Model Rules

Global

Accusation

After deployment, but before the first turn begins, select a single model in your opponent's army to accuse of heresy. This is the Witch Hunter's primary quarry. The Witch Hunter may re-roll all failed To Hit against his primary quarry. Every hit he inflicts on that model with close combat or shooting attacks also has Killing Blow. Finally, a Witch Hunter may also choose to shoot at the primary quarry as if he had Sniper.

Standard Bearer

Combat Resolution Bonus
If a unit includes a standard bearer, it adds +1 to its combat result.

Always Strikes First

Models with this rule always strike first in close combat, regardless of I. If a model with this rule is fighting an enemy with the same ability, the model with the higher I will strike first.

In addition, if the model's I is higher than their enemy's when it is their turn to attack, they can re-roll failed To Hit rolls when striking in close combat.

Always Strikes Last

A model with this rule always strikes last in close combat, regardless of I. If a model with this rule is fighting an enemy with the same ability, the model with the higher I will strike first. If a model has both this rule and Always Strikes First, the two cancel out and neither applies so use the model's I.

In addition, if the model's I is lower than their enemy's when it is their turn to attack, they must re-roll successful To Hit rolls when striking in close combat.

Ambushers

A unit with the Ambushers rule can choose to not deploy at the start of the battle. Instead, from Turn 2 onwards, the controlling player rolls a dice at the start of their turn for each unit of their Ambushers that have yet to arrive. On a 1 or 2, the Ambushers have been delayed – roll for them again next turn. On a 3 or more, the unit of Ambushers arrives, and will enter the board during the Remaining Moves sub-phase. If the Ambushers do not turn up for the entire game, they are assumed to have got lost, and are treated as having fled the battle for the purposes of determining the victor.

Arriving Ambushers enter the battlefield from any point on any battlefield edge, and move on using the rules for reinforcements. Note that a character may only join a unit deploying with Ambushers if they also have the same rule.

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).

Ancestral Grudge

Dwarfs always have Hatred (Orcs & Goblins, Skaven, Hobgoblins).

Fear

A unit containing one or more Fear-causing models gains +1 to its Combat Resolution score. If the Unit Strength of all Fear-causing models is double or more, the Combat Resolution score is increased by +2. Note that the bonus from Fear is otherwise not cumulative for having multiple units with Fear involved in the same combat.

If the majority of the models in a unit cause Fear, they also gain Immunity (Fear), and thus the Combat Resolution bonus of their Fear-causing enemies is ignored for that unit.

Animated Construct

Animated Constructs have Immunity (Poisoned Attacks) and Unbreakable. However, they may not march.

Aquatic

Aquatic models can move within any area of water on the battlefield as if it were open ground. They are still subject to any special effects that specific terrain may have.

The models can march, claim rank bonus and be steadfast even when in water. If every model in a unit is Aquatic, and the majority of the unit is within water terrain, enemies shooting at that unit suffer an additional -1 To Hit penalty.

Crossbow

Move or Fire.

Bow

Multiple Shots (2) (Only applies in turns the model has not moved. Cannot be used as a charge reaction.). Volley Fire.

Longbow

Multiple Shots (2) (Only applies in turns the model has not moved. Cannot be used as a charge reaction.). Volley Fire.

Handgun

Move or Fire. Armour Piercing (1).

Great Weapon

Requires Two Hands. Strength Bonus (1). -2 I.

Hand Weapon

Throwing Weapons

Multiple Shots (2). Quick to Fire.

Armour Piercing (1)

Wounds caused in close combat by this model inflict a negative armour save modifier as indicated by the number in the brackets, in addition to those for S. If a model has a weapon with the Armour Piercing rule, only attacks made or shots fired with the weapon are Armour Piercing. This rule is cumulative with other sources of Armour Piercing.

Flaming Attacks

Models with Flaming Attacks cause Fear in War Beasts, Cavalry, Chariots and Flammable creatures. Any Panic test taken by any of these Troop Types from a Flaming Attack suffer -1 to their LD when taking the test.

Unless otherwise stated, a model with this rule has both Flaming shooting and close combat attacks (though any spells cast by the model or special attacks are unaffected).

Magical Attacks

All attacks made by spells and magic items are considered to be magical attacks, as are all attacks that are specifically noted as being magical attacks. Shots fired from magical items are also considered to be magical attacks, unless their description specifically states otherwise. Hits inflicted by rolls on the Miscast table are treated as magical attacks.

Note that spells are not physical attacks unless clearly specified.

Vanguard

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 Vanguard can immediately make a move up to 6" (12" in case they move using Swiftstride) move regardless of their M 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.

If both players' armies contain Vanguard troops, players should roll off. The players then alternate moving their Vanguard units one at a time, starting with the player who won the roll-off.

Units that have made a Vanguard move cannot declare a charge in the first turn if their army goes first. This also includes charging in the Magic phase.

If a character is deployed as part of a unit with Vanguard, that unit can still make its Vanguard move if the character in question has Vanguard or is a model on foot. Otherwise the character’s presence prevents the unit from using Vanguard.

Battle Prayers

The model knows three Battle Prayers. Battle Prayers are innate bound spells (power level 3). Battle Prayers target the model and its unit.

Move or Fire

A weapon with Move or Fire cannot be fired in the Shooting phase if the model moved earlier in the turn, including rallying, reforming and pivoting on the spot (except for Lone Models, who can pivot and fire in the same turn). This even applies if the model in question was forced to move as the result of a spell or other such compulsory action. Mounted models with Move or Fire weapons may still move and fire, but they will suffer an additional -1 To Hit if they do so, unless specified. Mounted models with Move or Fire weapons may still move and fire, but they may not March if they do so, unless specified.

Blades of the Ancients (Combat)

+1 A. Magical Attacks. Requires Two Hands. Ward Save (6+).

Blades of the Ancients (Shooting)

Armour Piercing (2). Magical Attacks. Quick to Fire. Ward Save (6+).

Blowpipe

Multiple Shots (2). Quick to Fire. Poisoned Attacks.

Shield

Brace of Pistols

Quick to Fire. Armour Piercing (1). Multiple Shots (2). +1 A. Requires Two Hands.

Breath Weapon (Monster of Kadon)

S 4, Flaming Attacks.

Breath Weapons

A model with a Breath Weapon can use it to make a special attack once per shooting or close combat phase. A model with two or more different Breath Weapons must choose which one they want to use. The form that this special attack takes depends on whether or not the creature is in close combat. In the event that a model has more than one Breath Weapon attack, it is permitted to attempt to use only one in a single turn.

However, after each Breath Weapon has been used the first time, roll a D6 before attempting to use it again in later rounds. On 4+, it may be used as normal. On a 1- 3, the model is literally out of breath, and cannot use its Breath Weapon this round. It may choose to attack normally in close combat instead.

Note that Breath Weapons are not physical attacks, and certain models may be Immune to the effects of some Breath Weapons. However, all Breath weapons have Ignore Cover.

Breath Weapon Shooting Attack
Provided the model is not in close combat, it can use its Breath Weapon during its Shooting phase. A Breath Weapon shooting attack can be made even if the model marched or reformed during the same turn, but it cannot be used as a Stand and Shoot charge reaction.

To perform the attack, place the flame template so that it lies entirely within the model's forward arc, with the narrow end touching the model's base, and so that it is not touching any friendly units or enemy units that are in close combat. All models that are even partially under the template are automatically hit, following the normal rules for the flame template.

