
Impact Hits (X) Large Target
The impact of a charge can itself cause severe Monstrous creatures tower above the
casualties amongst the foe. battlefield, visible to all for leagues around.
The number of Impact Hits caused varies Enemy models never suffer To Hit
from model to model, and will be shown modifiers for full or partial cover when
in brackets after the name of this special shooting at models with this special rule. In
rule (shown here as ‘X’). Often, this is addition, a model can draw a line of sight
determined by the roll of a dice. to a model with this special rule over or
through other models, and vice versa.
Resolving Impact Hits: Impact Hits
can only be made by a charging model Levies
that moved 3" or more and that is in base Many regiments are made up of unwilling
contact with the enemy. Impact hits are fighters, pressed into service.
attacks made in combat that always strike
at Initiative 10 (regardless of modifiers), Models with this special rule cannot use
and that hit automatically using the the Inspiring Presence rule of the army’s
unmodified Strength characteristic of General nor the Hold your Ground rule
Vanhal’s Legacy the model. of a Battle Standard. However, little is
In 1111, the dead walked in expected from Levies in battle. Therefore,
the Empire. Corpses marked Impetuous units that do not have this special rule are
with the black blotches of The eagerness of brash and brave warriors can not required to make a Panic test when
plague shambled about the lead them into foolish charges. a friendly unit of Levies Breaks and flees
land, needing only a will from combat.
to guide them. They found If during the Declare Charges & Charge
it in the form of Baron Reactions sub-phase of its turn, a unit that Loner
Frederick van Hal (later includes one or more Impetuous models is Some warriors do not mix well with others,
known as Vanhal or Vanhel). able to declare a charge, roll a D6. On a roll preferring to keep their distance.
After conquering the land of 1-3, the unit must declare a charge. On a
that eventually became roll of 4+, the unit may act as normal. A character with this special rule cannot
Sylvania, he built the castle of be your General and cannot join a unit
Vanhaldenschlosse. During Killing Blow without this special rule. A unit with this
the height of the Black The most skilled of warriors can slay their special rule cannot be joined by a character
Death, Vanhal’s necromantic enemies with a single deadly blow. without this special rule.
domain expanded greatly,
and would have continued to If a model with this special rule rolls a Magical Attacks
do so but for the treachery natural 6 when making a roll To Wound The Warhammer world is a deeply magical
of his apprentice, Lothar for an attack made in combat, it has struck place. Consequently, magical weapons are
von Diehl. Since that dark a ‘Killing Blow’. Enemy models whose quite commonplace.
time, many noble-born troop type is ‘infantry’ or ‘cavalry’ are not
descendants of Vanhal have permitted an armour or Regeneration Any attack made or hit caused by a
devoted their lives to the save (see page 176) against a Killing Blow model with this special rule, or made
service of Sigmar or Morr, (Ward saves can be attempted as normal). using a weapon with this special rule, is a
taking the oaths of a Witch If an enemy model whose troop type is ‘Magical’ attack.
Hunter in an attempt to ‘infantry’ or ‘cavalry’ suffers an unsaved
atone for the sins of their wound from a Killing Blow, it loses all of its Note that all spells are considered to have
heretical ancestor. remaining Wounds. this special rule, as are any hits caused by
magic items.
Note that if an attack wounds automatically,
this special rule cannot be used.
Magic Resistance (-X) Monster Slayer
Some creatures are naturally resistant to Legends tell of warriors so mighty they can slay
magic, whilst others bear charms or fetishes terrible monsters with but a single blow!
intended to ward off its effects.
If a model with this special rule rolls a
The Casting roll of any enemy spell natural 6 when making a roll To Wound
(including Bound spells) that targets a unit for an attack made in combat, it has struck
that includes one or more models with this a ‘Monster Slaying Blow’. Enemy models
special rule suffers a modifier, as shown in whose troop type is ‘monster’ are not
brackets after the name of this special rule permitted an armour or Regeneration save
(shown here as ‘-X’). (see page 176) against a Monster Slaying
Blow (Ward saves can be attempted as
Note that this special rule is not cumulative. If normal). If an enemy model whose troop
two or more models in a unit have this special type is ‘monster’ suffers an unsaved wound
rule, use the highest modifier. from a Monster Slaying Blow, it loses all of
its remaining Wounds.
Mercenaries
Mercenary bands roam the Warhammer Note that if an attack wounds automatically,
world, looking for employment in the armies of this special rule cannot be used. Feeding an Army
foreign lands. An army marching to war is a
logistical nightmare involving
Often, an army can include certain the transportation of arms
units drawn from another army list as and armours, warding against
mercenaries. Any such units included ambushes and the feeding of
in your army gain this special rule. thousands of soldiers. When
Mercenaries cannot use the Inspiring crossing friendly territory,
Presence rule of the army’s General (see food can be bought from
page 203) nor the Hold your Ground local merchants, while in the
rule of a Battle Standard (see page 203). lands of their foe, pillaging is
Mercenaries cannot be joined by characters common. Groups of hunters
drawn from another army list. are employed to range far
and wide to forage for food.
Monster Handlers Although not all races share
Colossal beasts are goaded into battle by such concerns: the undead
beastmasters hurrying at their heels. need no sustenance, while
the armies of chaos and
A monster with this special rule is destruction simply take what
accompanied by one or more models they want, from whoever
representing its handlers. During they want.
deployment, position these models
anywhere that is adjacent to, and in base
contact with, the monster. If the handlers
are found to be blocking movement or line
of sight, simply move them aside.
Models with this special rule move during the Compulsory A unit with this special rule can be accompanied by
Moves sub-phase. They cannot march or declare a charge. ‘detachments’ (see page 282).
They can wheel to change direction, but cannot perform any
other manoeuvres. If the model is able to make contact with Requires Two Hands
an enemy unit during the Compulsory Moves sub-phase or Many weapons are unwieldy, requiring a firm two-handed grip in
whilst pursuing, it may do so and counts as having charged. order to use effectively.
The model aligns against the enemy unit and stops moving.
A unit charged in this way must Hold. A model cannot use a shield alongside a weapon with this
special rule during the Combat phase (a shield can still be used
If every model in a unit has this special rule, roll once for the against wounds caused by shooting or magic during other
entire unit. If two or more models in a unit have different phases of the game).
Random Movement characteristics, roll for each and use the
lowest result for the entire unit.
Reserve Move Skirmishers
Warriors that excel at hit and run warfare advance quickly, Units of skirmishers move quickly and freely, harassing the
unleashing a deadly volley before withdrawing. enemy’s flanks.
Unless it charged, marched or fled during the Movement A unit consisting of models with this special rule may adopt a
phase of its turn, a unit with this special rule may make a Skirmish formation, as described on page 184.
Reserve move at the end of the Shooting phase of its turn,
after all shooting has been resolved. A unit making a Reserve Stomp Attacks (X)
move moves as described in the Basic Movement rules. It may Some creatures are so massive that their sheer bulk is a threat all of
manoeuvre normally, but cannot march. its own.
If a unit with this special rule loses a round of combat, it loses Unless it is fleeing, a Warband gains a positive (+) modifier to
one additional Wound for every combat result point by which its Leadership characteristic equal to its current Rank Bonus,
it lost. These Wounds are lost after combat results have been up to a maximum of Leadership 10. However, a Warband
calculated but before Break tests are made. cannot use this modifier to its Leadership should it ever
choose to make a Restraint test. In addition, if the majority
If an Unstable unit contains any Unstable characters, allocate of the models in a unit have this special rule, it may re-roll its
wounds to the unit until each model has been allocated one Charge roll.
wound. Any remaining wounds are divided as equally as
possible between the character(s) and the unit. Note that unless a character also has this special rule, their
Leadership cannot be modified by this special rule. A Warband can
Vanguard use either its own modified Leadership, the modified Leadership of
An army’s vanguard advances to occupy and engage the foe ahead a Warband character, or the unmodified Leadership of a non-
of their comrades. Warband character, whichever is the higher.
After deployment, units with this special rule may make a Warp-spawned
Vanguard move. A unit making a Vanguard move moves as Creatures of the supernatural feed upon magic to manifest as
described in the Basic Movement rules. It may manoeuvre physical beings and, as such, are vulnerable to magical attacks.
normally but cannot march.
A model with this special rule cannot make a Regeneration
If both armies contain Vanguard units, a roll-off determines save against a wound caused by a Magical attack. In addition,
who moves first. The players then alternate moving their characters that are not Warp-spawned cannot join units that
Vanguard units one at a time, starting with the player who are, and vice versa.
won the roll-off.
Veteran
Veteran warriors have seen and done it all, and it takes a lot to
unsettle them.
Volley Fire
Bows and other weapons can loose their projectiles in a high-arcing
volley. Even warriors who cannot see the foe can shoot in their
general direction.
Note that models in rear ranks use the line of sight of the model at
the front of their file.
UNUSUAL FORMATIONS
As mentioned previously, the models that make up a Warhammer army must be
Unusual
formed into ‘units’ Formations
before battle commences and all units must adopt a formation. The
core rules cover in detail Close Order formations, which are by far the most commonly
seen – but by no means the only – type of formation.
The following pages introduce the rules for ‘Open Order’ and ‘Skirmish’ formations. These
are the two most frequently seen unusual formations, and every army will have the option
to include units that can adopt them. A wise general will make full use of such units to
exploit terrain, to harass the enemy from unexpected quarters and to protect their own
vulnerable flanks.
3. The Skirmishers form up against the charging unit. One of the Skirmishers cannot
make base contact with the enemy, so forms up behind the fighting rank.
Skirmishers Charging
Skirmishers
When a unit of Skirmishers charges
another unit of Skirmishers, each model
is moved individually, starting with
the model closest to the charge target
(which must move by the shortest route
possible to reach the charge target).
Once the first model’s move is complete,
as shown in Fig 187.1, the remaining
models in the charging unit are moved 1. The Skirmisher closest to a model in the charged unit is moved into base contact
as directly as possible towards the with that model.
charge target in order to form a fighting
rank with the first model that moved,
as shown in Fig 187.2, making sure that
this model is as close to the centre of
this rank as possible. Any models that
do not have sufficient movement to
form part of the fighting rank must
form up behind it.
3. Finally, the models in the charged unit are formed up against the charging unit,
making sure that none of them move further than their Movement characteristic.
TROOP TYPES IN DETAIL
Troop
All models have a troop type. These, along with the Types
type ofinformation
Detail units of such
models adopt, determine how they function throughout the rules. Troop types were
explained in brief, on page 104. The following pages cover them in greater detail
and present any additional rules that may apply, as well as providing more in-depth
descriptions of what they represent.
Regular Infantry
This sub-category covers all the roughly human-sized warriors of the Warhammer world,
be they Men, Elves, Dwarfs, Orcs, Zombies and so on. Regular infantry will normally form
the core of your Warhammer army, the troops upon which you rely to get the job done.
Regular infantry can be expected to adopt almost any formation to fulfil any role.
Swarms
Swarms are seething masses of small creatures, such as rats, snakes or insects, summoned
to the battlefield by magical means or herded there by beast masters and handlers to be set Dogs of War
loose upon the enemy. Individually, the critters in a swarm pose little threat, but their sheer Tilea is known across the
weight of numbers more than compensates for their size. Swarms are made of a number of Old World as a land of
bases. Each base includes many creatures, but counts as a single model. mercenaries. Local legends say
that an Orc invasion was once
Swarm Rules defeated when the Tileans
Insignificant: Swarms consist of small and insignificant creatures. As such, a line of sight hired half of the Orc army to
can be drawn across a swarm as if it wasn’t there. In addition, swarms are ignored when attack the remainder; though
attempting to target enemy characters. how such an agreement was
negotiated is unclear. Since
No One Cares: No one really cares about swarms. Swarms never cause Panic in friendly then, the use of mercenaries
units, regardless of what happens to them. has become ingrained in
Tilean culture and sell-swords
Undisciplined: A unit with this rule cannot use the Inspiring Presence rule of the army’s flock to the nation safe in the
General (see page 203) nor the Hold your Ground rule of a Battle Standard (see page 203). knowledge that they will find
a commander to sell their
Models Maximum Unit Strength services to, be that within
Troop Type per Rank Rank Bonus per Model Tilea or upon distant shores.
Swarms - - 3
Cavalry
The term cavalryCavalry
refers to any riders mounted on war beasts – commonly warhorses or
similar creatures. It can also include war beasts on their own as packs of animals which will
often function in a manner more similar to cavalry than infantry. Cavalry is split into four
sub-categories:
Light Cavalry
Be they mounted on swift steeds, savage wolves, giant spiders or daemonic beasts, light
cavalry are fast moving riders that range far and wide, encircling the foe. Such riders excel
as scouts and outriders as well as warriors, and will often send word of enemy movement
back to their commanders before launching lightning-fast strikes intended to demoralise
the foe.
Monstrous Cavalry
“Sir Balduin charged, with
Just as horse-sized beasts can be pressed into service as mounts, so too can their monstrous greatsword raised
cousins. Monstrous cavalry are rare, as most such creatures are so strong-willed that great
patience (or violence) is needed to break them to the saddle. This combination of mass and His downward stroke the
stubborn muscle makes monstrous cavalry a much-feared sight upon the battlefields of the Ogre grazed,
Warhammer world.
The monster’s club came
Monstrous Cavalry Rules arcing down
Split Profile (Cavalry): See Light Cavalry entry, on page 192.
And landed hard on
Clumsy: See Monstrous Infantry entry, on page 191. Balduin’s crown,
Some armies employ hunting animals, such as hounds or wolves. Whilst not particularly But Balduin’s tale does not
intelligent, such creatures can be formidable foes in close combat, and cover ground at an end here,
incredible rate.
For in the mountains, all
War Beast Rules is dear.”
Undisciplined: A unit with this rule cannot use the Inspiring Presence rule of the army’s
General (see page 203), nor the Hold Your Ground rule of a Battle Standard (see page 203). Excerpt from Quest’s End, a
parody of a popular Bretonnian
Models Maximum Unit Strength folk story, sung to the tune of
Troop Type per Rank Rank Bonus per Model ‘Carroburg Fayre’
War Beasts 5 +1 1
Chariots
Chariots
A chariot is usually a wheeled war vehicle drawn into battle by beasts of some kind and
crewed by heavily armed and armoured warriors. This category can also include large
objects, such as mobile altars, that are pushed along or carried. Chariots are split into two
sub-categories:
Light Chariots
Fast moving and lightly made, light chariots are often used as mobile platforms from which
skilled warriors rain missiles on the enemy, or from which noble heroes shout challenges to
the foe. They are often deployed in units and, much like light cavalry, they will harass the
flanks of the enemy before closing in for the kill.
Churning Wheels: A unit with this rule can only be joined by a character that also has this
rule. Other characters are unwilling to risk falling beneath the unit’s wheels.
Firing Platform: From the cab of a chariot, warriors can shoot in all directions. For the
purposes of shooting and casting spells, this model has a 360° vision arc.
Often, the charge of a heavy chariot will cause the serried ranks of the enemy to buckle
and crumple as scythed wheels hew through limbs and armoured beasts trample all before
them. The survivors of such a charge fare no better, for heavy chariots are invariably
crewed by mighty warriors that use the armoured cab of their vehicle as a platform from
which to slay their enemies with brutal efficiency.
Scythed Wheels: Built to wreak destruction, heavy chariots are adorned with sharpened
spikes and scything blades, the better to cut down the foe. Any Impact Hits caused by a
heavy chariot have an Armour Piercing characteristic of -2. “All did seem lost for the
Bretonni, and the land
Lumbering: Perhaps due to their large size, their weight, or a combination of skittish draft itself did weep and wail in
animals and slow turning wheels, models with this rule are not especially manoeuvrable. heart-grief as all life was
To represent this, a Lumbering model is considered to be, and follows all of the rules for, a choked away. Greatly sought
Close Order formation, even when included in your army as a single model. upon was the safety of the
castle strongholds, and the
However, even the largest single model enjoys slightly more manoeuvrability than a tightly swordswains of our fair
formed regiment of many models. Therefore, after moving, unless it charged, marched or nation did stand aghast as
fled, a Lumbering model may pivot about its centre to change its facing by up to 90°. their lands were consumed.
Finally, a Lumbering model cannot join a unit or be joined by a character. But lo! In fair Bastonne, the
young lord Gilles did refuse to
Iron Shod Wheels: See Light Chariots entry. concede his land to the dark.
Upon a mighty charger he
Firing Platform: See Light Chariots entry. rode out against the foe, those
faithful to his sword and to
Models Maximum Unit Strength the lands upon his heel. Many
Troop Type per Rank Rank Bonus per Model of his proud knights did fall
Heavy Chariots - - 5 and join the land, but afore
the tip of Gilles’ lance the
canker devouring Bastonne
was cleansed.”
Monstrous Creatures
There are many mighty and wondrous creatures in the Warhammer world that, whilst not
large enough to shake the earth with their tread, are considerably larger than monstrous
infantry or monstrous cavalry. Such beasts are referred to as ‘monstrous creatures’ and they
are formidable foes.
Troop Type Models per Rank Maximum Rank Bonus Unit Strength per Model
War Machines - - As Starting Wounds
COMMAND GROUPS
N Command
ot all models within a unit are created equal. It Groups
is quite normal for warriors to march into battle under the leadership
of a seasoned officer or brave champion, with banners flying proud in the mist-strewn air, the pounding of drums and
bellow of horns driving the warriors onward. A unit’s champion, standard bearer and musician are collectively referred to
as the unit’s ‘command group’.
Most units can include a command group of some kind, as What’s In A Title?
detailed in the relevant army list. Most can include what is
referred to as ‘full command’ – a champion, standard bearer In most army lists, the term ‘standard bearer’ is used
and musician – whilst others will only be able to include throughout, though the model in question might actually
perhaps one or two of these options. Command group models carry an icon, pennant or other such totem. Similarly, a
are always purchased as upgrades to normal rank and file ‘musician’ might bear a drum, flute, horn, zither, hurdy-gurdy
models in a unit, as described in the relevant army list. or some other weird and wonderful instrument – they will
still be described as a musician.
