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Warhammer - The Old World Rulebo - Games Workshop LTD
Warhammer - The Old World Rulebo - Games Workshop LTD
to enter a world of battle and death, of violence and madness. Chaos infects this world like a malignant
disease from which there can be no recovery. Logic, reason and sanity have no place here. Even the land and the air are
suffused with raw magic – ancient trees come alive, men devolve into monsters and mysterious citadels rise from the earth at
dusk, only to fade away by dawn. In this blasted realm, you will see wonders and horrors alike that you shall carry to the grave.
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
World, bestial
forests to besiege,
the balance.
ramshackle war
to distant coast.
This is a world
unyielding shieldwalls
This is Warhammer:
battles in a world
duelling Dragons.
Contents
What You Need ..................................... 6 General Principles ............................. 92 Spell Resolution ..................................... 111
Measurement ........................................... 92
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
Removing Casualties
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.
The Combat
1. Choose
2. Calculate
3. Break Test
4. Follow Up
p
Oddball Stuff
Terrain &
The Psychology
Panic Tests
Advanced Rules ................................ 164 Battlefield Terrain ............................ 268 Campaign Battles ............................. 300
Special Rules ........................................... 165 How Much Terrain? ........................... 268 Campaign Trees .................................... 300
Unusual Formations ............................ 182 Placing Terrain ...................................... 268 League Campaigns ............................... 301
Skirmish Formation ......................... 184 Special Features ..................................... 272 Narrative Battles .............................. 302
Points Values & Size of Game ......... 276 Forging a Narrative .............................. 305
Enchanted
Mercenaries Infantry Item
...............................
Illusion ......................................................
Pitched Battle
Arcane
Allied Cavalry ContingentsItems ..........................................
Necromancy
The Plain
The Doom
Odo Todmeyer
War Machines
The Battle
Command Gro
The Drakwald
Champions
The Battle
Standard Bea
The Lonely
Musicians
Characters ..........
The General
The Battle
Characters
Mounted
Characters
Lone Characters
Characters
Challenges
Weapons of
Combat Weapons
Missile Weapons
Armour ...............................
Unusual Armour
Additional
War Machines
Bolt Throwers
Stone Throwers
Cannon
Organ Guns
Mortars
Fire Throwers
Introduction
W
elcome to the Old World. Sound the trumpets and beat loud the drums of war, for the weighty tome you hold in your
hands is your key to entering a dark and bloody land. It is a world of Daemons and sorcery, a brutal era of warfare
and conquest. Warhammer: the Old World – the game of fantasy battles – brings all the action onto your tabletop. You
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
resplendent banners and gleaming standards. Across the oceans of the world, the High Elves of Ulthuan
Introduction
command armies
All
Dark across Elves. the To
Elves
Tomb defend Kings th
who
warriors
from plundering and m
of
with the their Dark eternal Gods
From within,
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
course, are how armies to
fantastical battlefields
Miniatures
endless gaming
by
This the glorious bounds
of
Citadel work miniatures
– it is !
examples from
How This
models from th
This
inspire book anyone ! contains
play games of
Warhammer
For ease of navigation,
main
The final sections: section
and the models
The
and playingWarhammer your
The
scenarios Warhammer to play,
battle
campaigns and strife.and
major epochs
the world during
What You Need
Between yourself and your opponent, you will need the following items to recreate the bloody battles of the Warhammer world:
Both you and your opponent will need an army to lead into The bounce of a cannonball, the flight of a Griffon, the charge
battle. Warhammer: the Old World has many armies to of a regiment of Knights or the range of a Wizard’s fireball
choose from and each force is different and characterful in its are all measured in inches. A tape measure or ruler marked in
own right, but best of all, each army can be built in countless inches is therefore a necessity.
What You
Need
combinations.
A Battlefield
exploit a favourite
dictate. No two
Rulebook
over. A dedicated
workbench, large
might
When wishfirst learning
to
tabletop
consulting better this
reference or find
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
out certain across spell open
cunning general
through rough
In the midst of
Templates
pen and paper
Some
been cursedweapons, with
and
with can the destroy
game
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.
are plentiful. The pages that follow explore the rich stories and dramatic
rivalries that
Across
the battlefield, the Old
raise
and offering glorious
These
may encounter. rival hosts
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 history of the world began long before Men forged their Mysterious in origin, and near-omnipotent in nature, the
empires upon the land, before Dwarfs carved their cavernous race known only as the Old Ones had plied the depths of the
domains beneath the mountains, even before Elves first plied cosmos in magnificent silvered ships since time itself began.
In the Beginning
the ocean waves.
They
cold and had distant looked
it
beasts; to be cold-blooded
good .
an
great important blind behemoths
would
leviathans vie for swam
of something
the
Far promise
from unthinking, of
distant
own domains future,
that
shook would as titanic come
For
of Dragons how long that
from
soared afar, between laying
very
gargants, stuff made of reality,
moments
realms of behemoths,
passed
the
preying commencement upon
unseen in the
far
Yet below
despite make their
case,
for the when arrival the
the
own gods meagre themselves reality.
presence proving
At the poles of the world, great gates were constructed As the Lizardmen laboured, the Old Ones turned their
through which the servants of the Old Ones rode from realms attention to populating the paradise they were creating ,
unknown upon zephyrs of magical power. They brought with bringing many new races into being . Some believe they hoped
them
to determine great machines
with
successful which and they
pleasing
races were geometries. created
some unknown
toad-like,
First among yet the
both
dexterity, philosophical intelligence
chief
of civilisation engineers
who
the constant interpreted flow
their
the polar instructions gates.
pure
beings thought. in many
manipulated
stalwart folk, t
toward
and stone. the warming
landmasses
Surging in great were
with
the world ancient came pr
drained
interested and in created
fig
the ways of civilisation.
The
the mighty Slann in vehicles
Lizardmen,
and they had spawned
warriors. Vast
evolving
Later came face the
and
vital raisedand ingenious vast
monuments
environment. in
those
all the monstrous
Old Ones’
survived
the Halflings the comi
beasts
strength, into but desperate
darkest
magical corners
world.
The Cataclysm
that flowed endlessly through the gateways, these whispers
reached the ears of both those beasts that survived from the
Unbeknownst to the Old Ones, toiling upon their great works, bygone era and the young races alike. Where they were heard,
disaster loome d . these whispers seduced and corrupted the minds of many,
luring them into the worship of ruinous powers that crept into
To drive their world-building engines and facilitate their their dreams masquerading as beneficent gods.
interstellar travels,
their hunger,
past, the Old
mountain, began
almost instantaneously
an epoch-shattering
assumption they
replaced by a
a great network
the otherworld
realm, linking
reality revealing
cosmic empire.
In that moment
What the Old
their tenuous
power of the be
finality. Whether
predatory creatures
event, or merely
simultaneously
that remained
former greatness,
Creatures of pur
separated the
creatures that
The Coming Of Chaos
From the great roiling Storm of Magic that surged in the
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,
were set loose
eruption that
As the disaster
the landmasses
Mage-priests
growing tear in
of arcane might,
the worst had
realm. Wrestling
encountered be
trembling earth,
as they plummeted
They crashed
So great was the
their efforts to
remained possessed
se e p e d into the
elders – they
populated the
As chaos permeated
arcane construction
malign energies.
rudimentary
woods thrashed
masters’ great
processes were
had inherited
fecundity. The
mated again, g
indiscriminately
utterly overwhelmed.
uncontrolled
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
These armies
battles
When the
that tempest spanned
untold
once more lives. from Even
with
world primordialabove a
magical
land barren. energies Mutat
They
prowled gulped the mounta
in
firestorms,
hungrily outside unleashed
to lay waste to
But
far from daemonic defenceless,
world
once worked. and the
powers
Grungni weaken had
world
their weaponsgrew ever
Winds
the creatures of Magic
strength,
Grungni, they
had
born
of their of the
enemies unnatural
Yet
who the would war lead
was
alone.
wrathful Across champion
and
forth the from Dwarfs their
centuries
across the that continent-spanning
grown
W orld, strongslaying
the
savages. defence Where of
hordes of Chaos
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.
homeland
had ruled the war-torn
the
had Creator
bowed. When
God,
countless
world, changing offerings
if
Dragon the god had heard, chosen
others of his kind
Finally,
their ways. in desperation,
As
the
with sacred magic, fire, he
his
hidden people. master By
flame unscathed
entered
When the him, Ruinous f
Aenarion
into his slumbering had
when
Dragon he pondered
spoke,
of coming destruction
With
now populating
the great
Aenarion
knew that oversaw
his
raising
them through of Ulthuan’s
now crowned
against
So it was the that daemonic
dragon
the rampaging Indraugnir.
each
Moon mounted Dragon,
marched
with the daemonic
the se
by
for theirhis efforts, king ,
driving
and Daemons the foul
of Ulthuan.
The Fall Of Itza
Of all that long war, no battle was fiercer
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
R elic Priests
Kroak gathered
Diligently, the
numerous than
the defenders
collected every
the servants of
incanted spells
great reverence,
relinquishing
banishing Daemons
were swathed
to the ravages
wrappings. Thus
the shelter of
strained against
Yet eventually,
The Lizardmen
besieging enemy,
host of Greater
servants of the
so powerful that
ever breach them.
from all points
Slann’s corporeal
bodies and in
Yet breach them
moment of primal
a Relic Priest
at first, the daemonic
So powerful was
f d t b
refused to succumb
mortal vessel.
will became a
fury, scouring
a kaleidoscopic
temple-city fell,
First City was
until eventually,
Slann immediately
massed at the
Slann’s arcane
the protection
Slann to have
the mightiest
energy surrounded
Kroak’s power,
as they railed
of strain, even
outwards, flattening
leagues around.
Daemons were
the hundreds
swarmed into
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 le d , whole armies of Daemons were vanquished, and his name, he was honour-bound to seek a mighty doom.
“Put your trust in stone and iron – stone and iron have
In preparation
rough shears a
he stripped his
of protection
brood, blaming
h f
he gave one of
firstborn son
melancholic becam
wise counsel of
quest. Reluctantly,
singing a mournful
In the depths
p
So it was that
further loss of
gods of Chaos,
gates, of their
of Chaos that
that he would
of Chaos, the
and, should he
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
destruction,
of Ulthuan and Caledo
and burn like
Hengst Stonebe
devised
Worse, of a planthe
the darkness,
which
trace could they hoped
be
hope of life to
from
they had the world,
been
who
of Chaos. rode upon
But in the end,
plan, with little
up everything
potential
So great was for cat
Aene
descend back
thought
loss that it his preferable mind
dreamless darkness,
into
his madness the madness and
be forgotten.”
whilst
mounted Ulthuan, Indraugnir
world,
Blighted faced Isle. certa
Belannaer
g
Belannaer
gathering
Altar of Khaine, hordes
At
terrible Caledor’s power inst
waystones
in the black was stone
their
of time. careful As old plac
power
Widowmaker of a network
W eb,
the fell created weapon
of
Khaine, the Old capable Ones.
complete,
gods alike. Caledor
even
embittered as the ritual
by
host
and the of unprecedented
brooding
Ulthuan,
court in the where dismal
of
a time, Aenarion. wielding
was all but undefeatable,
daemonic hosts
on the borders
obvious to all
Whether it was the arcane mastery of once more, hunting the mutant beasts and
Lord Kroak, the heroism of Grimnir, Chaos worshipping savages that lingered
or Caledor’s great ritual that turned the in their lands. They too would explore the
Rune Magic
world, pushing
have an innate
truth, either thank
magic – both
some unknown
their acquaintance
built settlements
known to cause
these great acts
Old World.
In Lustria, the
impossible task
with Wizardry,
great ritual, as
wisdom could
no equal when
the surviving
g
forging magic
the suddenly s
of the oldest of
conversed with
through runecraft.
would return
witnessed. Of
be realise d .
a vortex of arcane
followed, seers
coming of Chaos,
birthing of a worl
would battle,
Of Aenarion,
to acknowledge
in the memories
but which, in
selected – Bel
transcend beyond
occupied and
Elven colonies
reveal new planes
other races.
War Unending
War Unending
world was
manifest.
White-crested
blue oceans
skies.
The Great Cataclysm
tranquillity
gale of raw
that dwelt w
Today, the
adversity, th
barbaric and
destroy
Under storm-wracked
behemoths
summon searing
whole battalions
re
The gods of
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.
The Time of Creation begins with the The Great Cataclysm. For reasons In the company of their Ancestor Gods
arrival of the Old Ones. The Time of unknown, the polar gates collapse. In a the Dwarfs begin their slow colonisation
Dragons comes to an end. moment, the Old Ones are ripped from of the Worlds Edge Mountains, pressing
the world. Perished or banished, they will north as far as the borders of the Realm
Times of Legend
-15000 to
never
of Chaos, return. south Through
pours
the Sour a torrent Sea, and
The
Geomantic
Sisters. servants As their Web of
settle
machinery
ever deeper in Lustria of for the
works.
chaos
minerals is The unleashedto landmasses
feed
new
coalesces
industries. continents into Grimnir warpst
Web
which
Caledor is rain constructed, Dragontamer. from
around
moon, Morrslieb, the world,
-4500
and
above. fuelling Where great the
The
warped world and itself mutated.
void,
greatest
The War bringing Storm against
warming
world,
Aenarion daemonic its is recognised
surface
habitable
the
people arrival when for of he new
their
Ones
of
the the sacred to oldest raise flame and them
learn
overwhelmed
Shrine the of ways
Asuryan. by
struck
Mountains, down. as
-5700
is besieged by hordes
-5589
beasts and primitive
Having
God Grimnir mastered take
Dragon
The
north, remaining journeying learns
rises
armies
Chaos to and desperately
rule beyondover
the
Daemonic
into east. the Realm
He incursions takes
his
Geomantic mate, and Web tog
-4499
Dragon
and tear children. to accommodate
Realm of Chaos.
Slann
Aenarion are besieged
allies
Daemons.
mightiest of Despite all
cities
upon in the Lustria great
overrun.
and wearing Yet more
the
numbers
King , Aenarion of Lizardmen
servants
Dragonriders of Chaos, again
resolute,
that besiege defending their
lost
the seas.
masters. With
defeated a fragile
defeated, a fragile
Aenarion’s peace is proven short-lived On the Isle of the Dead, Caledor Elven settlers and Dwarf prospectors meet
when the forces of Chaos attack Avelorn. Dragontamer unleashes a vortex that and renew the friendship formed between
The Everqueen is slain within her sacred will syphon the raging Winds of Magic Grimnir and Caledor Dragontamer. Trade
groves and her infant children, Yvraine and back into the Realm of Chaos, settling between the races is brisk and an alliance
Morelion,
the
is formed Storms to are of drive Magic
bel
Ruinous
centuries.
back into Powers. theStruck primord
grief,
is
colonies wounded Aenarion prosper, almost
Isle
act
to Ulthuan, is where to return he and draws
Armed
Khaine
many new with
to the strongholds. this Bl
the
Celestial first Phoenix
Dragon
-4000 to -3
avatar
the daemonic of bloody-handed host
-4460
an
As invocation
the Dwarfs b
the
beneath north, the beyond surface,
At
wrath
Dwarfs his court
of of Grimnir the in W
Morathi
becomes infrequent.
as his
-4419
him
believe a son. the Caledor
easterners
that
in distant to end lands. the
daemonic
The
believing Age of themselveslegions, Recovery.
athat
and new theirlash Phoenix Ulthuan
gods
begins s
Aenarion’
worship to of repair Hashut,
youthful
network
and the honour
of standing
-3000
upon
The coronationUlthuan
against Chaos
-4450
period
As the of
power rebuilding of
Itza
of Grand is finally Cathay. broke
The
of Lord
the Dwarfs Dragon Kroak. of f
daemonic
venture
north, or east, the hordes, journeying
monsters
sacrifices
uplands
Mourn, thousands
which its life,
little
(the
the growing Greathindrance Skull nation.
and
Mountains its immortal of M
-2751
invocation
mineral-rich to Plainbanish
-4164
remaining
Bel Shanaar temple-cities. is
of Asuryan and,
Elves
Malerion make proclaims landfall
of
The the would-be Old World,
settlements
flames of Asuryan around
is found wanting
The Celestial Dragon Emperor uses his The armies of Ulthuan take the Blighted Hoping to avert war, the Dwarf High King ,
Astromancers to crash a warpstone Isle from the forces of Malerion but the Gotrek Starbreaker, sends an ambassador
meteorite into the lands of the Ogres, killing victory celebrations are short-lived. The to Ulthuan. Dwarf demands are met with
home
of his beard
and many and
flagship
war, known of the variously
forming a barrier
upon
Beard the and coast the
the
for several
Conqueror centuries.
The Sundering.
With
back to the their coronation coastal
uneasy
port of Tpeace
or Alessi settles
to harness the p
survivors
Dwarfs chop of the down
their
fuel their ruined war lands, eff
Chaos once more.
the Dread-King ,
unleashes energies
-1974
in Naggaroth.
causing much of
treacherous armies
Starbreaker, is
Karond
after challenging Kar is
-2700
-2005
-1968
The Dwarfs of
The
An Elven Great ship, Betrayal.
Zharr-Naggrund
are
the ambushed
court of the
settlements
off-course by are storms
-2600
Dwarf
in Khemri. craftsmen Nagash
The
Morgrim, Dwarfs cousin believe
Their
kills the attackers Elf Lord
by
of Oeragor.
Malerion to
conquering and
network of mines
and Mountains
begin
Nagash to slays
muster the
seizes power.
-2500
-2000
Settra unifies the
Nagash is born
cities of Nehekhara,
Nagash distils an elixir from human blood Caledor II is killed by Gotrek Starbreaker Karak Varn on the banks of the Black
that prolongs his fading youth, which at the Battle of Three Towers and the Water, flooded barely a year before when
he then shares with certain depraved Phoenix Crown is lost. Victorious, the earthquakes split the rock from which
to
loathsome fight any ratmen more.
to see themselves
is
beneath over. the earth.
population as c
extends beyond
-1501
the years ahead.
Nagash orders
Pyramid, one of
colonies
Orc Warlord unguarded. Argor
built by Man.
colonists
Dwarfs of that the if D
protection
and establishes of Ulthuan,
-1800
there.
Mount Many Bloodhorn. reluctantly
World but others
In Cathay, work
-1457
cities decline and,
a quarter of a m
-1500
The gold mines
presenting an insu
p g
The
Mountains, Time of fall Woes.
terrible
many years earthquakes of s
strike. In Cathay,
-1750 to -1600
Worlds
The Silver Edge Road Mountains,
faces
Dwarfs disaster, and Goblins. comm
many
one in holds
five Dwarfen is los
a great confederation
the chaos
journey Karak through
invasion,
Deadrock the Gap. foul
power is broken
ever
After more many warpstone years
earth.
battles, Many the Dwarfs of
-1600
in
of their
the Old mines World an
in search
the eastern of shelter rea
Nagash’s wanderings
to
Edge ruin. Mountains.
potent magics.
-1350 -1185 -1147
Cripple Peak is attacked and besieged from Kadrin Redmane, the Dwarf Runesmith, The body of Alcadizaar, and with it
beneath by Skaven hungry for warpstone, leads an expedition into the ruins of Karak Nagash’s crown, is discovered by Kadon.
but Nagash has grown powerful in his exile Varn where he discovers a rich vein of Possessed by the shade of Nagash, the
and
gromril
shaman the and
attack
founds petitions
siege.
allow Eventually
him to resettle
-1136
between
Miners flock Nagash to
valuable
begins to resources
flood
are
Kadrin traded Redmane with
-1163
for
killed. warpstone His last
hammer far out
-1250
Nagash
prevent itbrings falling
is
enemy. defeated Following by the
Thunder
Alcadizaar.
Dwarfs’ hold Mountain In on
Goblins
terrible
increasingly plagues
and tenuous.
Trolls
Karaz-a-Karak.
land, striking dow
-1125
known
Alcadizaar as the healthy Troll
alone in a land
-1245
Nagash’s
The Winter legions of
but
and unopposed,
Orion become
King
in
the chains Woods. Morgrim to Cripple
southwards to
-1151
-1095
around Mad Dog
Mount
The Great
Battle Gunbad. Ritual.
of Loren
aholds
of great Skulls, are ritual and
attacked that
his
vengeful
of
Athel Nehekhara Loren. Dwarfs. into
the
treacherous Dwarfs continue
allies
-1000
hold
who, over
wielding and un
a
Underway
crafted by the is partially Sk
some
and
The flees
lands minor with surrounding holds
many
crown,
settled ancestors
bya potent people
tpfibti W Th fh it l d d ’
of
portion
tribe. Woes They ofhas its learnended. owners
power
forest, and
unleashed fear
-1200
the
forest awakened itself. l
remain animated.
by their study of
into foul revenants
Lahmia is invaded
The Battle of Anguish. In Athel Loren, Orc Warboss Ugrok Beard Burner leads a Artur, king of the Teutogens, discovers
Morghur the Corruptor is slain following Waaagh! to the Dwarf capital of Karaz- the Fauschlag Rock (later known as
a great battle in what forever after will be a-Karak. The Dwarf High King Logan Ulricsberg), and enlists the aid of the
Proudbeard
known
Dwarfs as to the build is Glade
but
known the as Orcs Middenheim. are
-700
at the Battle of
-40
invented Dwarf
in
Elven the Orc
seafarers defeat
of
grazing
Nagash Warboss their
is reborn. Ugrok). flocks
of
Kings former will Elf obey cities.
-250
not and he is forced
-666
Peak. Nagash fin
The
his enemies, Dwarfs andintensify
growing
Wars
single ofnight. tribes
the Green
the
large Worlds in the Edge
northern
-30
that
month. are Mortal to become
expeditions
Chaos battle are ferociously
Loren,
Wastes
Sigmar never for
is born control to
Unberogen tribe.
-200
-513
-15
The
The Cult
fall of of Karak Chia’ n
known
than
King Kurgan
a in
century, the East)
Ironbeard
amongst
resists
is rescued invasion, the from aristocracy
Beichai
suddenly
the Unberogen in when Cathay.
Waaagh!
aits great tunnels alliance Craktoof. filled
Lunn
Dwarfs orders and Men
the
-150
be
for rune-sealed,
his rescue the
The
Sigmar King the vows rune
The
one
Skull day. first Splitter, Black an
vanguard
King’s clan. of the
-469
Within 50 years
Within 50 years
-8
out within Zharr-Naggrund.
Orcs
Orcs escape
destroy to the
and
Azgal
Upon Mountains thebut death abandon
treasure.
becomes chief The of
Orcs
Drazh, renaming
-1
all the mountains
Goblin
At the Battle
hands. of
of Sigmar and
A twin-tailed comet appears in The Bretonni tribes face a great incursion The death of Emperor Boris Goldgather
the heavens. of Orcs and Goblins that descends from from the Black Plague. His reign is
the Grey and Apuccini Mountains. memorable only for the high levels of
Orc Warlords demand tribute from the corruption and taxation it brought.
1
Bretonni tribes,
1124
next 400 years
Sigmar is crowned
Orc hordes.
Priest of Ulric.
698
horde wiped out.
humans build
by war, are defeated
masons, carpenters
Representatives
underground by
in demand, and
in Cathay. They
Slayer. Count Ma
admired everywhere.
1142
west begins to fl
1 to 15
977
King Guillaume
In search of his
Battle of Amandur
north where he
Gilles le Breton
Bretonnia once
Bretonnians into
At the Battle of
1152
twelve battles and
is felled by Sigmar
one, conquering
completely destroyed.
Grey Mountains
Emperor Mandred
of Bretonnia.
assassinated. The
50
1017
divides into self-governing
relinquishes his
1175
Norse raiders establ
island of Sartosa.
established whereby
1111
Bretonnia. He
a Bretonnian fleet
73
Unleashed by the
Lamorte. Settra’s
sweeps through
but he escapes,
The spreading
settlements are
1360
populations. In
Sigmar becomes
Frederick van H
Empire he founded.
501
Skaven invaders.
between Talabecland
Marienburg is
Khan-Queen Miska, daughter of Radii Sartosa becomes the lair of pirates. Determined to end the threat of the
Bokha, leads the Gospodars through the Vampire Counts once and for all, the
1797
High Pass, driving back the Ungol tribes. various factions of the Empire unite
In Sylvania, the
brought to battle
Carstein marries
Under
defeated Khan-Queen and his
the remaining
2201
Shoika, daughter
of Vampirism.
Louen Orc-Slayer,
1547
declares his intention
1850
The
territory Count is gradually
of Mid
himself
King’
s knights. Emperor.
Emperors, none
2205
loyalty amongst
time, hostilities
and
Battle each of Black
Emperor
independent
armies meet on state.
1681
is mortally wounded
Magritta of Marienburg
The
the falls. Night of the
Emperor by those
2250
after he was slain
Grand Theogonist
night throughout
acknowledge the
dead
In the stir north, and incursions
walk
Imperial system
and
Chaos confusion warbands
Vampires
and frequency. come
2001
to
cults increase begin to
their reveal
and
the world,towns enemies
are
The Phoenix King ,
the
of nations. night of terror
He travels extensively
1707
World, opening
Bretonnia and
Waaagh! Ironclaw
through Black
through Black
2010
southern corner
burned. Count
armies of Vlad
is badly wounded
than a century,
impetus. The Orc
descendants torment
Under the rule of Bel Shanaar, a great age of exploration and Unbeknownst to the Elves, Chaos had returned to Ulthuan
expansion began for the Elves of Ulthuan and many new in an insidious new guise, spreading through a web of secret
colonies were planted across the face of the world. In the Old cults of luxury and pleasure. At the centre of this web was
World, the Dwarfs were similarly engaged in conquest and Malerion, who had long harboured a deep jealousy of Bel
Shanaar
growth, pushing
and bel
and rediscovering
Returning
and west into to
creeping evil,
planning
On the coast his assasso
of
known being as a Bretonnia,
cultist
of
the Aenarion friendship believ
was
and to
Grimnir step into
worthiness.
to hear of the Yet
was
the talescast from
of their
against Chaos.
With
and even Malerion’s ventured
into
Mountains a bitter to civil
his
kings. followers Malerion, to
were
there heldand abetween trusted
grandson
As the Elves of Caledor
and
f k h h ld
took
of the the world, name w
the
Elven Conqueror. cities and
war, growing
Scarcely
beauty and had wonder Ca
Nagarythe swept
banner of their
engulf Ulthuan
The Sundering The War Of The Beard
The bitter war between the Phoenix Court and the followers In the Old World, news of the Elven civil war had reached
of Malerion was to rage for several centuries. As the conflict the ears of the Dwarfs, though they failed to comprehend the
ground on, the Dread-King brooded upon his many defeats, severity of the news. To the Dwarfs, treachery and kinslaying
the world rejoice, for we have won its sanctity, and the air
bears not the foul tang of the Daemon. But at what cost to
an
of the unthinkable conflict
Evil
Yet whenpacts warriors
were
skies,
the Dwarfs the laughter were
culmination
aggression, High of
to unbind
the court the of
upon
of Caledor Ulthuan. the
Caledor
recompense. Dragontamer Bu
likes
frustrated of Malerion and
radiance
thrown from of a
At
This this terrible moment, ins
unleashed
roused to anger. across
engulfed
gathered Nagarythe,
and
Asorld.