Breath Weapon Close Combat Attack
If the model with this special rule is in close combat, it can use the Breath Weapon instead of using its normal attacks. A model that makes a breath weapon attack in this way inflicts 2D6 automatic hits (resolved like shooting) on a single enemy unit in base contact – if there is more than one enemy unit in base contact with the model, the controlling player chooses which enemy unit suffers the hits. Note that no single model in the target unit may be Hit more than once from the same breath weapon attack – any excess hits are ignored. As with breath weapon attacks made in the Shooting phase, the Strength and any special effects of the creature's Breath Weapon will be covered in its rules. Wounds caused by a Breath Weapon in close combat count towards combat resolution.

Flammable

If a Flammable model is attacked with a Flaming Attack, all failed To Wound rolls made by the attackers may be re-rolled.

Devastating Charge

The Models have +1 A during a turn in which they charge into combat. Unless otherwise noted, this only applies to rider in case of Cavalry or Monstrous Cavalry.

Hidden

Hidden models can choose to deploy "hidden" within another friendly ranked unit, either the unit it belongs to (determined in each army list) or in other separate units (the army book in question will state which units) – make a note of which unit is concealing the hidden model(s).

A hidden model is not placed on the table during deployment, but is revealed later during the game. If the concealing unit is wiped out or flees from the battlefield before the hidden model is revealed, the hidden model counts as a casualty. There is no other way a hidden model can be harmed before they are revealed.
Hidden models may be revealed at the beginning of any of your Movement phases, or at the start of any Close Combat phase. Declare that the unit contains a hidden model and place the model in the front rank of that unit, displacing models as you normally would if a character had joined the unit.
A model with this special rule cannot be your army General. Furthermore, other units can never use their Leadership value.

Champion

"Follow Me!"
A unit that is accompanied by a champion may re-roll failed LD 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

Choppas

Models with Choppas get Strength Bonus (1).

Cold-Blooded

Whenever the model takes a LD test, it rolls an additional dice and discards the highest result.

Swiftstride

When charging, units entirely made of models with Swiftstride and M 7 or higher roll 3D6, discard the lowest result, and add the result to their M value. When fleeing or pursuing, they roll 3D6, and discard the lowest result.

When charging, units entirely made of models with Swiftstride and M 6 or lower roll 2D6, and add the result to their M value. When fleeing or pursuing, they roll 2D6.

Swiftstride M6 or lower
Charging: M + 2D6
Failed Charge: 2D6
Fleeing/Pursuing: 2D6

Swiftstride M7 or more
Charging: M + 3D6 (discard the lowest)
Failed Charge: 3D6 (discard the lowest)
Fleeing/Pursuing: 3D6 (discard the lowest)

Strider

Models with Strider will normally have a subset of Strider that is mentioned in the brackets. The rule only applies in terrain of the specified type. Models with Strider treat that piece of terrain as open ground for the purposes of Movement, meaning they ignore any M penalties or Dangerous Terrain tests otherwise caused by it. Note that they still follow the rules for that terrain type in terms of combat.

Stubborn

If the majority of the models in a unit are Stubborn, the unit is always Steadfast, whether or not they have a higher Unit Strength than their enemy or are disrupted.

Quick to Fire

Quick to Fire weapons do not suffer the usual -1 To Hit penalty for moving and shooting. In addition, Quick to Fire weapons can always be used to Stand and Shoot against a charging enemy, even if that enemy would normally be too close for such a charge reaction to be declared.

Furthermore, Quick to Fire weapons may be used once per turn when declaring a charge (unless they are also Move or Fire), immediately after the enemy unit has declared their charge reaction (but before moving any units). If the enemy unit chose to Stand & Shoot or Fire & Flee, both units will fire at the same time. Quick to Fire weapons can be used this way even if the unit starts its charge outside their weapons' maximum range – the shooting is resolved normally assuming the enemy is just within maximum range of the shooting unit's shortest-ranged weapon. If the charge fails, for whatever reason, we assume that the chargers closed to within the weapons' maximum range first. Any shots fired in this manner suffer a -1 To Hit penalty.

Divine Power

The model can channel power and dispel dice in the same manner as a Level 1 Wizard.

Dodge (4+)

Models with this rule gain a Ward save against attacks in their front arc (including templates, Stomps and Impact Hits) as indicated in the brackets. This is cumulative with other sources of Dodge. This cannot be used against Magical Attacks that Hit automatically (such as spells or certain special rules), or that have Always Strikes First, nor can it be used if the model is subject to Always Strikes Last. Finally, Dodge cannot be used by mounted models, unless specified.

Dodge (5+)

Models with this rule gain a Ward save against attacks in their front arc (including templates, Stomps and Impact Hits) as indicated in the brackets. This is cumulative with other sources of Dodge. This cannot be used against Magical Attacks that Hit automatically (such as spells or certain special rules), or that have Always Strikes First, nor can it be used if the model is subject to Always Strikes Last. Finally, Dodge cannot be used by mounted models, unless specified.

Dodge (6+)

Models with this rule gain a Ward save against attacks in their front arc (including templates, Stomps and Impact Hits) as indicated in the brackets. This is cumulative with other sources of Dodge. This cannot be used against Magical Attacks that Hit automatically (such as spells or certain special rules), or that have Always Strikes First, nor can it be used if the model is subject to Always Strikes Last. Finally, Dodge cannot be used by mounted models, unless specified.

Dwarf Rum

Enemy models in base contact with models with this rule suffer -1 to their WS in Close Combat. This does not affect Undead, Daemonic or Mark of Nurgle models. The Slayer Pirates may not be deployed closer than 6" to any other unit in the army at the start of the battle.

Elven Grace

Models with this special rule have Dodge (6+)
special rule in close combat. However, this cannot be
used against enemies that attack before the model with
Elven Grace.

Terror

Models that cause Terror also cause Fear. In addition, the following rules apply. Fear-causing models or models with Immunity (Fear) treat Terror-causing monsters as causing Fear, rather than Terror – this is an exception to the rule that makes Fear-causing creatures immune to Fear. Terror-causing models have Immunity (Fear/Terror).

Run for Your Lives!
If a Terror-causing creature declares a charge, the target unit must immediately take a Panic test. If the test is passed, all is well and the unit can declare charge reactions normally. If the test is failed, the unit must make a Flee! charge reaction. Note that, if the target unit is not allowed to take any charge reaction (if, for example, the Terror-causing unit charged as a result of a pursuit or a random move), then the target does not take this test.

If a unit wishes to declare a charge against an enemy that causes Terror, it must take a Psychology test to overcome its terror first. If the test is failed, it may not declare the charge against the Terror-causing unit, but may choose to declare a charge against another unit following the rules for Redirecting a Charge. If the Psychology test is passed, the unit may declare the charge as normal.

Ethereal

Ethereal creatures treat all terrain as open terrain for the purposes of movement. They may not finish their movement inside impassable terrain. They are never slowed by any special rule, spell or item that would otherwise reduce their movement or stop them from moving completely.

Models with rule have both Magical Attacks and Unstable. 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

Models with this rule do not cause Panic to friendly units that are not Expendable themselves. Characters may not join a unit with this rule, unless specified.

For every Core unit with Expendable rule in your army, you are required to include at least one other Core Unit without Expendable. For more information on this, see the Choosing Your Army chapter.

Fall Over

A Giant must test to see whether it falls over if any of the following apply:

 If it is beaten in close combat. Test once results are established but before taking a Break test.
 If it is fleeing at the start of the Movement phase.
 When it crosses an obstacle. Test when the obstacle is reached.
 If the Giant decides to Jump Up and Down on an enemy. Test immediately beforehand.

To see if a Giant falls over roll a D6. On a roll of 1, the Giant falls over. A slain Giant falls over automatically.

To determine in which direction the Giant falls, roll a scatter dice. Place the small template in base contact with the Giant in the direction of the scatter dice, measured from the centre of the Giant's base. A model hit by the falling Giant suffers 2D6 S 6 Hits that have Multiple Wounds (D3), though no single model may suffer more than 1 Hit – any excess Hits are ignored. If the unit is in combat and the Giant has fallen over whilst attempting to Jump Up and Down, wounds inflicted by a falling Giant count towards the combat result.