Note that, for the purposes of any rule that refers to ‘rank and file
models’, models belonging to a command group are considered to be Champions differ somewhat – they will often be given a rank
rank and file models unless stated otherwise. or name specific to their unit or army. Whatever this may be,
they follow all the rules for a unit champion given here.
“Make Way!”
If the unit turns or reforms, the command group automatically
pushes its way back to the front. Accordingly, when a unit
has completed its movement, the models that make up its
command group must be repositioned into the new front rank.
“The allied armies of this great Empire are like the walls
of a stout castle. These days, however, those alliances are
worn so thin that the castle looks set to fall.”
“Onwards To Victory!”
If, once the combat result has been calculated, both sides
have the exact same number of points each, the side that has
a musician in the front rank of one or more of its units may
claim a bonus of +1 combat result point.
Steadying Rhythm
If a fleeing unit contains a musician, it may apply a +1
modifier to its Leadership characteristic whenever it attempts
to rally, up to a maximum of Leadership 10.
CHARACTERS
T he Warhammer world would not be what it is without the presence of great lords, valiant heroes and mighty Wizards.
Such powerful individuals add a new dimension to your games of Warhammer: the Old World, either as inspiring
leaders or skilled warriors able to trounce hordes of lesser fighters. Such potent personages are called ‘characters’.
Command Range
All characters have a ‘Command range’. This is used most
often in conjunction with any special rules the character
may have. A character’s Command range is equal to their
Leadership characteristic in inches. For example, a character
with a Leadership characteristic of 7 would have a Command
range of 7".
Inspiring Presence: Warriors fight all the better under the Combat Result Bonus: A Battle Standard grants a bonus
stern gaze of their General. Unless your General is fleeing, of +1 combat result point. Unlike other standards, a Battle
all friendly units within their Command range can use their Standard grants this bonus even if another standard is present.
Leadership characteristic instead of their own (so rally your If, by some unusual circumstance, there are two Battle
General first!). Standards on the same side in the combat, you can only count
the bonus for one.
Many characters ride into battle atop a • Unless noted otherwise, any special
mount of some kind. In most cases, this rules that apply to one element
Mounted Characters
will be something quite straightforward (character or mount) apply to the other
like a warhorse, giant wolf or boar. In other as well.
Wizards of the Old World cases, the character will have the option to • This model uses the Movement
The treatment of ride atop a monster or a chariot, chosen characteristic of the mount.
practitioners of magic varies from elsewhere within their army list. • The character and mount each use
greatly across the human their own Weapon Skill, Ballistic
nations of the Old World. In Characters & Cavalry Mounts Skill, Strength, Initiative and Attacks
Bretonnia, gifted girl-children If a character has a cavalry mount characteristics, and their own weapons.
become the Daughters of the (be it ‘light’, ‘heavy’ or ‘monstrous’), • In combat, all enemy rolls To Hit
Grail, priestesses who are the model is treated as being of the are made against the character’s
revered and held above the mount’s sub-category of troop type. Weapon Skill.
law. Elsewhere, in Kislev, a Not unlike any other mounted model, • Impact Hits and/or Stomp Attacks use
land beset by hostile enemies a mounted character will have a split the mount’s Strength.
and extreme environments, profile, as described on page 97, with the • When this model makes an Armour
practitioners of magic are following addition: Save roll, it may use either the mount or
valued commodities. In the character’s armour value, whichever
contrast, Wizards are often • When moving, this model uses the is better.
outcasts in the Empire, Movement characteristic of the mount. • If the character is reduced to zero
shunned and distrusted Wounds, the model as a whole is
for their deviant ways yet Improved Characteristics: Some cavalry removed from play.
employed clandestinely by mounts are big and tough enough that
nobles who desire their power being mounted upon one will increase the Improved Characteristics: Ridden
or counsel. Further east, character’s Toughness and/or Wounds monsters are invariably huge and fearsome
practitioners take many roles; characteristics. In such cases, this will be beasts, and being mounted upon one will
wise advisors, deadly battle noted within the mount’s profile. increase the character’s Toughness and/or
mages and skilled healers are Wounds characteristics. In such cases, this
but a few examples. will be noted within the mount’s profile.
Characters & Chariot Mounts
If a character is mounted upon a chariot (be it ‘light’ or ‘heavy’), the whole model is treated
as being of the chariot’s sub-category of troop type.
Split Profile (Chariot Mount): Not unlike any other chariot, a character that is mounted
upon a chariot will have a split profile, as described on page 97. In game terms, this works
as follows:
• Unless noted otherwise, any special rules that apply to one element (chariot, character,
crew or beasts) apply to the others as well.
• This model uses the Movement characteristic of the beasts that draw the chariot or, if
there are no beasts, of the chariot itself.
• The character, crew and beasts each use their own Weapon Skill, Ballistic Skill, Strength,
Initiative and Attacks characteristics, and their own weapons.
• In combat, all enemy rolls To Hit are made against the character’s Weapon Skill.
• Impact Hits and/or Stomp Attacks use the chariot’s Strength.
• Enemy rolls To Wound are made against either the chariot’s or the character’s
Toughness, whichever is the highest.
• When this model makes an Armour Save roll, it may use either the chariot’s or the
character’s armour value, whichever is better.
• If the chariot is reduced to zero Wounds, the model as a whole is removed from play.
The Creatures of the North
Improved Characteristics: When a character mounts a chariot, they join its crew, All manner of foul and
bolstering their strength, fighting ability and survivability. To represent this, the Wounds mutated creatures stalk
characteristic of the character is added to that of the chariot. For example, if a character the northern wastes. The
with W3 is Characters
mounted upon& Formations
a chariot with W4, the model would have seven Wounds. Marauder tribes hunt such
beasts, the most ambitious
Characters & Formations warriors eager to claim the
greatest trophies. Taking
Character models rarely have any formation special rules. Instead: a beast alive often earns
greater renown than simply
• A character that has joined a unit adopts the formation of that unit. killing it and some Marauder
• A Lone character (see page 206) is always considered to be in a Skirmish formation. chieftains ride to battle atop
• A character mounted on a ridden monster or chariot adopts the formation of chariots pulled by snarling
their mount. wolves while the greatest go
to war within the howdahs of
towering mammoths.
Lone Characters
Whilst manyLone Characters
characters ride to battle aboard a chariot or atop a monster, many more bold
leaders and dangerous fighters prefer to move around the battlefield as individuals, fighting
a solitary battle against the foe:
• Any character whose troop type is ‘infantry’ or ‘cavalry’ and that has not joined a unit is
considered to be a ‘Lone character’.
During the course of a game, a Lone character may join a friendly unit (see page 207),
bringing their might and leadership to the unit to strengthen its ranks. Upon joining a unit,
a character ceases to be a Lone character.
Evade
Lone characters are able to move quickly out of harm’s way. Unless they are fleeing or
engaged in combat, a Lone character that would be contacted by an enemy unit that is
Warrior Priests making a pursuit move may attempt to ‘evade’.
There are many gods
worshipped in the Empire, Before moving the enemy unit, make an Initiative test for the character. If this test is
some of whom require their passed, the character may move a number of inches up to their Movement characteristic,
clergy to march to war. away from any enemy units (i.e., the character cannot end this movement closer to any
Priests that take up arms are enemy unit than they were before moving). Once this move is complete, the enemy unit
often referred to as Warrior completes its pursuit move.
Priests. The most common
are those of Sigmar and Ulric, Targeting Lone Characters
but Morr and Taal also have A Lone character might offer a desirable target for enemy shooting or spell casting, but
large numbers of militant picking out any one individual from the bustle of the enemy battle line is difficult to say the
servants who oppose the least. Unless the character obliges the enemy by standing out in the open, that is.
restless dead and the defilers
of nature respectively. A Lone character cannot be targeted by enemy shooting or by enemy spells whilst it is
within 3" of a friendly unit (that is not itself fleeing) that contains five or more models of
the same troop type as the character (i.e., ‘infantry’ or ‘cavalry’), unless the Lone character
is the closest target.
Unit A wishes to shoot an enemy character. Characters 1 and 2 are both within 3" of a
friendly unit (unit B), but character 3 is not. However, despite being within 3" of a friendly
unit, character 2 is the closest target. Therefore, the unit can shoot at either character 2 or 3.
Characters & Units Fleeing units: Should a unit joined by
a character flee, the character must flee
Unless somehow prevented (by a special with it (regardless of any special rules the
rule or by their troop type, for example), character may have that would normally
most characters can join a friendly unit. prevent it from fleeing). If the unit is run
A character can join a friendly unit: down by an enemy whilst fleeing, the
Characters & Units character is slain as well.
• During deployment, by being placed
with the unit. Positioning Characters
• During the Remaining Moves sub- When a character joins a unit they are
phase, by moving into base contact with placed in its front rank, displacing one or
a unit that is not engaged in combat more rank and file models (not including
or fleeing. command group models) to the rear rank
as required, as shown in Fig 207.1. If the
A unit cannot move after being joined by character’s base does not fit neatly within
a character during the Remaining Moves the unit’s ranks, position the model on the
sub-phase. However, the unit only counts unit’s flank, adjacent to, and in base contact
as having moved if it did so before the with, its front rank.
character moved to join it.
Should a unit turn or reform, any character
Note that a unit can be joined by more than models within, or adjacent to, its front
one character, but two characters cannot join rank must be repositioned into, or adjacent The Mark of a Champion
one another to form an ad hoc unit. to, the new front rank once the unit’s Though the followers of
movement is complete. Chaos acknowledge and
Unit Strength: Upon joining a unit, and worship the entire pantheon
for as long as they remain part of it, a If there is no room for a character within of Chaos gods, many are
character adds their Unit Strength to that a unit’s front rank, it is placed in the drawn to a single patron.
of the unit. rear rank. Should one of the Ruinous
Powers notice the deeds of a
Spells: When a character joins a unit that Leaving A Unit would-be champion, it marks
is under the effect of a spell that affects A character can leave a unit during the them as its own. From that
the entire unit, the character becomes Remaining Moves sub-phase by simply moment, the champion’s
likewise affected. Similarly, if a character moving away from the unit before the unit deeds are observed closely
is under the effect of a spell that is able makes its own move. However, if the unit and, if the champion is
to affect a unit, the unit joined becomes cannot move in this phase for any reason, found worthy, they will be
likewise affected. the character cannot leave it. Once they greatly rewarded.
have moved away, a character is no longer
joined to the unit.
Unit A has been joined by two characters which are placed within the front rank of the unit,
displacing a total of three rank and file models to the rear rank.
Unit B has been joined by a character that will not fit neatly within its ranks. Therefore,
the character model is positioned on the unit’s flank, adjacent to, and in base contact with,
the front rank.
Measurement Movement
Distances to or from a unit that has been A unit that has been joined by a character
joined by a character are measured from moves as normal, the character model
the unit as a whole, taking into account any moving as part of the unit. A character
character models positioned adjacent to model that is positioned adjacent to the
the unit. unit must remain adjacent to, and in base
contact with, the front rank of the unit at
When required to measure to or from the the end of its movement.
character (for example, when measuring
the character’s Command range), measure A unit that has been joined by a character
from the model itself as normal. always uses the Movement characteristic
of the slowest model. If either is subject
Unit Facing & Line Of Sight to any movement restrictions, these apply
Both line of sight to or from a unit that has to both. For example, if a unit with M8 is
been joined by a character, and its vision joined by a character with M4, the unit can
arcs, are determined from the unit as a only move 4".
whole, taking into account any character
models positioned adjacent to the unit. Moving Through The Ranks
A character whose unit is engaged in
WAAAGH! When required to determine line of sight combat may sometimes be required to
A Waaagh! is the name the for the character (for example, when ‘move through the ranks’. To do so, simply
nations of the Old World give casting a spell), do so from the character move the character model (displacing other
the massed invasions of Orcs, model itself as normal. In such cases, the models as required) so that it occupies the
derived from the creatures’ unit does not block the character’s line desired space, within or adjacent to the
bellowing cries. They arise of sight. appropriate rank, as shown in Fig 208.1
when a powerful Warboss and 208.2.
conquers large numbers of If required to determine line of sight to
Orc tribes and turns their the character, do so to the character model A character that moves through the
gaze upon the lands of other itself. In such cases, the unit may block line ranks to occupy a space anywhere other
races. Then, an unstoppable of sight to the character. than within the front rank of their unit
sea of green-skinned monsters must return to their previous position
swarms the land, slaughtering immediately once their unit is no longer
and razing all in their path. engaged in combat.
Eventually, a Waaagh! will
falter, be it due to a lack of
fresh foes splintering the
Orc horde or the defeat or
death of the Warboss. In its
wake, nations lie in ruins, the
Waaagh’s! passage forever
scarring the land.
Unit A, which has a character within its In this example, the character is adjacent
front rank, has been charged in its flank. The to unit B’s front rank. It moves through the
character moves through the ranks, into the ranks to take up a position adjacent to the
fighting rank. fighting rank.
Characters & Shooting Characters In Combat
If a character equipped with a missile Characters can always be found where the
weapon has joined a unit equipped with fighting is thickest. In combat, a character
missile weapons, both must shoot at the that has joined a unit:
same target, using their own characteristics.
• May, if they are not within the fighting
Note that this only applies to missile weapons, rank when their combat is chosen
not to Magic Missile or Magical Vortex spells. during Step 1.1 of the Choose Combat
& Fight sub-phase, and starting with
Enemy Shooting: A character that has characters belonging to the inactive
joined a unit cannot be hit by enemy player, move through the ranks to join
shooting unless: the fighting rank.
• May, if they are within the fighting
• They are targeted by an attack that rank, make a number of attacks
allows a specific model within a unit to determined by their Attacks
be targeted. characteristic and their proximity to the
• They find themselves lying underneath enemy, as described on page 146.
a template. • Can direct their attacks against, or
• There are fewer than five rank and file divide them between, any enemy Liche Priests
models in the unit. models they are in base contact with. The Mortuary Cult of
• Can only be hit by enemy attacks Nehekhara was commanded
If there are fewer than five rank and file (including Impact Hits or Stomp by the Great Land’s monarchs
models in the unit, the controlling player Attacks) that are directed against them, to conquer death and,
must first allocate hits to the unit until made by enemy models that are in base over the course of several
one hit has been allocated to each model it contact with them. generations, their studies
contains. Any remaining hits are divided as • Can only have Impact Hits or Stomp proved successful. The fifth
equally as possible between the character(s) Attacks directed against them if there generation of Liche Priests did
and the unit. are fewer than five rank and file models not die, they merely withered
in the unit. and aged until they were little
“Look Out, Sir!”: If a character is hit by more than living corpses.
a shooting attack, and if there are five or Note that characters adjacent to a fighting Such was their mastery
more rank and file models in the unit, the rank are considered to be within it. over ritual and sorcery,
character can make a “Look Out, Sir!” roll. painstakingly developed over
To make a “Look Out, Sir!” roll, roll a D6. Too Many Characters: Unless a unit countless centuries, that
On a roll of 1, the character is hit. On a roll contains only a single rank, its fighting their incantations bound the
of 2+, a member of the unit is hit in the rank cannot contain more characters than Winds of Magic to their will.
character’s place – resolve the hit against it does rank and file models. If it does, one
the unit. or more must ‘retire’ from combat. Upon
retiring, a character:
Excess Wounds
Excess wounds inflicted upon a unit do not
‘spill over’ onto any characters that have
joined it, and vice versa.
Challenges Refusing A Challenge
A warrior that refuses a challenge will
Challenges between mighty characters invariably attempt to hide from the foe.
and brave unit champions are a dramatic Thus is their cowardice revealed to all as
feature of Warhammer: the Old World, they hastily retreat into the rear ranks of
representing the final showdown between their unit.
opposing warlords or hated rivals. It’s not
unusual for the result of a battle to hinge on If the opposing player refuses to accept
who wins a challenge! a challenge, the player that issued the
challenge may nominate one of the
Issuing A Challenge characters or champions that could have
Challenges are issued when a combat is accepted it. The nominated model must
chosen during Step 1.1 of the Choose immediately ‘retire’ from combat. Upon
Combat & Fight sub-phase. Only one
Challenges retiring, the nominated model:
challenge can be issued per combat. The
active player has the opportunity to issue • Moves through the ranks to take up a
a challenge first. If they choose not to, the position away from the fighting rank.
Ulric inactive player can issue a challenge. • Cannot make any attacks or have
Sigmar himself worshipped attacks directed against them.
Ulric, the god of war, wolves To issue a challenge, a player must • Confers no benefits to the unit in the
and winter. Ulric is one of the nominate an eligible character or champion form of Leadership, special rules, or
most ancient gods, revered by to be the challenger. To be eligible, the anything else.
primitive human tribes long model must be within, or adjacent to, the
before the Unberogen tribe fighting rank. If a player does not have an Once a character or champion has been
came to prominence. Indeed eligible model, no challenge can be issued. retired from combat in this way, they
it was Ar-Ulric, the High cannot return to the fighting rank whilst
Priest of that primal creed, Accepting A Challenge their unit is still engaged with the enemy
who crowned Sigmar as the Once a challenge has been issued, the model that issued the challenge – they are
first Emperor. opposing player can nominate an eligible far too occupied with their cowardice!
character or champion to accept it. To
be eligible, the model must be within, or
adjacent to, the fighting rank. If a player
does not have an eligible model, a challenge
cannot be accepted.
In such cases, the character or champion Note that this is an exception to the norm.
has nowhere to run and nowhere to hide, Usually, only the number of Wounds lost is
and must meet their enemy’s challenge. counted for the purposes of the combat result,
not the number of unsaved wounds caused.