W much In of the northern
the
besieged , earth all
quaked, falling
tracts
cities were of the razed coastli
As
entry the from land the of
of
which the Dread-King
all wrongs
land. Aboard
followers
Yet there remained
fled
more
Caledor into II life. was
Magic
Crown had claimed been
untold
matter destruction
settled.
The Rise Of Men
W
hilst the Elves and Dwarfs were forging alliances in the Old World, the primitive and barbaric race of Man was
building its first cities in the hot and arid lands of the south. From the nomadic desert tribes of Nehekhara, the first
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
civilisation with
system of government.
to farmers, shepherds
intermarried
connect each
were erected t
Mighty kings
to fight in their
considered first
formed an alliance.
governed by their
grew rapidly –
d b
paid tribute to
walls of dressed
The prosperity
At the height
Dwarfs, allowed
conquered lands
Southlands and
stand unrivalled
before them, an
did above.
terrorised the
Strife In The Great Land Settra – The King Of Kings
Though Nehekhara prospered and its cities grew in wealth, When Settra came to the throne of Khemri , he was a vain and
its many kings thirsted for greater power. To this end , the egotistical man who demanded the adoration of his subjects,
kings began raising their armies and marching to war against but he was no fool. He listened to the counsel of his priests and
knew that only a king who commanded the respect of the gods
one another to
Crown of Nehekhara.
humbled himself
king . Dozens
In a great ritual,
names quickly
time in several
attacks from in
priesthood and
tribes of Men
slaughtering ,
the gods.
by his courage
withered in the
cities of Nehekhara
No single city’s
starvation and
kings refused
alliance, bend
of domination
Nehekhara to
Man stood on
In his arrogance, Settra became obsessed with his own With the passing of Settra, the Mortuary Cult continued to
mortality and under his rule, the priesthood of Nehekhara grow in size and influence, whilst increasing its knowledge
became similarly obsessed. From this compulsion was born the and power. As the Cult grew, so too did the necropolises of
Mortuary Cult and Nehekhara’s greatest, and most powerful, the rulers of Nehekhara. Great tomb-cities sprang up around
priests
the cities were of the tasked
secrets
each generation. of immortality
In
Into their this research,
powerful
powers
Khetep to of extend
Khemri .
the
coveted priests both could
and
Khemri they which, continued
their
As he appointed
rose in
learned
of acolytes to preserve
and,
art
murdered of mummification. Thutep’s
of
within Magic, the devising pyramid
with
still staining which they his
death.
took his They place believe
proper invocations,
in
For immortality. the people
Though
subjects he desiring raged
Though
subjects, he desiring raged
that
attain a vast
his own burial
within
dark magics, until the exte
could
to him be through reborn
when
began theto corruptKing
powerful
purposes. incantations
Evil
embalmed
streets of Khemri with
of
the Settra Winds was of
heart
shrouded of a city.
majestic
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
Nagash
stand higher would tha
of
years Magic and harnessed
many
arcane
they would geometries. never
Yet
But theas the tithe tower dem
prove
raise the Nagashs’ mighty
Priest
of Tylos Kings lamented rebell
horrors
se eme d answered
rampant
defiance,
offering to the raise P
response,
stranger asked Nagash
skeletons
dedication from to
of
the Nagashs’ stranger’s true
world
work unseen.
at the will
for many.
The following
City
of the after stranger, city
swelling
looked on the in ranksama
kings
bell began bowing to to
underestimated
time, the skies
coalition
corrupting was the
to
turning bend rich
the knee. farmla
cohorts
people of of Tylos animated
the
them Mortuary barred.
mighty
overrun heroes. by an
Kings vanquished
trusted
Tylos was acolytes no
creatures would
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
vitality, claim but cursed
that
will
the livingalone andreturning
In
Over time, time, Nagash these
the
rumours shadow spread of
of
Lahmia warpstone and the
years
these of
rumours, wind
natural
the Priest thing Kings
of
and the Lahmia Sour Sea, razed
For
drawn long by years, instinct
Sour
Arriving Sea, at experimenting the
By
were night, welcomed he visited
tribes
undead, of raised
the region,
the
ready corpses to march of
worshipped
his bidding . as
tirelessly alongside
warpstone
But Nagash from had
hunger
Lahmia and had building
not
living
armies and of Nehekhara
dead
and
battle bones after the battle
the desert to Cr
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
to plague outnumbered
dying of hunger
with corpses as
Blighted River.
powerless, as u
Sometime later,
into K he mr i .
of Nagash, was
crown from the
With Nehekhara
head, Kadon’s
Returning to
vast quantities
of his followers,
power, he began
Awakening, a
and as it grew
settlements emerged
quickly as the
Even as Nagash
was born.
below Cripple
below Cripple
heavily cloaked
Drawn by the
warpstone, was
came to Mourkain.
stumbling towards
of will, Alcadizaar
Ushoran, Strygos
Waaagh! saw
as the terrible
by the potent
of his accursed
destruction of
across Nehekhara
shadowy unlife.
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
West of the Worlds Edge Mountains, dense forests stretched Through this meeting , mighty bonds of friendship were forged
for league upon league, eventually giving way to salt-laden between the bold and brash young Sigmar and the gruff,
marshland where they met the distant coast. Here, lived many taciturn Kurgan Ironbeard. From this friendship was formed
Yet
survival the threat against
from
Goblins the and east Orcs
of
for Men plunder and andDwarfs
as the chieftain
warring
As their tribes
civilisation
enemies
to trade with
from
metalwork and
Through
made weapons diplomacy
of
meeting tribes. that Together a
to
his come bodyguards, and one
was attacked
In
but, Black greatly Fire outnumberedP
Kurgan
remained. lronbeard By
horde
by their of chieftain’
Orcs
s
horrendous
and rushed to losses,
power
snatching of the the Or
route
and swinging from the
So grateful was
With
that he this gifted great
hailed
Ghal Maraz. Emperor
Sigmar’s Heirs An Empire At War
For fifty years, Sigmar ruled his Empire and under his rule, Under Sigmar’s rule, the territories of the tribal chieftains
his people prospered greatly. Mighty cities grew from tribal had each formed a self-governing province within his
strongholds, Dwarf engineers teaching their human allies the Empire. These provinces continued to grow in power and
craft of stoneworking and masonry, building great walls, roads influence, but they enjoyed little respite from anarchy and war.
and temples.
Rampaging Orc
At the age of e
years after Sigmar’s
relinquish his
the battlefields
Mountains. What
Beastmen rampaged
to visit his old
destroying whole
claim he had g
flesh of the slaughtered.
mettle against
frozen north t
pi l l agi ng . Marauding
Whatever the
Troll Country,
Empire to the
dark gods.
avoid infighting ,
number to stand
Alongside these
of loyalty and
Loathsome ratmen
to be known by
loyal subjects
unbreakable allia
armies of the
season, standing
For a thousand years, the Empire prospered and, with the The decades that followed saw a succession of Emperors, as
passing of each Emperor, the Elector Counts dutifully selected one pretender after another launched a bloody coup to claim
the best candidate to succeed to the throne. But with the the throne. There was even an era when there were two
untimely death
Emperors at the
Incompetent’
the Elector Count
marked by corruption
Ottilia. In effect,
Boris died of a
and was joined
To make matters
as armies of mutant
audacious proclamation
greatest cities.
of Three Emperors,
of Middenheim
of Middenheim,
supporters amongst
combination o
the loathsome
Counts fought
In recognition
numerous enemies
unanimously
power of the El
looked more to
ambitions and
of Burgomeisters,
Elector Countess
and political stat
and declared
With Sigmar’s
of Stirland.
enemies gathered
eagerly testing
The Anarchy The Vampire Wars
In its weakened state, the Empire became easy prey to As the Age of Three Emperors had dragged on, a new threat
its enemies. Rampaging armies of destruction fell upon had grown within the dark and forested province of Sylvania.
several provinces which, finding themselves unable to rely Through a combination of deception, sorcery and bloody
murder,
upon support a Vampire
control
greatly. of
The the worst
Orc Warboss
Under
Orcs and Vlad’s Goblins
taint
ravaged of vampirism
the southern
hiding
that the his province undying
Vlad
utterly ruled destroyed. over
indifference
slain, Solland at
petty
the rampaging power struggl
of the Empire.
savage in
launched
neighbouring his bi
Marching
By the year at 1979, the
Stirland
the need and for a Oste
heart
Through of the much Empire
several
Counts decades,
who foun
himself
throne came was laid to
as Empress.
crumbled
Unfortunately, to dust,
bloodline
those Electors was
power
of the Cult in Sylvania of
of
unite Vlad’s the descendants,
Empire,
by
greater the armies hostilities
a
system common had enemy.completely
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
the
becoming well-drilled wealthy
still
nations fight benefitted with
up
Empire by mighty and its
horsemen,
Bretonnia andnot
such
with as
Sigmar’s the dreaded
Steam Tanks.
Yet strife and
The
have innovations
all taken
industrious
by politics and city
new
rulers, inventions the Empire
produced
warring city and states
pretenders who
p
Equally
topple their as important rivals
cannon
own, certain and handgun
tha
warriors
fractured clad nation.
upon powerful
structures
Yet this endless of t
throne.
that were Fighting once
laid
civil down
war costing by
allies
Beastmen, and deadly Orcs,
rulership.
find civilisation Some
Knights
borders, Panther,
hidden
major
all these province. threats
number
desires of only the
secular
edges of fightingthe Old
to
these mastering threats, th
Knights
the world. of Morr
Empire’s god of
Pretenders
Principality Of Reikland
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
have tribal the weakest lands
Presently,
small part there
due
ruled ,
Heart atand least the
Orders travel
Barony
rooting out Of worship W
Westerland,
puts Reikland ruled
is
who the they most see, prosperous
wealth
elementalist derived witch
many Imperial
Grand
independent Duchy c
great
The largest power yet and
Magritta.
Duchy of Talabec
The
gy
the
Ottilia. city Itand ostensibly has
Empress.
Stirland, Averland,
For
by
practise her rivals many and
of
cities Coin, of Talabheim
as a refer
guilds
their own and right
the
hundreds of years,
Grand
Emperors, County backed
Count
and rulers Sigismund of th
mountains
Emperorship. cover
where
in 1979, it the
meets Duchy
Claws. Politically,
Ostermark, Hochland
is a shadow of
of Middenheim
claimant to the
Wolf Emperors,
control of the
Count is little
though he claims
and beyond.
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
Long before the coming of Sigmar, humans settled the lands In the long years before the time of Gilles, the Bretonni tribes
between the Grey Mountains and the Great Ocean, but it worshipped a host of different gods. Many of these were
was not until the arrival of the warlike Bretonni tribe that a similar to those revered by the tribes to the east – such as
but a single bastion
Morr,
true nation the grim was
of Bretonnia.
under
customs different and no
these
remaining gods divided
have
Lady
These of battled the Lake.
her
from virtues the mountains, are
all
undead knights invaders to
the
would Grail. rise and
Though
In the year she 976 has
Fay
Duke Enchantress of Bastonne,
Possessed
fiefdom. Resting of poten
considered
woman appeared the
the
her side
goodness, of the
Damsels
and his army. guide
accompanying
Grail – a drinking
to
it immortality.
their armies
at the notion
Bretonnian
So blessed, Gilles knights
with
of the their Grail own and,
before
to his banner.they could
liberated from
rank of High
prospered as nev
The Might Of Bretonnia Knights Of The R ealm
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
– clad in baroque
the technological
emblazoned with
true to the ideals
the disadvantages
A knight’s weapon
of chivalry, the
time is spent tr
reckoned with.
Bretonnia fight
her knights protection
charges piercing
filling their hearts
breaking apart
of the Dwarfs.
It is just as well
of Bretonnia is
Peasants O
without – greedy
intent on plunder
The bulk of a
within – the deb
feudal peasants.
burn in the name
peasants live a
all wars are those
protectors of
protectors of
against Duke.
Fostered by mistrust,
Peasant bowmen
greed, this internecine
common hunting
more than any
many learn to
stop the bickering
strong and capable
and direct the
lord’s men-at-arms,
enemies. When
an honour not
realm or to far-off
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
imparted
warriors and to him t
wise
Araby, king , Albion he
to
The maintain purpose the o
wars
of Bretonnia plaguing be
parts
threaten of Bretonnia,
the hum
ambitious Imperial
woes
In the as burning very mu
ambassadors
have done battle f
throne,
glorious with formations som
campaign
regiments in of theske
were entirely
More often than
western
Entire Orc shores and
neighbouring
crusading Bretonnians,
with
of galloping Bretonnia horse
border
the enemy skirmishes elite
who
Monumental often raid
who
Monumental often raid
knightly
foreign lands armies.
bringing
of the King , stability but
buffer
Bretonnia against cannot
though so far,
beyond
History a has handful proved
blighted
Bretonnian region. adage
weak rulers.
Southern Kingdoms
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,
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.
their own, it has existed for hundreds Southern of years Kingdoms on the frontier
many as old if
between
Straddling the the civili
wilderness
Border Princes of
towns
beset by and armies cities,
castle,
numerous the people
perils.
an
its settlements
endless succession
sometimes
armies or crusading change
personal retinues
But
security. the Border Consequently,
opportunity.
at any time, hostile Ma
fortunes,
descend upon either
armies
often as of hard its multi
centuries
must fight of for ruins,
empires
generations and of forgo
Beggar Lords
the south, all come to the Border Princes because their own
lands will not
Border Princes
measure of violence.
fiefdoms of the
as one lord or
glorious generations,
however, treachery,
its boundaries.
or Lord Gunter
Reikland and
recruiting veteran
g
patrons. Equally,
Lord of Paupers,
The Empire is
rogues inhabiting
knights such as
Adalene Monteaux,
Julien Pontenne,
Some princes
mercenary nature,
known as the
of Queens. Estalian
Baron, or Lord
Oath-breaker,
it pays to know
The Free Cities Of Tilea
Tileans are, and always have been, an inventive and
To outsiders, Tilea is a chaotic land of ever-changing alliances dabble in new technologies in order to discover new ways of
and nefarious rulers, a kingdom riven by constant civil war further enriching themselves, it cannot be denied that many of
and treachery. In truth, it is a kingdom only in the eyes of its the most fabulous inventions of the Old World were conceived
neighbours, for
and crafted in
complex trade
great cities.
families locked
The people of
adventurous exp
At times in its
argue that this
of a united nation
wondrous discoveries
the horror of
Man. Tileans
nobility and long
empire of Grand
caused by having
Great Ocean
mercantile dynasties,
always returning
of a hereditary
Dogs Of War
Unfortunately for their masters, Dogs of War armies can
Whilst the many merchant princes of Tilea employ large receive a better offer. It is not unknown for an entire army to
retinues of guards to protect their interests, none of the change its allegiance, or even quit the field on the eve of battle
many city states maintain standing armies, relying in times – though most mercenary generals value their reputation
enough
of need that
upon they
employer
many mercenary a chance
to
extremely counter wellan
payment
loyalty. These and
would-be
of War and, employer perhaps
of
nature having and been desire
their armies can
Even
between more the untrustworthyfree
equally rooted
Sartosa.
Sometimes, For a hundred
coast
herself of to the lead Tilean
cut-throats
the world, hiring of
upon
new Tilean shipping outpost
beyond.
lucrative Far trade from
princes
in Lustria, consider the
pay
to serve for their the ser v
interests
Tilea itself.
Kingdoms Of Estalia
Much like its fleet, the military might of Estalia is
Estalia, according to its long and storied history, was the kings, queens and lesser nobles, each of whom is responsible
first land settled by humans in the Old World. From its dry for recruiting and maintaining their own armies and, in many
and arid northern mountain ranges, to its fertile southern cases, small naval fleets. These armies exist to protect their
coasts, it is covered
homelands, and
and Magritta
rarely do armies
cities share a lo
doing so in times
over hundreds
assassinations
Even so, Estalian
and pike, and
extensive coastline,
cavalry formations,
small fleet of
being famed for
being famed for
kingdoms are
Knights of the
Marienburg and
members study
important position
its many aspects,
Sheltered as it is to the north by the lands of Bretonnia and to neighbouring lands. In particular, the Sultanates of Araby,
the east by Tilea, the Empire and Kislev, Estalia has enjoyed a an ancient and prosperous land that clings to the western
relatively peaceful existence when compared to other nations edges of the great southern continent and stands among the
emerge regularly
wide tracts of
and destruction.
and queens.
kings, or emerge
As recently as
Calendar, invaders
parts of southern
some of which
unopposed across
Estalians. These
for Magritta,
today many of
of the Estalians
southern kingdoms
Vampire, reducing
ruled as hostile
Estalian kings.
The Enchanted Wood
he Wood Elves are the secretive defenders of the great forest of Athel Loren, their armies ever on the march, carrying
spear and bow against the agents of disorder and ruin. The sentinels of ancient sites across the Old World, the Elves of
Athel Loren fight a never-ending battle of vengeance against the lesser races that trespass upon their lands and the ever-
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 p e ri l , 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 –
spreading corruption
grudges. The
Malerion beset
holdings and
One dreadful
had settled in
flickering light
Most notable
the combined
colonies that d
spirits defending
who renounced
become a realm
of scorched ground
verdant majesty
Mountains, Dwarf
unbidden within
pioneering armies
tree spirits is m
From that day forth, the fates of the Elves and the forest were The aloof Wood Elves are isolationist in the extreme, caring
intertwined. What began as a desperate alliance became naught for the affairs of other realms and races. Their concern
something far de e per and more pervasive. With every passing is solely for the survival of Athel Loren and its splintered
generation, the Wood Elves become in character more akin offshoots across the face of the world. Truly, the Wood Elves
feel
to the little forest sadness they
cherished
the summer woodlands month
the
of winter. Wood Elves
Through the o
prophetesses
So too have they
significant
distrustful signs
nature.
Not
are to all the such forest’s threats
whittled
outsider. toWhere weakness
that
Elves does became not
it
the is borders
so, for the of
peoples,
upon those and who they
interminable
ancient groves
for
groves maximum are ever
of
Elves tribes become they
to
been continue sacrificed upon
the defences
world at large.
of
g
So it is that the
It
the is Woodfair to Elves’say
allies,
and their but ward;
rather
Enemies
outsiders that foolish
need
not only dictates. the wrath
In recent years, the atavistic Beastmen have multiplied across At the heart of Athel Loren stands a tree like no other – the
the Old World and beyond, spawned from the dank hearts Oak of Ages. Prodigious in both height and breadth, it dwarfs
of Chaos-tainted woodlands. From the north come tribes of the surrounding forest and teems with life, its branches
filled with spirits and spites, its roots fashioned into halls
warlike Men,
and chambers.
squabbles of its
is the centre of
in numbers greater
against those
The Wood Elves
appearing suddenly
as if they were
Old World.
people to influence
the knowledge
Monarchy
Kinbands
Instead, an army
enemies by controlling
in the dangerous
g
them by causing
seldom meet t
deadly surprise
to aid them in
the seasons of
ranks, uprooting
consumed by
y
defence of their
is reborn into
themselves come
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.
First among the races the Old Ones created were the Elves, The history of the Asur since that time has been one of almost
called Asur in their own tongue. To provide a home for these constant battle and warfare. Many of these wars have been
peoples, the Old Ones made a kingdom for the Elves, raising valiant and noble, for the High Elves have always been the
the isle of Ulthuan up from the ocean floor. Here, the Elves mightiest opponent of the Ruinous Powers, but almost as
Lords of Ulthuan
many
would have prosper, been
insidious
primal energy of these
embraced
But the passage cruel
raged
polar gates
for thousands collapsed
across
world, history.
Ulthuan
These
challenge. wars As have
scholars
Ulthuan, known the E
still
Led the
by the supreme first
have
and protected
become
this
halted new then age turnedof
All
Despite citizens the ofblood
an
the early greatest age achieveme
–
before
victory, they for in can
write.
of Khaine The , bringingskills
are
his descendants.
expert warriors
multitude
vanity and of ego de
forms
themselves the backbone pre-eminent
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
countless essays
Elf commanders
More
by the elite likes warriorsof
of
undreamt every High of by
guard
their enemies.
the shores
of Caledor, descendants
in
Furthermore, ages past. Riding
charioteers
be bolstered from by
Elven
Mages. steeds Even butth
mountains
Mage can summon of
capable mages
p g
These
little to are fear matched from
The ever-silent
own
It is this demise combination by
Swordmasters
and consummate
with
deadly the force. two-handed W
their
impose martial their wf
ferocious
land or sea, as for their
can
Arrogant hew necks and
the manifold
And
about above using each unstoppab
Dragons
know it is that their
since
betide the any time that
slumbers by the
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
Finubar of Lothern
of Finubar of Lothern as
the establishment
races
foe. As in custodians
the world.
numerous
least in their in owt
Bretonnia
its defence, and the
greater move
cling
are once to coastal more
isolationism, w
as
among trade their hubs kind
G d lli
Guard patrolling
connecting
younger races the
between Ulthuan
King
is little to faith kings, among
World in an effort
the
able shores to hold of back A
Southlands.
Gods. Many, In i
thus keeping we
races
Chaos – over though the
–
believing rely upon they their
g y p y
and
of Chaos, seas of ultimately the
trade,
their enemiesthere being
monsters
murderous and madmen.
guard
knowledge the great and
Warhammer
It is the hope
Gulf
envoys the that Fortress the
straits
might bebetween forged
Southern
tide of Chaos, Wastes,
the
and Sun isolate and the the
entrance
island nation. to the
east
navy even grows more in
connect
defences Ulthuan
of Ulthuan
as
blow Ind, from Nippon Chaos
way
World the will High inevitably
chain
way to of the safe mystic harb
as a presence
great ruler in
The Ancestor Gods
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
The history of the Dawi, as the Dwarfs call The themselves, Ancestor begins 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
the northernmost
unyielding as
desolate region
creatures. They
ancestors, inhabited
Mountains, migrating
splitting into
although a few
living go d .
turning west in
In these ancient
Mountains of
were cave-dwellers
Then, as now,
Ankor. At its
the Everpeak.
developed from
maintained contact
deeply beneath
taught them to
separated by a
terrors of the
was Grimnir,
marauding Orcs
and community
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 ;
come one, however, during
marched boldly
whilst
The war Grungni, had b
of
their time vigour to the expende
they
and rebuild
came. their
disasters that
So
coming it was of that Chaos.
as
devastating the Dwarfs series
were
Worlds eager Edge to M
mountain
volcanic eruptions realm.
strongholds
realm into disarray. were
of the world were
riches.
In the wake
Great of
into
left vulnerable
colossal unde
subterranean
strongholds from
by Goblin interlopers
When
seeking the shelter Elves
the
centuries, Dwarfs the greeted
A
of long
invaders, age of yet
Karak
the great the holds High
Dwarf
of Grudges: lords the who
nurtured
Dwarf race with are
awe
lay shatteredat the elder
the
dominated hard won the
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
Karak, the Everpeak,
new
they
Kurgan grew Ironbeard and
the
And great he is works keen
architectural
enduring oaths
Between
Though the the nations
Gre
Mountains,
warring amongst the
refurbished
lands, and it old is
Elves.
and artisans Travel thatwas
overrun
the young with race’s
in
industry a constant of the
possession
mountains, of and
the
sound Dwarfs of hammers did
between
greater wonders. the two
arts
Yet muchof metal of whatan
treasures of the
By
shattered a strange holds quirk
Ironbeard,
worse. Vengeful forged
son
powerful of the Thaneschieftain
friendship
ancestral strongholdswith
between
depths. With them
their
strike armiesentries would
prosperity
victories, many had
A Green Menace
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
Unexpected Interlopers
Along the coast of the Old World, the migrating Orcs and
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.
Carried hither and yon by wind and current, they came upon
A Green Menace
the primitive tribes of Man. Great must their joy have been,
Dwarfs would bar their great iron doors against them and the
Elves would rain arrows on them from afar, in Man, the Orcs
world. Yet they
distant lands
and Goblins had
their enemies
invaded and,
battle, meeting
world, seeking
keen to fight th
So numerous
Here, hidden
forgotten about
conquest, they
warlike creatures
tide of violence.
numbers grew,
volcanic plains,
finding fertile
importantly, new
In the mountains,
to inhabit and
hilarious side
altering intoxication).
finding hidden
finding hidden
Made Manifest
that consist exclusively of one or the other, would look much like an Orc. Broader and
the Empire to
skinned brutes
distinct differences
Dwarf capital
jaws, low brows
collective force.
many battles.
characteristic
folk, there isn’t
with a massive
Orcs quickly be
frozen steppes
were defeated
reluctant mounts
do not have a
The ensuing victo
effigies from rock
own, there are
epoch-changing
find such non-violent
they dominate
allowed Sigmar,
and before long
dangerous region
of the Men, to
ways to unleash
as the Badlands,
the Empire.
battling one’s
Black Mountains,
prove scarce,
is from here that
In Orc culture
Most tribes are
strongest quickly
to the fact that
their will through
everything within
shouting . Black
its camp. Thus,
demeanour and
on the move,
most notable
Orc warlords.
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
Yet for all their
to th
cowardice,
pantheon is history dominated
can
brother-gods defeat the
numbers. Vicious
attack
The followers from behind,
better
aid in times
still, both of
less robust races
Despite
their infamous their
kcongregate
unn,in’ Mork together,
include
lives in the both. sure
in
or the
kunnin’ company enough
has
battle its in advantages. death.
g
stronger cousins
vulnerabilities
Amongst their
attacks
causes the and phenomenon
make
bombard
spiritual callingthe
frenetic energy.
Yet,
magic being users, every are
tribes
is manifest alone for which
From
and the the power volcanic
of
harness Bretonnia, and manipul
Within
their warriors the primordial
Goblins
communication lurk.
Mountains,
mind of a Shaman, the
wage
peculiar unrelenting habits.
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
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
from
there their
could graves be
burst
barren from sea of the
gallop
morbid towards architecture
that
trinkets sting buried and
the
thousand tombs tombscome
towards
ransom in the jewellery foe
sculptures
armies of the come
precious
the heat-blasted metal,
gemstones
wealth of the and
beneath their
These
more with unnatural the
incantations
abroad in the of
bind
ancient and Nehekhara tame
lesser Wizards
merely
Should the
a commander initial
who
into Nehekhara
protect the
greedy
the kings and then the
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
rustling of sere
had
in death become were extreme
remember from
magical
To this day incantations the
of their ancient,
to
in the
bind wastelands the souls
their
unnatural royal life bodies.
They whisper
on
countless the Mortuary thousands.
Nagash”.
loyalty in order
death,
It is said the that Liche
From the
ancient
blows especially Nehekhara.
p y
by A
and any living
Indeed
w ill, , in time, Liche sic
who
linger could too long . not
way,
life from the priesthood
mortal
power
the undead, behind and
acted
Kings as are advisors at their
of
war Nehekhara, in the shadow
only
and fallen
to that cities. of
necropolis,
centuries since with
the
no army Tomb or Kings nation
dedicated
Lands of the to Nehe
Dea
Cult
enough and to it try is
Priests
bones in preside. the endle
In
The addition magic of to
Liche
Nehekhara Priests is h
inomb
T the necropolis,
Kings as
the
doomed seals them
upon
vaults,
also allows maintaining them
preservation
upon both themselves an
of
At a the Tomb heart King’s of
Priests
the Mortuary continue
for
and centuries,
hierophants.
death, cursed
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
lusted mightafter in find
animal
in his absence gods, giga
studded
lands and with forces
Tomb
his might. Kings carry
coiled serpents,
deities
Settra rides
long forgotten.
to
Crown of Nehekhara
In
bloodthirsty the current and
on
before tomb him walls without
From
every sweep
towering of
or
Kings, Geheb, knows the
down
their language
upon the
g gp
once
master grand their position magi
The
At Settra’s faces of side the
of
ruled long over dead Khemri warrio
known
ruled in for life her bowed
vengeance,
long centuries whose
Most
have bent numerous most
the
for conquest
god of the and
Sokth,
their arrogance the god
armies
uses these of the generals
carved
and greed into of the indiv
allowing
against the these foes
fabulous wealth
their people.