A Giant that falls over automatically suffers 1 wound. If the Giant is in combat then this wound counts towards combat resolution.

Once on the ground a Giant may get up in his following Movement phase, but may not move that turn. Whilst on the ground a Giant may not attack, but he can still defend himself after a fashion so the enemy must still roll to score hits on him. If forced to flee whilst on the ground the Giant is slain. If the Giant gets the opportunity to pursue his foes whilst he's on the ground he stands up instead. A Giant may attack in close combat as usual on the turn he stands up.

Fast Cavalry

Vanguard
Fast Cavalry automatically have Vanguard.

Free Reform
Unless it charges, Fast Cavalry is allowed to reform twice during its move without losing any Movement; once before they move, and at the end of their move. The unit may do this even if it marches, provided that no model ends up moving a number of inches higher than double its Movement value.

Fire & Flee
A unit of Fast Cavalry armed with missile weapons can choose Fire & Flee as a charge reaction. If it chooses to do so, the unit will first fire upon the target following the rules for Stand & Shoot (this also counts as moving and shooting). After this, the unit makes a flee move. However, it may not use its Swiftstride if it does so.

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). 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 Fast Cavalry does not take them beyond the charge reach of their enemies, the unit suffers casualties as normal.

Fire on the March
Fast Cavalry armed with missile weapons are experts at shooting from horseback and can therefore shoot during a turn in which they marched or reformed (providing their weapon doesn't have Move or Fire). However, the normal -1 To Hit penalty for moving and shooting still applies.

Characters
A character model that joins a unit of Fast Cavalry gains Fast Cavalry as long as they stay with the unit. Characters may only join Fast Cavalry with the same Troop Type as them.

Armour Saves
Units containing one or more models with an unmodified close combat armour save better than 4+ cannot use Fast Cavalry.

Fight in Extra Ranks (1)

If a unit has this rule then supporting attacks can be made by one more rank than normal for each number indicated in the bracket. This rule is cumulative with other sources of Fight in Extra Ranks.

Flail

Requires Two Hands. Strength Bonus (2).

Fly (10)

Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard.

Moving Flyers
Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground.

Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride.

Flying March
A unit that is flying can march as normal, doubling its
flying move.

Flee and Pursue
Flyers always move on the ground when attempting to
flee or pursue.

Fly (5)

Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard.

Moving Flyers
Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground.

Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride.

Flying March
A unit that is flying can march as normal, doubling its
flying move.

Flee and Pursue
Flyers always move on the ground when attempting to
flee or pursue.

Fly (6)

Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard.

Moving Flyers
Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground.

Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride.

Flying March
A unit that is flying can march as normal, doubling its
flying move.

Flee and Pursue
Flyers always move on the ground when attempting to
flee or pursue.

Fly (7)

Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard.

Moving Flyers
Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground.

Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride.

Flying March
A unit that is flying can march as normal, doubling its
flying move.

Flee and Pursue
Flyers always move on the ground when attempting to
flee or pursue.

Fly (8)

Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard.

Moving Flyers
Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground.

Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride.

Flying March
A unit that is flying can march as normal, doubling its
flying move.

Flee and Pursue
Flyers always move on the ground when attempting to
flee or pursue.

Fly (9)

Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard.

Moving Flyers
Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground.

Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride.

Flying March
A unit that is flying can march as normal, doubling its
flying move.

Flee and Pursue
Flyers always move on the ground when attempting to
flee or pursue.

Frenzy

Frenzied troops gain +1 A and Immunity (Psychology).

Berserk Rage
A unit that includes one or more Frenzied models can only choose Hold or Stand & Shoot as a charge reaction.

If, during the Charge sub-phase, a unit that includes one or more Frenzied models could declare a charge, then it must do so unless a LD test is passed. If the LD test is failed, the Frenzied unit must declare a charge against the nearest viable enemy.

A unit that includes one or more Frenzied models that attempts to restrain pursuit if it beats a foe in close combat suffer a LD modifier equal to the result they won the combat against that unit by.

Losing Frenzy
Frenzy can be lost. Models retain their Frenzy for the entire game unless beaten in combat.

General

Inspiring Presence
Providing that the General is not fleeing, all friendly units within 12" may use their LD instead of their own, unless specified.

If your General has a Line of Sight value of 5 or more, then the range of their Inspiring Presence ability is increased by 6".

If a unit taking a LD test has a modifier to its LD, this modifier still applies if the unit uses the General’s LD.

If a unit is Steadfast, it may use the LD of the General for Break tests if it is higher than their own LD after applying all negative modifiers from combat resolution. Otherwise, they will use their own LD.

Every army must have a General. If your army includes both Lords and Heroes, you must choose a Lord to be the army's General.

Giant Special Attacks

To determine what happens in each Close Combat phase, pick a unit in base contact with the Giant and roll a D6 on one of the tables. Which table you use depends on the size of the Giant's victim. If no suitable target is in base contact, roll again on the chart until you get another result. Use the Man-sized Things Chart when fighting Infantry, Cavalry, War Beasts or Swarms. Use the Big Things Chart when fighting Monsters, Monstrous Beasts, Monstrous Infantry, Monstrous Cavalry, Chariots, War Machines, and Shrines.

Large Target (4)

Models with this rule have a Line of Sight value equal to the number in the bracket. This replaces their normal Line of Sight value normally assigned for their Troop Type.

Hatred

A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.

Hatred (Beastmen)

A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.

Hatred (Bretonnia)

A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.

Hatred (Daemons of Chaos)

A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.

Hatred (Dark Elves)

A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.

Hatred (Dwarfs)

A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.

Hatred (Empire)

A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.

Hatred (Forces of Destruction)

A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.

Hatred (High Elves)

A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.

Hatred (Lizardmen)

A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.

Hatred (Monsters)

A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.

Hatred (Norse)

A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.

Hatred (Orcs & Goblins)

A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.

Hatred (Skaven)

A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.

Hatred (Slaanesh)

A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose. (This rule affects Slaanesh deamons or models with the Mark of Slaanesh.)

Hatred (Undead)

A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.

Hatred (Vampire Counts)

A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.

Hatred (Warriors of Chaos)

A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.

Heavy armour

Heroic Killing Blow

If a model with Killing Blow rolls a 6 to wound in close combat, they automatically slay their opponent – regardless of the number of wounds on the victim's profile. Armour saves and regeneration saves cannot be taken against a Killing Blow. Ward saves may be taken as normal.

Heroic Killing Blow is effective against all troop types except Swarms.

Note that if a Killing Blow attack wounds automatically, then Killing Blow does not come into play. Unless otherwise specified, Killing Blow applies only to close combat attacks.

For the purposes of combat resolution, successful Killing Blows score the same amount of Wounds as the slain model had remaining until the point of the Killing Blow was inflicted.

Unless specified, Killing Blow only applies to the model's normal Close Combat attacks.

Ice Attacks

Models with Ice Attacks cause all enemy models in base contact with them to be subject to Always Strikes Last. Spells or missile attacks that are Ice Attacks cause the enemy to be subject to Always Strikes Last until the start of your next turn if they are successfully cast or Hit. Models with Ice Attacks have Immunity (Ice Attacks).

Unless otherwise stated, a model with this rule has Ice Attacks for both shooting and close combat, (though any spells cast by the model or special attacks are unaffected).

Ignores Armour Saves

If a model has this rule, no armour saves may be taken at all, unless otherwise noted.

Ignores Cover

If a model's shooting attacks Ignore Cover, they ignore To Hit penalties imposed by soft cover, hard cover and obstacles (other To Hit penalties apply as normal).