Fighting A Challenge
Once a challenge has been accepted, the To The Death!
two combatants will direct all of their If both participants in a challenge survive The Fauschlag
attacks against one another, in Initiative the round of combat, and if the combat It is said that in times past
order. Whilst the challenge is ongoing, continues into the next player’s turn, Ulric led the Teutogen tribes
other models engaged in the same combat the challenge will also continue. Further to the heart of the deep forest,
cannot direct their attacks against either of challenges cannot be issued in that smashing asunder the peak
the duelling models. combat until the existing challenge has of a tall mountain with his
been resolved. fist and leaving a great, flat
If possible, the models engaged in the plateau in its place. This is
challenge should both be moved through Challenges & Mounts known today as the Fauschlag
the ranks and placed in base contact with If either participant in a challenge is rock and it is here that the
one another, the better to reflect their mounted, their mount (including the great city of Middenheim
heroic duel. However, sometimes this is just crew of a chariot) must direct its attacks thrives, holding fast against
not practical, so it is perfectly acceptable to against the other participant. If the rival the evils that stalk the
leave them in place. participant is slain before a mount’s attacks Old World.
are made (because the mount has a lower
Initiative, for example), the mount’s attacks
may be made against the rival as normal for
the purposes of Overkill.
WEAPONS OF WAR
Across the grim and dangerous Old World and beyond, warriors employ many
Weapons
different types of weapons of War
against a multitude of foes. From the well-wrought
axes of the Dwarfs to the less-sophisticated choppas of the Orcs, every race has its
favoured weapons.
It is usual for all the models in a unit to carry the same weapons. It is acceptable for models
belonging to the command group to be differently armed for the sake of identification.
Weapon Profiles
Just like the models that carry them, all weapons have a profile. This includes the weapon’s
characteristics and lists any special rules it has:
R S AP Special Rules
Flail Combat S+2 -2 Requires Two Hands
Notes: A flail’s Strength modifier applies only during the first round of combat.
The Sword of Khaine
Off the northern coast of Range (R) Armour Piercing (AP)
Ulthuan sits the Blighted Isle, All weapons have a Range characteristic, This shows how good the weapon is at
a dismal island upon which telling you at what distance the weapon punching through armour. This is always
resides the Sword of Khaine. can be used: a negative modifier, which is applied to
It is a weapon of terrible the dice rolled when making an Armour
power that was once wielded • If the weapon’s Range is ‘Combat’, Save roll.
by Aenarion, first of the the weapon can only be used in
Phoenix Kings and defender combat, against enemies the wielder is Special Rules
of Ulthuan when Chaos was engaged with. Many weapons confer a universal special
first unleashed upon the • If the weapon’s Range is a number of rule to attacks made by their wielder (as
world. Its form is mutable, inches, the weapon is a missile weapon, described on page 165).
changing to fit those who used to shoot at the enemy. The
set eyes upon it. Embedded number given indicates the weapon’s Notes
within the Shrine of Khaine, maximum range. Some weapons have notes specifying when
the Elven god of death, the • If the weapon has two Range they can be used (such as during a turn in
weapon awaits the day a new characteristics, both shown as a number which the wielder charged), when their
wielder comes and the tide of of inches, the first is its minimum range, modifiers apply (such as only during the
death that will soon follow. the second its maximum. For example, first round of combat), or what type of
a stone thrower has a Range of 12-60", model can wield them (such as ‘models
meaning it can only shoot at things whose troop type is ‘cavalry’ only’). In
which lie between 12" and 60" away. addition, some weapons have their own
Anything less than 12" away is too close. unique rules. Such notes and any unique
rules are contained here.
Strength (S)
The weapon’s Strength is used when
making rolls To Wound against the
enemy. For missile weapons, this is shown
as a simple numerical value. For combat
weapons this may be shown as ‘S’, indicating
that the Strength of the wielder is used, or
as ‘S’ with a modifier (for example, ‘S+2’),
meaning the Strength of the wielder is used
but with a modifier applied.
Combat Weapons
The following pages detail some of the many types of combat weapon found in the
Warhammer world. Unusual
Combat Weaponsweapons that are specific to individual races or armies are
covered in the army list for that particular race.
• If a unit is equipped with two or more combat weapons, you must choose which it will
use when its combat is chosen during Step 1.1 of the Choose & Fight Combat sub-phase.
• The entire unit, including command, must use the same weapon (with the possible
exception of units with the Motley Crew special rule). Characters can always choose
separately – they are not obliged to use the same weapon as a unit they have joined.
• If a unit champion has the option to be equipped differently to the rest of their unit,
they can choose which weapon they will use separately.
• Unless the weapon itself states otherwise (as do lances, for example), a unit cannot
change weapons between rounds of combat if it remains locked in place and engaged in
combat. The weapon chosen for the first round of a combat (i.e., the first round fought
following a charge) must be used for the duration of the combat. Tribes of the Badlands
Since the infamous Battle of
Hand Weapons Black Fire Pass when Sigmar
Even the most poorly prepared warrior will arm themselves with a hand weapon, such as and his foundling Empire
a simple sword or axe. It may even be that the model’s natural weapons, such as teeth and hurled back an enormous
claws, fulfil this role. Regardless of the form it takes, almost every model, even a cavalry invasion, the Badlands have
mount, is considered to be armed with a hand weapon with the following profile: been infested with Orcs and
Goblins. Unable to gain a
R S AP Special Rules permanent foothold in the
Hand Weapon Combat S - - lands of the Empire, Orc
Notes: Unless specified otherwise, all models are assumed to be equipped with a hand weapon. and Goblin tribes have made
their lairs across the Border
Two Hand Weapons/Additional Hand Weapon Princes, the Badlands and the
Not content with a single hand weapon, some warriors carry two – one in each hand – the better vast mountain ranges that
to rain blows down upon their foes. encircle those barren lands.
The Dragonback Mountains
R S AP Special Rules in particular have long been
Two/additional Combat S - Extra Attacks (+1), a favoured stomping ground
hand weapon Requires Two Hands for Orcs and Goblins, and
the largest peak of them
all, Mount Bloodhorn, has
become something of a
spiritual home to the tribes in
the area.
Flail
A flail is a cumbersome, heavy weapon used with both hands. It consists of heavy weights, often
spiked, attached to a pole or handle by heavy chains. A flail drains the user’s stamina quickly, but
is incredibly destructive nonetheless, its impact smashing shields and splintering bones.
R S AP Special Rules
Flail Combat S+2 -2 Requires Two Hands
Notes: A flail’s Strength modifier applies only during the first round of combat.
Great Weapon
Great weapons are especially large and heavy weapons wielded with both hands. This includes
great hammers, great axes, two-handed swords and so forth. A blow from a great weapon can cut
a foe in half and shatter the thickest armour.
R S AP Special Rules
Great weapon Combat S+2 -2 Armour Bane (1), Requires Two Hands,
Strike Last
R S AP Special Rules
Morning star Combat S+1 -1 -
Notes: A morning star’s Strength modifier applies only during the first round of combat.
Whip
Consisting of one or more long lengths of braided leather fitted to a stout handle, in the hands of
a skilled user a whip can cause terrible injuries. When sharpened blades and hooked spikes are
added, it can inflict truly devastating, often fatal, injuries.
R S AP Special Rules
Whip Combat S - Fight in Extra Rank, Strike First
Spears
Often called the king of weapons, spears are the most diverse type of weapon found in
the Warhammer world. From long, elegant, thrusting spears favoured by serried ranks of
infantry, to short, heavy, throwing spears preferred by hunters and skirmishers.
Lance
A lance is a long, heavy spear, wielded to devastating effect by charging cavalry. Couched under
the arm of its wielder, the brutal point of a lance is driven into the foe with the full weight and
momentum of the charge. Such a devastating weapon can make short work of even the toughest of
enemies, which is just as well because few lances survive the first shock of impact!
R S AP Special Rules
Lance Combat S+2 -2 Armour Bane (1)
Notes: Models whose troop type is ‘cavalry’ or ‘monster’ only. A lance can only be used during a
turn in which the wielder charged. In subsequent turns (or if the wielder did not charge) the model
must use its hand weapon instead.
Cavalry Spear
Lighter than a lance, what cavalry spears lack in terms of shuddering impact on the charge they Runic Magic
more than make up for in terms of versatility, enabling their wielders to bring their numbers to Dwarfs are not magical by
bear against the enemy. nature and only those Dawi
who dwell in the Dark Lands
R S AP Special Rules prove capable of bending
Cavalry spear Combat S+1 -1 Fight in Extra Rank the Winds of Magic to their
Notes: Models whose troop type is ‘cavalry’, ‘monster’ or ‘chariot’ only. A cavalry spear’s Strength whim. However, the Dwarfs
and Armour Piercing modifiers apply only during a turn in which the wielder charged. A model have no equal in forging
wielding a cavalry spear cannot make a supporting attack during a turn in which it charged. and the binding of magic to
their creations. Runesmiths
Throwing Spear bind the Winds to runes,
Short, heavy throwing spears are weapons favoured by hunters, be they on foot or mounted. In potent sigils that harness
battle, they can be hurled over the heads of the front rank by those behind as their wielders charge, and tame magic without
often to devastating effect, cutting down many foes before sword blades meet. hampering its destructive
tendencies. A skilled artisan
R S AP Special Rules can enchant a suit of gromril
Throwing spear Combat S - Fight in Extra Rank into a nigh-impenetrable
Notes: A throwing spear can only be used during a turn in which the wielder charged. In raiment, bestow a pickaxe
subsequent turns (or if the wielder did not charge) the model must use its hand weapon instead. with runes that guide it to
metal veins and transform a
Thrusting Spear simple hammer into a weapon
The favoured weapon of massed infantry regiments. Although too long to be used effectively on the capable of sundering the
charge, thrusting spears are the ideal defensive weapon. Their length enables their wielders to fight mightiest fortress.
in multiple ranks whilst keeping the enemy at a (comparatively) safe distance and robbing them of
their impetus, forcing them to battle past jabbing spear tips to close the distance.
R S AP Special Rules
Thrusting spear Combat S - Fight in Extra Rank
Notes: Models whose troop type is ‘infantry’ only. A model wielding a thrusting spear cannot
make a supporting attack during a turn in which it charged. During a turn in which it was
charged in its front arc, a model wielding a thrusting spear gains a +1 modifier to its Initiative
against the charging unit(s).
Missile Weapons
The following pages list many of the most popular types of missile weapons seen in the
Warhammer world. Unusual weapons that are specific to individual races or armies are
Missile Weapons
covered in the army list for that particular race.
• If a unit is equipped with two or more missile weapons, you must choose which it will
use when it is chosen to shoot during step 1 of the Shooting phase.
• The entire unit, including command, must use the same weapon. Characters can
always choose separately – they are not obliged to use the same weapon as a unit they
have joined.
• If a unit champion has the option to be equipped differently to the rest of their unit,
they can choose which weapon they will use separately.
Bows
The Wurtbad Deathjacks The humble bow is used extensively in warfare. It is a compact, long-ranged weapon that is,
The Deathjacks are renowned for the most part, cheap to make and easy to maintain. The many races of the Warhammer
archers who can track a foe at world use various types, each reflecting the preferences of their makers.
speed through any forest. First
recorded on the Wurtbad roll Longbow
of honour in the year 2004, A longbow is capable of firing at an incredible range and with quite alarming power. A skilled
the Deathjacks would scout archer can hit an enemy from a great distance, only increasing in deadliness as the range shortens.
ahead of the main Stirland
army during the civil wars R S AP Special Rules
between the Three Emperors. Longbow 30" 3 - Armour Bane (1), Volley Fire
Though dubbed the Mutton-
stickers or Thieving-jacks Shortbow
by their own comrades for Small, short-ranged bows are favoured by light troops, cavalry and Goblins (who are too short
their pillaging and poaching to use a longbow). A skilled archer can load, draw and loose a shortbow without breaking stride,
ways, the Deathjacks have thanks to its compact design.
continued in service to this
day, recruiting the finest R S AP Special Rules
archers and woodsmen out of Shortbow 18" 3 - Quick Shot, Volley Fire
the Great Forest.
Warbow
The most commonly seen type of bow can best be described as a ‘warbow’. Often made from
composite materials and cunningly recurved, a warbow is designed to transfer the strength of the
archer directly into every shot.
R S AP Special Rules
Warbow 24" S - Volley Fire
Black Powder Weapons
Considered the cutting edge of weapon technology in many human realms, black powder
has long been utilised by the Dwarfs and by several human nations. Black powder weapons
are overly large and noisy, though the craftsmanship that goes into their construction
is considerable.
Handgun
A handgun is a simple firearm, consisting of a metal barrel mounted on a wooden stock. More
advanced versions boast complex mechanisms of levers and springs. Others rely on a long, slow
burning fuse soaked in saltpetre to ignite the powder. Handguns have a respectable range and hit
very hard, making them valued weapons indeed.
R S AP Special Rules
Handgun 24" 4 -1 Armour Bane (1), Ponderous
Pistol
Pistols are smaller versions of handguns, made using similar methods. Their smaller form means The Carroburg Greatswords
that, whilst their range is reduced, they can be wielded single-handed, and their heft makes them The Carroburg Greatswords
effective clubs to be used at close quarters once their charge is spent. first earned their reputation
during the Siege of Carroburg
R S AP Special Rules in IC 1865.After holding the
Pistol 12" 4 -1 Armour Bane (1), Quick Shot breach for a full day against
the army of Middenland,
Brace Of Pistols the surviving members of
Warriors that can do so will enter battle with a matched pair of pistols (or more), enabling the regiment changed their
them to snap off multiple shots. In combat, a skilled duellist can shoot, club, parry and jab with uniforms from the white of
their pistols. Reikland to a deep, visceral
red to honour that most
Brace of Pistols R S AP Special Rules blood-drenched of victories.
Ranged 12" 4 -1 Armour Bane (1), Multiple Shots (2),
Quick Shot
Combat Combat S - Extra Attacks (+1), Requires Two Hands
Notes: A brace of pistols has two profiles, representing how the weapons are used in combat.
Repeater Guns
Some believe that more is better, and what could be better than a multi-barrelled gun? A repeater
gun consists of several barrels welded together. They look splendid, but are time consuming to load.
R S AP Special Rules
Repeater handgun 24" 4 -1 Armour Bane (1), Multiple Shots (3),
Ponderous
Repeater pistol 12" 4 -1 Armour Bane (1), Multiple Shots (3),
Quick Shot
Crossbows
A crossbow consists of a short, strong bow stave mounted on a wooden or metal stock.
They are heavy weapons that are slow to load, and it requires considerable strength to
wind back the string of a crossbow. They make up for this with their tremendous range
and power.
Crossbow
The average crossbow is brutally powerful and relatively easy to use. Compared to handguns, they
are quick and easy to manufacture and to learn the use of. All told, this makes them the ideal
weapon for large regiments and poorly trained conscripts in provincial armies.
R S AP Special Rules
Crossbow 30" 4 - Armour Bane (2), Ponderous
Repeater Crossbow
To address how slow crossbows are to load, some races have experimented with repeater crossbows.
Sacrificing raw power for speed, the strings of repeater crossbows can be levered back quickly, ready
Geheimnisnacht for a fresh bolt to drop into place from a hopper mounted atop the weapon.
There is a night every year
that is viewed as an accursed R S AP Special Rules
eve within the Old World Repeater crossbow 24" 3 - Armour Bane (1), Multiple Shots (2)
– Geheimnisnacht. It is the
only night of the year when Repeater Handbow
the moon of Morrslieb Based on the same principles as a repeater crossbow, a repeater handbow is a small, rapid-firing
is always full. When the weapon. Such weapons lack strength and range, and they are prone to malfunction, but this is
sickly green moon hangs more than compensated for by their versatility. In fact, such is their versatility that some warriors
brightly in the sky, it is said arm themselves with a brace, enabling them to deliver a withering amount of fire. Such weapons
the dead stir within their are favoured by assassins for their discreet size and almost silent operation.
graves and the servants of
dark gods roam the land. R S AP Special Rules
Each Geheimnisnacht, the Repeater handbow 12" 3 - Multiple Shots (2), Quick Shot
ordinary folk bar their doors Brace of repeater 12" 3 - Multiple Shots (4), Quick Shot
and windows, stoke their fires handbows
high and pray to their gods
that they will survive to see
the dawn.
Thrown Weapons
The most simple type of missile weapon is one that is thrown at the enemy. Yet for how
simple such weapons are in principle, great variety and ingenuity can be seen in their
design. Some are light, enabling the user to throw them a considerable distance; others are
heavy, intended to hit with huge impact. Still others employ a secondary lever, enhancing
the strength of the wielder’s arm.
Throwing Weapons
Throwing weapons, such as stars and knives, are small, easily concealed weapons and, consequently,
they are favoured by assassins and lightly armed infiltrators. Despite being short ranged, such
weapons can be used at a run.
R S AP Special Rules
Throwing weapon 9" S - Multiple Shots (2), Move & Shoot,
Quick Shot
Javelin
The javelin is a light spear designed for throwing, which is far too flimsy to be used in hand-to-
hand fighting. It is not a particularly common weapon as it has a short range, but it is popular The Southlands
enough amongst the light troops of several races. Far to the south of the
Empire, past the ragged
R S AP Special Rules Badlands and beyond
Javelin 12" S - Move & Shoot, Quick Shot the parched Lands of the
Dead, lie the jungles of the
Sling Southlands. In the Old
Not truly a throwing weapon, slings consist of a looped string of cloth or leather into which a stone World, little is known of this
is placed and then launched with surprising strength and accuracy. The sling itself greatly increases land, a fact which has piqued
how far a stone can be thrown, and with how much force. Skilled users can launch rapid volleys of the interest of countless
shots with barely a break in their stride. bands of treasure seekers;
the abandoned hold of Karak
R S AP Special Rules Zorn; the lost temple-city of
Sling 18" 3 - Multiple Shots (2) Zlatlan; the haunted streets
of the Temple of Skulls. Each
Throwing Axe supposedly offers great wealth
Throwing axes are keenly balanced weapons that can be thrown accurately despite their weight. to those brave enough to
Despite this, even the strongest warrior cannot throw such a hefty weapon very far. Yet if a dare the thick jungle, though
throwing axe hits its target, the effect can be quite devastating. few return alive from such
foolhardy expeditions.
R S AP Special Rules
Throwing axe 9" S+1 - Quick Shot
Armour
Few warriors venture onto the battlefield without some measure of protection, be it only a
padded leather jerkin or a gleaming suit of plate mail. Many creatures shun conventional
armour, protected instead by their own thickened skin or scaly hides.