The Lost & The Damned
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
North of the Empire, north even of Kislev, lies the R ealm of Whilst the tribes of the far north are the most prolific
the Gods. Here, where the colossal gateway of the Old Ones worshippers of the Ruinous Powers, they are by no means
once stood, leading to distant worlds, the thin veil between alone. Throughout the Old World, twisted individuals seek
at
Chaos profane spills shrines into
mortals made
These
In the dark
secretive hinterlands
and
next, state, the Marauder
avoiding
hunters
these tribes and differcity
plotting
appearance; against some
give
bristling shelter beards; to
sanctuary
hair and dark, to the
from
nomadic the persecution
warbands,
nations of the
To these cults
highborn
Yet all of these
nobles
grow
devotion in size to thewith
spreads
gods of Chaos
their
Charismatic
on the cusp of and
filling
adoration. the imaginations
In
of
another ruin, of eternally, a world
y
favoured
year, tribes disciples. unite
great
spreading complexity, destruction
and
of civilised garrisons lands.
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
north diabolical
and strike
To
loyal the followers, followers
deities
through are the both lands,
the
warbands weak gods of rival
civilised lands.
the
Those gaze that of theprove
upon
them. thoseThey favoured
are
great
their warbands
and supernatural
of
the all, fullness mutation. of
standing on the
The
reason gods is lost, delight
g g
array
its m e ani ng . of mutations.
uncommon to
limbs,
Here, at or the that edge
and
challenge armour, lying thei
body
are able as their
to step
a
their second gods. skin Many
week, a month,
But
eternity these to mutations a mom
disabling , and
so
Of many those thatfew t
warping
most are massjudged
not
the æther.
care; any But
adapt,
rewarded, for to and comp
gods’
lead the ire. armies
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
Khorne
and incomprehensible.
to listen, neither
succeed only in
often depicted
dedicate their
attentions of its
his howl an inescapable
Realm of Chaos,
The Lord of Decay
writhe in eternal
the world. Known
the Daemons
the Marauder
crow, Nurgle a
Grand Theogonist
bloated creature,
by a dark cloud
gifts he bestows
followers revel
decay, disease
Slaanesh
Known under
Lanshor, they
beautiful and
Pleasure appears
the passions, or
bringing dark
Tzeentch
The Changer
Fate. Among
is known as Tchar.
into complex
his countless ca
patron of many
mastery of the
The Beasts Of The Forest
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
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
hunger to take
village,
wolves prey
the plague upon
the
last. harvest.
The scattered
the courage of
All
back Beastmen when the
destined
increasing to ferocity, live
Quick
forcing to the anger, Beastmen
hostility, Beastmen
extreme
With each at defeat,
the
each
dark Beastman
forests, pursu
moment
wake, their away victorious
ground, taming
But
was above
ruled by all, M
embers
from behind of hatred tall
The
against sight the of Beasts a
or a magnificent
things
Yet, despite of order the
betide
largely those
untamed. who
g y
end
pinpoints will invariably of light,
Beastmen
black sea of find trees.
inventive
forest echoes in the
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
Old
greater Ones measure to rage
world.
the north As grows
these
creatures
of the south cower, conced
it
and begins savage to beasts.
tear
increasing . With
At
Chaos such becomes times,
gods
any mere and gather
mortal
are
as the lost centuries beneath
and
inexorably their black-armoured
and
y
the
by the Winds one that
of
World, cultists
and
In civilised finalising lands,
howling
the dire signs
Beastmen
upon
They towns
know thatand
ruin, for in the
Fortunately
carried on the for
has
damned always – Asavar
waxed
powerful enchantments
Storms of Magic
raw magic subside
shadow receding
orth of the Old World lies the land of Norsca, a cold and inhospitable realm of mountains and valleys, haunted
by all manner of twisted beasts. Yet despite its perilous nature, Norsca is a populous land inhabited by hardy and
adventurous folk, known by other nations as both canny merchants and bold explorers, and as fearsome warriors and
Norsca
Yet for all their warlike nature, Norscans will unify against a
Bordered to the south by the icy waters of the Sea of Claws, been cal le d , 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 cal le d , it will be headed
unforgiving land.
ruthless pirates.
to act as a figurehead.
often be gifted
to the adventurous
thus avoiding
There are no
When the armies
ruled by a single
bureaucracy. I
and stockades.
are as likely to
who answers
neighbours’ lands
within a single
Raiders & Merchants
For this reason, there are many Norscan
Long have the tribes of Norsca been warlike Most are peaceful places populated by
and bothersome, constantly harassing the travellers and adventurers that chose
Albion
than
Prominent the bleak, in
his Empire, he
their
the towering distant hom
st
settled along hi
important
their surface centres car
beyond his borders,
mercenaries
strange runes and
way to their native
are
Scattered vital ports tales
them remain
passes.
twisted However,hags that
more. Unfortunately,
Norscan
their hovels raiders into
and retribution
make
and the war. one-eyed, Add
the warlike Norscans
are
dwelling touched creatures by
their raids with
of
them. Chaos, Such often hags
as worthy foes
features
walk the or, paths in
of
dispatch shapeshifting , their
Each year, countless
form
kidnap and unfortunate taking
aboard sturdy
surprise
sacrifices that in foul N
waves in search
popular
day, the with
tales cl
to pillage and
far-flung
will spread Norscan the
isolated villages
fortified
the world against and
from the bounty
the largest of
ravages of Norscan
Kislev, Manannheim
their people.
Skajadholm in
in far distant
But the many
months sailing
just raiders. They
of Norsca, in l
merchants, sailing
Tilea, Araby an
exotic goods and
Cathay, Khuresh
they are bold
lands to colonise.
Land Of Ice & Snow
Nor th 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 R ealm of Chaos beyond.
Considered the northernmost outpost of In the east of Kislev, beyond the Worlds
civilisation in the Old World, and boasting Edge Mountains, outposts of the Kislevite
strength and stability to rival the Empire, empire reach all the way to the edges of
Kislev has grown rich from trade with the Grand Cathay. Here, great cities stand,
“If you kill one man, you are a Land of Ice & Snow
linking
east and the south, western
and constant
of
from the the Warhammer wealth
mighty
mines. Southern
tribal
Queens
Kislevites of as old . savage
in truth they a
In
advanced the distant as any
thousands
This assumption of
near
their the armies; Floating b
Rasputia
bear-mounted – the
Roads
war sleds, from all Rasputia
a
and
the Eastern
lands across Steppes.
Westernmost
when eastern
Gateway
the Ungols to and the
at
the the Worlds end of Edge the
point
of these where lands, east
Despite
like dozens the of presence
the
out Eastern
far to the Steppes
dangerous
the Khan-Queen place
Hobgoblin
the growing raiders Kislevite
a constant threat.
must travel in
vast caravans
between them.
The Ice Queen Prince Alexis Of Kislev
Long has Kislev been ruled by the Khan- The young prince Alexis Romanoff is
Queens and their offspring . The current Mishenka’s only son and stands next in
ruler is Tzarina Mishenka Romanoff, often line to succeed her to the throne of Kislev.
tomorrow it will
granted
mastery the of magic, female
power
lance and is drawn blade,
Tzarina
has
saddle been of said
a horse
kingdom,
Alexis has allowing
led
of
into Magic the north in startling
It
raiders, has always to name b
Gospodars
Much to his were mothe
battle
the Prince as they speaks
y p
was
to personally this magic
of
furthest Kislev, reaches Miska,
her
expanding rule. Both the
people
the north. attributed When
powers
on the kingdom’sto Miska,
partly
Sigmarite true. Empire
Mishenka is more
Centuries
son
s’ ambitions. later,
–
under a power a single she
in
time line when and maintain
the
realm.
and all Herthe nations
Ice
the
one army
to oppose of Kislev
magic
Alexis can and tip his
winds,
someone hails with of
More
fractured perhaps southern
Witches are a
and motivation
ar to the east of the Old World lies the vast empire of Grand Cathay. Stretching from the Warpstone Desert in the west
to the Far Sea in the east, from the Hinterlands of Khuresh to the south to the Great Steppes of the north, the empire of
Grand Cathay has endured and prospered for longer than any other human civilisation.
Cathay is a land of wonders, with islands that hang in the Long before the coming of the Old Ones, the Celestial Dragon
sky, airships that glide across azure heavens and living statues Ruled ruled by the Dragons east. In time, humans populated his lands and
that stand sentinel over its borders and fortress gates. Cathay came to revere him for his power and wisdom. When Chaos
flooded
predates the almost world,
and
populous protected human
took
cities the and Dragon fortresses
admiration.
mountains, plains
At
children
Despite its to geographical
rule
mother
spite of thefrom vast
Cathayan empire
Through
rebellion and
long
enemies
of Ind and are the many
the
borders, Dragons while have
teach
and ancient the philosophy enemies
This
cities goesand coastal
so far
Celestial
the horrors Dragon of
power
lands, though
of light,
personifies
the north and Yin
Together, they
Cathay endures
The Empty Throne The Great Bastion
In recent times, the great balance of Grand Cathay has been In the north, Miao Ying , the Storm Dragon, favoured
threatened and it faces danger like at no other time in its long daughter of her father, defends the Great Bastion that protects
history. For over two centuries, the Celestial Dragon Emperor Grand Cathay from the open steppes and the Chaos Wastes
and
beyond. the Moon
A feat
of
Bastion the empire climbs
disharmony
walls and towers for
empire
of soldiers. seem Such to
gone
has never or, more fallen,
long history –
Throughout
seismic events. the
scheme to take
infested
The secret with of
Jade
Thousands Dragon, of
together
were little and more o
cabals
Dragon with was little fighting
Yin-Yin,
Chaos invasions. the Sea
treasure
at the hands fleets of
and
he would glory. not Meanwhile
guards
His solution the border was
all
thousands the while upon keepi
King
the mountains in the nearby
Mi ng ,
stand for the all Iron time.
alchemical
his children research.poured
than merely a
and determination.
The Rules
THE R
ULES
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.
as explanations of the models, their profiles and The third part expands upon the basics by
This
there, is the followed only
the
your most dreams common
Overview Of The Game
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.
To play a game of Warhammer: the Old World, each player The rival armies are deployed facing each other across the
will need an army to command, so the first thing to do is battlefield, ready to fight. Details of how to deploy can
assemble your forces. You can simply use all the models in be found in the Warhammer Battles section. Each of the
battlefield
lists to ensure each
side
fought will battle. take
Armies section
5. To Battle!
2. Choose
The players fight
their
The Warhammer
army will
vicious
‘pitched combat.battle.s’
These
different rules type start
cover
of forces the to standard a f
more.
watchtower. Each pitched Playe
play
battle before they will
the
6.
3. Set
Aftermath Up
In
Next, the you aftermath will
which
flat surface, side stands be
how
wargames to work table. ou
victor
to fight is over, the side re
so
other it is featuresoften obviou
tatters
world. How
– dead to
objectives,
section on pag
such
watchtower. Wha
efore going further, it is worth establishing some general principles regarding some commonly used terms,
conventions, dice and other accessories, and the game of Warhammer in general.
General Principles
It is not uncommon for players of any game to occasionally In games of Warhammer: the Old World, all distances are
second guess themselves, saying they are about to do measured in inches ("), using a ruler or tape measure, and can
something before immediately changing their mind. Players be measured at any time. Distances between models and all
should be tolerant of this in their opponents, as they will likely other objects (which can be other models, terrain features and
Measurement
so
do on) it themselves. are always
to the closest
However, once
For
committed example, to
base
they ofcan an no enemy longer
6"
before of each the other.dice
Moving Throug
Sometimes, units
ease. Nevertheless,
the
As a movementgeneral rule,
your
though measurements. there
be obliged to m
Directly Towards
A
Alternatively, unit may be
away
move from,
through another
imaginary
it is acceptable line
centre
rules will of themake un
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.
prove impossible,
D6
interpretation
The
Natural most Rfrequently
olls
What matters
marked 1 to 6.
The term ‘natural’
on many dice.
once a dice has
three-sided
R ol l i ng Off dice
player rolls a d
Artillery &
the case of a tie,
Warhammer:
Artillery
R e-rolls dice
dice (marked
In some situations,
Sometimes, the
it again. You must
determine a random
worse than the
once, regardless
Dice Rolling
During a game,
If you re-roll
different dice
dice, unless the
or abbreviation
as follows:
Single Dice R olls:
single six-sided
Target Number
a specific number
4, 5 or 6 on a D
would not.
Multiple Dice
3D6 and so forth.
D6 indicated
dice roll.
Permission to photocopy for personal use only.
A
other blast dice template
• (in
Flame inches). Templates
2 A
If a flame ‘Hit!’ templateis
approximately
move – leave
3 If an arrow
These inches) templates indicated
R i sk Of Being
To determine
hold it in place
underneath it :
• A model whose
template, or
template, is
• A model whose
hit on a D6
Model Profiles
Model Profiles
he Citadel miniatures used to play games of Warhammer: the Old World are referred to as ‘models’ in the rules that
follow. Models represent a huge variety of troops, each with its own skills and capabilities. To reflect this, each model
Characteristics Profile
Each model in Warhammer: the Old World has a profile of nine characteristics:
M WS BS S T W I A Ld
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.
battlefield
succumbs to under its
with
single a Wound.
Movement
withstand more
Weapon Skill
Initiative
This defines (I) how
how
This determined
indicates
Initiative dictates
Ballistic Skill
Attacks
This shows (A) how
such
This as
shows bows the o
Most models
Strength
heroes may (S) be
Strength
more Attacks. gives
Leadership
Leadership shows
p
controlled a model
characteristic
Split Profiles Characteristic Tests
profile, often with gaps in each (shown as a dash ‘ - ’). Each test. Such a test could be made against any characteristic the
row represents a different model, combined together into a model has. For example, a Toughness test is a characteristic test.
Characteristic Tests
Characteristics of Zero
single profile.
the
To makenext theira characteristic
detail
to the inrelevant the advance
result is equal
Characteristics
the test is passed.
been fai l e d .
If a model has
whatsoever
Where a model in
most
characteristic, often with
ability to make
Automatic Pass
aIf natural
any model roll or
y
therefore
the model automatically
has
Toughness
the test. or
and removed
Leadership
At various times,
make a Leadership
in some way.
To make a Leadership
Whenever Leadership
with different
warriors naturally
for guidance.
Automatic Pass
natural roll of
to be a fail, regardless
whereas a natural
considered to
characteristic,
Other Model Information
Base Size
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 to Other model, Model and in Information many cases not all of the following here in millimetres (mm). Sometimes, a range of sizes will be
Warhammer:
correct base to
can use magic,
such models, i
to use correctly
Unit Size
Points Value
existing collection,
described on p
profile. Points
the Citadel Miniatures
a number followed
five models.
various optional
In some cases,
values of all of
indicating that
points value of
p
contain at least
play evenly matched
monsters, this
Points values
pag e 2 7 6.
Armour Value
Most models
Troop Type
determines their
All models have
monsters and
Chariots, Monsters
to determine.
further divided
models will have
Additionally,
brackets after
is a character,
an army.
Troop types and
are explained
pag e 2 0 2 .
Equipment Special Rules
Almost all models carry equipment of some sort, from a In addition to the special rules associated with their troop
simple sword or axe to an array of arms and armour. The type, many models have one or more special rules. These fall
equipment a model carries will be listed and is factored into into three broad categories:
will be listed
its rules.
Magic
• Unique Special
In unique
Warhammer: to
army
the Lore(s) list. of
‘Level of Wizardry’.
Magic Items
Some
Magic models,is explained
their own unique
Options
items will be de
model’
Manys. models
number of weapons
Unique
armour, and
Equipment so
Some
units, models
most have
equipment
to become not
command
items will be de
model’s.
Forming Units
Forming Units
he models that make up your army must be formed into ‘units’ before battle commences, ideally when writing your
‘muster ,silt’ as described on page 276 . A unit usually consists of several models of the same type that have banded
All units must adopt a formation. The type of formation a unit A unit arrayed Close in Order serried Formation ranks is said to be in a ‘Close Order’
adopts will influence how it acts in battle; how it moves, how formation. A unit in Close Order consists of two or more
it fights, and so on. Each type of formation has its own rules. models that are arranged in base contact with each other,
Formation Types edge-to-edge and front corner to front corner, as shown in Fig
100.1.
The type(s) of
Additionally,
a special rule
also considered
All
one models
such special in
addition,
deployment, the anm
consists
formation of byone
a number of vertic
comes
Close Orderthe term form
As
of more far as unusualpossible,
each
‘Open rank. Orde,r’ Where
that
rules has section. fewer
move
formation and fight
types
Unit Shape Combat Result Bonus: Whilst in Combat Order, a Close
The shape of a unit in Close Order is also important as Order formation may claim a bonus of +1 combat result point
such units gain bonuses in certain situations. Based upon (see pag e 1 5 1 ).
Disrupted Units
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
It ends its
Combat
per file than Order per
its models
A
Marching Close Order Column.
low linear
has
Bonus more and models cannot
or
Movement that is square characteristic
A Disrupted un
as per rank) is
to count a ‘Rank
cause Disruption.
R ank Bonus:
enough, it can
the first, up to
• How many
Bonus, as we
claim, is determined
and 1 8 8 ).
• Certain special
can claim b
troop type
become Disrupted
Removing Casualties
Removing Casualties
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.
Most models have only a single Wound on their profile. When When removing casualties, models are always removed from
this is lost, they are removed from the battlefield as a casualty. one end of the back
Removing rank, either
Casualties left to right or from right to
left, as the owning from player Units prefers, ensuring where possible that
Fig 102.1.
becomes a casualty
Some models
Stepping
Should a unit Forward
Although
as many whole models
very
are lost often by athe single
the
reduced front to or zero. ‘fighting’
of
so aon. unit You represents cannot
forward’
unit to avoid to fill c
However,
For example, a model
or
profile combat) (W3), during
too
of its busy Wounds clambering
Single R ank
If a unit contains
removed evenly
Model & Unit Facing
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.
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.
Whether a unit consists of one model or many, its facings are determined by its constituent models, as shown here.
Line Of Sight
Obscured Line Of Sight
You will often need to determine if one model or unit has other models. In such cases, the other model or unit is said to
a line of sight to another. To check a line of sight between be ‘in cove.r’ To check if a model or unit is in cover, stoop down
models, stoop down to look from the model’s point of view : to look from the first model’s point of view :
Line of Sight
• If the other
• If a straight,
cover (i.e.,
the model’s
• If up to half
is a line of
in partial cove
• If no such
• If more than
intervening
they are in
another model,
The benefits of
A model is always
line of sight to
is normally only
line of sight.
Troop Types At A Glance
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
There are five main categories of troop type, each of which is by beasts of some kind and crewed by warriors, armed to
further divided into sub-categories. For example, particularly the teeth. This category can also include large objects, such
large Infantry fall into the ‘Monstrous Infantry’ sub-category as mobile altars, that are pushed along or carried. Chariots
of Infantry. In such cases, when the rules refer to Infantry are split into two sub-categories: Light Chariots and
an exception i
Monsters
A
Monsters model’s are
troop
such
creatures models so powerfu
a
maximum
alone. In spite Rank
and
Order the units, ‘Unit rathe
page
Dragons, opposite. Gryphons
sub-categories:
Infantry
W ar
Infantry Machines includes
Men,
War machines
Ogres, Trolls
races
units on
fighting the field
armies
breach and
stone is w
Heavy
single, well-placed
Infantry,
Cavalry
the Warhammer
The
dealt term with cavalry
in th
– commonly w
war beasts on
function in a m
Cavalry is split
Cavalry, Monstrous
Troop Type Table
This table summarises the most important information for each troop type. More detail
is given in the Advanced Rules section. Referencing this table will help you to better
understand some of the rules contained in the core ‘how to play’ rules.
his feaste,
Unit Strength
Stalkering ’tween
glade, preying
Troop Type
Infantry
Regular Infantry
the poor, ee’n
Heavy Infantry
the meake”.
Monstrous
Swarms
Nursery
Cavalry
Nordland,
Light Cavalry
Heavy Cavalry
y y
Monstrous
War Beasts
Chariots
Light Chariots
Heavy Chariots
Monsters
Monstrous
Behemoths
War Machines
War Machines
*Note that this
or fewer models
**Note that in
rules. The maximum
effects, or by terrain.
Unit Strength
Sometimes, you
number of reasons
units is outnumbered
this well.
To determine
multiply this b
Magic
Magic
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
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.
Wizards
that lies at the
Accompanying
That being the
of
important Magic they and
know
can skip spells over from
it
on will the be more stated mund
aof few given games Lores have
choose one of
Wizards
pag e 2 7 6 ).
The
Only Lores beings of that M
are
hope presented to bend
would be consumed
Spells
terrible &energies. Spell
Players
that can randomlycast sp
before
although armies specific
one
names Wizard, such as you
your
these choosing
and . others
Levels
Each Lore Of of WizardrM
and
Naturally, a seventh not
Wizard
increases knows, through
Wizardry,
through sheer re-rolling
which
into four spell(s) degrees
shortened simply
If
higher you wish,
a Wizard’s your
randomly generated
spell
• Level of their 1: Wizards cho
experienced
• Level 3: Wizards
kind rarely
• Level 4: Wizards
Wizards, the
realms of sor
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
Enchantment: These spells empower the caster’s allies in need to make a roll To Hit.
some way. Enchantment
target
Magical friendly Vortex:
but
that may travel occasionally across
the
require same a Enchantment
target
during
placed onthe the same
enemy
(unless in they some move
target enemy
may
Some occasionallyMagical
same
Magical Hex Vortex spell
same
to move turn it has
in th
battlefield, not
Enchantment :
Assailment spT
characteristic
foe without warning
abo
.
Wizards that
enemy
Conveyance: units that
movement
successfully or cast
spells
no need that to require
make
unit cannot be
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.
brackets after
•
The Conveyance casting Wizard’s
as ‘-X’).
roll Remaining
to give a ‘casting
•
makes Magic a Casting Missiles
would a Wizard be 9 (1 is
models in a unit
•
of Wizardry).
Assailment
any Combat
A
be Wizard
ne e de d can
if your
turn. Wizards
otherwise,
Each spell has Wizards
Assailment
casting value or h
g
•To If
cast the a casting
spell,
may subsequently
Choosing
• If the casting A
Unless not cast.
stated
choosing a target:
• The target
Wizard does
• The target
• Spells cannot
a target, instead
As mentioned
whilst engaged
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.
Bound Sp e l ls
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
Perfect Invocations:
risk of a miscast
Casting roll. A
destroy spells
Miscast : If a
spell, there is
of the casting
cast. R oll immediately
A model can o
unfortunate Wizar
Miscast Table
2D6 R esult
2-4 Dimensional
ethereal
(friend
described
of -4.
5-6 Calamitous
flash
(friend
described
of -2.
7 Careless
spell
Strength
8-9 Barely
at the
purpose
spells
10-12 Power
and
However,
the
Dispel
Dispel R ol l & Dispel R esult
Whenever Dispel your opponent casts a spell, you can make a 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.
attempting a F
Before making
of your Wizards
successfully
Wizardly Dispel:
• If the dispel
single Wizard
the dispel a
Outclassed
Sometimes, no
• Level 1 and
the Winds of
• Level 3 and
unbind. At other
their opponent’s
Wizards that
magical e n e rg y :
Fated Dispel:
able to make a
and immediately
Outclassed in
attempting a W
their opponent’s
Once a spell has been successfully cast and if the enemy bulk creates a deadening aura about the Wizard’s physical
has failed their dispel attempt (or not even made a dispel body that blinds their Mage sight and makes it all but
attempt!), the casting is complete and the spell’s effect is now impossible for them to manipulate the Winds of Magic.
Spell Resolution
resolved. Each
To represent t
a shield. Should
Spell Duration
straight away.
include barding
their mount).
Note, however,
of the casting
R emains In
way as to be exempt
in effect indefinitely
can do at the
The casting Wizard
concentration
Dispelling R emains
dispelled when
in Play spell cast
sub-phase of an
attempt either
casting , and so
result if attempting
the minimum
Perfect Invocations:
perfect invocation
be dispelled in
turn, as described
Core Rules
H
O
W TO PLAY –
THE CORE R
ULES
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.
and much more. Note that the following pages introduce many terms that are
Close Order
attle is a chaotic t hi ng . 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
A game of Warhammer: the Old World is broken down into a Each player’s turn is split into four p‘has,es’ each consisting
number of r‘ound.s’ During each round, each player takes one of four steps referred to as s‘ub-phases.’ These sub-phases are
complete ,utrn
‘’ so that by the end of the game both players will explained in greater detail on the following pages:
have played the
1. The Strategy
turns until the
Enchantment
Whenever a rule
state r‘oun.d’
2. The Movement
The Movement
First Turn
and of charge
Which player
remaining movement
decided by rolling
are cast.
Game L e ngth
3. The Shooting
Most games last
units in their
game length varies
war machines,
Vortex spells.
Active & Inactive
A game of Warhammer:
4. The Combat
of rounds. During
Assailment spells.
back or become
uring the Strategy phase, the active player begins to enact their plans for the turn ahead. Key to this is Wizards
channelling and manipulating the Winds of Magic and commanders rallying their forces through strict orders or
inspiring words.
Work your way through the sub-phases shown in the Some units will have special actions they have to perform or
summary below. The units in your army can generally act in tests they have to make at the start of the turn. Such rules
the order you choose within each sub-phase, providing that are not common, and their details will be clearly stated in
1. Start Of Turn
you complete
Sometimes, a
abilities granted
Many Wizards
This sub-phase
Others use it
to think between
Known respectively
casualties, errant
spells are cast
have accumulated.
their
4. R ally opponent, Fleeing
and an opponent
sub-phase, you
During this sub-phase, powerful abilities, both magical and During this sub-phase, the active player must attempt to rally
mundane, are unleashed in the form of special rules. any of their units that are fleeing by making a ‘Rally’ test for
The active player chooses one of their models (usually a and test against its Leadership characteristic, as described on
character)
pag e 9 7 : that
•tests If required.
this test
all models in th
used
Then, during the active the
R
rulea l l i e d once per Units Comman
perform a free
Many
during Wizards
this turn
benefit
of shooting , of friendly but
spells, hindering
Insurmountable
The
If a unit active has player suffered
fleeing .
models may
If that lack
spells,
the fray: the player
cast successfully,
Leadership
its starting
a roll of a nat
Fleeing Units
Movement phase,
The Movement Pha se
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
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.