Immunity (Psychology)

Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal.

Immunity can also include Panic, Fear and Terror. If the majority of the models in a unit have the Immunity (Panic, Fear or Terror) rule, the unit ignores the effects of Panic, Fear or Terror and any such tests it would otherwise had to take.

Models that are Immune to all three above effects have Immunity (Psychology). This also includes automatically passing any Psychology tests they might need to take (such as many spell effects or special rules that would otherwise force a unit to take a Psychology
test).

Immunity (Fear)

Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal.

Immunity can also include Panic, Fear and Terror. If the majority of the models in a unit have the Immunity (Panic, Fear or Terror) rule, the unit ignores the effects of Panic, Fear or Terror and any such tests it would otherwise had to take.

Immunity (Flaming Attacks)

Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal.

Immunity (Ice Attacks)

Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal.

Immunity (Lightning Attacks)

Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal.

Immunity (Multiple Wounds)

Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal.

Immunity (Panic)

Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal.

Immunity can also include Panic, Fear and Terror. If the majority of the models in a unit have the Immunity (Panic, Fear or Terror) rule, the unit ignores the effects of Panic, Fear or Terror and any such tests it would otherwise had to take.

Immunity (Poisoned Attacks)

Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal.

Immunity (Terror)

Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal.

Immunity can also include Panic, Fear and Terror. If the majority of the models in a unit have the Immunity (Panic, Fear or Terror) rule, the unit ignores the effects of Panic, Fear or Terror and any such tests it would otherwise had to take.

Impact Hits (1)

The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model.

Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted.

Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution.

Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.

Impact Hits (2D6)

The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model.

Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted.

Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution.

Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.

Impact Hits (D3)

The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model.

Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted.

Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution.

Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.

Impact Hits (D3+1)

The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model.

Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted.

Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution.

Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.

Impact Hits (D6)

The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model.

Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted.

Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution.

Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.

Impact Hits (D6+1)

The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model.

Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted.

Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution.

Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.

Impact Hits (D6+2)

The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model.

Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted.

Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution.

Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.

Impact Hits (D6+3)

The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model.

Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted.

Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution.

Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.

Unbreakable

Models with this rule have Immunity (Psychology) and pass Break tests automatically. However, they may never choose Flee! as a charge reaction.

Characters that are Unbreakable may only join units that are also Unbreakable, and characters that are not Unbreakable are not permitted to join units that are Unbreakable (even if a character is Unstable or was to become temporarily Unbreakable for some reason).

Unstable

Unstable units are Unbreakable, and suffer one extra Wound for every point they have lost of the round of combat by, with no saves of any kind permitted against these wounds. If an Unstable unit would normally be eligible to be Steadfast, they instead suffer 1 less Wound than they would normally do.

Unlike Unbreakable units, Unstable characters may join Unstable units. If an Unstable unit also contains Unstable characters, the controlling player first allocates wounds to the unit, then divides any remaining wounds (if any) as equally as possible amongst the characters.

Javelins

Armour Piercing (1). Quick to Fire. Volley Fire.

Killing Blow

If a model with Killing Blow rolls a 6 to wound in close combat, they automatically slay their opponent – regardless of the number of wounds on the victim's profile. Armour saves and regeneration saves cannot be taken against a Killing Blow. Ward saves may be taken as normal.

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.

Note that if a Killing Blow attack wounds automatically, then Killing Blow does not come into play. Unless otherwise specified, Killing Blow applies only to close combat attacks.

For the purposes of combat resolution, successful Killing Blows score the same amount of Wounds as the slain model had remaining until the point of the Killing Blow was inflicted.

Unless specified, Killing Blow only applies to the model's normal Close Combat attacks.

Spear

Lance (Mounted)

Strength Bonus (2), +2 I (Both, only in the turn the unit charges and only against the charged unit).

Large Target (10)

Models with this rule have a Line of Sight value equal to the number in the bracket. This replaces their normal Line of Sight value normally assigned for their Troop Type.

Large Target (2)

Models with this rule have a Line of Sight value equal to the number in the bracket. This replaces their normal Line of Sight value normally assigned for their Troop Type.

Large Target (5)

Models with this rule have a Line of Sight value equal to the number in the bracket. This replaces their normal Line of Sight value normally assigned for their Troop Type.

Large Target (6)

Models with this rule have a Line of Sight value equal to the number in the bracket. This replaces their normal Line of Sight value normally assigned for their Troop Type.

Light armour

Lightning Attacks

Lightning have Ignores Armour saves against all armour types except Natural Armour.

Unless otherwise stated, a model with this rule has both Lightning shooting and close combat attacks (though any spells cast by the model or special attacks are unaffected).

Loremaster (Hedge Magic)

A Wizard with Loremaster knows all the available spells from their chosen lore (limited by their Wizard level as normal). The lore in question is normally given in brackets as part of Loremaster. If a model knows spells from multiple Lores, then Loremaster only applies to one Lore of your choice.

Loremaster (Lore of Athel Loren)

A Wizard with Loremaster knows all the available spells from their chosen lore (limited by their Wizard level as normal). The lore in question is normally given in brackets as part of Loremaster. If a model knows spells from multiple Lores, then Loremaster only applies to one Lore of your choice.

Loremaster (Lore of Death)

A Wizard with Loremaster knows all the available spells from their chosen lore (limited by their Wizard level as normal). The lore in question is normally given in brackets as part of Loremaster. If a model knows spells from multiple Lores, then Loremaster only applies to one Lore of your choice.

Loremaster (Lore of Fire)

A Wizard with Loremaster knows all the available spells from their chosen lore (limited by their Wizard level as normal). The lore in question is normally given in brackets as part of Loremaster. If a model knows spells from multiple Lores, then Loremaster only applies to one Lore of your choice.

Loremaster (Lore of Heavens)

A Wizard with Loremaster knows all the available spells from their chosen lore (limited by their Wizard level as normal). The lore in question is normally given in brackets as part of Loremaster. If a model knows spells from multiple Lores, then Loremaster only applies to one Lore of your choice.

Loremaster (Lore of Ice)

A Wizard with Loremaster knows all the available spells from their chosen lore (limited by their Wizard level as normal). The lore in question is normally given in brackets as part of Loremaster. If a model knows spells from multiple Lores, then Loremaster only applies to one Lore of your choice.

Loremaster (Lore of Metal)

A Wizard with Loremaster knows all the available spells from their chosen lore (limited by their Wizard level as normal). The lore in question is normally given in brackets as part of Loremaster. If a model knows spells from multiple Lores, then Loremaster only applies to one Lore of your choice.

Loremaster (Lore of Necromancy)

A Wizard with Loremaster knows all the available spells from their chosen lore (limited by their Wizard level as normal). The lore in question is normally given in brackets as part of Loremaster. If a model knows spells from multiple Lores, then Loremaster only applies to one Lore of your choice.

Loremaster (Lore of Nehekhara)

A Wizard with Loremaster knows all the available spells from their chosen lore (limited by their Wizard level as normal). The lore in question is normally given in brackets as part of Loremaster. If a model knows spells from multiple Lores, then Loremaster only applies to one Lore of your choice.

Loremaster (Lore of Slaanesh)

A Wizard with Loremaster knows all the available spells from their chosen lore (limited by their Wizard level as normal). The lore in question is normally given in brackets as part of Loremaster. If a model knows spells from multiple Lores, then Loremaster only applies to one Lore of your choice.

Loremaster (Lore of the Great Maw)

A Wizard with Loremaster knows all the available spells from their chosen lore (limited by their Wizard level as normal). The lore in question is normally given in brackets as part of Loremaster. If a model knows spells from multiple Lores, then Loremaster only applies to one Lore of your choice.

