Source: Warhammer Armies Project
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Sections
- Allied Armies
- Basic Rules
- Battlefield Terrain
- Characters
- Choosing Your Army
- Close Combat
- Command Groups
- Fighting a Battle
- The Lores of Magic
- Magic
- Model Profiles
- Movement
- Panic
- Scenarios
- Shooting
- Special Rules
- Troop Types
- Victory Conditions
- War Machines
- Weapons & Armour
- What You Need
- Magic Items
Index
- Rulebook
- 1" Apart
- 7+ To Hit
- A Battlefield
- Abandoning a Building
- Abyssal Wood
- Accepting a Challenge
- Acropolis of Heroes
- Aligning to the Enemy
- Alliance & Alignment
- Allocating Attacks (Buildings)
- Altar of Khaine
- Always Strikes First
- Always Strikes Last
- Ambushers
- Ancient Forest
- Animated Construct
- Anvil of Vaul
- Aquatic
- Arcane Architecture
- Arcane Items
- Arcane Ruins
- Area of Effect Spells
- Armies of Miniatures
- Armour
- Armour Piercing (*)
- The Army General
- The Army List
- Artillery
- Artillery Dice & Scatter Dice
- Assaulting a Building
- Attacks (A)
- Augment Spells
- Automatic Hits
- Automatic Pass and Fail
- Bad Moon Loonshrine
- Balewind Vortex
- Ballistic Skill (BS)
- Ballistic Skill of 6+
- Bane Stone
- Barding
- Basic Rules and Advanced Rules
- Basic Versus Advanced
- Battle for the Pass
- The Battle Standard Bearer
- The Battlefield
- Battleline
- Black Powder Misfire Chart
- Blazing Barricade
- Blessed Bulwark
- Blood and Glory
- Blood Forest
- Blowpipe
- Blunderbuss
- Boiling Flood
- Bolt Throwers
- Bound By Blood
- Bound Spells
- Bow
- Breath Weapons
- Broken
- Broken Concentration
- Broken Concentration (Dispel)
- Buckler
- Buildings
- Buildings and Line of Sight
- Buildings and Magic
- Buildings and Movement
- Buildings and Panic
- Buildings and Shooting
- Calculate Combat Result
- Calculating Charge Range
- Can I Charge?
- Cannons
- Cast
- Casting Bonuses
- Casting Bound Spells
- Casting Value
- Caught!
- Cavalry
- Challenges
- Challenges (Buildings)
- Channeling Dice
- Character Mounts
- Characteristic Tests
- Characteristics of Zero
- Characters and Units
- Characters in Fleeing Units
- Charge
- Charge (Combat Resolution)
- Charge Reaction
- Charge Reactions (Buildings)
- Charging a Fleeing Enemy
- Charging a War Machine
- Charging More than One Unit
- Chariots
- Charnel Pit
- Check the Target is in Range
- Choose a Target
- Choose Number of Dispel Dice
- Choose Number of Power Dice
- Choosing a Random Direction
- Choosing an Army
- Close Combat (Characters)
- Close Combat Phase Sequence
- Close Combat Weapons
- Cold-Blooded
- Combat Reform
- Combat Resolution (Buildings)
- Combined Units
- Command Groups and Casualties
- Compulsory Moves
- Conveyance Spells
- Core Units
- Cover
- The Crew
- Crossbow
- Dangerous Terrain
- Dawn Attack
- Dead or Fled
- Decimated
- Declare Charge
- Defender Loses
- Deployment
- Deployment Special Rules
- Desperate Alliances
- Devastating Charge
- Dice (Basic Rules)
- Dice (What You Need)
- Different Sized Bases
- Direct Damage
- Direction of Flight
- Direction of Flight (Multiple Combats)
- Direction of Pursuit (Multiple Combats)
- Dispel
- Dispel Bonuses
- The Dispel Pool
- Dispel Value
- Dispelling Bound Spells
- Disruption
- Dividing Values
- Dodge (*)
- Dreadfire Portal
- Dreadstone Blight
- Duplicate Choices
- Duplicate Spells
- Dwarf Brewhouse
- Earthblood Mere
- Elven Waystone
- Enchanted Items
- Equipment
- Eternity Stair
- Ethereal
- Exceptions
- Expendable
- Extra Ranks
- Failed Charge
- Fast Cavalry
- Fear
- Feculent Gnarlmaw
- Fences and Hedges
- Fielding Command Groups
- Fight a Round of Close Combat
- Fight In Extra Ranks (*)
- Fighting a Challenge
- Fighting the Assault
- Fire in Two Ranks
- Fire Throwers
- First Round of Close Combat
- Five Per Floor
- Flail
- Flaming Attacks
- Flammable
- Flank and Rear Charges
- Flank Attack
- Fled Through
- Flee
- Flee and Pursue
- Flee! (Multiple Combats)
- Fleeing off the Battlefield
- Fly (*)
- Forests
- Formation Special Rules
- Forming Units
- Fragile Alliances
- Frenzy
- Fungus Forest
- Further Rounds
- Garden of Morr
- Garrisoning a Building
- Ghost Fence
- Gnawhole
- Grail Chapel
- Grapeshot
- Great Weapon
- Greatbow
- Hand Weapon
- Handgun
- Hard Cover
- Hatred
- Haunted Mansion
- Heavy Armour
- Heavy Casualties
- Heavy Lance
- Herdstone
- Hex Spells
- Hidden
- High Ground
- Hills
- Hits Inflicting Multiple Wounds
- Hold
- Hold Your Ground (*)
- How Many Attacks?