Whatever the case, the level of protection given is represented by the Armour Save roll – a
Armour
test made against a model’s ‘armour value’ – the more armour a model wears, the better its
armour value becomes and the more likely it is to successfully pass an Armour Save roll, as
described on page 141.
Armour Value
Although in some cases a model will have an armour value given, the armour value of most
models is determined by their equipment. The most common types of armour are:
No Armour
A model that wears no armour is considered to have an armour value of 7+ for the
purposes of Armour Save roll modifiers and any rules that improve armour value. This
represents the model’s natural resilience and the protection proffered by the clothing and
jewellery it wears, however little this may be. For example, if a model with no armour
carries a shield, it would have an armour value of 6+.
Unusual Armour
In addition to the armour types listed here, many armies have access to unique materials or
spell craft which can enhance their armour still further. This is usually represented by an
army special rule whichArmour
Unusual represents these types of armour.
Additional Equipment
Many models carry equipment (or have the option to carry equipment) that improves
upon their armour value. The two most common types – the humble shield and barding
for a trusty mount – are detailed below.
Additional Equipment
Note that, regardless of the equipment carried, a model can never have an armour value better
than 2+. Any bonuses that would improve a model’s armour further have no effect.
Shield: A shield may be a simple wooden board, or it may be an ornate and finely
decorated thing – layers of wood, leather and resin trimmed and faced with beaten metal
and finished with carefully painted symbols and heraldry. Whatever form it takes, shields
are carried by warriors of all races.
Strange Structures
A model that carries a shield improves its armour value by 1. For example, a model The wild and isolated
equipped with light armour has an armour value of 6+. Should that model also carry a places of the Old World are
shield, its armour value would be improved by 1 by lowering the target number from 6+ to dotted with many strange
5+. and eerie towers. Such
structures frequently house
Note that if a model uses a weapon that has the Requires Two Hands special rule in combat, it Wizards and Shamans who,
cannot also use a shield. often persecuted in the
larger towns and cities by
Barding: Barding is the name given to the armour worn by a mount. This can take many superstitious populations
forms, from heavy cloth draperies, to formed and fitted armour plates. Barding is seen and intolerant priests of
often on the mounts of cavalry, but only rarely upon monsters ridden by characters (it is a various gods, seek refuge
challenge to tailor a suit of barding to an unwilling gryphon!). in solitude. Such towers
invariably appear abandoned
A model that rides a barded mount improves its armour value by 1. For example, a cavalry at first glance, derelict and
model equipped with heavy armour has an armour value of 5+. Should that model’s mount tumbledown. Only on closer
be barded, its armour value would be improved by 1 by lowering the target number from inspection does it become
5+ to 4+. apparent that they are
inhabited. Unfortunately,
close inspection often
Wizards & Armour proves fatal as Wizards are
Wizards cannot wear armour. Should a Wizard ever do so, they would be unable prone to protecting their
to make any Casting or Dispel rolls. This penalty applies to all armour and shields, privacy with potent and
magical or otherwise, but does not include barding (which is worn not by the Wizard, deadly enchantments.
but by their mount).
WAR MACHINES
W ar machines are mechanical constructions that hurl massive projectiles at the foe. Bolt throwers, cannon and stone
throwers are all war machines, and there are many other bizarre contraptions to be found in the Warhammer world.
War Machines
R S AP Special Rules
Bolt thrower 48" 6 -3 Cumbersome, Move or Shoot, Multiple
Wounds (2), Through & Through
Repeater bolt thrower 48" 6 -3 Cumbersome, Move or Shoot, Multiple
Wounds (2), Rapid Fire, Through &
Through
• One hit per rank (including the rear rank, even if it is incomplete), if the bolt thrower
lies in the unit’s front or rear arc. Athel Loren
• One hit per file, if the bolt thrower lies in the unit’s flank arc. The forest of Athel Loren,
bordering the nations of
However, a bolt can quickly lose power as it passes through armour and flesh. To represent Bretonnia and the Empire,
this, the bolt thrower suffers a -1 modifier to its Strength characteristic for each hit after holds many secrets. Legends
the first. say that Elves make their
homes within the forest’s
Note that, should the Strength of a hit be reduced to 0, it has no effect and no further hits boughs and trunks, dancing
are caused. amongst the treetops and
slaying any who stray into
the forest. Other tales speak
Repeater Bolt Thrower Special Rules of living trees whose wrath
Rapid Fire: Instead of shooting normally, a repeater bolt thrower can ‘rapid fire’ a becomes manifest should any
number of smaller bolts, with the profile given below. If this special rule is used, all threaten the arboreal realm.
shots must be at the same target. Regardless of the truth, to
enter Athel Loren is to know
R S AP Special Rules death awaits, for that which
Rapid Fire 48" 4 -1 Armour Bane (1), Cumbersome, dwells beneath its canopy
Move or Shoot, Multiple Shots (D3+3) cares not for the ignorance of
lesser creatures.
The bolt thrower lies within the enemy unit’s flank arc, causing one hit per file. As the
unit is five models wide, five hits are caused. Each hit after the first suffers a reduction to
its Strength.
Stone Throwers
Stone throwers lob large rocks high into the air to come crashing upon enemy ranks. The very
largest can hurl a projectile big enough to flatten monsters and knock down city walls.
R S AP Special Rules
Stone thrower 12-60" 4 (8) -1 (-3) Stone Throwers Cumbersome, Move or
Bombardment,
Shoot, Multiple Wounds (D3+1)
Notes: This weapon does not use its crew’s Ballistic Skill. Instead, it shoots using the
‘Bombardment’ special rule. This weapon uses a 3" blast template and the Stone Thrower Misfire
table. The Multiple Wounds (D3+1) special rule applies only to a single model whose base lies
underneath the central hole of the blast template.
1. Choose Target: Choose an enemy unit that is within the war machine’s line of sight and
between its minimum and maximum range to be the target and place the blast template so
that its central hole is directly over the centre of that unit.
Northern Raiders
To the north of the Empire 2. Scatter: Once the template has been placed, it will scatter. Roll an Artillery dice and a
and Bretonnia lies the land of Scatter dice:
Norsca, inhabited by peerless
sailors that raid coasts • If a ‘Misfire’ is rolled on the Artillery dice, something has gone horribly wrong. Roll
throughout the Old World immediately on the appropriate Misfire table to determine exactly what.
and the New. Nations across • If a ‘Hit!’ is rolled on the Scatter dice, the shot has landed on target and the number
the world have felt the wrath shown on the Artillery dice is ignored.
of the Norscans but they are • If an arrow is rolled on the Scatter dice, move the template a number of inches equal to
more than mere raiders; they the roll of the Artillery dice in the direction the arrow points.
are traders who sell the rare
goods they have pillaged, 3. Damage: Any model whose base lies underneath the template risks being hit, as
settlers of far-off lands and described on page 95:
explorers of unmatched skill.
Yet the lands of Norsca are • A single model whose base lies underneath the central hole of the blast template is
bathed in the baleful light of struck by the projectile and suffers a hit with higher Strength and Armour Piercing
the polar gates and its people characteristics, as shown in brackets on the war machine’s profile.
worship strange, animalistic • All other hits are resolved using the war machine’s normal Strength and Armour
deities that demand blood Piercing characteristics.
and sacrifice; when they call
for war, the Norscan fleets
will drown the Old World in
fire and blood.
16 models lie underneath the blast template. 4 are hit automatically, 12 are hit on a D6 roll of 4+.
Indirect Fire An indirect shot is not as accurate as one where the crew can
A weapon that shoots using the Bombardment special rule see their target:
can do so even if it cannot draw a line of sight to its target
by hurling a shot high into the sky, passing over intervening • If an arrow is rolled on the Scatter dice, resolve the scatter
regiments and even terrain. However, such indirect fire is as normal.
inaccurate at best, as the war machine’s crew have to guess • If a ‘Hit!’ is rolled on the Scatter dice, the shot does not
where their foe lies, based upon information provided land on target (as would normally be the case) but merely
by scouts. scatters less – how much less depends greatly on the skill
of the crew. Use the small arrow above the Hit! symbol
If you wish to fire indirectly, declare that you will do so to determine the direction of the scatter and move the
before taking the war machine’s shot. An indirect shot does template a number of inches equal to the roll of the
not require a line of sight to the target unit, but is otherwise Artillery dice minus the crew’s Ballistic Skill characteristic
treated as a normal shot. (to a minimum of zero).
The following profiles represent the sizes of cannon most often seen:
R S AP Special Rules
Cannon 48" 8 -2 Armour Bane (2), Cannon Fire,
Cumbersome, Move or Shoot,
Multiple Wounds (D3)
Great cannon 60" 10 -3 Armour Bane (2), Cannon Fire,
Cumbersome, Move or Shoot,
Multiple Wounds (D3+1)
Notes: Cannon (of any type) do not use their crew’s Ballistic Skill. Instead, they shoot using the
‘Cannon Fire’ special rule. This weapon uses the Black Powder Misfire table.
The first roll of the Artillery dice is a 2, meaning the cannonball strikes the ground 2" ahead
of the target point. The second roll is an 8, so the cannonball bounces 8".
4. Determine Hits: Once the strike point and the distance of the bounce have been
established, it is time to determine which models (if any) have been hit:
• Any model whose base lies underneath the strike point is hit automatically.
• Any model whose base lies under the path of the bouncing cannonball is
hit automatically.
However, should a cannonball bounce through a formed unit, it can hit a maximum of:
• One model per rank, if the cannon lies in the unit’s front or rear arc.
• One model per file, if the cannon lies in the unit’s flank arc.
Models that lie fully beyond the distance of the bounce are not hit.
5. Crunch: Sometimes, a bouncing cannonball will encounter something that stops it dead:
• If the cannonball hits a model whose troop type is ‘monstrous creature’ or ‘behemoth’, it
stops immediately. No further models are hit.
• If the cannonball hits impassable terrain or a high linear obstacle, it stops immediately. The Imperial Gunnery
No further models are hit. School of Nuln
The Imperial Gunnery
School, located in the city
Grapeshot of Nuln, is the foremost
Instead of firing normally, cannon crew can opt to fire grapeshot. They do this by manufacturer of black
loading the gun with canisters filled with rusty nails, handgun bullets and other small powder weapons in the
projectiles – effectively creating a huge blunderbuss. Empire. It also serves as a
centre of erudition, training
R S AP Special Rules new generations of engineers,
Grapeshot 12" 4 -1 Cumbersome, Move or Shoot, artillery crews and firearm-
Needs More Nails wielding soldiers, giving
Notes: Cannon (of any type) do not use their crew’s Ballistic Skill when firing grapeshot. the city a firm advantage
Instead, they shoot using the Needs More Nails special rule. This weapon uses the Black in the civil war. Much of
Powder Misfire table. Nuln’s knowledge of black
powder was learnt from the
Special Rules Dwarfs, though in recent
Needs More Nails: Loading a cannon with shrapnel is not a precise art. When firing years the Imperial Gunnery
grapeshot, check range and declare a target as normal, then roll an Artillery dice: School has laboured to
forge new inventions with
If a ‘Misfire’ is rolled, something has gone horribly wrong. Roll immediately on the varying success.
appropriate Misfire table to determine exactly what.
If a number is rolled, the target unit suffers that many automatic hits.
Organ Guns
The multi-barrelled organ gun is so called because its array of barrels resembles the pipes of a
musical organ. An organ gun lacks the range and power of a cannon, but fires a barrage of shots.
• If a Misfire is rolled on one of the Artillery dice, the complex firing mechanism displays
one of its all too common faults. All shots fired from the organ gun this turn suffer an
additional -1 To Hit modifier.
• If a Misfire is rolled on both of the Artillery dice, no shots are fired and a critical
The Wisdom of the Woods fault has occurred. Roll immediately on the appropriate Misfire table to determine
The people of the Empire exactly what.
have long feared and avoided
the dark swathes of woods After determining the number of shots, roll To Hit for each as normal, using the crew’s
that surround their meagre Ballistic Skill and applying all appropriate modifiers.
hamlets. Woodsmen cut their
paths carefully around the Mortars
forests’ edges and huntsmen
know not to follow game These short, heavy weapons lob a hollow, explosive shell high into the air to drop onto its target.
too far into the gloom. This shell explodes with great force, scattering razor-sharp shrapnel capable of cutting easily
The messages of all the Mortars
through even the heaviest of armour over a wide area.
superstitions and child-
scaring tales are clear. Danger R S AP Special Rules
lurks in the woods, and these Mortar 12-48" 2 (6) -2 (-3) Armour Bane (1), Bombardment,
are no mere fables… Cumbersome, Move or Shoot,
Multiple Wounds (D3)
Notes: This weapon does not use its crew’s Ballistic Skill. Instead, it shoots like a stone thrower,
using the ‘Bombardment’ special rule. This weapon uses a 5" blast template and the Black Powder
Misfire table. The Multiple Wounds (D3) special rule applies only to a single model whose base lies
underneath the central hole of the blast template.
Fire Throwers
A fire thrower consists of an airtight copper-lined barrel and a fluid chamber filled with a sticky
alchemical sludge. When triggered, a fire thrower launches a torrent of noxious chemicals, which
ignite as they pass over an ignition flame in the weapon’s barrel, incinerating anyone and anything
unfortunate enough to be caught in the blast.
Fire Throwers
R S AP Special Rules
Fire thrower 12" 5 -1 Column of Fire, Cumbersome,
Flaming Attacks, Move or Shoot
Notes: Fire throwers do not use their crew’s Ballistic Skill. Instead, they shoot using the ‘Column of
Fire’ special rule. This weapon uses the Black Powder Misfire table.
Mounted atop a noble Royal Pegasus, the Duke of Brionne delivers a rousing speech
to the regiments of humble Men-at-Arms under his command.
Safe behind lines of defensive stakes, a unit of Peasant Bowmen unleashes volleys of arrows upon the foe
whilst the crew of a trebuchet hurry to load their devastating war machine.
A unit of Bretonnian Men-at-Arms, armed with polearms and shields, displaying the heraldry of Duke Gastille of Brionne.
WOOD ELF REALMS
A unit of Wild Riders, armed with hunting spears and mounted upon Steeds of Kurnous.
Emerging from the forest alongside a wrathful Treeman, a troupe of Wardancers descends quickly upon those
that would invade and defile their woodland realm.
Appearing suddenly from above the forest canopy, a unit of Warhawk Riders unleashes a hail of enchanted arrows upon the
advancing ranks of their arrogant High Elf kin, convincing them of their folly.
A unit of Sisters of the Thorn, armed with Blackbriar javelins and wielding potent Battle Magic.
HIGH ELF REALMS
Led by a Sea Guard Prince, Lothern Skycutters swoop towards the enemy, over the heads of the elite Swordmasters of Hoeth and
White Lions of Chrace that hold the line against the invaders.
Within the ruins of an ancient tower, a High Elf Mage summons her power and casts a potent spell of protection
over the ranks of Lothern Sea Guard arrayed before them.
A High Elf Prince bearing the Battle A Lion Chariot of Chrace, drawn by two mighty War Lions and crewed by
Standard of his army. White Lion warriors wielding Chracian great blades.
A unit of Dragon Princes of Caledor, mounted upon barded Elven steeds and armoured in gleaming Ithilmar.
ORC & GOBLIN TRIBES
An unruly mob of Orc Boyz, armed with choppas and shields.
An Orc Big Boss, armed with a An Orc Big Boss bearing the Battle An Orc Warboss, armed with a
great weapon. Standard of the Warboss. pair of choppas.
An enthusiastic Goblin volunteer waits impatiently for the crew of a Doom Diver Catapult to ready and fire their war machine,
launching him to soar ‘majestically’ through the heavens alongside his winged comrades.
Thundering ahead of the distant Boar chariots, a grunting and snorting mob of Orc Boar Boyz charges headlong
through volleys of enemy fire to crash into the foe’s ranks.
DWARFEN MOUNTAIN HOLDS
A unit of Irondrakes, armed with Drakeguns and armoured in full plate.
From his vantage point atop the tumbled ruins of ancient glory, a mighty Forgefather prepares to
unleash the powerful runic magics contained within the Anvil of Doom.
A unit of Longbeards, armed with Dwarf forged weapons and armoured in Gromril.
Arrayed before the gates of their hold, Dwarf Thunderers stand ready to repel invaders, confident in the power of the Dwarf
crafted weapons they wield and the might of the war machines at their back.
TOMB KINGS OF KHEMRI
A unit of Tomb Guard, armed with deadly Khopesh swords and large shields.
Flanked by Skeleton Chariots and Spearmen, the terrifying bulk of a Necrosphinx, a great statue of stone and precious metals
brought to life by the magic of the Mortuary Cult, marches to war.
A unit of Skeleton Chariots, the pride of every Tomb Kings army.
As arrows fly from the bows of Skeleton Archers, Sepulchral Stalkers emerge from the necropolis,
their petrifying gazes falling upon the enemy and turning flesh to stone.
WARRIORS OF CHAOS
A unit of Chaos Marauders, armed with hand weapons and shields, carrying a blasphemous standard.
Mounted atop a ferocious Manticore, a powerful Sorcerer Lord gives the serried ranks of
heavily armed and armoured Warriors of Chaos the order to charge.
A unit of Chaos Trolls, armed with hand weapons, horrible mutations bursting through their calloused hides.
Crewed by mighty Chaos Warriors, the iron bulk of the Chaos Chariots thunders towards the enemy,
drawn by vicious Chaos Steeds and brutish Gorebeasts.
BATTLEFIELDS OF BRETONNIA
Lying between the Grey Mountains and the Great Ocean, The battle as shown is still in its early stages. The Bretonnian
Bretonnia is a rich and fertile land. Its many forests player has deployed to make use of the open space in the
and endless miles of green pasture are fed by numerous centre of the battlefield, while on their right flank the Pegasus
waterways, its meadows dotted with ponds and lakes. Knights skirmish through the terrain, hoping to outflank
the enemy.
The battlefield shown below reflects this in the terrain used.