Loremaster (Lore of the Little Waagh!)

A Wizard with Loremaster knows all the available spells from their chosen lore (limited by their Wizard level as normal). The lore in question is normally given in brackets as part of Loremaster. If a model knows spells from multiple Lores, then Loremaster only applies to one Lore of your choice.

Loremaster (Lore of Tzeentch)

A Wizard with Loremaster knows all the available spells from their chosen lore (limited by their Wizard level as normal). The lore in question is normally given in brackets as part of Loremaster. If a model knows spells from multiple Lores, then Loremaster only applies to one Lore of your choice.

Magic Resistance (1)

A model with Magic Resistance gains a bonus to dispel enemy spells directly targeting it (not including templates that are placed on top of it) as well as a Ward save against damage caused by spells. This bonus is based on the number shown in brackets after Magic Resistance. Note that Magical Resistance does not offer protection against Miscasts.

If a character with Magic Resistance joins a unit, all models in the unit benefit from the Magic Resistance as long as they are part of the unit. If a model or unit has two sets of Magic Resistance, the two combine to a maximum of Magic Resistance (3), unless specified.

Magic Resistance (2)

A model with Magic Resistance gains a bonus to dispel enemy spells directly targeting it (not including templates that are placed on top of it) as well as a Ward save against damage caused by spells. This bonus is based on the number shown in brackets after Magic Resistance. Note that Magical Resistance does not offer protection against Miscasts.

If a character with Magic Resistance joins a unit, all models in the unit benefit from the Magic Resistance as long as they are part of the unit. If a model or unit has two sets of Magic Resistance, the two combine to a maximum of Magic Resistance (3), unless specified.

Magic Resistance (3)

A model with Magic Resistance gains a bonus to dispel enemy spells directly targeting it (not including templates that are placed on top of it) as well as a Ward save against damage caused by spells. This bonus is based on the number shown in brackets after Magic Resistance. Note that Magical Resistance does not offer protection against Miscasts.

If a character with Magic Resistance joins a unit, all models in the unit benefit from the Magic Resistance as long as they are part of the unit. If a model or unit has two sets of Magic Resistance, the two combine to a maximum of Magic Resistance (3), unless specified.

Magic Resistance (4)

A model with Magic Resistance gains a bonus to dispel enemy spells directly targeting it (not including templates that are placed on top of it) as well as a Ward save against damage caused by spells. This bonus is based on the number shown in brackets after Magic Resistance. Note that Magical Resistance does not offer protection against Miscasts.

If a character with Magic Resistance joins a unit, all models in the unit benefit from the Magic Resistance as long as they are part of the unit. If a model or unit has two sets of Magic Resistance, the two combine to a maximum of Magic Resistance (3), unless specified.

Martial Prowess

Models with this rule (but not any mounts) may re-roll all To Hit rolls of 1 when making close combat attacks.

Medium armour

Mercenaries

Every time a unit with this rule fails a Break test, roll on the Mercenary Loyalty table and apply the results. This rule has no effect on a unit that is joined by the army's General, Paymaster or Merchant Prince.

Mixed Unit

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 LD tests, which are taken using the unit’s highest LD value. When the models in a unit with Mixed Unit have different M allowances, the handlers M 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 has Expendable, Swiftstride or Vanguard, this also applies to the Handlers.

As long as the unit (but not the handlers) have a unit strength of 5 or more, any missile hits are resolved against the unit itself. At less than unit strength 5, 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. Hits from templates are resolved against the handlers as normal. In close combat, the handlers can only be attacked by models who are in base contact with them.

Random Movement (3D6)

Models with Random Movement do not have a M value, but rather a dice roll. This is the distance they move, charge, pursue, overrun and flee – they cannot march. If a model has Random Movement and Swiftstride, then Swiftstride is not used. Note that certain Random Movement rolls can result in the model having a M value higher than 10 – this is an exception to the usual maximum.

Models with Random Movement cannot declare charges, and are always moved in the Compulsory Moves sub-phase. When the model moves, first pivot it about its centre to face the direction in which you wish it to travel. Then, roll the dice shown in the Random Movement brackets. Finally, move the model directly forwards a number of inches equal to the total rolled by the dice. No other pivots can be made.

There's a chance that the model's peculiar movement will cause it to come into contact with an enemy, so measure the distance in a straight line before the model is moved. If the move is found to take the unit’s front arc into contact with an enemy, then it counts as charging, and this is resolved using the normal rules for charges and using the distance rolled as its charge range. Charge reactions cannot be declared against enemies with Random Movement.

If the random move brings the unit to within 1" of a friendly unit or impassable terrain, it stops immediately and cannot move further during that Movement phase.

If two or more models in a unit have the Random Movement, pivot the unit about its centre, then roll the dice only once to determine how for the unit moves. If models in the unit have a different Random Movement value, use the slowest for the entire unit.

A Random Move counts as a "normal" move for triggering a Dangerous Terrain test, unless the model is making a charge, pursuit or flee move, in which case it counts as a move of the appropriate type.

Multiple Shots (2)

The weapon enables its wielder to fire several shots at a time, rather than a single shot. The number of shots the weapon can fire is stated in brackets. Such weapons can either fire once without penalty, or as many times as indicated in the bracket with a -1 To Hit penalty (in addition to any other modifiers To Hit). War Machines with this rule do not suffer -1 To Hit for firing Multiple Shots.

All models in the unit (excluding characters) must fire either single or Multiple Shots.

Multiple Shots (3)

The weapon enables its wielder to fire several shots at a time, rather than a single shot. The number of shots the weapon can fire is stated in brackets. Such weapons can either fire once without penalty, or as many times as indicated in the bracket with a -1 To Hit penalty (in addition to any other modifiers To Hit). War Machines with this rule do not suffer -1 To Hit for firing Multiple Shots.

All models in the unit (excluding characters) must fire either single or Multiple Shots.

Multiple Wounds (D3)

Each wound inflicted by an attack with Multiple Wounds (after saves) is multiplied into
more than one wound (remember that a model cannot suffer more wounds than it has on its profile). The exact number of wounds caused will normally be shown in brackets as part of the rule. If a model is granted two sets of Multiple Wounds (like D3 and D6), use only the highest set before rolling.

Where the number of Multiple Wounds is generated by a dice roll, roll a dice separately for each unsaved wound and use the total of all the dice rolled for the final number of wounds inflicted.

Unless otherwise specified, Multiple Wounds only apply to close combat attacks.

Multiple Wounds (D6)

Each wound inflicted by an attack with Multiple Wounds (after saves) is multiplied into
more than one wound (remember that a model cannot suffer more wounds than it has on its profile). The exact number of wounds caused will normally be shown in brackets as part of the rule. If a model is granted two sets of Multiple Wounds (like D3 and D6), use only the highest set before rolling.

Where the number of Multiple Wounds is generated by a dice roll, roll a dice separately for each unsaved wound and use the total of all the dice rolled for the final number of wounds inflicted.

Unless otherwise specified, Multiple Wounds only apply to close combat attacks.

Murderous Prowess

Models with this rule may re-roll all To Wound rolls of 1 when making close combat attacks.

Musician

"Stand Fast!"
The side that has a musician in its front rank of one or more of its units wins any drawn close combat by 1, unless the opposing side has a musician also, in which case they cancel each other out.

"Form on Me!"
If a fleeing unit has a musician, it may re-roll its LD test whenever it attempts to rally. Fast Cavalry and Skirmishers that have fled using Feigned Flight automatically rallies.

Swift Reform
A unit that is not fleeing and not engaged in combat can make a swift reform during the Remaining Moves sub-phase if it has a musician. A swift reform is treated exactly like a reform manoeuvre, however the following exceptions apply:

 A unit performing a swift reform may not change their formation by decreasing or increasing their ranks. The unit may only turn on the spot by pivoting like a lone model.