As with other phases of the game, the Movement phase is There is one rule The of movement
1" Rule that applies throughout the
broken down into four sub-phases. Work your way through game – the 1" rule. Quite simply, with the exception of units
these in the order shown below. The units in your army engaged in combat, no unit can end its movement within 1" of
combat when
providing that
2. Charge Moves
Often,
onto the a unit
next.
reactions have
the end of the
their charging
units. At times,
to nudge units
3. Compulsory
to maintain this
Sometimes, a
Both players sh
b h
sub-phase.
4. R e maining
Not all units can charge. Units that are already engaged in
At the start of your Movement phase, the first thing you combat, that are fleeing , or that rallied during the Strategy
must do is declare which units (if any) will charge. Units phase of this turn cannot declare a charge or make a charge
are not normally obliged to charge unless a special rule move. Units that are in Marching Column can declare a
states
charge, otherwise. but cannot
may be prevented
Charging
charge move, is the
you
Additionally, must charge
without
one that having
it cannot
unit lies beyond
To
(see declare page 121 a charge
),
is
impossible charging , for and
charged
move into unit contact. is
When
Note that you if declare
such
When
Note that you if declare
such
unit
chance must that be the ab
and
before the the charge charge
charging
can be declared unit’s
charge,
Normally, and a should
unit
slow
enemy the unit. unit However,
your
intended decision target
other enemy u
Charge
each of those
movement
considered to
controlling player).
Charge R eactions 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
the soul,
charging unit:
• After pivoting,
engaged in combat
Hold.
Should Any a fleeing unit
y g
charge
it may bereaction ‘run
charging unit
Charge
missile weapons Reactions
&
sight Multiple to the charging
that
A unit it willcan attempt
only
Measure
to one charge the di
units.
multiple If the units. distance
Movement
declared, the characteristic
unit,
which the charging charged
weapons
The unit inwill time
Flee
charging instead. units.
Otherwise,
If a unit charged even
the
chooses two units
to Flee,
range
from the of the enemy charged
charged
Strength. unit If two wi
unit
Unit (see Strength, page
been
the unit resolved, flees
are
Note not that, required in its
pag
enemy e 1 6unit, 0 ). a un
enemy unit (see
Fleeing units
in combat when
& Shoot.
2. Charge Moves
Failed Charge
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
been made, for a total charge range of 9." Alas, unit B is 10"
away, so the charge has failed. Unit A must now move 5" (the
Determine
characteristic.
rushing forward
basic Movement
To represent t
range’ is determined
a Charge roll,
highest result
g
then added to
to complete its
complicated proc
is covered in gre
movement and
Maximum Possible
possible charge
possible result
Movement characteristic
Generally speaking , a player can move their units however With all charges and compulsory moves attended to, you
they wish within the confines of the rules. However, can now move the rest of your army. While it might lack the
sometimes units behave of their own accord. All compulsory drama of charging or the jeopardy of compulsory moves, the
been resolved,
units in order
Fleeing Units
attempt to deny
make. This is
continue to flee
Wizards so that
Fleeing units
phase, before
can be cast at
a compulsory
Moving a fleeing
moved during t
been completed.
explained in more
Other Types
otherwise. Any
compulsory move
example, some
In other cases,
direction, or even
Whatever the
can be resolved
Movement In Detail
oving an army is an important and often decisive part of the game. When opposing commanders are well matched,
move and counter move can become complex and challenging as the rival armies search for an advantage.
Movement in Detail
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
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
base. The model is then moved and the front of its base placed
phase
of the cannot
slowest
casting Magic
Units arrayed
Note
hard that
to change whilst
may
forward triple in its a straig
Move
Enemy Sighted:
whilst within
are fleeing), it
Note that if a un
controlling player
Manoeuvres
2. Turn
There are six types Manoeuvres of manoeuvre to choose from: wheel, turn, are turned through 90° or 180° to face their side or
move backwards, move sideways, redress the ranks and reform. rear. For every 90° it turns, a unit uses a quarter of its
During its movement, a unit may perform a single manoeuvre. Movement characteristic.
From its initial position in Fig 124.2, the unit may spend a
more
When than a unit twice t
1.
to Wheel
the rear of
‘ Wheeling ’ is
direction
When a unit a unit i
wheel,
models the it containsleading
round
the new one front of
When a unit w
charging , a unit
can alternate
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
Pivoting
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.
change its facing
terrain whilst
4.
files Move as required Sideways
Units
different can formation.
move
with caution in
represent this,
Movement characteristic
5. Redress The
in their front
characteristic
front rank (as
The models in
number of models
fewer models.
The Charge Move
1. Declare Charge.
3. Move in.
be quite complex.
1 A charging
as possible
models in
2 A charging
to reach its
3 A charging
as possible.
4 After moving ,
aligned against
Manoeuvring
Unless stated
turn, move backwards,
reform manoeuvre
However, a charging
maximum number
contact, which
To facilitate this,
doing so would
completion of a
Once a charging
completes its
charge target
Aligning To
Usually, moving
quickly move
perform a second,
advantage in combat.
in unit C’s front rank are in the flank arc, whilst only two
determines whether
charge target
If the charging
charge is declared,
generally begin
common situation
However, if the
charge target
unit’s flank. If
charge target
unit’s rear.
Resolving Uncertainties:
that arc.
If it is still unclear,
a charging unit
Unusual Situations (Charging)
Charging Through Terrain
Unusual situations can arise as units charge. The following reach its charge target. Therefore, charging units will often
pages attempt to deal with these. However, should a situation be obliged to move through difficult or dangerous terrain, or
ever arise that cannot Unusual easily Situations be resolved, (Charging) players should agree across low linear obstacles. This is perfectly acceptable, but a
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.
with
charge one made another th
avoid
often much
getting slower,
Unable
Before making To Al
On
any occasion,
part of the
its
terrain, charge or target,across
lies
charge in the move. way.
itself
when against
making the
leave
will suffer a gap. a In -1
‘disordered
minimum of charg,e’ 1
Finally,
Disordered if a unit Charge
y g
charge
or more does of its not
pag
low e linear 1 4 6 ). obstacle,
Rank Bonus.
Charging A Fleeing Enemy R edirecting 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:
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
completed its
• A unit that
move as normal.
fleeing unit.
fleeing unit, it
If the charging
removed from
Leadership test.
The charging
redirect, immediately
a Leadership t
reform. If this
The target of
In either case,
If the charging
unit, it moves
When a charge
failed charge –
if there are no
Multiple Charging Units
When two or more units are charging into the same arc of a
models in unit C.
A unit may be
making contact
charging unit
If the charging
disordered charge
Sometimes, particularly during the push and pull of combat, another enemy unit, usually one that has fled from another
units Accidental make accidental Contact contact with enemy units. Should this charge. If the charging unit is able to wheel to avoid the unit
prove unavoidable, there are several ways to resolve this. and complete its charge, it should. If this is not possible, or if
doing so will ca
If
options a unit – is it contacted can
already engaged
Halting a Charge:
•
charge, Commit it is moved
to
• ‘Give Ground’
However, if a
circumstances,
Accidental
• If a charging
A charginghaving redirected
unit
redirected its
129 ) and the f
If the charging
multiple charge
Flee!
The Flee Move
Units flee for many reasons. Units that fail to rally during the after pivoting it (if required). To make a Flee roll, roll 2D6.
Strategy phase will flee in the Compulsory Moves sub-phase, The result of this roll is the distance in inches that the fleeing
others will flee from a charging enemy, and so forth. When a unit moves. A fleeing unit:
Flee !
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.
unit B.
unit flees, it abandons
• Moves straight
• Must move
• May change
When a unit f
around impassable
by whatever cause
unit. Units that
Destruction o
battlefield, the
Fleeing from
to flee directly
as shown in Fig
Fleeing as a Comp
the Strategy phase
Moves sub-phase
their previous
it moves straight
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 o‘ n 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
Unit A must flee through an enemy unit, causing eight models to make a Peril test.
is clear of the
possible route.
Fleeing Through
Sometimes, a
The Greater
This is obviously
If a unit is required
a fleeing unit’s
enemy units at
enemy units at
each model in
shown in Fig 1
model is struck
The Limits
o‘ n top’ of or wit
straight forward
a second flee m
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 Orde.r’ Most often, they will do this after losing is unclear.
Give
spells, Ground
they may
A
Remaining unit that Moves
Gives
its formation
Lone
distance Models between
Lone models,
When
units and a unit move G
enemy unit or
Different
turning , pivoting Formations
way,
The rules
stopping in this
another
formation. unit Units or
it
These within formations 1" of
Fall
Moving Back Off In
When
Except a in unit the F
hasty
pursuing retreat, units
p y g
to
the quickly battlefield. rally
in Good Order
Reinforcements
following exceptions:
•
the When
Compulsory making
arc Order
in full rolls
contact
•
facing A unit towards that
rallies at the
counts as having
can otherwise
sub-phase.
Terrain & Movement
Dangerous Terrain
Terrain & Movement Dangerous terrain hinders movement just like difficult terrain.
Terrain is covered in more detail in the Battlefield Terrain In addition, make a ‘Dangerous Terrain’ test for each model in
section. For now, it is sufficient to explain that terrain is the unit that either begins its movement in dangerous terrain,
divided into seven categories; open ground, hills, difficult, passes through dangerous terrain during its movement, or
dangerous and impassable terrain, linear obstacles (including ends its movement in dangerous terrain. To make a Dangerous
both
Terrain low test, and roll
negotiates the
This
roll of page 1, the focuses model
movement.
single Wound. Players
which category
Note that a model
Open
each separate Ground dange
Any
single part move. of the
open ground.
Impassable
Open ground
Impassable terrain
Difficult
it cannot be Terrain crossed
If
go any around part impassable
of
unit suffers a
(to
High a minimum
Linear
unit
linear begins obstacles its
difficult
treated as terrain impassable
p
difficult terrain.
Woods
In
For addition, the purposes a
(25%)
difficult or or more dangerous
straddling a low
Battlefield De
Some
Low Linear terrain Obsta
low
provide linear a vital obstacles
hedges,
be expected are treated to
move through
war machines or devastating spells. Most armies will contain a unit or two of archers, a war machine or a Wizard
that knows various deadly spells, and will use these to thin the enemy ranks. Other armies will field masses and masses of
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.
Just like the other phases of the game, the Shooting phase The active player chooses a unit in their army that is able
is broken down into four sub-phases. However, unlike the to shoot. They then check the unit’s range and line of
Strategy and Movement phases, the Shooting phase sequence sight to any potential targets before declaring its target.
2. R ol l To Hit
The active player
missile units,
Sometimes, not
Simply choose
to their roll To
then choose anothe
opponent may
4. Remove Ca
For each unsaved
Wound. Models
casualties. If enou
have to take a
1. Choose Unit & Declare Target
Check R ange
The active player chooses one unit in their army that is able shoot at a target if it lies beyond this maximum range. Often,
to shoot and completes the Shooting phase sequence for that not every model in a unit will be within range of the target.
unit. This process is repeated until all units have had a chance Therefore, you must check the range for each model in a
to
unit shoot. individually.
Who
The one Can exception Shoot?
Not
Shoot all as units a charge are
missile
assumed weapons to have
certain
are fi re d . types
cannot shoot
Declare Target
•
With It charged
line of sight
•
shooting It is engaged unit.
• It is fleeing .
g
How Many
Check
A unit can Line shoot
In
models order can to shoot
make
a
Attacks line of asight model
model
can make). in a unit
Therefore, when
“W
of e sight Can’t for each All
Units cannot
Normally,
Therefore, only any
However,
sight to the sometimes target,
ranks
cannot to shoot. shoot.
to see what the
2. Roll To Hit
To determine whether a model hits its target, you must make a roll ‘To .H’ti To make a roll
To Hit, roll a D6 for each model that is shooting and look up the target number ne e de d on
the table below. Any dice that equal or beat the target number shown (after applying any
Gunpowder
modifiers) have
wondrous things
Ballistic Skill
D6 roll To Hit
Dwarfs, others
black powder
To speed the pr
many models
of models, you
of twisted, stunted
However, if your
marching to battle
Skill or Strength),
thunderous weapons
different batches
of Kislev.
R olls of a Natural
To Hit, a roll
BS Of 6 Or
If a model has
number given
Ballistic Skill
D6 roll To Hit
To Hit Modifiers
Many battlefield
a series of modifiers
To Hit modifiers
commonly encountered
• Moving and
• Firing at Long
• Standing and
• Target Behind
• Target Behind
In the case of
dice roll.
Note that it is
to others. Where
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
7 to achieve the
reason during
speaking , possible
have less time
In such cases,
Firing at Long
as normal. Each
long range, so
chance of hitting
away than half
Hit modifier.
D6 R oll Will
Needed
Standing and
7 followed
charges ever close
8 followed
Stand & Shoot
9 followed
10 Impossible
Note that models
To continue the
is a hit.
and its target
Target Behind
obscured, by te
Models shooting
Hit modifier.
Target Behind
cover. Models
Hit modifier.
3. Roll To Wound To Wound Chart
1 2 3 4 5 6 7 8 9 10
For each successful roll To Hit, a hit has been caused on the
1 4+ 5+ 6+ 6+ 6+ 6+ - - - -
target. However, hitting the target is not enough to wound
2 3+ 4+ 5+ 6+ 6+ 6+ 6+ - - -
3 2+ 3+ 4+ 5+ 6+ 6+ 6+ 6+ - -
htgnertS
s’nopaeW
Note that if you rolled different batches of dice when rolling To Hit, R olls 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.
with different profiles), and the target numbers you need. Too Tough to Wound: If your Strength is six or more points
it – sometimes
flesh wound.
wound them.
5 2+ 2+
R ol l To Wound
6 2+ 2+
To determine
7 2+ 2+
7 2+ 2+
8 2+ 2+
the To Wound
characteristic,
9 2+ 2+
applying any m
10 2+ 2+
Profiles for the
Few warriors enter battle without the protection of armour. A Ward save represents the magical protection offered by an
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
“The gods are great, but only a fool would forego sturdy
armour value,
•
A model If the that
result
Ward model’s save makes
armour
model makes
R olls of a Natural
crafted
Note that of only armour
Save
Ward roll saves (of cannot any
y
regardless
one Ward save, of mo
Determining
A model’s armour
Armour value
lower the value,
Armour Save
armour value
A model’s armour
of 2+) by other
improves its bearer’s
wearing light
armour value
modifiers and a
Armour Piercing
A weapon’s Armour
For example,
an AP characteristic
need to roll a
Unsaved wounds are applied to the target unit, causing models it will Fall Back in Good Order. The unit moves directly away
to be removed as casualties. If a unit loses enough models, it from the enemy unit whose shooting caused it to make the
will have to take a ‘Panic’ test and may fall back or flee. Panic test, as described on pag e 1 3 4 .
Flee : If a unit
Remove Casualties
of the models
Each unsaved
immediately tu
one Wound to
model is reduced
Panic test, as d
is removed from
unsaved wounds
No Need For
models remaining
A unit is only
any Shooting
Make Panic
quarter of its
nerve. When
more casualties
whilst shooting
casualties would
a quarter (25%)
that Shooting
test. To make
characteristic.
not panic.
Fall Back Or
What happens
suffered only
whereas a unit
casualties will
Oddball Stuff (Shooting)
Automatic Hits
Despite the detail of the previous pages, there will always be of hits with no roll To Hit required. In such cases, it is
situations in which something is unclear. This is especially true exactly as it sounds – do not make a roll To Hit, the attack
If
Some any of
weapons the active
or
they Magical inflict Vortex
is
chosen
cases, roll during To H
Except
the model in rare hit.
are
on its engaged profile. in
is
excess far too wounds high.
Shooting With
Shooting
Instant Kills With
Usually,
Some attacks only t
are,
models however, to be re
Shooting
otherwise), from but
to
completely fire, so can irrelevant.
on flat ground.
Resolving
shoot with its Unusu
Some unusual
Volley
the Strategy Fire : orSome
the
the ‘Volley
steps outlined Fire’
the models in
two ranks if the
in front.
In either case,
ith the foe outmanoeuvred and weakened by spellcraft and shooting , it is time to finish the job ! The Combat phase
is when your warriors hack, slice The and Combat pummel Phase 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
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
As usual, the Combat phase is broken down into four sub- turn ends. Play then passes to the inactive player and their
phases. This sequence The Combat is followed Phase in Sequencefull for each combat (see turn begins. As each turn ends and a new one begins, it is
page 145 ), one at a time. worth making a note of how many turns and rounds have
been played.
2. Calculate
complete all four
stalemate, one
another combat,
result’ points.
been fought.
3. Break Test
Each unit on t
4. Follow Up
Units on the wi
follow up an ene
The Choose Combat & Fight sub-phase is further broken only models in a ‘fighting rank’ can fight, whilst the models
down into four steps. These are : behind them press forward, ready to take the place of
the fallen.
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 .arnk’
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.
1.1. Choose Comb
Base Contact :
enemy
1.2. R oll model To Hit.
at
1.3. the R oll corner. To Wound
1.4.
The Remove
Fighting
1.1. Choose
or more models
Determine
‘fighting ra.nk’
This represents
Any
with units
the enemy that
y y
between
Supporting two Attacko
active
weapons player that ch
referred
make a supporting
to as
When a model fights in combat, it makes a number of at‘ac.ks’ 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
number of attacks
a number
Initiative value.
• If a model
enemy model,
Attacks characteristic.
Who Strikes
A model’s Initiative
Fallen Warriors:
an enemy with
starting with
make attacks
Stepping Forward:
Charging Units:
which it stepped
advantage, which
its Initiative.
vulnerable flank
a charging unit
remainder of
• Charging
of +3.
• Charging
Initiative per
a maximum
Disordered Charge
become disordered.
such cases the models within that unit may have to divide
shown in Fig 147.2, a unit will have more than one fighting
flank, both its front rank and the file of models engaged in the
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.
If a model is withi
Dividing Attacks
possible, direct
If a model is in
it can choose
1 Attack, it can
enemy unit. If
before rolling
If a fighting rank
as shown in Fig
if possible, direct
enemy unit. If
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.
To Hit Chart
1 2 3 4 5 6 7 8 9 10
1 4+ 4+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+
2 3+ 4+ 4+ 4+ 5+ 5+ 5+ 5+ 5+ 5+
3 2+ 3+ 4+ 4+ 4+ 4+ 5+ 5+ 5+ 5+
llikS
nopaeW
s’ r e k c a t t A
meaning their
4 2+ 3+
However,
into account. if your
different characteristics
5 2+ 2+
models
When a that model’s are
6 2+ 2+
profiles,
of rolls To or Hit models
targets
To make with a roll differen
7 2+ 2+
7 2+ 2+
required
cross-referencing To Hit
must 8 2+ 2+
with that roll different
of the
opponent
target number what
9 2+ 2+
you
the need.
target:
10 2+ 2+
R olls of a Natural
blows struck ju
roll To Hit, a
of modifiers.
R olls of a Natural
sometimes land
making a roll
regardless of mo
1.3. Roll To Wound Make Armour Saves
your opponent can make an Armour Save roll for each wound
As described in the Shooting section, for each successful roll caused by your attacks. To make an Armour Save roll, roll a
To Hit, a hit has been caused. Unfortunately, causing a hit is D6 for the wounded model and compare the result to that
when rolling To Hit, you must continue to roll dice in those same
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+ - -
htgnertS
s’nopaeW
4 2+ 2+
R ol l To Wound
• If the Armour
5 2+ 2+
To determine
armour value,
a roll To Wound
6 wound 2+ 2+ .
discarded
7 2+ 2+
7 2+ 2+
the To Wound
model’s armour
characteristic,
is u‘nsave.d’
8 2+ 2+
9 2+ 2+
applying any m
R olls of a Natural
breached by a
10 2+ 2+
R olls of a Natural
(of any type),
blows just fail
of modifiers.
of a natural 1
Determining
The value of a
equipment it
Shooting section,
1.4. Remove Casualties
Set Casualties Aside
Each unsaved wound is applied to the target unit, causing one battlefield during the Combat phase, but to temporarily place
Wound to be lost, as described on page 102 . When a model is them next to their unit. There are two reasons for this:
from play. This continues until there are no more unsaved • Firstly, when it comes to working out who has won the
wounds combat, to be you
determined
•In combat,
Secondly, casualties m
unit chance as normal, to a
forward
It can sometimes into the
the
than fighting it has models
rank
to
casualties be in base are contact
caused in the
In such cases,
make supporting
number of supporting
Fight On!
With casualties
no models left
sub-phase.
2. Calculate Combat Result
Unsaved Wounds I nfl i c t e d
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
Combat
and is worth Result 1
To determine
below
Should and an attack
calculate
unit(s)
from play scored : as a
Wounds equal
Combat
was removed. Result
Unsaved wounds
rather
Standard than the
more
Battle than Standard one
Flank attack
R aRear
nk attack Bonus
Depending
High ground upon
first,
Other up bonuses to the
many models
y
as well as the
determined by
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
• Standard: If your unit includes a standard bearer, you may claim a bonus of +1 combat result point, up to a maximum
Challenges
• The Battle are
pag result
e 2 1 0 . point,
standard. B
Other section Bonuses on
Many special
Fl ank
points. For & Rearexample,
Fighting
Combat Order
a foe
tightly
Any special formed rules
represent
criteria that this: must
points can be
• Flank Attack :
Once
• R e ar both Attack: sides
be ablearc, you
to determine may
i.e., the side that
Note
the loser that will these
sub-phase.
If
Drawn the fighting Combat :
than
is a draw. that Inof the
such
along
the next the player’s crest
result
will fight point. another
Combat Results & Multiple Units In Combat Flank & R e ar 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.
confusing situations. For example, if you have two units engaging a single enemy
unit in combat,
R ank Bonus
However, if one
units engaged
other is engaging
For example,
unit in combat,
high ground. T
other of which
position may
of +2 combat
Standards: Regardless
combat have st
Other Bonuses:
bonus granted
confer additional
standards grants
otherwise, these
example, a Close
may claim a bonus
As most armies
are engaged in
this is counted
engaged in the
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
Imperishable,
result
Strength. by adding
If two
result
the unit scores. flees
Settra
Eternal
Loser
Then, Falls
compare
In
Leadership Good Order characteristic
unit
The losing
that contains unit
Leadership
as described values on
the
away highest): from the
•
have If thethe same
result
determine than the which unit’s
‘Breaks’ and
•
However, If the result if the
of the in Good
losing Order.side,
•
this If result the modified when
the roll is a
Note
and that that, where unlike
required
in a single to combat, make,
possible
Unit Strength outcomes.
the
Strength way in of whichyour
forward and are
1"
becoming Apart overwhelmed
If a unit that B
Order is still in
or more enemy
players should
smallest amount
best to do this
unfair advantage.
Loser Gives Ground Most often this will mean that the losing
The losing unit Gives Ground, as described unit simply moves 2" backwards or
on page 134 , breaking contact with, and sideways, directly away from a single enemy
moving 2" directly away from, the enemy unit. At other times, especially if a unit is
Unit A must Give Ground. In order to move as directly as possible away from both units B
and C, it cannot simply move as shown by the red lines. Instead, it moves as shown by the blue
charged in both
wings carry it
stopping immediately
contact with an
continuing to
This loathsome
1" of another
Surrounded:
three heads. One
unit is unable
the head of a ra
When a unit G
or more of the
head of a lion;
it must move
In such cases,
fearsome of all,
immediately an
scaled dragon,
locked in place
and smoke.
victorious enemy
155.1.
combat, exactly
Chimera hunt
a draw.
wastes, and meat
is its delicacy.
relentlessly, through
Grimoire
4. Follow Up & Pursuit
The Pursuit Move
Once Break tests have been made, but about its centre so that it is facing directly
before any units belonging to the losing towards the enemy unit it is pursuing and
side Give Ground or make a Flee roll, the make a ‘Pursuit’ roll. To make a Pursuit
prejudice. It is righteous
barbarous wretches.”
winning
roll, roll 2D6.
unit(s)
Baron Rikhardt
will
the distance
do next: in res
up
unit or moves, pursue. directly
Battle
determined
is pursuing . by
R estrain
O ve rr un &
Most
If a unit units completely may
reform
before
,’ the rather Break
or
attempt pursuit to move, restrain
o‘test.
verru.n’ To make A unit
test
directly is failed , forwards, the
y
up or pursue.
Unable
unit remains To Fow
free
A unit reform. may find
or pursue:
Follow Up
A
Still unit Engaged: can make
an
contact enemy with unit an
with
up or Gives pursue. Ground.
follow up move
unit,
Unable moving to Move : b
two
to complete units then its
once
presence more of and other
the
In such next cases, player’s
will
possible continue. before
Change Facing:
up move, a unit
performing a
or 180°).
Pursuit
Order or flees.
which it is pursuing
completed their
made, one at a
the controlling
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
is not caught.
immediately
run down
Pursuit into
attempt to
contact with a
• If the enemy
become engaged
unit may then
in place until
continue. D
Pursuit into
having charged.
with an enemy
engaged in combat.
Pursuit Into
at the start of
Units making
g
A pursuing unit
is fought (and
friendly unit or
pursue again th
Pursuit Off
Otherwise, the
cross beyond,
phase as if it were
as close as possible
Oddball Stuff (Combat)
Incomplete Ranks
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
Assailment
rank or file behind
If a Wizard that
normal attacks
If a model with
their Initiative.
Initiative values,
,
Initiative value
Templates: Hits
model with a
unit – in other
attacks if all of
models within
Different Weapons
Sh r i nki ng Unit
It is not uncommon
The removal
equipped with
another to no
different batches
making it clear
another unit.
Characteristics
Some models
No More Foes
of 0 and will find
In multiple combats,
If a model has
impossible for
whilst attacks
enemy ceases
Terrain & Combat
Linear Obstacles
Terrain & Combat Linear obstacles can have a considerable impact upon combat,
Terrain is covered in more detail in the Battlefield Terrain depending upon their height.
combat. Players should discuss before the battle begins which Low Linear Obstacles: Should a unit engaged in combat ever
category
find itself a straddling
terrain
high), such as
Open Ground
Open
Defended ground Low
should
obstacle be can taken defen
combat
contact with
results. th
can
as normal claim a but bonus.
Difficult
contact with Terrain th
If
the a Fly
quarter (X) special
(25%)
within
defended difficult obstacle
becomes Disrupted
High Linear
Dangerous
high linear obstacles
For
impassable the purposes terrain.
Battlefield De
Impassable
Some terrain
Should
be expected a charging to
due
elements to the of presence terrain
has
well, made should a disordered
be
impossible
freely fight to around
causing
ever interfere a gap
note of its position
convenient to
The Psychology Of W
ar
battling fearsome foes, you may find that your warriors succumb to panic and scatter, rather than fight on.
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 Orde r : 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 pag e 1 3 4 .
Panic tests and their causes are covered in greater detail. Flee : If only half (50%), or fewer than half, of the models the
Panic Tests
immediately tu
A Panic test is
No Need For
game, even if
Leadership characteristic:
a Panic test.
• If this test
must either
In addition, a
• If this test
enemy fire
• It is making
• It is engaged
What happens
• It is already
rally, whereas
casualties will
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.
arise regularly in games which always cause units affected to Leave the friendly unit that caused the Panic test in place until
the tests are made
make a Panic
Heavy Casualties:
Combat phase,
Unit Strength
Fled Through:
casualties. If the
friendly unit m
itself fleeing .
results and making
Nearby Friend
of 5 or more is
immediately m
line is in total di
Leave the destroyed
order to give a
A
D
N
V
C
ED
R
ULES
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.