Ponds have been placed close to its edges in the shade of The Wood Elf player has tried a similar tactic on the right
woods, creating the appearance of water-filled glades. In hand side of the battlefield, deploying their Warhawk Riders
the Bretonnian army’s deployment zone stands a humble and Wardancers to outflank the Bretonnians, while on the
peasant’s farmstead; a roughly made hovel surrounded by dry left, the Wild Riders face the Pegasus Knights, poised to
stone walls, hedgerows and the encroaching forest. charge. What happens on each flank is sure to be pivotal in
determining the outcome of the battle.
Both armies are fortunate to have hills within their
deployment zones, offering their archers a good vantage
point from which to rain arrows upon the foe. The hill on
the Wood Elves’ side of the battlefield is surrounded by trees,
giving the impression that the archers have emerged from the
arboreal gloom.
The Pegasus Knights charge boldly forwards, towards the flank Ahead of the Warhawk Riders, the fast-moving Wardancers
of the Wood Elf army, into range of the waiting Waywatchers. skirmish through the water-filled glades, hoping to outflank
the Bretonnian Knights.
BATTLEFIELDS OF THE EMPIRE
The Empire is a land of deep, dark forests, criss-crossed with In the battle shown below, a couple of turns have passed. On
roads and divided by many great rivers. Its walled towns and the left, a short and bloody fight between the skirmishing
cities rise up from the primordial woodlands like islands from Imperial Archers and the Goblin Wolf Riders, advancing
a green sea, and stand sentinel over the many small villages menacingly towards the Empire player’s cannon, has resulted
and hamlets that cling to existence on the frontiers between in the Imperial Archers fleeing.
civilisation and wilderness.
On the right, a regiment of Imperial Knights, overly keen to
This battlefield has been set up to recreate the outskirts engage the Trolls, has been outflanked by a Snotling Pump
of a town in the Empire. In the deployment zone of the Wagon of all things, which advanced unseen behind the ruined
Empire player stands the tall, fortified gates of the town. house! In the centre of the battlefield, the opposing battlelines
Before these, either side of the rough road that leads to the prepare to charge into combat.
gates, stand several stone-built buildings in various states of
repair. Towards the edges of the battlefield rise several rocky
outcrops, around which cluster small copses of trees, perhaps
grown from the stumps of others cut down long ago to make
way for the roads and walls.
Fleeing ahead of the victorious Goblin Wolf Riders, the Charging boldly into a large mob of Stone Trolls, the Imperial
Imperial Archers run for their lives, back towards the safety of Knights are caught unawares by the unexpected arrival of a
their own ranks. Snotling Pump Wagon.
BATTLEFIELDS OF NEHEKHARA
Far to the south of the Old World lies Nehekhara, the Land In the final turns of the battle, a vicious melee swirls in the
of the Dead, home to the cyclopean tomb cities of Khemri centre of the battlefield and the legions of the Tomb Kings
and Numas. Legend tells that, many millennia ago, the folk stand ready to engulf the High Elves that have dared intrude
of these lands lived happy and normal lives. This came to an into their lands.
end though when their lands were destroyed by the evil of
Nagash. Today, all that remains are the haunted desert and On the right, Shadow Warriors flee before the Carrion. On the
the sand-filled ruins of once vibrant cities. left, the Sisters of Avelorn stand boldly before the advancing
Skeleton Horsemen and the terrifying sight of a Necrolith
On this page, we see a battlefield created to capture the Bone Dragon. Should they falter, the Elven army will be
faded grandeur of this once mighty realm. From a dry and quickly surrounded.
arid plain rises an ancient and crumbling mausoleum, its
columned aisles long since collapsed into the dust. Rocky Yet hope remains, for if the Ellyrian Reavers can overcome
outcrops rear up within both players’ deployment zones, the Tomb Sphinx, they will sweep into the flank of the Tomb
and wind-eroded statues and columns loom large, hindering Kings army, whilst the Elven Prince atop his Sun Dragon
movement and obscuring lines of sight. stands poised to charge.
As the High Elf Mage summons her magical powers, the In the centre of the battlefield, a Lion Chariot charges into
Sisters of Avelorn stand defiantly before the charge of the the raging melee, crushing Skeleton Warriors whilst the
Necrolith Bone Dragon. Swordmasters trade blows with the Khemrian Warsphinx.
Battlefield Terrain BATTLEFIELD TERRAIN
T errain plays an important role in games of Warhammer: the Old World, helping to set the scene and evoke the feeling
of a battle fought in a fantasy realm. Whilst battlefields need not be densely covered in terrain, carefully placed and
thematic terrain is essential, and cunning generals will learn to use it to their advantage.
Low Linear Obstacles: For the purposes of movement, Arboreal Gloom: Woods of any size are dark places, filled
low linear obstacles are treated as difficult terrain. Should with branches and trailing vines. Seeing clearly through
a unit engaged in combat ever find itself straddling a low such arboreal gloom is difficult to say the least. If a wood
linear obstacle, it becomes Disrupted and cannot claim a lies between two models and if neither model is within the
Rank Bonus. wood, a line of sight can only be drawn between them if an
uninterrupted line can be drawn between their bases without
Defended Low Linear Obstacles: A unit behind a low linear crossing over or through the wood.
obstacle can defend it by moving its front rank into base
contact with the obstacle. Enemies can charge the defenders
as normal but do not have to physically cross the obstacle.
Instead, the front rank of a charging unit moves into base
contact with the opposite side of the obstacle. Unless it has
the Fly (X) special rule, a unit that charges an enemy behind a
defended low linear obstacle makes a disordered charge.
Placing Special Features All measurements to or from a unit that occupies a special
Special features must be placed within 12" of the centre of feature are made to or from the base of the feature, rather than
the battlefield. the individual model(s).
Controlling A Special Feature Special features do not tend to be particularly large. Therefore,
Special features can be controlled by units and, therefore, by they can only be occupied by a single unit.
the army the unit belongs to. There are two ways in which a
unit can control a special feature: proximity and occupancy. Unless it is fleeing, a unit occupying a special feature can leave
it during the Remaining Moves sub-phase of its Movement
Benefits of Control: Controlling a special feature grants a phase, by making a follow up move, or by pursuing an enemy.
unit certain benefits which will often extend to other units in Simply place the unit in formation, so that at least one model
the same army. However, the benefits of controlling a special is in base contact with the feature. The unit’s movement
feature last only whilst it is controlled. then ends.
The General
All armies must include at least one character to act as the
General. If an army includes more than one character, its
General is selected as described on page 203.
“Betwixt the peaks, an ogre waits, with club and sack to fill If no such number or range of numbers is present, there is no
its plate. B’tween the trees, the goats walk tall with baying minimum or maximum to how many units made up of that
maws, they’ll eat you all. From icy wastes, the dark ones type of model your army can include.
ride to steal you back across the tide. Hence spoil’d crypt,
the dead do stride, from lifeless eyes no one can hide. Named Characters
Down below the Goblin crawls, your death betoken by Many armies have access to named characters from the
twisted wrawls. So hold thy sword, stand tall and strong or Warhammer world. These are usually mighty warriors and
to Morr’s garden, you’ll be a’long.” powerful leaders, often with unique equipment and their own
special rules. As each of these represents an individual, an
Battle Song of the Mauls of Morr, army can only contain one of each named character.
a Mercenary Band from Ostermark
Mercenaries Misbehaving Mercenaries Table
Mercenaries D6 Result
Some army composition lists include a ‘mercenaries’ section, 1 Heavy Night: The mercenaries spent the night
which lists a number of units from different army lists. These before the battle drinking their way through their
units can be ‘hired’ from those army lists to fight for your army pay. They arrive on time, but smelling like a brewery
as mercenaries. Using mercenaries in this way can greatly and wincing at loud noises. The mercenaries gain
enhance the appearance and character of your army, as well as the Stupidity special rule. If the unit already has the
improve its fighting abilities. Stupidity special rule, it must apply a +1 modifier to
the dice roll every time it makes a Stupidity test.
Any mercenary unit included in this way gains the 2-3 You Get What You Pay For: The mercenaries do
‘Mercenaries’ special rule, (as described on page 173). not feel they have been paid particularly well to
take part in this battle. This has caused considerable
Misbehaving Mercenaries grumbling in the ranks and, consequently, the
Hiring mercenaries does not come without risk. Mercenaries mercenaries are dragging their feet rather than
can sometimes prove unwilling to endanger themselves for an getting stuck in. The unit suffers a -1 modifier to
employer, no matter how much gold they have received. To both its Movement and Initiative characteristics (to
represent this, roll a D6 for each mercenary unit your army a minimum of 1) for the duration of the battle.
includes prior to deployment: 4-5 “Sorry, the Cockerel Didn’t Crow”: The
mercenaries arrive, but late. However, their late
• On a roll of 2+, the mercenaries have held up their side of arrival means they enter the battlefield from an
the contract, arriving on time and willing to fight. The unit unexpected direction. The mercenaries gain the
is treated as being a part of your army, as if drawn from ‘Ambushers’ special rule (as described on page 166)
your own army list. and must be held in reserve at the start of the battle.
• On a roll of a 1, the mercenaries have proven to be If the mercenaries already have the Ambushers
unreliable. Immediately roll on the Misbehaving special rule, they will only arrive during turn 2 on a
Mercenaries table opposite to find out the extent of roll of a natural 6 (rather than the usual 4+).
the betrayal: 6 General Apathy: For whatever reason, the
mercenaries do not appear to be especially invested
in their employer’s cause. Consequently, they
feel little reason to stick around when the going
gets tough. The unit suffers a -1 modifier to its
Leadership characteristic (to a minimum of 2) for
the duration of the battle.
Allied Contingents Allied Contingent Special Rules
The following special rules apply to an allied contingent:
Most army composition lists include an ‘allies’ section, which
lists a number of different armies from which an ‘allied • Units belonging to an allied contingent can only be joined
contingent’ can be drawn. These are small armies within an by characters that belong to the same allied contingent.
army that Allied Contingents
represent the forces of an ally fighting alongside the • Characters belonging to an allied contingent can only join
main bulk of your army. units that belong to the same allied contingent.
• Units belonging to an allied contingent cannot use the
Creating An Allied Contingent Inspiring Presence rule of the main army’s General nor the
An allied contingent is effectively a miniature army in its Hold your Ground rule of a Battle Standard belonging to
own right. Accordingly, an allied contingent must abide by the main army.
the army composition rules and the percentages given for the • Units belonging to the main army cannot use the Inspiring
army composition list used to create it: Presence rule of an allied contingent’s General nor the
Hold your Ground rule of a Battle Standard belonging to
Points Limit: An allied contingent must fall within the an allied contingent.
percentage of points allowed for allies given in the army • Army special rules that affect units belonging to the main
composition list used to create the army as a whole. For army do not affect units belonging to an allied contingent.
example, the most you could spend on an allied contingent • Army special rules that affect units belonging to an allied
within a 2,000 points army would be 500 points (25% of contingent do not affect units belonging to the main army.
2,000 points). • For all other purposes (Panic tests, spell effects, combat
results, etc.), units and characters belonging to an allied
The Allied General: An allied contingent must include at contingent are considered to be part of the main army.
least one character to act as its General.
Using Regiments & Detachments • A detachment can range in size from a minimum of five
In some army lists, certain units will have the option to be models to a maximum of half the number of models in the
accompanied by up to two smaller support units known as regimental unit it accompanies (rounding down).
‘detachments’. Such units are known as ‘regimental units’ and • The models in a detachment can purchase any optional
are marked by having the ‘Regimental Unit’ special rule. Units upgrades listed as normal.
that can be taken as detachments are marked by having the • A detachment cannot include a command group or any
‘Detachment’ special rule. command models.
In some cases, a model may have both special rules. This A detachment must accompany a regimental unit. This
simply means that a unit consisting entirely of such models means that every detachment included in your army must be
can be either a detachment or a regimental unit. It cannot be assigned to a regimental unit and a note made of this on your
both, however, and you must ensure it is clear when writing muster list. A detachment cannot be assigned to more than
your muster list which rule the unit will use (if either). one regimental unit.
You should also ensure this is made clear to your opponent
during deployment. Detachments are normal units in all regards that benefit
from additional rules, given opposite. With the exception of
these special rules, detachments are completely separate and
independent from their regimental unit (i.e., spells, magic
items and special rules affecting the regimental unit do not
affect its detachments unless specifically stated otherwise).
Detachment Special Rules Supporting Actions: Detachments are trained to support
Detachments follow a number of special rules, representing their regimental unit in battle. When an enemy unit declares
the specialised way in which they function alongside their a charge against a regimental unit, and if that regimental unit
regimental units: does not Flee as a charge reaction, each of its detachments that
is within 3" of it, not engaged in combat and not fleeing can
Regimental Deployment: Detachments must be deployed at declare a Supporting Action.
the same time as the regimental unit they are assigned to, and
must be deployed within 3" of that unit. If the regimental unit A detachment can only attempt a single Supporting Action
is held in reserve as reinforcements, its detachment(s) will as per turn:
well and will arrive with it.
• Supporting Fire: A detachment armed with missile
Regimental Leadership: In battle, regimental units provide weapons may declare that it will offer ‘Supporting Fire’. A
leadership to their detachments. Unless the regimental unit is detachment that does so immediately attempts to make
fleeing, a detachment may use the Leadership characteristic of a Stand & Shoot charge reaction, as if it were the charge
its regimental unit whilst it is within 3" of that unit. target. If the detachment is unable to Stand & Shoot (for
example, if the enemy unit is too close), it will stand idly by
Note that if the detachment’s Leadership characteristic is higher, it – it cannot declare another Supporting Action.
may use its own Leadership instead. • Supporting Charge: Any detachment that is able to
make a Supporting Action may declare that it will make a
Regimental Psychology: Detachments fight so closely ‘Supporting Charge’. At the end of the Charge Moves sub-
alongside their regimental units that they are affected by the phase, a detachment that declared a Supporting Charge
same battlefield psychology. If a regimental unit has any of the and that is not engaged in combat or fleeing makes an out-
special rules listed below, it confers those special rules onto its of-sequence charge against one enemy unit that charged
detachments whilst they are within 3" of it: into contact with its regimental unit during this turn.
Placing Terrain Reserves: Some scenarios call for units to enter play as
The placement of terrain is described in detail on page 268. reserves. These units use the rules for reinforcements, as
For most games these guidelines are ideal. In addition, some described on page 134. The following additional caveats
scenarios might describe certain terrain features to include also apply:
and give instructions for placing such features.
• Units that are not normally allowed to move (for example,
if they contain models with a Movement characteristic of
0) are placed touching the battlefield edge.
• Characters can choose to either enter the battle on their
own or as part of a unit they have joined. If dice are used
to determine when and where reserves enter, state if a
character is joining a unit before making any rolls. If so,
make a single roll for both character and unit.
First Turn Victory Points
First Turn
How to determine which player takes the first turn is detailed Most scenarios use ‘Victory Points’ to determine the winner.
in each scenario. In most scenarios, the winner of a roll-off In order to win, one player must score at least 100 Victory
chooses who takes the first turn. Points more than their opponent – if one player scores twice
as many Victory Points as their opponent, that player has
Game Length Victory
achieved Pointsvictory! Any other result is a draw.
a crushing
Most games last for six rounds. Some last a variable number Victory Points are won in several ways:
of rounds – where this is the case, the details will be given in
the scenario. Dead or Fled: The most usual way to win Victory Points is
Game Length by destroying, routing or significantly reducing the fighting
Conceding: If one player concedes the battle, the game ends strength of enemy units:
and victory goes to their opponent, who is awarded all of the
available Victory Points. • Each enemy unit that has been destroyed or that has fled
off the battlefield is worth a number of Victory Points
Time Limit: A game of Warhammer: the Old World can equal to 100% of its points cost.
take several hours, not including time spent in conversation • Each enemy unit that is fleeing at the end of the battle is
and making cups of tea. To manage this, some players set a worth a number of Victory Points equal to 50% of its points
time limit. Once this is reached, the active player finishes the cost (rounding fractions up). For example, a unit that cost
current phase of their turn and the game ends. your opponent 351 points to field would be worth 176
Victory Points to you if it is fleeing when the battle ends.
• Each enemy unit that has been reduced to less than 25% of
its starting Unit Strength at the end of the battle is worth
a number of Victory Points equal to 25% of its points cost
(rounding fractions up).
The King is Dead: If the enemy General is slain, has fled off
the battlefield or is fleeing when the game ends, you win a
bonus of 100 Victory Points.
I n the summer of the Imperial year 2241, the Bretonnian king, Louen Orc-Slayer (who felt he had not yet truly earned
this bold epithet), led his armies against the might of Waaagh! Durgath.
For several seasons Orcs had beset fair Bretonnia; raiding, looting after wave of bow fire. This was quickly followed by the charge
and looking for war. The northern dukedoms had fared the worst of the knights, which crashed deep into the advancing Orc horde.
and, in late 2239, Couronne had been overrun; the once fair city Behind the knights marched massed ranks of men-at-arms. As they
sacked and left smouldering. From there the province of L’Anguille drew close, the already disarrayed Orc lines ruptured and brutish
had been invaded. It was here, at the provincial capital, that warriors streamed forth to meet them.
King Louen had amassed a magnificent host of knights and a far
larger (though considerably less magnificent!) army of peasants to The battle quickly descended into chaos – a swirling melee that
finally face and defeat the hordes of Waaagh! Durgath on the field lasted many hours. As dusk fell, Warboss Durgath paused to look
of battle. across a plain piled high with the dead and, seeing that there
would be no victory this day, turned his great bulk towards the
The armies had made their camps either side of the wide flood plain distant hills. As the great green brute turned and fled, so too did
before the city and in the pre-dawn light they drew their battlelines. his surviving warriors and the Orc retreat quickly became a rout.
As the sun climbed higher, the Orc host began its ill-disciplined As night fell across the field of battle, King Louen Orc-Slayer was
advance, whooping and hollering. In moments, the pale sunlight borne triumphantly through the gates of L’Anguille.
was obscured as the Bretonnian peasant levies unleashed wave
Open Battle
In the Warhammer world, disputes are settled upon the
bloody field of battle. In ideal circumstances, armies will form
up across a wide open plain, awaiting the dawn light for the
commencement of hostilities. As dusk draws in, one side will
often stand victorious, though it is not uncommon for a close
fought battle to result in both sides retreating into the gloom
to count their losses.