 A unit that has made a swift reform can immediately make a full normal move, even though a reform would normally prevent it from doing so. Note that a unit that carries out a swift reform cannot march.

 A unit that has made a swift reform can still shoot, although it will count as moving, whether or not it moves further after the reform has been completed. This means that it will suffer the -1 modifier for moving and firing, and will not be able to shoot Move or Fire weapons.

Natural Armour (1+)

The hide of some creatures forms a kind of natural armour that grants the model an armour save. The resulting armour save will be stated in brackets. Natural Armour can be combined with other armour as normal.

Natural Armour (2+)

The hide of some creatures forms a kind of natural armour that grants the model an armour save. The resulting armour save will be stated in brackets. Natural Armour can be combined with other armour as normal.

Natural Armour (3+)

The hide of some creatures forms a kind of natural armour that grants the model an armour save. The resulting armour save will be stated in brackets. Natural Armour can be combined with other armour as normal.

Natural Armour (4+)

The hide of some creatures forms a kind of natural armour that grants the model an armour save. The resulting armour save will be stated in brackets. Natural Armour can be combined with other armour as normal.

Natural Armour (5+)

The hide of some creatures forms a kind of natural armour that grants the model an armour save. The resulting armour save will be stated in brackets. Natural Armour can be combined with other armour as normal.

Natural Armour (6+)

The hide of some creatures forms a kind of natural armour that grants the model an armour save. The resulting armour save will be stated in brackets. Natural Armour can be combined with other armour as normal.

Ogre Charge

Each monstrous infantry model on foot with Ogre Charge that successfully charges an enemy has Impact Hits (1). Models with Ogre Charge that are part of a unit with ranks add their current Rank Bonus to the S of the Impact Hits they inflict.

Orc Animosity

Units with this rule must roll a D6 and consult the orc animosity chart in the Charge subphase after all other charges have been declared, unless they have declared a charge, are already in combat, fleeing, or have less than 5 models.

Parry (5+)

Models with this rule gain a Ward save in close combat as indicated in the brackets. This is cumulative with other sources of Parry. It cannot be used against attacks made against the model's flank or rear, nor can it be used against attacks that Hit automatically, attacks that are made at +3 S over the model's own S value, nor can it be used by mounted models, unless specified.

Parry (6+)

Models with this rule gain a Ward save in close combat as indicated in the brackets. This is cumulative with other sources of Parry. It cannot be used against attacks made against the model's flank or rear, nor can it be used against attacks that Hit automatically, attacks that are made at +3 S over the model's own S value, nor can it be used by mounted models, unless specified.

Pavise

Pike

Fight in Extra Ranks (3). Requires Two Hands. Strength Bonus (1), +3 I (Both, only if the unit got charged to its front by WB, Ca, MI, MB, MC, Ch and Mo).

Pistol

Quick to Fire. Armour Piercing (1). +1 A*. Requires Two Hands*. (*If combined with a hand weapon)

Poisoned Attacks

A model with Poisoned Attacks gains a +1 modifier to any To Wound rolls. Armour saves are modified by the Strength of the attack as normal.

Unless otherwise stated, a model with this rule has both Poisoned shooting and close combat attacks (though any spells cast by the model or special attacks are unaffected).

Polearm/Halberd

Requires Two Hands.

Random Attacks (2D6)

Models with Random Attacks do not have a normal number for their A characteristic, but rather a dice roll. Each time a model with this rule comes to strike blows, roll the indicated dice, adding any modifiers shown, to determine the number of attacks that the model will make, then roll to hit as normal. If a unit contains more than one model with this rule, always roll separately for each model.

Random Attacks (3D6)

Models with Random Attacks do not have a normal number for their A characteristic, but rather a dice roll. Each time a model with this rule comes to strike blows, roll the indicated dice, adding any modifiers shown, to determine the number of attacks that the model will make, then roll to hit as normal. If a unit contains more than one model with this rule, always roll separately for each model.

Random Attacks (D3)

Models with Random Attacks do not have a normal number for their A characteristic, but rather a dice roll. Each time a model with this rule comes to strike blows, roll the indicated dice, adding any modifiers shown, to determine the number of attacks that the model will make, then roll to hit as normal. If a unit contains more than one model with this rule, always roll separately for each model.

Random Attacks (D3+1)

Models with Random Attacks do not have a normal number for their A characteristic, but rather a dice roll. Each time a model with this rule comes to strike blows, roll the indicated dice, adding any modifiers shown, to determine the number of attacks that the model will make, then roll to hit as normal. If a unit contains more than one model with this rule, always roll separately for each model.

Random Attacks (D6)

Models with Random Attacks do not have a normal number for their A characteristic, but rather a dice roll. Each time a model with this rule comes to strike blows, roll the indicated dice, adding any modifiers shown, to determine the number of attacks that the model will make, then roll to hit as normal. If a unit contains more than one model with this rule, always roll separately for each model.

Random Attacks (D6+1)

Models with Random Attacks do not have a normal number for their A characteristic, but rather a dice roll. Each time a model with this rule comes to strike blows, roll the indicated dice, adding any modifiers shown, to determine the number of attacks that the model will make, then roll to hit as normal. If a unit contains more than one model with this rule, always roll separately for each model.

Random Attacks (D6+2)

Models with Random Attacks do not have a normal number for their A characteristic, but rather a dice roll. Each time a model with this rule comes to strike blows, roll the indicated dice, adding any modifiers shown, to determine the number of attacks that the model will make, then roll to hit as normal. If a unit contains more than one model with this rule, always roll separately for each model.

Random Movement (2D6)

Models with Random Movement do not have a M value, but rather a dice roll. This is the distance they move, charge, pursue, overrun and flee – they cannot march. If a model has Random Movement and Swiftstride, then Swiftstride is not used. Note that certain Random Movement rolls can result in the model having a M value higher than 10 – this is an exception to the usual maximum.

Models with Random Movement cannot declare charges, and are always moved in the Compulsory Moves sub-phase. When the model moves, first pivot it about its centre to face the direction in which you wish it to travel. Then, roll the dice shown in the Random Movement brackets. Finally, move the model directly forwards a number of inches equal to the total rolled by the dice. No other pivots can be made.

There's a chance that the model's peculiar movement will cause it to come into contact with an enemy, so measure the distance in a straight line before the model is moved. If the move is found to take the unit’s front arc into contact with an enemy, then it counts as charging, and this is resolved using the normal rules for charges and using the distance rolled as its charge range. Charge reactions cannot be declared against enemies with Random Movement.

If the random move brings the unit to within 1" of a friendly unit or impassable terrain, it stops immediately and cannot move further during that Movement phase.

If two or more models in a unit have the Random Movement, pivot the unit about its centre, then roll the dice only once to determine how for the unit moves. If models in the unit have a different Random Movement value, use the slowest for the entire unit.

A Random Move counts as a "normal" move for triggering a Dangerous Terrain test, unless the model is making a charge, pursuit or flee move, in which case it counts as a move of the appropriate type.

Random Movement (4D6)

Models with Random Movement do not have a M value, but rather a dice roll. This is the distance they move, charge, pursue, overrun and flee – they cannot march. If a model has Random Movement and Swiftstride, then Swiftstride is not used. Note that certain Random Movement rolls can result in the model having a M value higher than 10 – this is an exception to the usual maximum.

Models with Random Movement cannot declare charges, and are always moved in the Compulsory Moves sub-phase. When the model moves, first pivot it about its centre to face the direction in which you wish it to travel. Then, roll the dice shown in the Random Movement brackets. Finally, move the model directly forwards a number of inches equal to the total rolled by the dice. No other pivots can be made.

There's a chance that the model's peculiar movement will cause it to come into contact with an enemy, so measure the distance in a straight line before the model is moved. If the move is found to take the unit’s front arc into contact with an enemy, then it counts as charging, and this is resolved using the normal rules for charges and using the distance rolled as its charge range. Charge reactions cannot be declared against enemies with Random Movement.

If the random move brings the unit to within 1" of a friendly unit or impassable terrain, it stops immediately and cannot move further during that Movement phase.

If two or more models in a unit have the Random Movement, pivot the unit about its centre, then roll the dice only once to determine how for the unit moves. If models in the unit have a different Random Movement value, use the slowest for the entire unit.

A Random Move counts as a "normal" move for triggering a Dangerous Terrain test, unless the model is making a charge, pursuit or flee move, in which case it counts as a move of the appropriate type.

Random Movement (Variable)

Models with Random Movement do not have a normal M characteristic, but rather a dice roll, (as indicated in the
brackets). This is the distance they move, charge, pursue, overrun and flee – they cannot march. If a model has Random Movement and Swiftstride, then Swiftstride is not used. Note that certain Random Movement rolls can result in the model having a M value higher than 10 – this is an exception to the usual maximum.

Models with Random Movement cannot declare charges, and are always moved in the Compulsory Moves sub-phase. When the model moves, first pivot it about its centre to face the direction in which you wish it to travel. Then, roll the dice shown in the Random Movement brackets. Finally, move the model directly forwards a number of inches equal to the total rolled by the dice. No other pivots can be made.

There's a chance that the model's peculiar movement will cause it to come into contact with an enemy, so measure the distance in a straight line before the model is moved. If the move is found to take the unit’s front arc into contact with an enemy, then it counts as charging, and this is resolved using the normal rules for charges and using the distance rolled as its charge range. Charge reactions cannot be declared against enemies with Random Movement.

If the random move brings the unit to within 1" of a friendly unit or impassable terrain, it stops immediately and cannot move further during that Movement phase.

If two or more models in a unit have the Random Movement, pivot the unit about its centre, then roll the dice only once to determine how for the unit moves. If models in the unit have a different Random Movement value, use the slowest for the entire unit.

A Random Move counts as a "normal" move for triggering a Dangerous Terrain test, unless the model is making a charge, pursuit or flee move, in which case it counts as a move of the appropriate type.

Regeneration (4+)

A model with Regeneration gains a Ward Save (indicated by the number in the brackets). This is cumulative with other sources of Regeneration. Regeneration may not be used against Flaming Attacks, successful Killing Blows (including Heroic Killing Blow) or wounds caused due the unit being Unstable.

Regeneration (5+)

A model with Regeneration gains a Ward Save (indicated by the number in the brackets). This is cumulative with other sources of Regeneration. Regeneration may not be used against Flaming Attacks, successful Killing Blows (including Heroic Killing Blow) or wounds caused due the unit being Unstable.

Regeneration (6+)

A model with Regeneration gains a Ward Save (indicated by the number in the brackets). This is cumulative with other sources of Regeneration. Regeneration may not be used against Flaming Attacks, successful Killing Blows (including Heroic Killing Blow) or wounds caused due the unit being Unstable.

Relentless

Units entirely composed of models with this rule do not need to pass a LD test in order to march, regardless of the proximity of enemy units.

Requires Two Hands

If a weapon requires two hands to use, it is not possible for a model to use a shield or buckler alongside it in close combat (although a shield can still be used against wounds caused by shooting or magic).

Resolute

When taking Break tests, models with this rule count as having lost the combat with 1 point fewer than they actually have.

Volley Fire

Weapons with this rule allow the unit to fire with all models within range in the Shooting Phase as long as at least one model in the unit can draw Line of Sight to the target. However, if they do so, they suffer -1 To Hit. A unit cannot Volley Fire if it moved earlier in the turn or if the target is within half the weapon's maximum range. Note that Volley Fire cannot be used as Stand & Shoot charge reaction.

Scouts

Before starting deployment, a unit with Scouts can choose to not deploy at the start of the battle. Scouts are set up after all other non-Scout units from both armies have been deployed, and do not count toward determining who finished deploying their army first. They can be set up either in their controlling player's deployment zone as normal, or anywhere on the battlefield more than 12" away from the enemy. If deployed in this second way, Scouts cannot declare a charge in the first turn if their side goes first.

Note that a character may only join a unit deploying with Scouts if they also have the same rule.

If both players' armies contain Scouts, players should roll off. The players then alternate deploying their scouting units one at a time, starting with the player who won the roll-off.

Scythed wheels

Scythes

Impact Hits (+1).

Short and Nimble

Enemies attacking models with this rule suffer -1 To Hit in close combat. This only applies to Infantry units.

Shortbow

Multiple Shots (2) (Only applies in turns the model has not moved. Cannot be used as a charge reaction.). Volley Fire.

Skirmishers

Skirmish Formation
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. 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.

When moving Skirmishers, you should measure from the location of each model before it moves and place it anywhere within its M Allowance (or double its M Allowance if it is marching), except when there is a unit or impassable terrain in the way, the distance moved must include the distance required to move around these obstacles.

Skirmishers and Charging
If skirmishers declare a charge (or a charge reaction that does not involve fleeing) they tighten their loose formation into a 'normal' formation after the charge distance is rolled and the chargers are moved. This happens 'for free' at the moment both units move into base contact. The unit immediately forms up in base contact around the centremost model in the front rank (the Skirmishers' controlling player can choose which if the front rank has an even number of models) that is also in base contact with the enemy.

The number of ranks, files and the formation's facing do not alter as the Skirmishers tighten up – all that happens is that models that were previously spaced out are now in base contact with one another. This has the effect of rendering the Skirmishers' loose formation into a regular shape so that other units can fight them in the normal way.

If the Skirmishers are not in base contact with an enemy in the Remaining Moves sub-phase, the controlling player must move them apart so that they readopt their loose formation.

Vanguard
Skirmishers have Vanguard.

Free Reform
A unit of Skirmishers moves, wheels, marches and charges just like other troops. However, unless it charges, a skirmishing unit is allowed to reform twice during its move; once before they move, and at the end of their move. The unit may do this even if it marches, provided that no model ends up moving a number of inches higher than double its M value.

Feigned Flight
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 Fly.

Fire on the March
Skirmishers can shoot even if they marched or reformed earlier in the turn (providing their weapon doesn't have Move or Fire). However, the normal -1 To Hit penalty for moving and shooting still applies.

Light Troops
All shots aimed at a unit of two or more Skirmisher models with an individual Unit Strength of 2 or less suffer an additional -1 To Hit penalty. Skirmishers always counts as having zero ranks, and therefore cannot claim a rank bonus. In addition, they cannot be Steadfast regardless of their Unit Strength (unless they also have Stubborn).

Characters
A character model that joins a unit of Skirmishers gains Skirmisher as long as they stay with the unit. Characters may only join Skirmishers with the same Troop Type as them.

Slayer

Slayers always Wound on a To Wound roll of 4+, unless they would need a lower result. Use the Slayer's S to determine the armour save modifier for any successful Wounds.

Sling

Armour Piercing (1). Multiple Shots (2) (Only applies in turns the model has not moved. Cannot be used to Stand and Shoot.).

Slow to Fire

Weapons with Slow to Fire cannot be used to Stand and Shoot.

Sniper

A model with Sniper can make a special Sniper shot instead of shooting normally (though it can be used in combination with the Multiple Shots rule as normal). A Sniper shot suffers an additional -1 To Hit penalty, in addition to any other modifiers, but can be aimed with great precision. Unless making a Stand and Shoot charge reaction, a model making a Sniper shot can shoot at a different target from the one chosen by their unit. A hit from a Sniper shot is not distributed in the same manner as other shooting attacks. The Sniper can shoot at any model they can see, including characters within a unit. "Look Out Sir!" cannot be used. Sniper cannot be used when firing weapons that use a template.

Spear (Mounted)

Strength Bonus (1), +1 I (Both, only in the turn the unit charges and only against the charged unit).

Spear (On Foot)

Fight in Extra Ranks (1). Strength Bonus (1), +1 I (Both, only if the unit got charged to its front by WB, Ca, MI, MB, MC, Ch and Mo).

Stomp

A model with this rule can make a Stomp in addition to its other close combat attacks (including Breath Weapons). A Stomp has Always Strikes Last, and inflicts D6 (or D3 against lone Infantry models and skirmishers) automatic hits, at the model's Strength, on one enemy Infantry, War Beasts or Swarm unit in base contact with the model and are
randomised as Automatic Hits.

Unless specified, any rules that apply to the model’s normal attacks do not apply to its Stomps.

Strength Bonus (1)

Models with this rule gain a S bonus to all their close combat attacks (including Impact Hits and Stomps) equal to the number in the brackets in the first round of each new close combat they are involved in. Note that any attack made with a weapon that gives Strength Bonus only applies to attacks made with the weapon itself. This rule is cumulative with other sources of Strength Bonus.

Strider (Forest)

Models with Strider will normally have a subset of Strider that is mentioned in the brackets. The rule only applies in terrain of the specified type. Models with Strider treat that piece of terrain as open ground for the purposes of Movement, meaning they ignore any M penalties or Dangerous Terrain tests otherwise caused by it. Note that they still follow the rules for that terrain type in terms of combat.

Strider (Hill)

Models with Strider will normally have a subset of Strider that is mentioned in the brackets. The rule only applies in terrain of the specified type. Models with Strider treat that piece of terrain as open ground for the purposes of Movement, meaning they ignore any M penalties or Dangerous Terrain tests otherwise caused by it. Note that they still follow the rules for that terrain type in terms of combat.

Strider (Marsh)

Models with Strider will normally have a subset of Strider that is mentioned in the brackets. The rule only applies in terrain of the specified type. Models with Strider treat that piece of terrain as open ground for the purposes of Movement, meaning they ignore any M penalties or Dangerous Terrain tests otherwise caused by it. Note that they still follow the rules for that terrain type in terms of combat.

Strider (Obstacle)

Models with Strider will normally have a subset of Strider that is mentioned in the brackets. The rule only applies in terrain of the specified type. Models with Strider treat that piece of terrain as open ground for the purposes of Movement, meaning they ignore any M penalties or Dangerous Terrain tests otherwise caused by it. Note that they still follow the rules for that terrain type in terms of combat.

Strider (River)

Models with Strider will normally have a subset of Strider that is mentioned in the brackets. The rule only applies in terrain of the specified type. Models with Strider treat that piece of terrain as open ground for the purposes of Movement, meaning they ignore any M penalties or Dangerous Terrain tests otherwise caused by it. Note that they still follow the rules for that terrain type in terms of combat.

Strider (Swamp)

Models with Strider will normally have a subset of Strider that is mentioned in the brackets. The rule only applies in terrain of the specified type. Models with Strider treat that piece of terrain as open ground for the purposes of Movement, meaning they ignore any M penalties or Dangerous Terrain tests otherwise caused by it. Note that they still follow the rules for that terrain type in terms of combat.

Stupidity

Provided that they are not engaged in close combat, a unit that contains one or more models with Stupidity must take a LD test at the start of its Movement phase. If the test is passed, the unit will act normally this turn.

If the test is failed, it moves directly forwards using Random Movement (D6) in the Compulsory Movement sub-phase. The Stupid unit cannot take any further action that turn, so cannot declare charges or make a shooting attack. However, a unit that has failed a Stupidity test can still be forced to move, or perform any other action, by a spell, or other special rule/magic item.

Until they pass the Stupidity test again, models that have failed their Stupidity test have Immunity (Psychology) and Random Movement (D6), except that they can only move directly forwards. They cannot choose to do a combat reform or choose any other charge reaction except Hold. In addition, Wizards cannot attempt to cast/dispel or channel power dice or dispel dice.

The Battle Standard Bearer

Unless specified otherwise, the model that carries the battle standard cannot be the General.

Unlike normal standards, the battle standard is lost if the bearer is slain.

If a Battle Standard Bearer is in a unit, Refuses a Challenge and is subsequently moved to the rear of its unit, it loses Hold Your Ground until the end of the turn. Note, however, that if the Battle Standard Bearer has a magic standard its effects continue to apply as normal.

Combat Resolution Bonus
A battle standard adds +1 combat resolution in a close combat if it is in a friendly unit.

Hold your Ground!
Friendly models within 12" of the Battle Standard Bearer re-roll failed Panic and Break tests. This ability cannot be used if the Battle Standard Bearer is also fleeing.

If your Battle Standard Bearer has a Line of Sight value of 5 or more, then the range of their Hold Your Ground ability is increased by 6".

Throwing Axes

Quick to Fire.

Two/Additional Hand Weapons

Parry (6+). Requires Two Hands. +1 A.

Valour of Ages

If your opponent's army roster contains one or more models from Warhammer: Dark Elves, models with this special rule re-roll all failed Panic tests and have Immunity (Fear).

Ward Save (3+)

The value of a ward save will always be shown in a model's entry in the relevant Warhammer Armies book. These work in the same way as armour saves, and may be combined with other Ward saves as normal. The key difference between ward saves and armour saves is that ward saves are never modified by the S of the attack. However, no model may have a Ward save better than 4+ by combining multiple Ward saves regardless of source.

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.

Sometimes a model has both an armour save and a Ward save. Where this is the case, the model takes its armour save as normal. If the armour save is failed (or modified to the point at which the model cannot pass it) then the model takes its Ward save.

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.

Ward Save (4+)

The value of a ward save will always be shown in a model's entry in the relevant Warhammer Armies book. These work in the same way as armour saves, and may be combined with other Ward saves as normal. The key difference between ward saves and armour saves is that ward saves are never modified by the S of the attack. However, no model may have a Ward save better than 4+ by combining multiple Ward saves regardless of source.

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.

Sometimes a model has both an armour save and a Ward save. Where this is the case, the model takes its armour save as normal. If the armour save is failed (or modified to the point at which the model cannot pass it) then the model takes its Ward save.

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.

Ward Save (5+)

The value of a ward save will always be shown in a model's entry in the relevant Warhammer Armies book. These work in the same way as armour saves, and may be combined with other Ward saves as normal. The key difference between ward saves and armour saves is that ward saves are never modified by the S of the attack. However, no model may have a Ward save better than 4+ by combining multiple Ward saves regardless of source.

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.

Sometimes a model has both an armour save and a Ward save. Where this is the case, the model takes its armour save as normal. If the armour save is failed (or modified to the point at which the model cannot pass it) then the model takes its Ward save.

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.

Ward Save (6+)

The value of a ward save will always be shown in a model's entry in the relevant Warhammer Armies book. These work in the same way as armour saves, and may be combined with other Ward saves as normal. The key difference between ward saves and armour saves is that ward saves are never modified by the S of the attack. However, no model may have a Ward save better than 4+ by combining multiple Ward saves regardless of source.

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.

Sometimes a model has both an armour save and a Ward save. Where this is the case, the model takes its armour save as normal. If the armour save is failed (or modified to the point at which the model cannot pass it) then the model takes its Ward save.

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.

Wizard

Zealotry

Models with this rule add their combat resolution score to their Unit Strength value when determining if they are Steadfast. In addition, in the first round of combat, they always take their Break tests using 3D6, discarding the highest result.