Special Rules
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
When a creature has an ability that deviates in some way from Whilst many special rules are given directly to a model, a
the core game rules, it is represented by a special rule. It is model can also gain special rules from its equipment. Most
through the use of the special rules that Dragons breathe fire, often, this will take the form of special rules attached to
especially
loosening army the in
terror mode
the
part of the
question will
Rule Priority
Sometimes, special
special rules take
rules associated
take precedence
or rules associated
Cumulative
Unless noted
cumulative. This
grants it Armour
Armour Bane
Armour Bane
Universal Special Rules
Breath Weapon
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.
the model ’ s base edge, within its forward arc, and the broad
Stealthy
during the warriors Shooting
an
with unexpected its broad
touching the m
A
The unit template with this
than
Any model
be deployed whose
of
being round hit, two as describe
Turn
special sub-phases rules of
that s
creature’ is held rules. in
entering
Breath weapons the battle
Moves
charge reaction,
sub-phase.
g p
the battlefield,
be placed within
arrive automatically.
Armour Bane
Some weapons
If a model with
a roll To Wound,
weapon is improved
For example,
with a weapon
(1) special rule,
Armour Save
Armoured H
Many creatures
same protection
The hide of some
improves their
much armour
as shown in brackets
here as ‘X’).
Note that a model
an armour value
armour value.
Chariot Runners Cumbersome
Chariots are often accompanied by light troops that fight at their Some missile weapons are too cumbersome to be raised and aimed
side, protecting their vulnerable flanks from the enemy. at a charging foe.
Friendly models whose troop type is ‘chariot’ can draw a line Weapons with this special rule cannot be used when making a
of
Stand sight & over Shoot or
Detachment
in Skirmish formation.
it
Large ending regiments up o‘ n
Chariot Runner
make
A unit space with for this
units
(see pag of e Chariot 2 8 2 ).
Dragged
unit for the A long purposes
Close Order
The
A model mainstay with
y
and
within cavalry. 1" of a
A
its unit Movement consisting
Drilled
Counter
Some regiments Charge
Particularly
complex manoeuvres. bold
of defence.
Unless it is fleeing ,
This
the ranks special manoeuvre rule
of
manoeuvre models with is
arule Drilled is charged unit
type
without is c‘avalr’y, first h
Charge’ charge
Drilled
Counter as well.
Charge:
charge. Measure
Ethereal
distance is less
charging
Lacking physical unit,
the
mundane enemy weapons. charge
Otherwise,
Ethereal creatures pivot
directly
purposes towards of movement
After
inside pivoting,
impassable
enemy
addition, unit. Ethereal Both
this
attacks. turn. Characters
Fleeing units
charged cannot
Charge in response
by multiple units.
Counter Charge.
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
within a unit
Knights of the
the target during
formation have
found throughout
phase, it may
may perform
even if it marched.
the northern
enemy unit shooting
to war bareheaded
has completed
Fear
their disdain o
may continue
Particularly large
meagre fighting
provoke terrible
in the pelts of
Through fury,
Models with t
Forest. Knights
• If a unit wishes
against an
their banner, b
modifier to its
sometimes even
as shown in brackets
it must first
hafts. A white
this special rule
this test is
hammer always
this modifier
It does not
their banners.
a dice, roll when
have made
chosen during
passed, the
sub-phase.
• If a unit is
higher Unit
is chosen durin
Combat sub-phase,
Leadership
any models
attacks against
suffer a -1
A unit only needs
turn. Models
to Fear. A unit
Feigned Flight
as a charge reaction,
pag e 1 1 7 .
Fight In Extra Rank Flaming Attacks
throwing spears, allow warriors not in but some creatures are more vulnerable to it
their comrades.
A Horrifying Reality
told in stories
A
with model this with
special
children into
a
weapon supporting or spell att
the battlefield
weapons will face
revealed – foul
volleys
Unless of otherwise fire, befo
is limitless.
A
spells unit cast with by this t
p y
armed
are any with attacks missile
that
they it might will ‘Firebe
Flammable
Fire & Flee : The
weapons
Some creatures fire be
the
Once enemy. flame hasIf
armed
burn out with of control. missile
a line of sight
declare
A model that with it
will
make Stand a Regeneration & Sh
120
caused ) before by a Flaming
turning
the charge. However,
shooting at the
characteristic of
The thundering
armoured warriors,
battlefield and
to the cowering
If this unit’s first
successful (i.e.,
becomes Disrupted
Combat phase
Fly (X) Frenzy
Many creatures of the Warhammer world can For warriors gripped by a fighting frenzy, all
fly, held aloft either by mighty pinions or by rational thought is consumed by a hunger
of R eikland,
and swords?
We march to
A Frenzied model
our Emperor,
A
Attacks model characteristic.
with
For Sigmar –
Models
not apply that to the
can
and lord.
move
of a cavalry normally model),
Movement
it (in the case characteristic),
Tomorrow we
flying .
(in the How
case of many
to face the hosts
varies from model
shown
In addition: in brackets
Tomorrow we
special rule (shown
await us.
are Frenzied,
• May
passes move any
p y y
And my body
• moving
If a unit on that
at night,
they
Frenzied are able model
models,
charge during units
Hear my prayer,
without
Charge Reactions
any
Lord Sigmar, ta
march
it must whilst do
your ligh”t.
• unit
If the without majority
Leadership
are Frenzied,
but
to make will suffer
a
cannot end
Losing impassable Frenzy:
Models
immediately that canlo
vice versa.
Furious Charge Howdah
Some creatures charge with such fury, the very A howdah is an armoured platform built
ground shakes beneath their feet. atop a mighty behemoth. From here, a crew of
behemoth with
longhouse that
special rule gains
(Chariots)’ and
page 194 ). In
never seem to
Hatred (X)
is a behemoth.
Ignores Cover
to the ground,
A model with
from a skilled ma
crafted weapon.
protected very
Which enemies
modifiers caused
lawless land.
brackets after
(shown here as
Immune To
a‘ ll enemie,s’ meaning
models equally.
heed no peril.
Horde
If the majority
gathering in deep
are Immune to
together tightly.
automatically
or Terror tests
However, if the
the maximum
determined by
choose to Flee
Note that this
a unit immune
Leadership not
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
Vanhasl’ Legacy
to guide them.
in
shooting brackets at after
models
it in the form
rule
addition, (shown a model here
Frederick van
determined
to a model with by
known as Vanhal
through other
After conquering
Resolving Impact
that e v e n t u a l ly
L evies
can only be made
Sylvania, he built
that
Many moved regiments 3"
Vanhaldenschlosse.
contact
fighters, pressed
with th
the height of th
attacks made
Death, Vanhal’s
at
Models Initiative with 10 t
d o ma i n expanded
and
the Inspiring
that hit automatic
p g
do so but for th
the
of a model
Battle
. Standard.
of hi s apprentice,
expected from
ti m e , many noble-born
The
not required
eagerness toof
d e s ce nd ants of
alead friendly them intounit
devoted their
from combat.
service of Sigmar
If during the D
Hunter in an
includes
Some warriors one or
roll
A character of 4+, the with
be your General
K illing
without this Blow spec
The
special most rule skilled cannot
enemies
without with this a spec
Magical
If a model Attacks
with
natural
The Warhammer 6 when
for
place. an Consequently,
attack m
a
quite ‘Killing commonplace. Blow. ’
troop type is ‘in
permitted
Any attack an made
save
model (see with page this
(Ward
using a saves
weapon can
If
‘Magical’ an enemy attack. model
‘infantry’ or ‘cavalry’
wound
Note that from all spellsa
remaining
this special rule,
Wounds.
magic items.
Note that if an
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!
Feeding an Army
thousands of s
(including
for an attack Bound m
crossing friendly
athat ‘Monster includes Slaying
local merchants,
brackets
permitted after an
lands of their
(shown
(see page here 176 as )
common. Groups
Blow (Ward save
are employed
Note
normal). that If this an
Although not
rule,
from use a Monster the highest
such concerns:
its remaining
need no sustenance,
Mercenaries
the armies of
Mercenary
Note that if bands an
destruction simply
world,
this special looking rule
they want.
Often, an army
units drawn from
mercenaries. A
in your army
Mercenaries ca
Presence rule
Mercenaries ca
Monster Handlers
Colossal beasts
beastmasters hurrying
A monster with
accompanied
representing its
deployment, po
anywhere that
contact with,
are found to be
of sight, simply
In combat, each
to those of the
suffers an unsaved
on a roll of 5+
wound instead.
from play, so a
Motley Crew Move & Shoot
Some regiments contain an assortment of Weapons that are easy to use when moving at
differently armed and armoured warriors. speed may lack power or range, but make up
Marienburg
A
“ nything you want, a
in the Shooting
derision in other
differently to
equipped with
Within it lies
of different types
Move Or Shoot
a thriving centre
for such units
Artillery weapons
renowned for
brief explanation
manoeuvrability
y
and frequented
them impossible
including Ulthuan
of a Motley Crew
A weapon with
far east. As a re
that are armed
be used in the
Westerlands are
such cases, the
model equipped
prosperous claimant
different batches
reason during
throne of the
models, making
and reforming).
supplemented
where they are
Move Through
foreign mercenaries.
attacks are made
A well-trained
the individual
Different Armour:
Motley Crew
Models with t
values. In combat,
the majority of
characteristic
rank. Against
or dangerous
armour value
in the unit.
of 1 when making
Casualty R emoval:
Multiple Shots
shooting , casualty
Some weapons
divided as equally
sacrificing accuracy
the different mo
combat, casualties
A weapon with
fired a number
available models
brackets after
rear ranks to f
(shown here as
controlling player.
-1 To Hit modifier.
equipped with
Shots is generated
separately for
Multiple Wounds (X) Ponderous
The most powerful attacks strike with Many weapons are too unwieldy to be used
crushing force, causing massive damage to with any accuracy by a warrior on the move.
their victim.
remembering .
number shown
of a motley fleet
Quick
of this special Shot
from Sartosan
For
W eapons example, designed
seafaring Orc
mean
bear in that less than
each
Pirates of the
cause the target
defences of Barak
each
Moving unsaved and Shoo
vigorously maintained.
equipped with
continued presence
Note
rule can that use excess them
the Ironclads
have
charge no reaction
additional
navy to regularly
character,
charging unitin which
frequent occurrence.
Striking a heroic
Open
loyal followers Order
Many regiments
increasing
During the their Command
A
character unit consisting may
special
friendly rule unit may th
formation,
range. The as
nominated
makes a Rally
Poisoned
unit may attempt Attacks
Deadly
during toxins
the Rally c
a natural 6 when
otherwise stated,
Note that if an
Not all creatures fight with discipline; many flail about in careless Foul and unnatural creatures, such as Trolls, Daemons and the
abandon with unpredictable results. Undead, can regenerate all but the most grievous of wounds
with ease.
characteristic. Instead, a dice roll is given (D3+1, for example). A model with this special rule can make a ‘Regeneration’
Each
save. The
time armoura model
the
brackets dice to after determine
roll
‘X+’). To A Hit Regeneration as
one
characteristic model with
specified
armour save otherwise. and
by a Regeneration
R andom
calculating Movement
the
Some creatures
in
Note the that next. models
Flaming Attacks
Models with t
R egimental
characteristic.
Whenever
Sometimes, large
a mod
reason),
smaller detachments.
roll the
Models
A unit with with this t
‘Moves
detachments’ sub-phase.
p
Requires
other manoeuvres. Two
an
Many enemy weapons unit
whilst
order to pursuing ,use effectively.
If
against every wounds
model
entire
phases unit. of the If
Random Movement
lowest result fo
Reserve Move Skirmishers
Warriors that excel at hit and run warfare advance quickly, Units of skirmishers move quickly and freely, harassing the
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 pag e 1 8 4 .
R e s e r ve move
Stomp
after all Attacks
shooting
move
Some creatures
moves as
manoeuvre
its own. normally,
Scouts
The number o
Scouts
model, are and advance will
seize
special vital rule locations (shown
units
Resolving from both
Stomp
the
by a battlefield
model that
model.
Attacks If are deployed attacks
during
Initiative their 1 (regardless first
If both armies
Strike
which player First
p y
deploying
Some warriors their
player
whilst otherswho won bear
Shieldwall
Presenting
During the an Combat imp
becomes
is engaged almost in co
to 10 (before
Once
has both per this game, r
with
another this out. special
Give Ground
Strike Last Stupidity
Some warriors are incredibly slow and ponderous by nature, Dull-witted creatures can often become hopelessly confused by the
whilst others may be encumbered by massive weapons that slow tumult of battle.
them down.
is
phase engaged of its in turn. co
(before
unit’
s Leadership any other
this
becomes rule andStupid. Str
Stubborn
• Moves during
•Elite Must troops move will
• Cannot march
choose
A unit or not mount to
i bj d i h
instead,
subject to even it when
than
(Stupidity twice is that contag
Swiftstride
A Stubborn character
of
Mounted a unit thatwarriors,
charge range by
There are creatures so fierce that their mere appearance can cause When a behemoth falls in battle, it can cause utter devastation.
Models with this special rule cause Terror. Models that cause a roll-off chooses one of its arcs (front, flank or rear) for it to
Terror
fall into. also Any cause
contact with th
•
characteristic When a unit
are charge
resolved, target this
this test is
the that
enemy. cause
must apply
required to make
Nt
Gi thGt d if h
Note
Give that
Ground if a ch
this
that Leadership
are not Unbreaka
vice versa.
Models with t
Terror. Models
Many evil creatures are not truly alive, but are driven instead by A warband is an unruly mob, keen for the fray but easily dismayed
magic. Should the tide of battle turn, this magic can quickly fail. when things go poorly.
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
its Leadershipadditional
it
up lost. to a Thesemaximum W
calculated
cannot use but this
choose to make
If
of an the Unstable models
wounds
Charge roll. to the
wound. Any rem
possible
Note that between unless
Leadership cannot
Vanguard
use either its own
ofarband
W their comrades. character,
f
Warp-spawned
After deployment,
Vanguard
Creatures of move. the
described
physical beings in the
normally but
A model with
If
save both against armies a
who
characters moves that first.
Vanguard
are, and vice units vers
Veteran warriors
unsettle them.
If the majority
the unit may r
Volley Fire
general direction.
When a unit w
front rank, or
cannot Volley
turn (including
charge reaction.
Note that models
formed into ‘units’ Unusual before Formations 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
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.
Adopting
seen – but by
constantly patrolled
wealthy merchant
attract attention
Patrol operates
harbours along
Open Order
bravely on land
in battles beyond
A unit arrayed
Consequently,
formation; the
with a unit in
recognised and
arranged in base
and wide.
shown in Fig 1
All models in
addition, all models
more horizontal
As far as possible,
not possible, it
Highly Manoeuvrable
Combat Order
Open Order units tend to adopt a looser than it is deep (i.e., that has more models
formation. Where the warriors within a per rank than per file) or that is square (i.e.,
Close Order formation will fight shoulder has the same number of models per file as
Forest Patrols
Such
shield units and spear,
are
villages, but contact
in
Order certain formation situations:
is tenuous at bes
manner, striking
protection a vast
and
R ank buckler, Bonus: or
of forts, fortified
formation
handed weapons. is wide
watchtowers a
Rank
Order Bonus units are of
along the highways.
first,
than up
Close to the Order
regularly travel
troop type :
stations, rotating
To represent t
duty with other
•
an Open
How manyOrder
Occasionally,
maximum
from either side
•
Open Certain Order special for
politicians, to
formation do
Beastman encampments.
difficult
Note that, or as dangerous normal
claimed for an
Unit
there are Shape sufficient
As with units
Marching
the shape of Colum
a
important
A unit that as is
certain
that has situations.
more
units
rank) canis said be said
to
in
Marching ‘Marching Column
when Marching ,
Skirmish Formation
Facing & Line Of Sight
A unit of models in Skirmish formation Skirmishers can see more of the battlefield
rules that follow) never consists of rigid Skirmish formation, models do not have
Dawi Rangers
businesses, such
single
103 ). Instead,
loose group
breweries, from
enables
their front Skirmishers arc,
To defend these
the
formation enemy. can
bands of Dwarfs
any direction
surrounding land
1"
constraints Apart of
Known as Rangers,
Skirmish
Other units formation can
bands consist
contact
Skirmish with formation o
warriors adapted
are
be drawn deployed between o
and supplies.
every
as normal. model is
belonging to the
184.1.
Coherency : A
end its movement
described above.
from a unit of
remove a model
instead remove
Should it ever
Skirmishers has
must remove
assumed to have
cowardly fashion.
Movement & Manoeuvre Skirmishers In Combat
Each model within a unit of Skirmishers moves as an When engaged in combat, Skirmishers do not remain in
individual. The unit does not turn, wheel or otherwise their usual, dispersed formation. Instead, they will ‘form up’
manoeuvre (although it may reform to adopt a different into base contact with one another, edge-to-edge and front
formation, if possible). Instead, each model is free to move corner to front corner, against the enemy in order to create a
Skirmishers As Reinforcements
direction. However,
is
themselves maintained. charged
Skirmishers do
Moving
make base Through
contact
Other
fighting units rank cannot
Enemy Fire:
within
fighting a rank.unit
to make use of
unit of Skirmishers
Skirmishers will
Strength of 1
combat is over
at the end of a
Skirmishers
Skirmishers cause
they be annihilated
Skirmishers &
160 . Skirmishers
engaged in combat,
it becomes engaged
cause panic in
Close Order, O
Skirmishers &
flee through.
g
Disrupted when
in Skirmish formation.
Characters
Characters may
Skirmishers that
of Skirmishers
the formed unit is moved into Seven can make base contact with
1. The formed unit is charging the unit of Skirmishers. It wheels and moves directly
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.
determined
behind the fighting as
When a unit o
each model is
starting with
charge target,
Each model moves
fighting rank.
form up behind
p
shown in Fig 1
Formed Units
Charging Skirmishe
When a formed
it Close Order,
on) charges a
must endeavour
visible model
in Fig 186.3.
contact with th
wheel to align.
must form up
of the charging
in the charged
contact must
Skirmishers
1. The Skirmisher closest to a model in the charged unit is moved into base contact
2. The rest of the models in the charging unit are moved forward and form up around
the first model moved. However, three of these models do not have sufficient movement
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.
the model closest
(which must m
possible to reach
as shown in Fig
models in the
as directly as p
charge target
as shown in Fig
this model is as
form up behind
unit form up
fighting rank,
However, no m
characteristic.
cannot make
form up behind
Troop Types In Detail
A ll models have a troop type. These, along with Troop the Types
type of in formation 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
There are five main categories of troop type, each of which is further divided into sub-
categories. For example, particularly large infantry fall into the ‘monstrous infantry’
sub-category of infantry. In such cases, when the rules refer to ‘infantry’ models or
units, monstrous infantry must also follow those rules unless an exception is stated for
monstrous infantry.
descriptions
A model’s troop
except when ea
contain to claim
In most cases
shotte with a
Sub-categories
unit in battle
it harbours a str
Characters
pantry. Should
Some models
approacheth the
provisions, then
because characters
fiercely in defence
next mea”l.
Grimoire
Troop Type Tables
Unit Strength
Each of the following categories is accompanied by a table Strength’ of a unit. There are a number of reasons you might
containing a summary of the important information ne e de d need to know this, for example, to determine if one of your
for that troop type : units is outnumbered by an enemy, and if they are, by how
Models Per
and ferocious
To determine
models currently
contain at least
Strength per mo
Maximum R
Infantry includes all units of foot troops and forms the backbone of most armies. Infantry
is split into four Infantry sub-categories, some of which are subject to their own rules:
Regular Infantry
of Ulric in Middenheim.
The formidable
the Swords of
This sub-category
not of parade
be they Men,
but of regular
Regular infantry
Drakwald Forest.
hoping to join
Regular Infantry
accompany such
regular infantry,
with honour and
admitted. Since
founding in the
Troop Type
Count Mandred
Regular Infantry
Empire and became
the Swords of
Heavy Infantry
borne yellow
By tradition, eac
This sub-category
bears a variation
monstrously lar
device – a red
heavy infantry
Heavy Infantry
Steady in the
heavy infantry
heavy infantry
Disrupted when
ten or more.
Troop Type
Heavy Infantry
Monstrous Infantry
The monstrous infantry sub-category covers things like Trolls, Ogres and Minotaurs –
creatures that are (roughly) man-shaped and fight on foot, but that are two or three times
the size of regular or heavy infantry. Monstrous creatures vary wildly, from Ogres who
Dogs of War
Monstrous
negotiated is un
Clumsy: A unit
Smaller characters
has become ingrained
Tilean culture
Troop Type
knowledge that
Monstrous Infantry
a commander
services to, be
Swarms
Tilea or upon
to the battlefield
weight of numbers
bases. Each base
Swarm Rules
Insignificant:
can be drawn
attempting to
No One Cares:
units, regardless
Undisciplined:
General (see pag
Troop Type
Swarms
Cavalry
The term cavalry Cavalry 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
Heraldry of Bretonnia
Light
and colours Cavalry that
knight’s allegiance,
heritage and,
Be they mounted
deeds of renown.
cavalry are fast
heraldry can ch
as scouts and
their lifetime;
back to their c
Knight is a common
The heraldry
Light Cavalry
esteemed knights
Split Profile (
p (
throughout all
two models –
and commoners
cavalry models
a glimpse of them
as follows:
• Unless noted
apply to the
• The rider
Initiative and
• In combat,
• Impact Hits
• When this
• If the rider
Cavalry Support :
Light Cavalry
Heavy Cavalry
Across the battlefields of the Old World, the thunderous charge of heavy cavalry turns
the bowels of even the bravest infantryman to water. Heavy cavalry are the heavily armed
and armoured knights of the Old Worlds’ armies, warrior elites mounted atop mighty
greatsword raised
Ogre grazed,
warhorses, bellowing
The monster’s
arcing down
Heavy Cavalry
Split Profile (
Balduin’s crown,
Cavalry Support :
There came a
snapping sound,
Troop Type
Heavy Cavalry
the ground,
Monstrous
But Balduin’s
end here,
Just as horse-sized
cousins. Monstrous
is d”ea.r
stubborn muscle
Warhammer
Excerpt from
parody of a popular
Monstrous
Split Profile (
Clumsy: See Mons
Troop Type
Monstrous Cavalry
War Beasts
Some armies
intelligent, such
incredible rate.
War Beast R
Undisciplined:
War Beasts
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
Sigmar’s Hammer
Emperor to Emperor. It is
a magnificent
sub-categories:
Light
Mankind’s Chariots triumph
forces of darkness.
their people to
flanks of the enem
Light Chariot
Split Profile (
this, a chariot
as follows:
• Unless noted
beasts) apply
• This model
no beasts,
• The crew a
and Attacks
• In combat,
• Impact Hits
• If the chariot
difficult terrain
addition, if this
Churning Wheels:
Firing Platform:
purposes of shooting
Troop Type
Light Chariots
Heavy Chariots
Built for strength and durability, heavy chariots deliver crushing charges deep into the
ranks of the enemy. Where light chariots move quickly and harass the foe, heavy chariots
move slowly, gradually building their speed before crashing like the fist of an angry god into
A
“l did seem lost for the
castle strongholds,
swordswains o
and crumple as
crewed by mighty
But lo ! In fair
which to slay
Heavy Chariot
Upon a mighty
Split Profile (
faithful to his
Scythed Wheels:
y
heavy chariot
Lumbering : Pe
canker devouring
was cleansed.”
To represent t
From the
and Gilles le
However, even
Adelrond
formed regiment
fle d , a Lumbering
Finally, a Lumbering
Troop Type
Heavy Chariots
Monsters
Creatures so large and powerful that they normally do not form into units, but roam the
battlefield on their own. In Monsters spite of this, due to their size, they function as Close Order
units, rather than as Skirmishers. Monsters are split into two sub-categories:
Behemoths
oldest of all living creatures.
of the Old Ones, and rode the Behemoths are the largest beings in the Warhammer world. This category includes such
terrors as mighty Dragons, be they noble or corrupted; Greater Daemons of Chaos, the
most accursed of the Dark Gods’ servants; towering Giants; lumbering constructs of
Monstrous
long before warm-blooded
Behemoth Rul
creatures ruled
Ridden Monster:
large enough t
and folk tales
Lumbe r i ng : Se
infantry or monstrous
Dragons. In such
are formidable
are cruel and
Thunderstomp:
tyrants, given
Monstrous
of peoples and
Piercing characteristic
Ridden Monster:
of cities. Certainly,
(monstrous creature
are capable of
Lumbe r i ng : Se
they are massive
g
they are massive
of enormous str
their formidable
regiments of troo
blast of their fie
War Machines
War Machines
Note that a war machine that loses a round of combat may Fall
Troop Type Models per R a nk Maximum R ank Bonus Unit Strength per Model
Back in Good O
of war machine
Weapon of War:
category of troop
durable rather
cumbersome
War Machine
machines cannot
Split Profile (
move. Additionally,
several models
war machine
However, a war
In game terms,
• This model
count as having
otherwise,
machine or
• In combat,
of the crew.
• When not
characteristics
its Attacks
• When this
crew’s armour
• If either the
Wounds, the
Command Groups
of a seasoned officer or brave champion, with banners flying proud in the mist-strewn air, the pounding of drums and
What’s In A Title?
Most units can include a command group of some kind, as
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
“The allied armies of this great Empire are like the walls
bellow of horns
models
or some in other a unit,
still be described
m,od’esl
Champions models differ
rank
or name and specific
file models
they follow all
Position With
Except in rare
f f f h
forefront of the
otherwise, the
must be placed
centre of the ra
a standard bearer,
centre of the ra
other members
Not Enough
Sometimes there
command group
group models
any remaining
“Make Way!”
command group
Champions
Champions Champions As Casualties
Most units can include just one champion, but some can be removed as a casualty under specific circumstances. If a
include more. Champions are extremely skilled or tough, champion is removed as a casualty, the model is removed and
and comrades look to them for leadership and take pride in replaced with an ordinary rank and file model .
their prowess.
Shooting : A ch
Characteristics
caused by enemy
A unit’s champion
shown
“Look on
Out, the Sir !”:
the
and option
if there to are
members
the champion of their
p
clearly
“Look Out, stated. Sir!”
hit. On a roll
Champions
champion’s place.
When a unit s
target,
Combat: using A champion
their
caused by enemy
Champions
•In combat,
They are a thecha
they wish.
Note that any
over’
Champions onto their &
challenges in t
Standard Bearers
Trophies Of War
A unit often fights beneath a standard or banner of some kind; trophies, so an army will collect as many as it can, drawing
a glorious token of their allegiance, history and pride. Such a great satisfaction from their enemy’s shame. If a fleeing unit is
standard is much treasured by the warriors that fight beneath run down by an enemy unit, or if a unit is destroyed in combat
Standard Bearers
it and they will
Standards claimed
Characteristics
A standard bearer
considered to
Note that if a un
in their unit.
In reality, a model
trophy of war.
likely be equipped
replacing a weapon
Standard Bearers
deficiency in t
If a standard b
efforts of those
model belonging
group model,
Combat Result
Therefore, a unit
As described
will be inspired
models in the
vanquish the
is targeted by
a unit includes
a unit to be targeted,
combat result
a template.
the champion.