Deployment Zone A
12"
12"
Deployment Zone B
Set-up Historical Recreation
Place terrain as described on page 268. The Battle of L’Anguille Plain was fought between a vast
horde of Orcs and the glittering splendour of the knights
Deployment of Bretonnia. Both sides were led by mighty warlords
Once the battlefield has been set up, the winner of a roll-off – the Orcs by Warboss Durgath Spine Cracker and the
chooses which player will deploy the first unit. The winner Bretonnians by King Louen Orc-Slayer. To reflect this,
of this roll-off must also choose their deployment zone (A or each army should be led by an appropriate character
B), as shown on the map opposite. Players deploy their armies acting as the General. Warboss Durgath may fight on
using the alternating units method, as described on page 285. foot or may be mounted on a boar. King Louen must be
mounted on a warhorse.
First Turn
Once deployment is complete, the winner of a roll-off takes In addition, and to capture a measure of the size and
the first turn. The player that finished deploying their army splendour of the armies, a historical recreation should be
first adds +1 to their roll. played with armies of no less than 3,000 points.
Victory!
Once the battle has ended, use Victory Points to determine
which player is the winner, as described on page 286.
THE DOOM OF ODO TODMEYER The Doom of
Odo Todmeyer III
III
– BREAK POINT –
T he Wolf Emperor Odo Todmeyer III of Osterlund fought a long and bitter campaign against the Beasts of the Forest of
Shadows. Their destruction became an obsession, driving him to ever greater acts of aggression.
In the spring of the Imperial year 2251, as had by now become There followed a series of defeats for the armies of Osterlund, and
tradition, bold Odo led his army forth from the great city of many of the Wolf Emperor’s most trusted advisors implored him
Middenheim into the surrounding forests. The forces at his disposal to retreat to the Fauschlag, to conscript more troops and build
were a mix of veterans, who showed little fear as they marched strength. But Odo would not hear it – if his forces retreated to build
along well-worn trails to camps built in previous years, and new their strength, they granted the Beasts of the forest freedom to do
recruits who jumped and startled at every bird call heard or rabbit likewise. There followed a long and vicious campaign; the armies of
cough from the gloom. Osterlund fought more battles than in any year previously, slowly
regaining the upper hand despite grievous losses.
Unbeknownst to Odo, migrations from the south had bolstered
Beastmen numbers and emboldened the herds. The armies of the As summer turned to autumn and yearning for victory, Odo laid
Wolf Emperor were soon brought to battle, facing ambushes and plans for a final battle deep within the dark heart of the forest.
flank attacks as they marched along routes they believed secure, and Sadly for Odo this final battle was one too many and he was
it quickly became apparent that well-established marching camps dragged from his horse by the endless horde of braying Beastmen.
and forest forts had been destroyed in the long, cold winter months. The remnants of his battered and broken army fled back to
Middenheim, where what remained of his broken and bloodied
corpse was entombed beneath the Fauschlag rock.
Break Point
Some battles are bitter affairs, fought between armies that
offer no quarter and will expect no mercy. Where a pitched
battle might end after several hours with both armies falling
back, a battle fought until break point will rage on until one
side is literally broken and destroyed, its scattered remnants
cut down by pursuing enemies. Of the losing side, there is
seldom little trace left come the morrow.
9"
9"
Note that units that have pursued a fleeing enemy off the
battlefield and units held in reserve count as being on the battlefield
for the purposes of determining whether or not an army has reached
its break point.
Victory!
If the game ends with one army having broken, the unbroken
army achieves a crushing victory. Should both armies fall
below their break point at the same time, use Victory Points
to determine which player is the winner, as described on
page 286.
THE BATTLE OF PINE CRAGS
– FLANK ATTACK –
I n the Imperial year of 1890, famed Dwarf treasure hunter Grimi Goldgather led an expedition from the Grey Mountains
into the heart of Athel Loren. There, he sought out the lost caravan of an earlier Dwarf adventurer – Grungni Goldfinder.
Flank Attack
Sometimes a cunning general will divide their strength,
sending a portion of their army to range wide in order to
outflank the enemy. Such tactics are sound and, if all goes well,
are likely to deliver a swift victory. But there are times when
an equally cunning enemy has the same plan.
First Turn
Once deployment is complete, the winner of a roll-off takes
the first turn.
Game Length
The battle will last for six rounds, until one side concedes,
or until the time limit agreed by the players is reached, as
described on page 286.
Victory!
Once the battle has ended, use Victory Points to determine
which player is the winner, as described on page 286.
THE DRAKWALD FOREST INCIDENT
– MEETING ENGAGEMENT –
The Drakwald Forest Incident
I n spring of the Imperial year 2248, following the suspicious death of Duke Ludwig XI of the Grand Duchy of Talabec,
the chilly relations between the rival provinces of Talabecland and Reikland for control of the Imperial throne
grew heated.
Forces of the Reikland, which had long crossed the border into the Rassel, might have agreed, but the Witch Hunter accompanying
neighbouring grand duchy on the pretence of patrolling the banks her, Dietrich Haslav, decided the matter. The fanatic demanded
of the River Talabec, had begun to push further into the Drakwald the Talabheimers clear the road so that he might be about Sigmar’s
Forest. Worse, many small towns within Talabecland reported work, threatening to have flogged any who refused his orders.
visitations from state troops of the Reikland accompanied by
Sigmarite Witch Hunters and missionaries bent on doing their god’s By way of reply, the Talabheimer troopers began forming battle lines
work. Rumours that priests of Taal had been hanged for heresy in around their captain. Battle was soon joined and escalated rapidly
the village of Garndorf quickly inflamed an already tense situation. as units from the rear of the columns joined the fray. The battle
itself was short-lived. The Reiklanders may have been the superior
In response, Duke Ludwig the XII increased the strength of his force, but they had been on the road for weeks previously, whilst the
patrols in the area. The first inevitable battle was fought when two Talabheimers were both fresh and impassioned. The Witch Hunter
rival marching columns met on the forest road outside Guttow. was captured, taken to Talabheim and tried. His execution was all
the excuse the rival provinces needed to declare open war.
During a brief parley, the captain of the Talabheimer patrol, one
Leonard van Obelmann, ordered the Reiklanders to return beyond Meeting Engagement
their borders. A seasoned veteran, he stated it was his duty to police
the roads hereabouts, not the Reiklanders, but avoided any mention It is not uncommon for two armies to cross paths
of rumoured hangings. The Reikland officer, Captain Magda unexpectedly and immediately deploy from Marching
Columns into battle lines. More often than not, the fighting
starts while rear elements of the armies are still marching
towards the battlefield. In such a sudden clash, there is little
time for careful consideration or planning.
Deployment Zone A
6"
6"
Deployment Zone B
Set-up
Place terrain as described on page 268.
Deployment
Once the battlefield has been set up, the winner of a roll-off
chooses which player will deploy the first unit. The winner of
this roll-off must also choose their deployment zone (A or B),
as shown on the map opposite.
Historical Recreation
Before deploying their army, each player rolls a D6 for each The Drakwald Forest incident was a battle fought
unit, including each character and war machine, in their army. between two armies of the Empire from rival provinces
On a roll of 1, the unit must be held back as reserves (see towards the end of a civil war that had raged for a
below). Once a roll has been made for each unit, those that thousand years. The army of Reikland should include
are not held in reserve can be deployed. Players deploy their a Witch Hunter, representing the firebrand Dietrich
armies using the alternating units method, as described on Haslav, whose actions arguably sparked the incident. In
page 285. addition, the Reikland army should include at least one
unit of Greatswords to accompany its General, a captain
First Turn representing Magda Rassel, and might also include
Once deployment is complete, the winner of a roll-off takes one unit of Flagellants to represent the Witch Hunter’s
the first turn. The player that finished deploying their army followers. The army of Talabecland should be led by a
first adds +1 to their roll. captain, representing the famed Leonard van Obelmann.
Game Length Both armies should include plenty of State Troops, the
The battle will last for six rounds, until one side concedes, better to represent two forces on patrol. Both armies may
or until the time limit agreed by the players is reached, as include war machines. Ideally, neither should include any
described on page 286. knights (of any type) or Wizards as there is no suggestion
any were present.
Scenario Special Rules
Reserves: Reserves are not deployed at the start of the Finally, to better capture the nature of the battle, units
battle. Instead they can enter play during the Compulsory arriving as reserves that are arrayed in Close Order
Moves sub-phase of any turn – other than the first – of their or Open Order formations should be deployed in
controlling player’s choosing. When they arrive, reserves may Marching Columns.
enter the battlefield from any point on the long battlefield edge
within their deployment zone, and move on using the rules for
reinforcements (as described on page 134).
Victory!
Once the battle has ended, use Victory Points to determine
which player is the winner, as described on page 286.
THE BATTLE OF GISOREUX GAP
– MOUNTAIN PASS –
L ate in the Imperial year of 2141, battle came to the usually peaceful Gisoreux Gap, marking the culmination of several
years of growing hostility between the lords of Castle Desfleuve to its south and Fort Bergbres to its north.
The Gap, a wide and easily navigable mountain pass between This pattern continued for several years, even once the outbreak
the Grey Mountains and the Pale Sisters, had long been a valued of plague had receded, with ever more ludicrous charges imposed
trade route linking Bretonnia and the Barony of Westerland. upon travel through the Gap. In response to complaints from
Consequently, the pass was guarded at either end by substantial merchants, each lord demanded loudly that their counterpart cease
forts, each heavily garrisoned. These forts would stop merchants imposing extortionate fees upon travel, whilst ignoring all pleas to
trying to enter or leave the pass and levy heavy tolls upon their do so themselves. In time, complaints turned to threats and threats
passage. For decades, such taxation had been an annoyance but, turned to violence, and the garrisons of each fort marched forth to
considering the security brought to the region by the forts, one do battle.
grudgingly endured.
The battle itself was a brutal affair. The forces were hemmed in
This was to change in 2136 when a minor outbreak of plague in by the steep walls of the Gap and unable to enact complex battle
Bretonnia caused the mercenary forces of Fort Bergbres to demand plans. Ultimately, the battle was to become a bloody stalemate. The
greater remuneration. Countess Bergbrech responded by levying a conflict was eventually resolved some time later by the heirs of both
punitive tax on Bretonnian merchants intended, so she claimed, lords, for Sir Desfleuve fell in battle, and Countess Bergbrech died
to cover the cost of vital medicines for her garrison. In turn, Sir some weeks later of her wounds. Their heirs quietly agreed to review
Desfleuve imposed a similar tax on Imperial merchants headed the tolls.
into Bretonnia, which he claimed was to cover the costs of caring for
Imperial citizens that fell ill whilst visiting his lands. Mountain Pass
Many of the kingdoms of the Warhammer world are
separated by towering mountain ranges that can only be
crossed at the occasional mountain pass. These narrow defiles
are of vital strategic importance, and present a defender with
the perfect location to confront an invading army.
Victory!
Once the battle has ended, use Victory Points to determine
which player is the winner, as described on page 286.
THE LONELY TOWER
– COMMAND & CONTROL –
The Lonely Tower
I n early spring of the Imperial year 2123, a large force of Goblin wolf riders was reported to be raiding fishing villages
around Reaver’s Point on the northernmost coast of Couronne and across the border into the swampy environs
of Marienburg.
Neither the Duke of Couronne nor the Burghers of Marienburg completed. All told, within just three weeks of the most recent raid,
considered this to be their problem; the raids were a minor seven watchtowers had been erected and a considerable fighting
irritation they expected their neighbour to deal with. By contrast, force amassed. With their preparations complete, the peasants
the local peasants felt strongly that Goblins raiding and burning waited for a signal that the wolf riders had been sighted.
their homes was a terrible calamity. Reasoning that a long wait for
a foreign government to intervene when it suited carried with it a The rough towers proved their worth when mere days after their
high risk of untimely death, the peasants took matters into their completion, lookouts in two of them spotted riders approaching
own hands. Reaver’s Point at dusk. Beacon fires were lit and pigeons dispatched
to warn the nearby villages, and the peasant regiments mustered to
Acting quickly, the villagers set up a network of march forth to face the raiders.
watchtowers along the coast to ensure
advance warning of approaching At the closest tower, the peasants met the Goblins. The battle that
raiders. As these went up, ad hoc followed, whilst lacking the splendour of cavalry charges and the
regiments were formed of all percussive boom of artillery, was a savage and close fought affair.
able-bodied adults. These The forces battled through the night and, as dawn light lit the
regiments wasted no eastern horizon, the Goblins had been routed. In the months and
time in garrisoning years that followed, the towers were built ever taller and sturdier.
the various towers To this day, the villages around Reaver’s Point maintain their
as soon as towers and employ well-armed militias so that they may look to
they were their own defence.
12"
12"
Deployment
Zone B
Set-up Historical Recreation
Place terrain as described on page 268. In addition, place a The battle of the Lonely Reaver’s Point watchtower was
single special feature (as described on page 272) in the centre by no means a grand affair. It was fought between lowly
of the battlefield (players should agree which special feature to peasants, eking a meagre existence as fishermen along the
use from the terrain available). hostile coastline of Bretonnia, and a ragtag warband of
Goblin raiders, likely forced down from the Pale Sisters
Deployment by Orc aggression. The armies used to recreate the battle,
Once the battlefield has been set up, the winner of a roll-off then, should be equally humble.
chooses which player will deploy the first unit. The winner
of this roll-off must also choose their deployment zone (A or The Bretonnian army should contain no knights of any
B), as shown on the map opposite. Players deploy their armies type – only peasant soldiers. The Goblin army should
using the alternating units method, as described on page 285. contain no Orcs of any type – only Goblins. Beyond this,
there are no restrictions, and including war machines and
First Turn Wizards will only add to the chaotic fun and confusion.
Once deployment is complete, the winner of a roll-off takes
the first turn. The player that finished deploying their army This should be a fun battle to recreate and, more than any
first adds +1 to their roll. other discussed in this section, players are encouraged to
abandon army composition rules, and even points values,
Game Length when recreating the Lonely Tower. The less constrained
Before the game begins, players can choose to play a ‘fixed’ by such rules the players are, the more fun the game
length game or a ‘random’ length game: will be.
Fixed Game Length: The battle will last for six rounds, until
one side concedes, or until the time limit agreed by the players
is reached, as described on page 286.
Victory!
Once the battle has ended, use Victory Points to determine
which player is the winner, as described on page 286. The
player that controls the special feature at the end of the battle
wins a bonus of 200 Victory Points (in addition to any bonus
controlling the special feature may normally give).
CAMPAIGN
Campaign Battles BATTLES
L inking games through a story, map or some other method is considered the ideal way to enjoy Warhammer: the Old
World by many players. In such campaigns, each individual game represents but one battle fought in an ongoing war
and there are plenty of excuses to enjoy challenging and varied games.
Many stories of the Warhammer world are told through Campaigns can be complex, involving many battles over many
campaign books, supplements and other publications which months and including rules for lines of supply, sieges, allies
present exciting tales of epic deeds. Such publications present and spies, perhaps even random events such as plagues or
rules for recreating famous battles of history, translating them rampaging monsters. Alternatively, a campaign can be quite
from the page to the tabletop. a simple affair, with only a few parameters influencing the
scenarios used in a small number of linked games.
Often, campaigns are about conquering lands, with each
player controlling multiple armies of the same faction, located Campaign Trees
in different regions. Each rival faction attempts to build its
own dominion, increasing the size and strength of its armies The most simple type of campaign that two players can enjoy
and holdings. Such campaigns quickly turn bloody, as armies is one that uses a campaign tree, such as the one shown in the
march forth to invade the lands of their neighbours. example below. In suchTrees
Campaign a campaign, the outcome of each battle
determines the scenario that will be used for the next game.
As victorious armies seize land, the defeated forces must Should players wish, they may add a few caveats regarding
retreat, regroup and rebuild their strength. This adds new how their armies might change for each battle with each win
strategic and tactical challenges as a player attempts to or loss.
outmanoeuvre and outmatch their foes on the campaign map
as well as the battlefield.
Player A Player B
wins wins
Play Command & Control Play Mountain Pass Play Break Point
Player A Player B
Player A minor victory minor victory Player B
major victory! major victory!
League Campaigns Taking It Further
For some added depth, the players within a league campaign
For many players,
Leaguefinding the time to devote to a long
Campaigns may be split into two opposing teams, or ‘alliances’. At the
and involved campaign can prove a challenge, with the end of the campaign, the alliance with the most Campaign
requirements of real life all too often making it difficult to Points is declared the winner and can be crowned alongside
commit to for fear of letting down friends. For others, the the winning player (who may not even belong to the winning
mere thought of running a campaign can itself be daunting – alliance). In this way, players can work together to overcome
creating a map, keeping track of the battles fought and so on their enemies and mitigate the impact of individual defeats.
can seem like a tremendous undertaking.
In conjunction with a simple campaign tree, the performance
In such cases, players may wish to partake in a simple league of each alliance can be used to determine the scenario played
campaign. In such a campaign, each participant simply plays in each round of the campaign. Should you wish, some of the
each other participant once (or twice, or thrice, if everyone games played can be multi-player battles, with two or more
is keen enough) and records the results. At the end of the allied players facing off against an equal number of foes.
campaign, the player with the most Campaign Points is
declared the winner. As the action unfolds, the alliances will build bonds that
strengthen over time, savouring their allies’ wins and
Scoring lamenting their losses as bitterly as their own, and fierce
In order to determine a winner, each participant in a league enmities will appear between opposing armies which can
campaign wins a number of Campaign Points (CP) after each be built upon as part of a more complex campaign in the
battle, based upon their performance: future. Very quickly, the seeds of a simple league campaign
can provide more than enough narrative content for a more
• Crushing Victory 3 CP involved campaign.