- Ice Attacks
- Idol of Gork (or Possibly Mork)
- Ignores Armour Saves
- Immunity (*)
- Impact Hits (*)
- Impassable Terrain
- Incomplete Ranks
- Infantry
- Initiative (I)
- Inspiring Presence (*)
- 'Instant Kills'
- Issuing a Challenge
- Javelins
- Joining a Unit
- Khemrian Quicksand
- Killing Blow
- The King is Dead
- Large Infantry
- Leaders
- Leadership (Ld)
- Leadership Tests
- Leadership Tests (Characters)
- Leaving a Unit
- Light Armour
- Light Lance
- Lightning Attacks
- Limited Choices
- Line of Sight
- Lone Characters
- Lone Model
- Lone Models and Movement
- Loner
- Longbow
- "Look Out, Sir!"
- Lords & Heroes
- Lore Attribute
- The Lore of Beasts
- The Lore of Death
- The Lore of Fire
- The Lore of Heavens
- The Lore of Life
- The Lore of Light
- The Lore of Metal
- The Lore of Shadow
- Loremaster (*)
- Loser Takes a Break Test
- Losing Wizard Levels
- Magewrath Throne
- Magic Armour
- Magic Circle
- Magic Missiles
- The Magic Phase Sequence
- Magic Resistance (*)
- Magic Standards
- Magic Weapons
- Magical Attacks
- Magical Vortexes
- Make Way!
- Manoeuvres
- Marching
- Marshland
- Measuring Distances
- Medium Armour
- Meeting Engagement
- Mighty Blow (*)
- Minimum Units
- Miscasts
- Miscasts (Bound Spells)
- Missile Weapons
- Mist-Wreathed Swamp
- Mixed Unit
- Models with More than One Wound
- Modifying Dice Rolls
- Monsters
- Monstrous Beasts
- Monstrous Cavalry
- Monstrous Creatures
- Monstrous Infantry
- The Most Important Rule
- Move Chargers
- Move Fleeing Unit
- Move Fleeing Units
- Move or Fire
- Move Pursuers
- Movement (M)
- Movement (Characters)
- The Movement Phase Sequence
- Movement Trays
- Movement (War Machines)
- Moving and Shooting
- Moving Backwards
- Moving off the Board
- Moving Sideways
- Moving Your Units
- Multi-Wound Models and Multi-Wound Weapons
- Multipart Buildings
- Multiple Charge Reactions
- Multiple Charges on a Unit
- Multiple Close Combats
- Multiple Combats and Break Tests
- Multiple Combats and Pursuit
- Multiple Shots (*)
- Multiple Wounds (*)
- Musicians
- Mystical Monuments
- Natural Armour (*)
- Nearby Enemies
- Nearby Friend Annihilated
- Nearby Friend Breaks
- Necrotic Ooze
- Negative Armour Save Modifiers
- Nehekharan Sphynx
- Next Spell
- No More Foes
- Nominate Unit to Shoot
- Nowhere to Run, Nowhere to Hide
- Obstacles
- Obstacles and Combat
- Obstacles as Cover
- Only Room for One
- Open Ground
- Organ Guns
- Other Compulsory Moves
- Other Outcomes
- Outnumber
- Overcast Spells
- Overkill (Characters)
- Overkill (Close Combat)
- Overrun!
