Changes notes below. Highlighted text indidicates an inline change to existing text.
Re-roll: Removed the following from the last paragraph: "If these abilities are not equal in power however, you may re-roll the re-roll once in order for both abilities to have an effect."
Templates: Add fourth template: "A straight line (length varies depending on the rule, the line itself can only ever cover one model in width)"
Also add final paragraph: "If a model is hit by multiple templates at the same time, resolve each template one at a time in an order chosen by the controlling player."
Leadership Tests: Remove references to "or Psychology" tests. Add "or to perform certain manoeuvres." to first paragraph. Last paragraph becomes new section "Unmodified Leadership"
Unmodified Leadership: New subhead for this last paragraph from "Leadership Tests"
Psychology Tests: New Section: "Psychology tests are a form of Leadership that applies in certain situations throughout the game, most commonly when testing for Panic. Psychology tests are governed by certain restrictions which do not apply to Leadership tests, and some models can be immune to needing to take certain Psychology tests."
Forming Units: Update first sentence of third paragraph: "A unit may not have more complete ranks than they have files, e.g. if the unit is 5 models wide, it may at most have complete 5 ranks."
Line of Sight: Added the following to the end of the section:
"For more information about the different Line of Sight values, see the Troop Types chapter for models, and Battlefield Terrain chapter for terrain.
Example: A model with Line of Sight value 2 can see and be seen behind a model with Line of Sight value 1, but cannot see or be seen behind a model with Line of Sight Value 3."
The Most Important Rule: Expands and replaces the old "Uncovered Situations" rule.
Characteristics of Zero: Added, "If any model has a Movement value of 0, it cannot move at all for any reason, unless it has some special rule that allows it to move another way."
The Movement Phase Sequence: Remove the last paragraph under the Movement Summary.
Redirecting the Charge: Added new sentence to the first paragraph, requiring a Leadership test for redirecting: "If the target unit declares a Flee reaction, or gets destroyed for any reason, the charging unit now has a choice: it can either attempt to complete the charge against the now-fleeing (or destroyed) unit, or try to redirect its charge by making a Leadership test. If the test is failed, the charging unit must attempt to complete the charge against its original target. If the test is passed, however, the charging unit can declare a fresh charge against another viable target (the charged unit may declare a charge reaction as normal). If this second unit also flees, you can instead choose to charge the original fleeing unit. If there are no other suitable targets to charge, a charging unit cannot redirect. Each unit can only make one redirect per turn."
Flank and Rear Charges: Add new paragraph: "In case the charged unit's position were to change as a result of a charge reaction, check to see which arc the charging unit is in before moving the unit accordingly."
Direct Damage: Change the last sentence of the last paragraph: "When targeting a unit with a small or large round template, the hole in the centre must be placed over an enemy model, but only the hole of the template must be within range."
Magical Vortexes: Added to third bullet: "They may not be used in such a way that they affect any friendly models or models engaged in close combat when initially cast."
Miscast Table: Change first sentence of Lost Concentration description: "The opposing player may immediately cast any one of their own spells of the same casting value rating or less."
Next Spell: Added to first sentence of last paragraph: "Remember that, unless specified otherwise, each Wizard can only attempt to cast each spell only once per turn."
Firing at Short Range: REMOVED
Ward Saves: Added to end of first paragraph: "For example, a model that has a two 6+ Ward saves and a 5+ Ward save will be limited to a 4+ Ward save, though you may choose which Ward saves are used in any given situation.
Note that does not stop single Ward saves from being used, such as a model having a listed 2+ or 3+ Ward save; the above limitation only applies to combining Ward saves."
And added the following paragraph at the end: "Some models may be allowed to re-roll a Ward save from a specific source. In that case, the re-roll will only apply to that specific Ward save, and not the model's total Ward save."
The Close Combat Sequence: Summary added.
Taking a Break Test: Add the following two paragraphs to the end of the section:"Note that in case the penalty to the losing unit's Leadership is equal to or greater than their modified Leadership value, no test is taken and the unit will automatically break and flee from combat.
Example: a unit must take a Break test with a -5 penalty to their Leadership, because the difference between the scores was 5. The unit has Leadership value (5) but with the extra -5 penalty their Leadership is reduced to 0 for this test, therefore the unit will automatically break and flee without taking a Break test."
Move Pursuers: Update last paragraph: "Note that pursuers make this move even if the fleeing unit was caught or otherwise destroyed for any reason, as described earlier – the 'pursuit' move in this case represents them surging forward to cut down any stragglers."
Direction of Flight (Multiple Combats): Corrected caption: "The red unit turns to face directly away from the enemy unit with the largest unit strength, and flee. As the unit has fled through an enemy unit with Unit Strength 10 it suffers 10 Wounds with no saves, so the red unit would get destroyed as a result."
Special Rules: Updated second (moved up from last) and third paragraphs:"Most of the more commonly used special rules in Warhammer are listed here, but many troop types have their own unique abilities laid out in their Warhammer Armies book. Certain special rules partly consist of other special rules, all mentioned in the following pages.
Unless otherwise noted, the effects of different special rules are cumulative. However, unless otherwise stated, a model gains no additional benefit from having the same special rule multiple times. This also applies to unique special rules in the various Warhammer Armies books that might contain special rules that are normally cumulative."
Ambushers: Added to last paragraph: "In addition, for every Core unit that deploys as Ambushers in your army, you are required to include at least one other Core Unit that is not Expendable (described later in this chapter) and that does not deploy using the Ambushers rule (for more information, see the Choosing Your Army chapter)."
Ethereal: Change last paragraph: "Models with this special rule have both the Magical Attacks and Unstable special rules. Ethereal models have a 2+ Ward Save against mundane attacks. However, they only have a 5+ Ward save against magical attacks. Ethereal creatures block line of sight normally and cannot see through anything that would block the line of sight of normal units. Characters that are not themselves Ethereal are not permitted to join units that are (even if they become temporarily Ethereal for some reason)."
Expendable: Add sentence to end of first paragraph: "Likewise, an Expendable character may not join a unit that is not Expendable."
Fast Cavalry: First sentence of Feigned Flight, "A unit of Fast Cavalry that chooses Flee or Fire & Flee as a charge reaction does not cause Panic from fleeing through friendly units and may re-roll failed rally tests in its next Compulsory Movement Phase (unless it is forced to Flee again from another source)."
Updated Armour Saves section: "Units containing one or more models with an unmodified close combat armour save better than 4+ cannot use the Fast Cavalry special rule."
Fear: Minor clarifications, last paragraph: "If the majority of the models in a unit cause Fear, they also gain the Immunity (Fear) special rule (described later), and thus the Combat Resolution bonus of their Fear-causing enemies is ignored for that unit."
Flaming Attacks: Removed "Shooting" as a qualifier for Flaming Attacks. Changed last paragraph: "Unless otherwise stated, a model with this special rule has both Flaming shooting and close combat attacks (though any spells cast by the model or special attacks are unaffected)."
Fly (*): Updated first paragraph: "Because of their loose fighting style, flying models follow the rules for Skirmishers (explained later in this chapter). However, they cannot use Feigned Flight (already described in Fast Cavalry), and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use the Vanguard special rule (explained later in this chapter)."
Frenzy: Replace third paragraph under Berserk Rage with: "A unit that includes one or more Frenzied models that attempts to restrain pursuit if it beats a foe in close combat suffer a Leadership modifier equal to the result they won the combat against that unit by. For example, if the Frenzied unit won the combat by 3 and the enemy unit flees, the Frenzied unit suffers -3 to its Leadership if it attempts to restrain from pursuing."
Ice Attacks: Clarify last paragraph, "Unless otherwise stated, a model with this special rule has Ice Attacks for both shooting and close combat, (though any spells cast by the model or special attacks are unaffected)."
Immunity (*): Remove last two sentences from last paragraph that restricted Immunity (Psychology) models from being able to choose Flee! as a charge reaction.
Killing Blow: Updated second paragraph: "Killing Blow is only effective against Infantry, Cavalry and War beasts. Against other troop types, a successful Killing Blow only inflicts one Wound which Ignores Armour saves and Regeneration."
Lightning Attacks: Clarify last paragraph, "Unless otherwise stated, a model with this special rule has both Lightning shooting and close combat attacks (though any spells cast by the model are unaffected)."
Mixed Unit: Updated first and second paragraphs, "A Mixed Unit most often consist of two different Troop Types, with one or more handlers that drive the rest of the unit forward. The handler(s) must be deployed in the rear rank(s) of the unit, as centrally as possible. Mixed Units cannot be joined by characters, unless specified.
If a Mixed unit is required to take a characteristic test, this is done using the characteristics of the unit itself, not the handlers. The only exception is Leadership tests, which are taken using the unit’s highest Leadership value. When the models in a unit with the Mixed Unit special rule have different Movement allowances, the handlers Movement value is ignored, unless they are the only models remaining. Any special rules that the unit might have do not apply to the Handlers unless specified. Note that if the unit is Expendable, this also applies to the Handlers."
Multiple Wounds (*): Add sentence to first paragraph, "If a model is granted two sets of Multiple Wounds (like D3 and D6), use only the highest set before rolling."
Poisoned Attacks: Clarify last paragraph, "Unless otherwise stated, a model with this special rule has both Poisoned shooting and close combat attacks (though any spells cast by the model or special attacks are unaffected)."
Skirmishers: Under Skirmish Formation, remove second paragraph and add note to first paragraph, "Skirmishers are deployed in a 'loose' formation, where the models are not placed in base contact, but are positioned roughly 1/2" apart. The models in the unit must still face the same direction and the unit will still have a front, two flanks and a rear – essentially the only difference is that the models are slightly spaced out. This dispersed formation allows Skirmishers to move and shoot with greater freedom than other troop types. All Skirmishers in a unit do not count as blocking each other’s Line of Sight (note that they still count as blocking Line of Sight for other units). As long as you can draw a Line of Sight from the front rank to the target, the second and subsequent ranks may fire too."
Remove Fly restriction from Vanguard section.
Update Feigned Flight section, "A unit of Skirmishers that chooses Flee as a charge reaction does not cause Panic from fleeing through friendly units and may re-roll failed rally tests in its next Compulsory Movement Phase (unless it is forced to Flee again from another source). In addition, it is then also free to move during the remaining moves part of the Movement phase. The unit is also free to shoot as normal (but always counts as having moved). Note that if the flee move of the Skirmishers do not take them beyond the charge reach of their enemies, the unit suffers casualties as normal.
Remember that Feigned Flight does not apply to models with the Fly special rule."
Swiftstride: Remove Movement 4 restriction and reduce flee/purse distances to match failed charge results. See new chart below:
|Swiftstride M6 or lower||Swiftstride M7 or more|
|Charging||Movement + 2D6||Movement + 3D6 (discard the lowest)|
|Failed Charge||2D6||3D6 (discard the lowest)|
|Fleeing/Pursuing||2D6||3D6 (discard the lowest)|
Unbreakable: Add the following after the first sentence, "Models with this special rule have the Immunity (Psychology) special rule and pass Break tests automatically. However, they may never choose Flee! as a charge reaction. Pride, or a sluggish acceptance of the situation, prevents them from doing so."
Vanguard: Remove last paragraph, update first paragraph, "After both sides have deployed all their other forces (including Scouts), but before the roll to see who gets the first turn is made, units containing only models with the Vanguard special rule can immediately make a move up to 6" (12" in case they move using the Swiftstride special rule) move regardless of their Movement value (they cannot march and are affected by terrain as normal). This cannot be used to move the Vanguard troops within 12" of the enemy. A Vanguard move does not count as moving for the purpose of shooting in the first turn."
Volley Fire: Add last sentence, "Note that Volley Fire cannot be used as Stand & Shoot charge reaction."
Cavalry: Changed Split Profile rules, so that the model's highest Weapon Skill is always used when defending. Also added the following paragraph to the end of that section, "In some cases, you may find Cavalry models that do not have a split profile. In this case, treat the model as single entity that may make up to two supporting attacks. The model also counts as mounted for the purpose of using certain weapons, as described in the Weapons and Armour chapter, but counts as a model on foot for the purposes of using Parry."
Changed the Supporting Attacks section to: "A cavalry model can make one supporting attack from the rider, and one from the mount."
Monstrous Cavalry: Updated the Supporting Attacks section, "A monstrous cavalry model can make one supporting attack from the rider, and the mount can make as many supporting attacks as are on its profile, up to a maximum of three. Monstrous Cavalry without a split profile can make up to four supporting attacks."
War Beasts: Added Vanguard as default Special Rule.
Monsters: Update Character Mount section, "Some characters can ride monsters. If a character has a ridden monster, the whole model is treated as having the troop type monster and thus follows all the rules for both characters and monster models including the Split Profile rules above. A character on a ridden monster cannot join other units."
Command Groups and Casualties: New section added, "Command group models cannot normally be removed as casualties unless there are no other rank-and-file members of their unit left. This applies even if the model is the target of an effect that affects only a single model, such as a dangerous terrain test, or an attack made with the Sniper special rule. Instead, normal rank and file models are removed first. They will either push the champion out of harm's way, step forward to raise the fallen standard aloft or will retrieve the instrument from the musician's corpse and continue to play.
When no rank-and-file models remain, the controlling player chooses the order in which the command group models are removed."
Champions and Casualties, Standard Bearers and Casualties, Musicians and Casualties, Command Group Casualties Summary: Removed.
"Follow Me!": Updated: "Champions lead their assigned regiments, urging them on and giving them marching orders, keeping the men in check. A unit that is accompanied by a champion may re-roll failed Leadership tests in the following scenarios:
Attempting to March when within 8" of enemy units.
Attempting to Redirect a Charge.
Reforming from Defeat after losing a round of close combat.
Restraining from Pursuit"
"Form On Me!": Added to the end of the paragraph, "Fast Cavalry and Skirmishers that has fled using Feigned Flight automatically rallies."
Shooting (Characters): Updated last paragraph, "If there are fewer than five rank-and-file models left in the unit before resolving the hits, there is a chance that any characters in the unit could be hit – the controlling player decides who is hit, but must allocate one hit on each model before they can add a second hit on a model; they must allocate two hits on each model before they can allocate a third, and so on."
Lone Characters: Add paragraph to the end, "Lone Characters that are Infantry follow the rules for Skirmishers. Lone Characters that are Cavalry follow the rules for Fast Cavalry."
Shooting at Lone Characters: Second paragraph, first sentence, "If a lone character is hit by a shooting attack (remember the modifier for shooting at Lone Models) of any kind (including shots fired using ballistic skill, templates and so on) a "Look Out, Sir!" roll can be attempted, provided there is a friendly unit consisting of five or more rank and file models of the character's troop type within 3"."
Refusing A Challenge (Boo! Hiss!): Add the following sentence to the end of the first paragraph, "The character may return to the front rank in the next round of combat if you wish, or stay in the rear rank until the unit reforms."
Split Profile (War Machines): Update second paragraph, "You always use the Movement, Weapon Skill, Ballistic Skill, Strength, Wounds, Initiative, Attacks and Leadership of the crew. The Toughness of the war machine is used against ranged attacks and the majority Toughness of the crew is used against close combat attacks. The crew's armour save (if any) is used against both ranged and close combat attacks. Once all the crew are slain, the war machine is removed as a casualty."
Shooting at War Machines: Add second paragraph, "In case the crew of the war machine is made up of models with different profiles, such as a character or other unique crew model; allocate the hits between the crew as you would for shooting at characters in a unit (see the Characters chapter)."
Shooting with War Machines: Add diagram added:
Choose Target (Cannons): Clarify that target must be a model.
Firing a Fire Thrower: Add after first paragraph, "The template cannot be placed over friendly models, enemy models from a unit that is engaged in combat, or in such a way that the template might hit a friendly unit as the crew refuse to deliberately target their allies."
Forests and Movement: Removed the first sentence for redudancy of Dangerous Terrain rules.
Fighting the Assault: Update second paragraph, "It's hard to maintain the impetus of a charge in a confined area, so models assaulting or defending a building lose all charging bonuses. This means, for instance, that they do not receive the normal +1 combat result or Initiative, gain no charge bonuses from weapons (like spears, lances and pikes), and do not make Impact Hits."
Who Can Strike?: Update first paragraph, "At the start of the Close Combat phase, before any blows are struck, both players must choose Unit Strength 10 worth of models (with a minimum of 1 model regardless of Unit Strength) from their unit to form the courageous assault party that will fight in the assault (if the unit numbers less than Unit Strength 10, there is no choice!). Most of the time this will mean ten identical warriors, or at least nine warriors and the unit champion, will form the assault party on each side in the assault, but where there are characters in one or both the units, this selection becomes very important. When it makes a difference, players should roll off to determine which side picks their assault party first."
Sally Forth!: New rule, "In case the attacking unit chooses to not attack the building after a failed assault, the defending unit may instead choose to sally forth (Frenzied units must pass a Leadership to restrain). This is treated just like assaulting a building, excepting that the now-defending unit is not automatically considered steadfast and will flee as normal if they fail their break test."
Choosing Your Army
Duplicate Choices: Add "War Machine as a duplicate mount option. Clarified new table to reflect number of units (no duplicates):
|Points Level||Special Units||Rare Units|
Added at the end of the section, "Example: if you play a 2500 points game; you may choose three of the same special unit in your army, but only one of each rare unit. At 3000 points, you may choose up to four of the same special unit, and two of the same rare unit."
The Lores of Magic
The Lore of Fire: Fireball, increase upcast values 13+/17+.
Cascading Fire-Cloak, increase upcast to 9+.
Flaming Sword of Rhuin, decrease upcast to 10+.
The Burning Head, replace cannon reference and change rule to say "determined using the line template".
Piercing Bolts of Burning, decrease upcast to 12+.
Fulminating Flame Cage, decrease upcast to 13+
Update Flame Storm, "Place the small round template anywhere within 18" of the Wizard – it then moves D6" in a random direction determined by the scatter dice. All models touched by the template from its starting point to its end point suffer a Strength 4 hit. The Wizard can choose to create a larger conflagration, using the large template rather than the small template. If they do so, the casting value is increased to 26+ and the template moves 2D6" rather than D6".
The Lore of Metal: Update Metallic Attraction, "The casting value for a Lore of Metal spell is lowered by 1 if the majority of the models in the target unit have a close combat armour save of 4+ to 6+, or lowered by 2 to if the majority have a close combat armour save of 1+ to 3+ (excluding Natural Armour). Roll a D6 in case of a tie."
Searing Doom, specifed, "...unmodifed close combat armour save..."
Plague of Rust, decrease upcast to 9+
Enchanted Blades of Aiban, decrease upcast to 11+
Glittering Robe, updated, "Glittering Robe is an augment spell with a range of 12". The target unit gains +2 to its armour save until the start of the caster's next Magic phase. The Wizard can choose to extend the range of this spell to 24". If they do so, the casting value is increased to 13+."
Gehenna's Golden Hounds, increase upcast to 13+
Transmutation of Lead, updated, "Transmutation of Lead is a hex with a range of 24". The target suffers a -1 penalty to Hit in close combat and with missile weapons, -1 Initiative and -1 to its armour saves until the start of the caster's next Magic phase. The Wizard can choose to extend the range of this spell to 48". If they do so, the casting value is increased to 14+."
Final Transmutation, updated first paragraph, "Final Transmutation is a direct damage spell with a range of 18". Roll a D6 for every model in the target unit – on a 5+ they suffer a Wound using the Multiple Wounds (D3) and Ignores Armour Saves special rules as well as ignoring Regeneration."
The Lore of Life: Regrowth updated, "Regrowth is an augment spell with a range of 24". The target unit instantly recovers D3+1 Wounds' worth of models slain earlier in the battle (Cavalry count as 2 models). The wounds in the unit are regained in a strict order. First any slain command groups models are resurrected in an order of your choosing, displacing rank-and-file models as required. Then rank-and-file models with multiple Wounds are healed to their starting value. Finally, any remaining wounds resurrect rank and file models (in the case of multiple wound rank and file models, the first resurrected models must be fully healed before another can be resurrected, and so on). These are added to the front or rear of the unit as you wish as long as the unit keeps a legal formation. Regrowth cannot take a unit beyond its starting size, and cannot be used to heal characters or their mounts. Any models that are resurrected retain any rules and/or bonuses the unit has gained or lost this turn. The Wizard can choose to extend the range of this spell to 48". If they do so, the casting value of Regrowth is increased to 11+."
The Dwellers Below, updated "The Dwellers Below is a direct damage spell with a range of 12". Every model in the target unit must pass a Strength test or suffer a Wound using the Multiple Wounds (D3) and Ignores Armour Saves special rules as well as ignoring Regeneration. The Wizard can choose to extend the range of this spell to 24". If they do so, the casting value is increased to 22+."
The Lore of Beasts: Wyssans Wildform, increase upcast to 14+
Flock of Doom, decrease upcast to 8+
Pann's Impenetrable Pelt, increase upcast to 12+
The Curse of Anraheir, decrease upcast to 11+
The Savage Beast of Horros, increase upcast to 14+
Transformation of Kadon, clarified that transformed wizards cannot cast or dispel.
The Lore of Heavens: Iceshard Blizzard, reduce upcast to 9+.
Urannon's Thunderbolt, reduce upcast to 13+
The Lore of Light: Light of Battle, increase upcast to 13+.
Net of Amyntok, reduce upcast to 12+
Banishment, reduce upcast to 12+
The Lore of Shadow: The Penumbral Pendulum, replace cannon reference and change rule to say "determined using the line template".
Pit of Shades, updated, "Pit of Shades is a direct damage spell. Place the small round template anywhere within 24" – it then scatters D6". All models underneath the template must pass an Initiative test or suffer a Wound using the Multiple Wounds (D3) and Ignores Armour Saves special rules as well as ignoring Regeneration. The Wizard can choose to create a larger portal, using the large template rather than the small template. If they do so, the casting value is increased to 17+, the template scatters 2D6" rather than D6", and the spell causes Multiple Wounds (D6)."
The Lore of Death: Spirit Leech, upcast increased to 11+
Aspect of the Dreadknight, reduced upcast to 8+
The Caress of Laniph, increase upcast to 10+
Doom and Darkness, reduced upcast to 12+
The Purple Sun of Xereus, updated, "Remains in play. The Purple Sun is a magical vortex that uses the small round template. Once the template is placed, the player then nominates the direction in which the Purple Sun will move. To determine how many inches the template moves, roll an artillery dice and multiply the result by 3. Any model touched by the template must pass an Initiative test or suffer a Wound using the Multiple Wounds (D3) and Ignores Armour Saves special rules as well as ignoring Regeneration. If the result on the artillery dice is a misfire, centre the template on the caster and roll a scatter dice and a D6. The template moves the number of inches equal to the result of the D6, in the direction shown on the scatter dice (if you roll a Hit!, use the little arrow shown on the Hit! symbol). In either event, in subsequent turns, the Purple Sun travels in a random direction and moves a number of inches equal to the roll on an artillery dice. If a misfire is rolled in subsequent turns, the Purple Sun collapses in upon itself and is removed. A particularly brave Wizard can infuse the Purple Sun of Xereus with more power, so that it uses the large round template and causes Multiple Wounds (D6) instead. If they do so, the casting value is 25+."
Magic Weapons: Dragon Blade increased to 70 points.
Berserker Sword reduced to 10 points.
Magic Armour: Trickster's Helm reduced to 30 points and added Model on foot only requirement.
Gambler's Armour is now light armour.
Talismans: Opal Amulet, clarified first unsaved wound.
Arcane Items: Updated first paragraph, "Arcane items are items that enhance a Wizard's magical powers in some fashion. Only a character with a Wizard level can carry Arcane Item. Characters with no sensitivity to magical essences and mysteries will either find an Arcane Item useless and inert, or have their brains sucked out through their ears should they try to use it. Unlike other magic items; Wizards can take up to two Arcane Items. If they do, one of the items must be marked as "One use only"."
Channelling Staff, increase cost to 40 points.
Enchanted Items: Arabyan Carpet, clarified Fly (10).