• Victory 2 CP
• Draw 1 CP
• Loss 0 CP
Part of what makes Warhammer: the Old World great is the Historical Recreations
richly described and vibrant background of the Old World The simplest examples of a narrative battle are the historical
itself. Imagine your game taking place within a dark clearing recreations presented in the pitched battle scenarios. By simply
deep inside the Drakwald Forest, as morning mist curls following the guidance given there, by using appropriate
through the dense trees and the sun lies hidden behind the armies and terrain, you can attempt to recreate that
dark canopy, whilst all around dark things stir and foul forces historic event.
gather. What if the unexpected occurred? A new threat might
arrive in the midst of a battle, such as packs of Ghouls, drawn Custom Scenarios
by the carrion feast, creeping onto the battlefield from its tree- Some players may wish to create their own scenarios, either
lined edges to set upon the undefended archers at the rear of by utilising different elements of the pitched battles scenarios,
your army. or by creating their own special rules. Such scenarios can be
assembled to tell a simple story, and you will find a table of
The possibilities are limitless, but how can you add such events narrative motives on page 306 intended to provide ideas for
into your games? your own games.
But what of the story itself? Why are these armies meeting to do battle and where is this
battle taking place? The following pages offer some suggestions for the two most important
aspects of any narrative scenario: the location and the motive.
Narrative Locations
The table below suggests six locations in which a battle could be fought. Using these, you
can create a thematic battlefield that offers unique challenges. It is also possible (even
encouraged) to combine these ideas in different ways:
Using the suggestions given here and combining them with the Narrative Locations table,
you can create a scenario that gives a battle a true sense of significance:
In this conflict, two forces searching the land for the rumoured First Linked Battle
whereabouts of a twisted monument to darkness come upon one
another unexpectedly. Battle is quickly joined and chaos descends Although this scenario is designed to be the first of three
upon the area. Reserves rush in from many different directions, linked battles, it can be played alone.
drawn by the sound of battle. Desperate to support their comrades,
these reserves join the swirling melee with all haste. Army Selection
If playing this game as the first of three linked battles, the
This scenario requires the players to make quick decisions and will players should consider that the size of this first game will
reward those that are adept at thinking on their feet. It is especially influence the action in the next two scenarios as well. The
difficult to protect the flanks of units, and the players will need armies used in this scenario will be used again in the second
to keep a keen watch for any opportunities to outflank the enemy and third scenarios.
before they themselves can be outflanked.
However, in the second game, both players will have to
endure losses suffered in the first, meaning that their armies
might be considerably smaller, and that one player might
have a significant advantage if their losses are fewer. In the
third game, one player is almost certain to be dramatically
outnumbered as they make a desperate last stand in defence of
the dark monolith.
That being the case, this first scenario is ideal for armies
of between 2,000 and 3,000 points, ensuring that they can
withstand a degree of attrition.
Players can use any army they wish and may even both field
armies of the same type drawn from the same army list. The
rival forces, determined in their quest, will view any other
force as an enemy and be convinced that its goals are contrary
to their own, thus setting the stage for some vicious battles!
Set-up Game Length
Place terrain as described on page 268. The battle will last for six rounds, until one side concedes,
or until the time limit agreed by the players is reached, as
Deployment described on page 286.
Once terrain has been placed, the battlefield is divided into six
equally sized zones, as shown on the map opposite. Scenario Special Rules
Surprise Battle: Due to the surprise of encountering an
The loser of a roll-off deploys first, placing a single, non- unexpected enemy, any unit that wishes to declare a charge
character unit so that it is completely within one of the zones. during the first round must first pass a Leadership test. If
The winner of the roll-off then deploys a single, non-character this test is failed, the unit does not count as having declared
unit so that it is completely within one of the remaining, a charge.
unoccupied zones. The players continue to alternate in this
fashion until each has deployed three non-character units and Reserves: Reserves are not deployed at the start of the
there is a single unit within each zone. battle. Instead they can enter play during the Compulsory
Moves sub-phase of any turn – including the first – of their
Following the same sequence, each player may then deploy controlling player’s choosing. When they arrive, reserves will
a single character with one of their deployed units. All enter the battlefield from any point on the battlefield edge that
remaining units and characters are held in reserve (as follows). is completely within one of the zones (chosen at random) in
which their controlling player deployed a unit at the start of
First Turn the battle. Roll a D3 to randomly determine which of the three
Once deployment is complete, the winner of a roll-off takes zones reserves arrive within.
the first turn. The player that finished deploying their army
first adds +1 to their roll. Victory!
Once the battle has ended, use Victory Points to determine
which player is the winner, as described on page 286.
THE DARK MONOLITH
H aving survived a surprise encounter with the enemy, the armies have retreated to regather their strength. Yet with the
dark monolith believed to be close, the commanders must press ahead in their search. With enemies discovered in the
locale and believing them to be about the same quest, the armies cannot waste time awaiting reinforcements.
The players enter this battle unsure of exactly how much of their Units that Suffered Casualties: For each unit that lost more
army will be available. Casualties suffered may not yet have than a quarter (25%) of its Unit Strength during the first
recovered or been replaced, and units fled and scattered may not yet battle, roll a D6:
have regrouped.
• On a roll of 1-3, remove:
Second Linked Battle - D3 models (to a minimum of Unit Strength 5) if the
unit’s Unit Strength is 19 or lower.
Although this scenario is designed to be the second of three - D6 models (to a minimum of Unit Strength 10) if the
linked battles, it can be played alone. unit’s Unit Strength is 20 or higher.
• On a roll of 4+, the unit has managed to patch up its
Army Selection wounded and return them to battle. The unit may be
If playing this game as the second of three linked battles, the fielded at full strength but must reduce its Leadership
players must use the same muster lists they used in the first. characteristic by 1.
However, they must roll a D6 for each unit that suffered
casualties or was removed from play during the first battle: Destroyed Units: For each unit that was removed from play
for any reason (such as being destroyed in combat, being
run down by an enemy unit whilst fleeing or fleeing off the
battlefield) during the first battle, roll a D6:
Deployment
Zone A
12"
12"
Deployment
Zone B
Set-up Scenario Special Rules
Place terrain as described on page 268. In addition, place a Other than the army selection rules already given, this
single large hill (ideally more than 12" at its widest point) in scenario has no special rules.
the centre of the battlefield. Atop this hill, place either an
arcane monolith or a monument of glory special feature (as Victory!
described on page 273). Once the battle has ended, use Victory Points to determine
which player is the winner, as described on page 286. The
Deployment player that controls the special feature at the end of the battle
Once the battlefield has been set up, the winner of a roll-off wins a bonus of 200 Victory Points (in addition to any bonus
chooses which player will deploy the first unit. The winner controlling the special feature may normally give).
of this roll-off must also choose their deployment zone (A or
B), as shown on the map opposite. Players deploy their armies
using the alternating units method, as described on page 285.
First Turn
Once deployment is complete, the winner of a roll-off takes
the first turn. The player that finished deploying their army
first adds +1 to their roll.
Game Length
The battle will last a random number of rounds or until one
side concedes. Starting at the end of the fifth round, roll a D6
at the end of each round. Add the round number to the dice
roll. If the total is 10 or more, the battle ends immediately. If
the total is less than 10 then the battle continues for at least
one more round.
The player that lost the second battle returns once more, their army Units that Suffered Casualties: For each unit that lost more
having been reinforced by fresh troops. Things look bleak for their than a quarter (25%) of its Unit Strength during the second
opponent, who must hold on and complete their plans! battle, roll a D6:
The winner of the second battle must use the same army Destroyed Units: For each unit that was removed from play
they began that battle with. However, as even greater losses for any reason (such as being destroyed in combat, being
have now been suffered, they must roll a D6 for each unit run down by an enemy unit whilst fleeing or fleeing off the
that suffered casualties or was removed from play during the battlefield) during the second battle, roll a D6:
second battle:
• On a roll of 1, the surviving members of the unit have
scattered to the hills and not yet returned. The unit cannot
be fielded in this game.
• On a roll of 2+, the surviving members of the unit have
regrouped. The unit may be fielded, but the number
of models it contains is halved (rounding up to the
nearest model).
18" Defender’s
Deployment Zone
18"
Attacker’s
Deployment Zone
Set-up Victory!
Place terrain as described on page 268. In addition, place a Victory in this scenario depends entirely upon how long the
single large hill (ideally more than 12" at its widest point) in defender can last – the longer they can fight, the more likely it
the centre of the battlefield. Atop this hill, place either an is their ritual will be completed:
arcane monolith or a monument of glory special feature, as
described on page 273. • If the defender lasts until the end of round six, they win a
major victory.
Deployment • If the defender lasts until the end of round five, they win a
In this scenario, the army that won the second battle is the minor victory.
defender. The army that lost the second battle is the attacker. • If the defender concedes or is wiped out before the end of
round three or four, the attacker wins a minor victory.
Once the battlefield has been set up, the defender deploys • If the defender concedes or is wiped out before the end of
their entire army within the 18" square defender’s deployment round one or two, the attacker wins a major victory.
zone, as shown on the map opposite. Once complete, the
attacker deploys their army anywhere on the battlefield that is
more than 8" away from any of the defender’s models.
First Turn
In this scenario, the defender will automatically take the
first turn.
Game Length
The battle will last for six rounds or until the defender either
concedes or is wiped out.
“All life consists of highly organised matter, governed by Strangest of all is the magic of the Orcs and Goblins.
the laws of nature. Thus all life is a struggle against Chaos, Seemingly ignorant of the Winds of Magic, Orc and Goblin
a struggle that is ultimately destined to be lost.” shamans are somehow capable of bending them to their will
with brute force alone, altering the winds and changing them
Albrecht of Nuln into a primordial force known as Waaagh! magic.
Spells & Spell Generation Conveyance: These spells enable Wizards to enhance
Each player randomly generates spells for each of their movement or transport units from place to place.
Wizards before armies are deployed. If your army contains
more than one Wizard, you may generate spells for each in an Magic Missiles: These are sorcerous projectiles that the
order of your choosing. Wizard hurls at the foe. Magic Missiles can only target
enemy units.
Each Lore of Magic contains seven spells: six numbered (1-6)
and a seventh ‘signature’ spell. To determine the spells your Magical Vortex: These are roiling globes of magical energy
Wizard knows, roll a number of D6 equal to their Level of that travel across the battlefield wreaking all kinds of havoc.
Wizardry, re-rolling any duplicate results. The result(s) show
which spell(s) your Wizard knows. Assailment: These spells are deadly attacks that strike the foe
without warning.
If you wish, your Wizard may discard one of these randomly
generated spells and instead select the signature spell of their
chosen Lore of Magic. Any number of Wizards in your army
may do this.
Note that Wizards in the same army may know the same spell(s),
so individual spells may be duplicated within your army. However,
no single Wizard can know the same spell twice.
BATTLE MAGIC
In the heat of battle, mighty Wizards summon columns of fire to burn through the enemy. In the deadly swirl of melee
combat, powerful warrior mages smiteBattle
their Magic
foes with fists that fall like hammers. In the Old World and beyond, Battle
Magic is one of the most widely practised magical arts, for here battle is the one constant in life.
Those that wield Battle Magic will draw their power from
whichever of the Winds of Magic suits their purpose. They
grasp at the red wind, summoning forth fire from the air to
rain upon the enemy, the green wind to armour themselves
with the strength of oak, the grey wind to cow and demoralise
their foe, and more besides. To a Battle Mage, the incorporeal
dangers of harnessing several Winds of Magic at once are of
little concern – what matters most is turning the tide and
ensuring swift victory.
Type: Assailment
Casting Value: 7+
Range: Combat
Effect: A single enemy unit the caster is engaged in
combat with suffers 2D3 Strength 4 hits, each with an AP
of -2.
1. Fireball 4. Arcane Urgency
With a snap of the fingers, the Battle Mage summons forth a As the Battle Mage’s allies march, time around them slows,
roiling ball of magical flame and hurls it at a nearby foe. allowing them to cover great distance in the blink of an eye.
T hose that make study of the Realm of Chaos – that twisted and warped nether world in which the Ruinous Powers
reside – are known as Daemonologists. These cursed souls are drawn to their study in the vain hope of gaining mastery
over the daemonic denizens of that realm and turning their power back against the Chaos gods. Seldom are such noble
intentions realised, for those that converse with Daemons are inevitably corrupted by their whispered lies.
For all their mysticism and ritual, their secret orders and
wealth of arcane knowledge, Daemonologists are not the
enlightened seekers of truth many believe themselves to be.
They are mere slaves to the powers they seek to master – there
are no champions of Chaos, only the lost and the damned.
The Daemonologist’s many familiars fall upon the foe, slashing 6. Daemonic Vigour
and biting with incorporeal claws and teeth.
As the Daemonologist mutters verses aloud from a proscribed
Type: Assailment text, their allies fill with a daemonic vitality.
Casting Value: 8+
Range: Combat Type: Enchantment
Effect: A single enemy unit the caster is engaged in combat Casting Value: 9+
with suffers 2D6 Strength 2 hits, with no armour save Range: 15"
permitted (Ward and Regeneration saves can be attempted Effect: Until the end of this turn, the target friendly unit
as normal). gains a +1 modifier to its Movement, Toughness and
Initiative characteristics (to a maximum of 10).
DARK MAGIC
O nce, only pure magic flowed into the world. Whole and unsullied, it was a natural force under the control of a race of
god-like beings. With the coming of Chaos, this was to change as a darker, more unstable form of magic was unleashed
into the mortal realm, one which refused to be chained by the hand of any mere mortal.
Dark Magic
With the collapse of the polar gates, Chaos came into the
world. As it did, the pure and refined magic harnessed by
the Old Ones came into contact with its influence for the
first time within the mortal realm. Almost immediately, the
corrupting power of Chaos began to work upon it as surely as
it did the bodies and minds of mortals. Twisted and warped by
Chaos, the unseen strands of colour that composed pure magic
merged and bled into one another, causing the Winds of Magic
to grow blackened and ever more unstable.
Elementalism
Type: Hex
Casting Value: 7+
Range: 12"
Effect: Until your next Start of Turn sub-phase, the
target enemy unit suffers a -1 modifier to its Movement
and Initiative characteristics (to a minimum of 1). If this
spell is cast, the effects of any other Hex previously cast
on the target unit immediately expire.
1. Flaming Sword 4. Earthen Ramparts
With a simple gesture, the Elementalist summons a great, At the Elementalist’s summoning, mighty earthen ramparts rise
flaming sword with which to strike at their enemies. up about their allies.
As the Elementalist utters a curse, the armour of the enemy loses 5. Wind Blast
its lustre, corroding and crumbling from their bodies.
A mighty wind rips enemy warriors from their regiments,
Type: Hex dashing them against the hard earth.
Casting Value: 9+
Range: 21" Type: Magic Missile
Effect: Until your next Start of Turn sub-phase, the target Casting Value: 8+
enemy unit suffers a -2 modifier to its armour value. This Range: 15"
spell may target an enemy unit engaged in combat. Effect: The target enemy unit suffers D3+3 Strength 5 hits,
each with an AP of -1. Once these hits have been resolved,
3. Summon Elemental Spirit the unit must Give Ground.
The Elementalist summons forth a powerful spirit of earth, 6. Travel Mystical Pathway
wind, water or fire to do their bidding.
Tapping into the power of the Geomantic Web, the Elementalist
Type: Magical Vortex opens a portal through which their allies can travel.
Casting Value: 9+
Range: 15" Type: Conveyance
Effect: Remains in Play. Place a small (3") blast template Casting Value: 10+
so that its central hole is within 15" of the caster. Whilst Range: 9"
in play, the template is treated as dangerous terrain over Effect: If the target friendly unit is not fleeing and has
which no line of sight can be drawn. The template moves not already moved during this Movement phase, you may
D6" in a random direction during every Start of Turn sub- immediately remove it from the battlefield and replace it
phase. Any enemy unit the moving template touches or anywhere within 12" of its original location, but not within
moves over suffers D3+3 Strength 4 hits, each with an AP 6" of any enemy models. The target friendly unit cannot
of -1. move again during this Movement phase.
High Magic
HIGH MAGIC
I n its purest form, magic glistens like a silver haze that fills the air, visible in and around all things to those gifted with the
mage-sight. It is a wondrous thing, there to be manipulated by those with the talent and the learning. With long decades
of study, a mage can manipulate pure magic to perform almost any deed imaginable, but the work is exhausting and the
rituals complex.
Type: Hex
Casting Value: 9+
Range: Self
Effect: Remains in Play. Whilst this spell is in play, enemy
Wizards that are within 24" of the caster’s model when
attempting to cast a spell must increase that spell’s casting
value by 2.
1. Walk Between Worlds 4. Corporeal Unmaking
The High Mage causes their allies to drift in and out of reality, The physical forms of the High Mage’s enemies begin to unravel,
enabling them to pass through terrain as if it was not there. turning to dust on the wind.
Type: Enchantment
Casting Value: 8+
Range: Self
Effect: Until your next Start of Turn sub-phase, enemy
units suffer a -1 modifier to any rolls To Hit made against
the caster and any unit they have joined. If this spell is
cast, the effects of any other Enchantment previously cast
on any of the affected models immediately expire.
1. Mind Razor 4. Confounding Convocation
Torturous illusion grips the enemy. Only those with the strongest The enemy is bombarded by wild and disorienting images and
of wills can resist. dancing lights that render them all but blind to the world
around them.
Type: Magic Missile
Casting Value: 7+ Type: Hex
Range: 15" Casting Value: 9+
Effect: The target enemy unit must immediately make a Range: 9"
Leadership test. If this test is passed, it suffers D3 Strength Effect: Remains in Play. Whilst this spell is in play, the
3 hits, each with an AP of -. If, however, this test is failed, it target enemy unit becomes subject to the Stupidity
suffers D3+3 Strength 4 hits, each with an AP of -3. special rule.
O f all the mages that study the Lores of Magic, those that practise the art of Necromancy are the most shunned and
reviled, yet simultaneously often the most sought after. Necromancy is the study of death, and of more than death –
Necromancy is the means by which those trapped within the mortal coil can penetrate through the shroud of death into
Morr’s dark realm, to commune with the spirits of the departed and witness the wisdom of ancestors.
Still others take their study further into the dark, dallying with
the blackest of magics, the raw power of chaos. Some utilise
foul warpstone to enhance their control of this writhing, evil
force, using the wicked material to draw bleak power ever
more closely about their withered forms, channelling this dark
energy into the husks of dead things and crafting vile unlife
from cold, lifeless corpses pulled from the dark earth.