Musicians
Quick Time
When an Musicians army marches, it does so to the inspirational beat of within 8" of an enemy unit, it may apply a +1 modifier to its
drums and blare of horns (or the doot of a spectral flute). For Leadership characteristic, up to a maximum of Leadership 10,
trained troops, a prearranged sequence of notes can carry as when making its Leadership test.
much information
Musicians As
If a musician
belonging to the
Characteristics
A musician always
place. Therefore,
models in their
standard bearer
be equipped in
models in the
by an attack that
In reality, a model
targeted, or finds
equipped differently,
of weapons. Any
is compensated
and standard
casualty before
bound horn or
in anger.
“Onwards To
If, once the combat
a musician in
claim a bonus
Steadying R hy t
If a fleeing unit
d f
modifier to its
to rally, up to
Characters
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 c‘haracte.rs’
Character Models
Characters are generally known by different names
example, are known by suitably ‘Orcy’ names, such as Boss Characters Character models are a special type of unit that can either
and Warboss, whilst the leaders of the Empire are Captains, operate on their own, or that can join another unit belonging
Warrior Priests and Engineers. to their army. They usually have superior characteristic values
highly prized
world can call
wise Wizards
All character
of specialist character,
brackets after
characters that
character and,
Command R
All characters
often in conjunction
may have. A chara
Leadership characteristic
with a Leadership
range of .7"
hold together
represent their
If your General
special rule or
described on p
further; from
The General The Battle Standard
command of the army has been entrusted. The General model warrior who holds aloft the General’s personal heraldry. A
is a miniature representation of you as the controlling player Battle Standard Bearer is a rallying point for the army, from
heart of your
Selecting
A Battle Standard Your
The
particularly General impressivei
Leadership.
option in your If
Leadership
by a character value,
when
model writingthat carries
which model
Unlike normal
Note
bearer that is slain a character
your
are in General. the same
y
Inspiring
Combat Result Presence :
stern
of +1 gaze
combat of th
all
Standard friendly grants units
Leadership
If, by some unusual
characteristic
General
Standards first!). on
steadying presence,
fleeing , friendly
Command range
addition, friendly
Command range
test. However,
even if it is worse
Characters & Troop Type
Characters & Ridden Monsters
Just like any other model, character models monster (be it a ‘monstrous creature’ or a
have a troop type. In most cases, this will ‘behemoth’), the whole model is treated
Mounted Characters
The treatment of
Grail, priestesses
type
Split will Profile be a (
law. Elsewhere,
mounted
character in that some
land beset by
troop
Monster type will will
and extreme env
described on p
Mounted
practitioners o
works as follows:
valued commodities.
contrast, Wizards
•Many Unless characters noted
outcasts in the
mount rules of that some a
shunned and
will (characterbe something
g
employed clandestinely
•cases, This the model character
or counsel. Further
•from The elsewhere character
practitioners t
their own
wise advisors,
Characters Skill, Strength,
the character’s
• When
is better. moving ,
• Movement
If the character
Wounds, the
being
Improved mounted Characteristics:
character’s
monsters are Toughness
characteristics.
beasts, and being
noted
increase within the character’
Wounds characteristics.
will be noted
Characters & Chariot Mounts
If a character is mounted upon a chariot (be it ‘light’ or ‘heavy’), the whole model is treated
Split Profile (Chariot Mount): Not unlike any other chariot, a character that is mounted
as follows:
warriors eager
greatest trophies.
• Unless noted
a beast alive often
crew or beasts)
greater renown
• This model
killing it and som
there are no
chieftains ride
• The character,
chariots pulled
Initiative and
wolves while th
• In combat,
to war within
• Impact Hits
towering mammoths.
• Enemy rolls
y
Toughness,
• When this
character’s
• If the chariot
Improved Characteristics:
bolstering their
characteristic
with W3 is mounted
Characters
Character models
• A character
• A Lone character
• A character
their mount.
Lone Characters
Whilst many Lone 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
Warrior Priests
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.
Priests that take
often referred
• Any character
large numbers
bringing their
servants who
a character ceases
of nature respectively.
A Lone character
Evade
Lone characters
engaged in combat,
making a pursuit
Before moving
completes its
Targeting Lone
A Lone character
picking out any
A Lone character
within 3" of a
the same troop
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
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 ha s been joined by a character that will not fit neatly within its ranks. Therefore,
the character mo d el is positioned on the unit’s flank, a d j a c e nt to, and in base contact with,
character is slain
Should one of
• During deployment,
Powers notice
Positioning
When a character
• During the
them as its own.
phase, by mov
moment, the c
more rank and
a unit that
deeds are observed
command group
or fleeing .
and, if the champion
as required, as
found worthy,
character’s base
A unit cannot
greatly rewarded.
a character during
sub-phase. However,
p
as having moved
character moved
Should a unit
models within,
rank must be
one character, b
movement is
Unit Strength:
If there is no ro
for as long as t
a unit’s front ra
character adds
rear rank.
of the unit.
Leaving A Unit
Spells: When
A character can
Remaining Moves
moving away
likewise affected.
cannot move
to affect a unit,
the character
likewise affected.
joined to the un
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
WAAAGH!
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 Bs’ front rank. It moves through the
character moves through the ranks, into the ranks to take up a position adjacent to the
when a powerful
contact with,
conquers large
When
the end requiredof its
character (for
the
A unit character’s that has
races. Then, an
from
always the uses model the
sea of green-skinned
of the slowest
Unit
to any Facing
movement
Both
to both. line For of sight
example,
Eventually, a Wa
been
joined joined by a character
by
falter, be it due
arcs,
only move
are determined .4"
whole, taking
g
Orc horde or
Moving
models positioned Through
A character whose
wake, nations
When
combat required may som
Waaaghs’! passage
for
‘move the through
character
casting
move the a spell),character
model
models itself as required) as
unit
desired does space, not
of
appropriate sight. rank,
and 208.2.
If required to
the
A character character, that
itself.
ranks Into such
occupy
of
than sight within to the the
must return to
immediately on
engaged in combat.
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:
shooting unless:
Liche Priests
generations, their
be targeted.
Note rank that when this
proved successful.
• They find
not during
to Magic Step Missile
generation of
a template.
& Fight sub-phase,
• There are
characters
models in
player, move
more than living
the fighting
models in the
rank, make
painstakingly
countless centuries,
their incantations
contains. Any
enemy, as d
y
Winds of Magic
equally as possible
• Can direct
models they
a shooting attack,
(including
more rank and
Attacks) that
character can
made by enemy
To make a “Look
contact with
On a roll of 1,
• Can only have
of 2+, a member
Attacks directed
character’s place
are fewer tha
the unit.
in the unit.
contains only
or more must
retiring , a character:
• Moves through
position away
• Cannot make
attacks directed
• Confers no
form of Leadership,
anything else.
Excess Wounds
Excess wounds
‘spill over’ onto
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
Challenges
Ulric
opposing warlords
before the Unberogen
If the opposing
unusual for the
came to prominence.
a challenge, the
who wins a chal le nge !
it was Ar-Ulric,
challenge may
Priest of that
characters or
Issuing A Challen
who crowned
accepted it. The
Challenges are
first Emperor.
immediately ‘re
chosen during
challenge can
• Moves through
active player ha
position away
a challenge first.
g
• Cannot make
inactive player
attacks directed
• Confers no
To issue a challenge,
form of Leadership,
nominate an el
anything else.
to be the challenger.
model must be
Once a character
fighting rank.
cannot return
character or champ
be eligible, the
champions in the
to refuse. A character or champion cannot despicable foe will certainly have an effect
The Fauschlag
plateau in its p
•
then They for eachare part
known today
rock and it is h
maximum completely of
In
Note such that cases, this
has
Usually, nowhere only the to
Old World.
and
counted must for meet the
Fighting A
To
Once The a challenge Death!
g
two
If both combatants participants
attacks
the round against of com
order.
continues Whilst into
other
the challenge models
cannot
challenges direct cannot
the
combat duelling until models.
been resolved.
If possible, the
Challenges
challenge should
the
If either ranks participant
and
one
mounted, another, their the
heroic
crew of duel. a chariot) However,
not
against practical, the other
leave
participant them in is
Initiative, for
may be made
the purposes o
Weapons Of W
ar
Across the grim and dangerous Old World and beyond, warriors employ many
different types of weapons Weapons against of War a multitude of foes. From the well-wrought
Weapon Profiles
Just like the models that carry them, all weapons have a profile. This includes the weapon’s
R S AP Special Rules
Notes: A flail’s Strength modifier applies only during the first round of combat.
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
favoured weapons.
Special
by Aenarion, Rules
combat, against
Phoenix
Many weapons Kings
engaged with.
It is usual for
of Ulthuan when
rule to attacks
• If the weapon’s
belonging to the
first unleashed
described on p
inches, the
ld I f
world. Its form
used to shoot
Notes
changing to fit
number given
within
they can the be Shrine used
• If the weapon
the
which Elven the god wielder
characteristics,
weapon
modifiers awaits apply
of inches, th
wielder comes
first round of
the second
death
model that can will
wield
a stone thrower
addition, some
which lie betw
unique rules.
Anything
The weapon’s
making rolls To
as a simple numerical
weapons this
as S‘ ’ with a modifier
The following pages detail some of the many types of combat weapon found in the
Warhammer world. Combat Unusual Weapons weapons that are specific to individual races or armies are
Two/additional
hand weapon
been infested
More Than
Goblins. Unable
Many models
permanent foothold
upon entering
• If a unit is
their lairs across
• The entire
vast mountain
exception
encircle those
separately
The Dragonback
• If a unit champion
in particular have
a favoured stomping
• Unless the
change weapons
combat. The
following a
become something
spiritual home
spiritual home
Hand Weapons
the area.
a simple sword
mount, is considered
Hand Weapon
Notes: Unless
Two Hand W
Not content with
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
Morning Star
A morning star is a single-handed weapon that consists of one or more spiked balls on a chain. Like
the larger flail which it resembles, it is a tiring weapon and its advantage lies in the initial flurry
of combat.
R S AP Special Rules
a young man,
Morning star
Flail
Kurgan Ironbeard
Notes: A morning
Notes: A flail’s
High King of
Whip
Great Weapon
to pledge to aid
Consisting of one
Great weapons
in times of war.
a skilled user a
a skilled user a
great hammers,
came the Battle
Kurgan threw
horde of Orcs.
Whip
Great weapon
though tested
has remained
since with Man
Halberd
marching side
The halberd is
their foes many
through armour
Halberd
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
Lance
Runic Magic
momentum of
and the binding
enemies, which
their creations.
Lance
and tame magic
Notes: Models
hampering its
turn in which th
tendencies. A
into a nigh-impenetrable
Cavalry Spear
raiment, bestow
Lighter than a
with runes that
capable of sundering
mightiest fortress.
Cavalry spear
Notes: Models
wielding a cavalry
Throwing Spear
often to devastating
Throwing spear
Notes: A throwing
subsequent turns
Thrusting Spea
in multiple ranks
their impetus,
Thrusting spear
Notes: Models
make a supporting
The following pages list many of the most popular types of missile weapons seen in the
Warhammer Missile Weapons world. Unusual weapons that are specific to individual races or armies are
the Deathjacks
More Than
As with combat
• If a unit is
Though dubbed
use when it
stickers or Thieving-jacks
• The entire
by their own co
always choose
their pillaging
have joine d .
• If a unit champion
continued in se
day, recruiting
archers and woodsmen
Bows
A longbow is capable
Shortbow
Small, short-ranged
to use a longbow).
Warbow
archer directly
Warbow
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.
Quick Shot
the army of Middenlan
Handgun
the surviving
A handgun is a
the regiment c
advanced versions
uniforms from
Reikland to a
red to honour
blood-drenched
Handgun
Pistol
effective clubs to
Pistol
Brace Of Pistols
Warriors that
their pistols.
Brace of Pistols
Ranged
Combat
Notes: A brace
Repeater Guns
gun consists of
Repeater handgun
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.
Geheimnisnacht
– Geheimnisnacht. It is the
Brace of repeater
handbows
the moon of Morrs
Crossbow
is always full.
brightly in the
Crossbow
Each Geheimnisnacht,
ordinary folk
Repeater Crossbow
and windows,
To address how
Sacrificing raw
f g
the dawn.
Repeater crossbow
Repeater Handbow
weapon. Such w
arm themselves
are favoured by
Repeater handbow
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 Southlands
Throwing Weapon
World, little is
Throwing weapons,
land, a fact which
weapons can be
bands of treasure
the abandoned
Throwing weapon
Zlatlan; the haunted
of the Temple
supposedly offers
Javelin
to those brave
The javelin is a
dare the thick
hand fighting.
few return alive
enough amongst
foolhardy expeditions.
Javelin
Sling
Sling
Throwing Axe
Throwing axes
Throwing axe
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
Light armour 6+
is a clarion cry that rouses Light Armour: Representing incomplete suits of mail, occasional plates of armour and
the fair folk to war, an even the thick, calloused hides of some creatures, light armour offers a degree of protection
to vital areas.
Heavy Armour : Some warriors own heavy coats of mail and quilted leather armour.
Others are protected by thick scales that cover their skin. Heavy armour provides good all-
overwhelming
around protection
The blood of t
Whatever the
with savagery
test made against
armour layered
whereas some
Maximum A
Regardless of
pounding of his
models is determined
an armour value
rules, spells or
no effect.
No Armour
A model that
mortal races.
purposes of Armour
represents the
jewellery it wears,
carries a shield,
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
Additional Equipment
Strange Structures
Wizards cannot wear armour. Should a Wizard ever do so, they would be unable
to make any Casting or Dispel rolls. This penalty applies to all armour and shields,
magical or otherwise, but does not include barding (which is worn not by the Wizard,
Additional
often persecuted
Many models
superstitious p
and intolerant
various gods, s
in solitude. Such
invariably appear
at first glance,
Shield: A shield
tumbledown.
decorated thing
inspection does
are carried by
inhabited. Unfortunately,
close inspection
A model that
proves fatal as
equipped with
prone to protecting
deadly enchantments.
Note that if a m
Barding : Barding
forms, from heavy
challenge to tailor
A model that
model equipped
be barded, its
5+ to 4+.
War Machines
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
for the most commonly seen types of war machine. Still Basing War Machines
more exotic types can be found in the various army lists, Although war machines and their crew are treated as a
representing war machines unique to a certain race. For single model (as described on page 197 ), the models that
the most part, these exotic war machines will use the rules represent the crew are most often based individually,
presented here with a few minor alterations or additional separate to the war machine itself. Accordingly, a war
machine’s profile will give a base size for both the war
special rules, the
machine and its
crew separately
presented here
given as part of
During deployment,
machine’s crew
in position, adjacent
models should
or when determining
However, many
war machines
work. This is
Bolt Throwers
Bolt throwers are huge crossbows that shoot spear-sized missiles. They are relatively simple
weapons, Bolt far Throwers less prone to malfunction than many, supposedly more advanced, war machines.
Athel Loren
R apid Fire: Instead of shooting normally, a repeater bolt thrower can ‘rapid fire’ a
number of smaller bolts, with the profile given below. If this special rule is used, all
R S AP Special Rules
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.
homes within
Rapid Fire
Bolt thrower
Repeater bolt
becomes manifest
Bolt Thrower
Regardless of
target of a bolt
death awaits,
dwells beneath
lies in the
lesser creatures.
However, a bolt
this, the bolt thro
the first.
are caused.
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.
Stone Throwers
Northern R aiders
16 models lie underneath the blast template. 4 are hit automatically, 12 are hit on a D6 roll of 4+.
and the New.
Stone thrower
of the Norscans
‘Bombardment’
d h h
goods they have
underneath the
settlers of far-off
explorers of unmatche
Stone Thrower
Bombardment:
bathed in the
following steps:
1. Choose Target:
and sacrifice;
2. Scatter: Once
• If a ‘Misfire’
immediately
• If a ‘Hit!’ is
shown on
• If an arrow
the roll of
3. Damage: Any
described on p
• A single model
struck by the
characteristics,
Piercing characteristi
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:
by hurling a shot high into the sky, passing over intervening • If an arrow is rolled on the Scatter dice, resolve the scatter
D6 R esult
1 Destroyed: The weapon cannot take the strain! Bits of wood and metal debris are thrown into the air and the stone
tumbles to the ground. The model is destroyed and immediately removed from play.
2-4 Malfunction: One of the crew has become caught in the firing mechanism. This problem can be fixed, but only by
partially dismantling the weapon, the crew member, or both. The crew immediately loses one Wound, the model fails to
inaccurate at
shoot
land on target
5-6 Twang:
scatters less
by scouts.
strong
of the crew.
to determine
If you wish to
template a
before taking
Artillery dice
not require a
(to a minimum
treated as a normal
Cannon
Cannon
Cannon are devastating , if sometimes unpredictable, weapons. When they work, cannon can
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"
was
shatter so much
an enemy’s m
to
The break following apart.
unleashed that
landmasses
Cannon rose
inverted mountains,
hellish
Great clouds
cannon
these floating
scudding southwards,
by the wind Cannon as
Notes:
sail.
‘Cannon Whether Fire’ sp
aerial islands
Cannon
none can say. Special
Cannon Fire :
1. Choose Target
maximum range.
2. Fire: Once
• If a ‘Misfire’
appropriate
• If a number
the ground.
3. Bounce : Unless
tearing through
another Artillery
• If a ‘Misfire’
• If a number
distance of
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
School of Nuln
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
Grapeshot
Empire. It also
However, should
centre of erudition,
Notes: Cannon
new generations
• One model
Instead, they shoot
artillery crews
• One model
Powder Misfire
wielding soldiers,
Needs More
Nulns’ knowledge
5. Crunch: Sometimes,
grapeshot, check
Dwarfs, though
• If the cannonball
If a ‘Misfire’
stops immediately.
appropriate
• If the cannonball
If a number
No further
varying success.
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.
Organ Guns
Mortars
hamlets. Woodsmen
paths carefully
Organ gun
forests’ edges a
The messages
Organ Gun
superstitions a
Multi-barrelled:
additional
• If a Misfire
exactly what.
After determining
Ballistic Skill
Mortars
Mortar
Notes: This weapon
underneath the
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
Fire Throwers
D6 R esult
1 Destroyed: The weapon explodes with a thunderous noise, leaving a hole in the
ground and a cloud of black smoke hanging in the air. The model is destroyed and
2-4 Malfunction: The charge misfires, terminally inconveniencing one of the crew
unfortunate enough
world-building
and
and maintaining
crew
great enchantments.
shoot
Fire thrower
sprawling temple-cities
5-6 Pffft:
Lizardmen were
the
centre of each
Fire Thrower
commune with
Column of Fire:
and, through
narrow end so
magic, shape the
broad end so t
number of inches
• If a ‘Misfire’
appropriate
• If a number
fire thrower.
pag e 9 5 .
Black Powder
Black powder
spectacular fashion.
result immediately :
Empire Of Man
Accompanied by regiments of State Troops, the immense bulk of an Empire Steam Tank, ready for war,
Mounted atop a noble Royal Pegasus, the Duke of Brionne delivers a rousing speech
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
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
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
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
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
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
Crewed by mighty Chaos Warriors, the iron bulk of the Chaos Chariots thunders towards the enemy,
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.
woods,
hand side creating of the
the
and Bretonnian
Wardancers
peasant’s
left, the Wild farmstead;
stone
charge. walls, What hedgerows
determining the
Both armies are
deployment zones,
of the Wood Elf army, into range of the waiting Waywatchers. skirmish through the water-filled glades, hoping to outflank
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 .
This
engage battlefield the Trolls,
ofagon
W a town of in all the th
Empire
h ouse ! In player the
Before
prepare these, to charge e
gates, stand several
repair. Towards
outcrops, around
Imperial Archers run for their lives, back towards the safety of Knights are caught unawares by the unexpected arrival of a
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.
Nagash. Today, all that remains are the haunted desert and On the right, Shadow Warriors flee before the Carrion. On the
the
left, sand-filled
the Sisters
Skeleton Horsemen
On
Bone this Dragon. page,
faded
quickly grandeur surrounded.
columned
Yet hope remains, aisles
outcrops
the Tomb rear Sphinx,
and
Kings wind-eroded army, whilst
movement
stands poised and
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
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.
If there is too much terrain, units will struggle to manoeuvre. Some scenarios include guidance on the terrain features to
If there is too little, the battlefield will be sparse and include and where on the battlefield they should be pl ace d .
per 12" of longest table edge (rounded up to the nearest (see page 287 ), the placement of the terrain is left to the
Placing Terrain
12").
players. For The example, recom
should suffice.
1 Determine
As
2 From
a rule, the a terrain ter
more features, than 12" up
across
3 Once at its
both widest
4 Players then
To from
determine all of
• Between 2"
•
but Between
not within 8"
•
The More only than
exception
y p
272 terrain
), which features. must
the battlefield.
battlefield decorations
Categories Of Terrain
Dangerous Categories Terrain of Terrain
Terrain is divided into seven categories: risk to life and limb. This might include
open ground, difficult, dangerous and particularly rocky ground, deep swamps,
impassable terrain, linear obstacles fast flowing rivers, and even unnatural
is dead ,
(including both
dangerous terrain.
Open Ground
Dangerous terrain
the fire is low,
something else
like difficult terrai
ground. Open
passes through
its movement,
To crush your
Difficult Terrain
dangerous terrain
your back.
This includes
Terrain test. To
successfully negotiates
I’ve said.
ground, shallow
terrain without
If any part of
terrain is treated
Movement characteristic
terrain, passes
feature it encounters
in difficult terrain.
Should a unit
terrain, it makes
by rolling 2D6,
highest result,
Therefore, when
Charge roll.
Finally, a unit
begins a Combat
(25%) or more
terrain becomes
claim a Rank
Impassable Terrain Woods
Impassable terrain is any terrain that completely blocks Woods (or forests) are one of the most commonly seen
movement. This includes rock spires, deep rivers, sheer cliffs battlefield terrain features. A wood might be classed as
and most buildings, as well as high linear obstacles such as difficult, dangerous or even impassable terrain, based upon
castle walls and fortifications. its size and density, and the feature as a whole will certainly
obscure line of
Impassable terrain
a
Woodland battle – units Boundaries:
possible
have a clearly to align
presence
removed ofand impassable
‘disordered char.ge’
Regardless of
Low
terrain & feature, High
This
partial category cover as
furrows.
the models A low
within
high.
terrain Anything feature’s
Low
Arboreal Linear Gloom : Obsta
low
with linear branches obstacles
a
such unit arboreal engaged
linear
lies between obstacle, two
Rank
wood, Bonus.a line of
uninterrupted
crossing
Defended over Low
contact with th
as normal but
defended low
High Linear
combat, high
as impassable
Hills Battlefield Decoration
Hills are tactically important positions. Not only do they offer Very small decorative elements of terrain less than 2" across
bonuses in combat to the unit that holds the high ground, they at their widest point, such as a stack of barrels or a roadside
confer bonuses to shooting , allowing an additional rank to shrine, are called ‘battlefield decorations’. Such small features
shoot. Hills in general are treated as open ground. can be added to the battlefield in the same way as terrain and
in the same quantities.
specify
Vantage that Point: a
and
objectives is able or to as
this, a unit on
compared
Due to their to smal
a
with a battle.
In
movement addition, and any
of
presence sight across of such
themselves
the positioning on
a
move unit it that aside, is en
Therefore,
However, they any
to a unit that
Combining
or models.
Whilst most te
many
Beyond will the not. Crest:
obstruct
side ; a wooden line o
uninterrupted
the players should
crossing
game starts. over In
of a hill is a steep
Special features are terrain features that represent an special feature by moving into base contact with it during the
important landmark. Some scenarios will specify that a certain Remaining Moves sub-phase of its Movement phase. Once
special feature should be set up on the battlefield. Otherwise, its movement is complete, the unit is placed within the special
players
feature. can Whilst agree
the battlefield.
• Cannot charge.
Using
• Can Special
shoot
Placing
All measurements Special
Special
feature features
are made
the battlefield.
individual
Controlling
Special features
Special
they can features only
unit
Unless can it control
is fleeing ,
it during the Rem
phase,
Benefits by of making Control:
unit
Simply certain place benefitsth
the
is in same base army.
contact
feature
then ends. last only
Proximity: This
by a unit that
controls it. If
‘contested’ and
Arcane Monolith Monument Of Glory
All across the world are areas where magical energy pools and Many nations and races of the world celebrate their grand
gathers. Over the years, many races have attempted to tap into this achievements or righteous beliefs by erecting monuments to their
mystical power source. An arcane monolith can take many forms, leaders and gods. A monument of glory can take many forms. It
from
could Elvenbe represented waystones
a group of Dwarfen
Controlling
might be a gilded
An
triumphs arcane of monolith
a Ch
on
The pag list e is 2 7endless. 2 ).
Special
Controlling Rules
AA
“ monument
Tingle in the
tingles
on pag e strangely, 2 7 2 ).
funny taste in
Special
monolith Rulesgains
An Inspirational
p
who
Locus look of upon
Power:
that
achievements seeps from
If
them the toarcane ever m
g
may
monument re-roll aof s
Casting
all units roll.
that be
Rally tests.
Victory Points:
significant
Honour Thy achievement.
controls
sense of righteous
this spe
is
monument awarded a of bonu
controlling the
enemies) special
Victory Points:
significant achievement.
within dark ruins, it charges the feature itself rather than the
The Old World is littered with dark and mysterious ruins, forgotten model(s) within it. When charged in this way a unit treats all
relics of bygone eras. A dark aura invariably surrounds such of its arcs as a front arc, meaning the enemy unit can claim
tumbled down stones, and coiling mists hang around their edges. no bonuses for a flank or rear charge. A unit that occupies
Dark
dark ruins
ruins might
is alwa
in
linear a forbidding obstacle.
Controlling
does not move.
Dark
normal ruins but, are rather
occupied
of the walls. by a
of
In anycombat, troop a type.
uni
occupies
or Fall Back them. in
Special
Break and Rules flee
removed
Dark Aura: from If
or Terror, all en
Leadership
Huddled Together: characteristic
to
template, Fear or every
Terror
dark
be underneath ruins does
immune
on page 95 to . both
However,
“Incoming !”:
occupied, the
with an AP of
structure. The
Victory Points:
significant achievement.
controls this spe
is awarded a bonu
Tower
Duck & Cover: A unit that flees whilst occupying a tower
does not move. The unit counts as fleeing and must rally as
Erected along roads and rivers, on the borders between provinces normal but, rather than run away, will seek cover in the safety
and the outskirts of towns and forests, solitary towers are a common of the walls.
sight in the Old World. They exist for many reasons; some may
be
In watchtowers,
combat, a uni
erected
Fall Back for in seclusion. Good
forgotten
and the combat forts
Controlling
removed from
A tower is a buildin
by
Huddled a unit whose
Together:
Unit
every Strength
model curre
troop
underneath type is the ‘infa
occupies
page 95 . However,
it.
of the feature,
Special
usual 4+. Rules
Ey r i e : Protected
occupies
“Incoming !”: a tower
character
occupied, model
the
unit
with withan AP the of
structure. The
When an enemy
the
Victory feature Points: itself
engaged
significant in achievement.
combat,
formation
controls this (regardless spe
to
is awarded
the close a confines bonu
those occupying
However, the
represent this,
sight across or
across or through
Warhammer Armies
Warhammer Armies
uilding and painting a collection of models for Warhammer: the Old World is a satisfying experience and, it must
be said, often a long term project. But as your collection grows, you will want to use it in games – to command your
Prior to a game, Points the Values players & must Size decide
of Game how many ‘points’ long the players want their game to last. Armies of 2,000
their armies will be worth. The higher the points value, the points will give players familiar with the rules a game that
larger the game. The points value dictates the maximum will last a couple of hours. Games with smaller armies can be
might occupy
players decide
value of each
possible without
Minimum Th
An army must
beasts’ or ‘war
The General
General is selected
The Muster
A muster list
that make up
models it contains
those models
included, be they
and so forth.
Most importantly,
points value of
ensuring that
Players should
before deployment.
More Detail:
detail in their
special rules, ev
such detail is
much time is
a game.
Army Lists
Understanding Army Composition Lists
Each faction in Warhammer: the Old World has an army list. categories, each listing the units that belong to it :
This gives profiles and rules for all of the models that make
up that faction. An army list is broken down into six parts, • Characters: The characters that lead your army, powerful
Army Lists
might up the
shun bulk the
• Special: Skilled
• Characters
battle line
• Infantry
their own
• Cavalry
R are : The
• Chariots
monsters,
• Monsters
unsurpassed
• War Machines
In addition, many
Army
both of Composition
the following
g
An a‘ rmy composition
from
• Mercenaries: your army
• Allies: Most
Army of Infamy:
army composition
a number of ways,
to the Grand
of unit or upon
a certain region.
to create more
tactical flexibility.
Percentages Number Of Units
Each category Percentages of a composition list is accompanied by a Next to the names Number of some of Units units as they appear in the various
percentage. This is the percentage of points that you either can army composition lists are numbers, and these require
or must spend on units drawn from that category. In the case some explanation.
“Betwixt the peaks, an ogre waits, with club and sack to fill
its plate. B’tween the trees, the goats walk tall with baying
maws, they ’ ll eat you all. From icy wastes, the dark ones
ride to steal you back across the tide. Hence spoil’d crypt,
twisted wrawls.
to Morr’s garden,
indicating
• Characters
may contain
• Core
type of (at model . least
• Special
In other (up cases,
• Rare
followed (up byto
• Mercenaries
army must
• Allies
of model . (up
• allied
In some contingent) rare
spend no more
a minimum than
If no such number
minimum or
type of model
Named Characters
Many armies
Warhammer
powerful leaders,
special rules. As
Mercenaries D6 R esult
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. and
the
‘Mercenaries’ not
take
Misbehaving grumbling
employer, both no
represent a this, minimum
mercenaries
• On a roll arrival of
is treated Ambushers
‘ ’ as
your own and
• On a roll If the of
unreliable. special
Mercenaries roll
mercenaries
in their
feel
gets
Leadership
the
A llied Contingents
Allied Contingent Special Rules
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.
units that
main bulk of y
• Units belonging
Inspiring Pres
Creating An
Hold your
An allied contingent
• Units belonging
g g
Presence rule
army composition
Hold your
an allied contingen
Points Limit :
• Army special
percentage of
army do not
composition list
p
• Army special
example, the m
contingent
within a 2,000
2,000 points).
results, etc.),
contingent
Number of Units:
minimum of o
to how many
Types Of Alliance Suspicious Allied Contingents
The vast majority of alliances between an army and an allied In rare cases, an alliance of necessity might be formed between
contingent are made between trusted allies. As such, most two forces that are openly hostile to one another. They might
allied contingents follow the rules already given. However, not be warring at present, but they certainly have been in the
sometimes an allied contingent may be noted as being ‘Uneasy’ past and, once the current threat is dealt with, could quickly
or even S‘ uspicious.’ In such cases, the allied contingent start warring again.
represents an
usually
An allied be contingent
on
Uneasy
In addition: Allied
Sometimes alliances
through an
the modifier
normal rules to
of a unit belonging
considered
belonging
• Units belonging
considered
the main army
vice versa.
Regimental Units & Detachments
Creating a Regimental Unit: Creating a regimental unit
Some armies of the Old World are particularly well-drilled, unit with the ‘Regimental Unit’ special rule as you normally
their units acting in support of one another with a discipline would and make a note of the detachments that accompany
that shames their more chaotic and unruly foes. It is not that unit. A regimental unit can be accompanied by up to
Regimental Units
& Detachments
uncommon
two detachments. to
detachments.
guarding
Creating the a Detachment :vu
their
choose defence a unit
the
unit enemy. as follows:
Using
• A detachment R egiments
In some
models army to
accompanied regimental
are upgrades
marked by listed
•that A can detachment be taken
‘Detachment’ command
In
A detachment
some cases,
simply
means that
means every
can
assigned be either to a reg
both,
muster however, list. A
your
one regimental
muster list
during
Detachments deployment.
from additional
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
declare
Regimental a Supporting De pl
must
A detachment be deployed
is
per held turn: in reserve
• Supporting
Regimental weapons may
Lead
leadership detachment to
its regimental
target. If the
example, if
Note – that
it cannot if the
may
• Supportinguse its own
make a Supporting
• Frenzy
• Hatred (X)
Warhammer Battles
Two armies, met byWarhammer chance or by Battles design, must now battle for sup re ma c y ! Who knows
what grim deeds have brought them to this bloody ground? Whether they fight for
Not all battles are the same – quite the narrative or simply to find the most
opposite in fact – and the rules given on the successful general within a group, is a great
following pages attempt to reflect this. This way to experience Warhammer: the Old
section is broken down into three parts, World. Campaign battles often require
A Deadly Legacy
each
more covering
preparation
of the primitive
upon the field,
games
the players, of Warhammer: but
spells of protection,
will bring it to
be
the played. effort. These
On
Pitched page 300
Battles: yo
to
into play a campaign.a game,
to complex spirals
armies
will present and selectfar
arranged hexstones,
to
rules, play. from Pitched simple
these prehistoric
balanced
map based armies campaigns
victor
quests with
and campaigns
the
in the foundations
armies battle
in ruins scattered
From
earn rewards. page 287
long-abandoned
battle scenarios.
secreted amidst
terms
Narrative of how Battles:
offers
category, different often
psimple
la.y’ Each scenarios, of t
py p
balanced
includes rules game
and
recreation easily. of a
Warhammer
simplest form
recreates history.
battles is to see
forces to a different
imagined counterpart
books of this fa
On page 302 yo
taking your narrative
This includes
objectives, as
their presence
for everyone inv
Setting Up Your Battlefield Deployment
Setting
With your up your
armies Battlefield selected and the type of game you want to All scenarios include a map showing deployment zones and
play de cide d , the next thing you will need to do is to set up a include instructions for the deployment of armies. These
suitable battlefield using the terrain in your collection. instructions Deployment might describe a unique method, but most often
Size Of Battlefield
Placing Terrain
Size
method. Of Battlefield
Some
For
portion the average
of their
battlefield measuring
normal.
Alternating However, Uni
limited
deployment by the of
battlefield
which player measuring
minimum
turns, each recommended
deploying
deployment zone,
deployed last,
different locations
described on p
also apply:
• Units that
if they contain
0) are placed
• Characters
own or as
to determine
character is
make a single
First Turn Victory Points
How to determine First Turn 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
Victory Points
Game Length
as many Victory
Game Length
achieved a crushing
Most
Victory games Points last
of rounds – where
the
Dead scenario. or Fled:
by destroying ,
strength
Conceding : of enemy If
Victory Points
• Each enemy
its starting
a number
(rounding
bonus of 100
Trophies of War:
every enemy st
page 200 . Additionally,
Scenario Objectives:
objectives to com
Points bonus,
Special Features:
of a special feature,
included, the
win a Victory
rules and/or as
Pitched Battles
Choosing A Pitched Battle Scenario
The pitched battle scenarios presented on the following pages battle scenario prior to a game. The first method is for the
are designed for armies of roughly the same size. In each players to simply discuss the matter and agree which scenario
D6 Scenario
1 The Plain of A
L’ngeu
li
3 The
both
particularly sides an wants
(Flank
scenario special
4 The
(Meeting
Historical
consulting the Rec
5 The
As mentioned
(Mountain
guidance to recreate
6 The
In addition, the
(Command
description of
outcome. Here
with suggestions
order to represent
p
present special
circumstances
to explore freely,
the general on
a different outcome?
The Plain Of L ’ anguille
– Open Battle –
The Plain of LA
’ nguile
n the summer of the Imperial year 2241, the Bretonnian king , Louen Orc-Slayer (who felt he had not yet truly earned
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
had been invaded. It was here, at the provincial capital, that warriors streamed forth to meet them.
Deployment Zone A
12"
12"
Deployment Zone B
this bold epith
larger
The battle (though quickly
finally
lasted manyface and hours.
of
across battle. a plain pil
would be no victory
The
distant armies hills. had As
before
his surviving the city warriors
As the
night sun fell climbed across
advance,
borne triumphantly whooping
was obscured as
Open Battle
In the Warhammer
bloody field of
up across a wide
commencement
to count their
This scenario
Once the battlefield has been set up, the winner of a roll-off – the Orcs by Warboss Durgath Spine Cracker and the
of this roll-off
B), as shown on
foot or may be
mounted on a
First Turn
In addition, and
Once deployment
splendour of th
first adds +1 to
Game L e ngth
early, displaying
enemy. However,
length game or
and, eventually,
Fixed Game L
is reached, as
charge on a roll
R andom Game
of rounds or unti
number to the
ends immediately.
continues for
Scenario Special
This scenario
Vi c t o r y !
Vi c t o r y !
which player
The Doom Of Odo Todmeyer III
The Doom of
he Wolf Emperor Odo Todmeyer III of Osterlund fought a long and bitter campaign against the Beasts of the Forest of
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
9"
9"
Deployment Zone B
9" 9"
recruits who jumped
Shadows.
Osterlund fought
Unbeknownst
As summer turned
Beastmen numbers
Wolf Emperor
Sadly for Odo
flank attacks as
it quickly became
The remnants
Middenheim, wh
Some battles a
offer no quarter
back, a battle
side is literally
This scenario
battle not unlike
Place terrain as described on pag e 2 6 8 . The Doom of Odo Todmeyer III took place deep within
Once the battlefield has been set up, the winner of a roll-off setting up the battlefield. The battle was fought between
the remnants
chooses which
Empire army)
of this roll-off
Grand Army
B), as shown on
mounted on a
First Turn
The Beastmen
Once deployment
Osterlund. To
the first turn.
emerged from
Game L e ngth
Therefore, at
There is no turn
the Ambushers
will last until
should be held
side concedes.
Scenario Special
Break Point:
a quarter (25%)
characters) in
rounding fractions
With each model
Strength of either
army is considered
ends as models
and so forth.
battlefield and
Vi c t o r y !
army achieves
pag e 2 8 6 .
The Battle Of Pine Crags
– Flank Attack –
n the Imperial year of 1890, famed Dwarf treasure hunter Grimi Goldgather led an expedition from the Grey Mountains
With little to guide his search but vague references to the ‘Pine As the Dawi unknowingly entered the Pine Crags, the Asrai rushed
Crags ’ , Grimi had little clue as to where his lost ancestors had made to confront them. Splitting their strength, the Wood Elves hoped
their last stand. He decided that the best way to find the Pine Crags that the main body of their force would halt the inexorable Dwarf
was to follow Grungni ’ s supposed route through the great forest advance and give time for a smaller flanking force to outmanoeuvre
towards the Wild Heaths. If this was where the famous Dwarf had the enemy, capturing them in a deadly trap.
been headed, his lost caravan must lie along this same route.
Deployment Zone A
Right Flank Left Flank
12"
18"
18"
18"
12" 18"
followers? They
hundred yards
ill-fated expedition.
Flank Attack
Sometimes a c
sending a portion
an equally cunning
This scenario
assigned a number
As these flanking
there is as equal
another as there
Place terrain as described on pag e 2 6 8 . The battle of Pine Crags took place within a rocky ravine
Once the battlefield has been set up, the winner of a roll-off terrain (be they difficult, dangerous or impassable)
as possible when
chooses which
hunters and a
B), as shown on
as Hammerers,
force and the
machines or Rune
must contain
• A flanking
surprise as it m
flanking force
down trees. To
• A flanking
automatically
include the
Once flanking
makes a note
deployed upon.
as described on
deployed . Starting
players deploy
First Turn
Once deployment
the first turn.
Game L e ngth
described on p
Scenario Special
scenario has no
Vi c t o r y !
Once the battle
which player
The Drakwald Forest Incident
– Meeting Engagement –
n spring of the Imperial year 2248, following the suspicious death of Duke Ludwig XI of the Grand Duchy of Talabec,
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.
Sigmarite Witch Hunters and missionaries bent on doing their god ’ s By way of reply, the Talabheimer troopers began forming battle lines
Deployment Zone A
6"
6"
Deployment Zone B
the chilly rel
work.
around Rumours their captain.
grew heated.
the
as units village from of Garndorf
the
In
force, response, but they Duke
patrols
Talabheimers in the area.
we
rival
was captured,
marching
During a brief
Meeting Enga
Leonard van Obelmann,
their borders. A
the
It is roads not uncommon
hereabouts,
of
unexpectedly rumoured hangings.
Columns into
armies, in which
arrival of reserve
be most uneven.
Set-up
Deployment
Once the battlefield has been set up, the winner of a roll-off
Historical Recreation
Haslav, whose
addition, the R
as shown on the
unit of Greatswords
representing M
Before deploying
unit, including
followers. The
On a roll of 1,
captain, representing
below). Once
better to represent
pag e 2 8 5 .
First Turn
Once deployment
Finally, to better
first adds +1 to
arriving as reserves
or Open Order
p
Game L e ngth
Marching Columns.
described on p
Scenario Special
R eser ves: R e s e r ve s
battle. Instead
Moves sub-phase
controlling player’s
reinforcements
Vi c t o r y !
which player
The Battle Of Gisoreux Gap
– Mountain Pass –
ate in the Imperial year of 2141, battle came to the usually peaceful Gisoreux Gap, marking the culmination of several
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
Zone A Zone B
years of gro
turned to violence,
passage. For decades,
do battle.
considering the
grudgingly endured.
the tolls.
Desfleuve imposed
into Bretonnia,
Mountain
Imperial citizens
separated by to
crossed at the
the perfect
This scenario
The battlefield
manoeuvres
Consequently,
in which
Set-up Historical Recreation
Place terrain as described on pag e 2 6 8 . The battle of Gisoreux Gap was a brutal affair fought
Once the battlefield has been set up, the winner of a roll-off should contain a high number of units of Knights. Any
units of Men-at-Arms
chooses which
to represent the
of this roll-off
position as guards
B), as shown on
Empire army,
using the alternating
of units of Veteran
First Turn
Mercenaries sp
Once deployment
Stubborn special
Game L e ngth
Bergbrech respectively.
at the end of ea
spare no efforts
one more round.
their Generals.
Scenario Special
Bottleneck : The
enclosed by high
edges count as
fleeing units or
the battlefield
Ethereal or Fly
Vi c t o r y !
n early spring of the Imperial year 2123, a large force of Goblin wolf riders was reported to be raiding fishing villages
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
Deployment
Zone A
12"
12"
Deployment
Zone B
high
completion, around risk of Reaver
untimely
lookouts
of
own
Reaver Marienburg . hands. ’ s Point
followed, whilst
percussive boom
eastern horizon,
Command
The Old World
be they watchtowers,
and more
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,
by Orc aggression.
Deployment
then, should be
Once the battlefield
chooses which
The Bretonnian
of this roll-off
Wizards will
First Turn
Once deployment
This should be
the first turn.
other discussed
first adds +1 to
abandon army
when recreating
Game L e ngth
by such rules
Before the game
will be.
length game or
Fixed Game L
is reached, as
R andom Game
of rounds or unti
fifth round, roll
number to the
ends immediately.
continues for
Scenario Special
Scenario Special
This scenario
Vi c t o r y !
which player
player that controls
wins a bonus
controlling the
Campaign Battles
Campaign Battles
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
Campaign Trees
Player A Player B
wins wins
Player A Player A
Player A Player B Player B Player B
wins wins
wins wins wins wins
Player A Player B
Campaign
player controlling
in different regions.
The
own most
dominion, simple
is
and one holdings. that uses
example
march forth below. to
determines the
Should
As victorious players
how
retreat, their regroup armies
or
strategic loss. and t
outmanoeuvre
as well as the
League Campaigns
Taking It Further
For many players, League finding Campaigns the time to devote to a long may be split into two opposing teams, or a‘liances.’ 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
the winning to for player
mere
alliance). thought In this
creating
their enemies a map,
In conjunction
In
of each
such alliance
cases,
campaign.
in each round In
each
games other played participant
is
allied keen players enough)
campaign, the
declared
As the action the winn
strengthen over
g
Scoring
lamenting their
In
enmities order to will determine
campaign
be built upon wins
battle,
future. based
Very quickly,
upo
• Victory
• Draw
• Loss
Victory Points
between two w
Narrative Battles
Narrative Battles
he Warhammer world is a dark land of heroic deeds and astonishing tales. Adventurous players can use their battles to
fight out these incredible stories for themselves, or to tell their own stories, based upon the exploits of the cunning and
bold leaders of their own armies. The following pages aim to provide some ideas and suggestions to inform the reader and
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
inspire them
Custom Scenarios
by the carrion
Some players
lined edges to
by utilising different
your army.
or by creating
assembled to
The possibilities
narrative motives
What Is A
Narrative Scenari
in Warhammer:
players to explore
unique deployment
the game or by
circumstances.
created along
fighting a battle
as to the forces
enjoyed in all
i d ib
scenario describes.
has a degree of
narrative scenarios
of armies.
mind’s eye. A
drawing both
scenario special
from another
written by the
environment
itself completes
Open Play
“ T hi nk Of Them More As Guidelines”
Open Play Another key aspect of open play is that it gives players
A term used often in conjunction with narrative battles is permission to change a rule if doing so will improve the
‘open pla,y’ but what does it mean? Open play means many experience in the moment. For example, a vital unit might
things, but in essence it refers to the philosophy wherein unexpectedly lose combat and Break, causing the game to
players
end suddenly treat the
a
of set things of constrictions and
players encountering
Armies
outcome ofOf the I
One
to instead key aspect Fall
to
game forego and, certain more
the
outcome narrative. in the
percentages and
choosing
By way of instead another
narrative.
gloom of twilight.
Taking
values
be expected altogether, to
additional -1
Of
Range course, characteristic ignoring
match-up, and
players.
Whatever This the is
is
one encouraged another well
see
to the fit. rulesHowever, before
charm
enforce of the a narrative
narrative.
special
and are rules in agreement, and
to
lead an to army some being tru
messenger sufficient
claimed as a victory
The Games Master
The Games Master An Arbiter of the Rules: For many, the
One of the best ways to introduce new re-forges the rules throughout a game to
rules or ideas and to run a narrative maintain the flow of the action. When
scenario is with the help of a Games taken in conjunction with the telling of
Books of Nagash
Necromancers, combined
and committed
short)
unusual is events
an optional
knowledge to
takes
truly memorable
a role somewhere
destroyed when
of
An the Impartial rules, who
was overthrown,
aparticular group of battle.
skirmishers
millennia since,
aby wood setting have up distu
rediscovered o
rules
an underground as needed.
knowledge to
The
wandering Role Of
monsters
armies of death.
The
the GM. role aThere Games
just one book
from
involved group in theto
power, inevitably
else entirely, as
of night.
battle might need
certain
An Unbiased direction,
can
of a becampaign, to simply
an
important. impartial In opin
that
choose arise. to helpPlayers
the
ways, GM, or to such hinder
that
should reinforcements only be
where
requires Scouts it.
deployed
The presence in secret.
extra levels to
encouraged
A Narrator to &
will
until be they fortunate do j
member
can be or giftedwho
creation of unique
be utilised by
acting as GM,
players through
Should the game
a skilled GM
to accommodate
One enjoyable aspect Forging of narrative a Narrative battles is the creation of scenarios that help tell tales
of the noble and ignoble adventures of the armies in your collection. Creating a scenario
dishonourably is a grave
transgression
Alternatively,
be forgiven –
victory conditions.
Every wrong do
Dwarfs, be it a
But what of the
the destruction
battle taking pla
unwelcome words,
aspects of any
in blood within
Grudges. Each
The table below
of vengeance,
can create a thematic
D6 R esult
1 Riverbank :
impassable
edges
the
terrain,
2 Forest
dense
determined
the
3 Mountain
of its
populated
ground
giving
4 Underground
claustrophobic
two
machines
weapons
5 Marshland:
with
Cavalry
mist
units
6 Desert
shifting
sap
sun
halt
Narrative Motives
The Narrative Motives table presents six reasons why two armies are meeting in conflict.
When creating a narrative for the battle, the motive is extremely important. When
combined with the location, you are able to say almost everything that needs to be said
about the story behind the battle. All that remains is to learn the composition of the armies
Mordheim
province of Ostermark
now maintains
quarantining
Narrative Motives
contenders to
1 Border
and
bands to venture
bloodshed ;
ruins to retrieve
On
substance allegedly
trying
y g
2 Lost
wealth await wi
new
walls of Mordheim
represented
a cache
tainted souls.
winning
battle’s
3 Nowhere
stuff
deploy
must
battlefield,
4 Access
or river,
en route
one
deployed
5 Conquer
presenting
be represe
controlled
the
6 Property
all presen
this
which
in a
feature
Linked Battles Campaign Narrative
A battle is rarely an isolated event, but instead a single and binding ties between narrative battles and campaign
linking a series of battles together, it is possible to string a few battles can very much be considered a campaign. How
when forging
narrative that
certain to arise
annals of Warhammer
The GM in a
one battle directly
campaign play
tactically challenging
updated and ke
strategies and
to wield their
It becomes possible
well, steering
the ultimate victo
redemption to
elements, it allows
The following
narrative scenarios.
for control of
against enemy
This is a simple
leaving players
monolith, or to
powerful lords?
How they do
ot all battles are carefully planned. Sometimes patrols foraging ahead of two armies will stumble upon each other,
encountering an enemy where none was expected. What starts as a bloody skirmish will quickly develop into a
full-blown battle, as additional troops from each side are drawn towards the sound of conflict.
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.
these reserves join the swirling melee with all haste. Army Selection
If playing this
This
players scenario should requir
reward
influence those the that
difficult
armies used to protect in
to
and keep third a keen scenarios.
before they themselves
However, in the
endure losses
might be considerably
have a significant
of between 2,000
withstand a degree
g
armies of the
force as an enemy
to their own,
Set-up Game L e ngth
Place terrain as described on pag e 2 6 8 . The battle will last for six rounds, until one side concedes,
Once terrain has been pl ace d , the battlefield is divided into six
Scenario
equally sized Special z
Surprise Battle :
The
unexpected loser of enemy,
a
character
during the unit first
The
this testwinner is failed , of
fashion
R e s e r ve s : until R e s e r ve s ea
there
battle. is Instead a single
Moves sub-phase
Following
controlling the player’s
a
enter single the character battlefield
g
remaining
is completely units
First
the battle. Turn R oll
Once
zones deployment
reserves
which player
The Dark Monolith
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.
Deployment
Zone A
12"
12"
Deployment
Zone B
Second Linked
unit’s Unit
- D6 models
Although this
unit’s Unit
linked battles,
• On a roll of
wounded an
Army Selection
fielded at ful
If playing this
characteristic
players must u
However, they
Destroyed Units:
casualties or was
run down by
battlefield) during
• On a roll of
scattered to
be fielded
• On a roll of
regrouped.
of models
nearest model).
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.
will rain from the sky, and in its fury walk monsters. Our
doom cometh!”
which player
Deployment
player that controls
Once
wins a the bonus battlefield
chooses
controlling which the
of this roll-off
B), as shown on
First Turn
Once deployment
Game L e ngth
side concedes.
at the end of ea
tanding victorious, one army claims the dark monolith. With little time to spare, priests and acolytes rush forward to
commence their bold plan and harness the power within the ancient stones. Meanwhile, enemy reinforcements arrive,
and battle lines are quickly drawn in an effort to halt the strange ritual.
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:
Defender’s
18"
Deployment Zone
18"
Attacker’s
Deployment Zone
Although unit’s this Unit
unit’s Unit
Army
• On a Selection
roll of
The
Destroyed winner Units: of
they
for any began reason that
have
run down now been
by
that
battlefield) suffered during c
second battle:
• On a roll of
scattered to
be fielded
• On a roll of
regrouped.
of models
nearest model).
Set-up Vi c t o r y !
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:
major victory.
Deployment
• If the defender
round three
•Once If the the defender
battlefield
zone, as shown
attacker deploys
In this scenario,
first turn.
Game L e ngth
The battle will
concedes or is
Scenario Special
scenario has no
Realms Of Magic
at the world’s poles. These gates, created by the Old Ones in an age long past, se r ve d both as doorways through which
Long ago a great cataclysm caused these gates to collapse, It was an act of great sacrifice that would restore some vestige
releasing a deluge of raw magic upon the world so great that it of order into the world. Amongst the Elves of Ulthuan,
instantly overburdened the delicate machinations of the Old powerful mages had worked long on a plan to draw the
constructing a
its power.
of mystical pathways
cracks formed
These waystones
runes – were
reality, forming
Web. By extending
heavens above.
of wild magic
warping and mu
earth accumulated
shone with a pu
was undertaken
world below to
unprecedented
daemonic servants
remained knew
heralded the co
completion of
final crushing
remaining mages
and memories.
very existence
With the completion of the great ritual, the Elven vortex As the ætheric winds continued to flow, Elven mages began
instantly began to channel raw magic back into the R ealm of to perceive peculiar currents not visible before. More unusual
Chaos. As the storm of magic that had raged unchecked for still, these new currents were shot through with vibrant
been
of Chaos. saved, These but
same
material again. world
meaningful. To
Yet
around for all them the
hope
green to wind draw bl e w ;
flowing
soldiers freely
burned,
was
endless not battlefields,
diminished
potentiality
distinct hues which w
that
As this rarely phenomenon ceased ,
y p
suddenly
they could vanishing , grasp
moments
once only of
dreamed calm.
mages had to
magical wind ,
it at will. It was
ways in which
causing fractures
these wounds,
of ætheric energy
and separated
disperses into
In the centuries that followed, the mages of Ulthuan In the long millennia since the Elves enacted their great ritual,
studied the Winds of Magic, dedicating their long lives to their race has both prospered and declined whilst other,
understanding the different winds and how each could be younger races have matured and become dominant forces
A
“l life consists of highly organised matter, governed by
Albrecht of Nuln
manipulated.
in the world. T
still
gifted existed, with the and
a
powerful mere aspect users
pure wind of
by
In the
a mage lands with of
and
Daemonologists that through
their understanding
own devising ,
crafting spells
With
practise this their study
gift
societies of mage-sight to share
–
and was militant one born pri
it
compiling came an tomes
ability
p g y
Those
and compounding that did
Daemons
Dwarfs, remembering could
through
by daemonic a rent
Wizardry, nevertheless
Whilst
craft spells the with
ability
Magic
stuff of was magic a gift
out
safely. of Their
long study skill
of the world.
Strangest of all
Seemingly ignorant
into a primordial
By and large,
perform nonsensical
Elves alone.
The Lores Of Magic
izards are a formidable force on the battlefield, able to wreak incredible destruction, weaken or strengthen other
warriors, or summon terrible The beasts Lores to fight of Magic at their side. The rules for using Wizards and casting spells in your
games have already been covered in detail in the ‘Magic’ section, found on page 106 . On the following pages, you will find
the study and use of magic, giving each a particular character Spells fall into six categories. These determine during which
reflected by the spells within it. Different Wizards have access phase of the game they can be cast. These are :
the Lores of Ma
In some cases,
enhancing their
Magic. Where
the enemy in
sapping their
Spells & Spell
Conveyance:
movement or
Wizards before
Magic Missiles:
order of your
Wizard hurls
enemy units.
Each Lore of M
and a seventh
Magical Vortex:
Wizard knows,
Wizardry, re-rolling
which spell(s)
p ()
Assailment : T
without warning .
generated spells
chosen Lore of
may do this.
Note that Wizards
so individual spells
no single Wizard
Battle Magic
n the heat of battle, mighty Wizards summon columns of fire to burn through the enemy. In the deadly swirl of melee
Magic is one of the most widely practised magical arts, for here battle is the one constant in life.
terrible power.
(which, given
Type: Assailment
and it is here t
Casting Value:
R ange : Combat
Practitioners
Effect: A single
combat with su
often in high d
of -2.
undone by devastating
mist obscuring
whichever of
little concern
ensuring swift
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.
R ange : 24"
each with an A
special rule.
2. Curse Of
causing missiles
Type: Hex
Casting Value:
R ange : 21"
Effect: Until
target enemy
3. Pillar Of
become a towering
towards the enemy.
Type: Magical
Casting Value:
R ange : 12"
Effect: Remains
so that its central
template moves
during every St
D3+3 Strength
have the Flaming
Daemonology
Daemonology
hose that make study of the R ealm 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
Casting Value:
R ange : 18"
their will.
each with an A
In truth, denizens
rarely, fearful
this superstitious
Through rituals
secretive covens,
powerful of Daemons,
even weapons
subservient to
Daemonologists
believed they
wealth of arcane
enlightened seekers
Th
They are mere
are no champions
1. Steed Of Shadows 4. Daemonic Vessel
Coal-black daemonic steeds materialise from the air, bearing At the Daemonologist’s bidding , otherworldly entities rush
warriors aloft on wings of shadow. forth to take possession of their allies, filling their bodies with
unnatural ferocity.
Type: Conveyance
Casting Value:
R ange : 15"
of Turn sub-phase.
2. Gathering
At the Daemonologist’s
the foe, their whispered
Type: Hex
Casting Value:
R ange : 12"
Effect: Until
target enemy
characteristic
Leadership characteristic
may target an
3. Daemonic
The Daemonologist’s
Casting Value:
R ange : Combat
Effect: A single
permitted (Ward
permitted (Ward
as normal).
Dark Magic
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
the Old Ones came into contact with its influence for the
Casting Value:
R ange : 24"
to grow blackened
Effect: Place
hole is directly
Amongst the
template risks
could be mastered
suffering a single
corrupted by
to master it –
Today, Dark Mag
touch of Chaos
feel compelled
careless abandon,
stuff of chaos,
eternal servitude.
1. Word Of Pain 4. Phantasmagoria
The Dark Mage chants incomprehensible syllables, each more Dark visions beset the enemy ranks, driving warriors into blind
Casting Value:
R ange : 18"
Effect: Until
target enemy
Toughness characteristics
may target an
2. Stream
Type: Assailment
Casting Value:
R ange : Combat
Effect: Place
touches the caster’s
(as described
hit with an AP
3. Infernal
of Chaos.
Type: Conveyance
Casting Value:
R ange : 12"
friendly character
remove it from
within 12" of
enemy models.
ll across the Old World there dwell Wizards able to bend the Winds of Magic to their will to such an extent that they
can harness the power of the elements themselves to do their bidding . Such mages summon gale force winds and
torrential rains from the heavens, raise earthen ramparts, and even call forth elemental spirits to do their bidding .
Elementalism
from the uneducated masses, for the powers they wield can
the ætheric netherworld. But for all the suspicion that haunts
foes, causing strong winds and icy rains to batter against them.
Type: Hex
farming community
Casting Value
to end a period
R ange : 12"
Effect: Until
harvest. Many
target enemy
and Initiative
their charms c
restless ocean.
on the target u
mundane façade.
manipulates the
glows within i
wonder. Other
powers to a different,
knowledge of
blessing , able
foes crumbles
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.
R ange : Combat
Effect: A single
As the Elementalist
Casting Value:
R ange : 21"
Effect: Until
3. Summon
The Elementalist
wind, water or
Type: Magical
Casting Value:
R ange : 15"
Effect: Remains
which no line
D6" in a random
High Magic
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 t hi ng , there to be manipulated by those with the talent and the le arni ng . With long decades
of study, a mage can manipulate pure magic to perform almost any deed imaginable, but the work is exhausting and the
their powers.
of Magic.
rituals complex.
Type: Hex
Casting Value:
Students of High
R ange : Self
becoming intimately
Effect: Remains
potential over
Wizards that
the mage edges
attempting to
eventually, becomes
value by 2.
crafting High
together, seeking
spells of such
dumb to witness.
High Magic.
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.
R ange : Self
Effect: Until
Move special
2. Fiery Convocat
Casting Value:
R ange : 18"
Effect: Place
hole is directly
Once pl ace d ,
model whose
position risks
suffering a Strength
centre of which
Type: Magical
Casting Value:
R ange : 12"
Effect: Remains
open ground a
dangerous terrain.
Illusion
he art of Illusion is a strange Lore of Magic. Where most Wizards wield their arcane might to change the world around
them in direct fashion, Illusionists prefer to change the world in subtle ways, hiding their power to control minds and
emotions behind the façade of stagecraft and trickery. For an Illusionist, it is the glamour and splendour of the casting
Illusion
Type: Enchantment
itself, the use
those around
Casting Value:
that, no matter
Effect: Until
thrives upon de
on any of the
of Magic in subtle
by these means
around them,
react to realities
Illusionist can
the Winds of
into a world that
1. Mind R azor 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
Casting Value:
R ange : 15"
Leadership test.
2. Shimmering
An incorporeal
Casting Value:
R ange : 12"
moved during
3. Column
The Illusionist
Type: Magical
Casting Value:
R ange : 9"
g
Effect: Remains
the template d
Necromancy
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 –
often, melding them with the green wind of life and the
(Signature Spell)
hands that reach to grasp at the foe and pull them into
Necromancy
the underworld.
Necromancers
channelling the
Type: Assailment
Casting Value:
R ange : Combat
Effect: Place
the blackest of
hole is directly
foul warpstone
engaged in combat
underneath the
described on p
with an AP of
For every Necromancer
communing with
certain to be an
disturbing the
means magical
untrusted and
Necromancer
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.
Type: Hex
Type: Enchantment
Casting Value:
R ange : Self
Effect: Until
enemy attack.
affected models
special rule.
2. Unquiet
creeping beneath
Type: Magic
Casting Value:
R ange : 15"
with no armour
The Necromancer
Casting Value:
R ange : 12"
Effect: Remains
l h l
play, the template
terrain. Whilst
suffer a -1 modifier
a minimum of
Presence special
Waaagh! Magic
hen Orc and Goblin tribes march to war (as they are given to do with alarming regularity), they are accompanied by
to Gork and Mork, the primitive gods of their kind, and each can wield such arcane might that even the most learned of
(Signature Spell)
a great green fist materialises from the air and wallops the foe!
Elven mages
into battle, the
Type: Assailment
to drown entire
Casting Value:
R ange : Combat
Effect: Place
An Orc or Goblin
hole is directly
Mork) can focus
engaged in combat
(such as it is),
scatter D3"+1.
underneath the
described on p
with an AP of
appendages from
Yet with great
Waaagh! and
to become somewhat
spasmodic d anci ng ,
Of course, for
bonus – after
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! A
ev’ at it Boyz!
R ange : 21"
unit engaged i
2. Hand Of
Type: Conveyance
Casting Value:
R ange : 18"
immediately re
the battlefield
original location,
However, if a
and loses a single
3. Bad Moon
The Shaman summon
Trembling under
their weapons!
Type: Hex
Casting Value:
R ange : 15"
Effect: Until
suffers a -D3 m
characteristics
Magic Items
Magic Items
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
The pages that follow detail ‘common’ magic items. These armour, talismans, magic standards, enchanted items and
represent magic items of similar types that are crafted and arcane items.
used by all the races of the world and that share common
design, purpose
common magic
a warrior.
In addition, each
Magic Armour :
items unique
Talismans: Talismans,
popular ideas
of magical protection.
that accompany
specific items.
Magic Standards:
regiment, a fine
Purchasing
head of a mighty
If a model can
quite magical.
points can be
Enchanted Items:
only characters
design or of a
champions or
magic items as
Arcane Items:
points added
enhance their
muster list.
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.
with cannon.”
can
The be magic included items
purchase
name that one describes
There
important are, of
thing
These
that the are rules magic
considered
any army – to something
but an appearance
Named Characters:
the
For Warhammer
example,
finest
make sense
equipment. for
items
but when from wielded a si
items
but when from wielded a si
Note
an Orc that Warboss named
that
Extremely a suitable Common
are
opponent more common
can
a Wizard’s conjuration;
of protection.
Any magic item
be extremely
many duplicates
or even how many
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
R S AP Special Rules
Slaying Sword
A wide bladed axe, steeped in the blood of its countless helpless victims.
R S AP Special Rules
perhaps a little
• A magic weapon
how many of
mundane,
are attributed
• A character
properties. Whilst
For example,
certainly forged
great weapon
of magic, such
• If a character
weapons of the
will use when
the enchanted,
sub-phase
weapons of the
round of a
are blessed by
• If a character
enchanted by
will use when
their creation,
be especially long
A broad and heavy
the hands of a
Others seem to
Ogre Blade
their wondrous
through their
taking on the
Sword Of Battle
temperament
A simple weapon,
Duellist’s Blades
Fine weapons,
Duellist’s Blades
Dragon Slaying
A mighty blade,
Spelleater Axe ................................................................................................. 35 points
Forged of rune-encrusted brass, the Spelleater Axe is anathema to the Winds of Magic.
R S AP Special Rules
R S AP Special Rules
Quenched in the blood of untold fallen enemies, the Berserker Blade eternally hungers for battle. most prized magical artefacts
R S AP Special Rules
Giant Blade
Sword Of Might*
the dawn of the
Bound
Dwarf around
Runesmith
magical swords
Sword
twelve of
chieftains. Might
Giant Blade
masterpiece, req
Biting Blade
skill and ancient
The
of runecraft serrated length
to
Sword Of Swiftnes
Runefangs are
of unsurpassed
Sword Of Striking
are amongst the
Engraved
most treasured with
great
surviving precision. in the
Sword
power and of Striking authority
Notes
Empire’s : During rulers.
rolls To Hit.
Burning Blade*
Once unsheathed,
Burning Blade
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.
a magical equivalent. A model can only wear a single suit The Spellshield is a shield. In addition, its bearer has a 5+
Magic Armour Ward save against any wounds suffered that were caused by a
of armour and
Magic Missile,
Armour Of
equipped with.
Magic armour
equivalent (if
The Armour
Armour Of
Enchanted
most grievous of
g f
A finely crafted
The Armour
The Enchanted
6+ Ward save
Bedazzling
a non-magical
A gleaming helm
Charmed Shield*
A simple shield
May be worn
good fortune. In
Bedazzling Helm
survives intact
maximum of
its attacks against
The Charmed
a -1 modifier
Charmed Shield
wound. Once
Armour Of
Shield is considered
Polished to a mirror
wearer from head
The Armour
wearer an armour
any way.
Glittering Scale
of precious metal.
The Glittering
Shield Of The
A heavy shield
deadly of missiles.
The Shield of
bearer has a 5+
the Shooting p
Talismans Magic Standards
Talismans are tokens of magical protection, worn by warriors Some units have the option to purchase magic standards.
to protect them from harm both physical and magical. To do so, the unit must include a standard bearer. The only
Banner
shattered Of
armour I
No regiment that
The
ever fledbearer from of t
roll of a natural
A unit carrying
Talisman
special rule. Of
A powerful magical
R az or
protecting Standard its wearer
The
radiates Talisman outwards
against any wounds
A unit carrying
Paymaster’s
(2) special rule.
R ampaging
owner’
s pocket
As a matter of
Single
Banner use. are always
The
failed rolls To
When a unit c
Obsidian
charge, it may Lodestone*
An air of chill h
The
its presence. Blazing
An eternal flame
A
beneath model the may Blazing
A model that
Resistance
A unit carrying (-1),
(-2),
special and rule. a model
Luckstone*
War Banner
Can
A proud luck banner
be trapped
result point.
Enchanted Items
Potion Of Strength* ........................................... 25 points
The enchanted items category includes all manner of together with a touch of magic.
Enchanted Items Single use. During the Command sub-phase of their turn, the
bearer of a Potion
wonderful artefacts
another category.
characteristic
prized magical
Potion Of Toughn
Distilled by magical
per Command
Wizarding
Single use. During
bearer of a Potion
haunted by their
characteristic
The wearer is
generated spell
Potion Of Speed*
However, the
A powerful potion
subject to the
Single use. During
Flying Carpet
the bearer of a
characteristic
Models whose
Potion Of Foolha
infantry’ only.
A magical brew
actually just be
join a unit.
Healing Potion*
bearer of a Potion
Purveyors of magical
end of that turn,
special rule.
the bearer of a
immediately re
Ruby Ring
Uttering a simple
flaming ball of
The wielder of
spell from the
as a Bound spell,
Arcane Items
Power Scroll* ....................................................... 20 points
Arcane Arcane items Items are items that enhance a Wizard’s magical spell’s power.
Arcane Items. Single use. A Wizard may use this scroll when attempting to
cast a spell. If
Feedback
Casting roll Scroll
and
Dispel Scroll*
Single
The Wizard use. The reads
Wizardly
enchanted dispel
scroll.
casting
Single use. Wizard A W
Wizardly dispel.
Scroll
the Dispel Of roll Transmogrif
For
double a Wizard, 1 is rolled
upon
outclassed turning in a
Arcane
Single use. Familiar The
Wizardly
Many Wizards dispel
spell
arcane has knowledge. been
lower
their master. than the
The owner of
Whilst
Lores of transmogrified,
Magic,
any
the spells
spells, the cannot
mundane)
separately. and
Duplicate
Wounds)
Wizard may to 1. dis
may
replacing roll a it D6 with
On a roll of 4+,
Earthing
love of water). Rod
Wand Of Jet
W and
overloads Of safely Jet
easily
Single broken. use. Should
Earthing R od
The bearer of
Wand of Jet is
negate a roll of
Lore Familiar
By creating a magica
forgotten details
The owner of
their spells. Instead,
Quick Reference
Turn Summary
Miscast Table
2D6 R esult
Each player’s turn is split into four phases: 2-4 Dimensional Cas c ade : The summoned magic
1. The Strategy Phase blast template over the Wizard. Every model (friend
2. The Movement Phase or foe) whose base lies underneath the template risks
Casting A Spell
To cast a spell, roll 2D6 and add the casting Wizard’s level :
• If a natural single
5-6
casting Calamitous
value
• If a natural from
Dispell i ng being A
them
• If the Strength
result
8-9
spell is Barelyd isp e l l e d .
• If a natural control
• If a natural of dispel
Wizardly calm
d ispel :
invocation.
• Level 1 more and
• Level 3 and
Fated Dispel:
There is no range
Strategy Phase
Movement Phase
1. Declare Charges
be resolved or
2. Command
• A charging
unit it wishes
or fleeing ca
3. Conjuration
Wizards controlled
Charge Reactions:
or Hex spells.
several charge
4. R ally Fleeing
Hold: The unit
fail continue to
charging unit.
charging unit’s
cannot be de cl are d .
Flee : The unit
away from
• After pivoting
• If a unit is
that a unit
a phase).
2. Charge Moves ( page 121 ) 4. R e maining Moves ( page 122 )
To complete a charge: Any remaining units may move during this sub-phase.
lowest, this is the Charge roll. Add the Charge roll to the unit’s Marching : A marching unit can move up to double its
Movement characteristic
other
Move manoeuvres.
Charging
reach
an enemy the target
unit,
pag e 1 2 6 .
Manoeuvres:
of
Failed the following
Charges:
the
more target than unit, double
target a distance
• Wheel: The
• Turn: All
• If
180° the to charging face
it
uses wheels a quarter to
• charging
Move Backwards: unit
to
characteristic reform.
• If
Move the charging
Sideways:
unit,
characteristic it moves
• Redress the
3. Compulsory
characteristic
• R eform : The
to pivot about
rearrange
different formati
Shooting Phase 4. Remove Casualties
The Shooting phase is broken down into several sub-phases Remove Casualties: Unsaved wounds are applied to the unit,
and is followed in full for each shooting unit, one at a time : each causing a model to lose one Wound. When a model has
D6 R esult
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+ - -
htgnertS
s’nopaeW
1. Choose Unit
4 2-4 2+ Malfunction: 2+
A unit is selected
in
inconveniencing the
5 2+ 2+
beginning of the
but
war
2. R ol l To Hit
described on p
crew
time.
6 2+ 2+
To determine
one
model
chart based on
Misfire 7 2+ Tables 2+
Misfire 7 2+ Tables 2+
cannot
before
If a ‘Misfire’ is
5-6 Twang:
Pffft:
8 2+ 2+
Ballistic Skill
machine, you
minor
is not
D6 roll To Hit
Misfire tables:
9 2+ 2+
elbow
rather
model
One or more
10 2+ 2+
roll(s) To Hit:
• Moving and
• Firing at Long
• Standing and
• Target Behind
• Target Behind
3. R ol l To Wound
R oll To Wound:
referencing the
on the below
Armour & Ward
make an Armour
Combat Phase
1.3. R oll To Wound & Make Armour Saves: For each
The Combat phase is broken up into several sub-phases. described for Shooting attacks.
1. Choose & Fight Combat ( page 145 ) 1.4. Remove Casualties: Casualties are removed from the
To Hit Chart
1 2 3 4 5 6 7 8 9 10
1 4+ 4+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+
2 3+ 4+ 4+ 4+ 5+ 5+ 5+ 5+ 5+ 5+
3 2+ 3+ 4+ 4+ 4+ 4+ 5+ 5+ 5+ 5+
llikS
nopaeW
s’ r e k c a t t A
rear rank of the
This sub-phase
4 2+ 3+
A model cannot
1.1. Choose Comb
5 2+ 2+
forward, as described
6 2+ 2+
1.2. R oll To Hit.
7 2+ 2+
7 2+ 2+
8 2+ 2+
1.4. Remove
9 2+ 2+
active player ch
p y
Each combat
in a charging u
remainder of
• Charging
• Charging
Initiative per
Each model in
that are not in
their profile.
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
Restrain
Unsaved &
wounds R eform :
makes a Restraint
Rank Bonus
reform. Otherwise,
Battle Standard
Flank attack
Follow Up: If
Rear attack
move forwards
High ground
Other bonuses
Pursuit: If the
3.
winning Break unit(s) Test
Each unit belonging
O verrun : If a
by rolling 2D6
making a pursuit
and the loser’s
Compare the
• If the result
Leadership,
• If the result
unit’s Leadership,
unit’s Leadership,
• If the modified
Leadership,
Gives Ground.
Index
INDEX
Certain entries are marked in BOLD, highlighting those sections players search for most often in the midst of battle,
A
Miscasts .................................................... 109 Multiple Units in Combat ................ 147
Perfect Invocations .............................. 109 Rank Bonus ......................... 101, 151, 153
Active Player, the .................................... 115 Caval r y Support ...................................... 192 Simultaneous Combat ........................ 146
Allied Contingents ....................... 280-281 Champion(s) .............................................. 199 Stepping Forward ................................. 146
Special Rules ........................................... 280 Character(s) .............................. 202- 211 Supporting Attacks .............................. 145
Types of Alliance .................................. 281 Cavalry Mounts .................................... 204 Terrain & Combat ............................... 159
Ambushers Who
Chariot Strikes Mounts ................................
Arboreal
Combat Ridden R e sMonsters
uGloom
lt
Arcane Characters
Loser Breaks
Items &
Armour Lone
Combat Characters Result
Challenges
Loser
No Armour Gives &
Fighting
Loser
Shield is.........................................................
Surrounded a Challenge
Armour Issuing
Modifiers Bane
a Challenge
.................................
Armoured Overrun
Overkill .....................................................
....................................................
Hide
Armour Refusing
Pursuit .......................................................
Piercing a Challe
CompulsoryRetiring
Armour Save(s) ..................................................... M
Tol e e !
F
Maximum the ......................................... Death! Ar
Army
Charge(ing) Random Lists Movement
Counter Accidental
Allied Contingents
Charge Co
Cover Aligning
Detachments .................................................. to
Cumbersome Grand
Charging Army Through
g g y g
Charge
Mercenaries Move
D
Determine
Percentage(s) Ch
Disordered
Regimental
Failed
Theme
Daemonology Charge Army
A
Dark Flank Tingle Magic & in Rear the ..
Attacks
DeploymentMaximum (A) ...................
Ch
Multiple
Alternating Charge
B
Multiple
Reserves ....................................................
Charging
Ballistic Resolving
Regimental Skill Uncertainties
Running
Regimental
Higher than Down
Unable
Regimental
Modifiers to ...............................
Align
Charge
Battle Supporting Magic R e a c ti on
Dice
Beyond Flee .................................................................
.............................................................
the Crest
Bombardment
Disp e l Hold ...........................................................
Bound Multiple
Dispel Spells and Charging Perf
Break Stand
Dispelling test & ....................................................
Shoot Remains
Chariot
Breath Dispel Weapon Roll
Runners ..........
C
Close Wizardly Order Dispel ...................
Clumsy
Disrupted ......................................................... Units
Dragged
Cannon
Combat Fire
Along
Phase ...........
Drilled
Casting Combat ..........................................................
Spells Phase
Duck Combat
Bound & Cover
Spells Result
Fallen
Casting Warriors Roll
Fighting
Choosing Rank a
How
Magic Many Resistance
E
Inactive Player, the ................................. 115 Manoeuvres ................................... 124-125
El e me ntal ism ............................ 326-327 Index .................................................................. 3 Movement Phase Sequence .............. 118
Ethereal ....................................................... 167 Indirect Fire ............................................... 225 Remaining Moves ................................ 122
Enchanted Items .............................. 342 Initiative (I) ................................................. 96 Movement (M) .......................................... 96
Evade
In
Move
si g n i f i c a nt ...........................................................
or Shoot
Evasive
Iron
Move Shod through ......................................................... W h e e l s
Extra
Multi-barrelled Attacks
K
Multiple Shots
F
Multiple Units
L
Failed
Multiple Charge Wounds
Fa l l
Musician(s) Back in .....................
Good
Fast
Large C av a l r y Target ..........
N
Fear
Leadership ............................................................... (Ld)
Feigned
Leadership Fl ig ht Test(s)
g p g ()
Fight
L evi e s
Necromancy in ..........................................................
Extra
Needs
Fire
Line & of More
Fl e e Sight .........................................N
Firing
L
Noo cus One ofPlatform Cares
Power
First
Loner Charge ............................................................ ..........
O
Flaming
Lumbering Attacks ...........................................
Flammable ...............................
M
Flee(ing)
O ddball Stuff
Compulsory
Combat .....................................................
Magical Direction
Movement Attacks of ..........
Magic Fleeing
Shooting A rmo ur from ...................................................
Magic
Open Fleeing OrderR e si stan c e through .........
Magic Fleeing Standards through
P
Magic Fleeing Weapons through
ManoeuvresFlee Move, t
Fly
Panic Ends (X) Test(s) of..........................................................
the
Forming Move
Common Backwards Units Causes
Pitched Disrupted
Move Sideways
Battle Units
Frenzy Redress
Break ..........................................................
Point the
Furious Reform
Command Charge ...................................................... &
Turn
Flank ...........................................................
Attack
G
Wheel
Meeting ........................................................
Engagement
Marching
Pivot(ing) ....................................................
Column
H
Mercenaries
Poisoned Attacks .........
Proximity
Hatred
Mis c ast (X) Table ...................................................
..............................
Psychology
Hig h
Misfire Magic Tables of ..
Horde
Pursuit Black ...........................................................
Powder
................................................
Howdah Stone
Catching Thrower .......................................................
a Fle
Hud d l e d
Monster Pursuit H
into
Together
a n d l e rs.
I
Motley Pursuit Crew off the
Move & Shoot
Q
Ignores
Movement Cover Phase
Immune
Quick Charge Reference Reactions
to Psycholog
Impact
Quick Compulsory Shot Hits ..............................
(X)
R ally (Test) ....................................... 117 Stomp Attacks (X) ................................. 177 Vanguard .................................................... 180
Insurmountable Losses ....................... 117 Strategy Phase .................................. 116 Vantage Point ............................................ 271
R allying Cry .............................................. 175 Strength S() .................................................. 96 Veteran ........................................................ 180
SRtand
Vi rcitkoeom
ry First Attacks
Points ...............................
SRtand
r i k eom Dead L ast or Movement
Fled ........................................
Stubborn
Rank King is
Bonus Dead,..................................................... ..
Stupidity Maximum
Trophies ......................................................
of Ra
Rapid
Sw i f tstr i d e Special Fire Features ...................................................
........................................
Regeneration
Volley Fire ...........................................
T
R e g i m e nt a l Unit
W
Removing Casualties
Terrain
Waaagh! Single Rank (Categories)Magic
Warband Single
Battlefield Wound ..................................................... Decoratio
R equires
W ar Combining Ma c h i n e s Two
q g
R eser ve Dangerous
Bolt Thrower Move Ter
Difficult
Cannon ............................................
Terrain
S
High
Fire Throwers Linear
Hills
Great ............................................................
Cannon
Scatter Impassable
Mortars ................................................................................................................ T
Scouts Low
Organ Linear
...........................................................
Guns
Scythed Open
Repeater Ground W h e e l s Bolt
Shieldwal l Stone
Placing Thrower Terrain ...................................................
Warp-spawned
Shooting Size ............................................................. Phase
Weapon How
Woods Many .......................................................
of War
Terror
Weapons Shooting ........................................................... Phase
Through We
Black Can’t Powder & AllThrough
Size
Thunderstomp
Bows of Battlefield
..........................................................
S kimr m im-
Ti sh be rs
e rCombat
rr! Weapons ..................
Special
To Crossbows Hit Features
roll(s) .....................
Arcane
Combat
Spears ........................................................
Monolith
.....................................................
Dark
Shooting
Thrown Ruins Weapons
...................................................
Toughness
Weapon Monument Skill (T)
W
Toer’e Occupancy Wound Not Paid roll(s)
Wi z a rd s Placement
Combat ..........................................................................
Proximity
Shooting
Casting Spells ...................................................
...............................
Troop Tower
Levels Type ........................................................
of Wizardry
Special Cavalry
Miscast Rules .............................................
.....................................................
Cumulative
Chariots
Perfect Invocation ...........................................
Universal
Infantry
Spell Generation ...........................................
Special
Rule
Monsters
Wizards Priority & ..........................................
A
Woodland Troop
W ar Machines Special Bound aries
Spell
Wounds Categories (W)
U
Assailment .........
Conveyance
Unbreakable Enchantment
Undisciplined
Hex ...................................................
Split
Unstable Profile ...................................................... (Cavalry