- Panic Tests
- Parry (*)
- Pen & Paper
- Pike
- Pistol
- Points Values
- Poisoned Attacks
- Polearm
- Ponderous
- Position In The Unit
- Position Within A Unit
- The Power Pool
- Psychology Tests
- Pursuit into a New Enemy
- Pursuit into an Obstruction
- Pursuit into Fleeing Foes
- Pursuit (Multiple Combats)
- Pursuit off the Battlefield
- Quick to Fire
- Raging Torrent
- Rally Fleeing Units
- Random Attacks (*)
- Random Movement (*)
- Randomising
- Rapid Fire
- Rare Units
- Re-roll
- Rear Attack
- Redirecting the Charge
- Reform
- Reforming From Defeat
- Reforming From Victory
- Refusing a Challenge (Boo! Hiss!)
- Regeneration (*)
- Reinforcements
- Remaining Moves
- Remains in Play Spells
- Remove Casualties (Shooting)
- Remove Casualties(Close Combat)
- Removing Casualties
- Requires Two Hands
- Resolving Unusual Attacks
- Restrain or Pursue
- Restraining Units Reform
- River of Blood
- River of Light
- Rivers
- Roll Charge Range and Move Chargers
- Roll for the Winds of Magic
- Roll-off
- Roll To Hit (Close Combat)
- Roll To Hit (Shooting)
- Roll To Wound (Close Combat)
- Roll To Wound (Shooting)
- Rolling A D3
- Sally Forth!
- Saving Throws (Shooting)
- Scatter
- Scenario Special Rules
- Scouts
- Scree Slope
- Seized Standards
- Selecting Magic Items
- Sequencing
- Shattered
- Shields
- Shooting at a Garrison Unit
- Shooting at Lone Characters
- Shooting at War Machines
- Shooting (Characters)
- Shooting into Combat
- Shooting into Flank or Rear
- Shooting Modifiers
- The Shooting Phase Sequence
- Shooting with War Machines
- Shortbow
- Shrines
- Shrinking Units and Multiple Fights
- Sigmarite Shrine
- Signature Spells
- Sinister Statue
- Size of Game
- Skirmishers
- Sling
- Slow To Fire
- Sniper
- Soft Cover
- Sorcerous Portal
- Spear
- Special Attacks (Buildings)
- Special Characters
- Special Rules
- Special Rules (Characters)
- Special Units
- Spell Duration
- Spell Resolution
- Spell Types
- Spells
- Spells and Panic
- Spells (Characters)
- Spells Lasting More Than One Turn
- Split Profile (War Machines)
- Split Profiles and Striking Order
- Stand & Shoot
- Standard
- Standard Bearers
- Standing and Shooting
- Start of Phase
- Starting the Battle
- Steadfast
- Steadfast (Multiple Combats)
- Stomp (*)
- Stone Thrower Misfire Chart
- Stone Throwers
- Strength (S)
- Strider
- Striking Order
- Stubborn
- Stupidity
- Summoning Spells
- Supporting Attacks
- Suspicious Allies
- Swarms
- Swiftstride
- Take-Backs & Forgotten Rules
- Take Saving Throws (Close Combat)
- Taking a Break Test
- Talismans
- Tape Measure
- Template Weapons (Buildings)
- Templates (Basic Rules)
- Templates (What You Need)
- Temple of Skulls
- Terror
- Throwing Axes
- Throwing Weapons
- Tokens & Markers
- Toughness (T)
- Tower of Blood
- Trusted Allies
- The Turn Sequence
- Two/Additional Hand Weapons
- Ultimate Power
- Ultimate Power (Dispel)
- Unbreakable
- Unit Casualties
- Unit Categories
- Unit Facing
- Unit Sizes
- Unit Strength
- Unmodified Leadership
- Unstable
- Unusual Situations (Close Combat)
- Unusual Situations (Movement)
- Upgrades
- Vanguard
- Venom Thicket
- Victory Points
- Victory Points Chart
- Volley Fire
- Wall
- War Beasts
- The War Machine
- War Machines
- War Machines and Panic
- War Machines in Close Combat
- Warbow
- Ward Saves
- The Watchtower
- We Cannot All Fire
- Weapon Profiles
- Weapon Skill (WS)
- Weapon Team
- What is a Close Combat Attack?
- What is a Missile Attack?
- What Unit Can I Join?
- What's in a Unit?
- Wheel
- Who Can Shoot?
- Who Can Strike?
- Who Can Strike? (Buildings)
- Who is the Winner?
- Wildwood
- Wipeout
- Wizard Level
- Wizards and Spell Lores
- Wizards & Spells
- Wizard's Tower
- Wounded
- Wounds (W)
- Wounds Inflicted
- Wyrding Well