Type: Assailment
Casting Value: 7+
Range: Combat
Effect: Place a small (3") blast template so that its central
hole is directly over the centre of a unit the caster is
engaged in combat with. Once placed, the template
will scatter D3+1". Any enemy model whose base lies
underneath the template’s final position risks being hit (as
described on page 95) and suffering a single Strength 3 hit
with an AP of -.
1. Deathly Cabal 4. Curse Of Years
From beyond the veil of death, unquiet spirits gather protectively As dead things draw near, they feed hungrily upon the vital
around the Necromancer, their presence causing the foe to recoil energy of the living, ageing them rapidly.
in fear and dread.
Type: Hex
Type: Enchantment Casting Value: 10+
Casting Value: 10+ Range: 15"
Range: Self Effect: Until your next Start of Turn sub-phase, the target
Effect: Until your next Start of Turn sub-phase, the caster enemy unit suffers a -1 modifier to its Movement, Weapon
and any unit they have joined gain a 6+ Ward save against Skill and Toughness characteristics (to a minimum of 1). If
any wounds suffered that were caused by a non-magical this spell is cast, the effects of any other Hex previously cast
enemy attack. In addition, whilst this spell is in play, the on the target unit immediately expire.
affected models gain the Fear special rule. If they already
have the Fear special rule, they instead gain the Terror 5. Spectral Steed
special rule.
As the Necromancer chants words of dark power, a ghostly steed
2. Unquiet Spirits forms from the night air.
Evil spirits gather around the enemy, their spectral talons Type: Conveyance
creeping beneath armour to tear at flesh. Casting Value: 9+
Range: 12"
Type: Magic Missile Effect: Remains in Play. This spell can only target friendly
Casting Value: 8+ characters whose troop type is ‘infantry’. Whilst this spell is
Range: 15" in play, the target friendly character gains the Ethereal and
Effect: The target enemy unit suffers 3D6 Strength 2 hits, Fly (10) special rules.
with no armour save permitted (Ward and Regeneration
saves can be attempted as normal). 6. Spirit Leech
3. Spiritual Vortex Chill winds gust and long shadows gather, sapping the enemy’s
will and sowing seeds of dread.
The Necromancer gestures and dark energy swirls, opening a
vortex into the realm of Morr, god of death. Type: Hex
Casting Value: 8+
Type: Magical Vortex Range: 18"
Casting Value: 11+ Effect: Until the end of this turn, the target enemy unit
Range: 12" suffers a -2 modifier to its Leadership characteristic (to a
Effect: Remains in Play. Place a large (5") blast template minimum of 2) and cannot use their General’s Inspiring
so that its central hole is within 12" of the caster. Whilst in Presence special rule. This spell may target an enemy unit
play, the template does not move and is treated as dangerous engaged in combat.
terrain. Whilst within 8" of the template, enemy units
suffer a -1 modifier to their Leadership characteristic (to
a minimum of 2) and cannot use their General’s Inspiring
Presence special rule.
WAAAGH! MAGIC
W hen Orc and Goblin tribes march to war (as they are given to do with alarming regularity), they are accompanied by
Waaagh! Magic
powerful shamans. These ‘Weirdboy’ and ‘Oddgit’ shamans, as Orcs and Goblins call them, are each a living conduit
to Gork and Mork, the primitive gods of their kind, and each can wield such arcane might that even the most learned of
Elven mages would have to be impressed.
Type: Assailment
Casting Value: 9+
Range: Combat
Effect: Place a large (5") blast template so that its central
hole is directly over the centre of a unit the caster is
engaged in combat with. Once placed, the template will
scatter D3"+1. Any model (friend or foe) whose base lies
underneath the template’s final position risks being hit (as
described on page 95) and suffering a single Strength 4 hit
with an AP of -1.
1. Vindictive Glare 4. Evil Sun Shinin’
Their brows furrowed and their teeth clenched, the Shaman’s The sun is out and there’s an enemy army over there – it’s a great
glare is so intense that their enemies visibly wither. day for a battle! ’Ave at it Boyz!
MAGIC ITEMS
T he Warhammer world is rich in magical artefacts and holy relics of great power. Soul-drinking swords, impenetrable
suits of armour, ancient tomes of sorcerous knowledge and lost rings of incalculable might – many a long war has been
fought solely for the possession of such treasures and the power they bestow.
Any magic items purchased should be noted down and their Arcane Items: Be it a spell book, a scroll, even a wand or staff,
points added to that of the model that carries them on your these are items carried by Wizards to increase their powers or
muster list. enhance their knowledge.
Limitations & Uniqueness Single Use Magic Items
As a general rule, most magic items are considered to be quite Some magic items are noted as being ‘single use’. Such magic
unique. Even common magic items are, for the most part, items can only be used once per game. Once used, the item’s
common only in that they are available to all races – they are magic is spent and it cannot be used again.
not so common as to be available to each and every character
in your army. To represent this, only one of each magic item What’s In A Name?
can be included in your army. In addition, a model can only The magic items listed on the following pages often have a
purchase one magic item from each category. name that describes them quite specifically, but this does
not mean a model has to carry or wear that exact item. The
There are, of course, exceptions to this rule of uniqueness. important thing to remember with common magic items is
These are magic items carried by named characters and items that the rules given represent something that might appear in
considered to be ‘extremely common’: any army – something with a quite common magical effect,
but an appearance unique to the race that created it.
Named Characters: Famous and powerful individuals from
the Warhammer world, named characters have access to the For example, in the hands of a General of the Empire, it would
finest equipment. A named character may carry two or more make sense for a ‘Sword of Striking’ to resemble a fine rapier,
items from a single category. but when wielded by an Orc Warboss that same rapier would
look out of place. It is perfectly acceptable for the model of
Note that named characters may also be equipped with truly an Orc Warboss equipped with a Sword of Striking to carry
unique magic items which they and they alone can use. a large and brutal cleaver instead. What matters is that the
points have been paid to include the item in your army, and
Extremely Common Magic Items: Some types of magic item that a suitable weapon is wielded by the model so that your
are more common than others: scrolls on which simple spells opponent can easily remember what it represents.
are written that crumble to dust upon being read aloud; stones
that contain magical power which can be cracked open to aid
a Wizard’s conjuration; even humble shields that bear runes
of protection. “There are no problems which cannot be solved
with cannon.”
Any magic item marked with an asterisk (*) is considered to
be extremely common. Such items are seen in great number Chief Engineer Boris Kraus of Nuln
and, as such, can be purchased alongside other magic items
from the same category. In addition, there is no limit to how
many duplicates of such items can be included in an army,
or even how many duplicates a character can carry (beyond
the limit of how many points that character can spend on
magic items).
Magic Weapons
Magic weapons grant the wielder extra abilities, new special rules or an improved profile,
the better to slay enemies. Unless otherwise stated, the following rules apply to all
magic weapons:
Magic Weapons
• A magic weapon cannot be used alongside an additional hand weapon, magical or
mundane, to gain an extra attack.
• A character that wields a magic weapon cannot set it aside to use a mundane equivalent.
For example, a character cannot set aside a magic combat weapon to use a mundane
great weapon instead.
• If a character has more than one magic combat weapon, you must choose which they
will use when their combat is chosen during Step 1.1 of the Choose & Fight Combat
sub-phase and, unless the weapon itself states otherwise, the weapon chosen for the first
round of a combat must be used for the duration of the combat.
• If a character has more than one magic missile weapon, you must choose which they
will use when they are chosen to shoot during Step 1 of the Shooting phase.
R S AP Special Rules
Headsman’s Axe Combat S+1 -1 Killing Blow, Magical Attacks,
Requires Two Hands
Spelleater Axe.................................................................................................35 points
Forged of rune-encrusted brass, the Spelleater Axe is anathema to the Winds of Magic.
R S AP Special Rules
Spelleater Axe Combat S -1 Magical Attacks, Magic Resistance (-2)
R S AP Special Rules
Giant Blade Combat S+1 - Armour Bane (2), Magical Attacks,
Multiple Wounds (2)
R S AP Special Rules
Sword Combat S - Magical Attacks, Strike First The Runefangs
of Swiftness Second only to Ghal Maraz
in renown, the Runefangs of
Berserker Blade..............................................................................................20 points the Empire are amongst the
Quenched in the blood of untold fallen enemies, the Berserker Blade eternally hungers for battle. most prized magical artefacts
in all of the Old World. At
R S AP Special Rules the dawn of the Empire, the
Berserker Blade Combat S+1 - Frenzy, Magical Attacks Dwarf Runesmith Alaric
the Mad forged these dozen
Sword Of Might*............................................................................................20 points magical swords for Sigmar’s
Bound around with powerful runes that increase its power and enhance the strength of its bearer. twelve chieftains. Each was a
masterpiece, requiring all the
R S AP Special Rules skill and ancient knowledge
Sword of Might Combat S+1 -1 Magical Attacks of runecraft to create. The
Runefangs are thus blades
Biting Blade..................................................................................................... 15 points of unsurpassed power, able
The serrated length of the Biting Blade cuts through armour of plate and mail with terrible ease. to carve through gromril
plate and Dragon scale. They
R S AP Special Rules are amongst the oldest and
Biting Blade Combat S -2 Armour Bane (1), Magical Attacks most treasured artefacts still
surviving in the Old World,
Sword Of Striking*........................................................................................15 points and today the Runefangs are
Engraved with runes of accuracy and swiftness, the Sword of Striking is an elegant weapon of synonymous with the status,
great precision. power and authority of the
Empire’s rulers.
R S AP Special Rules
Sword of Striking Combat S - Magical Attacks
Notes: During the Combat phase, the wielder of the Sword of Striking has a +1 modifier to their
rolls To Hit.
R S AP Special Rules
Burning Blade Combat S - Flaming Attacks, Magical Attacks
Magic Armour Spellshield*..........................................................25 points
The Winds of Magic lose their power when in the presence of the
Only a model that is equipped with (or that has the option to brass-bound Spellshield.
be equipped with) armour, a shield or barding may purchase
a magical equivalent. A model can only wear a single suit The Spellshield is a shield. In addition, its bearer has a 5+
Magic
of armour and canArmour
only carry one shield, and a mount can Ward save against any wounds suffered that were caused by a
only wear a single suit of barding. Therefore, magic armour Magic Missile, a Magical Vortex, or an Assailment spell.
replaces any mundane equivalent the model is, or may be,
equipped with. Armour Of Meteoric Iron ...............................20 points
This heavy armour was forged of ore mined from a meteor that fell
Magic armour follows the same rules as its mundane from the heavens.
equivalent (if given). For example, a suit of magical heavy
armour will grant its wearer an armour value of 5+. The Armour of Meteoric Iron gives its wearer an armour
value of 5+, which cannot be improved in any way. However,
Armour Of Destiny...........................................70 points nor can this armour value be reduced in any way either.
The potent Armour of Destiny protects its wearer from all but the
most grievous of harm. Enchanted Shield*..............................................10 points
A finely crafted and sturdy shield that protects its bearer from
The Armour of Destiny is a suit of heavy armour. In addition, harm time and time again.
its wearer has a 4+ Ward save against any wounds suffered.
The Enchanted Shield is a shield. In addition, its bearer has a
Bedazzling Helm................................................60 points 6+ Ward save against any wounds suffered that were caused by
A gleaming helm that confuses and confounds enemies, causing a non-magical enemy attack.
their blows to fall wide of their mark.
Charmed Shield* ..................................................5 points
May be worn with other armour. The wearer of the A simple shield hung with charms and fetishes to bring the bearer
Bedazzling Helm improves their armour value by 1 (to a good fortune. In the heat of battle, such ornamentation rarely
maximum of 2+). In addition, any enemy model that directs survives intact for long.
its attacks against the wearer during the Combat phase suffers
a -1 modifier to its rolls To Hit. The Charmed Shield is a shield. In addition, once per game the
Charmed Shield gives its bearer a 5+ Ward save against a single
Armour Of Silvered Steel ................................40 points wound. Once this Ward save has been used, the Charmed
Polished to a mirror shine, the Armour of Silvered Steel encases its Shield is considered to be an ordinary, non magical shield.
wearer from head to toe.
The wielder of the Ruby Ring of Ruin can cast the Fireball
spell from the Lore of Battle Magic (as described on page 321)
as a Bound spell, with a Power Level of 2.
Arcane Items Power Scroll*.......................................................20 points
Unfurling a scroll bearing runes of power can greatly increase the
Arcane
Arcane itemsItems
are items that enhance a Wizard’s magical spell’s power.
powers in some fashion. Only Wizards can purchase
Arcane Items. Single use. A Wizard may use this scroll when attempting to
cast a spell. If they do so, roll an extra D6 when making the
Feedback Scroll ..................................................60 points Casting roll and discard the lowest result. However, if a double
When read aloud, this charm causes ætheric energy to flood back 1 is rolled on any two of the dice rolled, the spell is miscast.
towards the enemy Wizard.
Dispel Scroll* ......................................................20 points
Single use. The bearer may use this scroll instead of making a The Wizard reads aloud a charm of unbinding from an
Wizardly dispel attempt. The spell is cast as normal. Once the enchanted scroll.
spell has been resolved, roll two D6. For each roll of a 4+, the
casting Wizard loses a single Wound. Single use. A Wizard may use this scroll when attempting a
Wizardly dispel. If they do so, roll an extra D6 when making
Scroll Of Transmogrification* ........................50 points the Dispel roll and discard the lowest result. However, if a
For a Wizard, there are few things better than the rush of joy felt double 1 is rolled on any two of the dice rolled, the Wizard is
upon turning a rival into a frog! outclassed in the art.
Single use. The bearer may use this scroll instead of making a Arcane Familiar.................................................15 points
Wizardly dispel attempt. The spell is cast as normal. Once the Many Wizards are accompanied by familiars gifted with
spell has been resolved, the casting player must roll equal to or arcane knowledge. These creatures constantly whisper secrets to
lower than the casting Wizard’s Level of Wizardry on a single their master.
D6. Should they fail, the Wizard turns into a frog.
The owner of an Arcane Familiar knows spells from two
Whilst transmogrified, the Wizard cannot cast or dispel Lores of Magic, rather than the usual one. When determining
any spells, cannot use any of their equipment (magical or the spells the Wizard knows, you must roll for each Lore
mundane) and reduces all of their characteristics (excluding separately. Duplicate spells are re-rolled as normal. The
Wounds) to 1. During each Start of Turn sub-phase, a player Wizard may discard one randomly generated spell as normal,
may roll a D6 for each transmogrified Wizard in their army. replacing it with the signature spell of the same Lore of Magic.
On a roll of 4+, the Wizard returns to normal (but retains a
love of water). Earthing Rod ........................................................5 points
Inert metal runs the length of the Wizard’s staff, drawing magical
Wand Of Jet ........................................................45 points overloads safely into the earth.
Carved from brittle jet, this wand refines a Wizard’s power, but is
easily broken. Single use. Should they miscast a spell, a Wizard can use the
Earthing Rod to re-roll the result rolled on the Miscast table.
The bearer of the Wand of Jet may apply a +1 modifier to
any of their Casting or Dispel rolls. However, should they roll
any natural double when making a Casting or Dispel roll, the
Wand of Jet is destroyed and it cannot be used again.
Fated Dispel: Once per turn you may attempt a Fated dispel.
There is no range limit on Fated dispel attempts.
Strategy Phase
The Strategy phase is broken up into several sub-phases:
Movement Phase
The Movement phase is broken up into several sub-phases:
1. Declare Charges
& Charge Reactions (page 119)
The active player declares charges, indicating which of their
units are charging, and which enemy unit is being charged:
Stand & Shoot: The unit fires its missile weapons at the
charging unit. If the distance between the units is less than the
charging unit’s Movement characteristic then this reaction
cannot be declared.
Flee: The unit flees directly away from the charging unit:
1. Choose & Fight Combat (page 145) 1.4. Remove Casualties: Casualties are removed from the
This sub-phase is broken down into the following steps: rear rank of the unit as normal, representing members of the
rear ranks stepping forward to fill gaps left by fallen comrades.
1.1. Choose Combat & Determine Who Can Fight. A model cannot attack during a phase in which it stepped
forward, as described on page 150.
1.2. Roll To Hit.
To Hit Chart
1.3. Roll To Wound & Make Armour Saves. Target’s Weapon Skill
1 2 3 4 5 6 7 8 9 10
1.4. Remove Casualties.
1 4+ 4+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+
1.1. Choose Combat & Determine Who Can Fight: The 2 3+ 4+ 4+ 4+ 5+ 5+ 5+ 5+ 5+ 5+
active player chooses which order the combats are resolved in.
1.2. Roll To Hit: Make a roll To Hit for each attacking model,
cross-referencing their Weapon Skill with that of the model
they are attacking:
2. Calculate Combat Result (page 151) 4. Follow Up & Pursuit (page 156)
To determine your combat result score, consult the table Once Break tests have been made, but before any units
below and calculate how many ‘combat result points’ your Give Ground or make a Flee roll, the winning unit(s) must
unit(s) scored: decide what they will do next: restrain and reform, follow up
or pursue.
Combat Result Table
Unsaved wounds inflicted 1 point each Restrain & Reform: A unit that wishes to restrain & reform
Rank Bonus +1 point/rank makes a Restraint test by testing against its Leadership. If
Standard +1 point this test is passed, it remains where it is and may make a free
Battle Standard +1 point reform. Otherwise, it must follow up or pursue.
Flank attack +1 point
Rear attack +2 points Follow Up: If the enemy Gives Ground, the winning unit(s)
High ground +1 point move forwards to engage it once again. Before following up, a
Overkill +1 point/excess wound unit may perform a free turn manoeuvre (of 90° or 180°).
Other bonuses As applicable
Pursuit: If the enemy Falls Back in Good Order or flees, the
3. Break Test (page 154) winning unit(s) can pursue, as described on page 156.
Each unit belonging to the losing side must make a Break test
by rolling 2D6 and applying the difference between the winner Overrun: If a unit wiped out its enemy, it may overrun by
and the loser’s combat result scores as a negative modifier. making a pursuit move directly forwards.
Compare the result to the unit’s Leadership characteristic: