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CONTENTS INTRODUCTION WHAT YOU NEED TO PLAY

vii x

MUSTERING YOUR FORCES

xii

FIGHTING A BATTLE

xiv

SHOOTING

Shooting Summary 1. Nominate Unit to Shoot 2. Choose a Target 3. Roll To Hit 4. Roll To Wound 5. Saving Throws 6. Remove Casualties CLOSE COMBAT

38 38 39 40 42 43 45 46

COMMAND GROUPS

Champions

92

93

Standard Bearers

94

Musicians

95

CHARACTERS

Lone Characters Characters and Units Challenges Character Mounts The General The Battle Standard Bearer

96

96 97 102 104 107 107

THE RULES

1

OVERVIEW OF THE GAME

2

MODELS & UNITS

3

PANIC

46 48 52 54 WAR MACHINES Bolt Throwers 56 Cannons 59 Fire Throwers Stone Throwers 62

Characteristics of Models The Characteristics Profile

3 4

SPECIAL RULES

66

BATTLEFIELD TERRAIN

116

Forming Units Removing Casualties Unit Facing

5 5 5

68 77 79

Hills Forests Rivers Marshland Obstacles Mystical Monuments Buildings Arcane Architecture

118 119 120 121 122 124 126 130

GENERAL PRINCIPLES Basic Rules and Advanced Rules

6 11

THE TURN Turn Summary

12 12

MOVEMENT Movement Phase Summary 1. Start of Turn 2. Charge 3. Compulsory Moves 4. Remaining Moves

13 15 15 16 24 26

MAGIC Wizards Magic Summary 1. Roll for Winds of Magic

28 28 29 30

Close Combat Summary 1. Fight a Round of Close Combat 2. Calculate Combat Result 3. Loser Takes Break Test 4. Flee and Pursue Multiple Close Combats

38

Fast Cavalry Skirmishers Deployment Special Rules

CHOOSING YOUR ARMY

2. Cast

31

- Miscast Table 3. Dispel 4. Spell Resolution

34 35 36

5. Next Spell

37

The Army List

108

111 112 114 114

132

134

ALLIED ARMIES TROOP TYPES

Monstrous Infantry Cavalry Monstrous Cavalry Swarms War Beasts Monstrous Beasts Monsters Chariots War Machines Unique Units WEAPONS

80

81 82 83 84 84 85 85 86 87 87 88

Trusted Allies Suspicious Allies Desperate Allies Fragile Alliances Grand Alliance

137 138 138 138 139

FIGHTING A WARHAMMER BATTLE 140 144 1. Battleline 145 2. Dawn Attack 146 3. Battle for the Pass 148 4. Blood and Glory 5. Meeting Engagement 149

6. The Watchtower

150

THE WARHAMMER WORLD

'EAVY METAL SHOWCASE

348

CAMPAIGNS

442

ASSEMBLING AND PAINTING

352

GAMING CLUBS & EVENTS

444

Assembling your Miniatures Painting Miniatures Painting Banners Painting Shields Basing your Models Converting Miniatures Battlefield Terrain Creating your own Battlefields

354

153

WAR UNENDING

154

AN AGE OF WAR.

156

ANCIENT HISTORY

158

The Great Cataclysm Time of the Sundering Rise of the Undead Sigmar Ascendant The Empire Endures THE YEARS OF CONFLICT The Empire Bretonnia Dwarfs High Elves Dark Elves Wood Elves Warriors of Chaos Daemons of Chaos Beastmen Orcs & Goblins Tomb Kings Vampire Counts Skaven Lizardmen Ogre Kingdoms

162 165 168 170 172 WARHAMMER 174 BATTLES 381 180 NARRATIVE BATTLES 386 188 River of Death 388 194 Surprise Encounter 389 200 The Dark Monoliths of Zhulgozar .. .390 206 Loot & Pillage 392 212 394 216 Heroic Last Stand Hired Swords 396 224 Raze & Ruin 398 230 Watchtowers & Buildings 400 234 Hold the High Ground 402 240 404 244 - King of the Mountain Battle Royale 406 252 - Acropolis of Skulls 408 260 Invasion! 410 264

GLORY AWAITS

268

271

The Empire Warriors of Chaos High Elves Dark Elves Wood Elves Vampire Counts Dwarfs Orcs & Goblins Tomb Kings Bretonnia Ogre Kingdoms Daemons of Chaos

274 280 288 294

Skaven

336

Lizardmen.

340

They Came from the North The Chaos Invaders Ostland Under Siege The Defenders of Ostland Gaming a Legendary Battle The Slaughter at Volganof The Invading Armies of Chaos Order of Battle The Defenders of Volganof Order of Battle

452

454 456 458 460 468 469 470 474

479

FINDING OUT MORE

480

BESTIARY

482

THE LORES OF MAGIC

490

CLASH ON THE WILD HEATH . . . . 428

The Lore of Fire The Lore of Beasts The Lore of Metal The Lore of Light The Lore of Life The Lore of Heavens The Lore of Shadow The Lore of Death MAGIC ITEMS Magic Weapons Magic Armour Talismans Magic Standards Arcane Items Enchanted Items

492 493 494 495 496 497 498 499 500 501 502 503 503 504 505

LINKED BATTLES

438

SUMMARY

506

439

INDEX

510

EXPLORING EVEN FURTHER Creating your own Warhammer Scenarios A Time of Legends Games Masters

412 414 416 424 427

298 302 308 312 318 322 328 332

SLAUGHTER AT VOLGANOF

450

REFERENCE

- Invasion of Chrace

MINIATURES SHOWCASE

358LEGENDARY BATTLES 362 364 366 368 370 372

Something Wicked Comes Beastman .344 to Hagersdorf

P

repare thyself to enter a world of Daemons and vile sorcery, of battle and death, of violence and of madness. Chaos infects this world like a malignant disease from which there can be no recovery. Logic, reason and sanity have no place here. Even the earth and the air arc suffused with the stuff of raw magic, causing gnarled hag-trees to come alive, men to devolve into monsters and castles of bone to form from the mass graves of ancient battles. In this blasted realm you will see wonders and horrors alike that you shall carry to the grave. Look to the north — tribe upon tribe of barbarians and iron-clad immortals charge into the teeth of a thousand cannons before crashing into mile-long lines of brightly uniformed infantry. Behold the great equator, land of the warrior sun. where skeletal legions and armies of living statues rise from the desert to crush the crusades of plate-armoured knights. Across the Old World, bestial and nameless things pour out from the endless forests to besiege, burn and topple fortress-cities. Orc Warlords stand atop storm-wracked mountains, bellowing raucous battle-cries. A constant flood of savage greenskins, slime-skinned monsters and ramshackle war engines emerges from the caves below in answer to the call. In the earth below, scurrying Skaven infest the depths like a tide of filth in a stinking sewer. Their verminous hordes crashing into the unyielding shieldwalls of grim Dwarf tunnel-guards who fight daily for the survival of their cavernous dominion. In the far-off lands of the Elves, brother fights brother in a war that has raged for time immemorial, the skies above alight with the fire of a hundred duelling dragons. Steam-driven towers prowl the borders of Mankind's realm, each one garrisoned by a regiment of war-hardened veterans. Above them come flocks of war gryphons and flying galleons held aloft by sorcerous pacts. Yet amidst all of the fire, flame and fury, it is a world too of mighty heroes, of bold deeds and of great courage. These few champions stand against the encroaching darkness, rallying their warriors with acts of valour and hope of victory. The deafening roar of battle rises above them all, the sound of a thousand times a thousand men crashing body, blade and shield against a horde of daemonic terrors from the bowels of hell. The fate of the world, be it damnation or salvation, will soon be decided. This is a world of eternal war and fleeting glory. This is the world of Warhammer.

INTRODUCTION Welcome to Warhammer. Sound the trumpets and beat loud the drums of war, for the weighty tome you hold in your hands is your key to entering a dark and bloody land. It is a world of Daemons and sorcery, a brutal era of warfare and conquest. Warhammer, the game of fantasy battles, brings all the action onto your tabletop. You command armies of miniatures in a game that promises bold manoeuvre, daring riposte and untold slaughter. The game of Warhammer makes you the general of an army of Citadel miniatures. Regiments of resplendent High Elves, the ragged hordes of ravenous ratmen known as Skaven, the Undead legions of the Vampire Counts or any of the other dozen army types, march, manoeuvre and charge into the fray on your orders. At your command, hails of arrows and eldritch bolts of magic are unleashed upon the foe. But it is in the brutal close quarters of combat that most battles must be won, by stalwart troops and legendary heroes.

INTRODUCTION

THE WARHAMMER HOBBY Warhammer is a game unlike any other because it is so much more than a game. It is an engaging and engrossing pastime — a full-blown hobby with a host of different aspects. There are armies of Citadel miniatures to collect and paint, fantastical battlefields to model, arichhistory to explore, and an unending list of gaming challenges. It is a hands-on hobby as wide open as your imagination. If all this sounds like a lot of work — it is! But glory won lightly is not glory at all.

HOW THIS BOOK WORKS This book contains everything you need to know in order to play games of Warhammer on your tabletop. For ease of navigation the book is divided into the following main sections:

Miniatures Showcase: This truly glorious section shows off a fantastic assortment of Citadel miniaturesfrom the Warhammer range. There are examplesfrom every army and each model has been lavishly painted by a member of the world-famous 'Eavy Metal team. Looking through this section should help you make the tough decision of which models and which army to start out collecting.

The Rules: This section lays out the full rules for how to move, shoot, cast magic and fight with your models. In addition to the core `how to play' rules you'llfind rules for monsters, heroes, weapon types, allies, army selection rules We have also included an introduction to and, of course, how to go about playing a battle. collecting, assembling and painting your own miniatures and terrain ready for battle, with lb clarify rules along the way you will find both pointers to where you canfind out more. illustrative diagrams and helpful side notes with practical advice scattered throughout the section. Warhammer Battles: The final section is all about putting the rules, background, and the models together to take your games even further. The Warhammer World: The Warhammer In addition to tips about setting up and playing world is a strange, magical realm full of battle your own games, you'llfind all manner of and strife. This section provides histories, exciting scenarios to play, along with advice on tales of the major epochs, and a glimpse at running your own campaigns, an exciting battle the mighty heroes and villains that have carved report and an awe-inspiring Legendary Battle. their legacies upon the world of Warhammer.

Getting Started It is not essential to read the entirety of this book in order to play a game. You can fight your first battle after skimming the first few chapters of the Rules section. What you'll come to realise, however, is that the rest of the information greatly enriches your battles. Inspiration can be drawn from each section — additional special rules, stories from Warhammer epic history, amazing paint schemes, terrain examples, or new scenarios to try. Such depth turns Warhammer from a game into a hobby, and will make your battles even more rewarding.

WHAT YOU NEED Between yourself and your opponent, you will need to have the following things to recreate the bloody battles of the Warhammer world: ARMIES OF CITADEL MINIATURES Both you and your opponent will need an army to battle with! From fast, lithe armies like Dark Elves that mix infantry, cavalry, and monsters to the slow but solid infantry lines and devastating war machines of a Dwarf army, Warhammer has over a dozen army types to choose from. Each force is different and characterful in its ownright,but best of all each army can be built in countless combinations. Players can choose their favourite models, exploit a favourite game tactic or collect as their whims dictate. No two armies need be alike. It might take a while to amass a large collection of painted figures, but a finished army gloriously arrayed upon a battlefield is a rewarding sight and well worth the effort.

RULEBOOK Whenfirst learning how to play you'llfind yourself consulting the Rulebook fairly often during the course of a battle. After a few matches, however, the bulk of gameplay will become second nature and you'll soonfind that you only need to check the book for occasional reference or to find clarification for an unusual game situation.

TAPE MEASURE The bounce of a cannonball, the flight of a Griffon, the charge of a regiment of knights mounted atop giant lizards or the range of a wizard'sfireball are all measured in inches. A tape measure or other measuring device marked in inches is therefore a necessity.

In this battle an Empire army, including war machines and mounted knights, takes on an invasion of Chaos Warriors bolstered by hideous beasts and even a Giant. The fate of this village hangs in the balance.

A BATTLEFIELD What turns your flat surface into a battlefield is the addition of terrain. This could consist of any number of strange magical features such as a fungal forest, a river of blood, a fell temple to some dark power, or the heaped skull-totems of a barbaric race.Youwill need at least a few terrain pieces to play Warhammer because the tactical demands that terrain puts on commanders is an important and exciting part of the game (although when you're starting out, many gamers use piles of books for hills, cardboard boxes for buildings and other stand-in solutions). Often the player who can best read the 'lay of the land' to his army's advantage wins the battle.

TEMPLATES Some weapons, such as stone throwers or the highly feared Flame Cannon of the Dwarfs, affect a large area and can destroy many models at once. By placing the correctly sized template in place, players can determine how many models are hit.

MOVEMENT TRAYS

A PLAYING SURFACE Anyflat surface can become the battlefield for armies tofight over. A dedicated playing space is ideal, but a kitchen table, flat workbench or even the floor will do. Try to avoid having to disassemble an ongoing battle to accommodate a family meal or, in the case of a 'floor war', having some of your troops trodden upon by unwary interlopers.

In Warhammer a groupedformation of troops is called a unit. Some units can be fairly large, consisting of 20, 30 or even more models. Moving these models individually can take quite a bit of time, so many players keep the units 'blocked' together by use of a base or movement tray. These can be custom-made or bought and will greatly aid moving larger These units are ranked up on movement trays, making it easyfor a units — don'tfield a horde without them! player to move then around.

All the scenic pieces on top ofPEN 6 PAPER the gaming table are plastic In the midst of a bloody Warhammer battle Citadel kits, assembled and it is easy to forget key information. Having painted just like the model pen and paper handy so you can jot down soldiers themselves.

how many wounds have been inflicted upon large monsters, or which unit has been cursed with an ongoing spell, will allow you to get on with the game instead of trying to remember minutia.

The gaming table shown here is the Citadel Realm of Battle Gameboard, which is made up of 2' by 2' tiles that can be rearranged in different configurations to vary your battles.

DICE Warhammer uses six-sided dice to work out effects such as combat and shooting. It's useful to have quite a few dice on hand as combats are tumultuous affairs requiring fistfuls of dice to be rolled at a time. A few differently coloured dice are handy to work out specific rolls for heroes. You will also need an artillery dice and a scatter dice to work out certain spell and war machine effects (see page 7). INTRODUCTION

MUSTERING YOUR FORCES Warhammer is a game of armies clashing on the tabletop. In order to play, you'll need an army of your own, but which will you choose? Perhaps a black-hearted and monster-filled force of Dark Elves, or an army from Bretonnia, the knights bedecked in armour and magnificent heraldry, the magically animated Tomb King hordes or ironclad elite Warriors of Chaos? Warhammer presents over a dozen army types, each with its own unique look, troop types, game rules, and defining attributes. For instance, a High Elf army is characterised by its relatively low numbers of highly skilled warriors, its wide choice of fighting elites, and its access to elegant, yet deadly monsters like Dragons and Griffons. High Elves are masters of powerful, but largely Nick Bayton, long-time fan of the Chaos Warriors army, defensive magic. Conversely, the chaotic ratmen known as Skaven are a horde army — a fighting makes a selection from force whose common tactic is to swamp their the Games Workshop Warhammer World store. enemies with an expendable tide of cheap troops. Mixed in with the massed assaults are devastating, but occasionally self-destructing arcane war machines. Skaven magic is wildly offensive but occasionallyriskyto its own side.

The new regiment of Chaos Knights assembled, undercoated, and with afirst coat of paint.

Over a few more sessions, Nick finishes painting his new miniatures.

Right: An Empire army including infantry, cavalry, and a powerful Bright Wizard.

Not only is there a wide variety of different army types with varying characteristics to choose from, but each army is itself made up of many unique troop choices and options. It is possible to compose armies of the same type in countless different and rewarding ways. So how do you choose an army and how big should it be? There are as many different reasons to choose an army as there are gamers. Some collect armies based on the look of the models, the army's tactics or special rules, or perhaps the force's background or ethos. Some players can't settle on a single force and purchase miniaturesfrom a spectrum of different armies. The only 'right way' is the method that feels rightfor you.

It is possible to start playing small games of Warhammer with an army made up of three to four units, including a model to represent the army's General — the hero (or villain!) that is commanding the force. Such a game can be played within an hour. There is no upwards limit to the size of an army and some particularly avid collectors can field massive forces that include hundreds or even thousands of models. In addition, many players are fortunate enough to have amassed more than one army to game with.

WARHAMMER ARMIES Players seeking more information about a chosen army should reference the Warhammer Armies books. Each book in this supplemental series focuses on a single army, providing in-depth background, a bestiary that lists all the troop types and their rules, plus new magical weapons and other items, expertly painted example models, and an army list that will help you to organise

UNBRIDLED ZEAL Unless you too are bitten by the collecting bug, it is hard to understand (or explain!) the passion a player will put into his army. Competitive players hone their forces by playing many practice matches, forever tweaking their army selection between games and agonising over equipment options. Top model painters lavish incredible levels of detail upon each and every model, spending particular attention to the centrepiecefigures like monsters and leaders. Some enthusiasts read and re-read every scrap of background text, pondering how their force fits into the Warhammer world, perhaps even making up their own stories. Everyone studies the available Citadel miniatures and the inspirational examples painted by the 'Eavy Metal team. Many catalogue their existing collection (sometimes in their heads, sometimes on paper), plan out future purchases, and look forward with anticipation to their next painting or gaming session.

Above: Jeremy Vetock's Orc Goblin army has grown very large indeed, and includes pieces of 'Orcy' terrain and specially converted monsters.

Nick transports his Chaos Warriors army to battle safely in afigure case.

The new regiment fights in its first Warhammer battle — and does rather well!

FIGHTING A BATTLE So what is it like to play a Warhammer battle? The next few pages will give you a general idea - running through the stages of setting up the battlefield, deploying the armies, fighting out the battle, and determining if you have won glorious victory or suffered ignominious defeat.

SETTING UP THE BATTLE Once you and your opponent have your armies mustered ready for battle, the first step in playing a game of Warhammer is setting up the battlefield. Both players work together to place pieces of terrain on the tabletop, representing haunted forests, rocky hills and magical monuments. The best battlefields not only pose tactical This battle wasfought betweenchallenges to the players, but also look great. a Skaven army played by Mat This is your chance to set the scene of your Ward and a High Elf force battle and bring a bit of the Warhammer commanded by Jervis Johnson. world alive. Jervis and Mat set up their battlefield to represent a oncepeaceful corner of Ulthuan, the island home of the High Elves. The obelisks are Elven Waystones and the building in the centre is a Wizard's Tower, filled with arcane secrets.

Wizards in close proximity to Elven Waystones gain extra power.

As neither Mat nor Jervis yet knows which side of the table their army will start on, they set up the terrain so that both sides have benefits and disadvantages.

THE ARMIES DEPLOY With the terrain set up it is now time to choose table sides and deploy armies. Each player rolls a dice and whoever rolls highest picks the side of the table he wishes his army to start on. The player that lost the dice roll will set up on the opposite side. The two players then take it in turns to place their regiments, war machines, monsters, etc. This is where you must start applying tactical thought — from which direction will the enemy troops advance? Is there high ground from which archers or war machines can rain death upon the foe? Can your models reach any special terrainfeatures that grant useful benefits to your army? In other words, how can you best exploit the lay of the land to give your army a better Jervis places his Elven Prince on Griffon on the battlefield, of the range of the dangerous Skaven war machines. chance of destroying your enemy?

e

Some units, like these Shadow have special rules, allowing the up outside of their deployment before the game begins.

Mat deployed his Skaven army with a st attacking centre and fast expendable fla countered with hard, fast units on his fla his shooting troops around a hill in the m

INTRODUCTION

FIGHTING THE BATTLE Now that both sides are deployed it is time to fight the battle! Players take turns to act with their armies. During a turn a player will first manoeuvre his units, perhaps charging some into combat with the foe. Next he will unleash magical spells from his Wizards, and shooting attacks such as archery or cannon-fire. Lastly, any close combats are fought out, after which his turn is over and the other player takes his turn. During the game both players During your own turn you will be busy trying kept up a steady steam of chatto apply your masterful battle plan. You will be about the back and forth of the moving models, measuring the range of potential battle, the shortcomings of their bowfire (or other missiles and spells), working plans, and their good (or bad) luck. There was even time for out a\ close combat results and generally trying your best to destroy your foe's army. tea break.

During your opponent's turn, in addition to watching him trying to dismantle your forces you will have to make various dice rolls, such as testing to see if your armour protects you, if you can dispel enemy magic or if any of your units panic due to the onslaught of the foe. Casualties — models that are slain over the course of the battle - are removed from play and placed somewhere safe off the battlefield. Thus, as the game progresses, units dwindle in size or disappear altogether in the bloody fighting.

Jervis used his Archers and Repeater Bolt Throwers on the hill to slay many Skaven.

Mat's long-ranged weaponry, Warplock Jezzails and a Warp Lightning Cannon, attempt to destroy the powerful Elf units before they cancharge into combat.

When selecting his army Mat chose a Grey Seer (a powerful Wizard) mounted atop the Screaming Bell, a notorious Skaven war machine. He placed this powerful combination into a horde of Skaven Clanrats, making for a very destructive unit.

Battle Key A The Elven flank takes casualties from Warplock D The High Elf Phoenix Guard and Skaven Jezzails but advances into charge range. Stormvermin square off, ready for bitter combat. B The Rat Ogres defend the rear of the large E Sneaky Skaven Gutter Runners advance into the Skaven unit. Wizard's Tower. C Three Elven units line up charges against the F A Doomwheel kills the Shadow Warriors and formidable Skaven regiment with the Screaming Bell. crashes through into the Elven Dragon Princes.

Additional Skaven units move up to support the Doomwheel.

VICTORY After six turns, the Warhammer battle is concluded. There are set rules to work out who has won, but often it will be obvious — one side's troops will be Mostly dead or fleeing, perhaps with their General slain. Regardless of outcome, conqueror or vanquished, it is customary to shake your opponent's hand. A full Warhammer battle report - detailing the cut and thrust of a game — as well as information on all aspects of Warhammer, After shaking hands both players retired to Bugman's for a drink and a chance to talk about the can be found at: www.games-workshop . com game - discussing the 'what-ifs' of the battle and lamenting the failure of critical dice rolls.

THE RULES This section starts with the basic rules as they apply to the most common type of model - infantry. This means you can get playing as quickly as possible, learning to move, cast spells, shoot andfight in close combat with your models without having to read for hours first. Don't worry about trying to memorise all the rules — you'll get by in most games with the basics of Movement, Magic, Shooting and Close Combat. Other 'layers' of rules, only come into play under particular circ*mstances, or in regard to other types of models, such as thundering chariots, mighty monsters, courageous heroes and devastating war machines. From there, the only limits are your imagination and your dreams of conquest. This section, therefore, is more than a mere set of rules it is your first step on the path to becoming a Warhammer general...

Written by Mat Ward.

OVERVIEW OF THE GAME This page simply summarises the sequence of playing a Warhammer battle, and points you to the relevant parts of the book that explain how each stage works.

1 MUSTER YOUR FORCES You will need two armies to play a Warhammer battle, so the first thing to do is assemble your forces. You can simply use all the models in your collection, but most players use the system of

points values and army lists to ensure their forces are evenly matched for a closely fought game. This system is explained in the Choosing Your Army chapter on page 132.

2. CHOOSE A PITCHED BATTLE The Fighting a Warhammer Battle chapter on page 140 presents six 'pitched battles'. Each of these explains how to play a slightly different type of battle, ranging from a straightforward

clash of battlelines to afight in a mountain pass or the defence of a watchtower. Players canrolla dice to decide which pitched battle they will play or simply choose one.

3. SET UP THE BATTLEFIELD The Most Important Rule

Next, you will need a battlefield, be it the kitchen table, the floor or a fully modelled wargames board. The players set up terrain for their armies tofight over, representing haunted woods,

In a game of the size and complexity of Warhammer, there are bound to be occasions where a situation is not covered The two armies are deployed facing each other by the rules, or you can't seem to find the right page. Even ifacross the battlefield, ready tofight. Details on you know the rule, sometimes it to deploy can be found in the Fighting a how is just a really close call, and Warhammer Battle chapter on page 140. players don't agree on the precise outcome.

fortified watchtowers and other strange features that make up the landscape of the Warhammer world. How to do this is also covered in the Fighting a Warhammer Battle chapter.

4. DEPLOY ARMIES

Each of the pitched battles includes a map showing you where on the table each player can place his models, and also tells you which side will take thefirst turn of the game.

5. FIGHT!

Nobody wants to waste valuable gaming time arguing, so be prepared to interpret aFight out the battle, with players taking turns to act with their army, using the rules that follow. rule or come up with a suitable solution for yourselves (in aThis section starts with basic rules that apply to manner befitting gentlemen,allofmodels, and cover the standard sequence of course). If youfind that you moving, and shooting andfighting. These basic your opponent cannot agree on rules are all you will need for infantry models, the application of a rule, roll a dice to see whose interpretation will apply far the remainder of the game - on a result of 1-3 player A gets to decide, on a 4-6 player B decides. Then youEach can pitched battle explains how many turns to get on with the fighting! Once play for and how to work out who has won the the game is over, you can game. In most cases the victor is the side that happily continue your discussion has destroyed more of the enemy, and so it is as to the finer points of the rules. often obvious who has won, as the other side's

and will get you by for your first game or two. They are followed by extra rules that apply only to certain models such as monsters, heroes or warriors armed with unusual weapons. Finally there is a chapter that explains the effects of the fantastical terrain of the Warhammer world.

6. DETERMINE THE WINNER army is in tatters - dead or fleeing! Other battles are decided by seizing enemy banners or capturing a watchtower. Whatever the outcome, only arematchwill give you the chance for further glory or sweet revenge.

MODELS 6 UNITS The Citadel miniatures used to play games of Warhammer are referred to as 'models' in the rules that follow. Models represent a huge variety of troops, ranging from cowardly Goblins and noble Elves, to mighty Dragons. Each model is an individual playing piece with its own skills and capabilities, to reflect all the differences between such warriors, each model has its own characteristics profile.

CHARACTERISTICS OF MODELS Warhammer uses nine different statistics or characteristics to describe the various attributes of the different models. All characteristics are rated on a scalefrom 0 to 10 — they cannot go below 0 or rise above 10.

MOVEMENT ALLOWANCE (M) Often called Move, this shows the number of inches a model can move on the battlefield under normal circ*mstances. For example, a Man with a Move of 4 (M4) can move up to 4" when moving at full rate.A horse moves far faster and therefore has M8.

WEAPON SKILL (WS) This defines how accomplished or skilled a warrior is with his weapons, or how determined and vicious a monster is. The higher the score, the more likely the model is to hit an opponent in close combat. An ordinary Man has WS3, whilst a battle-hardened hero might have WS4, WS5 or possibly even higher!

BALLISTIC SKILL (BS) This shows how accurate a warrior is with ranged weapons such as bows or handguns. The higher this value is, the easier a creature finds it to hit with missile attacks. An ordinary Man has BS3, but a keen-eyed Elf has BS4. Some monsters have natural weapons that can be used at range (they might spit venom, for example) and they often use BS to determine whether they hit or not.

STRENGTH (S) Strength gives a measure of how strong a creature is. An exceptionally puny creature might have a Strength characteristic of 1, while a mighty Giant has S6. Men have S3. Strength tells you how hard a model can hit and how easily It can hurt an opponent it has struck in close combat.

TOUGHNESS (T) This is a measure of a creature's ability to resist physical damage and pain, and reflects such factors as the resilience of a creature's flesh, hide or skin. The tougher a model is, the better it can withstand an enemy's blows. A normal Man has T3, but a creature such as a Treeman, with tough wooden flesh, has an incredible T6!

WOUNDS (W) This shows how much damage a creature can take before it dies or is so badly hurt that it can't fight any more. Most men and man-sized models have a Wounds characteristic value of 1. Large monsters and mighty heroes are often able to withstand several wounds that would slay a smaller creature, and so have W2, W3, W4 or even more.

INITIATIVE (I) This indicates how fast a creature can react. Creatures with a low Initiative score (Orcs, with Initiative 2) are slow and cumbersome, while creatures with a high Initiative score (Elves, with Initiative 5) are quicker and more agile. Humans have Initiative 3. In close combat, Initiative dictates the order in which creatures strike.

ATTACKS (A) This shows the number of times a creature attacks during close combat. Most warriors and creatures have an Attacks value of 1, although some elite troops, monsters or heroes may be able to strike several times and have A2, A3 or more.

LEADERSHIP (LD) Leadership shows how courageous, determined, and self-controlled a model is. A creature with a low value is very unruly or cowardly, to say the least! Men have Ld7, which is average, whilst easily scared Night Goblins have a Leadership value of only 5.

The Spirit of the Game

You'll realise soon that Warhammer is different to any other game you have played. It is important to remember that the rules are just a framework to create an enjoyable game. Winning at any cost is less important than making sure both players — not just the victor — have a good time. What's more, Warhammer calls on a lot from you, the player. Your job isn't just to fellow the rules, it's also to add your aim ideas and sense of fun to the game. Much of the appeal o Warhammer lies in the freedom and open-endedness that this allows, and it is in this that the rules havebeenwritten.

THE CHARACTERISTICS PROFILE Every Warhammer model has a profile that lists the value of its different characteristics. The examples left show the profiles for an Orc, a Man, an Elf and a Skaven.

OTHER IMPORTANT INFORMATION

In addition to its characteristics profile, each model will have a troop type, such as infantry or cavalry, which we discuss in more depth on As you can see, an Orc and a Man are similar in page 80. It might also have a save of some many respects. They both move at the same kind, representing any armour or magical speed (4"), and they both have the same Weapon protection it might have, and it could be Skill and Ballistic Skill values, which means they Orc Boy carrying one or more shooting or close combat M WS BS S T W I A Ldare very evenly matched in combat. Both have weapons (see page 88) or might have one or 4 3 3 3 4 1 2 5 7 the same Strength value, so they can deliver more special rules (see page 66). Don't worry blows with equal potency. When it comes to about any of this for now — for the moment it's Toughness, however, the Orc wins over the Man enough that you know about these aspects of - the Orc's value is 4 compared to 3. This is not the model. a vast difference, but it does make the Orc better able to withstand blows and gives it the edge in CHARACTERISTICS any hand-to-hand fighting.

OF ZERO

Both creatures have 1 Wound, which is the normal value for man-sized creatures. The Orc loses out, however, when it comes to Initiative. Empire Halberdier M WS BS S T W I A LdThis is not a terrible disadvantage, but it does 4 3 3 3 3 1 3 1 7 mean that the Man will get to strike his blows before the Orc does when they get stuck into hand-to-handfighting. Both races have the same Leadership of 7, which is average. The Skaven is noticeably quicker than a Man or an Orc, with both Movement and Initiative values higher. However, the Skaven ratmen are distinctly cowardly, with their Leadership of 5. The Elf meanwhile is clearly superior, with above-average Movement, Weapon Skill, Ballistic Skill, Initiative and Leadership characteristics. Only Strength and Toughness remain at a normal level for these elite warriors.

High Elf Spearman M WS BS S T W I A Ld 5 4 4 3 3 1 5 18

Skaven Clanrat m ws as s T w I a Ld 5 3 3 3 3 1 4 1 5

MODELS 6 UNITS

Some creatures have been given a value of '0' (often shown as a dash: '—') for certain characteristics, which means that they have no ability whatsoever in that skill. This usually applies to creatures unable to use missile weapons, so they haveBS0or BS-, but it might equally well apply to other characteristics too. For example, some creatures or war machines may have no Attacks (AO or A-). If any creature or object has a Weapon Skill of 0 then it is unable to defend itself in close combat, and any blows struck against it will therefore automatically hit. If at anytimea model's Strength, Toughness or Wounds are reduced to 0 or less by magic or a special rule, it is slain and removedfrom play.

FORMING UNITS The models that make up your Warhammer army must be organised into 'units'. A unit usually consists of several models that have banded together, but a single, powerful model such as a lone character, a chariot or a Dragon, a war machine and its crew, and so on, are also considered to be a unit. A unit consists of 1 or more models that are arranged in orthogonal base contact with each other, which is a fancy way of saying 'edge-toedge andfront corner tofront corner'. See the diagrams below — it's much clearer as a picture than in it is in words.

Facing Front All models in a unit must face the same direction. In addition, all models in the unit must be arranged in a formation that consists of one or more horizontal lines, called ranks and a number of vertical lines, called files. This is why we often refer to basic warriors as 'rank and file' troops. As far as possible there must be the same number of models in each rank. Where this is not possible it must be the rear rank that has fewer models. Once formed into a unit, the models move and fight as a single entity for the rest of the battle.

REMOVING CASUALTIES Some of the models in a unit (probably quite a lot of them) will die as the battle progresses. When casualties occur, models are removed

UNIT FACING Last, but not least, a model has a forward, flank and rear arc baaed on the direction that it is facing. We'll be using this later to work out what the model can attack, as well as calculating which side of the model an enemy will be able to charge as the game goes on.

A model's forward (or 'front'), flank and rear arcs extend out from its corners at 45° angles, forming four 90° quadrants, as shown here. A unit's facings therefore are determined by the facing of its constituent models.

from the back rank of the unit. If the unit is reduced to a single rank, casualties must be removed evenly from either end of the line.

It's normally easy to tell which direction a model is facing — h (it'll?) be aligned squarely with one of his base's edges. Sometimes, however, it's not so clear. This doesn't tend to be a problem in a unit, where all the models are assumed to face the same way (and a command group can normally befound in the front rank). If you have a single model, such as a monster or character, whosefacing is not obvious, make sure that your opponent can tell which way it's facing - it could prove crucial in the battle!

GENERAL PRINCIPLES We're almost ready to dive into the turn sequence that drives the bloody business of Warhammer. However, before we begin, there are few basic ideas and game mechanics that it's worth discussing. These are essentially principles that are so broad that they pop up again and again while you're playing a game, so it makes a lot of sense to establish them before getting caught up in the more specialised rules that you'll find later on.

MEASURING DISTANCES In Warhammer, distances are measured in inches (") with a tape measure. You can always check the distance before you declare an action, such as charging or shooting.

This allows you to check whether your units are in range of their target before they launch an attack. After all, our warriors are all led by experienced campaigners and we can assume that they can accurately judge the range of their weapons, even if we, their generals, cannot (one does not, after all, keep a dog and then bark himself). Distances between models and all other objects (which can be other models, terrain features and so on...) are always measuredfrom closest point on one base to the closest point on the other base.

The distance between the Empire Spearman unit and the Goblins is 6". We therefore say that the Goblins are within 6". The distance between the Empire Spearman unit and the Wyvern is 3". We therefore say that the Wyvern is within 3". Skeleton Warrior GENERAL PRINCIPLES

Distances between units are always measured to and from the closest models in each of the units (see diagram below). Sometimes units will be mounted on movement trays for ease of use. Nevertheless, always use the model's base, and not the movement tray, as the reference point when taking your measurements. So, for example, if any part of a model's base is within 6" of the base of an enemy model, the two models are said to be within 6" of each other.

Sometimes the rules will call upon a unit to move directly towards another unit, or some other feature on the battlefield. Where this is the case, draw an imaginary line between the centre of the unit and its destination, and move the unit forward along this line a number of inches equal to the distance stated.

DICE

MODIFYING DICE ROLLS Sometimes, you may have to modify the result of You'Il often need to roll dice to see how the the diceroll.This is noted as D6 plus or minus actions of your models turn out — how a number, such as D6+1. Roll the dice and add effective their shooting is, what damage or subtract the number given to orfrom the they've done in close combat, and so on.

Almost all the dicerailsin Warhammer use standard six-sided dice, also known as D6, but there are some exceptions as noted below. ROLLING A D3

In rare circ*mstance you may be told to roll a D3. As there's no such thing as a three-sided dice, use thefollowing method to determine a score between 1 and 3. Roll a D6 and halve the scare,roundingup. Thus 1 or 2 = 1, 3 or 4 = 2 and 5 or 6 = 3. ARTILLERY DICE AND SCATTER DICE

Warhammer uses two special dice: the artillery dice (marked 2, 4, 6, 8, 10 and Misfire) and a scatter dice (marked with arrows and Hit! symbols). These dice ate mostly used to represent the effects of various war machines, such as cannon and stone throwers.

Misfire!

It's common practice for players to refer to the artillery dice as a 'misfire dice'— chiefly because you can guarantee that it'll roll a misfire at the most inappropriate moment. score (as appropriate) to get thefinal result.For Conversely, more superstitious example, D6+2 means roll a dice an add 2 to players refer to it slavishly as an the score, giving a total between 3 and 8. You artillery dice, simply because may also be told torolla number of dice in one they believe that saying the go, which is written as 2D6, 3D6 and so on. word 'misfire' is enoug a forthcoming dice roll. Thus Roll the indicated number of dice and add the has been borne the convention scores together, so a 2D6 roll is two dice rolled it is an 'artillery' dice and added together for a score of 2-12. Another that when you roll it, and a 'misfire' method is to multiply the score of a dice by a dice when your opponent does.

certain amount, such as D6x5 for a total of between 5 and 30. RE-ROLL

In some situations, the rules allow you to pick up andre-rolla dice. This is exactly what it sounds like — pick up the dice you wish to reroll, and roll it again. The second score counts, even if it means a worse result than the first, and no single dice can bere-rolledmore than once, regardless of the source of the re-roll. If youre-rolla single 2D6 or 3D6roll,you mustre-rollall of the dice and not just some of them, unless the rule granting the re-roll specifies otherwise. ROLL-OFF

If the rules require players toroll-off, this simply means that each player rolls a dice and the player that scores the highestresultwins theroll-off. If the playersrollthe same result, both dice must bere-rolledagain until one player is the winner — any modifiers that applied to thefirst dicerollare also applied to any further rolls. RANDOMISING

Note that, except where clearly specified, the artillery and scatter dice cannot be re-rolled. We've not talked aboutre-rollsyet, but we will do shortly. DIVIDING TO CONQUER Sometimes you'll be called upon to divide the result of a dice roll, a characteristic or some other

Sometimes you'll be called upon to randomly select something — often a model, but sometimes a magic item, a spell or similar. Where this is the case, simply assign a D6resultto each of the things the random selection must be made from, and roll the dice to make your random choice. If you have fewer than six items to randomise between, simply re-roll any unassigned results until yourollan assigned number.

value. Where this happens, any fractions For example, a player has to randomly select one of five models. He assigns each model a number between 1 and 5, and rolls a D6, re-rolling results of 6 until he getsup, a number 1 and 5.models. would bebetween 6

should always be rounded up. So a 2D6 roll of 7 halved, would be aresultof 4 (3.5 rounded up). Similarly, 10% of a unit of fifty one models, rounded

© Games Workshop Ltd 2009. All rights reserved. Permission is granted to photocopy for personal use only.

TEMPLATES

SCATTER

Some spells and war machines are so Sometimes a rule will call for an object (a template, counter or even a unit) to be powerful that they don't just target a single placed on the battlefield and then scattered. model or unit, but have an 'area effect* When this occurs, follow this procedure: which might encompass (and often utterly devastate) several different units. Tothe better Place object on the battlefield, as instructed represent these, Warhammer uses a series by theofrule. Roll a scatter dice to determine the three different templates: direction of scatter, and any other dice required

• A small round template (3" in diameter)

by the rule to determine the scatter distance. For example, if something is said to 'scatter 2D6" in a random direction' then you'd roll the scatter • A large round template (5" in diameter) dicefor the direction and 2D6"for the distance. It's normally a good idea to roll these as close to • A flame template (a teardrop-shaped the scattering object as possible, to minimise the templateroughly8" long) inaccuracy that will inevitably creep in as you Copies of these templates can be found opposite. attempt to match the vector. You can photocopy these if you wish, but plastic transparent versions can be purchased separately. If a Hit! is rolled on the scatter dice, the object does not move — leave it in place and resolve the rest of the rule.

Night Goblin Shaman

If an arrow is rolled, move the object in the direction of the arrow and the distance (in inches) shown on the other dice, ignoring intervening terrain, units, etc, unless the rule states otherwise. Once the object has scattered to its final position, you can resolve the effects of the rule. Note that war machines usually use the artillery The templates are used as a way of determining dice to determine the distance scattered, whether or not models have been hit by an attack that has an area of effect or blast radius. When an attack uses a template, it will explain how the template is positioned, including any The scatter dice shows a Hit! so kind of scatter that might occur (scatter is the template does not move — the discussed more completely next in this section), 2D6 result is ignored. To work out which models are hit, you normally need to hold the template over an enemy unit or a particular point on the battlefield, and then look underneath to see which models' bases lie partially or completely underneath the template. Normally, any model that is fully or even partially underneath the template is hit automatically with the effect described in the special rules for the attack. Some models, such as characters tiding chariots and monsters, might have several different locations that can normally be hit separately - in these cases a template is assumed to hit all the locations on the Model. Remember that a model's base is

Counted as being part of the model itself, so all a template has to do to cause a hit on all the Model's locations is to touch its base.

The scatter dice shows an arrow so the template moves the distance shown on the 2D6.

Is it Natural?

CHARACTERISTIC TESTS

You 'll notice that some of theA model will sometimes be called upon to rules refer to a 'natural' dice take a characteristic test. Such a test could roll - this refers to the actual be applied against any characteristic the number the dice rolled, ignoring model has, save Leadership. A Toughness any modifiers that might apply. This phrase is quite useful as test is a characteristic test, as is a Strength there are quite a few dice test or an Initiative test, and so on. modifiers sloshing around in the Warhammer rules, and we Models will not normally have a choice of which sometimes want the dice scores characteristic they must use — the characteristic themselves (without the to be tested will be specified in the rule. modifiers) rather than the total result (including the modifiers).

To make a characteristic test, roll a D6 and compare the score to the relevant characteristic in the model's profile. If the score is equal to or less than the number in the profile, the test is passed with no ill effect. If the score is greater than the number in the model's profile, the test has been failed, and something nasty will occur, as detailed in the rule that called for the test. Where a model (or a unit) has more than one value for the same characteristic, as is the case with cavalry, for example, a characteristic test is always taken against the highest of the values.

LINE OF SIGHT Line of sight determines what a model can 'see'. Many situations call for you to determine whether or not a model has line of sight. A model normally needs line of sight whenever it wishes to attack an enemy, whether with sword, spell or bow.

Line of sight literally represents your warriors' view of the enemy — they must be able to see their foe through, under or over the battlefield terrain, and other models (friendly or enemy). For one model to have line of sight to another, you must be able to trace an unblocked line from its eyes to any part of the body (i.e. the head, torso, arms or legs) of the target. Sometimes, all that will be visible of a model is a weapon, banner or other ornament he is carrying. In these cases, the model is not visible. Similarly, we ignore wings and tails, even though they are technically part of a model's body. These rules are intended to ensure that models don't get penalised for having impressive banners, swords, and so on.

AUTOMATIC PASS AND FAIL

When taking a characteristic test a natural roll of 6 is always a failure, and a natural 1 is always a success, regardless of any other modifiers. However, if the model has a characteristic of 0 or — it automatically fails the test.

LEADERSHIP TESTS At certain times, a model or unit might be called upon to take a Leadership test. This represents them drawing upon their courage to face disheartening circ*mstances.

To take a Leadership test, roll 2D6. If the result is equal to or less than the model's Leadership value, then the test has been passed. If the result is greater than the model's Leadership value, a suitably dire consequence will occur, as detailed in the rule that called for the test. This will normally involve the unit turning tail and fleeing from the enemy. Note that a natural, unmodified, roll of 2 (i.e. rolling a double 1) is always considered to be a pass, regardless of any modifiers that might apply. If a unit includes models with different Leadership values, always use the one with the highest Leadership - warriors naturally look to Wood Elf Glade Guardthe most steadfast of their number for guidance.

Naturally, you can't ask your models what they can see — they're plastic and metal, so a reply will be some considerable time in coming therefore you'll have to work it out on their behalf. In many cases, this will be obvious - if there's a hill or building in the way, the enemy might be blatantly out of sight. In other cases, two units will be clearly in view of each other as there is nothing at all in the way. On those other occasions where it's not obvious whether or not one unit can see another, the player will have to stoop over the battlefield for a 'model's eye view'. This means getting down to the level of your warriors, taking in the battlefield from their perspective to 'see what they can see'.

SEQUENCING

Whilst every effort has been made to make sure that the sequencing of rules is utterly clear, occasionally you'llfind that two or more rules are to be resolved at the same time — normally 'at the start of the Movement phase' or similar. When this happens, and the wording is not explicit as to which rule is resolvedfirst, then the player whose turn it is chooses the order.

BASIC RULES AND ADVANCED RULES Finally, it's worth remembering that the rules for Warhammer are broken up into two distinct halves: basic rules and advanced rules.

infantry models (a knight, a cannon or even a Dragon). The advanced rules that apply to a unit are indicated in the entry for the unit in their relevant Warhammer Armies book.

Bask rules apply to all the models in the game,

BASIC VERSUS ADVANCED Where rules apply to a specific model, they always override any contradicting basic rules. For example, the basic rules state that a model must take Panic test under certain situations. If, however, that model has a rule that makes it immune to Panic, then it does not test for Panic — the advanced rule takes precedence.

unless specifically stated otherwise. They include the rules for movement, shooting, close combat and so on, as well as the rules for Panic tests. These are all the rules you'll need for your average infantry model. Advanced rules apply to specific types of model, whether because they have a special kind of weapon (such as a spear), unusual skills (such as flaming attacks or the ability to regenerate damaged flesh), because they are different to theirfellows (such as a standard bearer or a mighty hero), or because they are not normal

Dwarf Warrior

On rare occasions, a conflict will arise between a rule in this rulebook, and one printed in a Warhammer Armies book. Where this occurs, the rule printed in the Warhammer Armies book always takes precedence.

GENERAL PRINCIPLES

THE TURN

A Warhammer battle is a chaotic thing. Units of bellowing warriors charge and counter-charge, hacking at the foe with axe, sword and cleaver. The ground trembles to the hooves of galloping cavalry. Archers blacken the skies with arrows, cannons belch forth death and puissant sorcerers wield devastating magics.

In order to turn the maelstrom of battle into a manageable game, players alternate moving andfighting with their units. So, one player will move andfight with his forces first, and then the opponent will move andfight. This process is then repeated, with thefirst player moving andfighting again, and so on until the game is done.

TURN SUMMARY i MOVEMENT PHASE Here, you move any of your units that are capable of doing so. See the Movement rules on page 13 for more details of haw to do this.

During his turn, a player can usually move andfight will all of his units. For convenience and flow of game play, we divide a player's turn into four main phases: Movement, Magic, Shooting and Close Combat.

2. MAGIC PHASE

This means you move any models you want to first, then cast spells, then shoot and finally resolve any close combats. This process helps to keep track of what is going on and makes it easier to know when one player's actions are over and the opponent can start his turn (and take his revenge).

3. SHOOTING PHASE

In the Magic phase your Wizards can cast spells, whilst your opponent attempts to dispel them. See the Magic rules on page 2 for more details on casting spells.

You now shoot with any of your units that are capable of doing so. See the Shooting rules on page 38 for more details on how t resolve this.

4 CLOSE COMBAT PHASE

During the Close Combat phase all troops in close combat fight. This is an exception to the normal turn sequence in that both sides fight, not just the side whose turn it is. More information onfighting close combats can be found in the Close Comba rules on page 46.

THE TURN SEQUENCE In a complete game turn, both players get a player turn, each divided into the Movement, Magic, Shooting and Close Combat phases, as shown opposite.

One game turn will therefore comprise two player turns, each with its own Movement, Magic, Shooting and Close Combat phases. Whenever a rule refers to a 'turn', whether in this book, a Warhammer Armies book or an expansion, it means 'player turn', otherwise it Tomb Guard Standard Bearer will specifically state 'game turn'.

EXCEPTIONS While playing your game of Warhammer, you'll occasionally discover exceptions to the general turn sequence laid out above, when things are worked out as they occur rather than in any strict order, or perhaps that both players will have to do something at the same time. Occasionally the actions of one player will trigger the sudden appearance of a particular troop type, or may activate some special rule or occurrence. When this happens, the exceptional rule will contain all the information you need to resolve it.

MOVEMENT Mastery of the Movement phase is vital to your victory on the battlefield. It is in this phase that you'll attempt to outmanoeuvre your foe, by moving your archers and cavalry units to where they can best dominate the battlefield, positioning regiments to threaten the enemy flank and charging your warriors into close combat when the time is right. T h e Movement phase is broken down into four sub-phases: Start of Turn, Charge, Compulsory Moves and Remaining Moves, as shown below.

Moving an army is an important and often decisive part of the Warhammer game. When opposing commanders are well matched, movement can be as challenging and satisfying as a good game of chess. However, unlike a

1" APART Whilst moving, a unit is not allowed to approach closer than 1" to another unit, friend or foe, or impassable terrain.

chessboard, the tabletop is not divided into exact

This rule is purely for clarity. It's important to be able to tell at a glance where one unit stops and another begins. If they're too close together, this can be particularly difficult — especially if both units look the same. Similarly, in the case of two units from opposing sides, the 1" apart rule makes it absolutely clear whether or not the two units are merely close to one another (in which case there will be an inch between them) or in close combat (they'll be in base contact).

squares. Instead, movement is determined using a measuring tape or ruler.

This chapter starts with the common rules for moving units on the tabletop and making basic

manoeuvres, before diving into the sequence of the Movement phase itself. The same rules govern almost all movement.

Give 'em an Inch...

For many years, gamers have noted the ease with which their opponents have mis-measured, all the while trusting to their own precision. The truth of the matter is, of course, that we all make measuring mistakes from time to time — the odd imprecision is inevitable. The best attitude is to be as precise as you can in your own measurements, be tolerant of any genuine mistakes made by your opponent and to measure the distances for any crucial action before any models are moved or dice are rolled. Of course, if your opponent consistently tries to take advantage in this manner, he's dearly not someone you want to play again.

Any exceptions that apply to chargers and You'll notice that this rule does not apply to the charge moves discussed later. This is quite sensible, as the whole point of charging is to get exceptions to the usual rules which, for the sake a unit into base contact with an enemy. Occasionally, a unit will have approached to of convenience, are discussed later in the book. within 1" of a unit it did not charge as the result of moving into contact with a unit it did charge. MOVING YOUR UNITS This is perfectly acceptable, although players A unit can move straight forward any may wish to nudge the units further apart to (distance up to its Movement value (M) maintain a suitable degree of clarity. in inches. fleeing troops are discussed in the relevant subphase. Also, a few units move in a special way (flying creatures for example). These are

In Warhammer, a basic move for any model, and therefore any unit of models, is to move forward a number of inches up to their

Movement characteristic. Remember that individual models are not permitted to leave their units and so a unit effectively moves as a single entity. If, for whatever reason, there is more than one Move characteristic in the unit, then the entire unit is treated as having the same Move value as the

slowest model. Units are cumbersome, and find it hard to change direction. Models (and units) must move forward in a straight line, unless performing a manoeuvre, which we'll discuss in a moment.

When moving models it is a common mistake to measure the distance from the fr base and then place the model so the back of its base is on the far side of the tape This is incorrect, as it adds the entire length of the model's base (or the unit's b distance moved.

Always use a common measuring point - in this example, the front of the first rank.

MANOEUVRES There are two specific manoeuvres that enable a unit to change direction or rearrange its ranks: wheel and reform. As with a normal move, a unit cannot carry out a manoeuvre if doing so would take it to within 1" of another unit. Also, none of the models in the unit may move more than twice their Movement rate as a result of a manoeuvre (i.e. Men with Move 4 can move up to 8"). Dark Elf Spearman

WHEEL A wheel manoeuvre is a basic turn performed by pivoting the unit around one of its front corners. Performing a wheel is often the best way of making a modest alteration to the direction a unit is facing whilst still being able to advance. When performing a wheel, the leading edge of the formation moves forward, pivoting round one of thefront corners. The unit swings round like the spoke of a turning wheel and completes the manoeuvre facing a different direction. You don't need to measure the distance wheeled by a charging unit, but during the Remaining Moves sub-phase, wheels are measured as follows: When a unit performs a wheel, every model counts as having moved as far as the outside model. Once the wheel is complete, you may use any movement that the unit has remaining. A unit that is not charging can wheel several times during its move, and indeed can mix forward movement and wheeling, as long as it has enough movement to do so. Units are not allowed to wheel backwards. REFORM

You can completely rearrange your unit, so that it is facing in any direction, by giving To wheel, one corner of the formation is moved forward while leaving the opposite cornermovement and shooting. up all other stationary to act as a pivot. The unit swings round the wheel and completes the manoeuvre unit of troops can change the direction in facing a different direction. Hen we see a unit making three wheels to moveAround a wood

which it is facing and rearrange its formation all at once by means of a manoeuvre called a reform. The leader issues the order to adopt a new formation and the troops move to assume their new positions. Keeping the centre point of the unit the same, arrange the unit into a new formation of as many ranks as you please, facing whichever direction you wish. Remember that none of the models in the unit can move more than twice their Movement rate. A reform is a complicated manoeuvre and ordinarily prevents the unit from moving any further that turn, and also stops itfrom firing missile weapons in the Shooting phase. However, it's worth noting that if the unit has a musician, there is a chance it will be able to carry out the reform and still be able to move, and even shoot if it has the appropriate weapons (see page 95 for more details).

THE MOVEMENT PHASE SEQUENCE Work your way through the sub-phases shown in the summary on the left. The units in your army can act in whatever order you wish within each sub-phase, providing that you complete one sub-phase before moving onto the next.

Each unit will normally only be allowed to act in one sub-phase (with the exception of Start of Turn) unless it has special rules that permit it to do otherwise.

THE FIRST TURN At the very start of a battle, it is unlikely that there will be any units in range to charge, and there shouldn't be anyfleeing models just yet either. This means that unless some specific special rules are in play, or you have a model such as a Chaos Spawn that always moves in the Compulsory Moves sub-phase, you can skip straight to remaining moves in thefirst player turn.

MOVEMENT PHASE SUMMARY 1. START OF TURN Some models have particular actions they must take at the start of the turn.

2. CHARGE The player can now attempt to have his units charge into close combat.

3. COMPULSORY MOVES Sometimes a player has no choice over whether or not or how to move a unit, most commonly when they are fleeing.

4 REMAINING MOVES As the name suggests, this is where all other movement is resolved -'normal' moves, for want of a better phrase.

L START OF TURN The player first resolves any actions or rules that must happen at the start of the turn.

Some warriors will have special actions they have to perform at the start of the turn (Orcs and Goblins have to test for Animosity, for example). Such rules are not common, and their details will be clearly stated in the relevant

Warhammer Armies book. If you don't have any actions to perform during the Start of Turn sub-phase, it's worth using it as atidebreak (or breathing space) between one turn and the next where you can remove stray casualties, errant dice and all the other bits of gaming detritus that builds up on the battlefield as the game goes on.

MOVEMENT

Chances of Charging

2. CHARGE

To maximise your chances of making a successful charge,The it'sCharge sub-phase is perhaps the most When you declare a charge, one or more of the worth knowing that your models in your unit must be able to trace a line important part of the Movement phase this is average charge range will be of sight to the enemy unit, and the target must where you'll unleash your forces to the bloody equal to the unit's Move value added to 7 (this being the work of close combat. Battles can be won or lost on lie at least partially within the charging unit's statistically most likely result theoftiming of a charge. Charge too soon, and your front arc. rolling 2D6). So, for example, troops will tire and lose momentum before they a unit of Skaven (Move 5) is CAN I CHARGE? quite likely to charge aroundreach the enemy and the charge will fall short; Not all units can charge. The most common 12". A shorter distance is a wait too long and the enemy will instead charge safer bet, but if attempting you; a but choose therightmoment and the reason for a unit being unable to charge is longer charge, you will needmomentum a of the charge will sweep your warriors because it is already fighting in close combat, bit of extra luck on your side.

to glorious victory.

but other circ*mstances, such asfleeing, or the effect of a special rule, can also prevent a unit In this sub-phase, you'll choose one of your units from declaring a charge. These other situations and declare the charge you want it to make. Your are fairly rare, and they will be clearly explained opponent will then have the chance to have his when you encounter them. unit hold its ground or react to the charge, either by standing and shooting or fleeing. A unit cannot declare an impossible charge - i.e. one that it cannot possibly complete, either Once the charge reaction has been resolved, you because the enemy unit is outside of the can nominate another of your units to declare a chargers' maximum possible charge range, or charge, and so on, until all of your charges have because intervening obstructions make it been declared and reacted to — then you get to impossible for the unit to make a charge move make your charge rolls and resolve the charges. that allows it to move into contact. Note that if such obstruction is another unit, and there is a chance that the intervening unit will move out of DECLARE CHARGE the chargers' way before the charge is The player picks one of his units and completed, the charge is 'possible', and therefore announces which enemy unit it will charge. can be declared (remember that you still need to The enemy must make its charge reaction see the target to declare the charge though!). before another charge can be declared. The first thing you need to do in the charge To make such a judgement, you'll need to know sub-phase is to declare any charges you wish to how a charge move is completed (see page 18). make. Except in a few unusual circ*mstances, you are never forced to charge. It's almost CHARGE REACTION always your decision, so don't let a glib-tongued An enemy unit that has had a charge opponent tell you otherwise! However, charging declared against it must hold or perform a is the only way for units to reach close combat charge reaction - shooting at the chargers or with the foe. If you want to attack an enemy retreating from the threat. Once the charge then you must charge him - youi. simply cannot Declare a reaction is complete, the charging player can move into close combat without having declared declare a charge with another unit, until he a charge.

CHARGE SUMMARY

ii. Resolve charge reaction.

has declared all the charges he wishes to.

iii. Co back to step i. until all units you wish to charge have done so. iv. Move all charging units, in any order you like.

To declare a charge you must indicate which of your units is charging, and which enemy unit it is going to charge. For example, you might wish to declare that your Skaven Clanrat unit is charging the High Elf Spearmen. You're always allowed to measure the distance between the charger and the potential chargee before declaring the charge, as this might well affect your decision whether or not to declare a charge!

MOVEMENT

When you declare a charge, the target unit isn't necessarily going to sit there passively waiting for your warriors to bear down on it, oh no! Depending on the target's armament and general fighting ability, it might choose to steel itself for the charge's impact, all the better to fight off the attackers, fire a volley of arrows or other missiles into the oncoming chargers, or simply decide to opt for discretionary valour and flee from the foe.

The response your unit makes when a charge is declared is referred to as a charge reaction. As your opponent declares a charge, you can declare a charge reaction for your charged unit. There are two types of charge reaction: Stand and Shoot and Flee! A unit that does not make a charge reaction is always considered to Hold.

HOLD If a unit Holds, it stands last in place to receive the charge. A unit will normally elect to Hold if it has no missile weapons and fancies its chances in the comingfight. Units that are already in close combat can only Hold. Holding units stay exactly as they are and await the charging foe. STAND AND SHOOT If a unit elects to perform a Stand and Shoot reaction it readies its missile weapons and gives die charging unit a swift volley. Obviously, a Stand and Shoot reaction can only be declared if die unit has missile weapons of some kind.

In most cases, there's no downside to a Stand and Shoot over simply holding. You'll probably manage to pick off a few enemies as they charge, so it's normally a good idea to shoot if you can.

FLEE! Finally, a Flee! reaction is exactly what it sounds like: the unit turns tail and runs rather than receive the charge. You'll normally want to declare a Flee! reaction if you think that your unit has no chance of surviving the ensuingfight. A Flee! reaction is not always voluntary — units that are already fleeing must declare a Flee!reaction,and certain terrifying creatures may force an otherwise steady to unit to Flee! instead of other options (see the rules for Terror on page 78).

Let me just get something from my wagon...

Fleeing isn't just the last resort o cowards and scoundrels. A canny general can use a timely Flee! to pull a hot-blooded enemy out of their battleline and into a trap, there to be pounced on and annihilated Of course, such measures aren't without risk - your fleeing unit might never rally and, worse, could spark panic up and down your own battleline.

If a unit chooses a Flee! reaction, for whatever reason, use the following procedure: • Immediately turn the unit about its centre so that it is facing directly awayfrom the centre of the charging enemy unit (ignore other units or impassable terrain). This turn is 'free' and does not reduce the distance the unit will flee.

As the unit requires time to aim andfire its weapons, a Stand and Shoot reaction can only be declared if the range to the enemy is greater than the charging unit's Move characteristic.

• After turning, the unit flees 2D6" in the direction it is facing, as described under Move Fleeing Units in the Compulsory Moves sub-phase (see page 25). Far example, if a unit of Orcs (Move 4) declares a It should be noted that a Flee!reactiondoes not charge against a unit of Empire Handgunners, the guarantee Handgunners can only declare a Stand and Shoot if escapefrom oncoming chargers. If the fleeing unit rolls poorly and the chargers roll the Orcs are more than 4" away. well, the fleeing unit might yet be caught, as If a Stand and Shoot charge reaction is declared, we'll discuss later. the unit makes a normal, although out of sequence, shooting attack against the charging unit (see the Shooting Phase on page 38 for more details on shooting attacks). Once the shooting attack, and any Panic test caused by it (see page 62), have been resolved, the unit is treated as having declared a hold reaction. A Stand and Shoot reaction can be declared against an enemy unit that starts its charge outside thefiring unit's maximum range — the shooting isresolvednormally assuming the (1) The Chaos Warriors Flee! enemy is just within maximum range of the from the Orc Boyz. They pivot shooting unit's shortest-ranged weapon. If the around their centre until they charge fails, for whateverreason,we assume that are facing directly away from the chargers closed to within the weapons' the centre of the Orc unit. maximum range before being driven off.

(2) They then flee straight forward a distance equal to their Flee! roll (in this case 3+3=6").

REDIRECTING THE CHARGE

Crypt Ghoul

If the target unit declares a Flee! reaction, the charging unit now has a choice: it can either attempt to complete the charge against the nowfleeing unit, or try to redirect its charge by making a Leadership test. If the test is failed, the charging unit must attempt to complete the charge against its original target. If the test is passed, however, the charging unit can declare a fresh charge against another viable target (the chargee may declare a charge reaction as normal). If there are no other suitable targets to charge, a charging unit cannot test to redirect.

be used against the first charging unit - the chargee can opt to Hold against the first charge and Stand and Shoot against the second charge. It could even then elect to Flee! in reaction to a third charge if it wished! A unit that Flees! once in a Charge sub-phase will have to keep fleeing if it has more charges declared against it, as described earlier.

Each unit can only make one redirect per turn. FLEEING OFF THE BATTLEFIELD

If a fleeing unit touches the edge of the battlefield (or indeed has spilled over it), the entire unit is removed from play and counts as destroyed. We assume that having fled so far from the battle, the remaining troops scatter, regrouping only after the battle is over.

For example, a unit of Night Goblins declares a charge against a unit of High Elf Archers. The Elves could stand and shoot at the Goblins, but think they might well be charged by the Wolf Riders lurking nearby so elect simply to Hold in response to CHARGING MORE THAN ONE UNIT the Night Goblin charge. As it turns out, the A unit can normally only declare a charge at a Wolf Riders do then declare a charge against the single enemy unit. However, if there is no way at Elves, who take the opportunity to Stand and Shoot all of completing the charge against an enemy against this second charge. Finally, the Orc and unit without touching another (sometimes Goblin player unleashes his true attack — a charge known as 'clipping') then the charging unit must by a unit of Black Orcs. Having already 'used up' also declare a charge against the other unit(s). their Stand and Shoot, the Elves declare that they Each target unit must declare and resolve its will turn tail and Flee!

own charge reaction (in the order chosen by their controlling player). As normal, any units that do not declare charge reactions are assumed to hold.

Unlikely Flights Sometimes you'll find that the flee rules create unusual situations, for example, a unit running headlong towards the enemy lines, or perhaps fleeing from a small enemy unit and TOO MANY OF THEM! hurling itself into the arms THERE'S of a much more dangerous foe. A This unit might well be called upon to make may seem peculiar at first, butseveral charge reactions over the course of a is entirely deliberate. Fleeing Charge sub-phase, if it is charged by several troops don't have much enemy situational awareness — they 're units. sofixated on the thing that A unit can only Stand and Shoot once in a spurred them to flight that they don't recognise other dangers Charge sub-phase - there is no time to reload. until it's too late. This is not to say that the Stand and Shoot must

ROLL CHARGE RANGE AND MOVE CHARGERS With all the charge reactions declared and resolved, it's time to see whether or not the charges were successful! There are many factors that can prevent a charge hitting home. The unit might become disordered as it surges forward, with warriors jostling one another in their haste to reach the prey. Perhaps the charging unit is simply unwilling to close with the enemy, and therefore hesitant in their advance. Or it may simply be a loss of momentum as the chargers tire more quickly than it was believed that they would. Work through the charges one at a time, in any order decided by the player whose turn it is, calculating the charge distance for each and resolving theresultantsuccessful or failed charge before moving on to the next unit (the only exception is when several units charge a single target — see page 23).

CALCULATING CHARGE RANGE A unit's charge range is equal to 2D6" plus its Movement value. If the charge range is equal to or greater than the distance to the enemy unit, the charge is successful. If the charge range is less than the distance to the enemy, the charge is failed.

As you might expect, the charge range of a unit is basedonits Move value — a faster unit can charge further than a slow unit, as is entirely sensible. That said, it is onlyrightthat units can charge further than their Move value, as we're assuming them to be going all-out in order to get to grips with thefoe. To represent this, as well as the caprices of fate, a unit's charge range is the sum of its Move value and a 2D6 roll in inches or 2D6+M. This can make charges somewhat uncertain at greater distances — just as they would be in real life. With the unit's charge range established, measure the distance between the charging unit and its target. If the distance is greater than the charge range, then the charging unit realises that if has insufficient momentum to reach the enemy and instead makes what we call a failed charge. If the distance is less than or equal to the charge range, then the charging unit has reached the enemy and makes a successful charge.

If you're charging several enemy units, remember that the rolled charge distance must be sufficient toreachboth units, otherwise the charge can only be resolved against those units within range. FAILED CHARGE A unit that makes a failed charge moves directly towards its target a number of inches equal to the highest dice rolled for the charge.

A unit that makes a failed charge has started towards the enemy, but soon realises that it is impossible to cover the distance. The warriors in the unit lose impetus as the enthusiasm for the charge peters out.

If a unit makes a failed charge it moves directly towards the target a distance equal to the highest score rolled on the 2D6 of the charge roll (i.e. if the dice showed 2 and 5, the failed charge move would be 5"), wheeling around impassable terrain and units, both friends and enemies, by the shortest route.

The Chaos Warriors have declared a charge against the Goblins. The Chaos Warriors' normal move is 4", and they manage a roll of 6, for atotal charge range of 10". Alas, the Goblins are 11" away — the charge has failed. The Chaos Warrior unit must now move 5" (the highest result of the two dice they rolled), wheeling to face directly towards the Goblins.

Beastman Gor

Unexpected Problems Sometimes you'll declare a charge thinking that it can be completed but then discover that proximity of other units, terrain or just whimsical and unkind geometry (by which I mean 'it won't fit') prevents the charge from being completed. In such circ*mstances, I find it best to treat the charge as having failed, using the rules given earlier. Alternatively, you and your opponent might agree that the sensible thing to do is declare that the charge never actually happened.

MOVE CHARGERS Successful chargers now move into base contact with the enemy. They move directly forward, but are permitted one wheel of up to 90° as they move, and another of unlimited arc once in contact. As many models as possible from the two units must be brought into base contact.

If your charge range was sufficient, it's time to complete the charge and move into base contact with the enemy. A charging unit can move an unlimited amount — it's already been found to be within charge range, so we don't worry about distance from this point on. That said, the charge move is subject to an important restriction: the unit must move straight ahead, except that, during this move, it may make a single wheel of up to 90°. You are free to make this wheel in order to place your unit wherever you like against the facing of the enemy unit that is being charged, but remember that you must bring as many models into base contact with the enemy as possible, from both sides! Therefore this wheel cannot be used to reduce the number of models in base contact, unless of course you have no choice, and you need to wheel for the unit to avoid intervening units and impassable terrain in order to complete the charge. It's important to note that a unit can move to within 1" of another unit when charging — not just the one that it is charging — this is the only time that this is normally allowed. Aligning to the Enemy On most occasions, moving the chargers in the manner described above will leave the charging unit and the target unit in base contact at a peculiar angle with an odd gap in between, which looks fairly strange. Of course, what would happen in a real battle is that the warriors of the two units would quickly move to attack their enemies and, in so doing, close the gap — so this is exactly what we do in Warhammer. Once the charging unit contacts the enemy unit, it must perform a second, bonus wheel if required to bring its front facing into flush contact with the facing of the enemy unit that has been charged, maximising the number of models in base contact on both sides. We refer to this as 'closing the door'.

FLANK AND REAR CHARGES Sometimes you may find that your models are able to charge an enemy unit in the flank or rear. This is particularly good because an attack from an unexpected direction gives you an advantage in combat. A charging unit's position when the charge is declared determines whether it charges into the front, flank or rear of the enemy unit. If the charging unit is in the target's frontal zone when the charge is declared then it charges into the front.

As units generally begin the game facing each other, this is the most common situation that will arise. However, if the charging unit comes from the flank zone, it charges into the side; if in the rear zone, it charges into the rear. Whether a charger is in thefront, flank or rear of its intended target is determined before charges are declared, so make sure you check before charge reactions are declared. If a charging unit straddles two zones, then the unit is considered to be in the zone where the majority of the models in its front rank are. If there is no clear majority, roll a dice.

Front to Back Facing is hugely important in a close combat — if you're attacking the enemy in the flank or rear, you're much more likely to win the fight. That's why it's absolutely crucial that, if there's doubt as to which facing your unit will be charging, you discuss it with your opponent when the charge is declared — he might not be expecting your unit in his rear!

These Goblin Wolf Riders are wholly within the Dwarfs' forward arc, so charge the front of the enemy unit. In this case it is hard to tell where the majority of the front rank lies, so it is best to roll a dice to decide between a flank and rear charge.

In this unit, three out of the five Goblins in the front rank are in the Dwarfs' flank, so the unit charges into the flank.

The majority of these Wolf Riders are in the rear arc of the Dwarfs, so they make a rear charge.

MOVEMENT

UNUSUAL SITUATIONS Sometimes a charging unit can move into contact with its target, but cannot close the door because something else lies in the way, normally another unit or a piece of terrain. Where this happens, the charging player should attempt to complete the charge in such a manner as to avoid the obstruction. This can normally be achieved by increasing or decreasing the amount the charging unit wheels as it moves, or changing how the charging unit closes the door. In some cases the enemy unit might have to close the door with the chargers instead (see diagram), as they would do in reality.

The Wolf Riders declare a charge.

They move into contact with the enemy.

MOVEMENT

If no amount of finagling can allow the unit to avoid the obstacle, the charge fails. There is one important principle that you should always keep in mind when charging: under no circ*mstances can a unit use its charge move to move into contact with an enemy it has not declared a charge against.

They wheel to maximise and avoid the terrain.

The charging unit cannot close the door, because a rock is in the way, so the enemy unit does instead.

Both Goblin units have declared charges against the Dwarfs, and The Goblins' controlling player must now use the free wheel and have ratted sufficiently high to complete their charges successfully. alignment moves to bring an equal number of models from both his units (or as near as possible) into contact with the Dwarfs.

CHARGING A FLEEING ENEMY If, for whatever reason, a unit completes a charge against a fleeing enemy, move the charging unit(s) into contact with the fleeing enemy as described earlier and then the fleeing unit is run down by the chargers. Most of the unit is hacked apart or trampled to death, and the few survivors headfor the hills with no intention of fighting further —removethe entire unit as casualties. A charging unit that destroys fleeing troops in this way will often find itself pulled out of position and vulnerable to enemy countercharges. Accordingly, we allow the charging unit to attempt a reform by passing a Leadership test If the test is failed, the troops . are so overcome with hacking at the fallen corpses that they do not have the chance to reform. If the test is passed, the unit immediately makes a reform manoeuvre (see page 14). In either case, the unit cannot move further during this Movement phase.

MULTIPLE CHARGES ON A UNIT If several units have declared a charge against a single unit, then roll the charge distance of these units at the same time. The charge moves of the charging units must be made as far as possible to equalise the number of models fighting from each charging unit. Remember, however, that your primary goal is always to maximise the number of modelsfighting — it is acceptable to have more modelsfighting from one unit than from another, if to do otherwise would reduce the overall number of models fighting. On occasion, exceptional dice rolls from charging units might mean that more units can complete the charge than canfit in base contact with the target. When this happens, the controlling player of the charging units must nominate which units complete the charge. Those units that cannot complete the charge against the target are counted as having made a failed charge.

3. COMPULSORY MOVES

Flee!

Generally speaking, a player can move his units however he wishes within the confines of the rules governing movement. However, sometimes troops go out of control for some reason, either because they are overcome by sheer terror, because they are compelled by magic, or because they are disorientated (or just not very bright to begin with). The player has no control over the movement of such troops and so these are referred to as compulsory moves. All compulsory movement is carried out after charges have been resolved, but before other movement takes place. Fleeing is the most common type of compulsory move - only the luckiest general will not have to witness the unhappy spectacle of his own troops attempting to escape the battle. You must resolve the actions of any fleeing troops before those of other compulsory moves. Happily, before your faithless dogs continue their flight, you have a chance to rally them!

of survival over martial duty. Fortunately for you, during the Compulsory Moves sub-phase you are allowed a chance to whip some discipline into these cowardly curs and get them back into thefight, where they belong. During the Compulsory Moves sub-phase, the player picks any one of hisfleeing units and tests to rally it (as explained below). He then proceeds to the next fleeing unit and attempts to rally it, and so on, in any order he wishes, until all units that are able to make a rally attempt have done so. If the unit started toflee in this turn it cannot attempt torally- there's too much momentum built up already! A unit attempts torallyby taking a Leadership test, as described on page 10. If thefleeing unit has been reduced in size to a quarter (25%) or less of the number of models with which it began the game, it can only pass its Rally test on a double 1, regardless of its Leadership value (the survivors are too demoralised to give all but the scantest consideration to rallying). If the Rally test is failed the unit continues to flee, as described opposite.

Movement Etiquette The nature of a game of RALLY FLEEING UNITS Warhammer, the varied terrain The player takes Leadership tests for each it is fought over and the stability fleeing unit he has. If the test is passed, of the models themselves means the unit stops fleeing and immediately that it is impossible to be absolutely accurate about thereforms. A unit that has less than 25% of movement of troops — the odd its starting models left can only rally on a fraction of an inch will roll of double 1. inevitably appear or disappear as lines are neatened and models Battlefields are grim and deadly places, where edged together. On the whole, this need not cause concern the threat of death (or a fate worse than death!) forever lurks. As the game goes on, some of during ploy as it is better to keep the game flowing rather thanyour warriors will inevitably lose heart or be worrying about unavoidable terrified out of their wits by the unremitting imprecision. Where a move is carnage all around them. It is a fortunate general especially important or an exact measurement is critical, it iswho can rely on his men to press on through thick and thin, no matter what horrors the day good practice to agree what you are doing with your opponentbrings. All too often, warriors will break from before moving any troops. thefight and flee the battle, electing for a chance

If the Rally test is successful, the unit stops fleeing. Order is restored as chieftains, champions and leaders bash a few heads together, or manage to bellow a few well-chosen motivational words (or bare-faced threats) over the thunder of running feet Whilst the unit is not yet ready to rejoin thefight, it will be able to make some very basic manoeuvres and will be fully fighting fit in time for your next turn. You may like to mark freshly rallied units with a coin or counter of some description, so you don't get them confused with other troops. A unit that has successfully rallied immediately makes a reform manoeuvre, as described on page 14, so that the controlling player can at least get his troops pointed towards the enemy again,rather than the wild blue yonder. A rallied unit cannot perform further actions during the Movement phase, and loses its opportunity to make a shooting attack in the Shooting phase, as the troops are too busy reorganising themselves after their headlong flight.

MOVE FLEEING UNITS Any units that do not rally must immediately flee 2D6" in the direction they are facing. Every model that flees through an enemy unit

or impassable terrain must take a Dangerous Terrain test.

If, despite the player's best efforts, a unit continues to flee, it will continue its headlong flight for safety, moving 2D6" straight ahead in the direction it is facing. Some particularly swift units flee faster, but we'll discuss those later on. Asfleeing troops are assumed to have broken formation, they ignore obstacles of any kind as they retreat. Fleeing troops move through other units (friend orfoe) and impassable terrain, as they are assumed to run around the obstruction, orforce their way through, fuelled as they are by sheer desperation. If theflee move would result in thefleeing unit ending up 'on top' of or within 1" of another unit or impassable terrain, then it carries onfleeing straight forward until it is past the obstruction, and will then halt Fleeing through enemies or impassable terrain is not without its dangers. Enemies may be quickwitted enough to capture or slay several of the fleeing troops as they run past, while the sheer drops, deep water and dense undergrowth of impassable terrain present all kinds of hazards to a warrior more concerned about what he is runningfrom than what he is running into.

Accordingly, eachfleeing model must pass a Dangerous Terrain test for each enemy unit or area of impassable terrain that it flees through. More information on Dangerous Terrain tests and impassable terrain can be found in the Battlefield Terrain chapter on page 116. There are consequences for a unit fleeing throughfriends as well — having allies stream past you in a panicked state is not conducive to maintaining your confidence in victory, after all! Any unit that hasfriends flee through it must take a Panic test, as described on page 62, as soon as the fleeing unit has completed its move.

Bretonnian Grail Pilgrim

As soon as a fleeing unit moves into base contact with the battlefield edge, it flees the battle and does not return — we assume that its warriors scatter to the four winds. Such a unit counts as destroyed to all intents and, more importantly, all rules purposes. OTHER COMPULSORY MOVES

Aside from fleeing troops, units that are forced to move in the Compulsory Moves sub-phase otherwisefollow the normal movement rules, unless clearly stated. Any further rules that apply to units that have a compulsory move will be described in their entry in the relevant army book, for example, they will often have to move at a set speed or in a given direction. These compulsory moves can be resolved in any order the controlling player wishes, providing that all Flee! moves have already been completed.

As the Orc unit isfleeing through an enemy unit, any fleeing models that move through enemy models (marked here in white) must take a Dangerous Terrain test. Two fail and are removed as casualties.

MOVEMENT

All the Right Moves

4. REMAINING MOVES

It's easy to see remaining moves as being a little unimportant With all your charges and compulsory moves after the intensity of the attended to, you can now move the rest of your charging, but nothing could be army. While it might lack the drama of the further from the truth. It's here charge, the remaining moves sub-phase is no that you 're going to set up your next turn's charges (to say less important. It is here that you'll manoeuvre nothing of this turn's magic and your units in order to set up your own charges shooting attacks). Just remember, that the closer youof future turns, as well as attempt to deny future move to the enemy, the more charges your opponent will wish to make. Remaining moves can also be used to likely he is to charge you in his following turn. manoeuvre missile troops and wizards so that

they have suitable targets, seize important areas of the battlefield, and so on...

MOVING YOUR UNITS During the Remaining Moves sub-phase, units that did not charge, flee, rally or compulsorily move this Movement phase, and which are not engaged in combat, can now move and perform manoeuvres as described on page 13.

The player picks one of his units and moves it a distance up to the unit's Move value (M) in inches. Once the chosen unit hasfinished its movement, the player can pick and move another unit, until all the eligible units the player wishes to move have done so.

MARCHING Troops can move at double speed. If they start their move within 8" of an enemy, they must pass a Leadership test to do so.

Marching at the double allows troops that are away from the heart of the battle to move more rapidly. This represents the swift movement of reserves to a critical area by means of a rapid march and helps to ensure that units do not get stranded away from the fighting. Marching troops move at twice their normal Movement rate, with weapons sheathed or shouldered. They are literally 'going at the double'. A unit on the march is not permitted to reform, as this would disrupt its movement, nor is it allowed to move backwards or to the side. It can wheel as normal, as you might imagine a column of troops would in order to follow a road, for example. It's also worth noting that a unit that has marched in the Movement phase cannot shoot missile weapons during the Shooting phase, so think carefully before you commit your missile troops to a march.

MOVING BACKWARDS Units can not only move forward, they can also move backwards. Moving backwards is a tricky proposition, and warriors tend to shuffle carefully rather than stride purposefully when moving backwards. To represent this, a unit that moves backwards moves at half rate, i.e. it counts the distance moved as being double what it actually is. MOVING SIDEWAYS To get a body of warriors to move to either flank is no small challenge, especially if you want to maintain a viable fighting formation (as you do). To represent this, a unit that moves sideways moves at half rate, i.e. it counts the distance moved as being double what it actually is.

ENEMY SIGHTED! A unit that is on the march is not prepared for combat, so troops are reluctant to march whilst a potentially threatening enemy is nearby. If you wish a unit to march when a non-fleeing enemy unit is within 8", it will first have to take a Leadership test. If the test is passed, the unit Units may not mix forward, backward and/or disregards the nearby foe and marches as sideways movement as part of the same move. ordered. If the test is failed, the unit refuses to Remember that units can only wheel when march and will only be able to move normally. moving forwards. Note that if a unit attempts an Enemy Sighted! For example, a unit of Elves (Move 5) would be test and fails, it is still treated as having able to move 5" forwards or 3" (2.5" rounded up) marched, even if its controlling player then elects not to have the unit move at all. backwards or to the side.

Plague Censer Bearer

LONE MODELS AND MOVEMENT Units that consist of a single model, such as monsters, chariots, lone characters or sole survivors of annihilated units, are mostly moved the same as other units.

They move, wheel and march just like a larger unit. The one exception is that a single model can pivot on the spot as many times as it wishes over the course of its move. It can do so without penalty and so pivoting does not prevent models from marching, or evenfrom shooting later in the turn. This represents the greaterfreedom of movement that an individual creature enjoys over itsfellows in a ranked-up and disciplined unit - although a lone model that pivots on the spot does count as moving for the purposes of shooting and so on. On some occasions, notably when charging, a lone model has to perform a wheel (when charging, a lone model must follow the normal charge rules, which do not allow pivots, only one wheel whilst moving, and another to 'close the door'). In this case, wheel from one of the front corners as you would for other units.

MOVING OFF THE BOARD Except in the case of fleeing troops (as discussed earlier) and pursuing troops (see the Close Combat Phase on page 56) units are not permitted to move off the board.

REINFORCEMENTS Sometimes the rules will call for a unit to enter the battle. Where this happens, we refer to the unit entering play as reinforcements. Units that enter the battle (also referred to as moving onto the board) as reinforcements are placed in base contact with the board edge (upon which board edge, and where, will depend upon the rule that triggers the reinforcements) facing directly towards the battlefield and with all of its rear rank touching the battlefield edge. A unit that enters as reinforcements cannot charge, as it has missed its opportunity to declare charges, and may not march, but can otherwise participate in the game normally. It's worth bearing in mind that the unit counts as having moved for the purposes of shooting.

Daemonette of Slaanesh

MAGIC The Warhammer world is an intrinsically magical place, where mystical energy infuses the very land itself. In battle, magic is a force as real and potent as a sword blade. The battlefield use of magic is limited only by the imagination and skill of the Wizard that wields it. Magic can be a subtle force, infusing allies with strength and valour, and enemies with frailty and dread. More commonly though, wizards unshackle the raw power that is at the heart of magic's chaotic nature, summoning hungry firestorms or devastating bolts of eldritch power. With the Movement phase completed, it's time for your Wizards to unleash their powerful sorceries. You'll find that the Magic phase taps into some of the rules detailed later in the book, so if you're not yet familiar with much of

Warhammer be prepared to do a little flicking back and forth as you read through this section. As with everything in Warhammer, the more you play, the more you'll remember without having to constantly refer to the rulebook.

WIZARDS Models that can cast spells are known collectively as Wizards, although specific armies might use other terms. Before we get into discussing the Magic phase proper, it's worth taking a little time to introduce the idea of Wizards and their spells. Only beings that possess awesome mental might can even hope to bend the powers of magic to their will. Lesser persons would be consumed in an instant, their souls torn apart by unfettered energies or devoured by cackling Daemons. Even the most accomplished of sorcerers walk a narrow path at the edge of sanity, between ultimate power and total annihilation. In Warhammer, we commonly refer to a model able to cast spells as a Wizard. Some races use different terms, such as sorcerer, shaman or seer, but all of these and others are considered to be types of Wizard.

WIZARD LEVEL Wizards have a level from 1 to 4. The higher a Wizard's level, the more powerful he is.

Naturally, not all Wizards are equals — mastery of magic increases through dedicated practice. As one might expect, a thousand-year-old High Elf mage will likely have more magical power in his littlefinger than an upstart acolyte of one of the Imperial Colleges of Magic has in his entire body. We need a system for sorting between these levels of wizardly potency, and that system is the Wizard level. Skaven Grey Seer Thanquol

The higher a model's Wizard level, the more accomplished a spellcaster he is. A higher-level Wizard will know more spells than a lower-level Wizard. Similarly, he'll be able to put more power behind his spells and receive higher bonuses when attempting to cast them. There are four Wizard levels, each more powerful and learned than the next. If you're unsure what level any of your Wizards are,refer to the relevant Warhammer Armies bookfor details.

SPELLS Each Wizard knows a number of spells equal to his level, chosen randomly at the start of each battle.

In the Magic phase your Wizards unleash their magical power in the form of spells. Spells can be terribly destructive or powerfully protective, or might confer special abilities of some form. Wizards are assumed to know dozens of different spells, or even hundreds, from complicated time-consuming rituals to party tricks, charms and minor alchemies. However, when it comes to a battle only a limited selection of magic is of any value. The number of spells a Wizard takes into battle is equal to his Wizard level. Some powerful Wizards have more, but this is most definitely the exception to the rule. You must rollfor each

of your Wizards' spells before

they are deployed

to the battlefield - see the Reference section.

THE LORES OF MAGIC The Lores of Magic are lists from which Wizards generate their spells. Different Wizards have access to different Lores of Magic. The eight most common lores are presented in the Reference section.

As has already been hinted at, the possible applications of magic are many and varied, leading to a potentially vast array of spells to choosefrom. Fortunatelyfor our gaming convenience (to say nothing of our already tenuous sanity) veryfew Wizards in the Warhammer world have the gumption to harness the full spectrum of magic, and instead concentrate on mastering one or more magical disciplines, or lores. There are many magical lores. Most represent fragments of 'pure' magic as practiced by the High Elves. Each lore has a particular character,

which is reflected by each spell within it. The Lore of Metal,for example, is grounded in alchemy, and its spells therefore act through the transmutation of one substance into another. The eight most common lores, echoing the eight disciplines that the High Elves once taught to men, are collated at the back of this book. Almost all races can use one or more of these lores, depending on the character of said race, and its magical methods. Many races also have access to their own, unique spell lores, such as the fearsomely destructive Waaagh! magic of the Orcs and Goblins. Where this is the case, the relevant Warhammer Armies book will contain the necessary spell list(s).

A Lore unto Itself Each of the Warhammer spell lores (whether printed in this book, or in a Warhammer Armies book) has its own strengths and weaknesses. Bear this in mind when choosing the lore(s) you want to use. Sometimes it's fun to pick a lore which is particularly effective against a certain group of armies but, as you don't always know what you're up against, it may be best to go for a lore which is good against all foes.

Choosing Your Lore The choice of which lore each of your Wizard models knowfor a particular battle must be made when choosing your army, as explained on page 134.

THE MAGIC PHASE SEQUENCE Now we've established the basic principles of Wizards and their spells, it's time to dive into the Magic phase. The Magic phase starts with both sides determining how much magical power can be tapped into this turn. The player

whose turn it is (the casting player) will be seeking to draw down enough power to cast his spells, whilst his opponent (the dispelling player) will be gathering magical energy to dispel any spells being cast.

MAGIC SUMMARY ROLL FOR WINDS OF MAGIC 2D6. The strength of the Winds of Magic will determine how many power dice the casting player has, as well as how many dispel dice the dispelling player has.

2. CAST

3. DISPEL If the spell was cast, one of the dispelling The are generated by player's Wizards can nowWinds attemptof toMagic counter the spell using dispel dice. If the dispelling player does not have any Wizards, a dispel can still be attempted, but the number of dice is limited.

4. SPELL RESOLUTION

Assuming the spell has been cast and not One of the casting player's Wizards now dispelled, its effect is now applied. attempts to cast a spell, using power dice. If the casting attempt fails, that Wizard cannot 5. NEXT SPELL attempt another this turn. Repeat steps 2 through 4 until the casting player cannot cast, or no longer wishes to cast, any more spells.

Empire Light Wizard

rolling

How many Magicians?

1 ROLL FOR WINDS OF MAGIC

In the Warhammer world, all magic is derived from the same Roll 2D6 to determine the strength of the source - the fickle Winds of Winds of Magic. Magic that spill across the world from the Realm of Chaos At the start of each Magic phase, the casting in the far north. The potency of determines the strength of the Winds of player the Winds of Magic vary from Magic by rolling 2D6. time to time, waxing and waning to an incomprehensible pattern. Wizards must therefore learn to use whatever powerThe amount of power available to the casting the Winds of Magic provide, player is equal to the total rolled for the whether in empowering their Winds of Magic. spells, or disrupting those of enemy sorcerers. Thus, magic is He takes a number of dice equal to the Winds of not a sure strategy fir any Magic roll and makes up a 'pool' of power dice general, for though it can sweep to represent this reservoir of power. When a aside entire armies when the Wizard Winds of Magic are strong, it is casts a spell, he takes a number of dice from the power pool in order to make the almost without power when the Winds of Magic are lulled.attempt. Accordingly, each time a spell is cast, the

THE POWER POOL

power pool will shrink a little, thus limiting the number of spells the casting player can attempt each Magic phase.

THE DISPEL POOL The dispelling player gets a number of dispel dice equal to the highest D6 roll of the two Winds of Magic dice.

With the power pool determined, the dispelling player now determines what resources he has at his disposal with which to counter his enemy's spells. By its very nature, disrupting magic energy is far more difficult than harnessing it, so a player's dispel pool will almost always be smaller than his opposite number's power pool The number of dispel dice available to the dispelling player is equal to the highest D6 rolled for the Winds of Magic. So, for example, if the Winds of Magic dice are rolled and show a 2 and a 6, the casting player will get 8 power dice (the total) and the dispelling player will get 6 dispel dice (the highest value shown). These dice are then placed in a dispel 'pool' in a similar manner to power dice. Each time a Wizard attempts a dispel, he takes dicefrom the dispel pool to do so.

CHANNELLING POWER DICE The casting player rolls a D6 for each of his Wizards. An extra dice is added to the power pool for each roll of a 6.

Whilst a Wizard cannot control the amount of power present in the Winds of Magic, he may be able to channel what power there is and make it go further. To represent this, the casting player rolls a D6 for each Wizard in his army. For each result of a 6, the Wizard has been able to siphon a little more power from the Winds of Magic — he generates another power dice, which is immediately added to the power pool. Fleeing Wizards and Wizards that are not on the battlefield (for whatever reason) are not able to channel. Fleeing Wizards are considered to be too busy to attempt to channel, whilst absent Wizards are too far away to contribute.

Bretonnian Damsel

CHANNELLING DISPEL DICE Extra dispel dice can be generated in exactly the same way as power dice.

The dispelling player's Wizards can now attempt to channel further dispel dice into their pool. Roll a D6 for each Wizard. For each roll of a 6, add an extra dispel dice to the pool. Again, as when channelling power dice, fleeing Wizards and Wizards not present on the battlefield cannot attempt to channel dispel dice. DISPEL LIMIT As with the power pool, the number of dice in the dispel pool can never exceed twelve, regardless of how those dice are generated. Any excess is lost.

For example: It's the start of the Magic phase, and the casting player rolls to generate the Winds of POWER LIMIT Magic. He rolls his 2D6 and scores a 3 and a 5. There is a finite limit on the amount of casting player therefore adds a total of 8 (3 +5) power a Wizard can control. The casting power dice to his pool, whilst the dispelling player player's power pool can never exceed 12 adds 5 dispel dice to hispool. Furthermore, both dice at any point in the phase — any dice players can have their Wizards attempt to channel generated beyond this number are lost. The casting player has 3 Wizards, so can roll 3 dice This limit applies to all power dice, regardless of in his channelling attempts. Alas, he doesn't roll any the source, and includes dice gained through the 6s, so gains no extra dice. The dispelling player ha Winds of Magic, channelling, from magic items, only 1 Wizard, so rolls a single dice, but gets a 6, increasing his dispel pool by 1 to an impressive 6 dic special abilities and so on.

2. CAST The casting player's Wizards can attempt to cast each of their spells once during each Magic phase, provided they have enough power and don't fail a casting attempt.

Each Wizard can only attempt to cast each spell once per turn. Wizards cannot try to cast spells if they arefleeing or not on the battlefield. To cast a spell, a Wizard nominates one of his spells to cast, and declares the target of the spell. Before choosing, it's worth examining the rules of the spell to determine its maximum range — remember that you can normally measure to see if a target is in range before you try to cast a spell. Spells also have targeting limitations, as we'll discuss now.

CHOOSING A TARGET Targeting restrictions vary from spell to spell. However, unless stated otherwise the following rules apply:

• The target mustliewithin the Wizard's forward arc. • The Wizard does not need line of sight to his target.

Spell Priority In the Magic phase it's a lot of

Magic missiles are sorcerous projectiles that the fun blasting the enemy to smithereens, but that's not the Wizard hurls at his foe. Magic missiles can only only viable tactic. A lot of spells, be cast on enemy units. Unlike other types of hexes and augments in particular, can help your units spells, magic missiles do require the Wizard to winfights in the forthcoming be able to see his target. Accordingly, a Wizard Close Combat phase, or help can only cast a magic missile at a target that lies them weather the enemy within his forward arc and to which he can trace Shooting and Magic phases. line of sight (just as if the wizard wasfiring a missile weapon). Magic missiles cannot be cast at all if the Wizard (or his unit) is engaged in close combat. Magic missiles always hit their target automatically. Augment spells empower the caster's allies, protecting them with sorcerous wards and magically enhancing theirfighting prowess. Augment spells can never be cast on enemy units, no matter what benefit the player believes he might get. Augment spells can even be cast onto units in close combat to give them a muchneeded boost. Also, targets of augment spells need not lie in the the caster's forward arc. Hex spells are the counterpoint to augment spells, weakening the enemy and making them easier to slay. Hex spells can only ever be cast on enemy units. Hexes can be cast onto units in close combat. Targets of hex spells need not lie in the the caster's forward arc.

• The target must he within the spell's range. • Wizards cannot target spells at units engaged in close combat.

Note that bonuses and penalties from Hex, Augment and other spells are cumulative, but normally cannot take any characteristics above 10 or below 1.

Some spells have a type that enforces additional casting restrictions, or waives others. There are five distinct types of spell: augment, direct damage, hex, magic missile and magical vortex. Some unique spells, or spells that are printed in older Warhammer Armies books, do not have a type — their text will contain any casting restrictions that apply.

Magical vortexes are roiling globes of magical energy that travel across the battlefield, wreaking all kinds of unusual (and often deadly) effects. A magical vortex does not have a target instead it uses one of the round templates, which is placed in base contact with the caster and with its centre within the caster's front arc, and then moves as described in the spell.

Direct damage spells are deadly attacks that strike the foe without warning. Direct damage spells can only ever be cast on enemy units. Sometimes a direct damage spell will use a template to determine which models are hit. When this happens, the template cannot be placed in such a way that it touches friendly units or enemy units that are in close combat — this is not to say that the template won't scatter onto friends later, depending on the spell.

Unlike most other spells and other gaming effects that use templates in Warhammer, magical vortexes remain on the battlefield (unless they move off it). At the end of every subsequent Magic phase, each magical vortex moves in the direction and distance stated in the spell. If a magical vortex ever ends its move over a unit, place it 1" beyond the unit in the direction it was moving. Magical vortexes are always remains in play spells (see page 36).

Wood Elf Spellsinger

Targeting Lone Models CHOOSE NUMBER When choosing a spell's target, OF POWER DICE remember that lane models When are casting a spell, a Wizard can use from units in and of themselves, and one therefore legitimate targets for to six power dice. many spells.

Once the Wizard, spell and target have been chosen, the player then declares how many power dicefrom his pool the Wizard will use in his attempt to cast the spell. At least one dice must be takenfrom the power pool, and a maximum of six dice can be used on each spell.

CASTING VALUE For a spell to be cast, the total of the dice rolled, added to the Wizard's level, must equal or beat the spell's casting value.

BOOSTED SPELLS

Some spells allow the Wizard the option to focus more magical force into their casting, thus extending the effective range, amount of damage caused or area of effect. Where this is an option, it is clearly stated in the spell's effect, as is the extra casting cost required to J achieve the additional effect. Note that if the controlling player does not state otherwise before rolling the dice, a Wizard is assumed to be casting the standard (and therefore less difficult to cast) version of the spell, so be sure to let your opponent know if you're going to attempt a boosted version!

The chosen dice are then taken from the casting For example, the aforementioned Empire Brig player's power pool and rolled. The results are Wizard could have cast Fulminating Flame added together, and then added to the casting Cage at a higher level, increasing its range from Wizard's level to give a casting result. So, if a level 4 Wizard attempts to cast a spell with 24" to 48", but increasing its casting value from three dice, rolling 1, 3 and 6, the total casting 11+ to 14+. If he had wished to do so, his result would be 14(1+3+6=10 for the power controlling player would have had to declare th dice roll, added to 4 for the Wizard's level). intention before the dice were rolled. Keep the dice infront of you for the moment — you'll need the scores if your opponent attempts a dispel, as we'll discuss later. NOT ENOUGH POWER! No matter how powerful a Wizard might be, he cannot cast a spell where the total of the natural Each spell has an associated casting value, any dice scores is less than 3. A dice total of 1 or 2 numberfrom 3 upwards. Spells with a higher is always considered to be a failure, despite the casting value have greater effect, but require level of the Wizard. This is true regardless of more power. any bonuses,from any source. Even the If the casting result equals or exceeds the spell's mightiest and most learned Wizard needs to casting value, the spell is cast (though it may be coax a certain amount of raw power out of the subsequently dispelled and neutralised by the Winds of Magic in order to cast a spell. opposing player, as we'll discuss later). If the result is less than the casting value, the casting attempt has failed. The spell is not cast.

BROKEN CONCENTRATION

If a Wizard fails to equal a spell's casting value, or the total of the natural dice scores is 1 or 2, not only is the spell not cast, but the Wizard For example, a Level 2 Empire Bright Wizard isbreaks his concentration and is unable to cast attempting to cast Fulminating Flame Cage fromspells for the rest of the Magic phase. the Lore of Fire. Fulminating Flame Cage has a

casting value of 11+, so the Wizard needs to score a For example, a Level 4 Wizard attempts to cast total of 11 or more. Flock of Doom (casting value 5+). Assuming th his innate magical ability (the +4 bonus for bei Level 4 Wizard) is sufficient to ensure that the With this in mind, the Wizard's controlling player decides to roll three dice in the attempt to cast is thecast, the controlling player chooses to use a si D6 in the casting attempt. Alas, the dice scores spell, and scores 2+4+4 (for a total of 10). This and, even though the casting total (2+4=6) is in itself is not enough to cast the spell, but by the higher time the Wizard's level is added, it gives a total of than the spell's casting value (5+), the sp The Wizard will not be able to cast any fu 12 (the 10 rolled on the dice plus 2). The spellfails. is spells that turn. Empire Celestial Wizardtherefore cast!

IRRESISTIBLE FORCE If two or more 6s are roiled when casting a spell, it has been cast with irresistible force. The spell will be cast automatically and cannot be dispelled, but the Wizard has to roll on the Miscast table when the spell has been resolved.

For example, a Level 1 Wizard attempts to cast the formidable Life magic spell, the Dwellers Below (casting value 18+) and rolls four dice, scoring 1, 2, 6 and 6 (for a casting total of 15+1 for the Wizard's level). As two 6s were rolled in the casting attempt, the spell is cast with irresistible force — it doesn't matter that the casting total is lower than the spell's casting value.

Magic isfickle, and writhes like a thing alive even whilst a Wizard shapes it to his will. Magic On the one hand, irresistible force is a good always strives to befree of constraint, and should thing, because the unshackling of power ensures that the uncontained raw magic pulses through the Wizard mispronounce a single word, or otherwise miscast the spell, the magic will shatter the Wizard's spell and empowers it in such a manner that it cannot be prevented. its bindings in a burst of incredible energy. Wizards can therefore be described as not trying to empower their spells, but to hold that same A spell cast with irresistible force automatically energy in check lest it prove to be their undoing. succeeds, even if the casting total is not enough to reach the spell's casting value. More importantly, perhaps, a spell cast with irresistible If a Wizard rolls two or more unmodified 6s force is impossible to dispel — your opponent when determining his casting result, the spell cannot even attempt to prevent the magical has been cast with irresistible force. When mayhem soon to be unleashed — go straight to seeing if irresistible force has occurred, always Step 4, Spell Resolution. use the actual dice scores, irrespective of bonusesfrom special rules or magic items. If a However, irresistible force is also a very bad Wizard is called upon to re-roll the dice for any thing indeed. When irresistible force occurs, the reason, it is the second result that stands, as is wildly arcing magic inevitably proves dangerous normal for a re-roll. to the Wizard and to anyone nearby. Naturally, the Wizard will do his best to contain the All dice rolled count towards irresistible force, regardless of whether the dice were power pool uncontrollable energy, but success is by no dice, or granted as a bonusfrom a special rule or means guaranteed — this is what we refer to in rules terms as a miscast. magic item.

Chaos Sorcerer

Minimising Your Miscasts

MISCASTS

When irresistible force occurs, first resolve the As you've probably noticed, effect the of the spell that the Wizard was chance of getting a miscast attempting to cast. As the spell has been cast increases rather rapidly the with irresistible force, the casting player can at more power dice you use when least enjoy the effect of his spell before attempting to cast a spell. This something almost indescribably bad happens to is only right and proper, as the more power the Wizard callsthe Wizard and everyone nearby.

down, the less likely he is to be able to control it. Players will therefore want to think carefully before deciding how many power dice they wish to allocate to a spell. Whilst it can be very satisfying to get a spell off using irresistible force, I always find the joy to be tempered when a smouldering crater is the only thing I have left afterwardsOnce to the effect of the spell has been resolved, remind me of my Wizard.

the Wizard now needs to roll 2D6 on the Miscast table to see what happens to him.

You'll notice that many of the results on the Miscast table call for damage (in the shape of automatic hits) to be caused upon the Wizard or nearby models. Though we've yet to talk about how damage is worked out, you'llfind all the information you need on page 42.

Our Wizard from the previous example has presumably wrought significant destruction on th enemy with his irresistibly cast the Dwellers Below. However, it's now time to pay the piper. As the sp was cast with irresistible force it was also miscas and the Wizard must roll on the Miscast table to discover his fate. He rolls 2D6 on the Miscast ta and scores a 7, resulting in a Detonation! result. A result, all models in base contact with the Wizard suffer a Strength 10 hit and D6 dice are lost from the power pool. Painful, but it could have been m worse for the Wizard!

Note that some magic items and special rules talk of automatically triggering a miscast or irresistible force. This is the only occasion on which one can be had without the other. So, for example, a magic item that caused a Wizard to miscast automatically would force that Wizard to roll on the Miscast table, but the spell would not be cast with irresistible force. Similarly, an item that automatically generates irresistible force would not require a roll on die Miscast table.

MISCAST TABLE 2D6 Result

2D6

Result

2-4

7

DETONATION! The energy explodes without warning! All models in base contact with the Wizard (friend and foe, but not the Wizard himself) suffer a Strength 10 hit. Additionally, D6 dice are lostfrom the power pool.

8-9

MAGICAL FEEDBACK. The Wizard disperses the excess magical energy, but the resulting feedback leaves him unable to harness the Winds of Magic for a time. The Wizard and every model on the same side that can channel/generate power or dispel dice suffer a Strength 6 hit as a result of the magical backlash. Additionally, D6 dice are lostfrom the power pool.

DIMENSIONAL CASCADE. The summoned magics wrench free of the Wizard's control, laying waste to anyone unfortunate enough to be nearby. Centre the large round template over the Wizard every model underneath the template (including the hapless Wizard — he is not entitled to a Look Out Sir! roll in this case) suffers a Strength 10 hit.

Once the damage has been resolved, roll a D6. On the score of 3 or less, the Wizard is cast into the Realm of Chaos — remove him as a casualty. On a roll of 4-6, D6 dice are lost from the power pool instead. 5-6

CALAMITOUS DETONATION. In his battle to contain the roiling energies, the Wizard somehow manages to make the situation worse, feeding more power into what promises to be a devastating explosion. Centre the small round template over the Wizard - every model underneath the template suffers a Strength 10 hit (including the foolish Wizard - note that he is not entitled to a Look Out Sir! in this case). Additionally, D6 dice are lost from the power pool.

10-12 POWER DRAIN. Through a combination of luck and skill, the Wizard manages to dissipate most of the spell's excess energy, leaving him with a splitting headache and pervading amnesia. His Wizard level is permanently reduced by D3, to a minimum of 0 and he forgets a single spellfor each Wizard level lost (the first is always the spell that was just miscast — other spells lost are determined randomly). The Wizard cannot attempt to cast further spells this phase.

3. DISPEL

Dastardly Dispelling

Remember, you don't have to dispel everything your opponent throws at you — in fact, you're not likely to have enough dice to do so. With that in mind, prioritise dispelling the spells that are really going to bring your army to a screeching halt. Unless you're in real dire In order to attempt a dispel, the dispelling player straits, you can afford to lose a few rank and file models far first nominates one of his Wizards to make the dispel attempt. Unlike spells, dispels do not have For example, a Level 3 Wizard is attempting to more than having your prize dispel an enemy casting of Purple Sun of Xereus. combat unit immobilised or a range and never require the Wizard to see weakened As afinal thought, if either the target or the caster — you can simply Fortunately, the spell was not cast with irresistible you think your opponent has force, but with a casting total of 23, so a dispel something nasty up his sleeve, its nominate any Wizard on the battlefield. attempt can be made. The dispelling Wizard rolls best not to commit your highest If the dispelling player does not have an eligible six dice, scoring 1, 3, 4, 4, 5 and 6. Added to hislevel Wizard to earlier dispels — Wizard level, this yields a dispel value of 26, you're going to need his dispel Wizard to attempt a dispel (or simply does not bonus later on, and you won't want one of his Wizards to make the attempt) his higher than the 23 required, so the dispel is get it if he fails a dispel roll successful and the spell does not take effect. army can attempt to dispel the spell instead. earlier in the turn. If the Wizard was able to cast his spell (and it was not cast with irresistible force) the opposing player now has a chance to prevent the spell's effects by attempting to dispel it.

CHOOSE WIZARD

dispel that he is unable to attempt another later in the phase. Just as when casting a spell, a total natural dice score of 1 or 2 is always considered to be a failure, despite any modifiers. This is true regardless of bonuses,from any source. Note that the army can always attempt to dispel, regardless of previous failures.

CHOOSE NUMBER OF DISPEL DICE

DISPELLING WITH IRRESISTIBLE FORCE

When dispelling, a Wizard can use any number of dispel dice.

If two or more 6s are rolled in a dispel attempt, the spell is dispelled automatically.

Once the Wizard has been chosen, the player declares how many dispel dice the Wizard will use in his dispel attempt. Unlike casting, there is no upper limit on the number of dice that can be used in a dispel attempt — though you must use at least one dicefrom the pool if you wish to attempt a dispel.

DISPEL VALUE For a dispel to succeed, the total of the dice rolled, added to the Wizard's level, must equal or beat the spell's casting result.

The number of dice chosen are taken from the player's dispel pool and rolled. The results are added together, and then added to the Wizard's level to give a dispel result, exactly as if he were casting a spell. If the army is attempting the dispel, no bonus is added to the total. If the dispel result equals or exceeds the spell's casting result, the dispel is successful and the spell does not take effect. For example, if the caster scored a casting result of 15,the dispelling Wizard would need to score a result of 15 or more to make a successful dispel. If the result is less than the spell's casting result, the dispel attempt has failed. Furthermore, the Wizard is so preoccupied by his collapsing

If two or more unmodified 6s are rolled when making the dispel attempt, the dispel is granted irresistible force and succeeds automatically, regardless of whether or not it beats the casting result of the spell (although it still cannot help if the spell was cast with irresistible force in the first place). If a player is called upon to re-roll the dice for any reason, it is the second result that stands, as is normal for a re-roll. Note that a dispel that achieves irresistible force does not cause a miscast roll.

DWARFS AND DISPELLING Dwarfs turned away from spellcraft long ago. As a result of this, there are no Dwarf Wizards, but their race has become highly resistant to magic. Accordingly, when a Dwarf army attempts to dispel, the innate magic resistance of the Dwarfs grants the army a +2 bonus to all dispel attempts. Note that if the Dwarfs are fighting alongside a Wizard (either in the same army, or as part of an allied force) for whatever reason, this bonus is lost — the Wizard's presence disrupts the Dwarfs' natural resistance. Tomb Kings Liche Priest

Duration, Duration, Duration

4. SPELL RESOLUTION

A clever sorcerer takes note ofFollow the instructions in the spell's text. the duration of his spells — there's no point wasting powerIf the enemy hasfoiled his dispel attempt (or not on a spell that won't give you even attempted one!), the spell is cast any effect between now and the next Magic phase. The only successfully and its effect is now resolved. Each exceptions to this are 'remainsspell in Warhammer provides all the information in play' spells. As these hang you need. Many spells inflict hits or wounds on around for several turns, your enemies — you can find out how to resolve investing a little power into these on page 40 of the Shooting Phase. them early in the game frees up your later Magic phases. Of course, your opponent can dispel Remember that if your spell was cast with remains in play spells in later irresistible force, you'll need to go back and turns, but to do so he's going to resolve the result of the miscast as soon as home to use dice out of his power you'vefinished resolving your spell effect. or dispel pools.

SPELLS AND PANIC

A Vampire Lord — master of necromantic magic

Quite a lot of spells inflict damage in one manner or another and, as with shooting attacks, if enough damage is caused, can cause the enemy to flee from battle. Damage from magic can provoke Panic tests, as described in the Panic chapter on page 62.

SPELL DURATION Most spells are cast instantly and their effect is worked out at once. In this case, the spell has no further effect in the game until cast again. Some spells last for longer than this, for one or more phases, or turns. REMAINS IN PLAY SPELLS

Spells marked 'remains in play' stay in effect indefinitely when cast. They only come to an end when the target is slain, or else the caster is slain, chooses to end the spell (which he can do at any time) or leaves the battlefield. The Wizard can continue to cast other spells (but not the same remains in play spell in subsequent turns) as he requires only a little concentration to keep a remains in play spell going. If they are not dispelled immediately when they are cast, remains in play spells can be dispelled at any point during a subsequent Magic phase, using dispel dice as normal, or dice from the power pool as if they were dispel dice if it is your turn. Remains in play spells do not retain the energy of their casting, and so a Wizard does not need to beat the original casting dice roll if attempting a dispel in subsequent turns, but rather the minimum casting value listed in the spell's description (so there is no need to make note of each spell's casting roll). For this reason, remains in play spells cast with irresistible force can be dispelled as normal in subsequent turns A Wizard who fails to dispel a remains in play spell during his own or the enemy Magic phase, cannot attempt further dispel or casting attempts for the remainder of the phase.

SPELLS LASTING MORE THAN ONE TURN

Some spells do not specifically remain in play, but have effects that last one or more turns. Once in play, such spells cannot be dispelled, and remain in effect even if the caster is slain or leaves the battlefield, unless the spell description specifies otherwise.

BOUND SPELLS Some magic items, often rings and amulets, and certain troop types, have the ability to use aform of magic called a 'bound spell'. Bound spells can be used even if the bearer has broken his concentration or is not a Wizard at all. Possessing a bound spell does not make a character a Wizard — he just has an item that can cast a spell.

DISPELLING BOUND SPELLS Bound spells are dispelled exactly as other spells — the dispelling Wizard must equal or beat the casting result for a successful dispel.

CASTING BOUND SPELLS A bound spell is cast just like an ordinary spell — using dicefrom the power pool (the model may do so even if it is not a Wizard). The required casting value is equal to the bound spell's power level. Note that bound spells never benefit from any casting modifiers that the user might have (for Wizard level, magic items, and so forth). On the other hand, failing to cast a bound spell does not break a wizard's concentration, as using an item that contains a bound spell normally would not require anything more complex than uttering a single word of activation.

IRRESISTIBLE FORCE A bound spell can be cast with irresistible force, just as a normal spell, by rolling two natural 6s in the casting roll. The bound spell is then cast automatically, and cannot be dispelled (but, of course, causes a miscast). For example, a High Elf Noble has the Ruby Ring of Ruin, a magic item that contains the lowest level of Fireball as a bound spell. of power level 3. Miscasts Therefore, when the Noble attempts to cast the What spell, happens when a bound spell is miscast the casting roll must be equal to or greater than 3. If depends on the nature of the bound spell. the Ruby Ring of Ruin was instead borne by a Level 2 High Elf Mage, he too would need the • If the bound spell is contained within a casting roll to be equal to or greater than 3 — he magic item of some kind, the item crumbles cannot use his +2 level bonus to boost the score. to dust and cannot be used again during the

game. Do not roll on the Miscast table. As in the example above, bound spells are often tied into a spellfrom a magic lore. Where this is the case and there is a choice of casting levels, the bound spell is always the easier 'unboosted' version with the lower casting level.

• If the bound spell is an 'innate' ability — such as those used by a Warrior Priest, for example, then the model simply cannot cast further bound spells during this phase. Do not roll on the Miscast table.

5. NEXT SPELL With the spell resolved, the casting player can now have the same or another of his Wizards attempt to cast another spell.

Wizards can cast spells in any order, and a player is free to switch between Wizards at any time provided that he does not do so until the casting of the current spell has been resolved.

Remember that, unless specified otherwise, each Wizard can cast each spell only once per turn. When the casting player has finished all his casting attempts, either because he has run out of power dice or has no remaining or useful spells to cast (or if all his Wizards have had their concentration broken by failing to cast a spell) the Magic phase ends, and the Shooting phase begins.

HOOTING

During the Shooting phase, your army letsfly with the missile weapons at its disposal, be they bows, cannons or fantastical war machines. Most armies will have a unit or two of archers, crossbowmen or mighty war machines, and use these missile units to thin the enemy ranks before the bloody press of melee begins in later turns. Other armies will field masses and masses of missile units, intending to seize victory in the Shooting phase by obliterating the enemy at long range. This section covers the shooting rules for common weapons and the majority of troop types. War machines and other, more peculiar, devices of destruction are covered in their own chapter (beginning on page 108). However, even the most colossal trebuchet is governed by many of the same rules as the humble bow and arrow, so it's worth reading through this section before unlimbering your cannon or organ gun.

PHASE SEQUENCE Nominate one of your units that you want to shoot with and select one enemy unit you wish your unit to shoot at. Once you have declared your target, resolve shooting using the rules described. Then proceed to the next unit that is shooting and continue as above until you have shot with everything able to do so.

SHOOTING SUMMARY 1. NOMINATE UNIT TO SHOOT 2. CHOOSE A TARGET - Check the shooter can see the target - Check the target is in range of the weapon

3. ROLL TO HIT - Shooting modifiers

4. ROLL TO WOUND 5. TAKE SAVING THROWS 6. REMOVE CASUALTIES

1. NOMINATE UNIT TO SHOOT During the Shooting phase, a model armed with a missile weapon can use it to make a single shooting attack. Models that have marched, reformed or rallied this turn cannot shoot, nor can those that have made a failed charge, are fleeing or are fighting in close combat.

Orc Arrer Boy

• They reformed, rallied or made a failed charge in the preceding Movement phase — they're too busy getting back into formation. • They'refighting in close combat (and therefore for their lives).

• They're fleeing — such models are far more WHO CAN SHOOT? interested in saving their skins than firing To launch a successful shooting attack requires a their weapons. degree of preparation as most weapons take a long time to load or aim. As a result, a model • The model is under the influence of a specific that wishes to make a shooting attack must have spell or special rule that prevents it from had a relatively uneventful Movement phase. making a shooting attack. The most common reasons a model cannot shoot are: This is, of course, not a comprehensive list. Other situations will doubtless arise, due to spell • They marched in the preceding Movement effects, army special rules and other factors. Fear phase - weapons will have been shouldered and not! These will be explained by the relevant rule ammunition secured while the unit advanced. as and when they occur.

2. CHOOSE A TARGET A model can shoot at an unengaged enemy unit that is at least partially within its forward arc, and to which it has an unblocked line of sight. The enemy must also He within range of the weapon being used.

Now you've chosen the unit that will make the shooting attack, you need to choose a target for it to shoot at. All models in the same unit must shoot at the same target, so choose carefully.

Target Priority As with any other attack, take care to make sure your shooting CHECK THE TARGET hits home where you need it the IS IN RANGE OF THE WEAPON most. There's no denying that a All missile weapons have a maximum range that distinct feeling of glee can be indicates the furthest distance they can shoot. A found from eliminating a small detailed summary of shooting weapons and their unit, but sometimes your slings and arrows are far more ranges can be found on page 88. suitably employed whittling A model can normally only shoot at a target if it down that massive infantry block that's working its way lies within the maximum range of the weapon it towards your lines. Make no is shooting with. The one exception to this is mistake, shooting is unlikely to win the game for you, but every when a unit Stands and Shoots — here we assume that the charging enemy has entered the casualty it causes will help you when close combat starts. weapons' range before the unit shoots.

CHECK THAT THE SHOOTER CAN SEE THE TARGET As you might expect, to shoot at an enemy your WE CANT ALL FIRE! warriors need to be able to see it. We use two All models in a unit have to shoot at the same straightforward rules to determine whether or target. Due to the relative positions of the not an enemy can be seen. Firstly, the target shooting unit and the target, it might happen enemy unit must he at least partially within the shooting model's forward arc, just as it would if that some models in a firing unit can shoot the your shooting model wished to declare a charge target while other models in the unit cannot (the target may be out of their forward arc or (if you need to refresh your memory about forward arcs, see page 5). Secondly, the shooting completely obscured by terrain or other models). model must be able to trace a line of sight to the Sometimes, some models in the shooting unit target (information on line of sight can be found will be out of range. In these situations, you're free to continue with the shot, but only those on page 10). models permitted to shoot the target (and that have it within their weapons' range) will fire. Fire in two ranks The rules given above allowfront rank models to shoot, but we also want to allow models in the In such circ*mstances, we assume that disciplined troops such as Elves simply do not second rank to shoot (they take aim over crouched or stooping fellows in the front rank). fire at all and conserve their ammunition. On the other hand, it's easy to imagine that more Therefore, models in the second rank can use boisterous warriors, such as Goblins, loose their the line of sight and forward arc of the model directly infront of them for the purposes of all arrows in an impressive looking (but hopeless and impossibly inaccurate) volley. shooting attacks (including stand and shoot reactions). In simple terms, this allows units to In either case, for gaming purposes, these models do not shoot. fire in two ranks. Models further back than the second rank of a unit are assumed to have their line of sight blocked by models further forward, and so will not normally be able to shoot.

SHOOTING INTO COMBAT Models are not permitted to shoot at enemies that are engaged in close combat, for the simple reason that there's too much danger of hitting a friend! Remember that while afight may look like two separate blocks of troopsfighting headto-head, it's actually a swirling melee where no one stays still long enough to offer a safe shot! Some war machine weapons, particularly those that use templates, can accidentally hit friends whilst aiming at the enemy. The key word here is 'accidentally' — you cannot purposefully aim a template so that some of your models will be hit. See page 108 for more details on war machines.

Remembering the roll To Hit

3. ROLL TO HIT

To Hit scores art easy to Roll a D6 for each shot fired. The model's remember if you simply subtract the BS of the shooter from 7.Ballistic Skill determines what score they This will give you the numbermust equal or beat to hit their target after you need. E.g. a model withany a modifiers have been applied. BS of 2 would need a roll of 5 Not all shots have the same chance of hitting. or more to hit (7-2=5).

Some warriors are simply better at aiming than others, as reflected in a higher Ballistic Skill (BS). The higher the individual's BS, the greater his chance of hitting. To determine whether you hit, you must make a roll to hit, i.e. you roll a D6 for each model that is shooting. Note that the number of Attacks a model has will not affect the number of shots — each model can shoot only once.

Count how many models in your unit are shooting and roll that number of dice. It is easiest to roll all the dice at once, although you don't have to. If there are a lot of models shooting, you might need to roll several batches of dice. The following table shows the minimum score you will need to hit. Ballistic Skill To Hit score

1 2 3 4 5 6 7 8 9 10 6 5 4 3 2 1 0 -1 -2 -3

SHOOTING MODIFIERS Raw skill is not the only factor to determine the difficulty of a shot. Many battlefield conditions can alter the accuracy of missilefire, and we represent these with a series of shooting modifiers. Shooting modifiers are applied to the dice rolls before they are compared to the score needed to hit, making the shot more difficult, and therefore less likely to succeed.

Continuing the earlier example, if the five Empire archers had a -1 modifier applied to their shooting attack, all of the dice would count as rolling one p lower than they actually did. As a result, those dic would need to score a point higher, and instead of needing 4s to hit, they would now need 5s. Accordingly, only one archer would have hit.

7+ To Hit If shooting modifiers result in a required score of 7 or more, it is still possible to hit the target. As it is impossible to roll a 7 or better on a D6, you will first need to roll a 6. Then, for each shot scoring a 6, you need torolla further score as shown on the chart below. So, for example, in order to score an 8, you mustfirst rolla 6 followed by a 5 or better. If you require a score of 10 or more then it is impossible to hit the intended target — the shots are lost. 7 8 9 10+

6 followed by a 4, 5 or 6 6 followed by a 5 or 6 6 followed by a 6 Impossible!

co*cked Dice There'll be occasions when aEach dice that rolls a number equal to or greater dice will end up not lying flat than - the value required has scored a hit. Each normally because it's got caught dice in a wedge of terrain or propped that rolls less is a miss. up against a unit. Such 'co*cked dice' are a touch inconvenient, For example, youfire with five Empire Archers. and certainly they seem to Men have BS 3, so you need a score of at least 4 bedevil important rolls moreto hit. You roll five dice and score 1, 2, 2, 4 and often than trivial ones. I find equals two hits and three misses. the best way of dealing withwhich a co*cked dice is to re-roll it if the result isn't clear. Other players Troops with a high BS have a To Hit score of 1, prefer to re-roll any dice that 0 or even a negative number (as shown above). isn't totally flat (thus avoiding Of course, you cannot roll less than 1 on a D6 any subjectivity) or eliminate the problem altogether by so in Warhammer a To Hit roll of 1 on a D6 always fails, regardless of the dice modifiers and making sure they only roll dice Ballistic Skill of the model. on a totally flat surface.

The shooting modifiers are cumulative (except when noted otherwise), and are as follows: Moving and Shooting Firing at Long Range 6, Standing and Shooting Target Behind Soft Cover Target Behind Hard Cover

-1 -1 -1 -1 -2

MOVING AND SHOOTING Models that movedfor any reason during the preceding Movement or Magic phase will have less time to aim, making their shots less accurate and suffering a shooting modifier of -1.

FIRING AT LONG RANGE

Target Behind Soft Cover

Missiles lose power and accuracy long before they reach their maximum range, so any shots taken at an enemy that is further away than half the weapon's maximum range suffer a -1 shooting modifier.

Soft cover offers a little protection against missilefire, but its main advantage is to hide the targetfrom view. If the majority of a unit is obscured by hedges, fences, wagons or other 'soft' terrain, it is said to be in soft cover. Soft cover inflicts a -1 shooting modifier.

If the majority of the models in the target unit (or, whenfiring against a single model, more than half of the target model) is obscured from the shooting model's view by other models (friend or enemy) or by terrain then an additional To Hit modifier is applied. This will be classed as either soft or hard cover — see right. It is common for some models in the firing unit to have something in the way, and for others to have a clear shot. Where this happens, simply resolve the two sets of shots (and thus the two sets of ToHit modifiers) separately.

do not stack — in a situation where a target would benefit from both soft and hard cover, simply apply a -2 shooting modifier for cover.

Fast Dice Rolling

When a unit of models fires, all of its weapons are fired together, so you should ideally roll all of its To Hit dice at the same time. Sometimes there will be different weaponsfiring, firers with a different BS or firers Far example, a short bow has a maximum range of subject to different shooting modifiers. In this case, you'll 16". Targets within 8" are in short range. Targets Target Behind Hard Cover find it easiest to use different that are more than 8" and within 16" are in long Hard cover represents cover of a more durable coloured dice, so that those shots range and so the firers suffer a -1 shooting modifier. can be picked out. This most kind, like that offered by stone walls, boulders, buildings and suchlike. We also count intervening commonly crops up where some (but not all) of a shooting unit STANDING AND SHOOTING units as hard cover (if they obscure the line of has the target at long range - I Having a bellowing enemy bear down on you sight to the majority of the target, of course) as simply roll white dice for the whilst you're trying to aim is most distracting. their presence will play havoc with the shooters' short range shots, and red dice Models that are making a stand and shoot accuracy. If the majority of a unit is obscured by for those shots subject to the long range modifier. I always find reaction suffer a -1 to shooting modifier. such 'hard' terrain, it is said to be Hard cover. red dice to be luckier (I'm not Hard cover inflicts a -2 shooting modifier. Note sure why) so I save them for COVER that the To Hit penalties for hard and soft cover trickier rolls if there's a choice.

Automatic Hits

Some unusual attacks (most commonly those made by magic missile spells — see page 31) hit automatically. Where this is the case, it is exactly how it sounds — do not roll for the attack, it instead automatically causes the number of hits stated within the wording.

If this was the 'model's eye view' then: The Swordsmen (1) are completely visible - there is nothing in the way, and no cover modifier is more than half hidden by the building, so shots against it would suffer from a -2 penalty for hard carver. Similarly, the Knights (3 penalty for hard cover- which is the Swordsmen in this case. The Flagellants (4), with afront rank 8 models wide, are clearly more th do not benefit from cover. Although the majority of the Bright Wizard (5) is visible, he is in base contact with a fence and so benefits

Memorising the Wound chart

4 ROLL TO WOUND

The To Wound chart can seem For aeach shot that hits, roll again to see if it little baffling at first — it's got a wounds the target. The score needed is hundred results to choose from, by comparing the Strength of the after all. There is, however,determined a firing weapon with the Toughness of the target. method to its madness. If your Strength is the same as Hitting your target is not always enough to put the target's Toughness, you always need a 4+ to wound it out of action - sometimes the shot results in If it's one point higher, you need little more than a graze or trivial flesh wound. a 3+. If your Strength is higher still, you need a 2+ (Is To determine whether a hit causes a telling always fail, after all). Conversely, if your Strengthwound, is a compare the weapon's Strength (not the point lower than the target's Strength of thefirer) with the target's Toughness Toughness, you need a 5+ tocharacteristic. Each weapon has a Strength cause a wound, and if it's lower value, given in that weapon's description on still you're going to need a 6 — page 88 — some examples are shown below. time to break out the red dice. Weapon

Strength

Bow Crossbow

3 4

Pick up all the dice that have hit, and roll them again. Then, consult the To Wound chart, crossreferencing the weapon's Strength (S) with the target's Toughness (T). The number indicated is the minimum score on a D6 needed to convert the hit into a wound. Any dice that equal or beat the score shown on the chart have successfully scored a wound!

For example: An Empire Archer shoots his bow at an Orc. The soldier has a Strength 3 bow and the Orc is Toughness 4. The Archer therefore needs to score a 5 or more to inflict a wound. If the soldier had fired a Strength 4 crossbow instead, he would have needed a 4 or more to inflict a wound.

Resolving Unusual Attacks

There are several circ*mstances in Warhammer that call upon you to inflict hits upon an enemy — spells being an obvious example (the Fireball spell causes D6 Strength 4 hits on an enemy unit), as well as things like the Impact Hits made by a charging chariot (covered in the Special Rules chapter). Such hits are resolved using steps 4, 5 and 6 of the rules for shooting attacks. The only exceptions are hits caused by close combat attacks — these are discussed in the Close Combat chapter (page 46).

ATTACKER'S STRENGTH

TO WOUND CHART

Flamer of Tzeentch

TARGET'S TOUGHNESS 4 5 6 7

1

2

3

8

9

10

1

4+

5+

6+

6+

6+

6+

6+

6+

6+

6+

2

3+

4+

5+

6+

6+

6+

6+

6+

6+

6+

3

2+

3+

4+

5+

6+

6+

6+

6+

6+

6+

4

2+

2+

3+

4+

5+

6+

6+

6+

6+

6+

5

2+

2+

2+

3+

4+

5+

6+

6+

6+

6+

6

2+

2+

2+

2+

3+

4+

5+

6+

6+

6+

7

2+

2+

2+

2+

2+

3+

4+

5+

6+

6+

8

2+

2+

2+

2+

2+

2+

3+

4+

5+

6+

9

2+

2+

2+

2+

2+

2+

2+

3+

4+

5+

10

2+

2+

2+

2+

2+

2+

2+

2+

3+

4+

5. SAVING THROWS Each wound suffered may be cancelled if the controlling player makes a saving throw. There are two types of saving throw: armour saves and ward saves. Armour saves suffer modifiers based on the Strength of the weapon, but ward saves are never modified.

Models that are wounded still have a chance to avoid a grisly death by 'saving' the wound. Hand your opponent all the dice that scored successful wounds — he then rolls these in an attempt to 'save' his models. If he rolls equal to or greater than the model's save, the wound has been deflected by its armour or some other form of protection. Note that a model can never have a save (of any kind) better than 1 + for any reason, and that, even then, a roll of 1 is always a failure. There are two main kinds of save: armour saves and ward saves.

Dice Overboard I find it best to ignore the results of dice that have escaped the playing area for the A model's armour save is boosted still further if vast and musty areas of carpets it carries a shield. Shields are highly effective in below, and always re-roll the battle, as they can be used to fend off both results (hopefully on the battlefield this time). Quite shooting and close combat attacks. apart from the problem of convincing your foe that, no, If a model carries a shield, the score it needs to honestly, the score was a 6, save is reduced by 1 (though this can't take the errant dice often find their save to beyond 1 +). way into the most unlikely of nooks and crannies, and can For example: A Black Orc wears heavy armour andprove extremely difficult to track down thus has an armour save of 5 +. If the Black Orc without the aid of a torch as well as copious also carries a shield, his armour save increases to 4+. amounts of time and patience — both of which are better The table below shows the most common employed in the spirited continuance of the game. combinations, and their associated armour SHIELDS

saving throws. Note that there are other armour saving throw modifiers to encounter in Warhammer — notably for riding a cavalry mount of some kind, as discussed on page 82. Armour worn

Saving Throw

None Light armour Light armour and shield Heavy armour Heavy armour and shield

None 6+ 5+ 5+ 4+

ARMOUR SAVE MODIFIERS Some weapons or creatures are so powerful that they can punch right through armour. Such attacks inflict a modifier on the saving throw, ARMOUR SAVES Few warriors venture onto the battlefield without just as shooting modifiers affect the To Hit roll. some measure of protection, be it only a padded An attack of Strength 4 inflicts a save modifier leather jerkin or battered shield. Of course, the of -1, with the modifier growing a point higher more elite or better funded a warrior is, the for each additional point of Strength. Note that quality of his armour is likely to be better, so this means a model could be hit by an attack some troops wear chain-, scale- or plate mail, whose armour save modifier makes the armour dramatically increasing their chances of survival. save impossible to pass — in which case, the save The level of this physical protection is is automatically failed. represented by the armour save - the more armour a model is wearing, the higher his Strength 4 5 6 7 8 9 10 armour save becomes. Armour -1 -2 -3 -4 -5 -6 -7 save modifier The value of a model's armour save is determined by the equipment it carries, as detailed in its entry in the relevant Warhammer For example, a crossbow bolt (Strength 4) hits a Armies book. Light armour provides a 6+ warrior wearing light armour and carrying a shield. armour save, meaning that a 6 must be rolled to Normally, the warrior would need to roll 5 or 6 to save a wound, whilst heavy armour bestows a make his armour save and avoid taking the wound 5+ armour save. Some special types of armour, but, because of the crossbow's hitting power, a -1 such as Chaos armour or the Gromril armour of modifier is applied to the dice roll. Therefore, the the Dwarfs, grant a formidable 4+ armour save.warrior must now roll a 6 to save. Wood Elf Lord

WARD SAVES

Of course, the Warhammer world is a place of magic, of spellcrafted armour and magical protection, where creatures can have an arcane resilience at odds with a sometimes frail appearance. For such circ*mstances we have the ward save. A ward save represents some form of magical protection, be it a spell, enchanted armour or perhaps even the innate nature of a Daemon or other magical creature. Ward saves are not necessarily represented by a model's equipment - unbound by physical laws, Daemons and their ilk have no need to burden themselves with weighty armour, for example. The value of a ward save will always be shown in a model's entry in the relevant Warhammer Armies book. Daemons, for example, have a ward save of 5+, meaning that a score of 5 or more is required to prevent a wound. The key difference between ward saves and armour saves is that ward saves are never modified by the Strength of the attack. Just as with armour saves, a roll of a 1 is always failure, however good the save.

SHOOTING

Note that different ward saves cannot be combined to increase a model's chance of saving. If a model has more than one ward save, simply use the best. More than one save

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. 'Instant Kills' Some special attacks don't inflict wounds, but require models to be removed as casualties (after failing a Ld or T test, for example). Where this is the case, not only are no saves of any kind allowed (unless specified otherwise), but the number of wounds on the victim's profile is completely irrelevant — just remove the model from play, and hope for better luck next time!

6. REMOVE CASUALTIES The target unit suffers casualties for any wounds that have not been saved. Casualties are always removed from the rear of a unit.

For every model that fails its save the target unit suffers an unsaved wound (any saves that were not possible because the modifier was too high also count as having been failed). Most models have only a single Wound on their profile, in which case a single model is removed for each unsaved wound caused. Individual warriors are not necessarily dead, they may just be too badly wounded tofight on. For our purposes, the result is the same, so we treat all casualties as if they were killed and remove them from play. Although casualties would normally fall amongst the front rank, for the purposes of game play we remove modelsfrom the rear rank of the unit. This keeps the formation neat and represents rear rankers stepping forward into gaps formerly filled by fallen comrades. If the unit is deployed in a single rank, then casualties are removed equallyfrom both ends.

Wound Markers

It's always worth placing a marker next to a wounded model in order to remind you of just how much damage it has Some war machines, spells or magic weapons are taken. Whilst you'll not so destructive that if a model suffers an unsaved normally have many multiwoundfrom them, the victim doesn't lose only 1 Wound models on the battlefield, Wound, but 2 Wounds, or a number of Wounds it's the kind of detail that gets when the battle heats equal to the roll of a D3, D6, etc, as noted in the forgotten up, and can prove crucial later weapon's rules. In such cases, roll to hit and to in the game. I normally use a wound as normal and then take any armour saves coin or counter to represent and ward saves that apply. Finally, for each such wounds, as these can't be easily wound that is not saved, roll the appropriate dice confused with anything else. A lot of people use dice, but I to determine how many wounds are caused. have a tendency to pick them up A model cannot suffer more wounds than it has and roll them by mistake, on its profile. Should the model do so, it dies erasing the record of wounds with one fell swoop... instantly and any excess wounds are wasted. HITS INFLICTING MULTIPLE WOUNDS

"You'll notice a single hit causing many wounds works differently to multiple hits that each cause a single wound. This is quite deliberate — it's easy to imagine a volley of arrows falling amongst the members of a unit and killing several, but a cannonball that hits a single Elf should always only kill a single Elf, regardless of how mighty the blow.

MODELS WITH MORE THAN ONE WOUND

Some particularly huge or hardy troops, such as Ogres, have more than one Wound on their profile. Should such a unit suffer wounds, you must remove as many whole models as possible.Youare not allowed to spread the wounds throughout the unit to avoid suffering casualties, tempting though it may be to do so.

MULTI-WOUND MODELS AND MULTI-WOUND WEAPONS

In this situation, divide the number of wounds caused by the Wounds characteristic of the models in the target unit, removing this number of modelsfrom the rear-most rank. Any leftover wounds that were not enough to remove a model are carried over and will be added to the wounds inflicted by any subsequent attacks.

If a unit of creatures with more than 1 Wound on their profile is hit by a weapon that causes multiple wounds, determine how many wounds are caused on each model individually (remember that each model cannot suffer more wounds than it has on its profile). Add up all wounds caused on the unit and then remove the appropriate number of models, noting any spare wounds on the unit.

This method is also applied if such a unit is For example: A unit of Ogres suffers 5 wounds from arrow fire. Ogres are huge creatures and each attacked by a spell or weapon that causes a hit model has 3 Wounds. So, 5 wounds equals oneon every model in the unit. model dead (3 wounds) with 2 wounds left over. The wounds left over are not enough to removeSHOOTING AND PANIC another model, so the player must make a note that If a unit suffers too many casualties during the 2 wounds have been suffered by the unit. If the unit phase, there is a chance that it will Shooting takes another wound from some other attack later inand flee. Full rules for Panic tests can be panic the game, then another Ogre model is removed.found starting on page 62. SHOOTING

Skeleton Archer 45

CLOSE COMBAT You've outmanoeuvred your foe, weakened him through spellcraft and shooting now it's time to finish the job! The Close Combat phase is easily the most decisive part of Warhammer. It's here that swirling melees are resolved, as your warriors hack, slice and pummel their way through the enemy ranks. Make no mistake, a successful Close Combat phase can change forever the fortunes of your army. If you've prepared well in the Movement, Magic and Shooting phases, victory is likely to be your reward.

Unlike other phases of the game, the combat phase offers both sides a chance to inflict damage on the foe, although you, as the player whose turn it is, will be the one choosing the order of the combats. All close combats must be resolved during this phase — a unit in combat cannot choose not to fight, for whatever reason. After all, once your warriors have charged into the enemy, they are not going to simply sit down and amicably discuss their differences!

CLOSE COMBAT SUMMARY 1. FIGHT A ROUND OF CLOSE COMBAT - Who can strike? - How many attacks? - Striking order - Roll to hit - Roll to wound - Saving throws - Remove casualties

2. CALCULATE CLOSE COMBAT RESULT - Combat result bonuses - Who's the winner?

Oops, forgot... There's a lot to think about Most when combats involve a single unitfighting a you're commanding an army — even the most alert of us single opposing unit, so that's what we'll discussfirst. Sometimes however, you'll end up occasionally home lapses and forget to declare a charge, with cast aa multiple close combat where there is spell or shoot with a unit. more than one unitfighting on one or both In fact, I've been known to sides. Multiple close combats have some completely forget entire phases in additional rules, which you'llfind discussed some games. If your opponent the end of the chapter (page 59). As all looks like he's forgotten to towards do something fairly crucial, such theas rules for a normal close combat also apply not declaring a charge withtoa a multiple close combat, you'll probably find killer unit, firing a war machine it easier (and clearer) if you just work your way or similar, it's considered good the section. form to politely remind himthrough — you want to win through your own skill and not through your CLOSE COMBAT PHASE SEQUENCE opponent's lapses, after all... The player whose turn it is nominates a close

combat involving one or more of his units and On the other hand, if you realise that you forgot to do something in a round of close combat using the rules fights a previous phase of the game,described. you Then proceed to the next close should go on with the game and combat and continue until all units have fought. try to remember it next time. Resolve Back-tracking several phases of each combat completely, including any a game is very impractical, flee and pursue moves, before moving on to the if not impossible! next combat.

3. LOSER TAKES A BREAK TEST - Taking a Break test - Combat reform

4. FLEE AND PURSUE - Restrain or pursue? - Roll flee distance - Roll pursuit distance - Caught! - Move fleeing unit - Restraining units reform - Move pursuers

1. FIGHT A ROUND OF CLOSE COMBAT Just as all eligible units (i.e. those in base contact with the enemy) mustfight in close combat, similarly all models in base contact with an enemy mustfight. Models cannot elect not to strike, nor can they normally be prevented from doing so.

Dwarf Slayer

Occasionally a spell or special effect will stop models from fighting, but more often will simply reduce a model's chances of landing a blow — the will to survive is particularly strong when a six-foot-tall, heavily muscled killing machine is laying about you with an axe.

WHO CAN STRIKE? Models can fight if they are in base contact with an enemy model when it is their chance to attack, even if the models' bases only touch at the corner.

Even models attacked in the side or rear may fight. In such cases the models are not actually turned to face their enemy — we simply assume that the individual warriors twist around as best they are able in the tight press of warriors. Normally, a warrior can only strike blows against an enemy model in base contact. The most common exception is if he is making a supporting attack.

HOW MANY ATTACKS? Models in base contact with one or more enemies strike a number of blows equal to their Attacks characteristic.

For most troops this will normally be 1, although bonuses for additional hand weapons (see page 91), spells or special rules can raise or lower the total. More powerful creatures, characters and monsters will often have 2, 3, 4 or even more Attacks. DIVIDING ATTACKS Sometimes a particular model will find itself in base contact with two different kinds of enemy, perhaps warriors from two different units, or even a rank-and-file warrior and a character.

If a model is touching enemies with different characteristic profiles, it can choose which one to attack when its turn to strike comes (before any dice are rolled).

For example, if faced with an enemy character an an enemy warrior, you might decide to attack the warrior because he is easier to kill, or you could tak a more heroic path instead and attempt to day the enemy character.

Similarly, if a model has more than 1 Attack, it can divide its attacks as the player wishes. Only the most skilled, experienced or formidable warriors have more than a single Attack on their profile, and it seems sensible that such fighters would have the wits to strike at more than one foe should the opportunity present itself. There's no right or wrong in such a decision -

Models in base contact with an enemy, even just corner-to-corner, can attack red). just(marked make sure you declare your intentions to the

opponent before any dice are rolled. SUPPORTING ATTACKS Warriors in the second rank do not sit idly by whilst their comrades battle away, but muster forward to strike blows of their own. We refer to the attacks made by these models as supporting attacks.

A model can make a supporting attack if it is These two Dwarfs are in contact with both anOrc and a Goblin, so can choose to direct their attacks at either unit. directly behind a friendly model that is itself fighting an enemy in base contact, as shown in thefirst diagram on the right.

Supporting attacks cannot be made to the side or rear. Nor can they be made by models that are in base contact with enemies — they must fight the more immediate foe! Of course, a warrior making a supporting attack is rather more constricted by the press of bodies than one who is face to face with his foe. l b represent this, he can only ever make a single Attack, regardless of the number of Attacks on his profile, or any bonus Attacks he might otherwise be entitled to because of special rules or other unusual effects.

The models in base contact are Models (marked blue) can make supporting attacks as they are directly behind a modelfighting to their flank, so no supporting attacks can be made by attacking normally (marked red). these two models.

Supporting attacks are made against models in base contact with the front rank model that is being fought 'through'. If the front rank model is in base contact with two or more enemies with different profiles, the attacking player can choose which model to direct the supporting attack against (before dice are rolled).

THE HORDE Any unit that is at least ten models wide is counted as being a h o r d e . Warriors in a horde can make supporting attacks from the third rank, not just from the second!

The unit of Dwarfs is ten models wide, so an extra rank can make supporting attacks.

This represents the crush of bodies driving yet more warriors into striking distance, as well as the back ranks surging forwards to assail the unengaged enemy warriors. If the unit drops below the minimum frontage it ceases to be a horde and loses the ability to make these extra supporting attacks.

INCOMPLETE RANKS Strange gaps w h e r e models are missing from a rank do not prevent warriors from fighting.

If a unit isfighting to its flank, the models in the incomplete rank are moved into contact with the enemy, there to fight and be fought normally. If the unit is fighting to its rear (orfighting to both flanks) some enemy models might not end up in base contact because of the models in the incomplete rear rank. In this specific situation, the models can fight across the gap, even if not physically in base-to-base contact. In reality, the chargers would not have stopped one step awayfrom the enemy and would d have moved in to continue thefight — treat these models as being in base contact with the enemy.

The models in the incomplete rank are moved to be in contact with their enemies.

Red = Attacks normally Blue = Can make a supporting attack If casualties inflicted on the Goblins cause the unit to be separated, move the Dwarfs unit forward to maximise contact.

CLOSE COMBAT

STRIKING ORDER

Drawn Initiative

Making attacks simultaneously Blows are struck in Initiative order. If a doesn't necessarily mean both model is killed before its turn to strike, it players need to roll both sets of does not fight. If Initiative values are drawn, dice at once. You can, of course, make simultaneous rolls, but itblows are struck simultaneously. often gets a little confusing with In the desperate hack and slash of close combat, so many dice rattling around in one go. the advantage lies with those warriors swiftest of A far tidier way of resolving mind and reaction. Slow opponents will often be drawn Initiatives, is for one dispatched by a faster foe before ever striking a player (it doesn't matter which) blow. In essence: he who strikes first, strikes to to resolve blows with his models the most devastating effect. first. When this has been completed, his opponent resolves blows made by his models as ifA model's Initiative characteristic determines no casualties had been causedwho by attacks first in close combat. Work your his opponent's set of rolls. You'll way through the Initiative values of the models, find that resolving drawn starting with the highest and ending with the Initiatives in this manner is much less confusing than the lowest. Models make attacks when their alternative methods. Initiative value is reached, assuming of course that they haven't already been killed by a model with a higher Initiative and that there is still an enemy in base contact. Where models have the same Initiative, their attacks are made simultaneously.

SPLIT PROFILES AND STRIKING ORDER Where a model has Attacks at two or more Initiative values, such as a knight or other cavalry models (see page 82), resolve each set of Attacks in the relevant order. If the model is slain before it can finish striking all of its blows (because one set of Attacks is at a lower Initiative than the enemy) then obviously these are lost, just as a model with a single profile would lose all of its Attacks if it were slain before striking blows. Similarly, on rare occasions, a model with a split profile might be unable to strike some of its blows because all eligible enemies have been slain. Take heart from the fact that such situations are normally caused by your warriors having killed a great deal of the foe.

ROLL TO HIT Roll a D6 for each attack. Compare the Weapon Skill of the attacker and the defender to determine the score required to hit.

For example, a unit of Dark Elf Spearmen are charged by a unit of OrcBoyz. The Dark Elves To determine whether or not hits are scored, roll have an Initiative of 5, while the Orcs only have a D6 for each Attack a model gets to make. The Initiative 2. The Elves will go first because of their dice roll needed to score a hit on your enemy higher Initiative. depends on the relative Weapon Skills of the attacker and the target. Compare the Weapon Skill of the model striking blows with that of the target model and consult the To Hit chart TARGETS WEAPON SKILL (shown to the left) to find out the minimum 4 5 7 6 8 9 10 score needed to hit.

ATTACKERS WEAPON SKILL

TO HIT CHART 1

2

3

1 14 +

4+

5+

5+

5+

5+

5+

5+

5+

5+

2 34-

4+

4+

4+

5+

5+

5+

5+

5+

5+

3 3+

3+

4+

4+

4+

4+

5+

5+

5+

4 3+

3+

3+

4+

4+

4+

4+

4+

5+

5 3+

3+

3+

3+

4+

4+

4+

4+

4+

4+

6 3+

3+

3+

3+

3+

4+

4+

4+

4+

4+

7 3+

3+

3+

3+

3+

3+

4+

4+

4+

4+

8 3 + | 3+ | 3+

3+

3+

3+

3+

4+

4+

4+

9 3 + | 3+ 3+

3+

3+

3+

3+

3+

4+

4+

3 + 3 + 3 + 3 + 3+

3+

3+

3+

3+

4+

10

CLOSE COMBAT

If you look at the chart, you will see that equally matched models hit an enemy on a 4+, but if the attacker's Weapon Skill is greater than that of his target, he will hit on a dice roll of 3+. In 5+ the rare cases when an target's Weapon Skill is more than double that of the5attacker, a 5+ is + required for a successful hit. If you roll too low, the Attack has missed, and if you equal or beat the required score, the Attack has hit. Sometimes modifiers apply to these rolls, but a natural dice score of 6 always hits and a natural dice score of 1 always misses.

Continuing our earlier example, the Dark Elf Spearmen are Weapon Skill 4, whilst the Orc Boyz are Weapon Skill 3. Looking at the To Hit chart, w can therefore see that the Dark Elves will require 3 to hit, whilst the Orcs will need 4s.

ROLL TO WOUND

REMOVE CASUALTIES

Roll a D6 for each attack that hit. Compare the Strength of the attacker and the Toughness of the defender to find the score required to wound.

Casualties are removed from the rear rank, just like models killed by shooting attacks. Models that have stepped up to replace the fallen can fight, provided that their Initiative step has not passed.

Not all hits are going to harm your enemy — some bounce off tough hide, while others cause only superficial damage. As with shooting, once you have hit your foe, you must roll again to see whether or not each hit inflicts a wound. Pick up all the dice that scored hits and roll them again. Consult the To Wound chart, cross-referencing the attacker's Strength with the defender's Toughness. Both values appear on the profiles of the creatures that are fighting. The chart indicates the minimum score required on a D6 to cause a wound. In most cases, you use the Strength on the attacker's profile regardless of what weapon they are using. However, some close combat weapons give the attacker a Strength bonus, as we'll discuss in the Weapons chapter on page 88.

With saving throws made or failed, you now need to remove the slain. Close combat casualties are removed in the same way as shooting ones. Although we can imagine casualties falling amongst thefighting rank, warriors in the ranks behind will step forward tofill any gaps that appear. Casualties will therefore be removed straight from a unit's rear rank. This means that if a unit is big enough, taking a handful of casualties will not reduce the number of Attacks the unit can make back. It can happen that a model causes more casualties than it has enemies in base contact. The excess casualties are removed as normal from the unit as a whole, representing the attackers fighting over the fallen foes.

Fast Dice Rolling in Close Combat As with shooting attacks of the same Ballistic Skill and type, you can roll To Hit dice together if they're of the same Initiative and Weapon Skill. Naturally, if there's a higher Weapon Skill present, you'll want to represent it with a different set of dice. This is not only because the model(s) with the better Weapon Skill will probably be more likely to hit the foe, but also because they'll probably have a higher Strength, more devastating weapon or special rules that otherwise help cause damage. Even if none of these things are true in a particular combat, I like to roll dice separately for important models. That way I can be sure that my characters, monsters and so on have lived up to their fearsome reputation and, what's more, so can my opponent!

Remember to roll dice separately for models with different Strength values.

It is a good idea not to immediately remove models that are slain from the table, but instead temporarily place them next to their unit — you will need to know how many casualties have been Continuing the battle on the previous page, the Dark Elves are Strength 3 and Toughness 3, whilst the caused when working out who won the combat. Orcs are Strength 3 and Toughness 4. booking at the To Wound chart, we can see that the Orcs will need 4s to wound, whilst the Elves will need 5s.

TO WOUND CHART

TAKE SAVING THROWS

As before in the Shooting phase, the enemy player can try to 'save' models that have been wounded. He rolls a D6 for each wound suffered by his troops. If he rolls equal to or greater than the model's save (after any modifiers have been applied) the wound has been deflected by its armour. See page 43 of the Shooting Phase if you need a reminder about the different types of save and how they work. Remember that wounds caused by Strength 4 or higher inflict a saving throw modifier on armour saves. Strength Armour save modifier

4 5 6 7 8 9 10 -1 -2 -3 -4 -5 -6 -7

ATTACKERS STRENGTH

The enemy now rolls a D6 for each wound suffered. If the score is equal or greater than the model's saving throw, the wound is discounted.

TARGETS TOUGHNESS

1

2

3

4

5

6

7

8

9

10

1 44-

54-

64-

64-

64-

64-

6+

64-

64-

64-

2 3+

44-

54-

64-

64-

64-

64-

64-

64-

64-

3 2+

3+

44-

54-

64-

64-

64-

64-

64-

64-

4 2+

24-

34-

44-

5+

6+

64-

6+

64-

64-

5 24-

24-

24-

34-

44-

5+

64-

64-

6+

64-

6 24-

2+

2+

24-

34-

44-

54-

64-

6+

64-

7 2+

24-

2+

2+

2+

34-

44-

54-

64-

64-

8 2+

24-

2+

2+

24-

24-

34-

44-

5+

6+

9 2+

2+

24-

2+

24-

24-

2+

34-

44-

54-

10 24-

24-

24-

24-

24-

2+

24-

24-

3+

44-

2. CALCULATE COMBAT RESULT Once all the models engaged in the combat have fought, this concludes what we call a 'combat round' or 'round of close combat'. Now you must determine which side has won. Inflicting casualties plays a huge part in seizing victory, but other factors, such as the sheer mass of a unit, the momentum of a charge and fighting downhill, can also prove to be telling.

CHARGE! + 1 combat result if the unit charged. The momentum of a charge can give your unit a much-needed boost when breaking the spirit of your enemy. If your unit charged this turn, it receives + 1 combat result.

EXTRA RANKS + 1 combat result for each extra rank with at least five models, to a maximum of +3. The extra ranks of a unit's formation are not solely there to provide replacements to the fighting rank — they push the front rank forward and this momentum can swing a fight all by itself.

The winner of a combat is decided by the number of casualties, plus certain other bonuses. To calculate which side has won the combat, we first need to work out each side's combat result score. We determine combat result score by adding up the following bonuses:

WOUNDS INFLICTED +1 combat result for each wound inflicted. Inflicting wounds on the foe is an important factor when determining combat resolution — perhaps the most important. Each side's basic combat result is equal to the wounds caused in the combat. It's important to tally up the number of wounds, rather than the number of casualties — most characters and monsters have more than one wound and it can take several rounds of combat to slay them. Nonetheless, our warriors take heartfrom the harm inflicted on such powerful foes, even if they are not yet down for the count. Do NOT count wounds that were saved (in other words, only count unsaved wounds).

Ogre Maneater

Attacks that kill a model outright (made with a Killing Blow, say - see page 72) count as having scored all the slain model's remaining wounds.

If your unit's formation is at leastfive models wide, you can claim a bonus of + 1 combat result for each extra rank of five or more models behind the fighting rank, at the end of the fight, up to a maximum of +3. Note that this bonus can be claimed for an incomplete rear rank, as long as there arefive models in it.

Disruption A unit does not receive combat result points for extra ranks as long as it is disrupted. A unit is disrupted if an enemy is attacking it in the flank or rear, and that enemy unit has two or more ranks of at least five models. Smaller units are assumed to have insufficient mass to cause disruption. Sometimes, an enemy unit will begin the round of close combat with enough ranks to cause disruption, but takes enough casualties so that it no longer has two or more ranks of five or more models. In this case, it can no longer disrupt the unit it is fighting and the extra ranks are counted as normal.

STANDARD + 1 combat result for a standard bearer. Most troops fight all the harder beneath the colours or symbols of their city, nation, tribe or god. If your unit includes a standard bearer, it receives + 1 Combat Result.

FLANK ATTACK +1 combat result if your unit is fighting the enemy unit's flank. Fighting a foe in its flank is a great advantage. The enemy warriors cannot easily turn to combat their attackers, and the sudden appearance of an enemy from an unexpected quarter has a psychological value all of its own. Therefore, if your unit is fighting the enemy in itsflank, it receives + 1 combat result. Remember that if your unit has two or more ranks of at least five models, it's likely to disrupt the enemy formation into the bargain as well (see Disruption earlier). REAR ATTACK + 2 combat result if your unit is fighting the enemy unit's rear. Fighting the enemy in the rear has all the advantages of a flank attack, only more so. If your unit is fighting the enemy in the rear, it receives + 2 Combat Result. THE HIGH GROUND +1 Combat Result if the unit charged downhill. The added momentum gained when charging downhill is a significant advantage. Therefore, if your unit charged and the majority of the models in your unit began the turn higher up than the enemy unit that was charged, you receive + 1 combat result. This might seem like an odd way to phrase it, but allows the rule to cover most situations.

WHO'S THE WINNER? The unit with the highest combat result score wins the fight. After adding together all the combat result bonuses, you'll be able to determine the winner, i.e. the side that scored the most. The other side has lost and might even run from the fight, as we'll discuss in the next step. If both sides have the same score, the result is a draw and the combat will continue in the next turn. The higher the difference between the winner's combat result score and the loser's, the bigger and more decisive the victory. An 8 against 7 victory, for example, is only a slight win

For example, a unit of High Elf

Archers is fighting a unit of

UNCOMMON BONUSES

Goblins.

In addition to the combatresultbonuses explained above, there are two other types of bonus that it's worth mentioning, but that won't crop up so often in your games. Each is tied to a special rule that we'll be discussing in more detail later in the book, but for completeness they are presented here:

The Goblins inflict 3 wounds on the High Elves, and the High Elves inflict 4 wounds on the Goblins. However the Goblins havefour complete ranks in their unit, each rank beyond the

+ 1 combat result if the unit includes a Battle Standard Bearer.

first adding +1 to their score, and have charged the High Elves, adding another +1. This gives them 3+3+1 = 7 points against the High Elves' score of 4.

Troopsfight harder under the personal banner of their lord. Therefore, if your unit includes a battle standard, it receives +1 combat result, cumulative with any bonus for a 'normal' standard. See page 107 for more about battle standards.

The High Elves have therefore lost the combat, even though they have caused more casualties — the vast numbers of Goblins have overwhelmed them. The High Elves will now have to take a Break test to avoid fleeing from combat.

Battle Standard

Overkill +1 combat result per excess wound caused in a challenge, to a maximum of +5. When a unit sees their enemy's best fighter cut to ribbons, the carnage most definitely influences their will tofight. If a character fighting in a challenge kills his opponent and scores more wounds than his enemy has remaining, then each excess wound scores +1 combatresult,up to a maximum of +5. Challenges are a special type of close combat performed only by characters, and are covered in more detail on page 102.

because the difference in scores is only 1. An 8 against 2 victory, however, is extremely decisive, as the difference in scores is a whopping 6. This difference is important because it is used when working out whether a defeated enemy stands its ground or turns and flees.

WIPEOUT! Of course, if one side has been completely wiped out in the fight, the other side is automatically the winner. In such cases the unit automatically restrains pursuit and reforms (as discussed on page 57). Alternatively, if the unit charged this turn it can choose to overrun (see page 58). CLOSE COMBAT

Goblin Warboss

3. LOSER TAKES BREAK TEST The losing unit in a combat must pass a Leadership test or flee! This Break test is modified by the amount by which the unit lost the combat. In the brutal hack and slash of close combat, it is rare for warriors to fight to the last man. Defeating the enemy is much easier if you can break the resolve of your opponent.

Chaos Marauder

The side that loses a round of close combat must take a test to determine whether it continues to stand and fight, or breaks from the combat and runs away. This is called a Break test. Troops that are better led, braver, and more professional are more likely to stand firm, while wild, temperamental troops are far more likely to run for it.

settles in for another round of fighting — this close combat has finished for the turn. If the total is greater than the unit's modified Leadership value then the unit has broken and will flee. Note that this modified Leadership is used only for the Break test and any subsequent attempt to make a combat reform — see the next page.

From our earlier example, the High Elves must take a Break test with a -3 penalty to their Leadership, because the difference between the scores was 3. High Elves have a good Leadership value (8) but with the extra -3 penalty their Leadership is reduced to 5 for this test, therefore the player will have to roll 5 or less to stand and fight. The player rolls 2D6 and scores 7 — this is greater than the unit's modified Leadership, so th Elves have broken and will flee.

TAKING A BREAK TEST A Break test is a type of Leadership test. However, before rolling the dice, the difference between the winner's combat result score and the loser's is applied as a penalty to the defeated unit's Leadership. If the total is less than or equal to the loser's modified Leadership, the unit stands its ground and

STEADFAST If a defeated unit has more ranks than its enemy, it takes its Break test on its unmodified Leadership.

When at war, there's definitely something to be said for having vast numbers at your disposal. Not only will your warriors be worried far less by the odd fallen comrade (there's plenty more where they came from) Despite being disrupted by a flank but they'll also take heart from being more attack, this Goblin unit is steadfast,numerous than the enemy. To represent this in because it has more ranks of five or our games, we have something called the more models than the enemy unit. Steadfast rule.

Simply put, a unit is considered to be steadfast if it has more ranks than its enemy. As with calculating extra ranks for the purposes of combat resolution, the ranks have to befive or more models wide for the unit to be treated as This Goblin unit is not steadfast, because being steadfast. The last rank doesn't have to it does not have more ranks five or more be complete, but must have at least five models than the enemy unit. models. Similarly, the enemy's ranks also have to be five or more models wide to counter your unit from being steadfast. Steadfast units can always take Break tests on their unmodified Leadership (or the General's unmodified Leadership if the testing unit is in range of his Inspiring Presence special rule — see page 107). It doesn't matter whether they have been beaten by 1 point or by 100 points, they still use their normal Leadership value. CLOSE COMBAT

It should be noted that a unit does not lose its steadfast status for being disrupted. A flank charge might be able to disrupt a unit, but it can't prevent the warriors in that unit realising they outnumber the foe.

COMBAT REFORM

INSANE COURAGE

REFORMING AMID DEFEAT If your unit loses the combat, but does not flee, it can still attempt a combat reform.

Assuming that a unit doesn'tflee thefight, its leader can attempt to bring more warriors to bear against the foe. This is far easier for the winning side, as they have sufficient momentum, but a disciplined unit can manage this even if on For example, a unit of Empire Halberdiers is the losing end of a combat. attacked in the rear by a unit of daemonic Bloodletters. Unsurprisingly, the Halberdiers REFORMING take FROM VICTORY quite a beating, and end up losing the combat byIf7.your unit wins the close combat but the However, the Bloodletter unit has only 12 models, enemy does not flee, or the combat was a arranged into two complete ranks and a third rank of your unit can immediately make a draw, 2 Daemons, whilst the Halberdiers still have 30 reform manoeuvre. combat models left, giving them five ranks of 6 models. As A combat reform is essentially a standard reform the Halberdiers have more ranks than the (page Bloodletters, they are Steadfast and will test on their14) save for the fact that it can be made even though the unit is in close combat. The unmodified Leadership of 7. most common usage of a combat reform is to allow the unit to turn to face its enemy (if attacked in the flank or rear), although it can also be used to bring more models into the fight by increasing the unit'sfrontage. There is one special restriction on a combat reform, however — it cannot be used to get a model (friend or foe) out of base contact with the enemy if it was in contact before the reform was made. The model can be in base contact with a different enemy at the end of the reform if you wish.

If a unit rolls double 1 for its Break test, it passes it, regardless of any other modifiers.

In this case, your unit must pass a Leadership test to muster the necessary discipline to alter its formation. Note that this Leadership test is subject to any modifiers from having lost the fight, just like a Break test. If your unit is steadfast (or has the Unbreakable special rule — see page 78) the test is taken on the unit's unmodified Leadership. If the test is failed, your unit cannot make a combat reform. If the test is passed, the combat reform can be carried out as described above. For example, a unit of Night Goblins is charged in the flank by a unit of Chaos Knights. The combat is SITUATIONS resolved and the Chaos Knights win the fight byUNUSUAL 10 If both sides wish to make (or attempt to make) points. The Night Goblins' Leadership of 5 means reform, take any Leadership tests that they would need to roll -5 or less (assuming,a combat of course, that they are not Steadfast), which is required in order to make the reforms, then roll off to determine which side makes all of his obviously impossible. There still is a point in rolling first (the winner of the roll-off decides). the dice for the Night Goblins though, becausereforms there is a remote chance of rolling a natural, unmodified, double 1, meaning that the Night Goblins wouldIf a unit is engaged to more than one facing (say brave the onslaught and heroically (or foolishly!) to the front and oneflank), it cannot make stand their ground. combat reforms. Occasionally, in the middle of a battle, even the humblest regiment becomes filled with steely courage and discipline, deciding to stand their ground, no matter the odds! Such unpredictable occurrences are represented in the game by the Insane Courage rule. This simply means that if a unit rolls a double 1 for its Break test, it will stand its ground, regardless of how badly it has lost the fight.

Should We Stay or Should We Go?

4 FLEE AND PURSUE

Your decision to hold or pursue If a unit fails its Break test it must flee and will almost always come down might be destroyed as it runs. to how the battle fares when the combat is won. Pursuing a However great the slaughter that occurred in beaten foe is always tempting, as theanclash of swords, the subsequent flee and it has a good chance of taking pursuit may well be bloodier still. When a unit enemy unit out of play for good, thus handing you a significantflees from close combat, it does so with wild advantage for the rest of theabandon. Warriors run from the enemy with game. On the other hand, a all possible haste, casting aside anything that pursuing unit is likely to find itself pulled out of position, might and encumber them and giving thought to quite possibly surrounded by nothing other than survival. For the pursuing enemies just itching to take unit, such warriors are easy prey, to be hacked revenge for fallen comrades. down, captured as slaves or driven from the There are other factors to field of battle. A regiment that flees from combat, therefore, is almost certainly doomed. consider as well. There's little point pursuing an enemy that Only by outpacing the enemy do they have any has such poor Leadership thatchance of survival. it's unlikely to rally in the next turn, is there? That said, if there's no threat to your pursuers, then why not run the enemy dawn anyway and thus make sure? It's up to you to weigh the various factors in the balance, knowing that, whatever you decide, the dice might just betray you anyway, because that's what dice do. At least to me.

RESTRAIN OR PURSUE? The victorious unit can choose to pursue or restrain pursuit. If the losing unit failed its Break test, it must flee, but the winning unit now has a choice of actions. It can pursue the foe, seeking to solidify the victory by scattering or slaying the survivors of the fight. Alternatively, the victorious unit can attempt to stand fast, using the precious seconds earnt by its victory to reorder itself and prepare for other fights to come. Restraining from pursuit in this manner requires a degree of organisation and discipline that does not come easily in the heat of battle.

Wood Elf Wardancer

Accordingly, if you wish your unit to restrain pursuit, it must first take a Leadership test to see whether or not its leaders have been able to keep it in order. If the test is passed, the unit conforms to your wishes and holds position, and can choose to reform once the defeated enemy has fled. If the test is failed, then no amount of bellowing or bullying will be sufficient to keep the unit in order - they elect to pursue the enemy anyway.

ROLL TO FLEE A unit flees 2D6. With the intentions of the victorious unit declared, it's time to see just how badly the losing unit wants to escape and calculate the distance that it flees. It is difficult to say precisely how far fleeing troops will run because they are no longer fighting as a body but milling around in a frightened mob. Indeed, unless the fleeing troops are all of one mind, confusion is likely slow their escape, making it all the more likely they are caught by their pursuers. To represent thefleeing unit swiftness of foot and reaction, the controlling player rolls 2D6, the result is the Flee roll.

ROLL TO PURSUE A unit pursues 2D6. Can thefleeing troops escape their pursuers? To find out, the pursuing unit needs to make its Pursuit roll. Likefleeing, pursuit is a hectic and uncontrolled affair, so we roll 2D6 to determine if the pursuers were quick-witted and quickfooted enough to catch their prey.

CAUGHT! If a pursuing unit rolls equal to or higher than the fleeing unit, the fleeing unit is destroyed. If the victorious unit's pursuit roll is equal to or greater than the Flee roll scored by the fleeing enemy unit, thefleeing unit is completely destroyed where they stand. All the troops are cut down as they turn to run, or are scattered beyond hope of regrouping — remove the entire unit as casualties. In reality not all the fleeing troops will have been slain, but any who've survived will be so broken in spirit that there's no chance of them fighting again this day.

MOVE FLEEING UNIT Fleeing units turn around to face away from the victor and then move directly forward a number of inches equal to their Flee roll.

The Goblins roll their flee distance and the Chaos Warriors roll their pursuit. The Goblins have rolled higher and escape.

If the fleeing unit rolls higher than the pursuers, or has not been pursued at all, then it has escaped. With a bat of luck, the warriors will come to their senses once the immediate danger has passed, and might yet play a useful part later on in the battle. To resolve the flee move, turn the unit around about its centre so that it is facing directly away from the enemy unit (ignoring the enemy unit). The unit then flees straight forward a distance equal to the result of the Flee roll. This is otherwise treated exactly the same as a flee move in the Movement phase (see page 25 for details).You'llremember that fleeing troops are assumed to run around, force their way through or otherwise avoid other units and impassable terrain in their desperate flight.

The Goblin unit pivots around its centre until it is facing directly away from the Chaos Warrior unit.

RESTRAINING UNITS REFORM A unit that does not pursue can perform a reform manoeuvre.

The Goblin unit then flees directly forwards a number of inches equal to its Flee roll.

If your unit elected to restrain and passed the test to do so, or wiped out the enemy and did not overrun, it can now perform a reform manoeuvre, as described on page 14 of the Movement phase.

MOVE PURSUERS The pursuing unit pivots to face the centre of the fleeing unit and moves directly forward equal to its pursuit roll. It will stop 1" away from any friendly units or impassable terrain, and will charge an enemy in the way. With the final position of the fleeing unit now determined, it's time to move the pursuers. Turn the pursuing unit about its centre so that it is facing directly towards the unit they are pursuing - the pursuers then move straight forward a number of inches equal to the amount rolled on the dice. Note that pursuers make this move even if the fleeing unit was caught, as described earlier — the 'pursuit' move in this case represents them surging forward to cut down any stragglers.

The Chaos Warriors then move directly forwards a number of inches equal to their pursuit roll.

PURSUIT INTO AN OBSTRUCTION

Pursuit into Fleeing Foes.

Unlike fleeing troops, pursuers maintain some manner of order and formation. Therefore, if the pursuit move would take the pursuers into contact with (or through) a friendly unit or area of impassable terrain, they automatically halt 1" away.

Even if the charged unit was alreadyfleeing, it still cannot take any charge reactions. Move the pursuers into contact with it as you would for a unit completing a charge against afleeing unit (see page 23). The fleeing unit is then immediately destroyed and the pursuing unit is allowed onefinal reform.

PURSUIT INTO A NEW ENEMY If a pursuit move would take the pursuer into contact with an enemy unit, then the pursuers must charge the enemy unit. Carry out the charge as you would in the Movement phase, following all the normal restrictions. However, you do not need to roll for the charge range — we already know from the pursuit roll that these unwitting chargers have momentum to reach the foe, whether they wished to or not. The charging unit must wheel and close the door in such a way as to maximise contact, as they would with a normal charge. Naturally, the charged unit is taken by surprise by this impromptu assault — it is not allowed to take any charge reactions and must Hold. The Goblins have rolled high enough to escape their pursuers, and move through afriendly Orc unit as they flee.

If this enemy unit was already engaged in close combat, and thatfight has not been resolved for this turn, then the pursuing unit will get to fight another round of close combat! If a pursuing unit is lucky enough to win a secondfight in the same turn, it cannot overrun and automatically restrains pursuit (and can reform!). If the unit that has been charged as a result of pursuit was not engaged in combatfrom the beginning of this combat phase, or if it was engaged but thatfight has already been resolved in this combat phase, the combat is not resolved straight away, but in the combat phase of the following turn. In the following turn's combat phase, the pursuers will still count as charging.

This might result in both sides having charging units in the samefight, in which case the The Empire Spearmen's pursuit move would take charging units on both sides will get the normal bonuses conferred by charging (e.g. causing them into contact with impact hits, benefiting from a lance's Strength the Orcs, so they must charge this new enemy, bonus, etc., and other bonuses described later in this Rules section). Also, both sides will get the wheeling to maximise contact as normal. +1 combat resolution bonus, which will effectively cancel each other out.

OVERRUN! If the victorious unit charged into combat and the enemy was wiped out, it can move 2D6 inches straight forward. If a unit charges into combat and, by the end of that round of close combat, all its enemies have been wiped out as the result of the combat (rather than the pursuit) the unit can choose to make a pursuit move, even with nobody left alive to pursue. This is an overrun move and represents the unit surgingforwards, hungry to find more enemies to fight. An overrun is essentially a special pursuit move. When making an overrun, the victorious unit moves 2D6" directly forwards, as if they were pursuing afleeing enemy to their front All other rules governing pursuit moves, such as intervening units and terrain, apply to overruns.

SWIFTSTRIDE Some troop types, such as cavalry, can flee and pursue more swiftly, as we'll discuss in the Troop Types chapter on pages 80-87.

PURSUIT OFF THE BATTLEFIELD A pursuing unit that moves into contact with the battlefield edge moves off the battlefield. They're so caught up in their pursuit of the foe that their momentum carries them clean off the battlefield! Unlike troopsfleeing the battlefield, however, such pursuers are good and keen to come back to the fray. Accordingly, we allow them to reenter the board in their next Movement phase, using the rulesfor reinforcements (see page 27). The unit is placed back as close as possible to the same pointfrom which it left the battlefield, in the same formation. Remember that it needs to face directly towards the battlefield and have all of its rear rank touching the battlefield edge. It's often a good idea to leave a modelfrom such a unit in order to mark the positionfrom which it left the battlefield (a standard bearer is ideal).

It is possible (indeed, rather likely) that more than two units can become involved in the same close combat. A multiple combat is a fight that involves more than one unit on either (or even both!) sides. Some examples of multiple combats are shown in the diagrams below. Unless otherwise stated, all the rules for a one-on-one close combat also apply to a combat with multiple units on each side. Bear in mind, however, that multiple combats often create situations not entirely covered by the rules. I've included a commentary far the most common occurrences here, but remember: if in doubt discuss the matter with your opponent before any dice are rolled.

Charging In a multiple close combat, you receive + 1 combat result if your side has one or more units that charged this turn.

The High Ground The combat result for charging downhill can only be counted once, by the side with the highest charging unit (i.e. the one that started the turn highest up).

If two units of Dwarfs are attacking a single unit of Orcs in the same, or both, flanks, then they would only receive +1 combat result.

MULTIPLE COMBAT RESULTS Combat resolution works slightly differently in a multiple close combat. All the casualties inflicted by both sides (including overkill bonuses) count towards the result as normal, but most other modifiers have limitations.

If one unit of Dwarfs is attacking the rear and the other is attacking the flank, they would receive a combined combat result bonus of+3 (+1 for the flank and +2 for the rear).

Standards In a multiple close combat, you receive + 1 combat result if your side has one or more standards present in the fight. Extra Ranks Similarly, your side receives a combat result bonus based on the best rank bonus in the fight, not the total rank bonus. For example, if a unit of Goblins (with 2 extra ranks) and, from the same army, a unit of Trolls (with 1 extra rank) are involved in the same multiple combat, then the Extra Ranks combat result bonus earned is +2 — the Trolls' rank is ignored. Flank and Rear Bonuses for flank and rear attacks can only be earned once per unit attacked in the flank or rear - having multiple units attacking the same unit does not grant additional bonuses.

If the two units of Dwarfs are attacking two different units of Orcs in the flank, an those Orcs were all part of the same multiple combat, then the Dwarfs would score +2 combat result (+1 far each flank attack).

CLOSE COMBAT

Staying Sane Through MULTIPLE COMBATS Multiple Combat AND BREAK TESTS Resolution All units on the defeated side must take a As you might expect, the morebreak test.

units that get involved in a multiple combat, the greater the When the winning side has been determined in chancefor confusion as you begin to tot up the various combat a multiple combat, you need to take a separate result bonuses involved Break test for every unit on the losing side, Fortunately, because wounds are using the difference in the two combat result counted across the whole fight, it's never as bad as it seems scores as normal. (after all, you 're looking for the highest rank bonus, one standard STEADFAST and so on). That said, I've Any unit on the losing side can use its always found it useful to work Leadership for Break tests so long out combat results one unit atunmodified a as its number of ranks is higher than that of any time, placing dice or small notes as you go to keep track of theof the enemy units in the close combat — score. You can then easily add compare the unit's ranks to the enemy unit with each unit's combat result bonuses the most ranks in the combat. If even one enemy to the number of wounds scored unit has an equal or higher number of ranks, to get your final combat then the unit must test using its modified Ld. resolution score. Note that this applies on a unit by unit basis having one unit with a higher number of ranks does not make all of your units steadfast. Units that have more ranks than any of the enemy units are steadfast; units that do not, are not.

MULTIPLE COMBATS AND PURSUIT It can happen that one or more victorious units have defeated several enemies that were engaging them from different sides.

DIRECTION OF FLIGHT Where there is a choice of foes to flee from, warriors will always be more determined to avoid the most numerous enemy. The controlling player decides the order in which units flee. Each fleeing unit pivots about its centre (ignoring enemy units) so that it is facing directly away from the enemy with the most ranks of five or more models (select a unit randomly if there is a tie). It then flees straight forward in this direction as described earlier. "You may find that this involves the fleeing unit turning so that it overlaps one or more other units in the fight. If this happens, don't worry. Simply estimate the unit's new position as best you can by holding it above the rest of the units in the fight — it'll only be there for a moment before making its flee move, after all! -

The Goblins face directly away from the enemy unit with the largest number of ranks, and flee. As every model in the unit hasfled through an enemy model, they each have to take a Dangerous Terrain test.

Where this happens, bear the following in mind:

PURSUIT Units on the winning side are each only permitted to pursue a single enemy unit that they are in base contact with (declare this before any Flee rolls are made). In addition, they cannot choose to pursue if one or more of the units they are in base contact with pass their Break tests. This is quite realistic - your warriors are hardly likely to go haring off after a broken enemy if there are still fresh and eager foes to face. If there DIRECTION OF PURSUIT is more than one pursuing unit, the controlling Once all flee moves have been resolved, resolve player can choose the order in which they move. any pursue moves one at a time. In an order chosen by the controlling player, each pursuer FLEE! pivots about its centre so that it is facing directly Fleeing units must roll greater than the scores towards the fleeing unit of its choice, and then rolled by all of their pursuers in order to get pursues, as described earlier. Note that this will away. If even one of their pursuers equals or sometimes lead to a pursuing unit 'catching up beats the fleeing unit's score, then the fleeing with afleeing unit that has rolled high enough unit is cut down, and the models are removed to escape. In this case, the pursuing unit must as casualties. stop 1" away (see diagram opposite).

Unsurprisingly, these Goblins have lostThe the Empire player decides to move his smallerThe larger Spearman unit then makes its combat and failed their Break test. They have unit of Spearmen first. The Spearmen pivot to pursuit move,but must stop 1 away from its rolled high enough to escape, and make their I face the fleeing Goblins and start their pursuit comrades. flee move of 7". move of 6". Because of their position, this move would bring them back into contact with the Goblins, so they have to stop 1" away.

SHRINKING UNITS AND MULTIPLE FIGHTS Occasionally, a situation can arise when one or more units are no longer in base contact with the enemy, but at least part of the enemy unit is still alive. This normally occurs when an enemy has been charged in the rear — as casualties come from the rear rank first, this would in theory leave the attackers stranded from their foe. Clearly this is wrong, just as warriors on a real battlefield would push on to continue the fight, and would not stop fighting if the enemy was standing a few paces away, so must warriors on the miniature battlefield. Whenever a unit becomes stranded in this manner, the attacking unit is immediately nudged (by as small an amount as possible) to bring it back into contact with the foe. This move cannot be used to alter the facing the

attacker is in base contact with, nor is it an opportunity to change the attacker's formation or charge a unit not engaged in thefight. If the attacker cannot be moved in this manner, then the defending unit is moved instead.

NO MORE FOES In multiple combats it can sometimes happen that at the end of a round of close combat some units are no longer engaged with any enemy unit (normally because the unit they were engaged with has been completely destroyed). Such units are out of combat for all purposes and can move normally from then on. Any combat result points that unit would have added to the fight for wounds inflicted are still counted for the fight's overall combat resolution, but other bonuses, such as standards, charges and so on. are not. Note that such a unit cannot cancel out steadfast in an enemy.

PANIC

The battlefield is a disconcerting place, to say the least, full of confusion, death and unsettling circ*mstances. Under such conditions, it's not entirely surprising that troops might not perform in the manner that you wish them too. Faced with allies and comrades being slain at the hands of the foe, you may find that your warriors scatter and leave the battlefield, rather than fight on. In Warhammer we govern these situations, and the likelihood of them occurring, with the rules for panic. Panic (and more importantly, resisting panic) is an important factor in Warhammer. Battles can sometimes be won and lost because an army panics and flees, even though it may not have been beaten in combat. Troops who are nearby when their friends are destroyed or run away can easily lose their nerve and flee, causing other nearby troops to lose heart until the whole army routs in blind panic.

It's worth noting however that there are three circ*mstances under which even the most cowardly of units are not forced to take Panic tests. • A unit does not take Panic tests if it is in close combat — the immediate fray blots out all other events going on around them. • A unit does not take a Panic test if that unit is already fleeing — fear has already lent wings to these warriors, the prospect of further jeopardy does not accelerate their flight • Finally, remember that a unit does not take a Panic test if it has already passed one earlier in the phase — its nerve has been tested already! Assuming a unit is not subject to the circ*mstances described above, the most common circ*mstances under which it must take a Panic test are:

PANIC TESTS In earlier sections I've hinted at the times a unit will be called on to take a Panic test, but now we're going to discuss it in detail. A Panic test is simply a Leadership test, as described on page 10. If the test is passed, everything isfine, but if the test is failed the unit will immediately flee as described opposite. Note that a unit only needs to take one Panic test in each phase (Movement, Magic, Shooting and Close Combat) even if there are multiple reasons to take Panic tests. Some Panic tests are taken immediately, and in larger games you'll find it helpful to mark units that have already taken Panic tests, in order that you don't end up mistakenly taking another as the phase goes on.

HEAVY CASUALTIES A unit must take a Panic test immediately if it loses 25% or more of the models with which it started the phase. This test will most commonly be taken as a result of shooting attacks or damage caused by enemy spells, but can also be triggered by other factors that cause casualties, such as miscasts, misfires, Dangerous Terrain tests or other special rules. Rather than having a series of very specific triggersfor a Panic test, we use this as a 'catch-all' to cover units that suffer high casualties for any reason.

For example, a unit of 21 models is shot at by an enemy unit and suffers four casualties — not eno for a Panic test. In the same phase, another enemy If two or more units from the same army have to unit fires against them, causing two more casualties. take Panic tests at the same time, the controlling Six out of twenty-one is above 25%, so the unit mu player chooses the order in which tests are made. take a Panic test.

A Heavy Casualties Panic test must also be taken (immediately!) by a charging unit if its enemies Stand and Shoot and inflict 25% or more casualties. Where this happens, it can sometimes result in the charging unit panicking while it is still technically out of range of the enemy unit's missile weapons, which can look a little odd. Under these circ*mstances, we assume the charging unit to have been shot at as soon as it entered range, panicked and then fled out of range again — rather than make all of these individual moves, we let the abstraction save us time and complication.

FLED THROUGH A unit must immediately test for panic if fleeing friends move through it. For simplicity, resolve the movement of the fleeing friends before taking and resolving the Panic test. This is the most destructive form of panic, as one unit can panic and flee through another unit, which in turn might panic and flee through a further unit, and so on until your battleline is reduced to tatters.

NEARBY FRIEND ANNIHILATED

DIRECTION OF FLIGHT

If a unit is destroyed for any reason, all friendly units within 6" must immediately test for panic.

If a unit fails a Panic test:

This covers situations such as when a unit is wiped out by missile fire, magic, close combat, pursuit or indeed any other occurrence. Obviously, it's best to leave the annihilated unit in place until the tests are taken in order to give a point to measure from.

NEARBY FRIEND BREAKS If a unit breaks from close combat, all friendly units within 6" must immediately test for panic. Measure from the unit's position before it makes anyflee move.

* Brought about by heavy casualties. Pivot the unit on the spot (ignoring other units) so that it isfeeing directly awayfrom the unit that caused the most casualties in that phase — it then flees as described on page 25. * Brought about by any other reason. Pivot the unit on the spot (ignoring other units) so that it is facing directly awayfrom the closest enemy unit, and then flees as described on page 25. Providing that the panicked unit doesn't carry itself off the board with its first flee move, you'll have a chance to rally it in later turns, as we discussed earlier on page 24.

THE FOUNDATION IS COMPLETE! The Panic rules mark the end of the basic Warhammer rules. You should now know how the game turn works, and how to move, shoot andfight, as well as cast spells. It's perfectly possible to play games only with the rules we've just discussed, and if you're new to Warhammer it may be worth doing so to get themfixed in your mind.

SPECIAL RULES

A Warhammer battle is packed with fantastic creatures and skilled warriors whose abilities are so incredible and varied that the basic rules cannot possibly cover them all. For such circ*mstances we have special rules - uncommon rules to govern uncommon circ*mstances. When a creature has an ability that breaks or bends one of the main game rules, it is often represented by a special rule. A special rule can boost a model's chances of causing damage, such as by granting poisoned weapons, or enhance its Strength. Alternatively, a special rule can

improve a model's survivability, by granting it a better armour save or the ability to regrow damagedflesh. It is through the use of the special rules that Dragons breathe fire, Assassins strike with lightning speed and Giants cause bowel-loosening terror in their enemies.

WHAT SPECIAL RULES DOES IT HAVE? It may seem obvious, but unless stated otherwise, a model does not have a special rule. Most special rules are given to a model by the relevant entry in its Warhammer Armies book. In addition, a model's attacks can gain special rules because of the equipment it is using. Similarly a model might get special rules as the result of a spell that has been cast upon it or perhaps even as the result of it being in a particular type of terrain. Where this is the case, the rule that governs the equipment, spell or terrain feature in question will make this clear. Unless otherwise noted, the effects of multiple special rules are cumulative. Most of the more commonly used special rules in Warhammer are listed here, but this is by no means an exhaustive list. Many troop types have their own unique abilities laid out in their Warhammer Armies book. Remember, that if there is a conflict between the rules presented here and in a Warhammer Armies book, the latter takes precedence. For ease of consultation, I've arranged all the special rules in alphabetical order. There's also a A Compendium specific index at the back of the book to help of Special Rules you locate the particular special rule you're after. The reason I'm talking about special rules so early is that many of the other rules I'll be covering later are tied into the special rules given here. Rather than have the special rules scattered around the book, and have you bounce back and forward like a maddened Squig Hopper, I've accumulated the majority here for easy reference.

ALWAYS STRIKES FIRST

Some warriors are fast beyond belief and can strike with supernatural speed. Whether this ability is innate or the result of enchantment matters little to the foe, who is often slain before he has a chance to acknowledge the attack. Models with this special rule (or who are attacking with a weapon that grants this special rule) always strikefirst in close combat regardless of Initiative. In addition, if the model's Initiative is equal to or higher than his enemy's, he can re-roll failed misses when striking in close combat — he moves so fast that he can land his blows with incredible precision. If the model with this rule is fighting an enemy with the same ability, the Attacks are made simultaneously, and neither model benefits from the re-rolls normally granted by this rule.

ALWAYS STRIKES LAST Some warriors are incredibly ponderous by nature, or else encumbered by massive weapons that slow them down. A model with this special rule (or who is attacking with a weapon that grants this special rule) always strikes last in close combat, regardless of Initiative. If the model with this rule is fighting an enemy with the same ability, the Attacks are made simultaneously. If a model has both this rule and Always Strikes First, the two cancel out and neither applies so use the model's Initiative.

ARMOUR PIERCING

BREATH WEAPON

CLOSE COMBAT ATTACK Some attacks can penetrate armour with an ease that If the model with this special rule is in close belies their meagre strength combat, it can use the Breath Weapon to make Wounds caused in close combat by a model with an additional close combat attack at its own this special rule (or who is attacking with a Initiative (in either player's turn). A model that weapon that has this special rule) inflict a makes a breath weapon attack in this way further -1 armour save modifier, in addition to inflicts 2D6 automatic hits on a single enemy thosefor Strength. unit in base contact — if there is more than one enemy unit in base contact with the model, the for example, a Strength 4 model with the Armourcontrolling player chooses which enemy unit Piercing special rule would inflict a -2 armour save suffers the hits. As with breath weapon attacks modifier when striking in close combat, rather than made in the Shooting phase, the Strength and the usual -1. any special effects of the creature's Breath Weapon will be covered in its rules. Wounds If a model has a weapon with the Armour caused by a Breath Weapon in close combat Piercing rule, only attacks made or shots fired count towards combat resolution. with the weapon are Armour Piercing.

BREATH WEAPONS Some creatures have the ability to belch clouds of flame or noxious choking fumes at their foes. Dragons are the most famous of such beasts, but they are by no means alone. A model with a Breath Weapon can use it to make a special attack once per game. A model with two or more different Breath Weapons can use each one once. 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 use only one in a single turn.

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. 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 creature's mouth, and so that it is not touching any friendly units or enemy units that are in close combat. All models that he even partially under the template are automatically hit, as covered on page 9. The Strength and any special effects of the creature's Breath Weapon will be covered in its rules.

The teardrop-shaped template is placed with the thin end at the Dragon's mouth and the wide end over the target unit. In this example 12 models are under the template and so are hit automatically.

ETHEREAL There are creatures whose physical bodies have long since rotted away, if indeed they ever existed. Such beings are immune to normal weapons — only magic can harm them.

Ethereal creatures treat all terrain as open terrain for the purposes of movement. They may not finish their movement inside impassable terrain — though they can pass through obstructions of this kind, they cannot linger. They are also never slowed by any special rule, spell or item that would otherwise reduce their movement or stop them from moving completely. The close combat attacks of Ethereal creatures are magical. Conversely, Ethereal creatures can only be wounded by spells, magical attacks and magic weapons or effects. This is not to say that Ethereal creatures cannot be beaten in close combat by mundane troops, because combat results are not wholly dependent upon casualties.

DEVASTATING CHARGE

Ethereal creatures block line of sight normally and cannot see through anything that would block the line of sight of normal units.

Some creatures charge home with such fury that the very ground shakes beneath their feet.

Models with this special rule have +1 Attack during a turn in which they charge into combat.

FAST CAVALRY

Characters that are not themselves Ethereal are not permitted to join units that are (even if they become temporarily Ethereal for some reason).

FEIGNED FLIGHT

Fast cavalry (sometimes called light cavalry) are riders of Fast Cavalry are extremely good at escapingfrom the foe and A unit of Fast Cavalry that chooses to flee as a exceptional prowess, trained in lightning-fast manoeuvres andregrouping. flank charge reaction and subsequently rallies at the beginning of attacks. They are more lightly armed and armoured than other their next turn may reform as normal, but is then alsofree to cavalry, but make up for this with their flexibility. In battle, they act as scouts and outriders for the army, and harry the flanks move of during the remaining moves part of the Movement phase. The unit is alsofree to shoot as normal (but always enemy formations.

VANGUARD Fast Cavalry are inevitably at the forefront of any advance — Fast Cavalry automatically have the Vanguard deployment special rule (see page 79). FREE REFORM Unless it charges, a Fast Cavalry unit is allowed toreform as many times as it wishes during its move, even if it marches, provided that no model ends up moving a number of inches higher than double its Movement value.

counts as having moved). Note that if theflee move of the Fast Cavalry does not take them beyond the charge reach of their enemies, the unit is caught and destroyed as normal. FIRE ON THE MARCH Fast Cavalry armed with missile weapons are expert at shootingfrom horseback (or wolfback!) and can therefore shoot during a turn in which they marched or reformed (providing their weapon doesn't have the Move or Fire special rule). However, the normal -1 To Hit penalty for moving and shooting still applies.

CHARACTERS The Fast Cavalry rule is sometimes given to troop types other If a Fast Cavalry unit is joined by a character without the Fast than cavalry — note that it does not change the model's troop type Cavalry rule, the unit loses the rule until the character leaves. to cavalry.

EXTRA ATTACK

FLAMING ATTACKS

I Bring Fire!

Flaming Attacks don't come into Through fury, extra limbs or being armed to the Fire is a fearsome thing on the battlefield, but some effect very often, but when they teeth, this warrior can strike more blows. creatures are more vulnerable to it than others. do, they really pay off. Though Flammable creatures are not Whilst Flaming Attacks do not give bonuses A model with this special rule (or who is particularly common they're against most troops (we assume the weapon attacking with a weapon that bestows this special normally pretty fearsome blow to be far deadlier that the flames that rule) increases his Attacks value by 1. beasties, against whom any wreathe it), they can be Fear-inducing in wild extra advantage is welcome. Similarly, Flaming Attacks are creatures, as well as provefetal against some of the Warhammer world's more peculiar monsters. worth their weight in gold when attacking a building — a bunch of extra hits can swing any Enemies with Flaming Attacks cause Fear in combat and, in a building war beasts, cavalry and chariots (we talk about (where combat results are based on casualties alone) this is troop types starting on page 80). Flaming doubly true. Attacks also have special properties against creatures that have the Flammable and Regeneration special rules, as explained later on. Some creatures are so large or disturbing that they provoke an irrational fear in the foe. Fire can be a valuable weapon for driving out the defenders of a fortification. Every model At the start of each Close Combat round, a unit with Flaming Attacks rerolls failed To Wound that is in base contact with one or more enemy rolls when shooting at or assaulting a building, models that cause Fear must take a Leadership to represent the added peril for the occupants of test, before any blows are struck. being inside the burning structure. If the test is passed, all is well — the unit has mastered itsfear, at least for now. If the test is Unless otherwise stated, a model with this failed, die unit's fear goes uncontrolled and the special rule has both Flaming shooting and close warriors cower defensively from the horror combat attacks (though any spells cast by the before them — all models in the unit have their model are unaffected, as are any attacks made Weapon Skill reduced to 1 for the remainder of with magic weapons they might be wielding). that round of close combat.

FEAR

Models that cause Fear are themselves immune to Fear, and are not affected by any of this rule's effects (even if their unit fails its test, for example). This includes characters riding Fearcausing mounts, who count as causing Fear themselves (see page 82).

FIGHT IN EXTRA RANKS

FLAMMABLE

Some creatures are naturally vulnerable to These troops canfight in extra ranks, perhaps because fire. Once flame has been set amongst such they have been trained to do so, or because their sheer a beast's flesh, it will run rampant, ferocity means they willingly trample their comrades causing terrible harm. in order to reach the foe. If a model with the Flammable rule If a unit has this special rule then supporting attacks suffers one or more unsaved wounds can be made by an extra rank than normal on a turn from a Flaming Attack, each unsaved in which the unit did not charge. Accordingly, a unit wound is doubled. So, for example, if an attack would normally cause 1 with this special rule can normally make supporting wound, the Flammable creature would attacks with two ranks. Remember that supporting take 2 wounds. If the number of attacks cannot be made to the side or rear, but only wounds are randomly determined by to the front a dice roll, double the result of the dice, rather than rolling two dice A horde with this rule will make supporting attacks and adding the scores together. with three ranks!

Wood Elf Tree Kin

SPECIAL RULES

FRENZY

overrun charge in the same turn), then the Certain warriors can work themselves up into aFrenzied unit will reform as normal as it has no other choice of action. fighting frenzy, a whirlwind of destruction in which all concern for personal safety is overridden in favour In addition, Frenzied models cannot parry (see of mindless violence. page 88). To represent theirfighting fury and lack of selfpreservation instincts, Frenzied troops have the LOSING FRENZY Extra Attack and Immune to Psychology special Unlike other special rules, Frenzy can be lost as rules (see opposite and page 69). the game goes on. Models retain their Frenzy

BERSERK RAGE

Savage Orc Champion

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 Leadership test is passed. If the Leadership test isfoiled, the Frenzied unit must declare a charge against the nearest viable enemy.

for the entire game unless beaten in combat, at which point the enemy have succeeded in knocking them into a less fanatical state and the Frenzy (together with all associated rules) is lost

A unit that includes one or more Frenzied models cannot choose to restrain pursuit if it beats a foe in close combat. It will either pursue (if the enemy has fled) or overrun (if the enemy was wiped out in combat). Note that if the enemy is wiped out in combat but the Frenzied unit did not charge that turn (or if the combat was the result of a pursuit or

FLY

top of another unit or in impassable terrain. Depending on the flying Some creatures of the Warhammer world have wings and can fly, model's height and/or position, it will sometimes be able draw a line of sight over intervening units to a more distant soaring quickly from one side of the battlefield to the other.toSuch make aflying charge over the intervening unit creatures are often potent forces on the battlefield, able astarget they and are to easily outmanoeuvre clumsier, ground-bound troops. A unit that makes a flying charge does so using the glide Whether they fly or move on the ground, all flyers have the move of 10" as its Movement characteristic. Swiftstride special rule (see page 76). In addition, because of their loosefighting style, flying units consisting of more than FLYING MARCH one model have the Skirmishers special rule (see page 77). A unit that isflying can march as normal, doubling its flying move to 20", representing a particularly long swoop or glide.

MOVING FLYERS In Warhammer, flight is represented by a swoop or glide of up to 10". 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. This is chiefly because it's impractical to suspend models over the battlefield, so we use the 'glide' for the sake of simplicity.

FLEE AND PURSUE Flyers always move on the ground when attempting toflee or pursue — there simply is no time for them to take off properly. Note that they still benefit from their Swiftstride rule as they flee and pursue.

FLYING CAVALRY Units made up entirely of models that canfly can move or charge normally on the ground, using their Movement value, or instead choose tofly. 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

Some units, such as the noble Bretonnian Pegasus Knights, have the Flying Cavalry special rule — a particularly effective type of flying unit. In rules terms,flying cavalry are treated as Fast Cavalry with the Fly special rule. See page 68for more details on Fast Cavalry.

HATRED

IMPACT HITS

Brace for Impact

Impact Hits can seem pretty Enmity is rife in the Warhammer world, whereThe impact of a charge can itself sometimes cause fearsome when you're on the marry races have nurtured grudges and animosities severe casualties amongst the foe. receiving end, but take heart! against others for thousands of years, and If you can weather this initial, Some models, notably chariots, have so much overwhelming hatred is a potent force in battle. well, impact, then the combat impetus that they cause considerable damage should start to go your way. when they crash into the enemy. To represent A model striking a hatedfoe in close combat Most models with the Impact this, these models cause Impact Hits. re-rolls all misses during the first round of Hits special rule rely on breaking the enemy on the combat — this represents the unit venting its charge. In subsequent rounds, pent up hatred upon the foe. After this initial The number of Impact Hits caused varies from they 're likely to struggle unless blood-mad hacking, the impetus is considered to creature to creature, or troop type to troop other units move in to support — be spent — the rest of the combat is fought type, but is shown in brackets after the special you've got that long to take them normally. Sometimes a model will only Hate a rule. Such as Impact Hits (D6 +1) or Impact out of action. specific foe (rather than everyone). Where this is Hits (D3). the case, the type of foe will be expressed in the special rule, for example Hatred (Dwarfs). For example, a High Elf Tiranoc Chariot has the Troop Type: Chariot, and therefore causes D6 Impact Hits, as seen in the Troop Types chapter on page 86.

HOVER

Some creatures do not fly, but rather homer on a If a creature is granted two sets of Impact Hits, cushion of air or magical energy. normally because its troop type and special rules both bestow Impact Hits, use the highest set, Models with the Hover special rule follow all rather than a total. the rulesfor Flyers, but cannot march.

IMMUNE TO PSYCHOLOGY

RESOLVING IMPACT HITS

Impact Hits are only made on the turn the model charges into close combat. If the model There are those warriors who are especially brave, with Impact Hits is itself charged, or is fighting or are sojaded by the dangers of the world that they in a second or subsequent round of combat, then heed personal peril somewhat reluctantly... this rule gives no benefit. Note that if the model If the majority of the models in a unit have the does not complete the charge for any reason (for Immune to Psychology rule, the unit example, because it is destroyed) then no Impact automatically passes all Panic, Fear and Terror Hits will take place. tests it has to take. It should be noted that they have to take Break tests (and other Leadership Impact Hits are resolved at the very beginning tests) normally — being stoic does not of the close combat, before challenges are issued necessarily make a warrior entirely heedless of and attacks of any other kind are made. They hit mortal danger. a unit in base contact (if in base contact with If the majority of the models in a unit have the Immune to Psychology rule, the unit cannot choose Flee! as a charge reaction. Pride, or a sluggish acceptance of the situation, prevents them from doing so.

more than one enemy unit, split the hits as evenly as possibly, randomising any 'spare' hits) if the model with Impact Hits is not in base contact with the enemy, this rule has no effect.

Impact Hits hit automatically, and roll to wound using the Strength of the model making the Impact Hits. The hits are distributed exactly as if they were shooting attacks (see page 42 for Some shooting attacks are incredibly precise, whether more information on shooting attacks, and page because they are magically guided, blanket the area 96 for characters and shooting attacks). with roiling flame or are merely aimed with impossible skill. Finally, as Impact Hits are close combat attacks (albeit of an unusual type) any unsaved wounds If a model's shooting attacks have the Ignores they inflict count towards combat resolution, Cover special rule, they ignore To Hit penalties imposed by soft cover, hard cover and obstacles just as any more conventional close combat (other To Hit penalties apply as normal). attacks would.

IGNORES COVER

Dark Elf Corsair

KILLING BLOW

LARGE TARGET

Tales are told of warriors who can slay their Some mighty creatures tower over the battlefield, to see and be seen over the heads of more opponents with but a single strike of a blade thatable seeks warriors. an armour's merest gap. Whether such an attackdiminutive is wrought by skill or ensorcelment matters not - the Large Targets are models that are especially tall, target isjust as dead. such as Dragons, Giants and Greater Daemons.

If a model with the Killing Blow special rule rolls a 6 to wound in close combat, he automatically slays his opponent - regardless of the number of wounds on the victim's profile. Armour saves and regeneration saves cannot be taken against a Killing Blow. A ward save can be Grave Guard Champion. attempted — if passed, the ward save prevents all damage from the Killing Blow.

Such foes cannot easily take cover behind obstacles that would shelter lesser troops. Large Targets cannot claim cover modifiers for obstacles (see page 122 for more details). However, if your General or Battle Standard Bearer is a Large Target (or is mounted on one), then the range of their respective Inspiring Presence and Hold Your Ground! abilities is increased from 12" to 18" to represent the ease with which your troops can see them. See page 107 for more details on Generals, Battle Standard Bearers and their special abilities.

LOREMASTER (*) Killing Blow is only effective against infantry, cavalry and war beasts — all other creatures are considered either too large to be felled by a single blow (monsters, monstrous infantry / cavalry /beasts, chariots and so on) or too numerous for a well-placed strike to slay them all (Swarms). Note that if a Killing Blow attack wounds automatically, then the Killing Blow special rule does not come into play. Unless otherwise specified, Killing Blow applies only to close combat attacks. HEROIC KILLING BLOW

Heroic Killing Blow is a skill possessed by truly mighty warriors. It functions exactly like a normal Killing Blow, except it works on any Chop! creature, regardless of size and troop type, Make those 6s work for you! Units with Killing Blow areexcept for swarms. A model with Heroic Killing best employed against elite, Blow can take the head off a Dragon with a heavily armoured troops —single the swing - its scaly hide matters naught! more elite and heavily armoured the better, as those natural rolls of 6 are no respecters of Toughness values or armour saves. Conversely, if you know you're going up against enemies with Killing Blow, it's worth bringing along a little fodder to keep them busy whilst your shock troops fight elsewhere.

There are some wizards whose knowledge of their chosen discipline is all-encompassing.

A Wizard with the Loremaster special rule knows all the spells from his chosen lore - he does not need to roll randomly. The lore in question is normally given in brackets as part of the Loremaster special rule. For example, a model with Loremaster (Fire) would know all the spells from the Lore of Fire.

MAGIC RESISTANCE (1-3) Through natural quirk or potent artefact, some warriors have an innate resistance to magical attack

A model with Magic Resistance has a bonus to its ward saves when saving against damage caused by spells. This bonus is based on the number shown in brackets after the Magic Resistance special rule. Magic Resistance (2) would give a +2 bonus (turning a 54- ward save into a 3 + ward save, for example). Magic resistance can even give a ward save to models that do not have one at all. A model with Magic Resistance (3) and no ward save normally would therefore have a 4+ ward save against damage from spells. If a character with Magic Resistance joins a unit, all models in the unit benefit from the Magic Resistance. If a model has two sets of Magic Resistance, the two do not combine, it uses the highest.

MONSTER AND HANDLERS

MULTIPLE WOUNDS

Quantity or Quality?

There's an age-old debate The most powerful attacks strike home with crushing Some armies drive colossal beasts to battle, force, and cause massive damage to their victim.about when it's best to fire Multiple Shots, and when it's beastmasters harrying at the monster's heels as they not. Personally, I always fire Each unsaved wound inflicted by an attack with goad it into the foe. Multiple Shots when given the Multiple Wounds special rule is multiplied the choice — my warriors The handlers aren't really a combat unit per se, so into more than one wound. The exact number of have already paid a points we ignore them for most gaming purposes, treating wounds caused will varyfrom model to model premium for the ability, and more shots means the and weapon to weapon, but will normally be the monster itself as the extent of the unit. When possibility of more kills. shown in brackets as part of the special rule. the monster suffers an unsaved wound, roll a D6. On a roll of 1-4 the monster suffers the wound as For example, Multiple Wounds (2) would mean that each unsaved wound would multiply to 2 normal, but on a roll of 5-6 a handler model is wounds, whilst Multiple Wounds (D6) would removed instead. Once all the handlers have been mean that each unsaved wound would multiply removed, the monster must take a Monster to D6 wounds. Reaction test just like a ridden monster that loses its rider. Where the number of Multiple Wounds is In close combat, the handlers can direct their generated by a dice roll, roll a dice separately for attacks against any enemy in base contact with their each unsaved wound and use the total of all the dice monster. The handlers are otherwise assumed to rolled for the final number of wounds inflicted. have their hands too full controlling the monster to carry out any actions like shooting, or casting spells, etc. In addition the handlers cannot be There are many warriors who use deadly toxins to charged, attacked or otherwise affected separately overcome their foes, turning an otherwise minor from their monster — if they are found to be blocking movement or line of sight, the controlling injury into a mortal wound. player simply alters their position, just as you A model with the Poisoned Attacks special rule would for any other battlefield marker or counter. wounds his target automatically if his natural If the monster is removed, so are its handlers. dice roll to hit is a 6. Armour saves are modified by the Strength of the attack as normal. Note that if a Poisoned shooting attack needs to roll a 7 or more to hit, or hits automatically, then the Some weapons sacrifice a speedy reload for hitting Poisoned attacks rule does not come into play. power, making them impossible to fire on the move.

POISONED ATTACKS

MOVE OR FIRE

A weapon with the Move or Fire special rule cannot befired in the Shooting phase if the model moved earlier in the turn. This even applies if the model in question was forced to move as the result of a spell or other such compulsory action.

MULTIPLE SHOTS

Unless otherwise stated, a model with this special rule has both Poisoned shooting and close combat attacks. Any spells cast by the model are unaffected, as are any attacks made with magic weapons they might be wielding, whether they be shooting or close combat attacks.

Some weapons are designed to fire a fusillade of shots, sacrificing accuracy for sheer volume. Not all weapons are cumbersome — some can be A weapon with this special rule enables its wielder brought to bear in less than a heartbeat, and let fly tofire several shots at a time, rather than a single shortly after. shot. The number of shots the weapon can fire

QUICK TO FIRE

will normally be given as part of its description. Such weapons can eitherfire once without penalty, or as many times as indicated in their rules with a -1 To Hit penalty (this is in addition to any other modifiers for range, cover and so on). All models in the unit mustfire either single or Multiple Shots — the player cannot choose tofire single shots with some and Multiple Shots with others.

Quick to Fire weapons do not suffer the usual -1 To Hit penalty for moving and shooting — we assume that the wielders can aim and fire them swiftly enough to remain accurate. Furthermore, 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.

Skink Warrior.

RANDOM ATTACKS

Movement special rule — the enemyfind it impossible to recognise the danger until it is far Not all creatures fight with discipline, but flail about too late! in an uncontrolled manner, with unpredictable consequences. Models with the Random Attacks special rule do not have a normal number for their Attacks characteristic, but rather a dice roll, such as D3, D6 or D6 +1. Each time a model with this special 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 Random Attacks,rollseparately for each model, unless specified otherwise.

If the random move brings the unit to within 1" of afriendly 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 special rule, pivot the unit about its centre, then roll the dice only once to determine howfor the unit moves. If models in the unit have a different Random Movement value, use the slowest for the entire unit.

REGENERATION Trolls and other particularly hardy creatures can regenerate damage at an incredible rate. A model with the Regeneration special rule is permitted a special regenerate saving throw after it has failed any armour save it may have, instead of taking a ward save (if it has one). If a model has both a ward save and Regeneration, you must choose which save is used. Some creatures do not advance in an even manner, rushing forward at one moment, only to falter To take a regeneration save, roll a D6. On a 1-3, clumsily in the next. the wound affects the model normally, even its incredible constitution has not prevented this Models with the Random Movement special injury. On a 4-6, the damagedflesh regrows, rule do not have a Movement characteristic, but leaving not even so much as a scar to indicate the rather a dice roll, such as D6, 2D6 or 3D6. This injury was ever there — the wound is discounted, is the distance they move, charge, pursue, exactly as if it had been saved by other means. overrun and flee — they cannot march.

RANDOM MOVEMENT

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 model's profile. 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 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 the Random Night Goblin Squig Hopper.

Whilst the type of regeneration described above is the most common form, some creatures do have a lesser or greater chance to regenerate. Where this is the case, the score required to regenerate will be shown in brackets after the special rule, e.g. Regeneration (5+) would indicate that the model had the Regeneration rule, but that it only worked on a 5+, whilst Regeneration (2+) would mean that the creature would pass its regeneration save on a 2 or more! Wounds caused by Flaming Attacks (as described earlier in this section) cannot be regenerated, and if a unit is wounded by a Flaming Attack it loses the Regeneration rule for the remainder of the phase (it can be used later in the turn, though - it just takes a short time for the Regeneration to overcome the flames).

REQUIRES TWO HANDS

SEA CREATURE

Many weapons are cumbersome to wield, requiring a deep oceans of the Warhammer world lurk all In the firm two-handed grip in order to use effectively. manner of foul and wondrous denizens, from the killer Kraken to sinuous Sea Serpents and blackIf a weapon requires two hands to use, it is not scaled Leviathans. Such creatures can move through possible for a model to use a shield or an the water as easily as a man walks the land, but are additional hand weapon alongside it in close somewhat ponderous when out of their element. combat (although a shield can still be used Sea Creatures can move within any area of water against wounds caused by shooting or magic). on the battlefield, including rivers and even deep We assume that the warrior in question slings water that players may have deemed impassable the spare wargear on his back, or simply drops to other models, as if it were open ground (see it, until thefight is done. page 116 for more on terrain types). However, when out of the water they cannot march. Sea Creatures are still subject to any special effects that specific terrain may have (e.g. we don't exempt Sea Creatures from the dangers of marshes). Being a denizen of the deep seas does not necessarily equate to protection from a choking quagmire.

SCALY SKIN

SLOW TO FIRE

Some missile weapons are so cumbersome that they Many creatures have gnarled, tough or scaly skincannot aim swiftly enough to shoot a charging foe. that offers the same protection as wrought armour. Weapons with the Slow to Fire special rule cannot be used to Stand and Shoot. The hide of some creatures, the reptilian Lizardmen in particular, forms a kind of natural armour that grants the model an armour save. The degree of the scaly skin save varies from Most shooting attacks are not aimed at specific foes, model to model, and will be stated in the but fired indiscriminately into a knot of troops. Those relevant Warhammer Armies book. shots aimed more carefully are greatly feared, for no

SNIPER

Scaly Skin can be combined with normal armour for even greater protection. To determine a model's combined armour save, take the value of its scaly skin save and modify it one point better for light armour, one point better for a shield, two points better for heavy armour, and so on.

chieftain or general is safe from their vengeance. A model with the Sniper special rule can make a special Sniper shot instead of shooting normally. A Sniper's shot suffers an additional -1 To Hit penalty, in addition to any other modifiers, but can be aimed with great precision.

A model making a Sniper shot can shoot at a For example, a model with a scaly skin save of 5+ would have a total armour save of 4+ if he also different target from the one chosen by his unit. A hit from a Sniper shot is not distributed in the carried a shield, and 3+ if he both carried a shield same manner as other shooting attacks. The and wore light armour. Sniper can shoot at any model he can see, including characters or champions within a unit and so on — the controlling player simply declares which model will be the Sniper's target — "Look out Sir!" cannot be taken. A Sniper shot can even target a character riding on the back of a ridden monster or chariot if he wishes, or indeed a specific model where the target is usually rolled for randomly (such as a character who has joined a war machine).

The bigger they are...

STOMP

STUPIDITY

The Stomp special rule is a Some creatures are so massive that their sheer bulk is Some creatures are so dull of mind that events great equaliser — a good round a threat all of its own. battlefield can sometimes leave them rather dis of stomping can garner your monster a good few extra A model with this special rule can make a Stomp and confused. combat result points, hopefully in addition to its other close combat attacks. A enough to overcome the enemy's Models that are subject to Stupidity are also rank bonus. Just bear in mindStomp has the Always Strikes Last special rule, Immune to Psychology - they just don't get that the Stomp comes right atand inflicts 1 automatic hit, at the model's frightened that easily, and by thetimethey do, the end of combat. It can be Strength, easy on one enemy infantry, war beasts or it's normally too late. to forget in the heat of the swarm unit in base contact with the model. This moment, and it means all represents the creature crushing the foe beneath enemies in base contact are going Provided that they are not engaged in close to have a crack at taking yourits ponderous feet, or knocking their broken combat, a unit that contains one or more models monster down before he canbodies aside with one sweep of its mighty tail with the Stupidity special rule must try to start a-tramplin'. (probably while it's roaring in a most overcome its Stupidity at the start of its turn by intimidating fashion). taking a Leadership test. If the test is passed, all is well — the creatures have risen above their Thunderstomp dull-witted nature and will act normally. If the Particularly massive monsters have an altogethertest is failed, the warriors succumb to their more devastating stomp. stupidity and amble forward, perhaps drooling a little, eating grass or cackling in silly voices, as A Thunderstomp makes D 6 hits on the target explained below. unit, rather than the single hit for a normal Stomp. It is otherwise treated exactly like a ME 'EAD 'URTS normal Stomp. A unit that fails its Stupidity test immediately stumbles D6" directly forwards - this move is otherwise treated in exactly the same manner as failed charge. The Stupid unit cannot take any Some well-trained or naturally skilled warriors acan further action that turn, so cannot declare traverse unhindered through the densest terrain. charges or make a shooting attack. Wizards that have failed a Stupidity test cannot attempt to Warriors with the Strider special rule are rare — cast or channel power dice or dispel dice until a normally, a model will have a subset of Strider, Stupidity test is passed (there's a lot of hand such as Forest Strider, River Strider or Marsh waving and chanting, but for some reason the Strider and the rule only applies in terrain of the magic just doesn't seem to work). specified type. Warriors with the Strider rule do not have to take Dangerous Terrain tests.

STRIDER

In older army books, this rule is presented as something along the lines of 'ignores movement penalties for '. Treat such rules as being the relevant version of Strider. For example, 'ignores movement penalties for forests' equates to the Forest Strider rule.

SWIFTSTRIDE

Just as not all warriors are not equal in their m and resolve, so too are some fleeter of foot (or ho When charging, units entirely made of models with the Swiftstride special rule roll 3D6, discard the lowest result, and add the result to their Move value.

STUBBORN

Fororexample, a unit of Harpies charge and roll Whether because they hold themselves to be elite, with because they are too slow-witted to flee, some troops results 2, 4 and 5. Thus they charge 4 (thei Movement) + 4 + 5 = 13". fight on almost regardless of casualties.

Troll

Stubborn units are always steadfast, whether or not they have more ranks than their enemy (see page 54for details). If a character joins a Stubborn unit, he gains the Stubborn special rule as long as he is part of that unit. If a Stubborn character joins a unit, that unit is Stubborn whilst he remains amongst its ranks.

When fleeing and pursuing, units entirely made of models with the Swiftstride special rule roll 3D6 and discard the lowest result. For example, Dark Riders flee and roll 3D6, with results 1, 3 and 5. They can therefore flee: 3+5 = 8".

SKIRMISHERS

FREE REFORM

Skirmishers art light infantry troops sent ahead of the main A unit of Skirmishers moves, wheels, marches and charges battleline in a dispersed formation. Such troops are normallyjust nolike other troops. However, due to the incredible match for a ranked-up unit, but can be used to harry and harass flexibility of its formation, unless it charges, a skirmishing unit is allowed to reform as many times as it wishes during its move, provided that no model ends up moving a number of SKIRMISH FORMATION inches higher than double its Move value. Skirmishers are deployed in a 'loose' formation, where the models are not placed in base contact, but are positioned FIRE ON THE MARCH roughly 1/2" apart. The models in the unit must still face the As with Fast Cavalry, Skirmishers are normally trained to aim same direction and the unit will still have a front, two flanks and shoot more swiftly than other warriors. They can even and a rear - essentially the only difference is that the models shoot if they marched or reformed earlier in the turn I are slightly spaced out. (providing their weapon doesn't have the Move or Fire special This dispersed formation allows Skirmishers to move and shoot with greater freedom than other troop types.

rule). However, the normal -1 To Hit penalty for moving and shooting still applies.

LIGHT TROOPS Skirmishers' natural inclination to a sparse formation makes them much less likely to suffer hits from missilefire — all shots aimed at a unit of Skirmishers suffer an additional -1 To Hit penalty. Skirmishers simply lack the necessary mass to push forward onto the enemy and are easily overwhelmed by troops used to fighting in grinding melee. Skirmishers always count as having zero ranks, and therefore cannot claim a rank bonus, be steadfast, or disorder an enemy with a flank or rear attack — they make supporting attacks as normal, however.

CHARACTERS A character model that joins a unit of Skirmishers gains the Skirmisher special rule as long as he stays with the unit. A character on a mount cannot join a unit of Skirmishers.

SKIRMISHERS AND CHARGING If skirmishers declare a charge (or a charge reaction that does not involvefleeing) they immediately tighten their loose formation into a 'normal' formation before the charge distance is rolled. This happens 'for free' at the moment the unit declares the charge or is called upon to make a charge reaction. The unit immediately forms up in base contact around the centremost model in the front rank — if the front rank has an even number of models, and therefore two centremost models, the Skirmishers' controlling player can choose which of the two models the unit will form up around. 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.

Skirmishers form up to make or receive a charge.

Steady as a Rock

TERROR

UNSTABLE

Unbreakable troops are greatThere for are creatures so large and horrifying, or Many warriors in the Warhammer world are not holding a vulnerable section of supernatural horrors so unholy and terrible, that alive in the true sense, but are magical constructs your battleline — they 're bound the to the will of a wizard. especially good fir pinning a their mere appearance on the battlefield can cause rampaging enemy unit in placebravest and most steadfast of veterans to turn tail The magic that empowers Unstable creatures is and giving you time to set up aand flee. counter-charge, or perhaps a prone to ebbing and flowing with the tide of good old-fashioned ambush. Models For that cause Terror also cause Fear, as battle. The more heavily beset the Unstable this to work though, you're going discussed earlier in the chapter. In addition, a creatures are, the more likely that the magic that to need to make sure that yourmodel that causes Terror is so, well, terrifying, binds them will fade away. Unbreakable unit is big enough to absorb plenty of casualties that — ifother rules also apply. It should be noted at it is destroyed before the trapthis is point that Fear-causing models, being quite Unstable units that lose a combat suffer one sprung the sacrifice will havescary themselves, treat Terror-causing monsters extra Wound for every point by which they lose been for naught. as causing Fear, rather than Terror - this is an the combat, with no saves of any kind permitted exception to the rule that makes Fear-causing against these wounds. creatures immune to Fear. Terror-causing models are themselves immune to both Fear and If an Unstable unit also contains Unstable Terror. This includes characters riding Terrorcharacters, or is an Unstable character riding an causing mounts, which count as causing Terror Unstable monster, the controlling player first themselves (see page 105). allocates wounds to the unit/monster, then divides any remaining wounds (if any) as equally RUN FOR YOUR LIVES! as possible amongst the characters. When a unit is charged by a Terror-causing creature, there is a chance that the warriors will Characters that are not themselves Unstable are abandon their position, fleeing before the not permitted to join units that are (even if they creature rather than fighting it. If a Terrorbecome temporarily unstable for some reason). causing creature declares a charge, the target unit must immediately take a panic test to quell their Terror. If the test is passed, all is well and the unit can declare charge reactions normally. If the test isfoiled, the unit must make a Flee! charge reaction. Units composed entirely of Fear- or Terror-causing models are immune to Terror and so do not take this test. 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. Bows and other weapons can loose their projectiles a high-arcing volley. Even warriors who cannot se the foe can contribute to the attack byfollowing suit t their friends. Some creatures are utterly fearless, and will never

VOLLEY FIRE

UNBREAKABLE

give up a battle, no matter how hopeless the situation. A unit with this special rule can choose to Volley This is occasionally due to bravery, but more Fire instead of making a normal shooting attack. commonly because the troops in question are mindless, insane or magically controlled If it does so, half the models in the third and any A unit composed entirely of Unbreakable subsequent ranks, rounding up, are allowed to models is Immune to Psychology and passes shoot (in addition to the usualfiring models in Break tests automatically, no matter the odds! the front and second ranks). Models in rear ranks can use the line of sight and front arc of thefirst rank model directly to theirfront for the Characters that are not themselves Unbreakable purposes of Volley Fire. are not permitted to join units that are (even if a character was to become temporarily Unbreakable for some reason, because of a spell A unit cannot Volley Fire if it moved earlier in or suchlike). the turn, or as a Stand and Shoot reaction.

DEPLOYMENT SPECIAL RULES

Forlorn hope

Many players use their Scouts and Vanguard troops as 'Forlor expendable units, taske An army's vanguard troops advance to engage the Hopes': foe with taking out a crucial enemy before their comrades. Sometimes this is a point of war machine or character before honour, sometimes because they are eager to fight the being slain themselves. While, foe and occasionally because they are expendable,inand theory, any unit can form a Forlorn Hope, the special their general wishes to tire the enemy out. deployment rules for Scouts and Vanguards make them ideally After both sides have deployed all their other suited. It's a thankless task, bu forces (including Scouts), but before either side one that can swing the course of the battle. Some scenarios may add deployment special has taken a turn, units with the Vanguard special rules if itfits with the narrative of the battle — if rule can immediately make a 12" move this is the case, the scenario will explain. regardless of their Movement value (they can't march, and are affected by terrain as normal). AMBUSHERS This cannot be used to move the Vanguard There are those troops who specialise in outflanking troops to within 12" of the enemy. the foe, appearing from an unexpected quarter to wreak maximum damage. If both players' armies contain Vanguard troops, players should roll off. The players then alternate moving their Vanguard units one at a A unit with the Ambushers rule does not deploy time, starting with the player who won the at the start of the battle. Instead, from Turn 2 roll-off. onwards, the controlling player rolls a dice at the start of the turn for each unit of his Ambushers Units that have made a Vanguard move cannot that have yet to arrive. On a 1 or 2, the declare a charge in the first turn if their army Ambushers have been delayed — but you'll be goes first. able to 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. Deployment special rules affect how a unit is set up at the start of the game, and cover advance scouts, units that arrive through magical means, and so on. It should be noted that deployment special rules may not be permitted in some scenarios. Where this is the case the unit can still be used, but it must instead deploy in the same manner as the rest of the army.

VANGUARD

Arriving Ambushers enter the battlefield from any point on any battlefield edge, and move on using the rules for reinforcements (see page 27).

SCOUTS Scouts are advance troops who sneak onto the battlefield in order to seize vital locations before the two armies clash. Scouts are set up after all other non-Scout units from both armies have been deployed. They can be set up either in their controlling player's deployment zone, 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. 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.

TROOP TYPES

So far, the rules we've discussed cover the most important and most prevalent of troop types - infantry. We've started there because infantry are the 'standard' troop type in Warhammer. Of course, a Warhammer battlefield is home to all manner of weird and wonderful creatures, from charging knights to towering Giants, mighty cannons to multitudinous swarms. These more unusual troop types have particular rules attached to them, or use elements of the main rules in a different way to infantry, so let's take a moment to look at them now. In most cases it'll be fairly obvious which troop type category a model falls into, but as troop type is essentially an extension of the characteristic profile, you'll find that information in therelevantWarhammer Armies book. If your Warhammer armies book doesn't contain troop type information (as will be the case with some of the older volumes) then check the back of this book — you'll find a complete at-a-glance bestiary that (amongst other things) lists every unit's troop type. Most units in Warhammer conform to one of the following types. Some particularly unusual units are literally in a class of their own - we call these 'unique' units. Such troop types have special rules that govern them and only them, clearly stated in their entry.

CHARACTERS In addition to their troop type, some models might also be noted as being characters. We're not going to worry about characters here, however — characters are such a powerful and important part of Warhammer that they have a chapter all to themselves later in the book (page 96 onwards).

MODELS AND BASE SIZES A model should always be mounted on the base it is supplied with. That said, some models aren't supplied with a base. In these cases you should feel free to mount the model on a base of appropriate size, or simply pretend that the model is on a suitably sized base.

INFANTRY Infantry includes all units of foot troops, be they Men, Elves, Goblin, Orcs, Zombies or any of the other anthropomorphic races that inhabit the Warhammer world. Infantry will normally be the core of your Warhammer army, the troops upon which you rely to get the job done. The basic rules of Warhammer are designed around infantry, so no further rules apply.

Example infantry profile: MWSBS S T W I A Ld Empire 4 3 3 3 3 1 3 1 7 Halberdier

MONSTROUS INFANTRY The monstrous infantry category covers things like Trolls, Ogres and Minotaurs - creatures that are man-shaped and fight on foot, but are two or three times the size of normal infantrymen. We could perhaps have honestly called this category 'Big Infantry', but it does lack a certain gravitas. For the most part, monstrous infantry work exactly the same as normally infantry (i.e. follow the standard rules) but have a couple of extra facets to represent just how massive they are. Example monstrous infantry profile: M WS BS S T W I A Ld Minotaur 6 4 3 5 4 3 3 3 7

STOMP! Monstrous Infantry have the Stomp special rule (see page 76).

MONSTROUS RANKS As monstrous infantry are so much larger than normal troops, they require fewer warriors to fill out a rank. Where most troop types need five models for the rank to count towards rank bonus, steadfast and so on, a unit composed purely of monstrous infantry needs only three models. Essentially, wherever the rules say 'a rank of five or more models' treat it as reading 'a rank of three or more models'. Following the same logic, a unit of monstrous infantry only needs a frontage of six models to count as a horde, rather than the normal ten.

MONSTROUS SUPPORT A monstrous infantry model can make as many supporting attacks as are on its profile, up to a maximum of three, rather than the usual one supporting attack.

TROOP TYPES

Hammer and Anvil After infantry, cavalry are probably the most common troop The term cavalry refers to roughly man-sized type in Warhammer.

riders mounted on war beasts - commonly Whilst infantry are masters of warhorses, or similar creatures. Good examples the multi-turn close combatof cavalry are things such as Bretonnian 'grind', cavalry excel at Questing Knights,OrcBoar Boyz or Dark Elf delivering a hammer blow with Cold a good chance of breaking the foeOne Knights. Cavalry specialise in in a single round of combat.performing devastating charges, using the momentum of mount and rider to smash the However, because enemy infantry are almost always enemy formation apart whilst skewering the unlucky foes with lance, spear or sword. going to have more ranks (and therefore be steadfast) when fighting my cavalry, I like SPLIT to PROFILE throw a ranked-up infantry Although a cavalry model has two sets of unit of my own into the fight, characteristics, one for the rider and one for the hopefully allowing my cavalry to tear the enemy infantry mount, it is treated in all respects as a single to red ruin. model - the rider cannot dismount. When

The mount's Wounds and Toughness are never used. We assume that the enemy always strikes at the rider, so his Wounds and Toughness are used instead - if therider is slain, we treat the mount as having fled the battle or been slain alongside its master. Similarly, it is the rider's Weapon Skill that is used for the purposes of the enemy rolling to hit — the mount's Weapon Skill is used only when the mount strikes blows. We assume the rider to be in complete control of his mount, so the mount's Leadership is never used, unless a special rule states otherwise.

moving, the cavalry model always uses the Movement characteristic of the mount, and never that of the rider.

If therider has a missile weapon, he always uses his own Ballistic Skill, rather than that of his mount (as most mounts have a Ballistic Skill of 0 anyway, this should be fairly obvious).

Example cavalry profile: M WS BS S T W I A Ld

CHARGING. FLEEING AND PURSUING Cavalry have the Swiftstride rule (see page 76).

Chaos Knight 4 5 3 4 4 1 52 8 Chaos Steed 8 3 0 4 3 1 3 1 5

CAVALRY AND SUPPORTING ATTACKS The rider and mount use their own Weapon When a cavalry model makes supporting Skill, Strength, Initiative and Attacks attacks, only therider can strike — we assume characteristics when they attack. Each can attack that the mount lacks both the discipline and the any opponent that the cavalry model is in base reach tofight through those ahead of it contact with. CAVALRY AND SPECIAL RULES Unless otherwise noted, special rules that apply to the mount do not normally also apply to the rider, and vice versa. There are, however, a few exceptions: • If therider or the mount causes Fear or Terror, then the entire combined model is assumed to cause Fear / Terror. • If either therider or the mount is subject to Stupidity, then the whole model is affected by the result of the test. • If either therider or the mount are Immune to Psychology or immune to Fear, Terror or Panic, then so is the whole model. • If either therider or the mount have Frenzy, then the whole model is subject to the Berserk Rage, but only the element with the Frenzy rule gains an Extra Attack.

CAVALRY ARMOUR SAVES If a cavalry model is called upon to take an armour save, it is the rider's armour save that is used. However, the rider does receive a modicum of additional protectionfrom his mighty mount. A cavalry model's armour save is treated as being one point better than normal, so a model with heavy armour and shield, who would normally have a 4 + armour save if he were infantry, has a 3+ armour save for being cavalry. Furthermore, if the mount has barding (i.e. armour of its own), the rider's armour save is increased by two points, rather than one, which would give the model described above a massive 2 4- armour save. Barding and Movement Troops riding mounts with barding are better protected, as explained above, but the mount is slowed by the extra weight of the barding. Accordingly, a cavalry model with barding has its Move characteristic reduced by 1". So, for example, a knight riding a horse can normally move 8", but if the horse is wearing barding, he will only move 7".

CAVALRY AND TERRAIN Cavalry have to take Dangerous Terrain tests if they move swiftly over anything other than open ground or hills — see page 116 for more details. Cavalry and Buildings As we'll discover later, buildings can often be occupied by units as the game goes on. However, as you might expect, cavalry cannot garrison buildings — most riding beasts are too large tofit through ordinary doors, and the riders won't abandon their mounts. Nevertheless, we do allow cavalry models to assault buildings (as covered in the Battlefield Terrain chapter on page 126). We assume that the riders tether their mounts a short way from thefight before charging home on foot — accordingly, the mounts cannotfight, only the riders (and clearly the riders will not receive any armour save bonusfrom their mount during the fight!). Obviously, should the assault successfully drive the defender out of the building, the cavalry models cannot garrison the structure in their place.

MONSTROUS CAVALRY Just as horse-sized beasts can be pressed into service as mounts, so can their monstrous cousins. Such monstrous cavalry are incredibly rare, as most such creatures are so strong-willed that great patience (or violence) is needed to break them to the point at which they can safely be used as a mount. This combination of mass and stubborn muscle makes regiments of monstrous cavalry a much-feared force upon the battlefields of the Warhammer World.

MONSTROUS RANKS A rank of monstrous cavalry needs only three models to count for rank bonus, steadfast and so on, and only need a six model frontage to count as a horde, as described under monstrous infantry (see page 81).

Example monstrous cavalry profile: M WS BS S T W I A Ld Bloodletter 5 5 0 6 4 2 4 2 7 Juggernaut 7 5 0 5 4 1 2 2 7 All the cavalry rules apply to monstrous cavalry, with one exception — monstrous cavalry always use the highest Wounds characteristic the model has, rather than automatically using the rider's — indeed, this will normally mean that the model uses the mount's Wounds characteristic. STOMP Monstrous cavalry have the Stomp special rule

(see page 76).

Bloodcrusher TROOP TYPES

In the name of Sigmar's beard, what is it?

SWARMS

The namesfar the various troop Swarms are seething masses of small creatures, types have been purposefully such as rats, snakes or insects, summoned to the chosen to make them as selfexplanatory as possible and, battlefield by magical means and set loose upon the enemy. Individually, the critters in a swarm hopefully, a model's troop type should be fairly obvious in most are little threat, but their sheer weight of cases (let's be honest, it's hard to more than compensates for their size. numbers mis-classify a Dragon). Swarms are made of a number of bases. Each base includes many creatures, but counts as a In a few cases, a model's troop type might not be so clear as single all model with a profile like the one below: that. As previously mentioned, it's fir this reason that there's a Example profile of a swarm's base: bestiary of pretty much all the M WS BS S T W I A Ld creatures and critters currently in Warhammer included in the Rat Swarm 6 3 0 2 2 5 4 5 10 Reference section at the back of this book.

SKIRMISHERS

As a bit of an extra guide, you'll Swarmsfight in a loose and shifting formation, also notice that plenty of achieving through animal instinct what other creatures have been nametroops achieve through rigorous training. dropped into the troop type Swarms have the Skirmishers special rule. descriptions. If at all in doubt, these two sets of pointers should give you all the information you need to classify your troops.

UNBREAKABLE Swarms are utterly unthinking, and completely devoid of self-awareness - they have the Unbreakable special rule.

SQUISH! Whilst swarms are particularly nasty foes if the fight goes their way, it's easy for the enemy to inflict plenty of damage on the swarm once they've built up momentum. Most creatures in a swarm don't tend to die to weapon strikes, but are crushed underfoot once thefight goes against them. Swarms have the Unstable special rule (see page 78 for details). Note that swarms who are subject to special combat result rules (such as Undead and Daemon swarms) do not have the Unbreakable or Squish! rules, but use their army's own special rules instead.

WAR BEASTS Some armies employ hunting animals, such as hounds or wolves. Whilst not particularly intelligent, such creatures can be formidable foes in close combat, and cover ground at an incredible rate.

CHARGING. FLEEING AND PURSUING War beasts have the Swiftstride special rule (see page 76).

CHARACTER MOUNT

Some characters can ride war beasts, in which case the model uses the rules for cavalry (see Example war beasts profile MWSBS S T W I A Ld page 82). Warhound 7 4 0 3 3 1 3 1 5

MONSTROUS BEASTS There are many mighty and wondrous creatures in the Warhammer world that, whilst not large enough to classify as being full-blown earthshaking monsters, are still formidable foes. Werefer to such creatures as monstrous beasts. Example monstrous beast profile: M WS BS S T W I Great Eagle 2 5 0 4 4 3 4

A Ld 2 8

STOMP Monstrous beasts have the Stomp special rule (see page 76).

CHARGING. FLEEING AND PURSUING Monstrous Beasts have the Swiftstride special rule (see page 76).

MONSTROUS RANKS A rank of monstrous beasts needs only three models to count for rank bonus, steadfast and so on, and only need a six model frontage to count as a horde, in the same way as monstrous infantry (see page 81).

MONSTERS Monsters are the largest beings in the Warhammer world, creatures so powerful that they normally don't form into units, but roam the battlefields on their own. Generally speaking, any single model bigger than a monstrous beast is a monster. This category includes Dragons, Greater Daemons and so on. Example monster profile: M WS BS S T W I A Ld War Hydra 6 4 0 5 5 5 2 7 6

THUNDERSTOMP! Monsters have a more destructive version of Stomp, called Thunderstomp (see page 76).

MONSTERS AND BUILDINGS Monsters are far too enormous to enter buildings, though they can still assault them.

RIDDEN MONSTERS Some characters can ride monsters, as explained on page 104.

CHARACTER MOUNT Some characters can ride monstrous beasts, in which case the model uses the rules for monstrous cavalry (see page 83).

CHARIOTS We assume the crew to be in complete control of A chariot is a wheeled war vehicle drawn into battle by beasts of some kind and crewed by the beasts that pull the chariot, so the beasts' Leadership is never used. warriors that are armed to the teeth.

SPLIT PROFILE

IMPACT HITS

In a similar manner to cavalry, a chariot has more than one set of characteristics, one for the beasts, one for the crew and one for the chariot itself, and is treated as a single model. When moving, the chariot model always uses the Movement characteristic of the beasts, although as the beasts are somewhat slowed by the chariot chassis, a chariot cannot march.

Chariots are huge crushing contraptions - they have the Impact Hits (D6) special rule. Some chariots are equipped with massive scythes and instead have Impact Hits (D6+1). This will be specified in their entry.

Example chariot profile: MWSBS S Lion Chariot - - - 5 Crew - 5 4 4 War Lions 8 5 - 5

CHARIOTS AND SUPPORTING ATTACKS Chariots cannot make supporting attacks - the rigid body of the chariot prevents other ranks from forcing their way through to attack the foe.

T W 4 4 - - -

I A - 5 1 4 2

Ld 8 -

The crew and the beasts use their own Weapon Skill, Strength, Initiative and Attacks characteristics when they attack. Each can attack any opponent that the chariot model is in base contact with, although the beasts can only fight enemies to the front. If the crew models have missile weapons, they use their own Ballistic Skill when making Shooting attacks. The Wounds, Toughness and armour saves of the crew and the beasts are never used — hits are resolved against the chariot's Wounds, Toughness and Armour Save. It is the crew's Weapon Skill that is used for the purposes of the enemy rolling to hit, just as with cavalry.

CHARIOTS AND SPECIAL RULES Just as with cavalry, we assume that special rules that apply to the mounts do not normally also apply to the chariot or its crew, and vice versa. Remember though that there are exceptions, as detailed under the rules for cavalry (see page 82).

ARMOUR SAVES Chariots have a fixed armour save, as detailed in their army list entry. Such an armour save takes into account the hardiness of the chariot, the armour worn by the crew and any barding on the mounts (but barding still slows the model down).

CHARIOTS AND TERRAIN Chariots are primarily created to operate over firm, even ground. As a result, a chariot that finds itself moving through terrain is likely to have a very bumpy (and possibly fatal) ride. See page 117 for details on chariots and Dangerous Terrain tests.

CHARGING. FLEEING AND PURSUIT Chariots have the Swiftstride rule (see page 76).

CHARIOTS AND BUILDINGS Obviously, chariots cannot enter or assault buildings - such actions would result in a very broken chariot for no tangible gain.

NO STOMP Sometimes a chariot will either be pulled by monstrous cavalry or crewed by monstrous infantry. In either case, no stomp attacks are permitted (the crew can't reach and the steeds are hampered by their yokes and chains).

WAR MACHINES War machines such as Empire Great Cannons, Orc Rock Lobbers and Dwarf Bolt Throwers are powerful units on the field of battle, able to pulverise whole regiments, breach stone walls or even slay fearsome monsters with a single, well-placed shot. War machines form a distinct troop type. However, as their rules are rather unusual, and cover many different weapons that can be found in the Warhammer world, they are dealt with in their own chapter, starring on page 108.

UNIQUE UNITS Some mechanical constructs or magical monstrosities are so bizarre or unusual that they have rules entirely unique to themselves. Such troop types might well use some of the rules elements from other, more common troop types, or else have entirely distinct rules that do not appear anywhere else. Where this happens, the unit entry in the relevant Warhammer Armies book will contain all the special rules and information you need to get your unique unit into the fray!

The Skaven Plague Furnace (right) and Night Goblin Fanatic (below) are good examples of unique units.

WEAPONS In the grim and dangerous world of Warhammer, warriors employ many different types of weapons against a multitude of foes. From the fine swords of the Elves or the well-wrought axes of the Dwarfs to less-sophisticated choppas of the Orcs or the huge spiked clubs used by Ogres, every race has weaponry fitted to its preferred style of fighting. It is usual for all the models in a unit to carry the same weapons. A unit of Spearmen, a unit of Crossbowmen and so on. It is acceptable for a unit to include a minority of models that are differently armed for the sake of a varied and interesting appearance, but the unit still counts as being armed as the majority. Where models are varied in this way, it is important that the overall appearance of the unit is not misleading.

HAND WEAPON AND SHIELD Remember earlier when I saidfighting with a hand weapon doesn't confer any special rules? Well, that's not exactly true - there is one case where it does. Some warriors carry a hand weapon in one hand and a shield in the other, a common combination which grants the warrior a fighting chance to parry or block almost any attack, no matter how powerful. Parry Save If a warrior isfighting with a hand weapon and a shield, then he has a 6+ ward save, representing his chance to parry the blow — even the mightiest axe strike can be turned aside at the last moment if the timing is right.

HAND WEAPONS Up until now, we've assumed that all models have been armed with a hand weapon. Swords, axes, clubs and maces are all hand weapons, as are more esoteric weapons, such as punch daggers, brass knuckles andfighting claws. We even use this rule to cover natural weapons, such as claws, teeth and horns. We assume that all troops and characters have turned up to the battle with at least one suitable fighting hand weapon each, although many Hand weapons for everybody troops are also equipped with one or more other, Why do we assume every model more specialised weapons. As the main rules has a hand weapon? The same assume that every warrior has a hand weapon, we pragmatism that leads a don't need to discuss further special rules — a warrior to favour the weapon with which he is most skilled model with a hand weapon fights precisely also drives him to carry a spare according to the rules laid out in earlier sections. weapon of some kind (normally However, there are many other types of weaponry a short sword, dagger or other non-encumbering weapon) inavailable to the warriors of Warhammer. case his main weapon is lost or destroyed. This doesn't happen that often in Warhammer, and is normally due to the effect of a spell cast by the enemy, but we retain the 'every model has a hand weapon' rule to ensure that our warriors always have a chance to fight the enemy.

This parry save only works against attacks made in close combat. It cannot be used against attacks made against the warrior's flank or rear (he doesn't have enough freedom of movement to turn around quickly enough), nor can it be used against Impact Hits or hitsfrom Stomp attacks (there's no parrying something that big). As afinal caveat, the parry save cannot be claimed by Frenzied warriors - they're far too bonkers to think overmuch about their own personal safety nor can it be used by mounted models.

SPECIAL WEAPONS We use the term 'special weapon' to cover anything that isn't a hand weapon. Special weapons include missile weapons, such as bows and throwing axes, as well as fearsome close combat weapons such as halberds and lances. MISSILE WEAPONS Normally a model cannot make a shooting attack unless he has a missile weapon of some kind - a bow, crossbow or sling perhaps. If for some reason a model has more than one missile weapon, he is allowed to choose which one tofire during the Shooting phase.

CLOSE COMBAT WEAPONS If a model carries a special close combat weapon, he mustfight with it in the Close Combat phase - he cannot elect to wield his hand weapon instead. The reason for this is quite straightforward. Almost all warriors train exclusively with one particular weapon, honing their skills of attack and defence with the chosen tool of slaughter. Such warriors are reluctant to surrender advantage to the foe byfighting with a less familiar, or less powerful, weapon. Should the special weapon be destroyed then, and only then, can they use their hand weapon. The one exception to this rule is that if the model also carries a magical close combat weapon of some kind, he will always use it in preference to other weapons he carries. If the magical weapon is somehow destroyed or rendered useless, the warrior will then use his special close combat weapon (if he has one)finally resorting to his hand weapon if the special close combat weapon is also destroyed or rendered useless. Hand weapons cannot be destroyed (well, they can, but we assume that the warriors are always able to immediatelyfind plenty of replacementsamong the debris littering the battlefield!). Further details on magic weapons and other items can be found in the Reference section. Two Special Close Combat Weapons If the models in a unit carry two special close combat weapons, they must choose which of the weapons to use at the start of thefirst round of a close combat (the entire unit must use the same weapon, but characters can always choose separately). Whichever weapon they select must then be used for the entire combat, unless the weapon they are using is somehow destroyed — it's no easy thing to change to a different weapon partway through a fight. If an infantry model is armed with an additional hand weapon or a brace of pistols, these grant an extra attack. A model can't, however, wield a brace of pistols or additional hand weapon alongside another type of special weapon such as, say, a halberd.

WEAPON PROFILES Each 'special' weapon confers a number of abilities onto the warrior wielding it. This will sometimes be a bonus to their characteristic profile (normally Strength) or perhaps grant the wielder one or more special rules, as detailed in the weapon's rules.

In order to keep a weapon's abilities nice and clear, we give each a characteristic profile, much as we do for a warrior. There are four sections to a weapon's profile: Name, Range, Strength and Special Rules. Two example weapon profiles are shown below: Name

Range

Strength

Special Rules

Halberd

Combat

+1

Requires Two Hands

Name

Range

Bow

24"

Strength 3

Special Rules Volley Fire

Name A weapon's name is what you'd expect, a descriptive tide that distinguishes the weapon from other ones. Range The range tells you at what distance the weapon can be used. If a weapon's range is 'combat' then it can only be used in close combat. If the range is a number of some kind, it is a missile weapon and the number is its maximum range. Strength A weapon's Strength can take three forms. If the Strength is shown as a modifier, for example +1, +2 or -1, then this is the modifier the weapon applies to the wielding model's strength. A Man (Strength 3) wielding a Halberd (Strength +1) would therefore strike Strength 4 blows when fighting in close combat. If a weapon's Strength is shown as 'as user' then attacks made with the weapon use the wielder's own unmodified Strength. Alternatively, if a weapon has afixed Strength, then all attacks made with that weapon use the Strength value shown — the wielder's Strength is ignored. For example, shotsfired by a Man (Strength 3) with a crossbow (Strength 4) would use the crossbow's Strength of 4, not the Man's Strength 3. Special Rules Many weapons confer special abilities on the attacks made by the wielder, such as the ability to fight in an extra rank. Sometimes the special rule will be explained immediately after the weapon profile. Otherwise, details on these special rules can be found in the chapter of the same name, starting on page 66.

WEAPONS Listed on the following pages are some of the many types of weapon used in the Warhammer world. Unusual weapons that are specific to individual races or armies are covered in the army book for that particular race. You'll see that the spear has two different entries, one referring to the use of spear on foot and the other referring to mounted models Night Goblin with shortbow(cavalry of all kinds and models riding monsters or chariots). BOW The bow is used extensively in warfare. It is a compact, long-ranged weapon that is cheap to make and easy to maintain. Name

Range

Bow

24"

Strength 3

HALBERD The halberd is a heavy bladed weapon mounted on a sturdy shaft. The steel blade has a point like a spear as well as a heavy cutting edge like an axe. It is held in both hands and used to chop as well as thrust Name

Range

Halberd

Combat

Special Rules Volley Fire

CROSSBOW A crossbow consists of a short, strong bow stave mounted on a wooden or metal stock. It takes a long time to load and wind a crossbow, but each shot has tremendous range and power.

Dwarf Quareller with crossbow

Range

Crossbow

30"

Strength

Special Rules

4

Move or Fire

FLAIL A flail is a cumbersome, heavy weapon used with both hands. It consists of heavy weights, often spiked, attached to a pole or handle by heavy chains. A flail drains the user's stamina quickly, but is incredibly destructive on the charge, its impact smashing shields and splintering bones. Name

Range

Flail

Combat

Strength +2*

Special Rules Requires Two Hands

* Aflail's Strength bonus applies only in the first round of close combat.

GREAT WEAPON Great weapons are especially large and heavy weapons wielded with both hands. This includes great hammers, great axes, two-handed swords and suchlike. A blow from a great weapon can cut a foe in half and break apart the thickest armour. Name

Range

Great Weapon Combat

Strength +2

Special Rules Requires Two Hands, Always Strikes Last

+1

Special Rules Requires Two Hands

HANDGUN A handgun is a simplefirearm consisting of a metal barrel mounted on a wooden stock. Some of the more advanced versions have levers and springs that hold the burning match or flint and release thefiring mechanism to trigger the gun. Handguns have a long range and hit very hard, making them value weapons indeed. Name

Name

Strength

Handgun

Range

Strength

24"

Special Rules

4

Armour Betting, Move or Fire

JAVELIN The javelin is a light spear designed for throwing, too flimsy to be used in hand-tohandfighting. It is not a very common weapon as it has a short range, but the amphibious Skinks of Lustria use javelins extensively. A model is assumed to have sufficient javelins to last the battle. Name

Range

Strength

Special Rules

Javelin

12"

As user

Quick to Fire

LANCE (MOUNTED MODELS ONLY) A lance is a heavier, longer version of the spear, which cannot be used by models on foot. Name

Range

Lance

Combat

Strength

Special Rules

+2*

* A lance is only used in a turn in which the wielder charged into combat. In subsequent turn (or if the wielder did not charge) the model use its hand weapon.

LONGBOW A longbow is a dangerous weapon - a skilled archer can hit an enemyfrom a great distance with punishing force. Name Longbow

Range

Strength

30"

3

Special Rules Volley Fire

MORNING STAR

SPEAR (FOOT)

A morning star is a single-handed weapon that consists of one or more spiked balls on a chain. Like the larger flail it resembles, it is a tiring weapon so its advantage lies with the initial blow.

Spears are long shafts of wood with a sharp metal tip. Because braced spearmen can fight in an additional rank, spears are ideal defensive weapons for infantry.

Name

Range

Strength

Morning Star

Combat

+1*

Special Rules

Name Spear

Range

Strength

Special Rules

Combat

As user

Fight in Extra Rank*

* A morning star's Strength bonus applies only in *Does not apply on a turn in which the model charged. the first round of combat.

SPEAR (MOUNTED) PISTOL Pistols are small weapons that employ a noxious and unreliable form of gunpowder to propel a small lead or stone ball. Unlike other weapons, a pistol can be used as both a missile weapon and a close combat weapon, following the same rules as an additional hand weapon. Name Pistol (Shooting)

Range 12*

Strength 4

Special Rules Armour Piercing; Quick to Fire

Riders armed with spears ride down footmen, spitting them as they gallop into their ranks. Name

Range

Strength

Spear

Combat

+1*

Special Rules

High Elf Spearman

* A spear is only used in a turn in which the wielder charged into combat. In subsequent turns (or if the wielder did not charge) the model uses its hand weapon.

THROWING WEAPONS Brace of pistols If a model carries two or more pistols (a 'brace') it uses them simultaneously, both in combat and when shooting. Same

Range

Strength

Special Rides

Brace of Pistols (Combat)

Combat

As user

Extra Attack*

Throwing weapons, such as stars and knives, are small, easily concealed weapons and, consequently, they are favoured by assassins and lightly armed infiltrators. A model is assumed to have sufficient throwing weapons to last the battle. Name

Range

Strength

Special Rules

Throwing weapon

6"

As user

Quick to Fire

Skink Warrior with javelin and shield

* Grants an Extra Attack to models on foot only. Same Brace of Pistols (Shooting)

Range 12"

Strength 4

Special Rules Armour Piercing, Quick to Fire, Multiple Shots (2)

SHORTBOW Shortbows are small, short-ranged bows that are favoured by Goblins. Some cavalry also carry a shortbow because it is easier to shoot from horseback. Same

Range

Shortbow

18"

Strength 3

Special Rules Volley Fire

THROWING AXES These weapons are keenly balanced so they can be thrown accurately despite their weight. Even so, the strongest warrior cannot throw such a weapon veryfor, but if a throwing axe hits its target, the effect is devastating. A model is assumed to have sufficient throwing axes to last the battle. Name

Range

Throwing axe 6"

Strength

Special Rules

+1

Quick to Fire

TWO/ADDITIONAL HAND WEAPONS (MODELS ON FOOT ONLY)

Some warriors carry two hand weapons, one in each hand, and can rain down even more blows on their SLING enemy. An additional hand weapon cannot be used Slings consist of a looped string of cloth or by a mounted model, or by a model that has a leather into which a stone is placed and then magical close combat weapon. thrown with surprising strength andaccuracy.Name Strength Strength Special Rules Same Range Range Special Rules Sling

18"

3

Multiple Shots (2)

Two/Additional Combat As user Hand Weapon

Extra Attack

Black Ark Corsair with two hand weapons

COMMAND GROUPS So far, we've assumed that all models in a unit are equal - that they are all rankand-file troops with identical influence on the fray. However, it is commonplace for warriors to march into battle under the leadership of a sergeant or other champion with banners flying proud in the mist-strewn air and the rattle and pounding of drums driving the warriors onward. A unit's champion, standard bearer and musician are collectively referred to as the unit's command group, and that's what we're going to discuss in this section. Before we delve into the nitty gritty of individual rules for command group models, let's cover off the basics.

FIELDING COMMAND GROUPS Many units can include a command group of some kind, dictated on the whole by the miniatures that are available, and detailed in the relevant Warhammer Armies book. Most units can take what we refer to as 'full command' — a champion, standard bearer and musician — whilst others will only be able to take perhaps one or two of these options. Light troops, for example, often do not have an option for a standard bearer, preferring not to draw the enemy's attention by waving a big gaudy flag. Command group models are always chosen as upgrades to normal rank-and-file models. WHAT'S IN A NAME? In most army books, the term standard bearer is used throughout, though the model in question might actually be carrying an icon, pennant or other such token. Similarly, a musician might be carrying a drum, horn, zither, hurdy-gurdy or some other weird and wonderful instrument — he'll still be described as a musician.

High Elf Phoenix Guard Standard Bearer

Champions, however, are a different kettle of fish. You'll rarelyfind a champion option referred to as simply a champion - he'll be listed under the rank or name given to the champion of that particular unit. For example, the champion of an Empire Flagellant Warband is known as a 'Prophet of Doom' whilst the champion of a Bretonnian Peasant Bowmen unit is called a 'Villein'. As you can see, there is a little potential for confusion here, as a champion is not so clearly identified as a standard bearer or a musician. Fortunately, this distinction makes the

champion easy to identify - if a unit has a champion option, it'll be the one that isn't clearly labelled musician or standard bearer. Furthermore, a champion always has a slightly different characteristic profile to the other troops in a unit, so if in doubt you can always identify him that way! POSITION WITHIN THE UNIT Command groups must be placed in the unit's front rank and move automatically if the unit reforms. Champions, standard bearers and musicians can always be found in the forefront of the fighting, as is entirelyfitting as they lead their comrades through personal example. Any models that make up a unit's command group must be placed in thefront rank of the unit, unless there is not enough roomfor them to fit. Where this happens, as many command group models as possible must be placed in the front rank and any remaining models are placed in the rank behind. If the unit changesformation then the c o m m a n d group automatically pushes its way back to the front. Accordingly, when a unitreforms, the models of the unit's command group must be repositioned into the unit's newfront rank as described above (regardless of the distance). Now we've got all that out of theway,let'stakea look at the command group's members.

CHAMPIONS CHAMPION PROFILE A champion always has a slightly better profile than his fellows, having improved his skills over the course of several battles. Normally, this increase will take the form of an extra Attack (in the case of a champion whose unit specialises in close combat) or an extra point of Ballistic Skill (if the champion's unit employs chiefly ranged weapons). In some more unusual cases, a champion will have other characteristics bonuses, in which case these will also be shown in his characteristic profile.

ARMS AND ARMOUR A champion model will normally have different wargear to his fellows, in order that he should stand out from the crowd! However, he counts as having exactly the same weapons and armour as the other members of his unit. That said, some champions do have the option to take equipment that is not available to other members of their unit — where this is the case it will be clearly stated in the appropriate Warhammer Armies book.

CHAMPIONS AND SHOOTING As you might expect, a champion uses his own characteristics when he shoots. If making a shooting attack, the champion must shoot at the same target as the rest of his unit — you'll normally want to roll different coloured dice for the champion's shots if he has a different Ballistic Skill. A champion cannot normally be targeted by enemy shooting attacks — he can only be removed as a casualty if there are no other rankand-file members of his unit left (not even the standard bearer or musician).

The only exceptions to this are shooting attacks that do not use the normal shooting rules, specifically shooting attacks that use some form of template (such as cannons, stone throwers, breath weapons and so on). Fortunately, in these cases, a champion is so beloved by his unit that ordinary rank and file troops will attempt to save him - as represented by the "Look Out Sir!" rule (see below).

CHAMPIONS AND CLOSE COMBAT In close combat, a champion can attack any enemy model he is in base contact with, using his own characteristic profile, as normal. Similarly, enemy models in base contact can direct attacks against the champion if they wish. If the champion is slain then the model is replaced with a rank and file model from the back rank of the unit, if one is available. Note that any extra wounds inflicted upon a champion do not carry over onto the rest of the unit — once the champion is slain, excess wounds are lost. Unless a champion is slain by a direct attack, then he must be the last rank andfile model to be removed as a casualty. So if a unit of three models suffers 3 or more unsaved wounds, the champion is removed as one of the casualties. In essence, wounds inflicted on the unit can overflow onto the champion, but wounds inflicted on the champion cannot overflow onto the unit.

CHAMPIONS AND CHALLENGES Champions can accept and issue challenges in the same manner as a character. If you want to read more about challenges, you'llfind the information on page 102.

"LOOK OUT SIR!" If a champion is hit by a template as described above, there is a good chance a comrade will shout a warning or physically push him clear of incoming harm. Roll a D6. On a 1, the champion fails to hear the warning, or is too far away. He is hit and damage is resolved against him as normal. On a 2-6, the champion dives clear or is shoved aside - he is not hit by the attack. Unfortunately, another member of the unit takes the strike meant for the champion (normally the noble soul who pushed the champion clear) - resolve the hit against the unit instead. A "Look Out Sir!" roll cannot be made if there are less thanfive rank-and-file models (including the musician and standard bearer, but not the champion) left in the unit.

STANDARD BEARERS A unit of troops often fights below a standard or banner of some kind, a glorious token of their allegiance, history and pride. Such a standard is much treasured by the soldiers thatfight and die beneath it, and they will battle on all the harder whilst it still flies. PROFILE AND WARGEAR

A standard bearer always has the same profile as the other rank and file models in his unit. Similarly, we also treat him as being equipped with the same weapons and armour as other models, although the model itself might not be armed the same way. Empire Standard Bearer

In reality, the standard bearer model will probably lack a shield, or will have exchanged a weighty lance for a sword. Such is to be expected - a standard is a terribly weighty thing, and standard bearers often shed other burdens in order to keep theflag flying. The standard's the important thing after all - we can well imagine the bearer setting aside other trivial burdens to allow the mighty flag to be held aloft.

We furthermore take this deficiency in wargear to be compensated for by the sheer fighting skills and tenacity of the warrior in question. Only the toughest soldier in a unit will be given the honour of carrying the standard, and therefore we assume the standard bearer fights as if he has the same equipment as his fellows (which makes things far easier to keep track of!).

COMBAT RESOLUTION BONUS

As we already discussed in the Close Combat chapter, a standard bearer is almost invaluable in afight. If a unit includes a standard bearer, it will be more determined than ever to beat its foe, and so adds +1 to its combat result. Remember that in a multiple close combat this bonus is limited to a maximum of +1 if any unit has a standard, not +1 for each one present in a fight. STANDARD BEARERS AND CASUALTIES

We assume that if the standard bearer is slain, another warrior will step forward to raise the fallen standard aloft. Accordingly, the standard bearer cannot normally be removed as a casualty unless only he and the champion (if there is one) remain in the unit. This applies even if the standard bearer is the target of an effect that affects only a single model, such as a dangerous terrain test, or an attack made with the Sniper special rule. Another rank andfile warrior is still assumed to pick up the banner. If the only other remaining model in the unit is the champion, the standard bearer must be removed as a casualty before him. Last Stand

The only time a standard bearer can be removed as a casualty before the musician and other rankand-file models is if the unit breaks from combat. When this happens, we assume that the standard bearerfights to the very last, defending the honour that the rest of his unit have abandoned in theirflight. If a unit breaks from combat, the standard bearer is slain immediately - remove the model. His place must be taken by a rank-and-file modelfrom the rear rank of the unit, if there is one available. The victorious enemy can still overrun or pursue as normal.

MUSICIANS When an army marches, it does so to the beat of drums and the call of blaring horns. These instruments are used to announce a unit's presence on the battlefield, bringing fresh hope to friends and worry to enemies. More than this, a unit's musician is crucial to keeping order when the unit attempts to change formation or should it need to rally. For trained troops, a prearranged sequence of notes can carry as much information as a bellowed order, and can do so more clearly and with greater speed. PROFILE AND WARGEAR As with a standard bearer, we assume a unit's musician to have the same characteristic profile and wargear as other models in the unit, with the warrior's skill and determination compensating for any lack of equipment. An enemy can suffer quite a nasty wallopfrom a drumstick, after all! "ONWARDS. MEN!" If a combat goes poorly, a unit's musician plays ever louder, to rouse the spirits of his fellows and drive themforward into thefray with greater vigour. As a result, the side that has a musician in itsfront 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 the redoubled efforts (and almighty clamour) cancel each other out.

SWIFT REFORM A unit that is not fleeing and not engaged in combat can attempt to make a swift reform during the Remaining Moves sub-phase, if it has a musician, by taking a Leadership test before it moves. If the test is passed, the unit immediately makes a swift reform — if failed, the unit makes a normalreform instead, with all the penalties that apply (as described on page 14). A swift reform is treated exactly like areform manoeuvre, however such is the speed and efficiency with which thereform was carried out that the following exceptions apply: • A unit that has made a swif 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 — they haven't been that swift! • 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 (such as crossbows).

FORM ON ME! A musician forms a clear and vital rallying point for afleeing unit and can spell the difference between a brief retreat and a headlongflight. If a fleeing unit has a musician, it gains a + 1 bonus to its Leadership whenever it attempts to rally. Remember that Leadership, as with all characteristics, cannot exceed 10. MUSICIANS AND CASUALTIES As with the standard bearer, we assume that if the musician is slain, another warrior will retrieve the instrument from his corpse and continue to play (probably not as well, but near enough for our purposes). The musician cannot be removed as a casualty unless only he, the standard bearer and the champion (if either are present) remain in the unit. If only the standard bearer and/or the unit champion remain beside the musician then the musician must be the next casualty.

COMMAND GROUP CASUALTIES SUMMARY - Rank-and-file models are always removed first. - When no rank-and-file models remain, the musician is removed. - If there is no musician, or he has been slain, the standard bearer is removed. - The champion is always removed last (unless specifically targeted by an attack). Dwarf Ironbreaker Musician

95

CHARACTERS The Warhammer world would not be what it is without the presence of great lords, valiant heroes and mighty wizards. Such powerful individuals add a new dimension to your games of Warhammer, either as inspiring leaders or skilled warriors able to trounce hordes of lesser fighters. Such potent personages are called 'characters'. Characters are generally known by different names appropriate to their nation or race. Orc characters, for example, are known by suitably 'Orcy' names such as Big Boss and Warboss, whilst the leaders of the Empire are Captains, Warrior Priests and Engineers. The types of character available to an army will vary with the personality of that army. Most races in Warhammer can call upon the services of powerful fighters and puissant wizards in equal measure, some have unique types of specialist character, and a few have jack-of-alltrades characters that are adept in many different aspects of war.

CHARACTER MODELS Characters are a special type of unit that can either operate on their own, or join another unit from the same side. They often have superior characteristic values compared to ordinary members of their race, for example:MWSBS S T W I A Ld

Man Captain

4 3 4 5

3

3 3 1 3 1 7 5 4 4 2 5 3 8

As can be plainly seen, the Captain is far superior to the common man in almost every way - a powerful force on the battlefield if he is used correctly.

LONE CHARACTERS Being dangerous and canny fellows, characters are permitted to move around the battlefield as individuals, fighting a solitary battle against the foe. Indeed, many characters excel at this role, having the raw power to take on entire enemy units and still prove victorious. Characters that have not joined another unit are treated as a separate unit of the appropriate type for all rules purposes. They move, shoot and fight as described in the relevant section of the rules. For ease of reference, we will call such models 'lone characters'. SHOOTING AT LONE CHARACTERS Characters are tempting targetsfor the marksmen in the enemy army - one well-placed volley and a powerful foe can perhaps be brought down before he has the chance to wreak ruin. However, picking out a lone character in the midst of a clamorous battle is harder than you might think. At a distance it can be hard to tell officers and common soldiers apart, particularly when units are advancing, marching and charging all around you, so we give lone characters a little protection to represent this.

If a lone character is hit by a shooting attack of any kind (including shotsfired using ballistic skill, templates and so on) a "Look Out Sir!" roll can be attempted, provided there is a friendly unit consisting of five or more models of the character's troop type within 3". Roll a D6. On a roll of 4 + , the character has been successfully forewarned or otherwise preserved from harm by his nearby allies — the hit is transferred to a model in the friendly unit (if there is more than one eligible unit within 3", the controlling player can decide which made the honourable sacrifice). Otherwise, the hit is resolved against the character as normal. You'll notice that the chance of this "Look Out, Sir!" roll succeeding is far slimmer that the one discussed elsewhere. This is onlyfitting as it's far harder to warn a friend from a distance than if he's stood a few paces away.

The most useful thing about a character is his ability to join other units. The character receives a greater degree of protection for being in the unit, becoming far harder to assassinate from range. In return, the unit gains the character's formidable fighting and leadership skills — all the better to help them crush the foe.

CHARACTERS AND UNITS WHAT UNIT CAN I JOIN? Most characters are allowed to join certain types of unit over the course of the battle. A character is normally permitted to join units of infantry, beasts, cavalry, monstrous infantry, monstrous beasts or monstrous cavalry. Characters can also join other characters belonging to one the troop types listed above, thus forming an impromptu unit entirely made of characters. Unless otherwise stated, a character cannot join a unit of monsters (too much danger of being stood on), a unit of flyers (too many illdisciplined wings buffeting the sky), a unit of chariots (too much danger of being run over), a unit of swarms (too much chance of being eaten) or a war machine (too much danger of being obliterated). Similarly, a character that is itself a monster, or riding a monster or a chariot cannot join other units — it's just too dangerous for the members of the unit in question. A character cannot join a unit that is already engaged in close combat or is fleeing.

JOINING A UNIT To join a unit a character must move into base contact with it during the Movement phase. Once a character has joined a unit in this way, neither character nor unit can move further, so it's a good idea to plan your moves in the correct order.

As a unit can move only before the character joins, it's better to move the unitfirst and then have the character move to join it. A unit which has been joined by a character in the Movement phase only counts as having moved if it has itself moved, not if a character has moved to join it.

The Herald of Nurgle (1) is t far away to gain any benefit from being near the Plaguebearers.

The Bloodthirster (2) is a monster, and therefore receive no protection as the Plaguebearers are infantry.

The Masque of Slaanesh (3), however, is infantry, and close enough to receive a 4+ "Look Out, Sir!" against shooting attacks.

POSITION IN THE UNIT When characters join a unit, they are placed in the front rank (regardless of distance). Rankand-file models, except for the command group that must remain in the front rank, are moved to the back ranks to make room for the characters. If there is no more room in the front rank, some characters will have to go in the second rank.

SPELLS When a character joins a unit that is under the effect of a spell that affects the entire unit, the character only benefits or suffers from the effects of the spell whilst he remains in the unit. Similarly, if a character is the subject of a spell that is capable of affecting a unit, the effect will also apply to any unit he joins, for as long as he remains part of it, and the spell lasts.

CHARACTERS IN FLEEING UNITS If the character has joined a unit and this later flees, he will count towards working out if the unit is still at or above 25% of its initial numbers for the purposes of Rally tests (see page 24).

Skaven Chieftain

Rank Width

DIFFERENT-SIZED BASES

I've used the standard rule as Most of the time, a character is mounted on the the example as this applies to same size of base as the unit he decides to join. most troop types, but rememberIn this case, the character can simply be added that monstrous infantry, to thefront rank, displacing another model as monstrous beasts and monstrous described above. Naturally, this gets a little cavalry units only need to be three models wide to count more involved if the character has a differentrank bonus, etc. sized base to the members of the unit. Here we

have to use a little common sense to make everything work.

When Footprints Collide If a character's footprint does notfit neatly into a unit, place him on the edge of the unit, beside the front rank, facing the same direction as the rest of the unit, as shown below. In this case we do not assume the character's footprint to be filled by rank-and-file troops, and the character is ignored when working out the number of ranks in the unit and if it counts as a horde.

If a character's base is larger than one model, but has exactly the same size area (or 'footprint') as two or more models, simply displace those models to the back rank and position the character in their place.

Neither of these characters' base footprints fit neatly into their units, so they are placed at the side instead

For example, this Chaos Lord, is riding a Chaos Steed, so has a 25mm x 50mm footprint. He can still join the Chaos Warrior unit, but will displace two models as the Chaos Warriors have a 25mm x 25mm footprint.

If your character(s) fit into the unit in this manner, work out the unit's ranks (and therefore its rank bonus) as if the space was filled with rank and file troops.

In the examples shown above, the first unit would count as having three ranks, as it isfive models wide (the character is ignored). In the second example, the unit does not count as having ranks, as they are not Ifive models wide without the character.

There's No Room! If a character cannot be placed within the unit, or beside the front rank, then he cannot attempt to join that unit. This is obvious, perhaps, but worth saying nonetheless.

CHARACTERS

COMBINED UNITS Whilst a character is part of a unit, both he and the unit (including any other characters that have joined that unit) are treated as a single combined unit for all rules purposes, save for the exceptions listed here.

MOVEMENT A unit always moves at the same rate as the slowest model, so when the unit moves, charges, flees or pursues, always use the lowest Movement characteristic and rules of the slowest troop type. Similarly, if the character is subject to any movement restrictions, then those restrictions apply to whole combined unit whilst the character remains part of it, and vice versa.

SHOOTING 'Normal' shooting attacks — by which we mean to say shooting attacks that use the firer's Ballistic Skill — cannot hit a character in a combined unit if there arefive or more rank and file modelsfrom the same troop type (including musician and standard bearer, but not the champion) left in the unit. We assume that the enemy cannot pick the character out. All hits are allocated onto the unit's rank andfile models. If there are fewer thanfive rank-and-file models left in the unit (or the character is of a different troop type) there is a chance that any characters in the unit could be hit — the controlling player decides who is hit, but must allocate one hit on each model before he can add a second hit on a model; he must allocate two hits on each model before he can allocate a third, and so on. Unusual Shooting Attacks The only exceptions to this are shooting attacks that do not use the normal shooting rules, specifically, shooting attacks that use some form of template (such as cannons, stone throwers, breath weapons and so on). If a character is hit by such an attack, and he is in a unit of at least 5 rank-and-file models (excluding the champion, if there is one) and he is of the same troop type as the unit, then his controlling player is permitted to make a "Look Out Sir!" roll to save him from harm. This works exactly as the "Look Out Sir!" rule described for unit champions on page 93 . Simply put, on a roll of 2 or more, the hit does not strike the character, but instead is allocated to a rank-and-file model. If there are less than 5

rank-and-file models, the character does not get a Look Out Sir! roll and is hit.

CLOSE COMBAT In the Close Combat phase, enemy models in base contact with both the character and one or more modelsfrom the character's unit can choose to attack the character or the unit, or split their attacks between them. You need to declare where attacks are being allocated before they are rolled. If the character is slain, any excess wounds do not carry over onto the rest of the unit but are simply lost.

Empire Engineer

Remember that models can only attack enemies in close combat if they are in base contact. Therefore, if enemy models are only in base contact with the character, then they can only attack him. If enemies are only in base contact with models from the character's unit, they must attack the unit.

High King Thorgrim Grudgebearer, with a retinue of Dwarf Ironbreakers.

MAKE WAY! Should a combined unit befighting in close combat, it is only right and proper that a mighty hero will push his way through to the fighting. At the start of the combat (before Impact Hits are resolved), if a character's unit is in combat, but the character is not in base contact with the enemy, the controlling player can swap his position with another model that is in base contact. You can exchange him with rank-andfile model(s), including the command group, that are in base contact with the enemy. If there are one or more stranded characters on both sides, the players roll off and the winner decides which character makes his Make Way! first. Players then alternate choosing characters to do their Make Way! moves. Only characters whose footprint is compatible with the unit's rank and file can do this.

Making Way to Another Rank Characters can use a Make Way! move in order to move to another rank — most commonly if their unit is charged in the flank or the rear. Once the unit is no longer in close combat, such characters automatically return to the front rank of their unit at the start of their following Movement phase.

For example, these Dwarfs have been charged in the flank by a Dragon. The Dragon is not in contact with the Dwarf unit's front rank, so the Dwarf Thane is permitted to move to another rank in order to fight it.

I Think I'll Sit This One Out, Chaps. A character is under no obligation to muscle his way forward into the fight, so don't feel you have to put him in harm's way if you don't want to. Wizards are almost always better off staying out of a close quarters scrum if they can manage it, and even tooled-up combat specialists might want to opt for discretion if they've already lost a lot of Wounds. Just remember that if the unit breaks from combat, any characters in it will suffer the same fate, and a character's striking power might prevent the unit from breaking in the first place...

LEADERSHIP TESTS As we already mentioned way back on page 10, Leadership tests are always taken using the highest value present in the unit. In the case of a combined unit, this will normally be the character, but might occasionally prove to be the rank and file of the unit themselves, particularly in the case of elite warriors. SPECIAL RULES Unless otherwise noted in the text of the rule itself, a special rule applying only to a character does not apply to the unit, and vice versa. Most special rules are there to represent specific skills or powers — you couldn't learn to shoot a longbow by standing next to someone who could, so why would you become able to perform a Killing Blow, deploy as a Scout, and so on? On the other hand, many spells and magic items bestow special rules and other effects on units. In this case, everyone (including the character) in the combined unit will be affected.

LEAVING A UNIT Whilst a character might well stay with a unit for the entire course of a battle, there often conies a time when he departs for pastures new. This might be because you need your character to take charge of another section of the battlefront, or because the character's current unit has been so mercilessly butchered by the enemy that he's no longer safe within it. Whatever the reason, we're going to need rules to allow a character to leave a unit. A character can charge out of a unit, by declaring a charge in the relevant phase — in which case, he will move and his unit will stay still — it is not permitted to declare a charge of its own, though it can move during the Remaining Moves phase. If a Stand and Shoot reaction is declared against a character charging out of a unit, the shots are fired at the character as if he was a separate target — he does not gain the same protection as being inside a unit, but he does get a 4 + "Look Out, Sir!" if the unit he is leaving is the same troop type as he is.

The Orc Big Boss charges out of The Orc Boyz unit moves off in the remaining the unit in the Charge sub-phase. Moves sub-phase.

Alternatively, a character can leave his unit during the Remaining Moves sub-phase by moving away from the unit before that unit makes its own move. If the unit cannot move in this phase for any reason, the character may not leave the unit For example, a character cannot leave if: • His unit is fleeing. • The character himself or his unit is not permitted to move by a spell or other effect. • If the unit is in combat. • If the unit has made a failed charge. • And so on... When leaving a unit, the character reverts to his normal rules for movement. The distance of his move is worked out from his actual position in the unit before the unit moves. He can even join another unit as part of the same move if his controlling player wishes, and the character has enough movement, although the unit he joins cannot move if it hasn't done so already.

The Chaos Lord moves out of the The unit of Chaos Warriors then moves away. Chaos Warriors unit in the Remaining Moves sub-phase.

CHALLENGES No matter his race or allegiance, the quickest and easiest route for a warrior to earn glory and a dread reputation is by killing enemy heroes in close combat. I don't mean through a chance blow in the brutal crush of melee - after all, even the most cowardly peasant can poke a spear through an enemy warlord's back, should he get the opportunity. No, what I'm referring to is a duel between mighty warriors, the clash of sword upon and sword and axe upon shield as two doughtyfighters strive against one another in a contest of battle-skill. In Warhammer, we refer to such battles as challenges. Challenges are one of the most dramatic parts of Warhammer, representing as they do the final showdown between opposing warlords or hated rivals. It's not unusual for the result of a battle to hinge on who wins a challenge!

ISSUING A CHALLENGE Challenges are issued at the start of the combat round, before any blows are struck (but after Impact Hits). Only one challenge can be issued per close combat - the side whose turn it is has the opportunity to issue a challengefirst. If that side chooses not to, then the other side can issue a challenge. The player issuing the challenge nominates one of his character or champion models to issue the challenge. If he does not have a suitable model in thefight, a challenge cannot be issued. Similarly, if there are no characters or champions in the enemy units, a challenge cannot be issued — there's no one to fight!

Empire Warrior Priest

Quite how individual warriors issue their challenges variesfrom race to race. An Elf or Man might salute his opponent, whilst an Orc bellows insults at his foe. To issue a challenge, choose one of your characters or champions in one of your units in the combat - this is the model that issues the challenge. Proceedings will be enhanced considerably if you actually frame a suitable challenge, perhaps along the lines of "Who's a-comin' out taefight me, ya scurvy, no-good, cowardly rat-infested spawns o' unmentionable descent. I can smell ya fouled britches and hear ya knees a-knockin' together with fear!" Once one challenge has been made, further challenges cannot be issued in that combat.

ACCEPTING A CHALLENGE If your opponent has issued a challenge, you can now accept it with one of your characters or champions whose unit is in base contact with the unit containing the issuer of the challenge. Note that a character does not have to be in base contact with an enemy to accept or issue a challenge, just part of a unit that is. The two models will nowfight, as described in Fighting a Challenge, below.

REFUSING A CHALLENGE (BOO! HISS!) If no enemy character steps forward to meet the challenge, one of them must retire in ignominy. This character is nominated by the challenger though he may not nominate a character that could not have accepted the challenge, or a unit champion — champions can accept challenges, they do not have to. The retiring character slinks off to the back ranks and is not allowed to attack that round - move the model into a rank where he's not in base contact with the enemy. Another model will step up andfight in his place, just as if he'd been slain. Furthermore, the model's Leadership cannot be used for any Leadership tests that take place that turn. Once a challenge has been refused, the issuer canfight normally in that round of combat. Nowhere to Run. Nowhere to Hide A character cannot refuse a challenge if his model cannot be placed so that he is not in base contact with an enemy model — he can't evade his opponent and so mustfight for his life. This most commonly happens if a lone character is the subject of a challenge, or if his unit is small and engaged on allfronts, so that every model in the unit is in base contact with an enemy.

FIGHTING A CHALLENGE If a character accepts the challenge, move him into base contact with the challenger — after all, what good is the narrative of a challenge without the visual reality? If, for whatever reason, this is not possible, assume that the two models are in base contact (this might require a little gumption to work out, so it's best to move the model if you can). These two characters must direct all of their attacks against each other — they cannot be attacked by any other model for that round of close combat.

Overkill If one model slays the other, then any excess wounds they inflicted above and beyond those needed to slay the opponent, up to a maximum of +5, are counted towards their side's total number of woundsfor close combat resolution. More on this bonus can be found on page 53. Note that this is an exception to the rule stating that a model can only suffer as many wounds as it has on its profile. This time you need to add up all of the wounds inflicted on the victim, even thosefrom a weapon causing multiple wounds, or by repeated Killing Blows (each successful Killing Blow scores the same amount of wounds the slain character has on its profile), etc. This is great fun, albeit a little one-sided.

Round Two? If both competitors survive a challenge, and the combat continues, then they will continue to fight in the next round of close combat. Further challenges cannot be issued in that combat until the existing challenge has been resolved. Challenges and Mounts If a competitor in a challenge is riding a mount, then that mount (including the crew of a chariot, if the character is riding one) must direct its attacks against either the other competitor or that competitor's mount (if he is riding one). If the opponent is slain before all of a model's attacks are made (because a competitor and his mount strike at different Initiative steps, for example) then any excess Attacks are lost and cannot be directed against other models.

For example, a Chaos Lord fights a champion in a challenge. He slays the champion before he has a Excess wounds caused against mounts count for chance to attack and causes seven wounds! The the purposes of overkill. If a character is slain combat result score is 1 (the original wound of thebut his mount is not, the mount will (after champion) plus 5 (the maximum overkill bonus) fortaking its Monster Reaction tests) continue a total of 6 combat result points. The last of the seven fighting in the challenge until it or the foe is wounds is wasted slain (or flees).

The Emperor Karl Franz and his Griffon Deathclaw battle against a mighty Chaos Champion of Khorne.

CHARACTERS

CHARACTER MOUNTS Many characters ride into battle on a mount of some kind. Character mounts can range from the fairly common and straightforward, such as warhorses, giant wolves or a chariot of some kind, through to the rare and wonderful, such as colossal Dragons, clockwork steeds or bizarre Daemons. Many mounted character models are available, while occasionally Warhammer Armies books will include further options that you might wish to 'model up' yourself. As a general rule, character mounts are broken down into four types: • Cavalry • Monstrous Cavalry A High Elf Prince, riding a mighty Sun Dragon.

CHARACTERS

• Chariot • Monster

A character and his mount are treated as a single character model for all rules purposes, except as noted below.

CAVALRY A cavalry mount is the most straightforward thing a character can ride — this category includes things like horses (and their mechanical or undead equivalents), giant wolves, boars and other horse-sized or shaped steeds. As with the definition for the cavalry troop type, a cavalry mount's key definition lies in the fact that it has only a single Wound. Therefore, if a character is riding a mount with a single Wound, he is riding a cavalry mount. If a character has a cavalry mount, the whole model is treated as having the troop type 'cavalry' and follows all the rules for both characters and cavalry models.

MONSTROUS CAVALRY MOUNT Very rarely, a character will have the option to ride a monstrous beast. In this case, the whole model is treated as having the troop type 'monstrous cavalry' andfollows all the rules for both characters and monstrous cavalry models. It's worth noting (as the wording is rather similar) that the rules for Ridden Monsters do not apply to monstrous cavalry mounts — they are two distinct troop types.

CHARIOT MOUNT If a character has taken a chariot as a mount, the whole model is treated as having the troop type 'chariot' and follows all the rules for both characters and chariot models. Characters riding on chariots cannot join other units. A chariot mount otherwise follows all the rules for riddenmonsters (see below), save for the fact that a chariot does not need to take a Monster Reaction test if the character is slain.

RIDDEN MONSTERS Monsters are often employed as mounts for characters - an Orc Warboss could be riding a Wyvern perhaps, or an Elven Prince a mighty Dragon. If a character model is riding a monster, it does not use the rules for cavalry or monstrous cavalry, but rather those given here. If a character has a ridden monster, the whole model is treated as having the troop type monster and thus follows all the rules for both characters and monster models. A character on a ridden monster cannot join other units. Whilst a cavalry model is treated as a single modelfor the purposes of hitting and wounding, a character and his ridden monster can be attacked separately. As the battle goes on, the character mayfind himself unhorsed (well, unGriffoned, or un-Dragoned anyway) or the monster might have its rider slain from off its back.

RIDDEN MONSTERS AND SPECIAL RULES We assume that special rules that apply to a ridden monster do not normally also apply to character riding it and vice versa (with the same exceptions that apply to cavalry models, which are listed on page 82). Likewise, ridden monsters are still monsters, and benefit from the rules for monsters as well. RIDDEN MONSTERS AND ARMOUR SAVES Just as with regular cavalry, a ridden monster affords its rider an element of additional protection. A character on a ridden monster counts his armour save as being 1 point better than normal (see cavalry on page 82). SHOOTING AT RIDDEN MONSTERS As a single model, the monster and its rider are considered to be a single target. It is not possible to shoot specifically at either the rider or the mount unless the shooting model has the Sniper special rule (see page 75). Once you have established how many hits have been scored, you must apportion them between the rider and the monster. For each hit scored roll a D6: on a roll of 1-4 the monster has been hit. On a 5-6 the rider has been hit. If a monster has two or more riders (a very unusual combination) then on a result of 5 or 6, randomise any hits among the riders. Roll to wound the monster and rider as normal, remembering to roll the dice separately so you can tell the two sets of hits apart. Once you know how many wounds have been inflicted on the monster and the rider, they can each take any saves to which they are entitled. Templates If you use a weapon or spell that uses a template against a monster mount, both the riders and the mount are automatically hit if the monster's base is touched by the template (note that this includes bouncing cannonballs!). In the case of a stone thrower, which inflicts hits at two different Strengths, only one model will be hit at the higher Strength (assuming that model's base is under the centre of the template). Randomise, as for a shooting attack, to see whether one of the riders or the mount is unlucky enough to take the high-Strength hit. All other models are hit at the lower Strength value.

Riding High

Putting a character on a mount comes with all kinds of advantages: he gets a better armour save, increased movement and might even pick up somejuicy special rules from his steed (to say nothing of the particularly impressive attacks some ridden monsters can make). All these elements taken in combination can turn even a mediocre fighter into something your opponent will hate and fear, but heed a word of warning. The bigger your character's mount, the easier it will be for your foe to single him out with missile fire and spells. Cannons, in particular, are rather tasty in this regard -a single well-aimed shot can sweep away mount and rider in a heartbeat, so take care to keep your character as safe as possib from such contraptions.

Casualty!

MONSTER M O U N T S IN COMBAT The character and his ridden In close combat, the monster attacks using its monster will inevitably die at own characteristics, and the rider attacks different stages of the battle, separately using his characteristics. As the leaving you with the problem of how to represent the survivor monster and rider are likely to have different Initiative values, they might strike their blows at now that his comrade has suffered a messy death. different times. These attacks are worked out Sometimes your character modelentirely normally, one batch for the rider and one batch for the monster, against any enemies will not be glued onto his mount, so if he's slain first you in base contact with the model. can just remove him. However, as most of us glue our characters When it comes to attacking back, enemies in in place, this is not always base contact with the monster have two potential possible. In these circ*mstances, targets: the rider and the monster. The enemy I normally just make a note that the character has been slain, can choose to direct his attacks against either the leave the monster in place and rider or the monster, and can distribute attacks leave it at that. between them in any way he likes. The opposing Should the reverse happen (i.e.player must state how many attacks are against the character outlives his the monster and how many are against the rider mount) the character will before he rolls any dice, otherwise all attacks are revert to the rules for his troop assumed to be against the monster. type, normally infantry, and as he's not going to drag the slain corpse of the monster around the Attacks are worked out exactly as normal, and battlefield, you'll want a model the score required to hit will depend upon the on an infantry base to represent relative values of the monster or the rider's him. Some players specifically Weapon Skill and the attacker's Weapon Skill. paint a model to represent an unseated character in this manner. Others (of which I am one) refuse to embrace the idea that their monster is mortal, and therefore don't have an alternate version of the character. We end up using a representative (or 'proxy') model on the correct size base that is distinct enough to be recognised as the character in question). Either method is perfectly acceptable.

EXCESS WOUNDS If a character is slain and suffers more wounds than he has on his characteristic profile, excess wounds are discounted. They are not carried through onto the monster, nor onto a second rider if one is present, although they do count towards overkill in a challenge (see page 102 for details on challenges). Similarly, any excess wounds inflicted on the monster are discounted; they are not carried over onto therider, although they do count towards overkill in a challenge.

SLAIN RIDERS OR M O U N T S

Wounds must be recorded separately for the rider and his mount. If the mount is slain, the rider continuestofight on foot. If the rider is slain, the monster must immediately take a Monster Reaction test: take a Leadership test on the monster's own Ld. If the test is passed, the monsterfights on as normal. If the test is failed, roll a D6 and consult the Monster Reaction table. If a Stand and Shoot reaction kills the mount during a charge, the model is replaced by a foot version of the rider and attempts to complete the charge normally (i.e. using his own Movement value and special rules rather than the mount's). If it kills the rider, take the test for the monster and thenfinish the charge if possible.

MONSTER REACTION TABLE D6 Result 1-2 UH? Free of the will controlling it, the monster now has to think for itself and mightfind its presence on the battlefield extremely confusing. The monster fights on as normal, but is subject to Stupidity for the remainder of the game. 3-4

GRRRRR. The monster stops moving immediately, remaining where it is to guard the fallen body of its master. From this point onwards, the monster is Unbreakable. The monster will not move for the rest of the battle, except that it will always turn to face towards the closest enemy in its Movement phase and use any breath or other ranged weapon against the closest enemies withinrangeif possible. If the monster is engaged in close combat it willfight, but it will not pursue fleeing enemies.

5-6

RAAARGH! The monster is maddened by grief and rage at the death of its

master, or simplyrevertsto its feral instincts. The monsterfights on as normal, but is subject to Frenzy and Hatred of all enemiesfor therestof the game (it can never lose its Frenzy, even if defeated in combat) and will always charge the closest eligible enemy target

THE GENERAL Every army is led by a General, a heroic character to whom command of the various warriors, war machines and wizards has been entrusted (or who has seized control over the army by brute force or nefarious means). The General model is a miniature representation of you as the controlling player — he is your physical avatar upon the battlefield and the heart of your army. SELECTING THE GENERAL

The General is the character in your army with the highest Leadership. If more than one character share the highest Leadership value, you must choose which one is the General and tell your opponent before deploying your army.

INSPIRING PRESENCE

Warriors fight all the better under the stern gaze of their General, taking heart from his noble presence (or perhaps fearing his anger more than the blades of the enemy). Providing that the General is notfleeing, all friendly units within 12" use his Leadership instead of their own (so rally your Generalfirst!). Remember that a General with the Large Target rule (or who isridinga Large Target) has his Inspiring Presence range increased to 18".

black Orc Warboss

THE BATTLE STANDARD BEARER Armies often include a Battle Standard Bearer — a trusted warrior who holds aloft the General's personal heraldry. A Battle Standard Bearer is a rallying point for the army,from which friendly soldiers can take heart and draw strength. The Battle Standard Bearer Model

A Battle Standard Bearer is a heroic model carrying a particularly impressive banner, and it will be presented as an option in your Warhammer Armies book. The battle standard is carried by a character model and, 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 — other models cannot pick it up, even if they are in the same unit. As with other standard bearers, the battle standard bearer is automatically killed if heflees from combat — he dies on his feet, defending the precious standard to his last breath. Combat Result Bonus

Like a normal standard, a battle standard adds +1 combat resolution in a close combat if it is in afriendly unit. Unlike a normal standard, a battle standard adds this +1 even if another standard is present. If, by some unusual circ*mstance, there are two battle standards on the same side in the combat, you can only count the bonus for one (this might happen with allied armies, see page 136).

Hold Your Ground!

To represent the battle standard's steadying presence,friendly models within 12" of the Battle Standard Bearer re-roll failed Leadership tests of any kind, including Panic tests, Break tests, Fear tests, Rally tests and so on. This ability cannot be used if the Battle Standard Bearer is himself fleeing — no one takes heart from the sight of a coward. With this in mind, it's always best to attempt to rally your Battle Standard Bearer before you take other Rally tests, if you can.

WAR MACHINES War machines are mechanical constructions that hurl massive projectiles at the foe Bolt throwers, cannons and stone throwers are all war machines, and there are many other bizarre contraptions to be found in the Warhammer world. Split Profile War machines are very powerful and can vary greatly in form and function. For simplicity and War machines have two profiles, one for the war sanity, we therefore divide a war machine's rules machine itself, and one for the crew. into two parts. The first part of rules pertains to You always use the Movement, Weapon Skill the rules for the war machine troop type — essentially its chassis and crew — which apply to Ballistic Skill, Strength, Initiative, Attacks and Leadership of the crew. The Toughness of the all war machines. The second part consists of the rules for how each specific type war machine war machine is used against ranged attacks and the majority Toughness of the crew is used fires (and how it slaughters your foe). against close combat attacks. The crew's armour save (if any) is used against both ranged and As with all units, it's worth checking the Bestiary (in the Reference section) so you can be close combat attacks. A war machine's Wounds are always considered to be equal to the number sure which troops are classed as war machines. of remainingcrew models (which is stated in the war machine's entry) - the Wounds value on its Example war machine profile: profile is included only out of completeness. MWSBS S T W I A Ld Mortar - - - . 7 3 . . . Crewman 4 3 3 3 3 1 3 1 7 Characteristic Tests War machines automatically fail all characteristic tests, save for Toughness and Leadership tests. THE CREW A war machine unit comprises the machine itself, plus its crew. As the crew aren't really a combat unit, per se, we ignore them for most gaming purposes, treating the war machine itself as the extent of the unit. When the war machine suffers a wound, remove a crew model. Once all the crew have been removed, the war machine itself is removedfrom play. Similarly, if the war machine is removed as a casualty, all remaining crew are also removed. The crew are used only to indicate the remaining number of Wounds and the number of attacks the war machine can make in close combat, so players should simply arrange their crew in a pleasingly aesthetic fashion within 1" of the war machine. The crew cannot be charged, attacked or otherwise affected separatelyfrom their war machine — if they are found to be blocking movement or line of sight, the controlling player simply alters their position, just as you would for any other battlefield marker or counter.

Dwarf Cannon and crew

Empire Mortar and crew

THE WAR MACHINE War machine models do not normally have bases, and so the usual convention of measuring to the model's base cannot be used. When measuring to and from the war machine, measure to or from the body of the machine, by which we mean the closest part of the chassis, wheels or the weapon itself (ignore any spikes, piles of cannonballs, sprockets, banners and so on). There is one notable exception. When firing a war machine's weapon, ranges are measured from the muzzle of the gun (in the case of a cannon, volley gun or similar) or the crossbar (in the case of a stone thrower or similar catapult). If your war machine is particularly unusual and does not have any of these features, you should choose a suitable point from which you will measure all your shooting attacks, so long as you are consistent.

dramatic locations, such as a cannon in a wood or a mortar on top of a tower. It should not be seen as licence to deploy war machines in absurd locations, such as putting a stone thrower inside a roofed building, for example.

CHARGING A WAR MACHINE As a war machine does not have a base, units charging a war machine do not have to 'close the door' to align — they just have to complete the charge in such a manner that they are touching the war machine's body (as defined in 'The War Machine' above). The Goblins have charged so that they are touching the cannon and so canfight it in the ensuing combat.

MOVEMENT We assume that a war machine's crew are able to wheel or drag it short distances at a time. The war machine can move using the rules for lone models (see page 27). Use the crew's Movement characteristic to determine how far the war machine can move. Remember that all distances are measured from the war machine model itself — move the war machine and then place the crew within 1" of it. War machines can never charge or march: they're too ponderous for the latter, and the crew too keen for their own survival to attempt the former - and who wouldn't be if armed only with a sponge on a stick? If charged, a war machine can only choose to hold - even in mortal danger the crew are loathe to abandon their pride and joy. If forced to flee (because of a failed Break test, for example) the war machine is destroyed. In such cases we assume that the crew sabotage their war machine to prevent the enemy making use of it, before fleeing the battle with no intention of returning. War machines treat all terrain other than open ground and hills as impassable. That said, a war machine is permitted to deploy in a building or terrain, but if it does, it cannot move during the game except to pivot on the spot. It should be noted that this rule is intended to allow players to deploy their war machines in sensible and

SHOOTING AT WAR MACHINES When shooting at a war machine, resolve the attack as normal, using the Toughness value of the war machine — the crew are doubtless cowering behind their war machine, using its iron and timber hide to preserve their altogether more fragile ones. The crew's armour save is still used to attempt to prevent any wounds inflicted, as it is they that the attack is attempting to slay.

SHOOTING WITH WAR MACHINES Unless specified otherwise, all war machines weapons have the Move or Fire and Slow to Fire special rules. Each type of war machine weapon is fired differently, as described in its own set of rules. Line of sight is always taken from the chosen firing point (i.e. its muzzle or crossbar, in the same way as for its range) - before you fire the war machine, pivot it to face your chosen target (this doesn't count as moving). For war machine weapons that require Ballistic Skill, use the highest Ballistic Skill amongst the crew to resolve the shot. WAR MACHINES

109

WAR MACHINES IN CLOSE COMBAT War machine crews are not especially known for their valour, and will normally defend their machine from behind, beneath (or within) its frame. This is a valid defensive tactic, as there is a limit as to how many enemy warriors can physically crowd around a war machine. At the start of the Close Combat phase, before any blows are struck, the player whose unit(s) are attacking the war machine must choose six models who willfight in the combat (the assault party, if you will) - the rest cannot get close enough to land blows. Only six models can be chosen per war machine being fought, regardless of the number of units that arefighting. Obviously, some models are bigger than others, so monstrous infantry/cavalry/beasts each count as three models when selected tofight a war machine, while a monster (including any rider) counts asfive models.

The combat is otherwise resolved normally. In particular, casualties are taken from the 'back' of the unit as normal — models step up and join the fight in place of fallen comrades, assuming there are enough survivors to do so. When it comes time tofight, the war machine makes a number of attacks equal to the number of surviving crew models, using their Weapon Skill, Strength and Initiative. Enemy models strike at the war machine normally, resolving their attacks against the crew's Weapon Skill and Toughness. The crew can then take any saves to which they are entitled. A war machine does not have any flanks or a rear for the purposes of combat results. If a war machine manages to win its combat, it is not allowed to pursue and restrains pursuit automatically. The crew always hold their ground and continue the business of operating the machine. If the war machine loses the combat and fails its Break test it is destroyed.

WAR MACHINES AND PANIC All models chosen for thefight are considered to be in base contact with the war machine. Models that are in base contact with other enemies cannot be chosen to be part of a war machine's assault party — they're too busy fighting their more immediate foes.

WAR MACHINES

If a war machine fails a Panic test (due to friends being destroyed within 6" and so on) it does not flee. The crew dive for cover underneath their machine and cannot shoot in their next Shooting phase — this does not prevent the crew clearing jams or other misfire results.

BOLT THROWERS Bolt throwers are huge crossbows that shoot a spear-sized missile. A crew of two or more is required to wind back the powerful torsion arms and position the huge bolt ready for firing. Name Bolt Thrower

Range 48"

Strength Special Rules 6

Multiple Wounds (D3)

Bolt Throwers and Characters If the rank hit by the bolt is made entirely of characters and champions, or if the total number of rank andfile models in the unit is less than five, it will be necessary to randomise which model in the rank is hit.

Ignores armour saves* •Armour saves are not permitted against wounds caused by bolt throwers.

FIRING A BOLT THROWER Tofire a bolt thrower, select a target according to the normal rules for shooting. With the target chosen, roll to hit using the crew's Ballistic Skill, just as you would for a normal missile weapon. All the normal To Hit penalties apply to a shotfrom a bolt thrower — it is essentially just a massive crossbow, after all. If the shot misses, the bolt hits the ground or sails into the air, only to land harmlessly some distance awayfrom the target. If the shot hits, damage can then be resolved using the rules given below. Resolving Bolt Thrower Hits It the target is a unit of five or more ranked-up models, the bolt will always strike a regular trooper (as opposed to a champion or character in the unit) in the unit's first rank if the bolt thrower is in the unit's front arc, or the last rank if the bolt thrower is in the unit's rear arc. If the bolt thrower is in the target unit's flank, the target'sfiles count as ranks for the purposes of resolving the shot. The sheer mass of a bolt thrower shot means that it can hurtle through several ranks of troops, piercing each warrior in turn. If the shot hits, resolve damage against the target using the bolt thrower's full Strength of 6. If this model is slain, the bolt then hits one of the warriors in the rank behind, although it will have been robbed of a little force — this next warrior is hit with -1 Strength (normally Strength 5). If the second trooper is slain, a model in the next rank is hit at -2 Strength (normally Strength 4) and so on, until either the unit runs out of ranks or the bolt fails to slay a target (remember that all hits, at any Strength, inflict multiple wounds).

Up to five spearmen can be killed by the shot of this bolt thrower. The Strength that each rank is hit at is shown next to it.

CANNONS Cannons are devastating, if sometimes unpredictable, weapons whose manufacture is limited to few races. When they work, cannons can shatter the most determined enemy, slamming roundshot after roundshot into massed formations. However, cannons can go wrong. The black powder charge can fail to ignite, or explode prematurely. Worse, weaknesses in casting methods can leave minute cracks or other deficiencies, which lead to the cannon exploding when fired. There are two different kindsof cannon profile, representing the differing size and power of various cannons. Name

Range

Cannon

48"

Name

Range

Great Cannon

60"

Strength Special Rules 10 Multiple Wounds (D6) Strength Special Rules 10

Multiple Wounds(D6)

FIRING A CANNON Cannons do not use their crew's Ballistic Skill and instead rely on their crew's expertise in judging distance, elevation and the correct amount of black powder to propel the shot the desired distance.

CHOOSE TARGET Nominate a point within the war machine's line of sight and that is not outside the cannon's maximum range.Yourtarget does not have to be an enemy model; it can be a point on the ground if you wish. Remember that war machines are allowed to pivot in the Movement phase, the better to bring your chosen target into the weapon's line of sight. When choosing your target point, it's best to bear in mind that, unless something goes wrong, the cannonball will always overshoot by between 2" and 10", so you'd be well served to aim a few inches short of the enemy you wish to hit. Note that you are not allowed to make a cannon shot in such a way that it has a chance of hitting a friendly unit or an enemy unit that is engaged in close combat. When you have chosen your target, place a small coin or counter in the correct position as a reminder of where the shot is intended to land.

FIRE! Using your tape measure, extend a 'shot' line from the cannon's barrel all the way to your target point. Roll the artillery dice and extend the line away from the cannon the number of inches shown — this is where your cannonball strikes the ground (see diagram below). If you roll a misfire, something goes wrong when the cannon fires. You'll now need to roll on the Black Powder War Machine Misfire chart to discover the seriousness of the situation. Regardless of the result rolled, the cannon does not shoot this turn.

BOUNCE Assuming that the cannon did not misfire, then hopefully the cannonball will bounce straight forward and crush any targets in its path. To determine how far the cannonball bounces, roll the artillery dice again. If the result is a misfire then the cannonball does not bounce - it thuds into the ground and comes to rest Any model under the spot where the cannonball comes to rest is hit, see below for details of how to resolve the hit, but he is the only victim! Assuming you don't roll a misfire, then the cannonball bounces the distance rolled straight forward — extend your tape measure a distance equal to the roll of the dice. If the cannonball bounces into impassable terrain that would, in reality, stand in the way of the shot, such as a sheer cliff, it stops immediately.

WHO'S BEEN HIT? The bounce of the cannonball is treated exactly like a special kind of template, which we assume to be about the width of the cannonball itself. On most occasions, any model whose base is between the point where the cannonball first strikes the ground and where it eventually comes to land is hit automatically! However: • A maximum of one model per rank struck can be hit. If the cannon is in the target's flank, the target's files count as ranks. • If the cannonball bounces into a monstrous infantry/beast/cavalry or monster, that model suffers a hit. However, if the monster or monstrous infantry/beast/cavalry model is not slain, the sheer bulk of the creature robs the cannonball of all momentum and the shot travels no further. • If the cannonball bounces into an obstacle (see page 122) then that obstacle is destroyed, but the cannonball travels no further.

BLACK POWDER WAR MACHINE MISFIRE CHART D6 Result 1-2 Destroyed! The gun explodes with a thunderous noise. Shards of metal and woodfly in all directions, leaving a hole in the ground and a cloud of black acrid smoke. The war machine is destroyed. 3-4 Malfunction. The charge fails to ignite and the barrel must be emptied before the war machine canfire again. The war machine therefore cannotfire this turn or in the controlling player's next turn. Either turn the war machine model round or place a marker of some kind to indicate this. 5-6 May not Shoot. A minor error has occurred, perhaps the fuse was not properly set or the crewmen mishandled the loading procedure. The war machine is unharmed and can shoot as normal again in the controlling player's next turn.

The cannonball strikes the Wyvem, kills its rider, but not the monster, so the shot doesn't go through the Goblins behind.

GRAPESHOT Instead of firing normal shot, cannon crew can opt to fire grapeshot. They do this by loading the gun with rusty nails, handgun bullets and other small projectiles — effectively creating a huge blunderbuss. Same Grapeshot

Range Strength 12"

5

Special Rules Armour P i e r c i n g

The cannonball strikes the wall, destroying it, but travelling no further.

FIRING GRAPESHOT To fire grapeshot, select a target according to the normal rules for shooting. With the target chosen, roll an artillery dice to find out how many shots are fired. If the artillery dice result is a misfire, roll a D6 on the Black Powder War Machine Misfire chart to find out what has gone wrong. Assuming that a misfire did not occur, roll to hit the target with a number of shots equal to the number rolled on the artillery dice, resolving any successful hits using the grapeshot profile. WAR MACHINES

FIRE THROWERS Though its designs are many and varied, a fire thrower always consists of an airtight copperlined barrel and afluid chamberfilled with a sticky alchemical sludge - normally a mixture of sulphurous compounds, black powder and combustible oils. When triggered, the fire thrower sets loose a burst of these noxious chemicals, which immediately set light upon contact with the air, incinerating anyone unfortunate enough to be caught in the blast. Unless otherwise specified, afire thrower has the following profile: Name

Range

Fire Thrower

n/a

Strength Special Rules 5

Flaming Attacks

FIRING A FIRE THROWER Place the teardrop-shaped template with its narrow end touching thefire thrower barrel and the large end aimed at any target in line of sight. Roll the artillery dice and move the template directly forward the number of inches indicated — this is where the burst of flame lands. The template can overshoot a target, representing the crewfiring in too high an arc. All models underneath the template are hit automatically. Wounds caused by a fire thrower have the Flaming Attacks special rule. A unit suffering any casualties must take a Panic test. A misfire means the weapon does notfire - roll on the Black Powder War Machine Misfire chart (see page 113) tofind out what went wrong.

STONE THROWERS Stone throwers are destructive weapons that lob large rocks into the air, sending them crashing down into the enemy ranks. The largest stone throwers can hurl a projectile big enough to flatten monsters or knock down city walls.

If placed over an enemy unit, the hole in the middle of the template must be placed over a single model.

Unless otherwise specified, a stone thrower has the following profile: Name

Range

Stone Thrower 12-60"

Strength Special Rules 3(9)

Multiple Wounds (D6)

"You'll notice that a stone thrower has two Strength values, one of which is in brackets — don't worry about this for now.

FIRING A STONE THROWER Tofire a stone thrower, take the small round (3") template and place it anywhere completely within the war machine's line of sight, outside of the stone thrower's minimum range and within its maximum range. The template cannot be placed over friendly models, or enemy models from a unit that is engaged in combat, as the crew refuse to deliberately target their allies (although the shot Dwarf Grudgethrower might well go wide and hit friends by mistake as we'll discover later). Crew WAR MACHINES

SCATTER Once the template has been placed, roll for scatter using a scatter dice and an artillery dice. If a misfire is rolled on the artillery dice, something has gone wrong — roll on the Stone Thrower Misfire table to discover just what that is. Regardless of the result rolled, the stone thrower does not shoot this turn. Assuming that you didn't roll a misfire on the artillery dice, it's now time tofind out whether or not your shot was on target If a hit is rolled on the scatter dice, the shot has landed on target — any creaturefoolish or unlucky enough to be nearby is going to regret it very soon. In this case, we ignore the number shown on the artillery dice — the hit is all we need.

If an arrow is rolled, the shot has missed its original target and scatters off elsewhere. The full rules for scatter are given on page 9, but in summation: move the template a distance in inches equal to the result of the artillery dice, in the direction shown on the scatter dice. DAMAGE Regardless of whether or not your shot landed exactly where you intended, it's time to see who's been flattened by it. The model (if there is one) under the template's central hole is unlucky enough to be hit directly by the stone thrower's massive payload — he takes an automatic hit at the higher of the stone thrower's two Strengths (normally 9). If the template has scattered, there's a good chance the centre hole will lie over two or more models. Nonetheless, only one can be hit by the higher Strength, so select one randomly. Other models wholly or partially beneath the template avoid being clobbered by the main payload, but instead are showered by bits of loose rock and, after the payload has landed, fast-moving chunks of battlefield (and possibly bits of the warrior who took the full brunt of the shot). Such models are hit automatically at the stone thrower's lower Strength (normally 3). The stone thrower's Multiple Wounds (D6) special rule applies only to the high-Strength hit caused against the model under the template's central hole — unsaved wounds from the low Strength hit are not multiplied. This makes the stone thrower very good at disposing of enemy monsters and other resilient models as well as dealing horrendous damage to massed ranks of enemy warriors.

FIRING INDIRECTLY As a stone thrower lobs its shots in a high arc, it can be used to attack enemies that are hidden from its view. Such shots are inaccurate at best, as the stone thrower's crew essentially have to guess where their foe lies, working from fragmented and often unreliable information provided by other warriors. If you wish to fire indirectly, declare that you will do so before taking the stone thrower's shot. An indirect shot does not require line of sight, but is otherwise treated as a normal shot and has the usual requirements (the target needs to be in range and outside the minimum range of the stone thrower). An indirect shot is not as accurate as one where the crew can see their target. If an arrow is rolled on the scatter dice, resolve the scatter as normal. If however, you roll a Hit! on the scatter dice, the shot does not land on target (as would normally be the case) but merely scatters less — how much less depends greatly on the skill of the crew. You'll notice the Hit! symbol has a small arrow at the top of it — this indicates the direction of scatter for an indirect shot — the distance travelled is equal to the score shown on the artillery dice minus the crew's Ballistic Skill characteristic (to a minimum of zero!). Other than the aforementioned inaccuracy of the scatter, an indirect shot from a stone thrower is treated exactly according to the rules given for normal shots given above.

STONE THROWER MISFIRE CHART Result D6 1 Destroyed! The stone thrower cannot take the strain! Bits of wood and metalfly all around, the stone tumbles to the ground, crushing the war machine and throwing debris into the air. The war machine is destroyed. 2-3

Disabled. A freak occurrence disrupts the normal smooth operation of the stone thrower, and one of the crew has been caught in the firing mechanism — the stone thrower suffers a wound, with no armour saves allowed. This problem can only befixed by partially dismantling the war machine and so the stone thrower therefore cannot fire this turn or in the controlling player's next turn. Either turn the war machine around or place a marker of some kind to indicate this.

4-6

May not Shoot. A minor error has occurred, perhaps the stone was dropped or part of the machinery jams. The stone thrower is unharmed and can shoot as normal again in the controlling player's next turn.

WAR MACHINES

BATTLEFIELD TERRAIN A Warhammer battle can take place anywhere, on the edge of a town, amid cursed ruins, in the uttermost depths of a Dwarf hold, on the treacherous and frozen slopes of a mountain pass or even amid the upper minarets of an Elven city. The Fighting a Warhammer Battle chapter explains how to set up your battlefield. Here you will find the rules for the many types of terrain and building you can fight over.

TYPES OF TERRAIN In the Warhammer world, even something as familiar as a stone wall can offer all manner of possibilities. Granted, the wall might just be a boundary line of some kind — but there's probably more to it than that. It might be the remains of a mighty Bretonnian castle, warded against the Undead. Or it could be that the wall was made from stolen grave markers, and unquiet spirits linger nearby. Perhaps the wall is the remains of some calcified Daemon just waiting for a magical charge to bring it back to life. There are dozens upon dozens of possibilities, and that's just a wall.You'dbe hard-pressed to find something more ordinary in the normal run of things — but this is the Warhammer world, and almost nothing here is normal. Over the next few pages you'llfind some examples of terrain rules, covering the mundane through to the arcane. Many of the terrain pieces in the Warhammer range have specific rules that apply to them, and you'll find that whatever you have in your terrain collection there will be suitable rules here, or at least inspiration for devising your own. The rules for placing terrain pieces on your tabletop can be found on page 142.

OPEN GROUND

High Elf Champion

Open terrain is the most prevalent type of battlefield terrain and thus the 'default* setting — any terrain not specifically classed as something else is to be treated as open ground. All the rules as presented thus far assume that your game is being played on open terrain — grassy fields, sandy flats, sun-parched earth, and so on. It therefore doesn't affect the game, and we don't need to provide any further detail.

IMPASSABLE TERRAIN Impassable terrain covers those areas of the board that our warriors physically cannot enter as a matter of course, or to which they cannot seek entry without an immediate and probably messy death. Impassable terrain therefore covers such things as lavafields, deep lakes or chasms. Units cannot voluntarily enter, move or cross through impassable terrain — they must go around. Remember that units can flee through impassable terrain, although they will have to take Dangerous Terrain tests if they do so (see page 25 and opposite for details).

MYSTERIOUS TERRAIN

DANGEROUS TERRAIN

Not all terrain surrenders its secrets to a mere visual appraisal — sometimes the only way to find out its properties is to venture inside...

Some areas of terrain are incredibly treacherous and present a very real risk to life and limb. When a model marches, charges, flees, overruns or pursues into or through an area of dangerous terrain, it is called upon to take a Dangerous Terrain test — roll a D6. On a 2-6, the model successfully negotiates the dangers of the terrain and reaches its destination safe and sound. If a 1 is rolled, however, the model has suffered a terrible mishap and suffers a wound with no armour saves allowed.

The effect of a piece of mysterious terrain is not decided at the start of the battle. Instead, it is rolled for immediately when a model enters it (or is deployed within it). Once rolled for, the mysterious terrain feature is no longer quite so enigmatic — it retains that effect for the duration of the game. If the unit whose model has triggered the effects is moving under its own volition, it can decide to continue its move as normal or immediately stop, so that only the first model to enter is inside the terrain feature. On the other hand, if the unit is charging, fleeing, pursuing or subject to some kind of compulsory movement, it must complete its move — good luck to them!

A mounted warrior has many advantages over his footslogging comrades, but does risk being thrown from the saddle when riding at speed. A galloping horse can trip on a tree root, hurling the rider into a boulder, or can duck low under a branch, but alas not quite low enough for the rider... As such, cavalry, monstrous cavalry and chariots treat all terrain other than open ground as being dangerous terrain, as described above. A chariot that fails a Dangerous Terrain test suffers D6 Wounds instead of 1.

The Importance of Definition Always agree the types and boundaries of your gaming terrain with your opponent before the battle begins. This is perhaps obvious, but what can seem like a fairly unimportant detail at the start of the game can quickly become a matter of victory or defeat. A few minutes' discussion to cover what each piece of terrain represents will save a lot of potential confusion (and even arguments) as the game unfolds.

Defining the terrain on this board was straightforward. There are some Arcane Ruins (1) several small forests (2, 3 & 4), and one large forest (5) which has been made by pushing tw smaller forests together. Though there aren't any rules for a cave (6), we've chosen to treat i a Haunted Mansion. The board is completed by two buildings,, ruined but capable of holdin garrison (7 and 8), a length of wall (9) and a Wizard's Tower (10). On the following pages you canfind the rules for all of the terrain mentioned here.

HILLS Hills are natural outcrops of rock and earth. Few pieces of terrain are as strategically important as a hill. From its slopes your troops can rain missile fire down upon the foe, or form a battleline upon its crest. All hills use the rules given below.

HILLS AND MOVEMENT Unless otherwise stated, hills are treated as open ground. Amongst other things, this means that hills do not cause Dangerous Terrain tests in cavalry and other mounted models.

HILLS AND SHOOTING Models on a hill are more likely to be able to trace a line of sight past other models on a lower level, making hills practical vantage points for your missile troops (see page 10 for a reminder of how line of sight works).

ANVIL OF VAUL

The legends of Ulthuan tell that when the Daemons first broke into the world, the smith-god Vaul descended from the heavens. It is said that he travelled to every corner of the globe, raising stone anvils from the living rock upon which he crafted blades of great potency, which the Elves used to defend their realms. Though the weapons and their wielders have long since gone, many of the anvils remain. Mere proximity to an Anvil of Vaul bestows a warrior's weapons with incredible enchantment. Any unit within 6" of an Anvil of Vaul has both magical attacks and the Flaming Attacks special rule.

SCREE SLOPE

HILLS AND CLOSE COMBAT

The slopes of this hill are covered with loose shards and splinters of rock, making the going incredibly treacherous. Many approaches to Dwarf holds are flanked by such slopes, providing an extra layer to their defence.

Remember that if your unit charged and the majority of the models in the unit began the turn uphill from the enemy unit(s) that were charged, you receive +1 combat result.

Models charging, marching, fleeing, pursuing or overrunning up, down or through a scree slope must take a Dangerous Terrain test.

EXAMPLES OF HILLS

TEMPLE OF SKULLS

Hills have almost infinite variety. They can be different shapes, varied heights and composed of diverse materials.

There are many unholy sites dedicated to the worship of the Chaos Gods and this is but one of them. Ruin and war may have laid it waste, have scattered its trophies and tumbled its grim statues, but the gazes of the Dark Gods still rest upon its battered stones, hungrily seeking a new champion to bend to their perverse amusem*nts... At the beginning of each player turn, any character or champion on the Temple of Skulls can choose to embrace the favour of the Chaos Gods. If he does, roll a D6. On a roll of 2-6, one randomly chosen characteristic increases by D3 points. On a 1, the Chaos Gods take his soul (or his purehearted comrades turn on him) — remove the model as a casualty with no saves of any kind allowed.

A Chaos Sorcerer and an Empire Captain flue one another atop the Temple of Skulls — will one of them call upon the Chaos Gods for aid? BATTLEFIELD TERRAIN

FORESTS Forests are excellent places for troops to lurk in ambush — the choking foliage offers a great deal of protection against missile fire. All forests and woods use the rules given below. FORESTS AND MOVEMENT If a cavalry, monstrous cavalry or chariot model marches, charges, overruns,flees or pursues through a forest, it must take a Dangerous Terrain test (page 117). Models with the Flyer special rule that begin or end aflying move in a forest must take a Dangerous Terrain test. FORESTS AND SHOOTING A unit in a forest counts as being in soft cover (see page 41) provided that the majority of its models are within the forest. Similarly, if a model in a shooting unit has to trace its line of fire through a forest (because it's shooting at a target beyond the forest), then the target benefits from soft cover. This applies even if during the game you rearranged a forest's trees around a unit, or even removed them — just imagine the trees are still in their original position. This penalty does not apply if the shooting model is drawing a line of sight out of a forest it is in. FORESTS AND CLOSE COMBAT It is difficult to form tight ranks when fighting in a forest. A unit with the majority of its models fighting in a forest can therefore never be steadfast (unless it is Stubborn.) On the other hand, units of Skirmishers (and lone infantry characters) are always Stubborn if the majority of their models is in a forest - light troops excel in the uneven terrain of woodland.

MYSTERIOUS FORESTS Forests are mysterious terrain — who knows what hellspawn lurks in there? As soon as a unit enters (or deploys in) the forest, roll to determine what sort of forest it be. D6 1 It's an 'ordinary' forest. Phew! 2 Abyssal Wood. 3 Blood Forest. 4 Fungus Forest. 5 Venom Thicket. 6 Wildwood.

ABYSSAL WOOD A cloud of malice lies over this wood provoking irrational fears and dark imaginings in the minds of those that enter. A unit with the majority of its models within an Abyssal Wood causes Fear. BLOOD FOREST Though these trees slumber fitfully through the cycles of the world nearby use of magic infuses them with bloodlust... Whenever a spell is successfully cast by (or at) a model in a blood forest, all units wholly or partially within it suffer D6 Strength 4 hits as the trees go into a feeding frenzy. When any hits have been resolved, the Blood Forest moves 2D6" in a random direction, moving around any intervening terrain features by the shortest route. This does not move the models that were in the Blood Forest, it simply 'walks' off, and leaves them behind. FUNGUS FOREST These trees are infested by a chromatic array of mushrooms. It's best not to breathe in too deeply... Any unit at least partially within the Fungus Forest is subject to the rules for Stupidity. Any Goblin unit at least partially within the Fungus Forest is also Stubborn. VENOM THICKET Poisonous creatures abound within. Provided you do not succumb to it first, their venom can be used against the foe. Any model in a Venom Thicket has the Poisoned Attacks special rule (applies to close combat attacks only). However, any model moving through a Venom Thicket must take a Dangerous Terrain test, to represent their attempt to fend off the venomous critters within. WILDWOOD To walk beneath the twisted boughs of a Wildwood is folly indeed, for the trees are wrathful. Roll for any unit at least partially within the Wildwood at the end of the Movement phase. On a 4 + , the unit suffers D6 Strength 4 hits.

Forest Goblin Spider Rider

RIVERS The reassuring and impeding flow of a river can help an army protect its flank or otherwise slow the enemy advance. Launching an assault across a river is no easy task, and often the fords, bridges and other crossing points become crucial objectives for the opposing armies. All rivers use the rules given below.

BOILING FLOOD This river's waters are boiling with incredible fury — it's best to cross quickly, lest you never leave the river at all. Any model at least partially in the boiling flood at the end of any turn suffers a Strength 4 hit with no armour saves allowed. Models that are immune to Flaming Attacks do not suffer from this effect.

RIVERS AND MOVEMENT

River Troll

The crushing weight of the water makes it impossible to march through a river. Movement is otherwise unaffected. RIVERS AND COMBAT River make for very treacherous footing and, as such, are about the last place a ranked-up unit wants to conduct its battles. A unit at least partially in a river can never be steadfast (unless they are Stubborn). Additionally, units even partially in a river cannot claim rank bonus. BRIDGES AND OTHER CROSSINGS Most rivers have at least one place at which they can be crossed, such as a bridge or a ford. Such crossing points should normally be treated as open terrain, but only if the unit attempting to use the crossing point is in a narrow enough formation to fit across, otherwise treat the entire unit as being in the river! Whether or not a unit is narrow enough will normally be fairly clear.

MYSTERIOUS RIVERS Rivers are mysterious terrain - it might look like water, but is it really? As soon as a unit enters or deploys in the river, roll on the following table to determine what it has put its collective feet in. D6 Even though the rules presented 1 It's probably just a normal river. here refer to rivers, they can Don't drink the water though. also be used for other shallow 2 Boiling Flood. water features that might 3 Necrotic Ooze. appear on your battlefield, such as lakes, ponds or the tidal 4 Raging Torrent. plains of a flat coastline. 5 River of Blood. 6 River of Light. For example, you could model the forbidden Lac Sanguinais in Bretonnia, whose shores use the rules for the River of Blood, or allow your models to wade through the choppy water on a coastal gaming board, using the Raging Torrent rules to represent the surf.

Not only rivers...

BATTLEFIELD TERRAIN

NECROTIC OOZE Only the stench of this thick and lifeless sludge can compete with its toxic virulence. Those crossing this river had best hold their breath. Necrotic ooze counts as dangerous terrain for all models. Additionally, a unit that moves through necrotic ooze gains the Poisoned Attacks special rule until the end of the following player turn, so vile are the waters that cling to their blades. RAGING TORRENT The icy rivers of the high mountains run dear, pure and very swift indeed. A raging torrent is dangerous terrain. However, such are the invigorating effects of the icy waters that any models that are in the river (or left the river earlier in the turn) have + 3 Initiative. RIVER OF BLOOD When the rivers of the world turn to blood it is a sign that Khorne has regained ascendancy at the head of the unholy pantheon of the Realm of Chaos. The time of the Blood God has come! A unit that moves or charges through a River of Blood is counted as causing Fear until the end of the following player turn, so ghastly is their blood-slicked appearance. RIVER O F LIGHT This is no mere river, but a swirling and seething mass of Light Magic. When a unit enters a River of Light, it is immediately the target of a randomly chosen Light Magic spell (see the Reference section). The spell is automatically cast and cannot be dispelled. If the spell has a choice of different casting values, it is assumed to be cast at the lower value.

MARSHLAND A battle in a marsh can easily end in disaster — the footing is unstable, the mud clings to weapons and as many warriors drown as are hacked apart by the foe. Marshes are therefore best employed as traps to suck your enemy into, rather than bastions from which to fight. All marshland use the rules given below.

MARSHLAND AND MOVEMENT Marshland is dangerous terrain for all units, other than those with the Skirmish special rule. Cavalry, monstrous cavalry and chariots that enter marshlandfoil their Dangerous Terrain tests on a 1 or 2, rather than a 1.

EXAMPLES OF MARSHLAND Although all marshland is dangerous, its nature (and degree of the peril) can vary greatly.

KHEMRIAN QUICKSAND The burning desert hides a multitude of traps. Many an unwary warrior has been sucked to his death by the shifting sands of Khemri — the larger the victim, the more certain the fate. A monster, monstrous infantry or monstrous cavalry model that fails its dangerous terrain test for Khemrian Quicksand is removed as a casualty with no saves of any kind allowed.

MIST-WREATHED SWAMP The vapours of this swamp hang in the chill air, hiding those within from the gaze of their enemy. Yet who knows what horrors lurk within the mist, just waiting to pounce? If the majority of a unit's models are wholly within a mist-wreathed swamp, the unit counts as being in hard cover.

However, at the end of each Movement phase, the unit must pass an Initiative test, or have D6 Raw magical power of the lifewind Ghyran bubbles models dragged to their doom by the monstrous through the waters of this marsh. Fimir lurking in the mist (the victims are selected in the same manner as the allocation of Any unit with the majority of its models within shooting hits). the mere has Regeneration (6+).

EARTHBLOOD MERE

Dwarf treasure-hunters risk the wrath of the Tomb Kings in order to seize the secrets of the Nehekharan Sphynx!

OBSTACLES

Over the Hedge When you're fighting a combat over a wall or hedge, you'll This category covers all long and narrow terrain OBSTACLES AND COMBAT have to apply a little gumption If one of your units is charging an enemy who types, such as fences, walls and hedges. in order to work out which is touching the other side of an obstacle, the models canfight, and who they obstacle counts as 'defended'. Measure the can strike blows against. TheAll obstacles use the rules given below. reason? Well, as your two units charge distance to the obstacle, rather than the aren't actually in base contact, enemy unit. Similarly, if the charge is OBSTACLES AND MOVEMENT it's not always easy to tell what successful, move your unit into contact with the If a cavalry, monstrous cavalry or chariot the base contact would be if the obstacle rather than the unit itself. model marches, charges, flees, pursues or wall weren't there. The overruns over an obstacle, or charges an solution? Well, if the wall isn't glued down to the battlefield, enemy on the other side of an obstacle, it must Essentially, we assume the enemy push forward then you can just whisk it awaytake a Dangerous Terrain test (see page 117). to fight over the obstacle — your models count for a moment and push the two as being in base contact with the enemy behind units into true base contact to the obstacle, as if it wasn't there, and must resolve the issue. Once you Obstacles do not otherwise impede movement. know who's fighting, put the If a unit ends its move with some of its ranks or charge in such a way as to maximise the number units and the wall back in their files on different sides of the obstacle, simply of models from both sides that canfight, using original positions, and have at it place the models appropriately on both sides of the normal rules for charging that are presented once more! the obstacle — the unit suffers no ill-effects. on page 20. OBSTACLES AS COVER An obstacle offers a greater measure of protection against missilefire to models hiding behind it. If afirer is shooting at a model that is behind an obstacle and in base contact with it, the target model counts as in cover (of the appropriate type), regardless of how much of it is visible above the obstacle. We assume that the warrior takes shelter behind the obstacle. When firing against a unit, the majority of its models must be behind the obstacle in order to benefit from this additional protection.

To represent the formidable defensive position offered by the obstacle, any models from a charging unit that are in base contact with an obstacle (or are providing supporting attacks for a model in base contact) will suffer penalties depending on the type of obstacle. This modifier only applies when the unit charges, not in subsequent rounds of the combat

If the charged unit is not in contact with the obstacle, treat it just as you would for the purposes of movement. If there isn't room for a a rank of charging models tofit between the Firing models that are themselves in base obstacle and the charged unit, it is perfectly contact with an obstacle may ignore it for the acceptable to remove the obstacle whilst the purposes of line of sight, just as if the obstacle combat goes on (put it back again as soon was not there — they will lean over it as they fire. as possible).

EXAMPLES OF OBSTACLES

GHOST FENCE

A Ghost Fence is a barrier with little physical substance — merely a series of poles or posts upon which are hung accursed fetishes and totems to which daemonic or Undead spirits have been bound with forbidden spells. Only a brave or BLAZING BARRICADE foolish warrior crosses a ghost fence without good The original blazing barricades were magical cause — or without powerful protective wards. obstacles called into existence by High Elf mages as they fought far survival during the initial daemonicGhost Fences are obstacles that grant soft invasions. Though that was now thousands of years cover to units behind them. A unit that is ago, the magic that created the blazing barricades defending a Ghost Fence causes Fear in the first round of any close combat. still dwells within the ground. Here are a few examples of obstacles you can use in your Warhammer games — this is by no means a definitive list, but should prove a fertile starting pointfor your own imagination.

Blazing barricades grant soft cover to units behind them. If a unit completes a charge against a defended blazing barricade, it immediately suffers one Strength 4 hit on each of its models in contact with the obstacle.

WALL

Walls are a common sight, serving as boundaries between fields, estates and even burial sites. Though such a wall is seldom more than chestheight, it makes for an incredibly effective impromptu defensive position, and can save the BLESSED BULWARK warriors sheltering in its lee from otherwise It is common practice in the Empire for a Warriorfatal encounters with arrows, crossbow bolts Priest to bless any wall which might have to serve and in buckshot. the battle against the foul creatures of Chaos. Such enchantment lingers on long after it takes root, and Walls are obstacles that grant hard cover to even endures through the destruction of the wall units behind them, and a -1 To Hit modifier to itself Many farming fields and fortress walls in the charging models in base contact with them. Empire are bounded by walls constructed of stolen fragments from the blessed bulwarks, and retain a portion of that power. Blessed bulwarks are obstacles that grant hard cover to units behind them, and a -1 To Hit modifier to charging models in base contact with them. In addition to this, models from the Forces of Destruction (see the Allies chapter on page 136) that are in base contact with the obstacle must halve their Initiative.

FENCE Fences are gnarled and twisted constructions of wood and lath. Though fences are chiefly designed to keep herd animals in a particular location, determined warriors can also use a fence as a rough bulwark in order to keep enemies out! Fences are obstacles that grant soft cover to units behind them, and a -1 To Hit modifier to charging models in base contact with them.

Thousands of years of struggle and conquest have left the Warhammer world strewn with mystical relics, monuments and ruins. A battle will often be fought for the control or the defence of such a place, and for the awesome power it commands. This is essentially a catch-all category for things that don't fit comfortably in other sections. Mystical Monuments are best treated as impassable terrain for the purposes of movement. Particularly large or complex Mystical Monuments might be made up of several terrain elements, such as hills or obstacles (see pages 118 and 122 for details).

EXAMPLES OF MYSTICAL MONUMENTS As with the arcane architecture that follows later, the sky really is the limit for Mystical Monuments. Who knows what mighty magical constructs await discovery by your armies?

ARCANE RUINS

The stones of fallen temples still resonate magical energy centuries after their final c crumbled to dust. Any wizard within 6" of an arcane ruin can choose to roll up to four dice when channeling rather than one. However, if three or more dice come up as 6s, the wizard must immediately roll on the Miscast table.

BANE STONE Not even the most learned of scholars knows origins of the Bane Stones. Some folk maint the Beastmen raised them in tribute to their blasphemous gods, others that they are jagged of magic made manifest through careless so Whatever the truth, to battle in a Bane Sum's shadow is to invite swift death, for the stones hungry and fresh souls are their food. Hits made against units within 6" of a Bane Stone have a +1 bonus to wound.

ALTAR OF KHAINE PIT Though his worship is now relegated chieflyCHARNEL to the In a world chill land of Naggaroth, many altars consecrated to of unremitting war, a decent buria granted to only the luckiest, for the the Elven god of murder remain throughoutsomething the remainder, world. Warriors whofight in Khaine's shadow do so eternal repose begins in a mass gra with enough stones atop to deter wild beasts, a with bloodlust awakened in their souls. enough icons to draw down the blessings of va All units within 6" of an Altar of Khaine are gods of the dead. Alas, most such charnel pits subject to the rules for Frenzy — as soon as a Necromancers and other dark sorcerers like, w unit moves out of range, the Frenzy is lost. vultures to carrion. By the time these foul folk h finished with the pit's contents, it is sure to be more than a blood-slicked pit, strewn with body p and a lingering unholy taint that instills fear in but the bravest warriors. All units within 6" of the charnel pit suffer a -1 penalty to their Leadership. Undead units within 6" of the charnel pit have the Regeneration (6+) special rule to represent their easy access to replacement parts.

ELVEN WAYSTONE SORCEROUS PORTAL There art countless Elven Waystones scattered A sorcerous portal is prone to appear where certain contours of hill and valley funnel the Winds of Magic throughout the world, ancient monuments to the once unexpected ways. Many are caged and harnessed globe-spanning glory of the children of Ulthuan. inYet by ambitious sorcerers, but wood and stone cannot these towering edifices are more than mere markers of a sundered past. It is through the Waystones that easily the contain raw magic. Elves siphon excess magical energy from the world startstone's of the Magic phase, after power and A learned enough wizard can tap intoAt thetheWay dispel dice have been generated, but before magical current and thus purloin its energies for his spells are cast, the sorcerous portal belches forth awn use. energy in the form of a spell. Roll 2D6 on the table below each time to see what spell is cast. Any Wizard within 6" of an Elven Waystone adds +1 to his channelling attempts. 2-4 Soulblight (Lore of Death) 5-6 Wyssan's Wildform (Lore of Beasts) IDOL OF GORK 7 Plague of Rust (Lore of Metal) (OR POSSIBLY MORK) 8-9 The Speed of Light (Lore of Light) Prior to a great battle, Orcs raise crude idols of their 10-12 Fireball (Lore of Fire) brutish gods so that their deities might find amusem*nt in the forthcoming destruction. Many of these idols are crafted from mud and dung, and The so spell does not need line of sight, always targets the closest unit (regardless of range, if are quickly worn away by the elements. Some, the unit is in combat and so on), is automatically though, are roughly hewn from boulders or the cast and cannot be dispelled. If the spell has a defaced statues of other races. These can stand against choice of casting values, it is assumed to be cast the weather for centuries, allowing Mork (or possibly at the lower value. Gork) an uninterrupted grandstand view of the passing centuries' carnage. WYRDING WELL Any warriors fighting under the grim gaze of It is said that Wyrding Wells are set upon sites Mork (or possibly Gork) are infused with the where the blood of the world bubbles to the surface. greenskin gods' lust for battle. Units that start This amber liquid has magical, if unpredictable, the turn within 6" of the Idol can re-roll a failed properties and is a prized ingredient in many potions charge distance roll. and elixirs. Providing it is not in combat, a unit within 3" MAGIC CIRCLE can drink from the well at the end of its Ancient mannish ruins, raised to empower primitive Movement phase. Roll a D6 on the following rites, magic circles can dissipate harmful sorcery and table to discover the outcome of the unit's offer protection to those nearby. incautious imbibing: Units within 6" of the Magic Circle have the Magical Poisoning. Models in the unit 1 Magic Resistance (2) special rule. cannot make any voluntary action (including shooting, casting spells, SINISTER STATUE channelling, using magic items and so Witless watchmen, set to stand sentinel over secret on) until the start of the following turn, shrines by an ancient and unknown force, these whilst copious vomiting ensues. sinister statues take exception to interlopers in a most 2-4 Ailments Banished. The unit immediately forceful fashion. recovers 2D6 wounds' worth of models, as described for the Lore of Life Regrowth At the start of each player turn, roll a dice for spell (see the Reference section). every unit within 6" of the Sinister Statue. 5-6 The Gift of Oblivion. The coursing earthblood erases all fear and sensation On a 4 or more, nothing happens - the statue from the minds of the drinkers. The either doesn't notice the unit, or recognises it as unit is subject to the rules for Stupidity an ally of its forgotten master. On a 1-3, beams and is Unbreakable for the remainder of of light blaze out of its stone eyes — the unit the game. suffers D6 Strength 4 hits.

High Elf Mage

BUILDINGS Buildings are, without doubt, amongst the most BUILDINGS AND important pieces of terrain on a battlefield. They offer MOVEMENT substantial protection to those inside, are a goodFor the most part, buildings act as impassable vantage point for models that can make ranged terrain (the rules for which were given earlier in attacks. Warriors firmly ensconced in a building this can chapter). That said, we do allow units to only be driven out by a determined assault. enter buildings and 'garrison' them. This might As with other terrain elements, players should identify at the start of the game all pieces of terrain for which they are going to make use of the buildings rules given here. This is important, as during the game these rules may give a clear advantage to some units. As with any terrain pieces, a small amount of common sense will go a long way when dealing with buildings. Players may agree to treat some buildings as impassable (very small ones, or those with a strange shape, for example). Similarly, players may want to divide very large buildings into several parts, each of which counts as a separate building for the purposes of the following rules. We'll discuss that in a little more detail later - for the moment, let's take a look at the overall rules for buildings.

seem a bit strange, but it's nice and clear in terms of rules. Basically, we don't want units moving through a building as if it were not there, and nor do we want them 'sitting' on top of it. If it's a building and you're a unit, you're either garrisoning, or not in contact with it nice and clear.

GARRISONING A BUILDING A unit can enter and garrison an unoccupied building if it can move into base contact with the building during the Movement phase. Some units simply cannot enter buildings - the members of the regiment are just too big unless differently specified, only infantry, monstrous infantry, war beasts, monstrous beasts and swarms can garrison a building. Remember that war machines can also be deployed in buildings, as explained on page 109. Units cannot garrison a building in the same turn in which they have marched swiftly getting a formation of ranked up troops into a building is not easy. When a unit garrisons a building, you'll normally find that there's not enough room for the models in or on the structure (or that placing them in the building just looks silly). It's perfectly acceptable to place a representative model from the unit in, on or next to the building to remind you that the unit is inside (standard bearers are the best for this!), and place the rest of the unit aside from the battlefield. The main thing you're trying to achieve is to leave a recognisable reminder as to the building's occupants for both you and your opponent as the game goes on.

ONLY ROOM FOR ONE Each building can hold a single unit of any size and any characters that have joined it - once garrisoned, no other units can enter the structure unless the previous tenants have left (or been driven out). Note that characters can join a garrison unit by moving into base contact with the building.

ABANDONING A BUILDING

SHOOTING AT A GARRISON UNIT

A garrison unit can exit a building in their Remaining Moves sub-phase, though not in the same turn that it garrisoned the structure. Place the unit in any desired formation, with at least one model in its rear rank touching the building. No model in the unit may be placed more than twice its normal Movement distancefrom the building. The unit may not move any further in a turn that it exits a building — it's too busy reordering its battle formation. This is the only way a garrison can voluntarily leave a building — it cannot charge out of a building, for example.

Enemy models can shoot at the building's garrison, provided that they can trace line of sight to the building and that it lies within their forward arc. Naturally, we assume that the building itself provides a certain amount of protection, so we treat the garrison as being in hard cover — shots are otherwise resolved normally. Note that the garrison unit is considered to be too spread out to be affected normally by attacks that can affect multiple ranks, such as bolt throwers — shooting attacks of this nature will only hit one model.

A unit that is Frenzied, or is otherwise forced to charge, still cannot do so if it is in a building — it must instead exit the building as close as possible to the enemy instead of charging.

TEMPLATE WEAPONS

BUILDINGS AND MAGIC Buildings do not offer any additional protection against magic missiles, spells that affect the entire unit, that target individual models, etc. Spells that use templates and damage inflicted by Miscasts will follow the rules given later for templates, hitting D6 models. Wizards inside a building may cast spells as normal following the rules for line of sight and range given below.

BUILDINGS AND SHOOTING Most buildings can easily be pressed into service as impromptufirebases. Most have plenty of windows, doors or otherwise gaping holes in the structure through which a warrior can poke a crossbow or other such ranged weapons. Even if there aren't any pre-existing firepoints in a building, the garrison can normally knock their own loopholes in the wall as needed. A garrison unit can shoot in the Shooting phase, tracing line of sight from any point on the building. The forward arc of the garrison unit is assumed to be 360 degrees (i.e. all around) so we don't need to worry about that either. The range for a garrison's shooting attacks is always measured from the closest point of the building.

FIVE PER FLOOR When a garrison unit shoots, there are only so many vantage points to shoot from. We normally assume onlyfive models can shoot perfloor of the building, although you may want to agree a different number with your opponent before the game begins.

fust how many can we fit in here?

You'll notice that the rules do not place a limit on the number of models that can fit in a particular building. This is quite deliberate — remember that a garrison does not have to look like it's capable of fitting in a building -some of the warriors could be in a basem*nt, or standing guard outside.

Weapons that use a template, such as a stone thrower or cannon, inflict D6 hits on any unit in a building that is touched by the template. If a building is hit by a stone thrower, these hits are resolved at the higher Strength only if the centre of the template lies over the building, otherwise the lower Strength is used instead. For example, a building is hit by a cannonball. The unit inside suffers D6 Strength 10 hits. As the cannon has the Multiple Wounds (D6) special rule, all unsaved wounds will multiply to D6.

ASSAULTING A BUILDING The only way to take an occupied building is by the bloody tactic of storming in with one of your units. This is called an assault. Each occupied building may be assaulted by a single unit during each Movement phase. The assaulting unit must declare a charge against the unit in the building. There can be no multiple assault charges against a building, as the assaulting unit is imagined to surround it. If multiple units are forced to declare a charge against an enemyoccupied building, only one can complete the charge — the controlling player decides which one will do so after rolling the charge distances. The other units automatically fail their charges. An assault charge is resolved just as if the building were the target unit. If the unit's charge distance is equal to or greater than the distance to the building, it is successful, otherwise the charge is failed as normal. A unit that is assaulting the building is not allowed to charge another target at the same time — it must wheel to bring as many models as possible into contact with the building and close the door in such a manner that it does not contact any enemy units when the charge is completed.

CHARGE REACTIONS A garrison unit can only choose to Hold or Stand and Shoot, it cannot choose to Flee! - it would take far longer for the garrison to exit the building than for the enemy toflow around the sides and run the garrison down. Even a failed Terror test will not exhort a garrison to Flee! — it's better to face a mind-numbing peril with four solid walls around you! Accordingly, a garrison that fails its Terror test does notflee as normal, but is forced to Hold. It does, however, count as having automatically failed its Fear test at the start of the ensuing round of combat.

Allocating attacks

Blows are struck in Initiative order as normal and, unless the player specifies otherwise, are directed against any rank-and-file models involved in the assault. If characters, champions, or other models that can normally be singled out if they are in base contact are involved in the assault, then up to half the enemy models can choose to attack them (as often such heroes will be performing derring-do in the thick of fighting, at doorways or atop stairwells).

Note that casualties are takenfrom the 'back* of the unit as normal. If one side suffers casualties before itfights, extra models are assumed to step FIGHTING THE ASSAULT up and join the assault party in place of fallen An assault isn't resolved in the same manner as a comrades, assuming there are enough survivors regular combat, as the two units involved are not to do so. So ten models will always get to fight, in base contact with one another. Rather, we assuming there are enough left to do so! assume that a swirling melee takes place around the building's door, windows and other entryways, with the best fighters from either side pushing their way forwards into the fray. It's hard to maintain the impetus of a charge in a confined area, so models assaulting a building lose all charging bonuses. This means, for instance, that they do not receive the normal +1 combat result, gain no bonuses for lances and similar weapons, and do not make Impact Hits. Who Can Strike? At the start of the Close Combat phase, before any blows are struck, both players choose ten modelsfrom their unit to form the courageous assault party that willfight in the assault (if the unit numbers less than ten, there is no choice!). Most of the time this will mean ten identical warriors, or at least nine warriors and the unit champion, will form the assault party on each side in the assault, but where there are characters in one or both the units, this selection becomes very important. When it makes a difference, players should roll off to determine which side picks his assault party first.

Challenges A single challenge may be issued and accepted as normal, but only models chosen as part of the two sides' assault parties can issue, accept and refuse challenges — you can't use the challenge to increase the number of models fighting. Special Attacks For special attacks (such as stomps) and items that affect models in base contact, a model fighting in a building is assumed to be in base contact with one enemy model nominated by the enemy player unlessfighting in a challenge, of course, in which case they are in contact with the model they are fighting!

COMBAT RESOLUTION The victor of an assault is calculated asfor a normal close combat, however combat result We is Bigger dan Dem... points can only be scored by inflicting wounds As we limit the number of models due to a lack (including overkill wounds scored in a of space brought on by the cramped challenge, if there are any). Standards, ranks, surroundings of a building, it would be unfair to flank and rear bonuses, and so on do not apply allow, say, ten Ogres to attack in the same space (the last two primarily because a unit in a as ten Goblins. Therefore, monstrous building cannot really be said to have a flank or infantry / cavalry/beasts models each count as rear). A musician will still win a drawn combat, three models when selected for a assault party, however (he spurs his fellows on to greater and a monster (including any riders) counts as efforts). Otherwise, the close combat result is five models. Lizardman Temple Guard based purely on casualties.

Defender Loses If the attacker wins, the defender must take a Break test. Note that units garrisoning buildings are always considered steadfast. If the defender fails the Break test, then the garrison unit is placed outside, directly opposite the assaulting unit, as described for a unit abandoning a building (see page 127). If this cannot be done, place it as near as possible to this position. It then makes its fleeing move as normal. The attacker cannot pursue, but can enter the building if its controlling player wishes (and is of a troop type that is permitted to enter the building). If the unit does not enter the building it is moved directly backwards 1".

The assaulting unit does not have to take a Break test if the combat was lost. The warriors in the attacking unit know full well that the garrison cannot run them down if the combat goes poorly and automatically retreat in good order with no chance of a rout.

BUILDINGS AND PANIC Units garrisoning buildings take Panic tests normally — measure distances to the edge of the building. If the test is failed, they flee as described for units that break from combat. In the same way, a unit that breaks from combat in a building, is destroyed while garrisoning a building, and so on. can trigger Panic tests in friendly units as normal.

MULTIPART BUILDINGS Other outcomes If the garrison doesn't flee the building, either because they've held the attacker to a draw or beaten them, or have lost the combat but passed their Break test, then the attacker must withdraw from the assault, and is nudged directly backward 1". The close combat ends, and the attacker must launch a new assault next turn if he wishes another attempt at driving the garrison out.

The rules given here assume that your building is of a fairly small size (less than 6" x 6") and composed of a fairly hom*ogenous structure (i.e. is made out of the same kinds of materials). None of this is to say that you can't use bigger or more complicated buildings in your games, but you'll probably want to break them down into several sections, each to be treated as its own building, which can be occupied and assaulted separately.

The fortified manor below is a large and impressive building and will certainly require defining before the game begins. We've decided to split it into the following sections: Using their appearance as a guide, the various obstacles are treated as walls (1), fences (2) and Blessed Bulwarks (3), as detailed on page 123. The tower (4) is treated as one building, whilst the great hall (5) is treated as another. Furthermore, we've decided that a garrison in one of the manor sections is allowed to launch an assault against a different section, even though that would not normally be allowed. Naturally, such a fight would require a certain amount of cooperation between the players — there's no real way of placing the models, so it might become a little abstract but it'd be great fun!

ARCANE ARCHITECTURE GRAIL CHAPEL

Buildings of great power or importance are plentiful in the Warhammer world. Sometimes, this prominence comes from the magical nature of the place, at others, it comes from the resonance and sanctity awoken in the hearts of its defenders. Regardless, a battle fought over such a building will be a slaughter indeed.

Grail Chapels can be found throughout the world. They are built upon sites where Bretonnian Knights have encountered the Lady of the Lake. Though Grail Chapels are often seemingly abandoned and ruined, the power of the Lady permeates every ston focusing energies of renewal and rebirth.

A piece of arcane architecture can either be treated as a building or as impassable terrain (the doors are sealed by the defenders). Models that are inside Arcane Architecture are automatically in range of its effect.

All units belonging to an army from the Forces of Order (see page 136) within 6" of a Grail Chapel have the Regeneration (6+) special rule. Bretonnian units within 6" of a Grail Chapel also have the Stubborn special rule.

EXAMPLES OF ARCANE ARCHITECTURE Only your imagination can limit the types of arcane architecture you willbattleover. Perhaps it's worth considering the kinds of buildings over which your army would be eager to fight?

HAUNTED MANSION

Many an abandoned tower or mansion was once th abode of a Necromancer, whose dark sorceries co only be practised in secret. The Necromancer may long gone, but the poltergeists and revenants remai as any who enter will doubtless discover.

A haunted mansion is normally a building of some kind, but there's no reason why it can't be This ancient place was built long ago —perhaps it a ruin, or a cave. At the end of the Shooting was even raised by the Old Ones themselves. phase, all units within 6" of the Haunted Amongst its walls, half-buried by moss and rubble, Mansion suffers D6 Strength 1 hits to represent lie the statues of fallen kings and heroes whose bold the spectral strikes of the mansion's guardians. essence lingers on. Due to the ghostly nature of these attacks, armour saves cannot be taken against them. A Units within 6" of the Acropolis of Heroes are unit inside the haunted mansion causes Fear. Stubborn. A unit garrisoning the Acropolis of

ACROPOLIS OF HEROES

Heroes gets +1 to hit in close combat.

NEHEKHARAN SPHYNX DWARF BREWHOUSE

Long ago, the rulers of Nehekhara bound the Dwarf ale is by far the most famous and soughttrickster after spirits of the deserts into great temples. beverage in the whole of the Warhammer world. Legend tells that those who entreat a Sphynx receiv Indeed, entire armies have been known to make a power — if they can quench the spirit's thirst f great detour to a brewery in order to purchase (or, more trickery and deception. normally, acquire by force of arms) a supply of heady the start of each player turn, the player whose Dwarf ale. It is little surprise, therefore, that At most turn it is can choose one of his characters within Dwarfs go to great lengths to fortify their brewhouses, 6" ofbut the Nehekharan Sphynx to challenge the and are careful to place several barrels of cheap, highly intoxicating ale, beyond the walls as soonspirit as ato a riddling contest. The challenger must take an Initiative test. If the test is failed, the marching army enters view. Sphynx devours part of the challenger's soul and the model suffers a wound, with no armour All units within 6" of a Dwarf Brewhouse have saves allowed. If the test is passed, the the Immune to Psychology and Stubborn special challenger receives one of the following special rules (the rich blend of hops, malts and secret rules, determined randomly, for the rest of the ingredients renders them almost totally insensate game: Devastating Charge, Heroic Killing Blow to mortal fears). Dwarf units within 6" of the or Loremaster (Death) - this last one has no brewhouse are so fanatically defensive of it that benefit to non-Wizards (i.e. only Wizards can they are Unbreakable, but must first pass a actually use the spells!) but that doesn't stop the Leadership test, with a -3 modifier, if they want Sphynx bestowing it inappropriately. to move out of range of the building's effects.

SICMARITE SHRINE

WIZARD'S TOWER

Sigmar Heldenhammer fought many battles to defend Wizards are solitary folk, little able to abide the the nascent Empire from the forces of destruction.simplistic minds of the mundane multitudes. Little Though Sigmar has long since passed, the folk of wonder the therefore that the mightiest wizards Empire still believe that he watches over his land. construct great towers to serve as lodging, library This might be thought mere superstition, save for and the stronghold. fact that evil creatures seem rather more vulnerable A Wizard who is within 3" of the tower at the when they draw near to a Sigmarite Shrine... start of the Magic phase is assumed to ransack the tower's library in search of additional spells Any models belonging to an army from the — he is treated as knowing all the spells from his Forces of Destruction (see the allies rules on chosen lore(s) of magic for that phase. If more page 136) must re-roll successful ward saves if than one Wizard is within 3", randomly choose they are within 6" of the Sigmarite Shrine. which one has control of the tower at the start of each Magic phase (no room can hold two TOWER OF BLOOD wizardly egos in search of knowledge). The walls of this tower constantly ooze pulsing gore. The unnatural stench has a profound effect upon even the most feeble of fighters, engorging bloodlust and so transforming them into voracious slaughterers. I nits within 6" of the Tower of Blood have the Hatred special rule. Units from the Forces of Destruction within 6" of the Tower of Blood also have the Frenzy special rule — as soon as a unit moves out of range, the Hatred/Frenzy is lost. 131

CHOOSING YOUR ARMY So you've read through the rules, and now you're itching to start putting your generalship to the test. It's time to build an army.

ARMY BOOKS

SIZE OF GAME

Each of the races or realms in Warhammer has its own Warhammer Armies book.

To play a game of Warhammer, you and your opponent will need to decide the size of battle tofight - the larger the game you want to play, the larger the total points values of your armies. The total points value determines the maximum points you can spend on your army.

In addition to being crammed full of history, information and inspiring painting guides, along with all the rules and characteristic profiles for the army in question, each Warhammer Armies book also contains an army list that you can use to forge your miniatures into an army.

POINTS VALUES Every model in Warhammer has been assigned a points value, given in the relevant army list. Points values reflect a model's worth within its army. The higher a warrior's points value, the better that warrior will be — it might be stronger, tougher, faster, have higher leadership, wear better armour, and so on. A humble Empire Spearman is a fairly average soldier, costing around 5 points, whilst a mighty Dragon costs in the realm of 300. Most warriors have a basic cost that increases as you upgrade their equipment and abilities, giving you a wide range of options that you can choose to spend your points on.

In the Balance

On a slight tangent, it's worth By adding together all the points costs of the mentioning at this stage that warriors you have selected you can find out the your games don't have to be points value of your army. Knowing the points balanced — i.e. you don't havevalue of your models is important, as it gives to have the same number of points on both sides. This is you a handy way of reckoning your army's quite unusual, but allows you toeffectiveness. A horde of two hundred Goblins tweak your games to enact a can be just as mighty a force as a score of last standby a hopelessly heavily armoured Knights — something not outnumbered defender, a necessarily apparent from looking at the suicidal charge of 'Light models themselves. Most games of Brigade' proportions, or simply impose a handicap on a more Warhammer take place between armies of an equal points value. experienced player.

For example, you may decide to play a 3,000point game, in which case the total points value of all models in each players' army must come to 3,000 points or less. Normally, this will mean that the armies will actually be a shade less than 3,000 points, as it's quite hard to spend every last point. Quite what that value is will depend upon how long you want the game to take. At 2,000 to 3,000 points per side you'll have enough models for a battle, yet small enough to be over in the space of an evening. On the other hand, many an entertaining game has been played at 1,000 points, or even lower. Such battles normally take around an hour - perfect for a smaller warbandsized games, or 'practice' battles where you can try out new units and strategies. Larger games take proportionately longer (and take up a lot more space) with games of 4,000 points or more providing enough miniature carnage to occupy a goodly portion of a day.

Older Books

THE ARMY LIST

At the time of writing, some Warhammer Armies books With the points total agreed, players need to CORE UNITS contain a different army You must spend a minimum of 25% of your pick their forces using the army list in the selection system from the one points on Core units. relevant Warhammer Armies book, and the presented here. However, and in a one-off contradiction system to the presented here. Core units are the heart of your army, the iconic principle stated under Basic troops who make up the bulk of every warband Rides and Advanced Rules (see THE GENERAL and warhost. Unlike other types of unit, there is page 11), the system included An army must always include at least one no maximum to the proportion of your points here replaces and takes precedence over whatever Lord or Hero to be its General. that you can spend on Core units. system is printed in your Every army must have a General to lead it into Warhammer Armies book. Some Core units do not count towards the battle. The General represents you - he issues minimum points you must spend on Core units the orders that lead to the moves, shots, spells (sometimes written as 'do not count towards the and attacks that your troops make. minimum number of Core units you must include' or variations thereof) or indeed the MINIMUM THREE UNITS minimum number of units you must include in An army must always include at least three your army. Infeet, such units don't count towards units in addition to any Lords and Heroes. any category, just the points value of the army. An army just isn't an army unless it has plenty of warriors in its ranks.

SPECIAL UNITS

UNIT CATEGORIES

You can spend up to 50% of your points on Special units.

Each army list divides the forces available into several categories. In a standard game, players are limited as to how many of their points can be spentfrom any particular category.

Special units are invariably elite troops, capable of anchoring a battleline of lesser warriors, or performing great deeds in their own right.

LORDS

RARE UNITS

You can spend up to 25% of your points on Lords.

You can spend up to 25% of your points on Rare units.

Lords are the most powerful characters in your army, individuals possessed of fearsome martial or magical might.

Rare units are the most unusual warriors in your army, mighty monsters, weird war machines and elite soldiers of unsurpassed skill. Rare units are often fantastically powerful, but often require a canny general to get the mostfrom them.

HEROES You can spend up to 25% of your points on Heroes. Heroes are lesser characters, not as intrinsically deadly as Lords, but still worth a score of ordinary warriors.

WIZARDS AND SPELL LORES Some Lords and Heroes are Wizards, and have access to one or more spell lores. Although you won't generate the spells that your Wizards know until you start to play your game (see page 142) you do need to make a note in your army roster of which spell lore each of your Wizards will use. If you have a Wizard that is allowed to choose specific spells, you must select which Night Goblin Warbossspells they are at the time you pick your army.

SPECIAL CHARACTERS The Warhammer Army books each include the rules for several Special Characters within their pages. They are famous, named war leaders and mighty mages, tales of whose legendary (or nefarious) deeds have travelled far and wide, such as the Emperor Karl Franz, Grom, the Paunch of Misty Mountain, the infamous Vampire Lord Vlad von Carstein and many more besides. Special Characters are exceptional individuals but, more importantly for our army selection purposes, they are unique — each can be included in an army only once.

DUPLICATE CHOICES An army cannot contain more than 3 Special choices of the same type and 2 Rare choices of the same type. To further represent the scarce nature of Special and Rare choices there is a limit on how many duplicates of each troop type you can include in your army. This is only right and proper — whilst not every Empire army will contain the same number of Great Cannons, say, there will be an upper limit as to how many such machinery will be available. Remember, this limit applies only to duplicate Special or Rare unit choices of the same type, not to the total number of Special and Rare units overall. For example, an Empire army with its maximum allocation of 3 regiments of Greatswords could also include a couple of Mortars, a pair of Great Cannons and some Pistoliers too — provided the points don't run out, of course. Note that this limit applies to the basic troop type and isn't dependent on the size of the unit or optional wargear. If a High Elf player takes one unit of 20 Silver Helms with shields, and one unit of 10 with shields, or one unit of 20 without shields, then he has still taken two units of Silver Helms — the difference in unit size or equipment does not matter.

Two Units For One Choice Some units are listed as taking up a single choice, for example 1-2 Chaos Spawn can be taken as a single Rare choice. As implied, this means that these two units count only as one choice. So a Warriors of Chaos army of 2,000 points could contain between 1 and 4 Chaos Spawn. If it included 1 or 2, they would count as a single Rare choice; if it included 3 or 4 they would count as two Rare choices.

GRAND ARMY In a grand army, you can include up to 6 duplicate Special choices and 4 duplicate Rare choices.

High Elf Noble

If choosing an army of 3,000 points or more, we consider this to be a 'grand' army, with enough patronage, cash or muscle to get a larger supply of scarce units: up to 6 duplicate Special choices, and up to 4 duplicate Rare choices. For example, if the Empire army we discussed earlier was increased in sizefrom 2,000 points to 3,000 points, it could then include as many as 6 regiments of Greatswords in addition to its other Special choices.

ARMY SELECTION SUMMARY TABLE You must always include at least three non-character units, plus one Lord or Hero to be your General.

P O I N T S LIMIT

DUPLICATE CHOICES

Up to 25%

No limit

HEROES

Up to 25%

No limit

CORE

25% or more

No limit

SPECIAL

Up to 50%

Up to 3 (6 if a Grand Army of3,000 points or more)

RARE

Up to 25%

Up to 2 (4 if a Grand Army of 3,000 points or more.)

LORDS

'

ALLIED ARMIES

Warhammer is normally a clash between two mighty armies, striving for dominance upon their chosen battlefield, but this doesn't mean that it is a game solely for two players, oh no! By combining several players' armies into alliances, it's possible for any number of players to join the battle. Games involving allies will often trigger all sort of bizarre alliances, depending on the armies available to the players. You may wish to invent a narrative to explain the reasons behind the alliance, or simply decide not to worry about it and get stuck in the game. It's entirely up to you. To forge your alliances, split the players into two teams. The teams don't need to have the same number of players, but if you're playing a game that uses points values (see page 132) it's best to give a little thought to the relative sizes of the players' collections when assigning teams, so that you can be happy that the balance of the game is as you wish it to be. The players can now pick their armies and begin to play. For example,five players (including the humble author) decide to play a multi-player game, with 5,000 points per side. Phil collects Ogres, Alessio has Skaven, Jervis has a Tomb Kings army, Jeremy has Orcs & Goblins and I collect Wood Elves.

Kings army represents the Undead warriors of an ancient barrow-king that was buried at the edge of the forest of Athel Loren - home of the Wood Elves. Coveting the warpstone artefact that, according to legend, was buried with the barrow-king, the Skaven have bribed an Orc tribe and hired an Ogre mercenary band to sack the burial grounds. However, the Skaven have not counted on the hostile reaction that their presence so close to Athel Loren would inevitably cause in the Wood Elf inhabitants.

Based on our narrative and the size of each player's armies, we therefore agree that 2,000 points of Skaven, 2,000 points of Orcs& Goblins and 1,000 points of Ogres will be on one side. On the other side there will be an unlikely alliance of 2,500 points of Tomb Kings We want to create a story to explain how this battle come about and decide that the Tomb and 2,500 points of Wood Elves.

ALLIANCE AND ALIGNMENT Not all armies make natural allies - the Warhammer world's history of blood and battle (to say nothing of deep-held grudges, rampaging nihilists and incompatible worldviews) ensures that some army combinations will make for stronger alliances than others. To work out how harmonious an alliance between two or more different armies is likely to be, wefirst need to discuss the alignment of the Warhammer world's armies the age-old division between Order and Destruction. THE FORCES OF ORDER The armies of the Forces of Order are considered to have the same broad goals as one another (though the details may be different). Essentially, they are builders, not destroyers. The Forces of Order want prosperity and peace for their peoples, to build (or rebuild) their White Lion Standard Bearer ALLIED ARMIES

realms. It should be borne in mind, however, that 'peace' is a relative term. The Forces of Order are not a united front, and spend much of their time pursuing border wars and settling matters of diplomatic insult with one another as they do battling the Forces of Destruction. Nonetheless, when dire times are loose upon the world, the Forces of Order inevitably set aside their differences to fend off the larger threat. The Forces of Order are: the High Elves, the Dwarfs, the Wood Elves, the Empire, Bretonnia and the Lizardmen.

THE FORCES OF DESTRUCTION

NON-ALIGNED FORCES

The Forces of Destruction seek only to topple civilisation, to shatter the shining cities of the High Elves, burn the towns of the Empire and despoil the Dwarf holds. Where the Forces of Destruction march, they leave only carnage and sorrow in their wake. This should not be taken to mean that the Forces of Destruction are any more a unified alliance than the Forces of Order.

All the realms and races we have discussed so far have been fairly easy to categorise. Politicking and backstabbing aside, each race presents a united front — their armies march either in civilisation's defence or to its destruction. There are, however, a handful of races whose alignment is not so easily judged. Ogres, for example, are famous (or perhaps notorious) sell-swords and mercenaries, happy to fight for any master provided that the gold and grub keeps flowing in equal measure. Elsewhere, the Tomb Kings are less a united race than a series of ancient kingdoms, each acting to the dictats of its ruler. Such armies can march to war in service to the goals of either Order or Destruction.

They are just as likely to battle amongst themselves as with a common foe, whether in appeasem*nt of an unholy god, to further some despicable scheme or simply because their boiling blood lusts for constant battle. The Forces of Destruction are: the Skaven,

the Warriors of Chaos, the Beastmen, the Daemons of Chaos, the Dark Elves, the Vampire Counts and the Orcs & Goblins.

But in my Army Book it Says...'

Alliances invariably trigger rules questions, mostly to do with how the rules from one army interact with those of another allied army. With so many special rules out there, it's impossible to cover every kind of possible interaction — sometimes you will just have to agree a solution with your opponent(s) and keep the game flowing. The guidelines given in this section are just that: a guide. If they don't quite fit the circ*mstances that have popped up in your game, then by all means find another way.

The Non-aligned Forces are: the Ogre

Kingdoms and the Tomb Kings.

TRUSTED ALLIES Unitsfrom different armies, but which share the Bound by Blood same alignment (i.e. either Order or Destruction Trusted allies can use an allied battle standard's non-aligned units are always treated asspecial being rule, but only if they Hold Your Ground! suspicious allies, as detailed later) are considered are from the same race/realm as the allied battle to be 'trusted' allies when theyfight in an alliance. standard (in other words, chosen from the same They are battling towards the same goal (or one Armies book). For example, a Dwarf unit could so similar as makes no difference) and this not use an allied High Elf army's battle common cause is likely reinforced by centuriesstandard, but could use an allied Dwarf army's old oaths and the weight of a shared history. battle standard. Trusted Allies units are treated as 'friendly units' from all points of view. However, if a rule only affects a specific race, it will not affect friendly units of another race. This means that, to give some examples, Trusted Allies units: - Can use an allied General's Inspiring Presence special rule. MAGIC If the alliance contains only Trusted or - Can be joined by allied characters. Suspicious Allies, power and dispel dice generated by the Winds of Magic can be - Cause Panic tests in allies when they are split between the allied armies as the destroyed, flee through allies, and so on. controlling players wish, but this must be done before any spellcasting is attempted. • Are counted as being 'friendly' units from the Dice generated by channelling must only be point of view of targeting spells, abilities and soused by the channelling Wizard's army, as on. E.g. They can be targeted by augment spells,must any dice generated by magic items, but not hex, direct damage or magic missile special abilities and so on. spells, and so on.

Goblin Wolf Rider

ALLIED ARMIES

137

SUSPICIOUS ALLIES Units from the non-aligned forces are always considered to be suspicious allies - one can never entirely rely upon them. That's not to say either party necessarily has any reason not to trust the other - they just can't quite bring themselves to do so. This is true even in an alliance between two such armies — it's quite easy to imagine two Tomb Kings uniting to fight against an invader, with each never quite taking his eye off of the other even in the midst of battle.

Suspicious Allies work exactly like Trusted Allies, except that they: - Cannot use an allied General's Inspiring Presence special rule. - Cannot use an allied battle standard's Hold Your Ground! special rule. - Characters cannot join units of Suspicious Allies.

DESPERATE ALLIES Order and Destruction onlyfind common cause in the most desperate of circ*mstances. Units from the Forces of Order always treat units from the Forces of Destruction as being desperate allies, and vice versa. Units in your army treat desperate allies as enemy units that cannot be charged, shot or targeted with spells. The only time that desperate allies count asfriendly is if a spell or other effect causes damage to friendly units. In this case the desperate allies will be damaged as well, just likefriendly units would.

MAGIC If the alliance contains one or more desperate allies, the power and dispel dice generated by the Winds of Magic must be split as equally as possible between the various allied armies. If the dice cannot be split equally, roll off to allocate any spare dice. Dice generated by channelling must only be used by the channelling Wizard's army, as must any dice generated by magic items, special abilities and so on. Note that Wizards are not permitted to dispel an enemy spell that targets only desperate allies.

This means that, for example, desperate allies units: - Cannot use an allied General's Inspiring Presence special rule. - Cannot use an allied battle standard's Hold Your Ground! special rule. - Cannot be joined by allied characters. - Have to take Dangerous Terrain tests when fleeing through allies. - Are not counted as'friendly' units from the point of view of targeting spells. - Do not cause Panic tests in allies.

FRAGILE ALLIANCES Some races, specifically Skaven and Dark Elves, are so untrustworthy that not even their own kin can trust them for long. Worse, their manipulative presence tends to sour relations between other allied parties. An alliance that includes Skaven or Dark Elves is automatically a fragile alliance.

All relations in afragile alliance start out normally, according to the various alignments. However, each player in a fragile alliance must roll a D6 at the start of his turn — on a roll of 13, all of that player's alliances immediately become one step worse for the rest of the game (unless they're already desperate allies).

GRAND ALLIANCE The allies rules can be used for battlesof all scales,from skirmishes of a few hundred points to slaughters many thousands of points in size. To help lend a suitably epic scale to these larger games, any alliance that contains at least three armies, each of at least 2,000 points or more, is considered to be a grand alliance under the shrewd command of a particularly charismatic or mighty hero.

A grand alliance uses all the normal ally rules presented earlier in this section. In addition, each side nominates one of their Generals to be their supreme commander - the head honcho by whose will the assembled warriors fight and die upon thefield of combat. Such is the supreme commander's force of personality and voice of command, his Inspiring Presence range is doubled for the course of the battle!

ALIGNMENT SUMMARY Forces of Order

Forces of Destruction

Non-aligned Forces

High Elves

Warriors of Chaos

Ogre Kingdoms

Dwarfs

Beastmen

Tomb Kings

Wood Elves

Daemons of Chaos

Empire

Vampire Counts

Bretonnia

Orcs

Lizardmen

& Goblins

Dark Elves Skaven

Can use allied General's Inspiring Presence

Trusted

Suspicious

Desperate

Yes

No

No

No

No

*

Can use allied battle standard's Hold "Your Ground Can be joined by allied Characters

Yes

No

No

Cause Panic tests in allies

Yes

Yes

No

Are treated asfriendly units for the purposes of spells Yes

Yes

No

Have to take Dangerous Terrain tests when fleeing through allies

No

No

Yes

Can use allied battle standard if the same race

Yes

No

No

* Only if they are chosenfrom the same Armies book.

Ogre Maneater

FIGHTING A WARHAMMER BATTLE

So you've read the rules, assembled your glorious army and are even now champing at the bit to unleash a smiting upon your opponent! That being the case, it's time to set up and play a Warhammer battle. Two armies, met by chance or purpose, must now battle for supremacy! Who knows what grim deeds have brought them to this bloody ground? Whether theyfight for glory, vengeance, justice or the act of slaughter itself matters not. When the sun rises the carnage will begin, and only the elimination of the foe or the fall of night will bring it to an end.

One of the great things about Warhammer is that there are lots of different ways to fight a battle. Unlike games like chess or checkers, where there is only one way to play, with Warhammer the pieces you will use and the battlefield over which you will fight will be different in every game. As you play more games, you're likely to want to experiment with different deployments, army sizes and even add special rules — the possibilities really are endless. Ultimately, your imagination is the only limit!

Of course, not all battles are the same - quite the opposite in fact — so we vary certain details, such as deployment and how the winner is determined. Doing this allows us to reflect the particular situation of the clash — classic battlelines, afight in a mountain pass, the defence of a watchtower, and so on — creating a 'scenario' for the game.

The scenarios given on the following few pages represent pitched battles, where the armies are of roughly the same size and the situation gives neither side a particular advantage. They are each designed to give both sides an equal chance of winning, and have few, if any, scenario special rules.

The second method is to discuss the matter with your opponent and agree which battle you both want to fight. This gives the maximum amount of choice and ensures that you don't end up in a scenario that neither of you wants to play.

There are two ways that you can choose which pitched battle to use. The first is to pick randomly; by rolling on the Pitched battle table shown below.

D6 1

Pitched Battle battleline

(page 144)

2 3 4 5

Dawn Attack (page 145)

6

The Watchtower (page 150)

battle for the Pass (page 146) Blood and Glory (page 148) Meeting Engagement (page 149)

Each pitched battle contains the information you need to get set up and playing, broken down into the following categories: The Armies (this will normally be two armies of equal points value, chosen using the system on page 132),

The Battlefield, Deployment, First Turn, Game Length, Victory Conditions and Scenario Special Rules. This format governs all Warhammer scenarios — not just the ones found in this volume.

FIGHTING A WARHAMMER BATTLE

Impromptu Terrain

THE BATTLEFIELD

Don't worry about using stand-in With your armies selected, the next thing props as terrain when you're you will need to do is to set up a suitable getting started We've all used a battlefield using the wargames terrain shoe box or two as a ruined castle, your collection. or books and bedsheets to represent hills. The important thing is to get plenty of terrain on the table — Place at least D6+4 pieces of terrain upon the battlefield, choosing the pieces from your terrain Warhammer inevitably plays better the more elements of terraincollection (selecting which of the rules on pages you have to battle over.

116-131 you will use to represent each piece).

Alternatively make at least D6+4 rolls on the Random Terrain Chart to determine what kind of terrain your army willfight over.

RANDOM TERRAIN CHART 2D6 2

3

4

5

6

Result Settlement of Order D3 buildings, D3 sets of obstacles, plus one roll on the Steadfast Sanctum part of the Random Terrain chart. Steadfast Sanctum Roll a further D6: 1 — Grail Chapel 2 - Acropolis of Heroes 3 - Wizard's Tower 4 - Sigmarite Shrine 5 - Elven Waystone 6 — Dwarf Brewhouse

206 7 8

9

Result Mysterious Forest Obstacles Three 6" sections of one of the following obstacles roll a D6: 1 - Fence 2 - Wall 3 — Blazing Barricade 4 - Blessed Bulwark 5 6 - Roll again Mysterious River

Sinister Structure Roll a further D6: 1 - Altar of Khaine 2 - Charnel Pit 3 - Bane Stone 4 - Haunted Mansion 5 - Idol of Gork 6 - Tower of Blood

10 Magical Mystery

Hill Roll a further D6: 1, 2 or 3 - 'Ordinary' Hill 4 - Temple of Skulls 5 — Scree Slope 6 - Anvil of Vaul

11 Marsh

Roll a further D6: 1 — Sinister Statue 2 — Arcane Ruins 3 — Nehekharan Sphynx 4 — Sorcerous Portal 5 6 — Magic Circle

Roll a further D3: 1 - Earthblood Mere 2 - Khemrian Quicksand 3 - Mist-wreathed Swamp

12 Encampment of Building A watchtower, mansion or other similar 'ordinary' building.

Destruction D3 buildings, D3 sets of obstacles, plus one roll on the Sinister Structure part of the chart.

Once you've determined the pieces of terrain your game will use, roll off with your opponent. Starting with the player who scored the highest, in the players then alternate placing terrain pieces (or group of terrain pieces) until all the terrain has been placed on the battlefield. Note that the Watchtower scenario specifies the first piece of terrain that should be placed. If you roll this scenario and do not have a watchtower to hand, you'll need to use a different building or roll again for a different pitched battle.

DEPLOYMENT With the armies chosen and the terrain set up, it's now time to deploy. Typically, a pitched battle will have two deployment zones marked out on map, as well as instructions governing how the forces should be deployed. Before you deploy any of your Wizards, remember to generate their spells, as described in the Reference section.

ALTERNATING UNITS Where a battle calls upon you to alternate deployment of units, roll off to see who sets up thefirst unit, and then take it in turns to deploy a single unit in your deployment area. All an army's war — machines at the same time Ghost are set upFence (taking just one of the player's 'turns') but can be placed at separate locations in their deployment zone. All characters must be deployed last, again taking up just one turn, but may be set up in separate locations or units in their deployment zone. When using this method the players roll off to see who gets the first turn, but the player thatfinished deploying his army first is allowed to add +1 to his dice roll. Well RESERVES - Wyrding Some battles call for units to enter play as reserves. These units use the rules for reinforcements given on page 27. The following additional caveats also apply: • Units that are not normally allowed to move (certain altars or war machines spring to mind) are placed touching the table edge. • Characters can choose to either enter the on their own or as part of a unit they are allowed to join. If the battle uses dice to determine when and where reserves enter, state if the character is joining a unit before making any rolls. If so, make a single roll for both.

battle

FIRST TURN

The King is Dead

Tofind out which player takes the first turn, follow the instructions in the scenario. Different battles use different methods to determine which player takes the first turn. Some instruct you to roll off with your opponent, others depend on which player set up first.

If the enemy General is slain or hasfled the table, you score an additional 100 victory points.

GAME LENGTH Most pitched battles run for six game turns, at the end of which the winner of the battle is determined using the Victory Conditions. Some scenarios use alternate methods to determine the game length — where this is the case it will be clearly outlined in the scenario. If should go without saying that if one player concedes the battle, the game ends and victory goes to his opponent. At this point the only gentlemanly thing to do is offer him a rematch!

VICTORY CONDITIONS Each scenario has its own Victory Conditions by which players can judge who has won.

VICTORY POINTS Many pitched battles use victory points as convenient shorthand for calculating the winner of a battle. In order to win you must either wipe the opposing army out completely, or score at least twice as many victory points as your opponent — any other result is a draw. Victory points are,first and foremost, awarded for destroying enemy units, but other pivotal actions, such as slaying the enemy General, or capturing their standards are also assigned victory point values, to represent their effect on the battle's outcome. Essentially, anything that enheartens your army or demoralises your opponent's curs is worth victory points. At the end of the game, you are awarded victory points for the following achievements:

Dead or Fled Each enemy unit that has been destroyed or has fled the table is worth a number of victory points equal to the number of points it cost to include the unit in the army.

Building a Better Battlefield

While you can just plonk your chosen terrain pieces down when setting up the battlefield, to get the For example, a General that cost your opponent 234 most out of your game you'll need to points is worth a total of 334 victory points to youemploy if a little nous. A battlefield looks (and plays) better if your he is dead or fled (234 victory points for his points terrain is spread out fairly evenly — cost, and 100 for being the enemy General). not only does this make the game more exciting but it does a much better job of recreating a 'realistic' setting. Similarly, you might want to group similar terrain pieces together to create a narrative for your battlefield. If you've several buildings and walls, why not place the buildings as a small village and use the walls to define the edges of roadways or field boundaries? Or perhaps arrange your hills in such a Seized Standards way that your armies will be You score an additional 25 victory points for fighting across a valley or mountain every enemy standard bearer that was removed pass? All of the battlefields in this due to the Last Stand rule (see page 94), or was book have been set up with such a narrative in mind, but these are by slain in close combat (remember this can only no means the only options. The happen once the rest of his unit, except the possibilities are endless...

champion, are dead). If the enemy Battle Standard Bearer is slain under these circ*mstances, his death instead scores an additional 100 victory points.

For example, a Battle Standard Bearer that cost your opponent 95 points is worth a total of 195 victory points to you under these circ*mstances (95 victory points for his points cost, and 100 for being the enemy Battle Standard Bearer). Note that if a standard bearer of any kind is killed by a shooting attack, spell or anything else outside of close combat, these extra victory points are not scored (the enemy is assumed to whisk their prized banner away before your troops can get ahold of it).

Underdog Challenge If one of your unit champions slays an enemy character in a challenge, you score an additional 50 victory points in recognition of his deeds. For example, if one of your champions slays an enemy character worth 92 victory points, you score 142 victory points (92 for the character's points cost and 50for the Underdog Challenge).

SCENARIO SPECIAL RULES

Some scenarios use unique special rules that For example, a unit that cost your opponent 351 confer extra abilities, restrictions or effects points to field would be worth 351 victory points to onto your games. We group all such you. This means you earn more points for destroying elements into the Scenario Special Rules powerful units then you do for weaker ones. section, where they can be fully explained.

BATTLELINE In the Warhammer world, disputes are settled upon the bloodyfield of battle.An abortive raid by an unruly warlord, a dispute over a piece of territory, or any number of a perceived slights can lead to two nations going to war. The conflict will be settled in a battle between the rival armies, with the spoils going to the victor, and death and dishonour to the loser.

THE ARMIES Each player chooses his force using the army list from a Warhammer Armies book, to an equal points value agreed before the game.

THE BATTLEFIELD Set up terrain as described on page 142

DEPLOYMENT Roll off to see which player picks the half of the table they will deploy in. The opponent will deploy in the other half. Players then take it in turn to place units on the table, using the alternating units method of deployment described on page 142. Units may be placed anywhere in their deployment zone that is more than 12 from the centre line. A Timeless Classic The Battleline is a straightforward wargaming standard, and, being the simplest option, is a good choice for your first few games. It can be argued that all other scenarios are a modified version of this kind of battle.

Pitched Battle Maps The maps throughout this chapter mark out deployment areas but do not show any battlefield terrain. However, remember that you must set up at least D6+4 pieces of terrain (see page 142), and the more the better.

FIRST TURN Roll off after deployment to see which player takes the first turn. The player that finished deploying his army first adds +1 to his roll.

GAME LENGTH The battle will last for six game turns, or until a time limit agreed by the players is reached, whichever comes first.

VICTORY CONDITIONS Use victory points to determine the winner of thebattle,as described on page 143.

SCENARIO SPECIAL RULES None.

Placing Terrain

Creating a miniature battlefield to fight over can be a thoroughly entertaining business. The best battlefields present a evocative landscape and a host of tactical challenges for the [ commanders to use to ) their best advantage.

DAWN ATTACK When two armies first encounter each other they will usually make camp and wait until the next day before taking to the field of battle. As the first rays of light sweep the horizon the two sides will march forth, advancing through the gloom towards the battle positions their generals have decided upon. Sometimes units will become confused and lost, forcing their commander to modify his plan of battle.

THE ARMIES Each player chooses his force using the army list from a Warhammer Armies book, to an equal points value agreed before the game.

THE BATTLEFIELD Set up terrain as described on page 142.

DEPLOYMENT

Once thefirst player has deployed, his opponent must do likewise, rolling for each unit as described above.

FIRST TURN After deployment, the player that set up second rolls a dice. On a roll of 6 he can choose who has thefirst turn. On a roll of 1-5 the player that set up first chooses who has the first turn.

Roll off to see which player picks the half of the table they will deploy in. The opponent will deploy in the other half. The player that won the roll off must deploy his entire armyfirst. Before deploying each unit, roll a dice and refer to the Deployment table to see where the unit must deploy — this represents them groggily making their way to thebattlefield in the darkness just before dawn breaks. Units with the Scouts special rule do not roll on the table, and deploy using their own special rules after normal deployment is complete. Characters may either deploy on their own, rolling on the table like any other unit, or deploy as part of a unit they are allowed to join (state that the character will join the unit before rolling to see where the unit and character will deploy).

Deployment Tabic 1: Left Flank. The entire unit must be placed in the player's half, more than 12" from the centre line, and within 18" of the narrow table edge on the player's left.

2: Right Flank. The entire unit must be placed in the player's half, more than 12" from the centre line, and within 18" of the narrow table edge on the player's right.

GAME LENGTH The battle will last for six game turns, or until a time limit agreed by the players is reached, whichever comes first.

VICTORY CONDITIONS Use victory points to determine the winner of the battle, as described on page 143.

SCENARIO SPECIAL RULES None.

Wood Elf Highborn

3-5: Centre. The entire unit must be placed in the player's half, more than 12" from the centre line, and more than 18" from either narrow table edge. 6: Choose. The entire unit must be placed in the player's half, anywhere more than 12" from the centre line.

BATTLE FOR THE PASS Many of the kingdoms of the Warhammer world are separated by towering mountain ranges that can only be crossed at the occasional mountain pass. These narrow defiles are of vital strategic importance, and present a defender with the perfect location to confront an invading army.

THE ARMIES

FIRST TURN

Each player chooses his force using the army list from a Warhammer Armies book, to an equal points value agreed before the game.

Roll off after deployment to see which player receives the first turn. The player that finished deploying his army first adds +1 to his roll.

THE BATTLEFIELD

GAME LENGTH

Set up terrain as described on page 142. It's worth keeping in mind when setting up the terrain that the battle will be fought down the length of the table, in a narrow pass with impassable mountains just off each of the long table edges.

The battle will last for six game turns, or until a time limit agreed by the players is reached, whichever comes first.

DEPLOYMENT Roll off to see which player picks the half of the table they want to deploy in. The opponent deploys in the other half. Note that in this pitched battle the game is fought down the length of the table rather than across its width, as shown on the deployment map below. Units may be placed anywhere in their half that is more than 12" from the centre line.

Chosen of Chaos

Players take it in turn to place units on the table, using the alternating unit method of deployment described on page 142.

Do I Need a Mountain Pass? Our map shows a vague hint of the mountain pass along the long table edges, however, it is by no means necessary to actually place the cliff faces on the battlefield — the table's edge will serve just as nicely.

VICTORY CONDITIONS Use victory points to determine the winner of the battle, as described on page 143.

SCENARIO SPECIAL RULES Bottleneck The battle is being fought in a narrow pass enclosed by high cliffs. Because of this, the long table edges count as impassable terrain. Following the normal rules, fleeing units can force a way through the impassable terrain and disappear from the table (or die trying!). Other units (including reinforcements) may not enter or leave via a long table edge unless they are Ethereal or a Flyer. This means that pursuing or overrunning units, other than Ethereals and Flyers, must stop 1" away from the long table edges.

FIGHTING A WARHAMMER BATTLE

BLOOD AND GLORY The battles fought in the Warhammer world are bloody affairs. Eventually, worn down by destruction, one of the battlelines will break and flee, leaving their opponents in control of the field.

THE ARMIES Each player chooses his force using the army list from a Warhammer Armies book, to an equal points value agreed before the game.

THE BATTLEFIELD Set up terrain as described on page 142.

DEPLOYMENT Roll off to see which player chooses the half of the table they will deploy in. The opponent will deploy in the other half. Players then take it in turns to place units on the table, using the alternating units method of deployment described on page 142. Units may be placed anywhere in their half of the table that is more than 9" from the centre line, and more than 9" away from either narrow table edge.

FIRST TURN Roll off after deployment to see which player receives thefirst turn. The player that finished deploying his armyfirst adds 4-1 to his roll.

GAME LENGTH Skeleton Standard Bearer The game ends at the end of the 6th game turn or as soon as an army breaks. An army

immediately breaks when its Fortitude is equal to or less than its Breaking Point (see below).

VICTORY CONDITIONS The first army to break the enemy wins the battle (see above). If neither army has broken by the end of the game, or if both were to break simultaneously, use victory points to determine the winner (see page 143).

SCENARIO SPECIAL RULES Breaking Point: An army's breaking point is equal to one for every thousand points in the army, rounding any fractions up. So, an army of up to 1,000 points has a breaking point of one, an army worth 1,001 to 2,000 points has a breaking point of two, etc. F o r t i t u d e : Any army's fortitude is equal to the current number of standards in the army (including the battle standard), plus two for the General. Fleeing units and units that are only temporarily off-table still count. For example, a 2,000 point army (breaking point 2) has three unit standards, a battle standard, and a General, giving it a starting fortitude of six (3 + 1+2=6). It would break as soon as its fortitude was reduced to two.

Table Size

Minimum Standards

Generally our maps are presented as a 6' by 4' playing surface. However, if you keep the basic proportions, these maps can accommodate any table size. Note that the distance armies start apart from each other should remain the same.

The 'sudden death' victory conditions used in this scenario mean that it's important to have enough standards in an army to stop it breaking immediately as the game starts. For example, in a 2,000point battle you will need the general and at least one standard to avoid instantly breaking.

MEETING ENGAGEMENT It is not uncommon for two armies to c o m e across each other and immediately deploy straight from column of march. More often than not, the fighting starts while elements of the army are still marching towards the battlefield. In such a battle there is little time for careful consideration or planning.

THE ARMIES Each player chooses his force using the army list from a Warhammer Armies book, to an equal points value agreed before the game.

THE BATTLEFIELD Set up terrain as described on page 142.

DEPLOYMENT In this scenario the table is divided into two halves from corner to corner, as shown on the deployment map. The players roll off and the winner chooses the two opposite corners to be used and which half of the table each player will deploy in. The player that won the roll-off must deploy their entire army first. Before deploying the army, roll a dice for each separate unit, including each individual character and war machine. On a roll of 1 the unit must be held back as reserves (see the special rules for Reserves on the right). After all units have been rolled for, those that are not reserves can be deployed in their side's deployment zone, anywhere that is more than 6" away from the centre line.

Random Factor This scenario has a random element — units that might be held back as reserves — a factor that can ruin even the best laid plans. To overcome sudden and unexpected events is a true test of one's generalship. On the other hand, should your opponent arrive disjointed, will you press your advantage or play more cautiously?

Once the first player had deployed, his opponent does likewise, in exactly the same

FIRST TURN After deployment, the player that set up second rolls a dice. On a roll of 6 they can choose who has thefirst turn. On a roll of 1-5 the player that set upfirst chooses who has thefirst turn.

GAME LENGTH The battle will last for six game turns, or until a time limit agreed by the players is reached, whichever comes first.

VICTORY CONDITIONS Use victory points to determine the winner of the battle, as described on page 143.

SCENARIO SPECIAL RULES Reserves Reserves are not deployed at the start of the battle. Instead they can enter play on any turn of their player's choosing, using the reinforcements rules described on page 27. They may enter at any point on the long table edge of their deployment zone.

Skavenslave

Who is the Best General? There is endless debate about how to best decide who is the better tabletop tactician. Playing a 'best of' series of three or more games gives more evidence than a single match-up. An interesting option is swapping sides and re-fighting the same battl with your foe's army.

THE WATCHTOWER A wise warlord will protect his territory by building watchtowers at strategic locations. These fortified towers will have a small garrison, whose duty is to watch out for enemy incursions into their ruler's territory. They are expected to hold out long enough for the rest of the army to arrive and bring the enemy to battle.

THE ARMIES Each player chooses his force using the army list from a Warhammer Armies book, to an equal points value agreed before the game.

THE BATTLEFIELD Set up the watchtower as described below, and then set up any remaining terrain using the method described on page 142. The watchtower counts as the first of the D6+4 terrain pieces that must be set up.

Empire Captain

place units on the table, starting with the player that doesn't control the watchtower, using the alternating units method of deployment described on page 142. Units may be placed anywhere in their half that is more than 12"from the centre line.

FIRST TURN The player that does not control the watchtower receives the first turn.

GAME LENGTH

The Watchtower A building must be set up at the centre of the table. Any building model can be used, but a Warhammer Watchtower is ideal. If you don't have a building model, use any other terrain feature of your choice.

Roll a D6 at the end of each game turn, starting with the end of game turn 4. Add the turn number to the dice roll. If the score is 10 or more, then the battle ends immediately. If the total is less than 10 then the battle continues for at least one more game turn.

DEPLOYMENT

VICTORY CONDITIONS

Roll off to see who controls the watchtower at the start of the battle. The player that controls the tower may deploy a single Core infantry unit of no more than 20 models in the tower if they wish to do so. The unit is not allowed to voluntarily leave the tower until after the first game turn of the battle has been completed.

At the end of the battle, the side that controls the watchtower is the winner. The watchtower is controlled by the unit inside or, if it is unoccupied, the closest unit that is not fleeing. In the unlikely event that neither player can claim to control the watchtower, use victory points to determine the winner of thebattle,as described on page 143.

The opposing player then picks the half of the table they will deploy in. Players then take it in turn to

SCENARIO SPECIAL RULES None.

The Watchtower A watchtower is a useful and multi-purpose piece of Warhammer terrain. There is a plastic Warhammer Watchtower kit available, or players can build their own mighty edifice. "No tower can stand without the courage of men to fortify it." - Graf Boris Todbringer. Elector Count of Middenheim

FIGHTING A WARHAMMER BATTLE

THE WARHAMMER WORLD The world of Warhammer is a battle-scarred and dangerous place, host to glorious armies and deadly threats without number. This section takes a look at how the Warhammer world came to be, the cataclysmic events that plunged it into the embrace of Chaos, and the races that constantly battle for supremacy over what remains. The chapters that follow deal purely with the rich stories and dramatic rivalries that lie behind the conflicts we enact upon the battlefield. Furthermore, this part of the book not only sets the scene for your own battles, but also gives you a taste for each of the races and factions that you may encounter over the course of your wargaming career. The secrets of the Warhammer world are there for the taking, so read on, and remember — no matter whether you are scouring the taint of evil from the lands or forging an empire of merciless slaughter, it always pays to know your enemy...

Written by Phil Kelly

WAR UNENDING This once was a world of purity and splendour. An ice-clad jewel in the heavens, slowly nurtured into a paradise by beings older than Time. To look upon this world was to witness the hopes of that unknowable race made real. Lush vistas of dense jungle swathed the lands, winged lizards swooped lazily through the multicoloured mists. White-crested mountains soared through gossamer clouds to graze the heavens, their uncharted depths shot through with thick veins of precious metal. Oceans blue as sapphires caressed the lands under endless turquoise skies. Temple-cities thrived across the globe, their reptilian denizens as ordered as cogs in a divinely fashioned machine. For a while, the world knew harmony. Then came Chaos. The Great Cataclysm shook thefirmament with such force its echoes still pervade, and always will. All semblance of tranquility was blasted away in an instant. A screaming gale of raw magic enveloped the lands and the beasts that dwelt within. It remade them into forms disturbing and unclean, shaping them like clay in the hands of a demented artist. Where once was beauty there is now a vision of insanity. The crumbling faces of ancient kings, hewn from granite cliffs in aeons past, speak backwards untruths devised purely to riddle a man to madness. Endless forests of gnarled and sentient trees grab and strangle those that stray too close, their eaves hung with throttled corpses. Towering citadels of bone and sinew burst upwardsfrom the ground at the command of cackling mages. The parched lands crack and split to reveal mass graves, moaning faces, hissing lava. Monstrous terrors prowl the wilderness in search of fresh meat. Nowhere is safe. Upon this precarious foundation are built the sprawling nations of the world. The kingdoms of Mankind are triumphs of hope over constant adversity, their bustling fortress-cities breathtaking in size and accomplishment. And yet there can be no peace. The corrupting taint of Chaos yields discord as afield yields crops, and there are always warlords willing to reap its bloody harvest. Ever onwards come the barbaric and murderous tribes of the wilds, flowing together into an immense horde that blackens the lands. The electric promise of conquest crackles in the air. Hell-spawnedfiends boil outfrom the night, desperate to enslave and destroy. Roaring behemoths lumber out of their lairs, evil warlocks summon searing conflagrations of raw magic that turn entire battalions to ash. Marching to meet them are armies beyond counting, their enchanted banners streaming in the wind. The rising sun turns red a hundred thousand spearpoints. Its rays burnish the armour of commanders hungry for conflict. And yet Man does not stand alone in his war against the darkness. The proud warhosts of the elder races stride out from their ancient realms, resplendent and majestic. Each warrior is the equal of a dozen lesser mortals, and yet none expect to see the dawn. Under storm-wracked skies these surging legions clash. Battlelines slam into each other with the force of tidal waves. The muted roar of warfare resounds from the uncaring peaks. The gods of strife shall feast upon this day, and every day hence, until the end of time.

AN AGE OF WAR This is a dark age, a bloody age, in a world seething with conflict. Breathe in the stench of constant bloodshed. Listen to the agonised screams of the dying and the harsh cries of the triumphant. These conflicts have raged l l for thousands of years; every nation and race is locked in a struggle for supremacy. And yet, victory can still be wrested from the fires of battle. It is the time of Emperor Karl Franz I, Prince of Altdorf and celebrated leader of the Old World. The armies of the world muster once again for the war to end all wars. In the sprawling cities of the Empire of Man, every cobbled street is thronged with soldiery amassing for the new crusade. Every tavern is host to recruitment sergeants pressing the Soldier's Schilling upon those who would never dare enlist whilst sober. Every smithy is bent to the production of swords, axes and plate mail. No stone is left: unturned in the furtherance of the Imperial war effort, for this is a war that will decide the fate of the world. Across the breadth of the Empire, rivers are plied by armoured barges whose crenellations bristle with volley guns and great cannon,fighting for every mile of passage against the Goblins and Beastmen that infest the banks. Mile-long columns of brighdy-uniformed state troops wind and flow along the forest roads, eyes shifting left and right for signs of imminent battle. Genius engineers create ever more bizarre and devastating machineries of destruction; wizards fast in preparation for arcane feats of searing potency. Warrior Priests pray for the direct intervention of their gods, their weapons alight with faith, for the time has come for the most desperate of measures. The magnificent armies of the Empire stand united by the rule of Karl Franz, as tempered by battle as the magical warhammer at his side. Thanks to the Emperor's statecraft, the proud warhosts of the Elves and the Dwarfs put aside their ancient rivalries andfight side by side against the common foe. Armies of Ogres and Halflings, their allegiance bought not by gold but by the best quartermasters and chefs the Emperor can provide, line up alongside the veteran soldiery of the Empire. After all, some value a victory feast even more than honour and glory, and the embattled Empire has no shortage of fresh meat. Karl Franz is a warrior as well as a king, just like Sigmar two and a half millennia before him. His wits are as sharp as the talons of his griffon steed, Deathclaw, and his appearance upon the battlefield is a portent of hard-won but imminent victory. Whispers fill the alleyways, the temples and the courts - is Karl Franz the light that will drive back the darkness? Is the Emperor, lord amongst men, the Sigmar of a new age?

THE EMPIRE BELEAGUERED

Mi!

Vhorgokh Bane-son, M Khan of the Blistered Wastes

For all the hope that Karl Franz embodies, there remains a world of menace and despair that spreads around and throughout the civilised realms. Within the deep woods of the Old World dwell creatures huge and foul, the stuff of crone's tale and madman's nightmare: co*ckatrice, Jabberslythe, Chaos Spawn, Chimera, Ghorgon, and still viler beasts as yet unnamed. Whilst industrious men swarm like ants to build new fortresses and temples, scant leagues away the warherds of the Beastmen tear down all signs of civilisation and trample each edifice into the dirt. In the dank corners of the Old World, vampires practice dark rites in twisted, macabre castles, their hissing incantations raising whole armies of rotting cadaversfrom the peaty earth. Spectral forms descend upon sickly moonbeams into far-flung villages, their touch granting lunacy or shrivelling their victims to dust. Hooded Wraiths and cannibal Crypt Ghouls stalk isolated hamlets and plague sites, craving the warmth of the living. In the land of the necromancers, death is no escape from the tides of war. From the vales of Bretonnia in the west come crusading knights by the thousand, lances and vo^ raised, their dukedoms left threadbare to ensure their weapons of war are as true as their hearts, airfills with colour and splendour as skyborne cavalry soar to battle upon majestic winged beasts, Wleven the proud kingdom of Bretonnia is infested - coundess Goblin tribes skulk outfrom tne the gnashing, thrashing beasts of the cave-world following in their wake.

Voooco^ Across the world, howling tribes of brutal Orcs pour down from the foothills of fire-bellied mountains, united by an unquenchable thirst for battle and mayhem. Spider kings with chitinous legs as thick as tree trunks stalk out from the forest, gnarled Squig-beasts tow creaking artillery towers to the front line, inebriated Giants stumble from the burning remains of Dwarf breweries, spoiling for a fight. Amongst the greenskinned anarchy come heaving wooden effigies that crackle with power when battle is joined, breaking apart and reforming into stomping, roaring gods of war, snapped ropes and broken corpses trailing in their wake.

A WORLD EMBATTLED A river sparkles in the twilit valleys of far-off Ulthuan — no normal river this, but a great glittering host of High Elves, clad in blue and purest white. The evening light glints not from the crests of waves butfrom the blades and helms of their glorious phalanxes. They go to war once more, for the time of reckoning is at hand. Barely a league away, a score of Black Dragons are stirred from their torpid sleep by the cunning Dark Elves. Their tattered wings eclipse the sun. Their acidic flames turn a hundred High Elf warriors to ash with every breath. In the crumbling subterranean empire of the Dwarfs, stout throngs of Clansmen and Longbeards march forth in grim silence as they take thefight to the hated Goblins and the verminous Skaven. Battle is joined, a thousand masterpieces of Dwarven weaponcraft cut deep into troglodyte flesh, but the villainous hordes are without number. The peril becomes dire — rune-sealed treasuries are raided for the most ancient of magical weapons, experimental war engines unearthed, runes of desperation struck. Ancestor gods grumble their commands, and new heroes are forged. Still stranger sights are to be seen in the lands even further afield. In the bone-strewn deserts of the south, living volcano-gods belch forth armies of elemental flame at the behest of silk-clad sorcerers. Undead kings command their monuments and statues to shake off the sands and lurch into life, the dunes melting underfoot as they advance before an endless army of sun-bleached skeletons. In the Dark Lands, the blacksmiths of Chaos emergefrom their citadels. Amongst them come lava-spewing golems and vast winged bulls branded with the mark of the Father of Darkness. From the northern wastes come albino giants clad in icicles and hoarfrost, ripping up pine trees in their hunt for the blood of man. A monstrous host of Trolls shambles southward, their vomit-stained King bellowing his horrible intent. Armies of blubber-clad Ogres laugh gutturally as they smash aside whole ranks of lesser warriors with club,fist and gut, making veteran soldiers seem no more than infants by comparison. To the west, vengeful forests pull up their roots and shamble to war, their advance as inevitable as the onset of winter. The boughs of centuries-old tree spirits shiver with rage as the Elves of the wood dart into battle formation, each of their arrows finding a throat, an eye, a heart. A mile from the Elven towers that stand sentinel upon the coast, an armada of Norscan raiders crosses the Sea of Claws, intent on bringing war to the rich and temperate lands of Karl Franz's Empire. A fleet of Imperial galleons moves to intercept their course, and battle is joined in the midst of a thunderstorm.

THE ARMIES OF UNREASON And yet in the far north the darkness grows ever thicker, the terrors it conceals hatching out from the veil like daemonic wasps from a hidden nest. In the Shadowlands, shimmering, hell-clad mansions slaver and moan as they writhe across the land, spilling out daemonkin in great spurts like blood from a mortal wound. Astromancers channel lightning from the thunderheads above, acting as living conduits to blast apart the gatehouses of their prey. Upon the crest of the world, mutant warriors clamber across landscapes of distorted, gibbering skulls, desperate to reach the Eternal Battle and earn the favour of their gods. Even in the clouds above, the gods wage war amongst themselves. Armies of flesh, bone, clay, oak, gold, sand and magic; all strive to conquer and despoil. Against this panoply of disaster the forces of order fight harder than ever before. All the manifold events of a long and bloody history have led to this crucial point. The races of the world stand upon the brink. Will the empires of Karl Franz and his allies overcome the evils that threaten to consume them? Is this the dawn of a new age of progress and conquest, or the threshold of catastrophe? Only one thing is sure. There will be war!

ANCIENT HISTORY The world was an ice-locked and desolate place until the coming of the beings known as the Old Ones. They melded and wrought the substance of the planet until they had fashioned a Utopia, which they populated with new races of their own creation. Then came the Great Cataclysm, and the history of the world was changed forever.

THE TIME OF DRAGONS The history of the world begins long before the race of Men forged their empire. Epochs ago, the world was populated by gigantic beasts - lightning-clad Shaggoths, chasm-dwelling Marnocks, segmented Leviathans, and even stranger creatures. The race of Dragons were ascendant at this time, intelligent and articulate, though ultimately the rising temperature of the world drove the largest of their number into torpid slumber. Farfrom unthinking, many of these elder creatures had their own domains and ambitions, andfrequendy warred amongst each other for ascendancy. The ground shook to the clash of titanicmonsters and, for a time, they ruled the lands of the world. Then came the Old Ones, a mysterious and near-omnipotent race who plied the depths of space in silvered ships and star-spheres just as men would one day ply the oceans. They looked upon the worldfrom above, and they found it to be good. By their reckoning, this world would play an important part in the destiny of the universe. So it was that they took to steering the planet's path toward the warming light of the sun, and reshaped the continents of the world, fashioning them in accordance with ancient prophecies and patterns. The Old Ones also created portals that allowed them to travel vast distances and move at willfrom this realm to the next. They knew not that, with these acts, they were cultivating their own demise.

CHILDREN OF THE GODS Amongst the many skills of the Old Ones was the ability to shape whole new lifeforms, creating new beings that brimmed with potential from the most imperfect of materials. It was the Old Ones who brought into being the races that now dominate the world. Thefirst of these were the Slann. The Slann's toad-like and corpulent bodies belied a mental power that could shatter mountains, scorch the skies, or fold reality in upon itself. Thefirst Slaan were mere servants to the Old Ones, but nonetheless they were mentally advanced beyond the wildest dreams of those who would serve them in turn. Gifted savants one and all, the Slann of the first spawning were immensely powerful mages, able to blast apart the monstrous denizens of the prehistoric world with the twitch of a webbedfinger or a casually belched word of power. It was they who interpreted the will of the Old Ones and committed their instructions onto sacred plaques. Venerable Lord Kroak wasThese the plaques, crystallised from pure thought, would form the blueprints of the world to come. first of the Slaan Mage-Priests to be spawned upon the world. The Slann in turn were served by the Lizardmen. First amongst the Lizardmen were the Saurus, It is written that Lord Kroakreptilian warriors spawned in their millionsfrom the birthing pools beneath the Slann's temples. The and his peers taught the Saurus were physically strong,fit and resilient; perfecdy obedient warrior beasts with selfless bravery ancestors of the Elves the magic and an innate understanding of combat. Whilst giant construction-lizards and saurian beasts of that they wield with such expertise to this day. Lord burden laboured to build great pyramidal temple-cities, the Saurus brought order to the primeval Kroak, like many of the firstworld with jagged clubs and jade-toothed blades. Seenfrom the star-ships above, the world seemea Mage-Priests, was embalmed infested by slow-moving and gigantic serpents, but in truth each was a winding column of Saurus, after the death of his body to every azure scale an individual warrior going forth into the world to enact the Old Ones' will. become a Relic Priest. So strong is his spirit that it still clings toAs the Lizardmen's labours neared completion, the paradise the Old Ones had fashioned was crowned with a geomantic web of power - a glittering network of nodes and conduits that stre his remains, and is able to wield the deadliest of magics five across the planet, allowing the Slann to traverse it or shape it at their whim. And shape it they millennia after his death. The creator-gods smiled upon that which their minions had wrought, but they were still not sa

THE NEW RACES From this crucible of civilisation, yet more races and species were brought into being. None truly know why the Old Ones populated their paradise with such a diverse array of sentient creatures. Perhaps the Old Ones raised up the young races from the primordial jungles in defence of their new realm. Their motives will forever remain shrouded and unclear, for the Old Ones are no more. First amongst the new races were the Elves. Exceptionally dextrous and intelligent, the Elves were given the island continent of Ulthuan, which they tamed with arrow and hunting spear. The Elves had an affinity for the magical energies wielded by the Old Ones, but sadly, they did not prove as resistant to the corrupting effects of magic as the Old Ones had hoped. After the Elves came the Dwarfs, a doughty and stalwart folk, resistant to raw magic yet able to craft masterpieces imbued with supernatural power. They also fell short of perfection — the very qualities that made them determined survivors gave rise to stubbornness, avarice and insularity. The races of Dwarfs and Elves were long-lived and patient. The Elves became masters of the ocean, and built their elegant civilisation upon the islands and coastlines of the world. The Dwarfs burrowed deep into the mountains, carving out magnificent subterranean halls and palaces. From the wilderness came the greenskinned Orcs and Goblins, their insidious spores perhaps unwittingly introduced to the world upon the star vessels of the Old Ones. Later came the race of Men; adaptable and prolific, so vital and ingenious they would be able to adjust to almost any environment. Lastly were perhaps the most unfinished of all the Old Ones' creations; the somewhat vulgar races of the Halflings and the Ogres — radically different in size and strength, but similarly fond of food, and resistant to the baleful lure of the magical world. The creation of the new races was not the only great work embarked upon by the Old Ones. They had raised stellar gateways to a dimension of pure spirit, known as the Realm of Chaos, at either pole of the world. By passing through this realm the Old Ones could travel immense distances in a heartbeat. Their boundless ambition had a terrible cost. Whatever entities dwelt in that dimension resented the intrusion of the Old Ones, and slowly formed plans for an intrusion of their own.

The sprawling temple-cities of the Uzardmen were constructed upon nexuses of magical energy that, when linked by the Old Ones' magic, spread across the world in a thrumming net of eldritch force. Truly powerful sorcerers such as the Slann Mage-Priests are still able to tap into the network of arcane force that girdles the world. With this power they can work the greatest of rituals, shift continents and rise up mountains from the earth.

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THE GREAT CATACLYSM "They were as varied as thought itself, soaring and clawing, howling and shrieking in a triumphant cascade of madness that drowned everything in its path." - The Visions of Loukh

Just as the world seemed stable, a critical mass was reached in the realm of spirit that lay behind the veil. The Old Ones paid the price for their intrusions. The portals above the poles of the world each larger than a mountain, collapsed in an epoch-shattering implosion. They were replaced by a boiling sea of chaos where reality and the otherworld overlapped, a vast gateway into the raw ether. The force of the implosion flattened an entire continent. At the site of the disaster, a ball of chaos matter - known as warpstone — span into the sky. Thus was born Morrslieb, the Chaos moon. With a tremendous feat of arcane might, the Slann Mage-priests managed to limit the lesions in the fabric of the material realm. Only by the sacrifice of hundreds of first generation Slann was the utter destruction of the world averted. And yet, despite the best efforts of the Lizardmen to constrain the cataclysm, a billionfiends burst outward from the pulsing wound that crested the world. Given life by the nightmares of mortals, coruscating armies of daemons ran rampant across the lands. The mayhem they wrought was in stark contrast to the order imposed by the Old Ones and their Slann viziers. Though the Lizardmen fought bravely to stem the tide of the daemonic incursion, in the space of a few days, their civilisation was brought to its knees. Chaos had come to the world.

CHAOS EMBODIED As their star-portals collapsed, the Old Ones disappeared. No-one knows whether theyfled or were destroyed, but they were creatures of order and life, and the Daemons of Chaos were anathema to them. The skiesfilled with blazing contrails as great chunks of warpstone hammered down across the surface of the globe. Even regions unharmed by these burning meteors were tainted as a thin veil of glowing dust settled across the lands, mutating everything it touched. The forests of the world thrashed with rampant and unnatural growth, and new and hideous forms of life sprang forth. Man became beast and beast became man, devolving into forms that reflected their crude

subconcious minds. So it was that the Beastmen were born, the first Skaven crawled outfrom their vermin-infested marshes, and the monsters of the world were brought into being. In the steaming jungles of Lustria, the Lizardmen did not give up. Resolute, they took the fight to the daemonic legions using every one of the formidable weapons at their disposal. Gargantuan reptiles crashed into titans of living brass, feathered lizard-kings breathed lightning into the foetid ranks of the unclean, and phalanxes of Saurus fought against bellowing Daemon behemoths. The surviving Slann Mage-Priests worked earth-shaking magics and turned their homeland from a paradise into a hell, a verdant fortress of endless greenery teeming with deadly lifeforms that sank their fangs and tendrils into any who were not native to that land. The long war between the Lizardmen and the Daemons had only just begun, for though many temple-cities were lost in the first few days, others stood, tenuous redoubts of reason in a boiling ocean of abomination.

A SAVIOUR COMETH Across the jewelled ocean in the far-off island continent of Ulthuan, the race of the Elves were also caught in a struggle to save themselves from the ravages of the daemonic incursion. They suffered terrible losses with each and every engagement, for their weapons were designed for hunting, not warfare. The doom of the Elves was nigh. It was during this time of blood and slaughter that Aenarion strode out of the wastes. Tall, lithe and strong, he was a peerless warrior who had battled across the length and breadth of the world. Seeing the desperation of his people, Aenarion took up the mantle of defender of Ulthuan, and as battle raged outside Aenarion prayed fervendy at the Shrine of Asuryan for the strength to oppose the nightmarish daemonic horde. He implored the Elven pantheon for strength, and was met with silence. He burned offerings in the sacred flames, but no answer came. Finally, in despair, Aenarion threw himself into the incandescent flames. Though agony wracked his body, Aenarion survived the ordeal, proving his purity beyond doubt. More importantly, he had become imbued with the raw might of Asuryan the Creator. An oath upon his lips, Aenarion took up his spear and strode out of the Shrine. He fought his way through the rampaging Daemonic horde and slew the Daemon King at its head with a single devastating thrust. Over time, Aenarion gathered a massive army of Elves to his side. Clad in a suit of inviolable armour wrought within the legendary Anvil of Vaul, Aenarion was like unto a god of war. The Elven thirst for vengeance proved deadlier than any blade. With his new army flew hundreds of Dragons, allies of the Elves since the dawn of that race. The skies themselves came alive with their number, and the Daemons were driven back in disarray before their wrath. Though Aenarion undeniably saved his race from annihilation, even the armies of Ulthuan could notfight for all eternity, for Daemons cannot truly be killed by mortal weaponry. The war against the Daemons raged on, eventually reaching the heartlands of Avelorn. Aenarion's consort, the Everqueen, was slain, and their children lost.

Though the Lizardmen counterattacked the Daemonic legions with unremitting fury, the power of Chaos flowed ever stronger, and many of the Temple-Cities fell within the first few weeks of the war. The Lizardman empire has never truly recovered.

THE PRICE Wracked with grief, Aenarion vowed to slay the Daemons once and for all, no matter the cost. He summoned his steed, the great dragon Indraugnir, andflew to the fabled Blighted Isle at the north of Ulthuan. Against the counsel of his friend, the archmage Caledor, Aenarion sought to draw the Sword of Khaine from its great black altar at the heart of the island. This was unspeakable folly, for the weapon was not intended for mortal hands, and to draw it was to damn oneself forever. In his rage, Aenarion cared not. He became all but invincible, scattering the Chaos armies before him. All feared his power, be they mortal or immortal. Aenarion had become not only the avatar of Asuryan, but also a conduit for the bloodlust and fury of Khaine, the Bloody-Handed God. The price of this new power was high indeed. By seizing the Sword of Khaine, Aenarion had condemned his lineage and that of his people to an inescapable curse that would plague them until the end of time. So it was that the seed of corruption was introduced into the High Elf race. Years later, King Aenarion rescued the mysterious seeress Morathi from a coven of Chaos worshippers and took her as his second wife. She bore him a son, which he named Malekith. Meanwhile, rumours began to circulate of darkness and cruelty within Aenarion's court. Unrest fermented, and many decried Aenarion's merciless persecution of all who defied him, but soon after Ulthuan was threatened by another daemonic invasion. War had come to Ulthuan once more.

Morathi, known in later centuries as the Hag Sorceress, is considered to be the root of much of the evil that gnawed at the Phoenix Court of Ulthuan. It was Morathi who founded the insidious cults that corrupted many of the Elves in days gone by. She still plagues the world even now, for through her mastery of the Dark Art and various pacts with daemonic beings, her lifespan has stretched across the centuries.

THE VORTEX COMPLETE The greatest mage of that era, Caledor Dragontamer, believed that there was only one way to truly defeat the Daemon armies. He devised a grand plan to drain the swirling gales of magic that raged out from the maelstrom at the top of the world, to channel these etheric forces into a great spiral of energies and funnel them back into the Realm of Chaos. It was an audacious and desperate ploy, and if it failed, every living thing in the world would pay with its life. Such was Ulthuarfs plight that its ruling council felt they had no choice.

Caledor and his archmage acolytes repaired and expanded the ancient spiral network of standing stones that had stood upon the island continent of Ulthuan since the dawn of thefirst days, magnifying theflow of energy around Ulthuan a hundredfold until it was visible even to those without mage-sight. The stage was set. At the Battle of the Isle of the Dead, surrounded by innumerable armies of the ravenous and the daemonic, Caledor Dragontamerfinished his great work. Incredibly, the archmage's final ritualwas successful. The resultant cosmic vortex drew the roiling essence of Chaos from the world like poison from a wound, slowly at first, but with gathering speed until a hurricane of energy raged across the skies.

REDEMPTION During the closing stages of thebattle,the mages of Ulthuan faded away one by one, their lives forfeit to ensure the vortex's completion. Meanwhile, Aenarion and his faithful dragon Indraugnir were locked in mortal should have been able to survive, for each of the Daemons was the mightiest of his kind. But Aenarion was the vessel of his god's wrath, and in his hand was the Sword of Khaine. Thefirst tofell was the Lord of Change, beaked head hewn from feathered neck by a lightning-swift blow as the Daemons magicalfires cascadedfrom Aenarion's blessed shield. Spinning upon his heel, Aenarion turned to fece the many-limbed Keeper of Secrets that loomed above, but the lithe monstrosity was faster still. It caught Aenarion up in a great claw and crushed hisribslike glass, though the Elven god-king plunged his "Wc have vanquished sword into the Daemon's heart in return. Next to die was the Great Unclean One, its suppurating flesh the daemonic hosts and ' seared by Indraugnir's white-hotflame. Last tofell to Aenarion was the raging, gore-clad Bloodthiister, driven back the roiling though with a last swing of its hell-forged axe it dealt Indraugnir a blow that would prove fetal. • clouds of Chaos that Battered and bleeding, Aenarion climbed upon the wounded Indraugnir one last time and plagued the lands. Let commanded him to fly back to the Blighted Isle - a journey that proved too much for the noble the world rcjoice, for we have won its drake. Indraugnir gave a great shudder and died upon the beaches of that dread island. Aenarion's sanctity, and the air last act was a pilgrimage to the Altar of Khaine, where he thrust the cursed sword back into its altar bears not the foul tang in the hope that the age of bloodshed would finally come to an end. His body was never found. of the Daemon. But at With the completion of Caledor Dragontamer's vortex, the fell powers that sustained the Daemon what cost to us. the hosts were drained from the world. In distant Lustria, the constant onslaught the Lizardmen had valorous and the brave of Ulthuan? What endured ceased altogether as the Daemon armies faded from sight. The Dwarfs of the mountains, sacrifices have been resigned to a last stand in thefece of insurmountable odds, found nothing but echoing screams in the made upon this, the dark of their holds. The tribes that would become the Empire of Man clutched their spears and axes altar of hope?" like talismans, barely daring to believe that the terror had come to an end. The world took a new - The Lament of breath and found the air to be wholesome and clean. With the sacrifice of its greatest sons and Bel Shanaar , heroes, Ulthuan had brought stability and hope to the world - for a time at least.

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TIME OF THE SUNDERING In the wake of Aenarion's death, his son Prince Malekith was passed over as the new Phoenix King, and the noble Bel Shanaar crowned in his place. Malekith's mother, Morathi, was furious, and a seed of bitterness lodged in the young prince's heart. Nonetheless, Malekith abided by the court's decision. Instead of ruling he pioneered a new era of exploration and discovery. Malekith and his fellow Elves eventually reached the Old World. There Malekith met with the stalwart and dour Dwarfs of the mountains, and though atfirst the two races had a natural suspicion of each other, it was soon replaced by a grudging respect. The two races fought side by side, with the warriors of Ulthuan driving barbarous hordes of Orcsand Goblins to destruction upon the stalwart battle lines of the Dwarfs. Entire tribes of Beastmen were hunted down and slain with axe and arrow, gibbering monsters were slain by the heroes of bothracesfighting as one. It was during this period that Malekith forged a close alliance with Snorri Whitebeard, High King of the Dwarfs. The two embarked upon many adventures together and even swore an oath of brotherhood, something which neither race would ever do lighdy. As the decades passed, more and more Elven armies followed Malekith's example and came to the Old World. United, the quicksilver Elves and stout Dwarfs drove the forces of destruction from their lands. The tworacesswore a pledge of eternal friendship, and a new era of prosperity and trade began.

TREACHERY IN THE PHOENIX COURT After sixteen hundred years of personal valour and heroism, Malekith undid all the great works of his illustrious career in one night of base treachery. Aenarion's successor, the Phoenix King Bel Shanaar, had made the journey to the Old World to meet with the Dwarf High King Snorri Whitebeard, and during the greeting ceremony took pains to establish that Malekith was a mere envoy to the true leaders of Ulthuan. The wound to Malekith's pride cut deep, and upon his return to the island continent, his mother Morathi ensured that it festered and deepened into a bitter hatred.

"A scratch from an envenomed dagger, a sip from a poisoned chalice, a slight to a proud warrior's honourIn time these things may do far more grievous harm than the broadsword or the axe, my love.." Morathi, the Hag Sorceress

Years later, in an act of perfidy so base it echoes throughout time, Malekith attempted to take the Phoenix Crown by force. After accusing Bel Shanaar of covert Chaos worship and poisoning him in the resultant confusion, Malekith ambushed the Phoenix King within the Shrine of Asuryan and cut him down without mercy. Like his father before him, Malekith plunged into the fires of the shrine, eager for Asuryan's blessing. But the sacredflames of Asuryan rejected Malekith, burning him terribly. A blackened and twisted echo of his former self, Malekith fled back to his home province of Nagarythe, his followers in tow. There he stoked the embers of resentment in those who had listened to his malicious rhetoric - including those hidden cults so favoured by his mother, Morathi. Such was his political skill that soon a yawning schism looked set to divide the Elf race forever. Civil war erupted across Ulthuan and brother turned upon brother. The Elf race was irrevocably split into two factions, the High Elves of the Phoenix Throne, and the Dark Elves of Nagarythe. Malekith, now the bearer of the legendary Circlet of Iron and master of the ways of magic, was sealed within a great suit of spiked armour and hailed as the Witch King by his deviant court. Mounted upon a giant Black Dragon warped by forbidden powers, Malekith won many victories, but he was eventually defeated in battle by the new Phoenix King, Caledor II, at the storm-wracked battle of Maledor. Malekith fled the field Malekith's daemonic allies were for the reaches of Nagarythe, more determined than ever to bring Ulthuan to its knees. even more repugnant than those of the Great Cataclysm, butA thisRACE DIVIDED time the hosts of Ulthuan were The struggle between the Phoenix Court and the followers of Malekith was soon to be realised on a ready for them. Arrayed against terrible the Daemon hosts came legions of scale - atimethe Elves have ever since called The Sundering. Brooding in his defeat and mad with jealousy, Malekith plotted the ultimate punishment for those who had stolen his birthright elite soldiers clad in gleaming battle armour and disciplined, Malekith committed the unthinkable — he destabilised the cosmic vortex built by Caledor fearless blocks of Elven spearmen, Dragontamer. Evil pacts had been made in the court of Nagarythe, and at the culmination of a their strength bolstered by Dragon moonlitritual,Malekith unleashed the Daemonic legions upon Ulthuan. Across the brooding skies Mages, flocks of Gnat Eagles, the the laughter of dark gods could be heard, for Chaos had come once more unto the world. and chariots so numerous that ground shuddered at their charge. No corner of Ulthuan was untouched by the resultant disaster. The backlash of magical power caused a great tidal wave that engulfed Nagarythe. Much of northern Ulthuan disappeared under the waves, and the lush veldt ofTiranoc was lost as malefic energies devastated the lands. Though the Dark Elves and their daemonic allies were ultimately driven off by the ghosts of those who had given their lives to complete Caledor's vortex, the damage was done. Malekith's betrayal had brought untold destruction. At the behest of their master the Witch King, renegade wizard princes from the courts of Saphery harnessed great sections of the splintering continent's jagged cliffs. They steered these new 'Black Arks' northwards to the new Dark Elf kingdom of Naggaroth. From these floating fortresses Malekith's followers would plague the world in centuries to come. With this great act of malice Malekith divided the race of Elves forever, and the High Elves and their evil kin the Dark Elves have been locked in bitter and merciless battle ever since.

THE WAR OF THE BEARD The strife caused by Malekith's treachery was not limited to Ulthuan, for the Witch King was devious indeed. Despite the tribulations of their homelands, trade had flourished between the Elven settlers and Dwarf holds across the Old World, for each of the races were master craftsmen in their own way. One fell day, Dwarf trading caravans were attacked by Dark Elves posing as their cousins from Ulthuan, and their precious cargo stolen. Outraged by this unprovoked attack, the Dwarfs protested, sending ambassadors to King Caledor II to demandrecompense.The haughty Elves of the Phoenix Court, aggrieved by what they saw as baseless accusations, sent the Dwarf ambassadors back to their holds - though not before they had shaved the envoys' faces clean as newborns; a terrible insult to an adult Dwarf. Now it was a matter of honour. There could be only one outcome. Thus began the War of the Beard, or the War of Vengeance as the Dwarfs prefer to call it. The ever-escalating conflict lasted for almost four centuries. Though King Caledor sent almost his entire During the War of the Beard, the High Elves met their fleet, the Dwarf empire proved practically impregnable, and their warriors never gave up even when match in the stubborn and facing certain death. The war culminated with the Fourteenth Siege of Tor Alessi and the death of headstrong Dwarfs, who refused to yield to Elven Caledor II at the hands of King Gotrek Starbreaker, who took the Phoenix Crownfrom his foe's corpse as recompense for the Elves' insolence. Soon after, the armies of Ulthuan were forced to supremacy even when the vast war fleets of Ulthuan were retreat to defend their homelands against yet another Dark Elf invasion. The Phoenix Crown has brought to bear against them. remained in the vaults of the Dwarf hold of Everpeak ever since.

THE GOBLIN WARS The War of the Beard took a tremendous toll on the races of Elf and Dwarf alike, and their empires lay in tatters. The damage to the once-mighty Dwarf realms was further compounded by the most severe chain of disasters ever to befall the Old World, which the Dwarfs call the Tune of Woes. Across the ocean, the Slann were still enacting as best they could the grand plans of the Old Ones, realigning the continents with earth-shattering acts of arcane force. Perhaps as a side effect of these actions, the Worlds Edge Mountains - in which the Dwarfs had built the heart of their empire wererivenby a series of earthquakes. Portions of the underground network called the Underway collapsed, and many Dwarf strongholds fell into ruin, their lower levels flooded with magma. Taking advantage of the untold destruction, the greenskin tribes that dwelt in the mountains and valleys gleefully invaded the previously impenetrable ancestral lands of the Dwarfs. The Dwarfs call these the Goblin Wars, though in truth they fought against armies of Orcs,Goblins, Trolls and verminous rat-men known as the Skaven. Each and every Dwarf, from Longbeard to hearthwife to beardling, took up arms to defend what was left of their homelandfrom the predations of the invaders. With the Dwarf fortifications breached, the greenskins' innumerable armies proved too much upon several fronts, and the empire of the Dwarfs began to crumble. For almost a thousand years the Dwarfs fought on, neither asking nor giving quarter. Sometimes the Dwarfs would hack their way back into the ancestral fortresses that had been stolenfrom them by the vile greenskins, sometimes they would sustain horrendous losses at the hands of a new Orc warlord. To their despair, there seemed to be no end to the savage tribes that poured out of the bonestrewn and windswept wastes known as the Badlands. After nearly a millennia of battle,three Dwarf holds fell in the space of fifty years. This was too much for many Dwarf clans, who ventured west and started afresh in the Grey Mountains. New trade routes were opened and new allies found in the tribes of Men that roamed the plains, but still the fight for the original Dwarf empire raged on. So it is that today the Dwarf realms are locked in a constant war for the immeasurably large subterranean halls hewn from the mountains by the labours of their venerated ancestors.

Dwarfs are the most resolute and hardy of warriors, clad in finely-wrought suits of starmetal armour and wielding hammers and axes forged by master artisans. They are famous for their tenacity and stubbornness even when battling against overwhelming odds.

RISE OF THE UNDEAD Two and a half thousand years before the birth of the Empire, there existed a human civilisation of such grandeur that its rulers saw even the sun as their servant. Nehekhara it was called, the jewel of the deserts; the sun shone on their every deed, and all the world was laid before them like an orchard of exotic fruit ready to be plucked. Yet their fantastical realm was driven to the brink of destruction by the megalomania of its kings and priests, most infamous of all Nagash, the Great Sorcerer, whose necromantic rituals poisoned the lands of Nehekhara and condemned its people to a living death.

AN ETERNAL DYNASTY Rising from the sands of the far south, Nehekhara was a land of magnificent architecture and noble dynasties. Its warrior kings led their golden armies against the barbarian tribes and greenskin armies that threatened their realms, crushing all before them in displays of martial brilliance until their dominions stretched from the reptile-infested Southlands to the dense forests of the north. The Mortuary Cult of Khemri Settra, thefirst Priest King of the mighty city of Khemri, was like unto a god in human form. Tall, were commanded by their monarchs to conquer death and, handsome and proud beyond measure, it was he who conquered the other kings of Nehekhara and truer the course of several united the lands under one throne. It was not long before his name was feared across half the globe. generations of research, they Yet Settra was aggrieved that his time upon the throne would one day end, for Death was one were successful The fifth enemy he did not know how to conquer. Determined to rule for eternity, Settra ordered his priests to generation of Liche Priests did not die, they merely witheredfind a way for him to live forever. So it was that the infamous Mortuary Cult was born. and aged until they were little For decades the priests of Khemri laboured withritualsand incantations, sending members of their more than living, walking order to the four corners of the world to research spells of binding and preservation. They unlocked many corpses. Such was their mastery forbidden secrets, dramatically extending their own lifespans in the process, but true immortality was over ritual and sorcery, beyond their power. Settra eventually succumbed to old age, full of raging pride and indignation to the painstakingly developed over last. On his death bed, the Liche Riests promised Settra that once he had passed into the realm of the countless centuries, that their incantations bound the dead they could restore his essence to life, clad forever in imperishable gold. Reassured, Settra allowed recalcitrant winds of magichimself to to die, and a great pyramid was built to house his corpse. For centuries the Liche Riests tended their will. the magical flames in his tomb, nurturing his spirit with human sacrifice. All the while their power grew over Nehekhara. Ultimately it was one of their number who proved the downfall of their civilisation.

IN THE CLUTCHES OF NAGASH

The armies of this desert nation arc mine to command, just as the world is mine for the taking, just as I shall conqucr death himself. For I am Khemrikhara. King Scttra the Imperishable, and all eternity shall bow before my will." King Settra, Eighth Coronation

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The turning point in Nehekharan society came centuries later, when a cabal of Dark Elf mages and sorceresses were shipwrecked and their corpse-pale bodies found upon the sun-baked shores of Nehekhara. Recovered by the agents of the incumbent High Priest of Khemri, Nagash, they were tortured until they agreed to teach the secrets of Dark Magic. Nagash, already an expert in the mysteries of the Mortuary Cults, proved a more than apt pupil. He reinvigorated himself, prolonging his fading youth and that of his acolytes with an elixir distilled from the blood of virgins. As the Liche Priests' lifespans stretched out across the centuries they began to shun the sunlight, perfecting their necromancy in the dark chambers of their temples. Nagash put his people to work building immense pyramids and obelisks, including the dread Black Pyramid, a magical edifice so large it dwarfed even that of Settra himself. Nehekhara became a realm of death, over which Nagash and his minions ruled as bloodthirsty gods. Nagash slowly tightened his stranglehold upon Nehekhara, raising corpses with his necromantic rituals and amassing whole armies of living dead.

THE BATTLE FOR NEHEKHARA Nagash's reign of horror could not continue indefinitely. Fearing Nagash's otherworldy powers, the Priest Kingsfrom the lesser cities of Nehekhara formed a great confederation against the lord of Khemri and his undying armies. Under azure skies the two forces met in battle — the golden hosts of the Priest Kings, bolstered by living statues and gigantic sand-borne war-constructs, fought against hordes of animated corpses bound to Nagash's will. The battle raged back and forth. Every new moon gazed balefully down upon afresh crop of atrocities, for Nagash was without mercy. After nearly a century of warfare, Nagash's rule over Khemri wasfinally broken by a combined assault from the armies of the Priest Kings. Facing utter defeat, the Evil One was forced to flee north. There he founded a new lair in the warpstone-rich mountain known as Cripple Peak.

ANCIENT HISTORY

Whilst the Priest Kings of Nehekhara cleansed the Black Pyramid of Nagash's minions, the Queen of Lahmia secredy stole Nagash's most esoteric tomes from his sanctum. With the knowledge held within, she distilled her own version of Nagash's elixir; imperfect but powerful enough to confer a bloodthirsty immortality of a sort. So it was that thefirst vampires were born into the world. Nagash became ever more monstrous and evil as he fed upon the plentiful warpstone of Cripple Peak. Bolstered by the vampiric coven of the Lahmian Queen, the Great Necromancer waged war once more upon Nehekhara. However, the glorious armies of the desert were now united under a new ruler, King Alcadizzar - perhaps the most gifted general that Nehekhara had ever seen. Over the course of the next decade war raged across the dunes, back and forth, day and night, but ultimately it was the living who overcame the dead. Nagash's army was destroyed and his vampiric captains driven northward into hiding, ultimately becoming the Vampire Counts of the Old World. Enraged at the constant failure of his captains to wrest powerfrom the Priest Kings, Nagash unleashed a terrible plague that poisoned the River Vitae, polluting the deserts and draining all life from the land. Looking out across the vista of diseased corpses, the Great Necromancer raised an army of the dead of immense size. Alcadizzar was quickly defeated and brought in chains to Nagash. Gorged upon baleful energies, Nagash prepared his most powerful spell. He intended to enact the Great Awakening, a spell powerful enough to resurrect every corpse in the entire world and bind them under his control. Sensing the danger they were in, the mysterious rat-men that coveted the warpstone under Cripple Peakfreed the emaciated King Alcadizzar and gave him the Fellblade, a sword forged of purest warpstone. Through sheer force of will, Alcadizzar fought his way into the throne room at the heart of Nagashizzar, and cut off the Great Necromancer's hand at the climax of the ritual. With a tortured wail Nagash melted away, his great spell boiling out of control and crackling across the lands. The immediate threat was ended, and Alcadizzarfinally went to his rest. But the dead do not sleep easily in Nehekhara. The energies of Nagash's ritual had prematurely awakened the entombed dead of the pyramids, including King Settra himself - reborn not as a golden angel, but as a mummified corpse. His wrath was great, and his era of conquest began anew.

"There will be no escape, no blessed oblivion. I can end your life as easily as I can extinguish a candle, and before your corpse is cold. I can reach out and grasp your soul. You will be my slave for all eternity, and I shall laugh at the depths of your pain. Such is the power of Nagash." Nagash, to King Alcadizzar

SIGMAR ASCENDANT Nehekhara was not the only realm of Man to make its mark upon the world. Over the past three thousand years, a new and vital force for order has risen — a nation of humanity'sfinest soldiers, battle Wizards, Engineers, Warrior Priests and noblemen. This nation is known as the Empire, and its founder, the barbarian king Sigmar, lives forever as a god of men.

A NEW ALLIANCE When the Worlds Edge Mountains erupted in flames during the Time of Woes, an old enemy was to rise in strength and ambition: the greenskins. A belligerent, battle-hungry race of savages, the and Goblin tribes once held at bay by the Dwarf holdsflooded into the Old World from the east SIGMAR'S HAMMERThese violent brutes were ancient enemies of the Dwarfs, and with the paths to the west open, they fell upon the shattered holds and the lands beyond with deadly fervour. As the Dwarf realms reeled Ghal Maraz, meaning Skull from this new attack, many tribes of men migrated rather than stand and die for their old homelands. Splitter, is the two-handed hammer passed down from The races of Dwarfs and men recognised a common cause and banded together in the face of this Emperor to Emperor. It is a new menace. The humans looked upon the weapons and armaments of the Dwarfs with envious magnificent rune-fbrged wonder, for their ever-sharp axes and machines of war smote greenskins by the dozen. The Dwarfs in weapon that embodies turn saw a great vitality and spirit in the hearts of men. Before long the two races had became allies. Mankind's triumph truer the The detailed records of the Dwarf people tell of the men of that time as afierce and barbaric race forces of darkness. Many are the times it has lived up to the clad in furs and simple armour, their weather-beaten skin decorated with scars and tattoos. At that title Skull Splitter, for the point the men of the Old World were little more than a disparate coalition of tribes, locked in battk Empire's rulers have ever led with the greenskins and Beastmen for possession of the valleys, forests and glades. The greatest their people to battle upon the amongst them was Sigmar, thefirst son of the Unberogen tribe, whose birth was heralded by a field of war. blazing twin-tailed comet. Any who looked upon him could see that Sigmar was marked for greatness, though none suspected that, ultimately, he would transcend mortality entirely.

THE FORGING OF THE HELDENHAMMER The Orcs and Goblins were not without their own heroes, however; chieftains and warlords possessed of murderous cunning as well as brute strength. In one instance the Orcs captured no less a potentate than Kurgan Ironbeard, High King of the Dwarfs, as he and his household made their way through the Grey Mountains. This was the land of the Unberogens, and Sigmar and his men fell upon the Orc army with great fury, decimating them and burning their corpses upon a great pyre. King Kurgan marked his gratitude by presenting Sigmar with a runic warhammer named Ghal Maraz. With this gift, and a solemn warrior's handshake, the two leaders became friends. The alliance between men and Dwarfs was set fast. Over the next few years the bond between the two races became ever stronger. The lightning charges of the human cavalry and the unbound ferocity of their barbarian footsoldiers were in stark contrast to the methodical advance of the warrior Dwarfs, but in conjunction the two forces were more formidable than ever before. Knowledgeflowed from the Dwarf realms into the tribes of men; new battle doctrines were perfected and secrets of the forge brought to light. Soon the human tribes were armed with true steel and burnished alloy, their axes as bright as the gleam in their eyes. Upon the death of his father, Sigmar became chieftain of the Unberogen tribe. He proved to be a visionary leader as well as a warrior of exceptional valour and strength. Sigmar united the twelve greater tribes of men, driving the greenskins from the lands and earning the epithet Heldenhammer, which means Hammer of the Goblins. So it was that the seeds of the Empire were sown.

THE BATTLE OF BLACK FIRE PASS

When the realms of the Dwarfs looked once more to be overwhelmed, King Kurgan sent the noble Runesmith Alaric the Mad as a messenger, and called upon Sigmar once more. A great tide Though Sigmar proved to be an of Orcsand Goblins were marching upon Kurgan's ancestral home, an army ten times the size of exceptional ruler, possessed of any that had gone before. Their winged beasts of war darkened the skies, the cave-creatures they both vision and charisma in had bound to their service lumbered through the valleys. Sigmar's armies united with those of the abundance, he was at heart a warrior and a warlord. Some High King at Black Fire Pass, the only point at which the enormous greenskin horde could hope believe that in later life Sigmar to cross the Black Mountains. Funneled into the pass, the Orcs and Goblins could only bring a grew tired of the petty squabbles fraction of their number against the coalition of men and Dwarfs. of court, for eighty years after The battle lasted for what seemed like an age as wave upon wave of greenskin invaders charged and his birth he set out into the east in search of adventure and the broke upon the shield walls, an unrelenting sea of blades and battlelust that eroded the forces of blood-pounding thrill of combat. Sigmar and King Kurgan until the tide of the battle hung by a thread. Many were the heroes of that day; Marbad of the Endals, Ulfdar the Beserker and Queen Freya of the Asoborns not least amongst their number. Then, just as the armies of Dwarfs and men lookedfit to break, the last of the Orc battlelines fell back in disarray. Bloodied but unbowed, Sigmar led a last great charge through the routing horde, slaughtering the fleeing greenskins and crushing them without mercy. ULRIC The day had been won, and the Dwarf realm saved from slavery and death. Sigmar himself worshipped Ulric, the god of war, wolves and winter. Ulric is one of the THE AGE OF SIGMAR most ancient gods, revered by In the wake of the battle, the two monarchs swore an oath of eternal fealty that has been honoured primitive human tribes long to this day. Sigmar was exalted as thefirst Emperor of Man and gifted a magnificent crown by before the Unberogen tribe came King Kurgan himself, whilst the Master Runesmith Alaric the Mad began the long process of to prominence. Indeed it was creating the twelve swords known as Runefangs — one for each of the tribal chieftains of the Ar-Ulric, the High Priest of that primal creed, who crowned Emperor's new realm. Sigmar's coronation marked the beginning of the Imperial calendar and the first day of the Empire as we know it today. His kingship was just and true, and the realm of Man Sigmar as the first Emperor. It is said that in times past flourished as never before. Ulric led the Teutogen tribes to Records of Sigmar's reign are scant, for the Dwarf historians of that time turned their attentions to the heart of the deep forest, the rebuilding of their own empire. All that is really known is that Sigmar eventually put aside his smashing asunder the peak of a crown and journeyed eastward, perhaps to rejoin his old friend Kurgan Ironbeard, perhaps to slay the tall mountain with hisfist and leaving a flattened plateau in its Goblin kings and Orc warlords of the crags and mountains. place. This is known today as If Sigmar ever arrived at his destination, history does not tell. He passed into legend, becoming a the Fauchlag rock. It is here figure of worship for his people. Temples and shrines were built to his memory and the Cult of that the great city of Sigmar grew to venerate him as the Empire's founder. Within a generation Sigmar was openly Middenheim thrives, holding fast against the evils that stalk worshipped as a god, and the faith that revered him became the most powerful in the land. the Old World So it was that the hero of Black Fire Pass took his place in the pantheon of the Empire.

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EMPERORSFAIR &FOUL y

THE EMPIRE ENDURES

Since the time of Sigmar, the Empire has endured a dizzying number of disasters and threats both J An incomplete successionfrom without and from within. It has held fast against the ravages of anarchy and plague, theriseafJ the treacherous Skaven under-empire, coundess greenskin invasions, the terrifying curse of undeath 1 1-50 SIGMAR and, perhaps most daunting of all, the dread incursions of Chaos. Sigmar is crowned Emperor by the High Priest of Ulric As the centuries rolled past, many Emperors came and went, elected in good faith by the consensus'^ 51-100 HEDRICH I of the Counts that ruled each of the twelve provinces. In this way the nobility of the Empire stayed Emperor Hedrich is presented true to Sigmar's vision, for he believed the land was too large for a single man to govern. As each with the magical Runefangs by Emperor died (or was forcibly deposed, or, in one case, transformed into a newt!) another took the the Runesmith Marie, the Mad throne in his place, chosen from the twelve Elector Counts of the provinces. Some Emperors were 479-505 SICISMUND II just and fair, some proved to be vain tyrants who cared more for the state of their own fingernails Sigismund masterminds the than the plight of their people. None, however, were more roundly despised than Boris Goldgather.

defeat of the Red Waaagh! by inventive use of falcon messengers to coordinate all eighteen of his armies.

THE SKAVEN WARS

During the cripplingly incompetent reign of Emperor Boris, the land was bled white by punitive taxes in order for the Imperial court to live in debauched luxury. Its armies neglected, the Empire 677-732 SIEGFRIED I The corrupt Emperor Siegfried was in no state to weather the greatest catastrophe to befall the Empire - the Black Plague of 1111. falls out of the saddle at a criticalThis horrific disease had been specifically concocted by the Skaven to spread like wildfire upon die moment during the Battle of Fates winds. By the time it had run its course, fully three quarters of the Empire's citizens lay dead, and is burnt to a crisp by his own including Boris Goldgather himself. The Skaven, boiling out of their labyrinths in the wake of the the confusion. pandemic, systematically razed and enslaved the leaderless settlements in the Empire. All was 1109-1115 BORIS I thought lost until the Elector Count Mandred of Middenheim mustered a tattered but determined 'Fat' Boris Goldgather is crusade, rallying the surviving troops of the Empire against the Skaven tide. The Skaven were driven universally reviled He dies back, only to be caught between the vengeful Empire armies and a vast horde of undead resurrected during the Black Plague. There is by the Necromancer Vanhal from the plague victims that carpeted the land. The ratmenfled back much rejoicing in the streets. into their warrens, slowly fading back into the realm of myth, whilst the Empire, united under 1124-1152 MANDRED I Mandred Skavenslayer is killed Mandred Skavenslayer, set about the long and not altogether unpleasant task of repopulation. by the blade of an assassin.

1152-2304

A MOST UNCIVIL WAR

Anarchy reigns across the Empire. After Emperor Mandred met an ignominious end at the The succession is disbanded and Counts could not agree upon a worthy successor, leading the provinces rule themsdves.

2304-2369

MAGNUS I

Magnus the Pious is declared Emperor after the Great War and establishes his court at Nuln as the first of the Griffim Emperors.

2411-2429

DIETER IV

The incompetent Dieter TV is deposed following the scandal of his collusion with the city-port of Marienburg which Dieter allows to secede from the Empire in exchange for an enormous amount of gold.

i

hands of a Skaven assassin, the Elector to the infamously turbulent Time of Three Emperors. Even the clergy of the realm collapsed into internicine fighting. At thebattleof Ravening Beach, eight hundred Sigmarite Warrior Priests descended upon the sea-priests of the Grand Temple of Manann. The resultant battle saw the sands stained red with blood as warhammer clashed against trident and the heavens shook with the wrath of the faithful. The final straw came when the hairlipped infant Magritta of Marienburg was elected Empress, and the Cult of Sigmarrefused to attend her coronation. With the nation fractured and divided, the Empire became easy prey to the enemies gathering in the shadows.

THE GREAT WAR AGAINST CHAOS

Of all the invasions and conflicts to befall the Empire, one alone is known as the Great War - a m which looked set to herald the end of the civilised world. -a J The Great War against Chaos centred around a vast incursion in which the warlord Asavar Kul a titanic host of Chaos Warriors, Daemons, monsters and Beastmen from the frozen realmsof 2429 WILHELM III north. In the winter of 2302 Kul's host fought its way across the River Lynsk and penetrated deep The crown passes to the Princes ofinto the snowy wastes of Kislev. The ice-clad city of Praag was the first to feel the wrath of Kd ^ j | Altdorf Wilhdm's armies quicklyhis innumerable battalions. Through sheer ferocity and determination the forces of Chaos sacaw .m becomefamed Jbr their pike blocks walled and crenellated city, while Kul's sorcerous cabals unleashed gales of magic so strong ^ and heavy cavalry. cowering citizens were melded with the walls of their ownrefuges. Soon Praag resembled 2502 KARL FRANZ from the fever dreams of a dying lunatic. It has been a city of the damned ever since. -yja Accession of Karl fi-anz, the Moving south, the horde sacked several more fortresses and Dwarf keeps on its way to ^ ^ ^ j reigning Emperor. A new age of city of Kislev itself. There began a bitter siege which took a horrendous toll upon the city s oeww-aa zoar is begun. s and retain**Bloody though it was, the siege bought the Empire time enough to muster its armies

The Chaos incursion was eventually halted and repelled by a grand alliance of Dwarfs, Elves and Men, united by the legendary hero Magnus the Rous of Nuln. After the Great War, Magnus was crowned as the new Emperor, restarting the succession. He implored the Elven Archmage Tec lis to teach the scholars of the Empire how to manipulate and control the Winds of Magic that they might better resist the daemonic threat that lurks at the edge the world. Teclis agreed to this lengthy task, for he knew that should Mankind fall to Chaos, the Elves would suffer in due course. So it was that the arts of magic were learned within the Empire. Armed with arcane knowledge, the battle Wizards of the Colleges of Magic have taken their place alongside the Warrior Priests and Knighdy Orders as the foremost defenders of Sigmar's realm.

THE AGE OF KARL FRANZ The incumbent Emperor is Karl Franz, Prince of Altdorf and Count of ReikJand, the current capital state of the Empire. When Karl Franz was elected, the Empire was enjoying a rare period of prosperity and stability, but the Emperor is not an idle man. Since taking the throne he has proved himself an extremely capable general, readying his armies for war and not only driving back the Norse raiders that plague the coasts of the Empire but counterattacking deep into enemy territory. During the battle of Nordland Fjord, when a vast fleet of Norscan wolfships invaded the Empire across the Sea of Claws, Karl Franz appeared to abandon the armies of Nordland to the predations of the Chaos-worshipping invaders storming through the shallows onto dry land. Mere hours later he returned, havingrescuedTsarina Katarin of Kislev from the warhost of Marauders that had ambushed her royal carriage several leagues away. Borne aloft behind Karl Franz in the saddle of his War Griffon, the Ice Queen wove a great enchantment that froze over the entire bay, preventing any more invaders from arriving and allowing the Empire to engage the Norscan warbands one by one.

"The Empire must abide. We may be weary, we may be a long way from home. But by Sigmar. wc will resist the evil forces that would sec Mankind fall with every drop of our blood, every thrust of our blades, every ragged breath. There can be no failure in this battle for the fate of the world. If the armies of the Empire do not emerge victorious from this long war. then there will be no world left to win." I

Emperor Karl Franz, I addressing his troops at the 1| Battle of Mount Eyrie i |

A man of action, Karl Franz is not afraid to take the fight to the enemy. When Castle Vorghaus was besieged by the massed tribes of Goblins that infested the forests all about, the Empire garrison Below: Emperor Karl Franz I, therein laughed at the greenskins' pitiful attempts to breach their walls. Their laughter died when six mounted upon Deathclaw. gigantic spiders stalked out of the woods, ramshackle howdahs full of Goblin Chieftains mounted upon their backs. The gigantic spiders trapped the veteran troops sent to intercept them with great gobbets of webbing and scuttled over the high walls of the casde with ease. Just as all seemed lost, Karl Franz plunged from the skies upon Deathclaw, below him a bodyguard of Demigryph-riding knights. The avian beasts tore into the arachnid monstrosities with beak and claw, and the Goblin tribes were soon routed. Karl Franz has also established himself as an unparalleled statesman. When a frenzied horde of Minotaurs stormed through the western reaches of Wissenland, flattening everything on their way towards the sylvan realm of Athel Loren, the Elves of the woods diverted the path of the River Weiss so that the blood-mad monsters were forced to turn back into the Empire. Karl Franz entered the haunted forests to treat with the Wood Elf court, and such was the passion and conviction of his speeches that the King of the Woods himself agreed to fight at Karl Franz's side against the rampaging tribe. Together the two armies won a timely victory against the beasts. Under Karl Franz's rule, the Empire has become a well-coordinated and disciplined engine of war. In his heart, Karl Franz knows it can be no other way, for these are desperate times.

THE YEARS 1 OF CONFLICT The long struggle for dominion stretches over millennia, the scars of its passage covering the lands from end to end. The world is littered with the detritus of a hundred thousand battles. The bones of the dead lie scattered in shallow graves. Every vale, ford and copse has seen the blood of warriors spilt, and for each battle paid homage by the minstrel's lute there are a multitude that lie shrouded in the mists of time. Yet in this world of everlasting strife there are battles so great they have been seared into the fabric of history, stories of heroism and brutal violence so widespread they are known to vaunted kings and lowly peasants alike. Their underlying message is as clear as a herald's call — in this violent and savage world, death alone is certain. This is the Tale of ^ears — heed it well.

C-5000 -4460 to -4420 -3894 .6000 The Dwarfs begin their slow colonisation of The temple-city (fChupayad slides m THE RITUAL COMPLETE TIME OF DRAGONS the Worlds Edge Mountains. An age of waves during a massive tecum upheav At the Battle of the Isle of the Dead, The skies of the world are ruled by great as Dragontamer finishes his greatDisturbingly for the Slam, this event i Caledor drakes. Even the majestic Emperorindustry dawns across the snowy peaks of surrounded by innumerable armies prophededin theplaques 4the Old On work, Dragons of the present day are as the Dwarfs dig ever deeper in search gold and gromril, fashioning wonders cf ravenous and the daemonic. of the newborns by comparison. subterranean engineering. Evil beasts and -2751 Daemons haunt the black depths, but -4119 C-5900 Malekith, the Witch King, attempts amongst the Dwatfs walk heroes such as The Elves of Ulthuan traverse the The Old Ones arrive. The races ofGrungni, the take the Phoenix Crown by force. Valaya and Grimnir, and the oceans to land in the Old World world are raised up to inherit the lands. Dwarfs have never shunned a fight. These heroes are later venerated and raised up to -2750 C-4000 the status cf Ancestor Gods. C-5600 THE GREAT MAW Contact is lost between the Dwarfs of the A titanic warpstone meteorite pin**** THE GREAT CATACLYSM Worlds Edge Mountains and the Dwarf from the sky abovefor Cathay mdiams Chaos enters the world. Daemonic-4500 settlements in Zorn UzkulL Forsaken by into the homelands of the Ogre tribes hordes burst into the material dimension A HERO ASCENDANT their people and their gods, the eastern preying upon that great nation. Hud and run rampant across the lands. On The the island continent of Ulthuan,Dwarfs the turn to the worship of the Father of thousands ofOpts diem the ensu* civilisation of the Lizardmen and those Elf hero Aenarion is recognised asof theDarkness, Hashuu The first citadels of When the dust dean, a great impact of the new races created by the Oldchosen Ones of Asuryan. the Chaos Dwarfs raised in the polluted fang-lined maw hundreds of leagues are brought to their knees in the resultant depths of the Dark Lands. catastrophe and the battles that follow. across dominates the lands all about

THE YEARS OF CONFLICT

j i >

f,

A NOTE ON CHRONOLOGY

Though the elder civilisations count the passage of the decades in their own fashion, the dates below are told in the reckoning of the Imperial Calendar. Y

One of the Imperial Calendar marks the forging of the Empire by the legendary hero Sigmar. As such, many of the dates here are listed wit number, as they occur before this signature date. Such is the importance of Sigmar in the annals of Mankind. -1095 - 2 7 4 9 to - 2 7 2 3 - 1 9 6 8 to - 1 7 5 0 -1500 THE BATTLE O F LOREN DARK SECRETS IN THE SUNDERING A NEW COLONY The last Elfarmy departs from the OldIn the dark depths of winter, the Civil war erupts across Ulthuan. At theTHE DESERT Beastmen of the Old World set forth to World to reinforce their embattled brethren, culmination (fins master plan, MalekithA cabal of Dark Elf mages and despoil and pervert the sylvan realm of leaving behind only a few thousand hardy attempts to destroy the cosmic vortex built sorceresses by teach the ways of Dark Caledor Dragontamer.. Magic to Nagash, setting in motion thecolonists who refuse to leave the verdantthe Wood Elves. Battle is joined at the edgeofof the forest as line after line of events that will see Nehekhara reducedjorests and declare themselves independent -2523 Wood Elves form up to repel the massed the Phoenix Throne. The woodland realm to a land of the living dead The Ogre tribe ofBulg Legeater hunts down that will become Athel Loren is founded herds of Morghur, Lord of Skulls. and devours the goblmoid horde of Gholg Slitthroat after hearing that Hobgoblin Cflesh -1600 -917 'tastes a bit like beef. The Skaven emerge as the masters of - 1 4 9 9 Nehekhara is invaded by the Uzardmen Skavenblight, and the Under-empire THE GOBLIN WARS of the Southlands. The pant reptiles of begins to spread across the world like the Orc and Goblin tribes gleefully invade warhosts the - 2 5 0 0 to - 2 0 0 0 the Uzardmen are eventually roots of a gigantic and unwholesome weed. previously impenetrable Dwarf realms. slain when the Liche Priests focus the RISE O F NEHEKHARA The desert kingdoms of Nehekhara flourish into ascendancy.

rays of the sun through the mirrored prisms of their gold-capped pyramids.

-1578 _-1367 -732 - 2 5 0 0 to - 2 0 0 0 Warlord Urk Grimfang, bolstered byBLOOD his O N THE SNOW The great city of Mankind that will oneMUSHROOM SURPRISE day become Skavenblight grows ever The Dark Elf slaver host known as the infamous Orc Bowa Boyz, seizes the During the reign ofTethlis the Slayer, more populous until it is the largest city Children of the Black Lotus descend enprecious hold of Mount Silverspear fromMalekith makes a last ditch attempt to masse upon the Black Guff' tribe of Night the Dwarfs. It is thereafter known as seize Ulthuan from his enemies by in Old World. Goblins. In desperation, the beleaguered Mount Grimfang. launching a winter offensive protected Night Goblins empty their entire harvest of from the biting cold by fell magic. His C-2500 madcap mushrooms into the Cave Squig armies cut a swathe across the land FIRST REIGN O F pens. The resultant carnage sees a most- 1 1 5 1 before being engagedfully at the infamous KING SETTRA THE AWAKENED ONES undignified retreat by the Dark Elves Siege oflbr Lehan. There are no Settra conquers the entirety of the The Thrnb Kings of Nehekhara awaken before the frenzied, frothing Squigs turn survivors on either side. Nehekharan continent from one end to prematurely from their deathly slumbers. the other. Upon his death bed Settra isupon their Goblin masters. promised eventual resurrection.

-1125 C-513 -1500 THE WINTER O F WOE THE EIGHT PEAKS FALL THE SHATTERING A huge Orc and Goblin army manages toAfter a long and bitterly contested war, the - 1 9 9 7 to - 1 5 6 0 penetrate Athel Loren through sheer weight The Slann Mage Lord Quex realigns the stone-hewn fortresses of Karak Eight Peaks THE WAR O F THE BEARD fall one by one, eventually succumbing to War erupts between the races of Dwarfcontinents with a gyeat ritual, causing of numbers. Ariel and Orion become King and Queen ofthe Wood, and just as it the underhanded tactics of the Skaven and and Elf. The two empires grind each massive upheavals and empires to crumble. seems all is lost, Orion's power manifeststhe perpetual tide of devious greenskins Lord Quex rewards himself with a juicy other to a standstill, though victory is fully. He slaughters the Orcs without eroding the Dwarf resistance. bluebottle before lapsing back into ultimately claimed by King Gotrek mercy at the head of the Wild Hunt. transcendental meditation. Starbreaker of the Dwarfs.

-15 A NEW ALLIANCE

101 THE WAR FLEETS

888 to 954

1111

THE NEW WORLD

THE BLACK PLAGUE

After the Norscan explorer Losteriksson The vile Skaven unleash their Black SAIL FORTH King Kurgan Ironbeard is rescuedfrom discovers the jungle continent of Lustria, a Empire. Thru quarters if t upon the the greenskins by Sigmar and, inSettra calls for his Khemrian warfleets to steady flow of raiders crosses the ocean to Empire's population is wiped out by be raised and made seaworthy once more. gratitude, Kurgan gifts the runic hammer plunder the ruins of the Lizardmandeadly (fdiseases. Ghal Maraz to the barbarian chieftain. empire. The Slann take a dim view of this 176 and crush of To guard against incursions of the scions of the invaders with armies C1450 to 1452 -1 Saurus, rampaging Stegadon and massive Chaos in the north, the Dark Elves build A WAR OF SAND 6 STEEL THE BATTLE OF everbeasts. Rather than driving off The the Knightly Orders of the Empire a series of jagged watchtowers across the BLACK FIRE PASS Norscans this merely serves to ensure moreto finally depose the corrupt an northern muster A massive horde of Orcsand Goblins are borders of their realm. They soon Warriors of Chaos make the journey across prove their worth, forewarning and hence sorcerous Sultan Jaffar of Araby. defeated by Sigmar and his Dwarf allies in the ocean in search of glory. allowing Hundreds of thousands of knights a battle of such scale it changes the coursethe of armies of the Dark Elves to overcome a Marauder invasion. Estalia from Jaffar's clutches, an history. The Empire is forged in its wake. 968 that year they take the fig/it into th THE WAR OF THE NOSES Mi rolling dunes of Araby itself Desp 1 control of the sand djinns andfiery A Dark Elf corsair fleet is dragged When the vain Skaven Warlord Ratgut THE ACCESSION off of the desert, Jaffar's em efreets beneath the waves by an onslaughthas of his long and whiskered snout cut OF SIGMAR byhalf a captive Goblin, he declares total destroyed around him. submersible craft that appear to be Sigmar is crowned Emperor and his ship and halfkraken. Only one ofwar the upon all Goblinkind. He finally twelve Chieftains become the firstDruchii lords corsairs survives, and his relents tales when Goblin Warboss Magrub of the Empire provinces. of needle-fanged warriors from theFingersnatch agrees to forfeit his own warty nose as a condition of surrender. depths are dismissed as salt-madness.

619 15 1520 976 to 995 Nagash rebuilds his empire of theTHE deadBATTLE OF THE RAVAGES OF THE LADY AND MOUNT Despising the weakling race of man, he FIREHEART GORTHOR THE KNIGHT Prince a host of invades the newly-founded empire of EUiriad of Ulthuan leadsIn Gorthor the Beastlord, emissary if the Orc-irfested lands of Bretonnia, Gilles High Elves against the dark tides le of Breton his halfis visited by the Lady of the Sigmar, aided by several of the vampires Dark Gods and the most deadly Be Lake. brother, Vengril the Cruel The battle covers him and his comrades, allowing that return from exile to fight alongside ever to have led his armiesfrom the She blesses every acre of the volcanic slopes ofthem Mount their lord In a titanic dud Nagash is slain the Empire. His rampagin to drink from her sacred chalice invades and passing upon them supernatural powers. by the hammer of Sigmar and the Fireheart vampires Thousands die with every utterly destroy the city of Herpg a bestowing hour, and rivers of blood hiss like hydras as the disparate tribes of the driven into the darkness once more. two entire provinces to their knees They unite the red-hot magma underfoot boils away theforming the Grail Companions and Bretonni, remains of the fallen. The air is filled with the Orchordes before them. driving the crack-boom of gigantic wings as High Elf 50 1681 lordlmgs and Dark Elf princes duel for A NEW AGE 1004 NIGHT OF THE supremacy upon Mantkores and Star After decades of relative prosperity, During the equinox (fTtac-Ipec, the RESTLESS DEAD Dragons, their sinuous shapes writhing like a Sigmar vanishes into the east, never to be revered Sloan Lord Mazdamundi finally returns to life once again living battle ishis studies of the plaquesNagash seen again. In his place the system of mosaic that cavers the sky. The concludes of after he was slain by the mau years won when, stirred from his millennial Elector Counts is established, whereby the HuatL He raises the Grey Guardians Sigmar. The dead stir and walk th dumbe rs by Vengril's dark sorcery, provincial leaders elect one of their mountain range m the path of an enormous Vampires wage war upon the ** Malificant the Ancient emerges from hisfiery number to be Emperor. Their badges of Dark Elf invasion that is cutting a entire swathevillages and towns are onxm lair in a great rage. The High Elf host is office are the magical Rtmeftmgs,forged by through northern Lustria, causing corpses its him. demise in the uncharted jungle. and spirits befor e the dam the Dwarf Rsmesmith Alaric the driven Mad ink) the sea m terror before eventual breaks and the spell of unduuk sub

1707 WAAAGH! CORBAD

2006 A MAIDEN'S SWORD

2425

2515

ATTACK OF THE GOBLIN KING

THE BLACK-IRON REAVER

The Orc Warlord Gorbad Ironclaw The Chaos Lord Mortkin, leader of the The Chaos Lord Kharan leads his Grom the Paunch of Misty Mountain Fell Legion, invades Ostland at the head unites the disparate greenskin tribes and immense plague fleet to the coast of invades the Empire through Black Fire Bretonnia. The land is saved only by the leads his Waaagh! through the lands of of an immense horde. Allied with the fire the Dwarfs, across the north and east ofdragon Skulex the Great, Mortkin s Pass. Such is his might and cunning that heroism of Repanse de Lyonesse, the Averheim is sacked and Nuln overrun Damoiselle de Guerre, who slays Lord the Empire, and eventually to the edge offorces slaughter the defenders of Kislev despite marshalling the full strength of its and forge southwards to the city of Kharan in single combat and leads the the Old World, where he builds a ramshackle fleet from the remnants ofhis Volganof, intent upon yet more butchery. artillery schools. As the Waaaghl gathersBretonnians to a miraculous victory. conquests. Gram's green armada somehow momentum, the province of Solland is ends up invading Ulthuan by accident. 2519 destroyed in a tide of blades and its 2051 Landing in Yvresse, the seemingly Elector Count is unceremoniously slain. The Sigmarite prophet Gunther von THE CORONATION OF His Runefang is taken by Gorbad Linten sets fire to his own beard whilst infinite horde of greenskins ravages THE EVERCHOSEN himself. Gorbad'r Waaaghl storms lighting his pipe. His screams of pain set eastern Ulthuan before being defeated Abyonce-faithful Sigmarite priest learns a the armies of Eltharion the Grim. through the armies of Wissenland at the in motion the Flagellant Schism and terrible truth and turns to the worship of Battle of Grunberg and lays siege to the plunge Stirland into religious war. the Ruinous Powers. Taking the name fortress-city ofAltdorf. To the despair of Archaon, his quest sees him recover all 2441 the Empire, the Emperor Sigismund is eight of the dark artefacts of Chaos from Queen Ariel of the Wood Elves concludes killed and eaten by a monstrous Wyvern, 2271-2304 the four comers of the world and beyond. that isolationism will lead to the ultimate THE GREAT WAR but the city itself holds out Decades later, in the year 2519 he is destruction of her realm, and directs her AGAINST CHAOS crowned Everchosen, the ultimate The forces of Chaos unite in the north armies to go forth in battle against the accolade for a servant of the Chaos gods. and march south to assail the Empire. servants of Chaos in the world.

1730

2301

2500

/n 2521

BATTLE OF The elder Shaggoth, Kholek Suneater, is Louen Leoncoeur is crowned king of all PRIDE AND POWDERKEGS freed from his glacial prison by the rogueFINUVAL PLAIN Bretonnia, and proves to be both a The Imperial School of Engineers claim Chaos Sorcerer Malcfex. sagacious ruler and afierce general During the Great War, Dark Elves that their ingenuity surpasses that of invade Ulthuan once more after Morathiintent on renewing the crusade against their Dwarf allies, leading to raging the forces of darkness. secures the aid of their Chaos-worshipping arguments. The resultant 1field testing 1797 allies. The Daemon N'Kari runs amok contest' escalates when each side decides A RED DAWN across Ulthuan, attempting to eliminate 2502 to demonstrate their superiority in the Vlad von Car stein becomes the first the lineage of Aenarion once and for all. REIGN OF KARL FRANZ field of counter-battery fire. Before long Vampire Count of Sylvania, gradually The creature is eventually slain at the The accession of Karl Franz to the throne the air isfilled with silvered shot, runic corrupting and infecting the aristocracy of Shrine of Asuryan due to the bravery of sees the Imperial armies revitalised and cannonballs, flaming naptha and the province with the curse of vampirism. two young Elf twins, Tyrion and Teclis. thrust into war against the evils that helstorm rockets, whilst exploding flying By the efforts of the Elf nobility and theplague the Old World machines and clockwork angels duel with heroes of the Thousand Duels, the Witch steel zeppelins and Gyrocopter squadrons 2000 King is defeated at Finuval Plain, but not in the skies above. A twin-tailed comet sears across the 2503 night skies. Soon after, a giant meteor before carving a gaping hole in the armies Karak Azul is attacked by the warband crashes down in the middle of the city ofof Ulthuan. The archmage Teclis leavesof Gorfang Rotgut, who breach the hold's 2522 Mordhetm. Intrepid treasure hunters with his companions to join the fight defences by means of a hidden tunnel. STORM CLOUDS GATHER from many different races venture intoagainst Chaos in the Old World. The king's son, Kazrik, is shaven and the haunted streets to claim the bounty of nailed to his father's throne as an insult The armies of the world muster once more for a new era of merciless conflict. VoyrdsUme rock that lies scattered about. to the old king before the Orcs make their escape with their captives.

THE YEARS OF CONFLICT

177

/THE EMPIRE 1 The Empire of Man is the greatest nation of the Old World, spanning the continent from the southern Border Princes to snow-clad Kislev in the north. Over two millennia of bloodshed have passed since the coming of the Empire's founder, Sigmar. Yet thanks to the discipline and determination of its armies, the Empire has grown strong; a realm of progress and civilisation amidst a sea of savagery.

AN EMPIRE UNDER SIEGE

Though it is undeniably the mightiest of all human realms, the Empire is in constant turmoil, beset on all sides by the savage and the unholy. Just as in the time of its founding, it must defend its borders against the predations of theOrcand Goblin tribes, the Skaven Under-empire, the repugnant, goatheaded Beastmen, the restless dead of Sylvania and Nehekhara, and the armies of the Chaos Gods. Against all these foes and more the Empire must endure, for though the stolid Dwarves and haughty Elves are loath to admit it, without the stability and martial prowess of the realms of man, the civilised races of the world would soon fall.

THE LANDS OF MEN Though the Empire might outwardly present itself as a single country unified under the throne of the Emperor, the truth is far more complex. The cities of the Empire are undoubtedly the jewels in the nation's crown, where the pinnacle of human achievement is clear for all to see. Glorious palaces are surrounded by temples, the gilded minarets of arcane universities, and the flag-swathed keeps of military institutions founded at the dawn of the nation. But for the most part the Empire is a land of superstition and faith adrift in an endless sea of forest. So dense is that forest that a man can travel beneath its canopy for weeks and not see a glimmer of sunlight Nonetheless, the Empire is a truly vast nation, and all the more powerful for it. Each province has its own forces, war machines and distinctive iconography. Just as the Elector Counts that rule over each province have their own favoured strategies, tactics and eccentricities, the armies of the Empire are as diverse as the lands from which they hail. The capital state of Reikland is famous for its regiments of elite Greatswords, armoured in gold-trimmed steel and adorned with the feathers of Griffons, whereas the parochial province of Stirland is famed for its huntsmen, their uniforms rag-tag and filthy but their aim perfected over years of patrolling the beasthaunted wilderness they call home. So it is that when the armies of the Empire muster for battle they appear as ariotof colour and variety, their soldiery arrayed in the full panoply of war, magnificent in scope and intent on bringing victory to the realm of man.

EMPEROR KARL FRANZ OF ALTDORF Since the time of Sigmar, some of the Empire's rulers have turned out to be wise and just, and some corrupt or tainted by madness. Thankfully, the current incumbent is of the former vanety. Over the course of his reign, Emperor Karl Franz has proven to be an incredibly astute leader. Soon after his coronation, his advisors foresaw an invasion of Chaos Warriors from the north. Karl Franz led the Imperial armies deep into the Shadowlands in a deliberate attempt to destabilise the gathering tribes there. Though many battalions of Empire soldiers died in the running battles that took place upon the tundra, they stymied the Chaos invasion before it had even begun. When the Elves of Ulthuan brought news of a Dark Elf fleet heading towards the coast of Nordland, Karl Franz was ready to meet them upon the beaches and, with the help of their High Elf allies at the Battle of Redfjord, the Empire troop fought so hard that not a single Dark Elf made it onto dry land. Karl Franz even managed to harness madness of Count Marius Leitdorf, infamous for waging wars againstforests, swarms of bees and imaginedfishmen. Under Karl Franz's guidance, Leitdorf proved to be a valiant if unpredictable before meeting his end at the claws of a hulkingOrcchieftain. Karl Franz avenged the Count with a blowfrom Ghal Maraz, later claiming he was no more than a vessel of Sigmar's wrath at the time, what extent Karl Franz meant this as a metaphor has been the subject of much debate.

THE EMPIRE The Empire is a land dominated by deep, dark forests strewn with spider webs and the moss-covered remains of the fallen. Its heartlands are infested with all kinds of evils, from the savage Beastmen to marauding greenskins. These forests are punctuated by the spires of wizard's towers and the ruins of once-elegant Elf cities destroyed during the War of the Beard, many of which are now the lairs of fierce beasts, bandits, or mutants. The southern and western lands of the Empire are more civilised, with numerous fortified cities built along the magnificent River Reik. The Reikland is the heart of the Empire, and houses the current capital city of the Old World, Altdorf. The briar-choked wilderness that rises into the Worlds Edge Mountains is far more dangerous. Its wild and untamed places breed hardy fighters who form the backbone of many ofthe Empire's armies.

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THE GRAND MUSTERS OF THE EMPIRE Though the armies of the Empire harbour a dizzying profusion of warriors and specialists of different stripes, the heart of every army is the mass of uniformed infantry at its centre. Each AN ALLIANCE province keeps a vast body of state troops active and ready for war, professional soldiers drilled in the RENEWED bloody craft of battle. Thousands of resoluteSpearmen march alongside grim Halberdiers and When the Dwarf King Belegar of Zhufbar was stricken withskilled Swordsmen, each warrior clad in his regiment's distinct colours and adorned with feathers, warpstone poisoning, the skulls, parchments or protective charms. These regiments and their detachments are highly trained in morale of his warriors suffered thefluid execution of complex battlefield manouevres. Accompanying these infantry blocks upon the severely, and the Skaven attacking the lower levels of field of battle are teams of Handgunners, Archers and Crossbowmen, each able to bullseye anOrcat the hold finally penetrated its a hundred paces. The footsoldiery is further complemented by plate-clad Greatswords, veteran blockade. Word of their plight soldiers that wield personalised zweihanders, and mounted cavalrymen known as Hstoliers and travelled through the Moot to Outriders, specialists in black powder weaponry and the art of hit-and-run attacks.

the Empire, largely due to the efforts of the Halfling runner THE INGENIOUS MACHINES Stocky Borrowblade. The various institutions of the Empire haveflourished under Karl Franz's rule, and the Imperial School Karl Franz personally led his Reiksguard through the of Engineers is no exception. Experts in the craft of war, the Engineers continue to devise ever more treacherous sewers and tunnels deadly and elaborately named machineries of destruction. From their soot-blackened halls come the of the Underway into the Helblaster Volley Guns and Helstorm Rocket Batteries to complement the more traditional Great raging battle beneath Zhufbar. The Empire troops put the Cannons and Mortars produced by the Gunnery School of Nuin. The eccentric Engineers who create Skaven rearguard to flight at such marvels happily go to war to see their effects first hand, often armed with the latest and most the Battle of Broken Pillars,experimental devices: repeater handguns, grenade launching blunderblusses, Herstel-VVenckler pigeon and the Dwarfs took the bombs, and clockwork cavalry. Every year new mechanical experiments clank and stomp out of the opportunity to counterattack,School's strange and frightening laboratories, some exploding almost as soon as they are deployed, some repelling the invaders inch by field tested to great effect. The malfunctions and disasters of the Engineers fraternity are usually inch. Since that famous battle, the alliance between Dwarfs overlooked by the Imperial court - even the Greater Altdorf Sootstorm of 2502 was quickly forgotten and men has been stronger after thefirst good downpour. After all, their machineries of war are often powerful enough to flatten an than ever before. entire enemy flank, and Karl Franz is well aware that desperate times callfor drastic solutions.

THE KNIGHTLY ORDERS The Knightly Orders of the Empire are another powerful tool in Karl Franz's military arsenal. Each Order has a proud heritage and history, and many of them arefierce rivals,but all arefiercely devoted to the Crown. It is the Knighdy Orders who provide the heavy cavalry of the Empire, tall and proud warriors all,rider and mount alike armoured in thefinest lacquered steel. When war calls, the Grand Masters of the Knighdy Orders lead their men forth, galloping towards the foe in precisely judged charges as they drive their lances and sabres deep into the heart of the enemybattleline.It is not only warhorses that the Knightly Ordersrideto war - the elite of the Kislevite cavalrymen are said to keep plate-clad bears that obey theirriders' growled commands, and the Knights of the Vengeful Sun have several units of highly-trained Demigryphriders trained and ready for battle.

FIRE. FURY AND FAITH Those most mysterious of Imperial institutions, the Colleges of Magic, also wax strong under Karl Franz's rule. Founded by Magnus the Pious and mentored by the Elven archmage Teclis of Ulthuan, the Colleges of Magic teach those with sorcery in their blood how to harness and shape their spells until they become fully fledged Battle Wizards. Though the diverse Colleges wield powers taken from the eight different Winds of Magic, all are devastating to witness upon the field of battle.Some send searing bolts of mercury into the ranks of the foe, some bring down the wrath of the heavens, others transform into gigantic beasts and rampage deep into the enemy's battleline. Regardless of their abilities, all wizards and magesrisknot only their bodies but also their souls in pursuit of their eldritch arts, for those who seek to bind otherworldly powers can meet very sticky ends indeed. The realm of the supernatural is not the sole province of the Battle Wizards. The Sigmarite creed is alive and well in the armies of Karl Franz, its practicioners dealing outrighteousretribution with flame and hammer to the manifold evils of the world. Thefiery Warrior Priests of Sigmar are formidable combatants as well as workers of battlefield miracles, leading by example at the front lines or, in the case of the Arch-Lectors themselves,ridingto battle upon a towering War Altar of Sigmar.

BRIGHT WIZARDS Those who wield the Lore of Fire, often called Pyromancers, channel the Wind of Aqshy. They are the most destructive of all Battle Wizards, for searing flame is theirs to command. Unfortunately for them, the wind Aqshy is unpredictable and wild. Hence it is not unusual for a Bright Wizard to immolate himself with a single misplaced syllable.

AN ARMY UNITED A wise scholar once noted that the Empire of Man thrives because of its differences, not in spite of them. This has proven to be especially true upon the field of war. Should an invading army manage to weather the fusillades of black powder weaponry, coruscating magic and storm of artilleryfire that precede each clash of battlelines, it willfind itself trapped and outflanked by disciplined and welldrilled infantry regiments. Should the spears and blades of the state troops not destroy the foe outright, the Knightly Orders will launch their charges,finishing with lance what was started with crossbow bolt and lead shot. In the sides above ride the captains and princelings of the Empire upon their fantastical beasts, hunting down and slaying the leaders of the enemy army, and all the while doomsaying Flagellants give their lives gladly to ensure the opposition is utterly destroyed. The armies of the Empire are as deadly as they are diverse, and with the wit and will of thefinest generals behind them, there is no manner of threat that they cannot overcome.

THE UNUSUAL DEMISE OF LORD VETHRIC

When the grand army ofTalabecland mustered to hunt down and destroy the rogue Sorcerer Lord THE IMPERIAL Vethric, they were met with a nasty surprise. Grand Master Odo Copperfinger of the Order of the MENAGERIE Crystal Lance had mustered not only his entire order but also ten score regiments of well-drilled state Emperor Karl Franz has few troops, the splendidly-moustached Carroburg Greatswords, and the venerable Steam Tank Ancient serious eccentricities, but amongst Fury, known as Old Rustbucket to the soldiery. The armies cautiously manoeuvered through the hisfervent passions is the furtherance of the Imperial Zoo, forest to surround Lord Vethric's many-towered citadel. Grand Master Copperfinger had barely finished booming his ultimatum to the Chaos-worshipping Vethric when all hell broke loose. a vast complex of beast-pens and mosaic-covered caverns. Within With a muffled thunderclap, a stampede of black-tongued Daemonsriding atop musclebound its halls reside strange creatures crimson bulls burst out from the ether and crashed into the Empire army's flank. From the woods that have been given as gifts from foreign potentates or hunted came gigantic blade-legged centipedes andfleshworms the size of wagon trains, catching up Odo's and captured from the hidden knights with scythe-like mandibles and corners of the world. The scissoring them apart. The Empire army gigantic menagerie within has counterattacked with gusto, refusing to mJ always housed stables of Pegasus bow before the Sorcerer's summoned /Mf and Hippogrifffor the elite of the knighdy orders to ride to war, legions. The daemon cavalry met its but its furthest recesses are home match in the Carroburg Greatswords, to even larger and fiercer who stood fast even in the face of the most creatures. Over the course of his punishing assault, but when a flamereign Karl Franz has acquired whole families of eagle-headed wreathed meteorite of warpstone Griffons whose leonine bodies are thundered out of the heavens and borne aloft on power/id feathered obliterated the best part of the Empire pinions, sting-tailed Wyverns army, the struggle seemed hopeless. Then from the high peaks, and even sounded Ancient Fury's twin great triple-headed Chimeras. In its furthest recesses can befound the cannons, and trundling forward the Imperial Dragon, an elder beast Steam Tank ploughed headlong into the that lies brooding upon a section of the citadel already weakened by mountain of golden Imperial its cannonade before exploding heirlooms and the soot-blackened bones of incautious stewards. spectacularly. With almost unbearable slowness, the Sorcerer's citadel toppled downward into the battle below, flattening several more regiments but in Overleaf: After the avaricious the process crushing Lord Vethric and Border Prince von Hopfklaut silencing his conjurations forever. returns from his lucrative treasure-hunting raids into the There was a grand victory feast in far south, the city of Copperftnger's halls that night, but it is Goethelburg isforced to defend rumoured that there were fewer than itself from the terrifying legions twenty survivors able to attend it. of the vengefid Khemrian monarch King Aphet II the Eternally Unforgiving.

BRETONNIA Bretonnia is the land of chivalry and honour. Its knights are the most valiant! cavalrymen in the Old World, watched over by a mysterious goddess known! only as the Lady. In times of war, each of the noble lords of the r e a l m i B summons his retinue of thousands of loyal knights - a truly majestic sight in their shining armour and proud heraldic liveries. The charge of the cavalry ^ of Bretonnia is an avalanche of steel that drives everything before it with lance, hoof and blessed blade.

RISE OF THE BRETONNI

Overfifteen centuries ago, the divided tribes of the Bretonni occupied the territory that lies between the Grey Mountains and the Great Ocean. The land was wild and the tribesmen constandy fought for survival against marauding hordes of evil creatures. Roving armies of greenskins, Beastmen and other fo fiends besieged the Bretonni in their wooden forts, laying waste and pillaging every settlement they But out of these desperate times arose a legend - Gilles, the valorous Lord of Bastonne, a man of unmatched might and bravery. He was a giant of a man, with longflowing hair and piercing, wise eyes. Though he was implacable and ruthless against his people's foes, Gilles was kind and generous to the weak and the innocent. He vowed that the Bretonni would take back what wasrightfully theirs, I or die trying, and rode out of his besieged town at the head of his tribe's horsem*n. Clad in armour cf leather and chain, and wielding spear, sword and axe, they plunged into the greenskin ranks like a thunderbolt, scattering all before them. Inspired by Gilles' shining example, the Lords Thierulf of Lyonesse and Landuin of Mousillon also led their men out to cleanse the lands. The brave lords soon joined their forces into one single mighty army and embarked on a great crusade toridthe lands of the Bretonni from the evils that plagued it. Preparing for the next day's battle against an immenseOrchorde, Gilles and his Companions took theirrestnear a lake on the edge of the enchanted Forest of Chalons. Upon its hazy shores, a fey vision appeared before them.

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THE FAITHFUL REWARDED As Gilles rested, a woman of incomparable beauty and mystery emerged from the mists covering the lake. She approached the Companions, moving over the waters without once stirring them. In her delicate hands she bore an ornate golden grail brimming with holy power. Gilles and his Companions knelt in pious humility and, recognising the Lady as a divine messenger, they offered their swords to her service. In return, she blessed the men by allowing them to drink from the Grail. Infused with supernatural energies, Gilles and his Companions were forever lifted above the level of mortal warriors. Their armour becameresplendentand impenetrable, their blades and lances suffused with destructive power. Though they had knelt as barbaric horsem*n, they rose as noble knights - thefirst Grail Knights of the Lady of the Lake.

UNIFICATION AND CONQUEST Led by such indomitable champions, the armies of the Bretonni conquered all,fighting their way across the land and liberating every region from the foul creatures that beset them. Many wynns, giants and other rampaging monsters were slain, and multitudes of Chaos-worshipping fiends^ brutish greenskins and foul ratmen fell under the avenging blades of Gilles and his knights. and more lords,filled with new faith and thankful for the helpreceived,came forward with | knights to swell the ranks of Gilles' host. The illustrious deeds performed by Gilles and his Companions in the twelve major battles of this sacred war of unification became legend, o n n ^ ) ( ) U S basis of the Bretonnian Code of Chivalry for centuries to come. The knights of B r e t o n n i a are throughout the land not just for being superb mounted warriors, but alsofor the strict laws j | virtues of their Code, which puts honour, humility and courage above all. Eventually, the land was free from evil. Those dark creatures not destroyed by Gilles /SB forced to hide underground, or in the heart of wild, untamed forests. Thus was the Kingo formed, united by Gilles and defended by his brave knights.

BRETONNIA Bretonnia lies to the south and west of the Empire, between the Grey Mountains and the endless reaches of the Middle Sea. Each of Bretonnia 's provinces are ruled over by dukes whose weather-stained castles rise into the air in imitation of the abandoned Elf towers along her northern coast. Like much of the country, they are under constant repair and reconstruction. Compared to the wealthy cities of the Empire, the settlements of Bretonnia are parochial, rundown and impoverished. The land boasts no seats of learning and its castles are decorated with mouldering tapestries of past glories. The pox-stricken peasantry live in shanty towns and hovels gathered about the castle walls, as the greater part of the country's wealth is spent on the splendour of its knights, for whom a fine appearance if just as important as the keen edge of sword and lance.

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Sadly, Gilles was taken from his people, struck down by a cowardly war engine fashioned by die vengefiil greenskins. Legend has it that his mortally wounded body was taken by the Fay Enchantress, thefirst of the Handmaidens of the Lady, to a holy island in the mist-shrouded lake where the goddessfirst emerged. Gilles le Breton, Uniter of Bretonnia and Champion of the Lady of the Lake, had passed into legend. Amongst the faithful it is said that one day he will return, and in its most desperate hour of need he willrideagain to the salvation of Bretonnia.

ON THE ROSE OF BRETONNIA AND ITS THORNS Since these glorious times of unification, the history of Bretonnia has been one of constant struggle and war. War against the enemies without — greedy aggressors who violate the sanctity of the Land of the Lady, intent on plunder or conquest. War against the enemy within - the debased children of the Dark Gods who slay and burn in the name of their evil patrons. But the most bitter of all wars are those where knight fights against knight, duke against duke. Fostered by mistrust, vain pride, betrayal, lust and, above all, greed, this internecine strife has been the cuise of Bretonnia more than any other enemy. Only the rule of a strong monarch can stop the bickering amongst the dukes, settle their quarrels and direct the powerful energy of a united Bretonnia against the real enemy. When this happens, the nation's knighdy armiesrideout on That which is noble crusades, whether within the borders of the realm or to far-off lands. sacrosanct. Throughout the centuries, vast hosts of knights have crossed the mountains into the Empire, I will preserve. Estalia, Tilea, the Border Princes and the Badlands, or have embarked upon great galleons that have That which is carried the warriors and their steeds into faraway lands - Norsca, Araby, Albion and even the sublime, mysterious Land of the Dead. There, in the burning heat of the Nehekharan desert, gallant knights I will protect. have donwbattlewith the Undying Legion of the Tomb Kings, glorious formations of horsem*n That which threatens. crashing through endless regiments of skeletal soldiers until the crusaders' bright liveries were I will destroy. entirely obscured by powdered bone and the dust of ages. Entire Orc and Goblin tribes have been For my holy wrath slaughtered by the crusading Bretonnians without mercy, the force of galloping horse and heavy la** will know no bounds. more than enough to slay the enemy elite before the rank andfile is driven into the sea. Monurae*® Prom the Grail 1 Bretonnian fortresses have been built in these foreign lands in order to control remote provinces the name of the King, but even the devout knights of Bretonnia cannot be everywhere at once.

History has proved again and again the truth of the ancient Bretonnian adage "The realm and the King are one". Truly the lands have withered and suffered under the rule of corrupt or weak rulers — one only has to look as far as the cursed city of Mousillon to see the truth of this - but has thrived when led by a strong King who enjoyed the favour of the Lady of the Lake. A shining example of such a man, one whose virtuesrivalthose of Gilles le Breton himself, is the current ruler of Bretonnia King Louen Leoncoeur, Duke of Couronne and Knight of the Grail. Under his enlightened but firm guidance, Bretonnia is once again a power in the Old World, its armies of knights as far-reaching and implacable as they have ever been.

THE PAGEANTRY OF WAR

The greater mass of each Duke's army is comprised of Knights of the Realm. Organised in a strict feudal hierarchy, these battle-tempered warriors take to thefield clad in baroque suits of armour overlaid with rich liveries that are emblazoned with their family heraldic devices. Alongside these proud horsem*n ride rash and headstrong young noblemen eager to prove themselves worthy of becoming a full-fledged Knight of the Realm. All Bretonnian knights are mounted on the fastest of THE GREEN chargers, animals of heroic proportions; intelligent,fiery and strong. Some say that in their veins runs KNIGHT the blood of the Elven steeds that were left behind by theretreating High Elves in ages past. The When the Vale of Quenelles was Bretonnians protect their horses with a heavy padded leather caparison — as effective as the metal invaded by the infamous barding used by other races, but considerably lighter. The weapon of choice for a knight is the heavy Thunderbite Goblins, the proud knights of that dukedom enjoyed wooden lance with which these warriors spend much of their time training in the joust. So skilful are afall day of slaughter before the these knights that they can hit a target the size of a damsel's bracelet while charging at full tilt. Indeed, Goblins deployed their secret the lance is more than just a weapon to these chevaliers. The knights of Bretonniafight in wedgeweapon — an army of drunken shaped lance formations that enable them to pierce the ranks of the enemy like the weapon for which Giants. The mounts of the they are named, capable of breaking apart even the legendarybattlelines of the Dwarfs. Bretonnian knights took fright, The Bretonnian cavalry is unstoppable upon the openfield, but it is also invariably in control of the carrying their protesting masters the field. The peasantry of skies above. Formations of knights mounted upon Pegasi and Hippogriffs will challenge and engage from Quenelles fired upon the Giants the skyborne lords of the enemy force before diving down to impale the rank and file of the foe. with bow and field trebuchet, The dukes and barons can also call upon the Men-at-arms that normally garrison their casdes and but once the Giants were amongst their ranks the battle even the shabby peasants that till theirfields, men who smell so pungent that their odour is a weapon seemed lost. Then, with an in its own right. Such men are employed where the terrain is not suitable for horses, or used as unearthly cry, the legendary expendable fodder to pin an enemy long enough for the knights to deliver a decisive charge. Green Knight burst from the

THE FAVOUR OF THE LADY Whilst a Bretonnian knightfights in a noble and pious manner he is rewarded by the protection of the Lady of the Lake. Imbued with this divine energy, he is almost invincible. His armour will deflect shot and baleful curse, his lance will pierce through steel and bone, and his charge will smash asunder thetightestpike block or most solid shield wall. Before thebattle,even as the enemy begins its advance, the Bretonnian army remains where it has arrayed itself for battle.The knights dismount, thrust their swords into the ground and kneel before them in silent prayer. The morning mist coalesces into the image of a lady of great beauty and terrible power. From the resplendent chalice she carries, a lambent golden lightflows over the faithful, infusing them with her supernatural power. The knights rise renewed in their ancient pact, strong with faith in her blessing, invulnerable in their virtue and duty. They mount their noble steeds, lower their visors and gallop towards the enemy, gaining speed and unstoppable impetus as they spur into full charge. The favour of the Lady is not only manifest in visions and arcane wards, but also in the form of the magnificent Knights of the Grail. They are her champions, the few pious warriors who succeed in their personal Quest for the Grail and are allowed to drink from the chalice as a reward, becoming the pinnacle of chivalry in the mortal world. Grail Knights are always few in number but, as proven by Gilles in centuries past, each of these supreme warriors is able to slay hordes of lesser creatures with ease. In their wake come processions of devoted battle Pilgrims bearingreliquariesfashioned from the remains of legendary warriors and the draconic beasts they vanquished. Stranger still, there are legends of fey spirits appearing from forests, lakes and other natural places to aid the Bretonnians — otherworldly guardians, ghosdy bowmen from ages past, the souls of long-lost knights, and even the translucent spirits of the land itself. Truly it is said that Bretonnia is a land alive with chivalry.

trunk of the ancient oak at the heart of the vale and took the fight to the Giants, felling them one by one with his glowing blade. Quenelles was saved, though the event is strangely absent from its official records.

Overleaf: The heraldic devices o jour celebrated Bretonnian Paladins. Leftmost can be seen the livery and shield of Leofric Beastslayer ofLyonesse, famous for purging the Dolorous Glade if the eight loathsome monsters that terrorised the lands all about. On the right can be seen the Pegasus Rampant of Altaic Benegant, who rescued the Damsel Sharael from the dutches of Dark Elf raiders. Below this is the crimson shield of Manis of Montjbrt, devoured when attempting to slay the Dragpn Embertongpe, and the golden heraldry of his eventual avenger, Duke Obald Ironson.

DWARFS

The Dwarfs are a venerable and proud race, bornfrom a long distinguished line of warrior thanes and vengeful kings. Craftsmen beyond compare, they dwell in great subterranean fortresses far from the light of the sun. The traditionalist Dwarfs have much in common with their stony kingdoms, for every one of their number is as stubborn and unyielding as rock.

THE GLORY OF PAST DAYS Since time immemorial the Dwarf empire has been centred upon the Worlds Edge Mountains. Marking the easternmost boundary of the Old World, this vast and forbidding mountainrangeis scoured by blizzards and ice storms of such force that their knife-sharp hailstones canflay a man's skinfrom hisflesh. This bothers the Dwarfs not at all, for their domain is almost entirely underground. Besides, as any Dwarf would be keen to tell you, such trifling concerns as weather are of little issue to araceas tough as the Sons of Grungni. Dwarfs are the greatest miners, tunnellers and engineers in all the world. At the height of their empire, their massive underground strongholds spread from the far north to the deserts of the distant south - a great bulwark of vaults, keeps and fortresses that held the savage hordes at bay. To this day their underground palaces and chasm-halls, though hidden from the world at large, are true wonders of architecture. The cavernous holds of Karaz-a-Karak are the most breathtaking of all - even the entrance hall is large enough to swallow the Grand Temple of Sigmar in Altdorf with ease. Tragically, the glory days of the Dwarf race are long gone, for during the Time of Woes a series of cataclysmic earthquakes and volcanic eruptions crippled not only the fortresses and keeps of the old civilisation but also the extensive Underway that linked them to each other, allowing easy passage and communication between the holds. The ancestral enemies of the Dwarf race have taken every opportunity to capitalise upon this misfortune, constandy fighting to tear down and destroy what is left of the Dwarf empire. So it is that the last remnants of the Dwarf civilisation are perpetually locked in battle againstOrcs,Goblins, Trolls, Skaven, Dragons, Daemons and the other monstrous terrors that make the mountains of the Old World their home.

SONS OF THE ANCESTOR GODS It is no small wonder that Dwarfs are at home in the tunnels that honeycomb the Old World. They have no fear of darkness or of confined spaces; they are short and broad, allowing them tofight at full effect even in the most claustrophobic mine or labyrinth, and their eyesight is piercingly sharp even in the gloom of the halls that yawn beneath the earth. Built with a rugged girth and stout muscular limbs, Dwarfs are possessed of near-endless stamina. An army of Dwarfs can march along the hazardous reaches of the Underway for days without food or sleep, subsisting merely on nourishing Dwarf ale andfierce pride in their own relendess nature. All Dwarfs respect age, wealth and skill, practicingritesand traditions honed to perfection over thousands of years. After all, a mere century-old whelp can hardly be depended on to know his reverse beam assemblies, or truly understand the esoteric lore of counter-battery fire. Instead the Dwarfs look to their clan's elders in all matters, all of whom are great leaders and proven warriors. Each of the lords of the Dwarfs is possessed of deep wisdom, an incredible slrill-at-arms, a true an abiding charisma, plus the ability to drink several barrels of premium-strength ale before his stones wander into dubious territory and his eyes begin to look in different directions. Though they would never admit it, Dwarfs have several vices and flaws. All Dwarfs love smoking pipeweed and drinking strong alcohol in the company of their peers until they are rosy of cheek ruddy of nose. They are also fond of a good grumble, especially when aimed at those younger than themselves. Because of their healthy respect for their elders and betters, Dwarfs often count the measure of their kin by the length and splendour of their beard. The oldest of their number have massive white manes, beards and moustaches, usually bound into metal-tipped plaits or elabort^ 0 ^braids. In many of the more war-torn holds, a long and heavily bladed beard is considered a weap " i its ownright,sufficient to slice onen a Goblin's t-hmat with a mntcmntunus of tossthe head.

THE DWARF HOLDS East of the Empire rise the ancient, snow-capped peaks of the Worlds Edge Mountains. Along their length, ridge after jagged ridge thrusts ever upward, dividing the civilised world from the Dark Lands. Extinct and still smoking volcanoes mark the great fault line that lies deep beneath the world's surface, and the Dwarfs delve deep to find the rich veins of mineral wealth that lie there.

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Of course, with background and narrative as compelling as this, Colin is already plotting his next addition.

ARMY SHOWCASE

WARHAMMER BATTLES This section is about exploring the fantastical, battle-filled world of Warhammer in your tabletop games. You'll find loads of scenarios to try out and ideas to get you started, from the desperate defence of a Dwarf hold to a stealthy Skaven raid to an epic Chaos incursion. Whether you are trying to beat your friend's army or aiming to recreate the many challenges that Goblin Warlord Grom overcame when his army sacked the great Empire city of Nuln, you are playing a Warhammerbattle.From small border skirmishes to massive invading armies, Warhammer battles range in size as well as complexity.battlescan last for an hour of game play all the way up to an ongoing campaign involving dozens of players and lasting indefinitely. Tabletop commanders can test their tactical skills,fight a linked series of games or refight some of the epic conflicts from Warhammer's long and storied history.

WARHAMMER BATTLES

This section of the book is split into different chapters, each one dealing with an aspect of setting up and playing your own battles. There are many examples of the different ways to play, including plenty of scenarios to try out As you read through the battles section you'll quickly realise that there are few hard and fast rules that you have to follow tofight a Warhammer battle. The creative freedom and open-endedness this offers is one of Warhammer's greatest strengths. This section only begins to scratch the surface of the options you can use to explore the world of fantasy battles.

The General's View

. . . Jeremy; A Warhammer battle is the chance to show my tactical mettle, to put my painted army on I I f I I | I

display and to make the background come alive on my tabletop. In every Warhammer game I play, there are several things I always try to do, whether I am playing a straightforward competitive game or if I am joining in a larger and more complex scenario full of specially made terrain and special for-this-game-only invented rules. After I have set up my army on the tabletop, but before the game has begun, I like to view the armies (mine and my worthy foe's) from several angles, crouching down to get a 'model's eye' view of the upcoming clash. It is an ideal time to take in the visual feast of painted models arrayed in formidable battlelines. I get to savour the sight, appreciate my newly painted regiments on the field of glory for the first time and look over the troops of my opposition.

I shall turn every coastline, every forest and every mountain into a redoubt. They will never take our island.' t Tyrion, Defender of Ulthuan

During this time my mind whirls with tactical thoughts. Are my flanks vulnerable? Which of his units will give me trouble? What style of attack will my opponent be most likely to employ? I also I play out the battle's story in my head. Is this a raid or a clash between age-old adversaries? After I the onslaught, will my victorious army push into the hinterland of my vanquished foe? I Once battle is joined it is more difficult to step back and appreciate the grandeur of it. I'm often too absorbed by more pressing needs — how can my battle standard and general possibly be I everywhere they are needed? How will my centre hold? It is as if, in the heat of battle,a fog of 1 war descends upon me! Which is why the other moment I always try to slow down and enjoy is I the end of the battle. While the ruined remnants of whatever half-forsaken strategy I employed are still visible, I like to discuss the game. I enjoy talking tactics and lamenting where it went I wrong, laughing about odds-defying dice rolls and theorising what the battle's heroes are doing I now. Whatever kind of Warhammer game I play, I don't measure its success by victory or loss, I but instead by how much my opponent and I enjoyed ourselves.

WARHAMMER BATTLES

WMBk

NARRATIVE BATTLES The Warhammer world is a dark land full of heroic deeds and astonishing tales. Adventurous players can organise their battles to fight out these characterful stories in their tabletop games. This chapter provides many examples of narrative battles to inform and inspire. Part of what makes Warhammer great is the richly described and vibrant background. Imagine your game taking place within the mist-shrouded Troll Country where the hilltops are crowned with the ruins of ancient temples, brooding with arcane power. What if the unexpected occurred — say, a new threat arrives in the midst of abattle,such as packs of Ghouls creeping infrom the edges to feast on the fallen of both sides. The possibilities of what could happen during a Warhammer battle

NARRATIVE BATTLES

are limitless, but how can you add such events into your games? The term 'narrativebattle*describes abattlethat seeks to add background or special rules to the game in order to bring the Warhammer world more alive on the tabletop. This can be done in a number of ways — by adding a story that sets the backdrop for the forthcoming battle, by adding scenario special rules or victory conditions that

make the characters, armies or environment better evoke the background. In this way the ensuing battle finishes the 'tale* begun by the scenario — the king throws down his usurper, the invasion is defeated or the lost artefact of great power is recovered. A game of this type lives beyond mere victory or defeat. The 'story5 of a narrative battle need play no part besides that of an entertaining background for a clash between balanced armies. For example, two players could simply invent an interesting story as they set up any of the pitched battle scenarios found in the Rules section. This instantly turns abattleinto more than just a competitive game to test the generalship of each player, but also provides a chance to explore the Warhammer world. Conversely, it is entirely possible for the narrative of a scenario to introduce a range of new rules, troops, terrain, or objectives specially created to bring the Warhammer background to life. Players can explore objective-based battles (fighting for

hunks of half-buried warpstone or barrels of Bugman's XXXXXX - thefinest of all Dwarf brews), new terrain features (a Chaos monolith that seduces wizards of both sides with beguiling promises of power), political intrigues (the strained alliance betweenrivalEmpire Elector Counts), attacker-defender situations (a Goblin horde raiding a Bretonnian village), or even recreate 'historic' battles from Warhammer's fabled history. Players are encouraged to make up their own narrative battles, taking inspiration from their favourite stories and incorporating them into their own battles. The scenarios that follow start with small variations to a pitchedbattle- changing the deployment rules or the victory conditions, for example, to better reflect the narrative of the clash. Later battles alter more elements, adding specific stories, special rules and even models created for the game, culminating with an enormous Legendary Battle telling the tale of a Chaos incursion into the Empire.

For most players, the best narrative battles centre around their own armies and terrain collections. For instance, Dark Elf players tend to appreciate rules for sea monsters more than players with Dwarf armies! For this reason, players should use the following scenarios as inspiration to create similar storytelling scenarios based around their own collections.

RIVER OF DEATH The Warhammer world is criss-crossed byriversand waterways,from small streams to mighty torrents. There are many times when two armies willfind that all that separates them is a fordable river.The opposing sides will deploy for battleon die banks, and then surge towards each other. Within moments the river will be running red with blood.

THE ARMIES Each player chooses his force using the army list from a Warhammer Armies book, to an equal points value agreed before the game.

to place units on the table, using the 'alternating units' method of deployment described on page 142. Units may be placed anywhere in their half and on their side of the river.

THE BATTLEFIELD

FIRST TURN

Set up ariveras described below, and then set up any remaining terrain using the method described on page 142. Theriverand its crossing points count as the first of the D6+4 terrain pieces that must be set up.

Roll off after deployment to see which player receives thefirst turn. The player that finished deploying his armyfirst adds +1 to his roll.

The River Thebattlefield is split by ariverthat enters from one narrow table edge and exitsfrom the other, as shown in the deployment diagram. The river should be 3" to 9" wide. There are two crossing points on theriver,one in each half of the table. These can either be bridges or fords, and need to R'wer Crossings be big enough for a unitfive infantry models wide Rivers form barriers between to cross (i.e. at least 125mm). They must be placed nations, provinces, and often more than 18" awayfrom each other and more the wild country beyond than 6" awayfrom either table edge. Note that the civilisation. It is no surprise that all across the Warhammercrossing points are the objectives for the scenario. world armies clash over these natural choke points. The bones DEPLOYMENT of countless warriors litter the river banks, mounds of rustingRoll off to see which player picks the half of the weapons and armour sinking table they will deploy in. The opponent will slowly into the riverbed. deploy in the other half. Players take it in turns

Makeshift Rioer If you don't have a river don't let that put you off / trying this tactically challenging and enjoyable scenario. It is quick and I easy to cut some coloured paper to shape. Line the banks with a few rocks from your garden and sprinkle some sand or fine gravel across the river to create aford and you're ready to battle.

J

GAME LENGTH Roll a D6 at the end of each game turn, starting at the end of game turn 4. Add the turn number to the dice roll. If the score is 10 or more, then the battle ends immediately. If the total is less than 10 then thebattlecontinues for at least one more game turn.

VICTORY CONDITIONS At the end of thebattlethe winner is the side that controls the most crossing points. A crossing point is controlled by the side that has the closest unit that is notfleeing. If neither side controls more crossing points, then use victory points to determine the winner of thebattle,as described on page 143.

SCENARIO SPECIAL RULES None. Mysterious Rioers

The Warhammer landscape is not always as it seems. What looks like water might turn out to be something altogether more dangerous. Because cf this when the first unit enters the river, a random roll will determine what type of river it really is (see

SURPRISE ENCOUNTER Not all battles are carefully planned. Sometimes patrols foraging ahead of two armies will stumble upon each other, encountering an enemy where none was expected. What starts as a bloody skirmish will quickly develop into a full-blown battle, as additional troops from each side are drawn towards the sound of conflict.

THE ARMIES

FIRST TURN

Each player chooses his force using the army list Roll off after deployment to see which player from a Warhammer Armies book, to an equal receives thefirst turn. The player that finished points value agreed before the game. deploying his armyfirst adds + 1 to his roll.

THE BATTLEFIELD

GAME LENGTH

Set up terrain using the method described in the Rules section on page 142.

Thebattlewill last for six turns, or until a time limit agreed by the players is reached, whichever comes first.

DEPLOYMENT The table is divided into six equal-sized areas as shown on the deployment map below, and the players then deploy three units each. Roll off to see who goesfirst. The player that loses the roll-off must place a single non-character unit so that it is fully within any one area of the table. Their opponent then places a single non-character unit in any of the remaining areas, and so on, taking turns until both players have deployed three non-character units and there is a single unit in each of the six areas. Each player in turn may then place a single character with one of their units, if they wish to do so. All remaining units and characters will enter play as reinforcements (see the Scenario Special Rules section below). The Fog of War It is easy as a wargames commander to look over your miniature battlefield and take in a Griffon's-eye view of the landscape. But on the field of battle, the actual generals have no such luxury. Weather conditions and [ interposing terrain can hide whole enemy armies until they are right on top of each other.

VICTORY CONDITIONS Use victory points to determine the winner of the battle, as described on page 143.

SCENARIO SPECIAL RULES Surprise

Units must pass a Leadership test in order to declare a charge during thefirst game turn. If the test is failed, the unit can still move normally. Reserves Reserves can enter play on any turn of the player's choice (including thefirst), using the rules on page 142. They enter at any point on the table edge of one of the three areas in which the player deployed his units at the start of the battle. Roll a D3 to randomly determine which of the three areas the unit must use. Skaven Assassin

Surrounded This battle requires quick decisions and will reward commanders that are adept at thinking on their feet. It is notoriously hard to protect yourflanks, and you 'U need to keep an eye out fir any opportunities to outflank your fie.

NARRATIVE BATTLES

THE DARK MONOLITHS OF ZHULGOZAR j Lord Zhulgozar, a Chaos Sorcerer and disciple of Tzeentch, was for a time one of the mightiest of all mortal magic-users. Zhulgozar's thirst for more and more knowledge led him across the globe in search of arcane lore. He would join any warhost if it brought him closer to a source of raw power or a lost mystical tome. Using heinous magics, Lord Zhulgozar sought to make himself invincible, for he knew his quest for mystical lore would eventually prove deadly. When the great Chaos Sorcerer first died, his fallen body was immediately absorbed into the ground. With a tremulous shudder the surface cracked and a stone monolith pushed its way upwards — a massive monument to the fallen sorcerer. Those gifted with the witchsight could see that the edifice glowed with barely contained magical power. And yet Lord Zhulgozar lived again. Reborn anew in the Realm of Chaos, Lord Zhulgozar returned to his quest, vowing to one day return to the sites of his death to have his revenge. And so centuries passed, with new monuments rising wherever the powerful mage fell in battle, but always the sorcerous lord returned. What ultimately happened to Lord Zhulgozar none can say, but dotted around the wilds of the world — atop the barren hills of Troll Country, the mist-shrouded forests of Sylvania or rising out of the burning sands of Araby — can still be found his monumental legacy, crumbling ruins that to this day still house tremendous power.

Narrative Battle Maps Unlike the maps for the pitched battles, the narrative battle maps tend to have example terrain placed on them. The battlefield description will advise which terrain is essential — in this case, only the hill and the ruins in the centre of the table are required, the other terrain is optioned and its placement variable.

THE ARMIES Each player chooses his force using the army list from a Warhammer Armies book, to an equal points value agreed before the game.

THE BATTLEFIELD The largest hill you can muster is placed in the centre of the gaming table. Atop the hill sit the ancient ruins. Set up any remaining terrain as described on page 142. The hill and the ancient ruins count as the first of the D 6 + 4 terrain pieces that must be set up.

DEPLOYMENT Roll off to see which player picks the half of the table they will deploy in. The opponent will deploy in the other half. Players then take it in turn to place units on the table, using the 'alternating units' method of deployment described on page 142. Units may be placed anywhere in their deployment zone that is more than 12" from the centre line.

FIRST TURN Roll off after deployment to see which player receives the first turn. T h e player that finished deploying his army first adds + 1 to his roll.

Side A Deployment Zone

Side B Deployment Zone

'It is said that where he fell, there grew a monument to his evil deeds. And no good thiag would grow there." - Albrecht of Nuln

GAME LENGTH The battle will last for six turns or until a time limit agreed by the players is reached.

VICTORY CONDITIONS The player that controls the ancient ruins at the end of play wins the battle. The ruins are controlled if one of your non-fleeing units is within 6" of them, and there are no non-fleeing enemy units also within 6" of them. If nobody controls the ruins, the game is a draw.

SPECIAL RULES The rules for the Monolith of Zhulgozhar are the same as the Arcane Ruins (see page 124), with the following additions: Any Wizard within 12" of the ancient ruins gains a 3 + ward save and can add an extra power dice to his side's pool in his own Magic phase. Additionally, a single Wizard that is in the unit that controls the ancient ruins can cast the Dark Whirlwind of Death spell (right) in addition to his normal repertoire.

Dark Whirlwind of Death

Cast on a 4+

By raising his arms and speaking a long-lost tongue of barbarous men, the Wizard su a writhing cyclone of magical energy that funnels downwards from the roiling clouds The controlling player places the large round template anywhere on the battlefield a scatters it 2D 6". This is where the whirling tornado from the skies touches the groun Once placed, the template will immediately move a further 2D6" in another random direction (roll the scatter dice again) before withdrawing back into the heavens.

Any unit touched by the template as it moves takes 3D6 Strength 4 hits. Enemy Wizard that are touched by the template must pass a Leadership test or be immediately sucked into the eldritch funnel and removed from play.

If the spell is successfully cast, the casting Wizard must pass a Leadership test or su to the furtive whispers from beyond. Failure of this test means that the Wizard must on the chart below. D6 1

Result Sucked into the Vortex Remove the model from play and treat it as a casualty. Bad luck.

2-3

Whispers of Zhulgozar. The Wizard is now subject to the rules for Stupidity for the remainder of the battle.

4-5

Blessed with Unholy Power. As long as the Wizard (or the unit he is in) controls the ruined temple, add D3 power or dispel dice to your pool at the begi each Mage phase. This is in addition to any other bonuses. Divine Inspiration. Pick an additional spell from any lore known to the Wizard and add it to the Wizard's spells.

6

LOOT 6 PILLAGE (Oi, that's my ale!)

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This battle pits opposing forces against each other in an attempt to claim a vulnerable supply train delivering Bugman's XXXXXX, an ale as valuable as gold (and far more thirst-quenching!).

THE ARMIES

FIRST TURN

Each player chooses his force using the army list from a Warhammer Armies book, to an equal points value agreed before the game.

Roll off after deployment to see which player receives the first turn. The player that finished deploying his army first adds +1 to his roll.

THE BATTLEFIELD

GAME LENGTH

Roads lead to a crossroads in the centre of the gaming table where an inn resides — in our case the Inn of the Twin-tailed Comet. Next to the inn is a supply cart stacked high with barrels of Bugman's XXXXXX. The rest of the table is strewn with forests and a few walls and hedges sporadically lining the roadways (no more than two 6" sections in a row).

Thebattlewill last for six turns or until a time limit agreed by the players is reached, whichever comes first.

DEPLOYMENT Each player has a deployment zone as marked on the map below (6" in from the long table edge). Roll off to see which player picks their deployment zone first. The opponent will deploy in the opposite deployment zone. Players then take it in turns to place units on the table, using the 'alternating units' method of deployment described on page 142. Scouts deploy as normal, save that no models can start the game inside the inn.

The Bloody Centre

VICTORY CONDITIONS The victor in thisbattleis largely determined by which player can claim the most Bugman's XXXXXX at the end of thebattle.There are two sources of Bugman's XXXXXX — the inn and the supply cart. Both have rides that govern how they can be claimed (see right). If claimed at the end of thebattle,the inn and Bugman's delivery cart each count as 5 victory points. A single victory point is also earned for each enemy unit destroyed or fleeing at the end of the battle. The side with the most victory points is the winner. In the case of both sides claiming the same number of victory points, the game is a draw.

Side A Deployment Zone

Bugman's XXXXXX

The inn in this scenario is the focal point for victory, as it is potentially the source for the most barrels of Bugman's XXXXXX. Therefore it is essential for players to agree the capacity of models that can garrison the inn before the battle starts.

Famous the world over, the Dwarf brew known as Bugman's XXXXXX is blindingly strong. Dwarfs swear by it and a few pints will keep them fortified for days.

- "^jMWu]

Side B Deployment Zone

SCENARIO SPECIAL RULES

(simply move the cart behind the appropriate unit). In the case of multiple combats, any unit on the winning side that is in base contact with At the start of each player's Movement, before charges are declared, Bugman's delivery cart will the unit with the cart can claim it. Should the claiming unit flee for any other reason, the move D6" direcdy away from the nearest unit. delivery cart is no longer claimed and is left The cart cannot be affected by missilefire or behind before the unit flees. spells (who wouldriskdamaging such a precious commodity?). It will never move into Ransacking the Inn contact with a unit, cross an obstacle, or enter any piece of dangerous terrain, choosing instead A unit garrisoning the inn when the battle ends to skirt around such blockades, as its movement claims the Bugman's XXXXXX stored within. allows. Bugman's cart can be charged by both Drinking Bugman's XXXXXX sides, and it always declares a 'flee' charge reaction, moving 2D6". If caught by a charging A unit claiming Bugman's delivery cart or that is inside the inn must pass a Leadership test at the unit, Bugman's cart is not destroyed, but is claimed by that unit — place the cart at the back start of their turn. If passed, all is well. However, of the claiming unit. The cart no longer moves if the test is failed, the unit has consumed a small of its own volition, but is moved with the unit. portion of the potent brew and the models suffer a -2 penalty to their Weapon Skill, Ballistic Skill, The unit claiming the cart cannot march, fly or and Leadership for the remainder of the game. enter the inn. If the unit claiming Bugman's Effects are cumulative, to a minimum profile delivery cart is beaten in combat (regardless of score of 1. In addition, the unit is now Stubborn whether the unit fails its Break test or not) the and suffers from particularly strong hiccups. delivery cart is claimed by the winning unit

Bugman's Delivery Cart

The Inn of the Twin-Tailed Comet At the edge of the wilderness this inn was used to a rough avoid, but when an army of Beastmen emerged from the Forest of Shadows everyone knew there was going to be trouble. Especially as it was delivery day for a new batch of the strong Dwarf-brewed Bugman's XXXXXX.

Delivery Cart The Bugman's delivery vehicle, a heavily laden pony-drawn cart, was built from spare plastic components.

Something Worth Fighting For

Capturing objectives is a classic way to decide who has won and makes for a fun, tactical battle. The more characterful objective, the more the 'story' of the battle emerges.

ma NARRATIVE BATTLES

HEROIC LAST STAND From his rocky vantage point, King Unthor Grimbeard watched the enemy approach. His fellow Dwarfs were outnumbered beyond count. It did not matter. Deathsongs had been sung. All knew what must come. Yet if the warriors could hold out long enough, Unthor knew the escaping refugees would reach the safety of Karak Azul. Though few in number, each Dwarf that remained was a stalwart champion, a veteran of many battles. The clan's armoury had been emptied and each grim warrior bore matchless arms and armour, heirlooms of a once mighty household. The clan might die, but the memory of their last stand would live on.

THE ARMIES Each player chooses an army from a Warhammer Armies book, but one player must be nominated as the Overwhelming Attacker and one must be the Heroic Underdog. The Heroic Underdog receives only 33% of the Overwhelming Attacker's points total, but does not follow the usual army restrictions. There is no need for the Heroic Underdog to use the normal minimum of at least 25% Core or be restricted by any of the maximums (up to 25% Lords, for instance).

THE BATTLEFIELD The battlefield has been chosen as the best spot for the outnumbered force to make their last stand, therefore the scenery should be set up by the Heroic Underdog. A hilltop, the remains of a village or a ruined temple will work well. Any buildings should be considered ruins and not able to be garrisoned. Stone walls or other linear obstacles (hedges, fences or even piles of dead bodies) can be placed, but are not allowed to

fully enclose any space (so three sides are OK, but not a closed square). It is intended that the Heroic Underdog has chosen a site with a few defensible positions, not a specially fortified enclosure!

DEPLOYMENT

The Heroic Underdog must set up his entire force within his deployment zone — a square with sides 18" long, right in the middle of the battlefield (see map below). The Overwhelming Attacker may then set up anywhere else on the table, but more than 8" away from any of the Heroic Underdog's models.

FIRST TURN The Heroic Underdog receives the first turn.

GAME LENGTH The battle automatically ends when, at the end of any player turn, the Heroic Underdog has either been wiped out or has no remaining nonfleeing units in his deployment zone. Players may, of course, give up at any time.

Prolonging Defeat In this scenario it is the underdog's role to hold out for as long as possible. This requires the defender to think how he can spend the lives of his troops to best delay his foe. Actual survival for the underdog is probably too much to ask for!

18"

Attackcr Deployment Zone

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394 ^ ^ B

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NARRATIVE BATTLES

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Hcroic Underdog Deployment Zone

Rally to the Flag Spare modelling bits can make useful markers — in this case the planted colours of the defenders.

VICTORY CONDITIONS

Despair

It should be a foregone conclusion that the Heroic Underdog will be wiped out to a model; however, they can still win the scenario by surviving as long as possible.

The Heroic Underdogs are all too aware of their imminent demise, and the less stalwart amongst their numbers are likely to flee if they find themselves separated from their comrades. Any Heroic Underdog units that stray more than 12" from their deployment zone must take a Leadership test with a -2 modifier at the start of each of their turns. If they fail, the unit is removed. They have panicked and fled, or have simply taken the opportunity to break out of the encircling foe.

Underdog Survives 1-2 turns 3-4 turns 5-6 turns 7-8 turns 9+ turns

Result Crushing Attacker win Attacker win Hard-fought Draw Underdog Victory Conceivable, but we don't think you can do it!

SCENARIO SPECIAL RULES Plant the Colours

Before deployment, the Heroic Underdog places a marker anywhere in their deployment zone, representing the army's most precious colours planted firmly in the ground. Any friendly unit within 6" of the planted colours is Unbreakable. If an enemy unit contacts the planted colours, the marker is automatically destroyed and any bonuses gained from it are immediately lost.

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~~ * •» I.

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1

Untold Numbers

The Overwhelming Attacker can 'recycle' any Core unit that is destroyed or that has fled off the table - the models are used to represent new troops arriving on the battlefield. This recycled unit has any options that it originally started with (equipment, command group, etc), however any character that was in the unit at the time of its demise is lost. Recycled units can come back on any table edge using the normal rules for reinforcements.

Bitter Battles

Since King Belegar has returned to Karak Eight Peaks to reclaim the lost realm of hisforefathers, the heavily outnumbered Dwarfs have fought countless battles against their ancient enemies, the Skaven, the Orcs and the Goblins. The Dwarfs have regained a small portion of their ancient citadel and now live in a constant state of siege. They are so used to being surrounded by armies of greater size that the Dwarfs seldom see a battle where they are not outnumbered by at least five to one. Still, the grim warriors hold on, and many tales of heroic last stands feature in their defiant (if occasionally rude) songs.

NARRATIVE BATTLES

HIRED SWORDS Baron Schwarzbaum cast a wary eye on the rightflank of his army. He wasn't sure if he trusted his supposed allies or the mercenaries less. "Well see who stays with me when the bloodletting starts" the Baron thought to himself, as he signalled his troops for a general advance towards the enemy. In the grim and battle-filled lands some commanders must make hasty agreements with less-than-ideal partners. This could be two different armies not noted for civil relationships between their respective races (like Empire and Vampire Counts) or even between two factions of the same army (say different tribes of Orcs and Goblins or rival clans of Skaven). Either way, these once-bitter rivals have buried the hatchet in the face of a greater threat — at least for the moment. Less reliable still are mercenaries — that is, warriors who have sold their fighting services for mere monetary reward. Such sellsword bands roam freely about every region, although the more professional types tend to be found in areas of constant strife (such as the lands of the Border Princes). Still, for the right pay (often gold, but occasionally requests such as fresh meat or warpstone), it is possible to hire serious muscle into one's army. But will they remain loyal?

character units as either Mercenaries or Treacherous Troops (players choose whichever fits best).

THE BATTLEFIELD Set up the terrain using the method described in the Rules section on page 142.

DEPLOYMENT As per the Blood and Glory scenario (see page 148), except players must evenly divide (by number of units) their Treacherous Troops or Mercenary units between the two halves of their deployment zone.

FIRST TURN The side with more Treacherous Troops or Mercenary units can choose to gofirst or second. Roll-off in the case of a tie.

GAME LENGTH The battle will last for six turns or until a time limit agreed by the players is reached.

THE ARMIES

VICTORY CONDITIONS

Each player chooses his force using the army list from one or more Warhammer Armies book, to an equal points value agreed before the game. Both sides must declare 25% of their non-

The player that scores the most victory points at the end of thebattleis the winner. Mercenaries that have switched sides count as casualties to the side that originally brought them.

Added Pressure This scenario is designed to put commanders in awkward positions. To win the battle they must rely on their untrustworthy allies. A gnat tension builds up as, always at the worst time, some dubious ally disrupts the best-laid plans.

Side A Deployment Zone First Half

' ^

Second Half

looking for a chance U commit banditry.

First Half

Second Half

Side B Deployment Zone

NARRATIVE BATTLES

Trustworthy? Many would-be allies are self-centred warriors just

SCENARIO SPECIAL RULES Treacherous Troops Treacherous Troops units are controlled as normal by the owning player, however, their battlefocus must be tested at the start of each turn. Unless already in close combat, any Treacherous Troops unit must pass a Leadership test at the beginning of each of their turns. If the test is failed, roll a D6 on the Treacherous Troops table (see right) and apply the results.

Treacherous Troops Table Neither side of the alliance trusts each other and at close proximity old grudges, or sheer loathing sometimes flares up, despite the best intentions. D6 1-3

Result Treacherous Indeed. Old grudges flare and the unit moves to threaten its would-be ally. The unit that failed its Leadership test cannot move, shoot, charge, or cast spells for the duration of the turn. All friendly units (but not other Treacherous Troops) within 6+D6"of the unit suffer D6 strength 2 hits from stray warriors breaking ranks to fight or throwing nearby projectiles.

4-6

Merely Suspicious. The unit is distracted by its so-calledfriends. The unit that failed its Leadership test and all friendly units within 12" (Treacherous Troops or suffer a-1 Leadership penalty for the remainder of their turn.

Mercenary Loyalty Table When things start going poorly it is not unheard of for the less reliable sell-swords to switch sides in the very midst of a conflict.

Mercenaries All Mercenary units suffer -1 to their normal Leadership characteristic. During the battle, Mercenary units are controlled as normal by the player that included them in his army, however, there are times when the loyalty of the warriorsfor-hire will be tested. If a Mercenary unit fails a Break test, roll on the Mercenary Loyalty table (see right) and apply the results.

D6 1-4

Result Wavering Loyalty.. The mercenaries aren't sure if the job is worth their suffering! Both sides roll a D6 with the following modifiers: +1 to the roll for each friendly unit within 12" of the Mercenaries and an additional + 2 if the friendly general is within 12" of the Mercenaries. Re-roll any ties. Whichever side scores highest now controls the Mercenaries. If it was the same side, the failed Break test is treated as passed. If the opposing side wins the dice off, the Mercenaries switch sides and immediately reform. They must be moved at least 1" awayfrom the other units involved in the fight. The Mercenaries will now work for their new employers and can be controlled as normal, although they are still Mercenaries and can switch side any number of times.

5-6

Soldier On. The mercenaries flee, but remain loyal for the moment. The unit flees as normal.

NARRATIVE BATTLES

RAZE 6 RUIN The Ruination of Glumhof

5 1

On a small crossroads along the Old Forest Road lies the tiny village of Glumhof. Here brave citizens have dared to settle, facing the horrors that live in, and rampage through, the Drakwald Forest. But even though they are protected by stout walls and a watchtower built and garrisoned by soldiers of the Empire, there is constant danger of sudden and ruthless attack.

THE ARMIES

DEPLOYMENT

In this scenario one player must be the attacker and one must be the defender. Each player chooses a force from a Warhammer Armies book to an agreed points value, however, the defender receives only 75% of the attacker's points. So, for instance, if the attacker has 2,000 points, the defender will only field 1,500 points.

The defender places his entire army first Up to half of the defender's units (rounded up) an be placed anywhere on his half of the table. The remainder of the defender's force must be placed within 6" of his long table edge.

THE BATTLEFIELD The defender should place terrain for this battle. This battlefield is meant to represent the defender's outpost. This could be a camp, village, mine or whatever feels right for your army (and can be made using your terrain collection). The outpost is represented by between one and four buildings and a similar number of defended obstacles (walls, hedges, or hastily thrown up barricades). Additionally there is a single, purpose-built watchtower meant to provide a defensible position to the outpost. The defender can place his buildings anywhere in his half of the battlefield, but not within 6" of the long table edge or 12" of either short edge.

FIRST TURN The attacker takes the first turn, entering play from his own long table edge.

GAME LENGTH The battle will last for seven turns, or until a time limit agreed by the players is reached

VICTORY CONDITIONS At battle's end the side controlling the majority' of the buildings is the winner (if there is no majority, the game is a draw). The watchtower counts double. Buildings are controlled by the closest unit within 12" (garrisoning units are always 'the closest'). A unit cannot control more than one building. Buildings that are destroyed cannot be controlled, but add + 1 to the attacker's total.

Attacker/Defender

Ruined Buildings Table Edge

This scenario is exciting to play as both the attacking army and the defending one. The forces of good are most often thought of as defending but don't let those stereotypes limit your great battles. No 'good' army would fail to act if they located a nearby Orc campsite, Skaven nest or Beastmen lair!

/1 aid of the embattled Grail Knights. The foulsmelling Clan Pestilens Monks held again and even slew another Grail Knight. The Wardantat'/ charged the Clanrats on the Skaven right flank, inflicting seven casualties, but sustaining five themselves on the spears of the ratmen. The MenMat's Glade Guard failed their Is That Meteor at-arms who hadrecendyreoccupied the keep's Glowing? test and went Stupid, meaning the courtyard were again brutalised by the ferocious Screaming Bell could advance without being Giant Rats. This time, however, the Men-at-arms Frenzied (twice) by the meteors, peppered by bowfire. The Wood Elf did not flee. Perhaps most worrisome of all, the the Giant Rats proved to be mutated tree came to life. With a horrific roar deadly little killing machines!Spellweaver left the Eternal Guard and used great tendrils erupted out of the trunk to attack all Transformation of Kadon to turn into a Hydra. The monster's breath weapon slew several of the units within 12" — putting a wound on the smailei; Gutter Runners. The Grail Knights' charge slew non-mutated Treeman. The lone high point for many Plague Monks for the loss of only a single the forces of good was Mat's Wild Riders smashing through the Rat Swarms and causing Knight, but the pox-ridden ratmen had so many ranks they remained Steadfast, refusing to break. the Globadiers to scamper off the tabletop. In the Skaven turn the frenzied Giant Rats, still 20 strong along with two Packmasters, charged In the Skaven turn the Night Runners charged across the battlements at the Peasant Bowmen. and scored a wound on the Treeman, the Although they took some casualties from the Doomwheel crashed into the Pegasus Knights Stand and Shoot reaction, the 10 frenzied Giant and destroyed them utterly. Even Graham's two Rats that fought in the keep still generated an failed Meteor tests had positiveresultsfor the impressive 30 attacks between them! Not Skaven — both the Skavenslaves and the Rat surprisingly, the Bowmen were slain. Menacingly, Ogres gained +1 Toughness due to meteorEven when the superior martial a Doomwheel arrived behind the Grail Knights, caused mutations. The frenzied Wood Elf skill of the Bretonnian Knights one of the Bretonnians with its ratarchers dispatched Andrew's second unit of prevailed, they could not seemblasting to generated warp lightning. Giant Rats (not the mutated ones in the keep!). break the large units of Skaven. Turn 3 began with the impressive unit of Knights of the Realm, led by Lord Jonson himself, entering play along with the Pegasus Knights. The Knights of the Realm advanced just outside of charge range of the horde pushing the Screaming Bell. The Men-at-arms rallied, while thefive Grail Knights charged into the Plague Monks that had moved to support the meteoraddled Skavenslaves on the far side of the keep.

At the end of Turn 5 the giant mutated tree tore up its own roots and began to move down into the plains below the forest Its tendrils slew half a dozen Skaven, but more ominously it threatened to drive the ratmen off one or even two of the (otherwise uncontested) objectives.

IT GETS WORSE IN TURN 5 Realising that his few remaining Grail Knights would most likely be slain soon, Jervis wheeled his enormous wedge of Knights of the Realm around the keep. If he was going to have any chance to claim the keep he would have to destroy the many Skaven units that had emerged on that flank. The desperate Men-at-arms charged the Giant Rats in the tower, hoping to wear their numbers down. The Glade Guard charged the Grey Seer's unit and the Wild Riders successfully charged the Clanrats in the centre of the battlefield.

Men-at-arms were down to just eleven models and the Bretonnian Damsel (who had taken a wound!). Those battle-crazed vermin had won five combats in a row! Only the Wild Riders fared well, dishing out nine casualties, but still failing to break the Clanrats in the centre.

Objectives at the end of Turn 5

Skaven - Holding 4 objectives and contesting the hidden one in the keep.

Skaven players Graham and Andrew had been chortling with glee as everything went their way, but in Skaven Turn 5 the luck started to turn. The random movement of the Doomwheel fell less than half an inch short of the Knights of the Realm. Next Grey Seer Skrikus' Scorch spell To everyone's disbelief, the Night Runners slew wounded seven of the Knights, but they all Bretonnia the Treeman. This was quickly followed by the made their armour saves! Then the Warpfire Contesting the keep. Thrower opened up, melting 11 Eternal Guard |fifby Seer's unit massacring the frenzied Glade in an agonising and gruesome fashion, which Guard and the Clanrats on the right flank Wood Elves - Holding finishing off the Wardancers. As expected, the cheered the ratmen right up again. The 1 hidden objective and Screaming Bell ran down (and over) a unit of Hfc of the Grail Knights fell to the Plague 1 objective that isn't real Peasant Bowmen and the Giant Rats in the keep (but they think it is). Monks. In the keep the Men-at-arms were scored seven kills against the Men-at-Arms jjpjeaten and forced to retreat back into the causing well-mannered Jervis to curse "Oh Iseourtyard. The Giant Rats were down to just dingbats", which made everyone laugh! | Bine vermin and a single Packmaster, but the

§i

The Wood Elf Spell-weaver uses the Transformation of Kadon

spell to morph into a Great Fire Dragon.

DESPERATE MEASURES

Refusing to lose hope, Jervis and Mat launched a desperate flurry of attacks. The Knights of the Realm, headed up by Lord Jonson himself, charged the Doomwheel. The depleted Men-atarms charged the Giant Rats and Mat's Eternal Guard and Spellweaver charged the Clanrats with the Screaming Bell. If the forces of good were going to turn thebattlearound, now was the time to do it. The Magic phase helped as Jervis cast Regrowth on the Men-at-arms and the power of the Lore of Life addedfive more Men-at-Arms to the unit. Perhaps now they couldfinally best the Giant Rats. Mat's The Skaven players are too busy Spellweaver cast Transformation of Kadon, gloating to listen to Alan's wise tactical advice! the bigger version. Fistfiils of dice were rolled, with a total score of 24 to cast versus 22 to dispel — and so Mat substituted his Spellweaver with afire-breathing Dragon!

musician, while (naturally) the Giant Rats did not! So, finally, the ferocious Giant Rats were beaten and the wicked beasts were forced to flee the keep. The Knights of the Realm took several wounds from the rat-laden Doomwheel, but destroyed it, riding straight through and into the Plague Monks. Finally, it was time for the fight between the Dragon with the Eternal Guard versus the Skaven and their Screaming Bell.

DRAGON RAMPAGE

This clash of titans was bloody and exciting. We lost count of how many would-be death-blows were parried by odds-defying ward saves on albeit both sides. 12 Clanrats fell, as did 9 Eternal Guard. The Screaming Bell made so many of its unmodifiable saves that the shouting brought onlookers over to see what the ruckus was about After surviving impact hits, Dragon's breath, Mat's General (Lord Valerin), and battle Standard Bearer, the final Stomp attacks of the There were a lot of combats to work out this turn. The Wild Riders broke the Clanrats and Dragon did one wound too many for Andrew to rode them down, causing a nearby Warpfire save — the bell splintered to the ground in ruin. Thrower to flee as well. The frenzied Giant Rats Grey Seer Skrikus should have died too, but, in the keep scored a gut-wrenching nine wounds calling on the Great Horned Rat, Andrew on the Men-at-arms, but Jervis, notoriously proceeded to make enough outrageous saves to Graham (Warlord Kutt-quik) unlucky with dice, made six regeneration saves leave Skrikus alive, clinging improbably to his coveted the keep so greatly he often pawed at it between (thanks to the Earthblood spell). In the end the last wound. Though beaten and their Bell combat was a draw, but the Men-at-arms had a destroyed, the Clanrats did not break. game turns.

THE END IS NIGH With victory being snatchedfrom under their twitching noses, the Skaven tried to mount a comeback. Graham debated between turning his

WaHord and still-untouched regiment of 50 Stormvermin to face the Knights of the Realm who were bound to slice through the last few Plague Monks — or should he risk all by charging the Men-at-arms in the keep? With greedy thoughts of warpstone, Graham decided

Although the Dragon was gone, Lord Valerin was enough totipthe balance in the Eternal Guard's favour. Grey Seer Skrikus and his remaining Clanrats ran away, barely escaping. To add insult to injury, the mutated tree slaughtered a unit of Clanrats on the far flank, causing a unit of Skavenslaves toflee thefield as well, leaving behind an uncontested meteor.

THE FIELD IS OURS!

In thefinal turns the Skaven had to be satisfied on the keep. Grey Seer Skrikus, restored to with some parting shots from the Warplock health by a Skalm potion, dispelled the Jezzails Transformation of Kadon — the Dragon was againand the Warp Lightning Cannon. In the end, the Men-at-arms (both of them!) held the a Spellweaver. keep and Lord Jonson's Knights of the Realm Kutt-quik and his Stormvermin slew the Damsel held another meteor. Mat, down to less than ten and killed all but two of the Men-at-arms, but Eternal Guard andfive Wild Riders, managed units are Steadfast in a building and Jervis made to hold his hidden objective. The Wood Elves his Leadership test. The massive unit of Skaven would have had another, but it mysteriously was denied the entry into the keep they had been disappeared when Grey Seer Skrikus fled off the counting on. As expected, the charging Knights tabletop! In the end, the Skaven held two of the Realm slaughtered the Plague Monks, objectives — a Rat Ogre and Packmaster held before the great unit of Knights slammed full tilt the meteor just outside of the keep and the into theflank of the Stormvermin. Graham Jezzails moved to claim the warpstone at the foot would have little chance of winning that fight. of the hulking monstrosity from the forest.

Objectives at the end of Turn 8 Skaven -

Hold 2 objectives.

^

^

Bretonnia - Hold 2 objectives and ^^ Lord Jonson has ^ the keep. Wood Elves -

A

Hold 1 objective. ™ Victory for the Forces of Order!

PLAYERS' PERSPECTIVES ON THE BATTLE Part one of the plan went well — Andy's forces did the dirty work early. His Giant Rats were particularly effective at clearing out the castle, ready for my arrival. Unfortunately, I tailed to kill the last two of the casde's defenders, and they refused to budge, leaving me stuck outside... and what's that noise? The thunder of charging hooves? Oops! Perhaps my favourite part of the battle was forcing Andy to write me an IOU (promising to hand over some warpstone and breedingrights)before agreeing to use my Doomwheel to help out his Plague Monks.

Graham Davey:

Andy Kenrick: As the wise and venerable leader, it falls to me, in this hour of defeat, to say: it was Jeremy: You never know all Graham's fault! He blew it! The 'mighty' how the 'random factors' Warlord couldn't manage to take a castiefrom a you add to a scenario will work out, hut watching couple of man-things, even with helpfrom my everything unfold is super-frenzied rats. Other acts of incompetence enjoyable. Even though I include refusing to help my Plague Monks until didn't directly play, I had a I handed over breedingrights,and getting my blast. The keep turned out to bell eaten by the Dragon. OK, I don't know how be pivotal — had those Stormvermin got in, I don't he's responsible for that last one, but I'm sure he think they would ever have is. Luckily I survived the battle, to report on his been driven out! The dismal failure to the Lords of Decay. mutated tree, perhaps the

Mat Ward: That was definitely a struggle those accursed vermin could seemingly do no wrong. Though my Elves didn't really pull their weight across the battleline (dumb Treeman!) when they did hit their stride, they weren't anything less than mighty - I'll not forget my frenzied Glade Guard in a hurry. Fortunately, in win, but I cherish the highlights: the selff *crifice of the Damsel in the casde, the just-in- the end, even a propensity for passing ridiculous time charge of the knights, the transformation of numbers of ward saves couldn't save the Skaven from my shape-changing pixie-creature. Bp* Spellweaver into a Dragon! All these things Screaming Bell versus Great Fire Dragon — who pHieant that our game was a memorable battle, will win? Never a contest, thankfully. £ and an unforgettable story. Jervi* Johnson: I've been playing Warhammer for years, but I never growtiredof it as every game tells a story. For a start Jeremy came up with a great scenario, but this was only the start - the rest came out of our actual play, creating a narrative we will all remember. It was great to

twisted and evil Tree Lord Coeddil from the Wood Elf book, really came as a wild card It got the players' attention as it 'lurched' to life and randomly moved across the board The best part for me was the camaraderie — the chance to game with a group af friends, laughing at mishaps, Skaven mistrust end the inevitable ups and dawns of a good Warhammer battle.

LINKED BATTLES

1

Battles are rarely isolated events, but instead climactic confrontations fought as part of a wider conflict. By using linked battles it is possible to string a few evening's worth of games into an ongoing and interconnected event straight the annals of Warhammer history.becomes paramount, even if they will enemies The idea offrom linking games together so that the outcome of onebattlehas a knock-on effect to have little effect in the current battle. If they another makes for great tactical and storytelling rally you will see them again in the next battle, battles. Such linked games will force so best destroy them while you have the chance! commanders to rethink strategies and consider the big picture of their ongoingbattles.It becomes possible to 'lose abattle,but win the war' by keeping the ultimate victory in mind. The games become a natural story arc, with the tale continuing across multiplebattles.Before long you'll have great grudges, vows of redemption, and the sense of really building up the character and personality of your heroes and regiments. In addition to exploring the narrative elements, it allows for an occasional change of pace, such as smaller or larger games, unusual There are endless possibilities to connect battles scenarios or desperate last stands. together. A clash of pickets can determine which army is out-scouted, a relief column can be For example, two regular gaming opponents delayed, or mercenaries can be recruited to your agree to play a linkedbattle.They decide the ranks. It is enjoyable to create your own linked first game will be an ambush, with the Beastmen battles as it allows you to devise an interesting surprising a Bretonnian army en route to a angle that exploits traits of your favourite army. largerbattle.Any models that survive from Picture a first scenario that features a Skaven either side can join the secondbattle— a pitched force sneaking into an enemy camp to poison the battle, with the survivors of game one arriving food supply or assassinate the enemy general, or as reserves in the second turn. Such a simple a sudden Dark Elf attack on a High Elf link between the games is straightforward and Watchtower — if they can silence it quickly easy to track. If a ten-model strong unit of enough, they can achieve a greater surprise in the Knights Errant takes four casualties during the ensuingbattle.If greenskins capture a 'Stunty Games Masters & course of game one, then in the following game, baggage train in game one, then the Dwarfs will Linked Games only have enough gunpowder for a single shot Linked games provide eventhe Bretonnian player can add the unit of six more opportunities when set surviving Knights Errant to his force list. per unit or war machine in the next battle. up and run by a games master. A GM can add impromptu links and new Although we've given a simple example, such a rules as the battle rages. For battle will present interesting and different instance, if a unit suffers tactical decisions. Typically tabletop commanders grievous damage from an are rash when it comes to sending their minions enemy but boldly holds on,to certain death, however a retreat in good order the GM might grant the will start to make a lot of sense if your survivors survivors the Hatred special rule against their foes for can thebolster your forces in the nextbattle.And that makes for a different, but enjoyable battle. next battle.

Likewise, chasing down and destroying routing

Extra points for the winner of the previous game, a deployment advantage, an opportunity torecruita monster, set up the terrain or even choose the next scenario are all ideas you can try out. But ensure that they make the next battle more enjoyable, not less — both sides need to have a solid opportunity to win. If the odds are stacked too far in favour of one player, the game won't be much fun for either side.

SOMETHING WICKED COMES TO HAGERSDORF The Skaven want to capture the town of Hagersdorf, to enslave (or possibly devour) the entirety of its population. The Empire forces naturally want to fend off the attack and salvage as much of their town as possible.

LIKE SHADOWS IN THE NIGHT This scenario sees the vanguard of the Skaven army slinking into the town of Hagersdorf to prepare the way for the larger army. If it all goes well, the town will be unable to defend itself against the ensuing onslaught of ratmen.

ARMIES The Skaven player can take 1,000 points from his army list. He can ignore any restrictions on Core, Special, Rare, or even character models, however, as it is a stealth mission, only infantry can be selected. This means no Screaming Bells, Rat Ogres, weapon teams, and so on.

The Empire player can havefive patrols (see overleaf), each composed of either infantry (up to 25 models) or cavalry (5 models). Command models, such as champions, standard bearers or musicians, can be taken. He can also have a single character, which can join any of the patrols. Empire reinforcements can join later (see special rules).

DEPLOYMENT The Empire player sets upfirst, placing all five of his patrols. Each patrol must be at least 12 awayfrom any other. Next, the Skaven player sets up 6 sewer entrances (see the Scenario Special Rules). Lastly the Skaven player deploys his troops, either placing models within 6" of any table edge or touching a sewer opening.

FIRST TURN The Skaven get thefirst turn.

BATTLEFIELD The gaming table is set up on

form streets. Place a suitable building (or marker) at the centre of the west and east table edge to represent gatehouses. A watchtower, guardhouse and wizard's tower should be placed anywhere on the table, but not within 24" of each other.

an 8' by 4' table with

as many buildings as you can muster, set up to

GAME LENGTH Thebattlewill last for eight turns.

These two linked scenarios represent a well-planned and sinister Skaven attack on an Empire town. There are multiple cause-and-effect linked rules that give both players opportunities to strategise — aiming to win the advantages they think will help their particular side most in the next battle.

SCENARIO SPECIAL RULES

There are a multitude of different knock-on effects Controlling Buildings For this scenario a unit controls a building if it is between games one and two. It is possible to gain a the closest unit within 6". Fleeing units cannot points, deployment, or control a building. A unit occupying a building magic advantage in the always counts as controlling it. second game. But which ones wilt the Skaven aim Patrols for, and which will the Empire player plan to The Empire troops that start on the table are defend most? And what in the nightwatch. These soldiers ensure opportunities will present nothing from the wilds enters within the walls. themselves during the The commanding player must map out the course of the battle?

route of each patrol. This is the path the patrol will take unless attacked or the alarm is raised. An example route could be: move forward to the end of the street, about face, move back down the street. Or it could simply be a path that the patrol follows. The unit's facing, however, should be noted as it is important for raising the alarm.

Reinforcements

Once the Empire player has managed to Raise the Alarm, he can begin to roll for reinforcements. At the start of his turn the Empire player can roll a D6. On a roll of 4+ he can bring a single unit of up to 25 infantry or 5 cavalry on from the north board edge or either guardhouse (if they are under his control). Sewer Entrances

These markers define where the ratmen have burrowed tunnels upwards into the street. An Empire unit that is not routing or in combat can automatically destroy a sewer entrance if it is in base contact with the marker at the end of any turn. A unit that deploys from a sewer marker must have at least one model touching the marker, and no model further away than 6". Watchtower

This is used exactly as per the rules found on page 399. Additionally, if a Skaven unit approaches within 12" of the watchtower, they will automatically Raise the Alarm.

VICTORY CONDITIONS The first scenario isn't really about winning or losing, it is about the implications for the second battle. See below: Gatehouses Raise the Alarm

Should a patrol be attacked and not break, their cries automatically Raise the Alarm throughout the city. If a patrol in combat breaks but is not run down they will Raise the Alarm in their next turn, before they roll to rally. Once the alarm is raised, the Empire player can control his patrols as normal and get reinforcements (see the special rule, below). Shadows and Stealth

Skaven Stormvermin

It is night and the Skaven troops on this mission have been selected for their ability to move quiedy without being detected. This means that until the alarm is raised, patrols cannot see units of Skaven until they are within 12" the ratmen are assumed to be just dark shadows. This means no shots or charges can be declared against units that are not 'seen'. Once the alarm is raised, however, the Shadows and Stealth rule is no longer used, as jumpy patrols will happily shoot or charge at anything, even shadows!

Whichever side controls these at the end of the first game can use that board edge as part of their deployment zone for the second battle. Sewer Entrances

Unless these are destroyed (see above), each sewer entrance can be used to deploy a single Skaven unit at the start of the second game. Guardhouse Buildings For each guardhouse in Skaven control at the end of thefirst game, the Empire player must reduce his army by 250 points. Also see Reinforcements (above). Watchtower

If this is in Skaven control by the end of the game, the Empire player cannot use it in the second game. Wizard's Tower If this is in Skaven control by the end of the game, the Empire player cannot select any Wizards in his force in the next game.

ALL-OUT VERMINOUS WARFARE Whether or not the stealth wave was able to complete any of their missions, the verminous horde is unleashed upon Hagersdorf. The streets momentarily clear, as warriors from both sides rush back to their own battlelines before advancing to meet amidst the cobblestone streets.

ARMIES

DEPLOYMENT

The Skaven player can take 2,500 points. The Empire player can select 2,000 points plus any of the patrols that survived the previous game (and were not routing at the end of the battle). Selections can be modified by the results of game one (see the guardhouse or wizard's tower, for instance).

The Empire player sets up his entire army first. The Skaven player can then deploy, using the southern deployment area and any other advantageous deployment options they may have secured (see gatehouses, sewer entrances).

BATTLEFIELD The gaining table is set up on the same 8' by 4' table as previous, however the game resets as both sides rush back to their own deployment fines (or disappear to loot). The Empire player's deployment zone is within 12" of the northern table edge. The Skaven must be within 12" of the southern table edge. Control of the gatehouses or sewers in the previous game can provide additional deployment areas.

FIRST TURN Whichever side controlled more gatehouses in thefirst scenario gets thefirst turn.

GAME LENGTH The battle will last for six turns.

VICTORY CONDITIONS This is abattleto destroy the fighting forces of either side. Use Victory Points (see page 143) to determine if the town is saved or left to the not-so-tender mercies of the ravenous ratmen!

LINKED BATTLES

CAMPAIGNS Linking games through a story, map, or some other method is considered the ultimate challenge to many gamers. In such campaigns, single battles are only chapters in the ongoing war and there are plenty of excuses to fight out challenging and varied tabletop games. forces must retreat, regroup and rebuild their More so than any other kind of wargaming, army. This adds new strategic and tactical campaigns offer endless scope for players to challenges to abattleas a commander has more invent their own scenarios, and extra rules. In a campaign, players must decide how to 'run their decisions to make that can influence his games. world', incorporating rules and concepts as they Skilled generals might be able to find a way to bring several armies into contact with a foe, see fit. Many campaigns are about conquering thus gaining an advantage in army size (points lands with each player controlling many on the tabletop). If the enemy can be different armies. Eachrivalfaction is outmanoeuvred on the grand map, on the attempting to build up his own dominion, tabletop this might translate into a player securing territory and increasing the size and bringing in troops from the flanks or rear. strength of his armies and specially built strongholds. After an initial 'land grab' such Campaigns can be complex, including rules for campaigns then turn bloody, as armies march lines of supply, sieges, allies, spies, intrigue at out from their own territory to invade their court, captured prisoners and random events such neighbours. Such battles are then fought out as plagues or rampaging monsters. Alternatively a with miniatures on the tabletop, with maps or campaign can be quite pared down, with only a rules governing the type of terrain and battle few parameters influencing the types of tabletop (anything from pitched battles to ambushes, games beingfought — such as where the battle raids, or full-on sieges). Conquering armies will occur and who won the last battle. seize land from theirrivals,while the defeated

CHECK LIST Here is a good list of questions that campaign organisers might want to consider before launching their own linked series of battles. Different campaigns will incorporate some, none, or all of the things mentioned, but it is better to plan and agree a course of action so players can get playing with an understanding of what to expect. • What is the narrative behind the campaign? • Who canfight in the campaign? Is it open to all comers or just for a select group? • What size forces will be used? • What are the aims of the different participants? • Is there a full-time games master or organiser? If not, can you rotate turns? • Is everyone available tofight battles as needed? If not, are stand-ins available? • Is the campaign set in a specific area? • Will a map be needed? • How will movement, reinforcements and casualties be addressed? • How long is the campaign to last in both narrative and 'real' terms? • What aspects of the campaign must be fought out? • How will you handle alliances, politics, and intrigue?

442

CAMPAIGNS

GETTING STARTED Before embarking on a Warhammer campaign it is worthwhile talking about what each of the players is seeking to gain. For those wishing to get more battles in against regular opponents there is no need to belabour the point with too many extra rules considerations. For players wishing to add more of the tactics a Warhammer general might have to consider before a battle, the focus of campaign rules should be about organising armies, chain of command, recruiting and grand army manoeuvres on a large-scale map. Players most interested in developing a story within the Warhammer world might spend more timefleshing out and developing characters and environments. Of course it is more likely that a gaming group will want a bit of fc woything, making it important that everyone discusses what they are hoping to achieve from the campaign. Players should be wary of adding too many ers that will create too much note-taking and ave you no time for tabletop gaming

whatsoever. The honest truth is that lots of gamers start (or talk about starting!) a campaign, but very few ever really get launched, and certainly most dwindle or fade away rather than end with a bang. That doesn't however, stop themfrom being the 'holy grail' of gaming to many wargamers (several of the authors included).

Mighty Empires is a mapmaking kit and campaign rules system that allows you to take your Warhammer armies on a crusade across vast realms.

There are as many ways to play campaigns as there are players. Some like to make up the rules as they go along, others will want to produce a With the modular, two-sided detailed rules pack before even beginning. map tiles you can build any Our advice for those just starting off with their number of different lands — first campaign, is that it is a good idea to keep from the sandy dunes of the size and scope limited — say the summer Khemri to the Chaos blighted Northern Wastes. raiding season when the forces of Chaos attack the Empire border — rather than recreating the whole of the Great War Against Chaos! It is better to get stuck into the action straight away and add complexities later than to never get launched at all because players are still painting, inventing campaign rules, or preparing elaborate maps. CAMPAIGNS

GAMING CLUBS 6 EVENTS

There are Warhammer clubs, tournaments and gaming events across the globe, with more springing up every year. These types of organised play are a great way to meet other like-minded individuals - either playing games or just talking about the hobby. Up until now, it has been assumed that you will be playing with a small group of friends, and that you will decide how to organise the games you play by discussing the matter for yourselves. This is certainly how we most often play here in the Games Workshop Studio, but organised clubs and events offer some exciting possibilities. The main thing that differentiates organised play from the more traditional ad-hoc form of game is that there will usually be certain conventions about how the battle is played and which scenarios are used. Although by no means definitive, what follows is a brief look at the kind of conventions that can be used for such games.

CLUB PICK-UP GAMES There are more and more Warhammer clubs springing up; at the time of writing there are several hundred in the United Kingdom alone. How to go about setting up a club is somewhat One of the best things about a the scope of this book, so suffice to say wargames club is being ablebeyond to regularly drop by with yourthat you will find plenty of advice about how to army and get a Warhammerdo so (as well as locating an existing one) on the battle against a new opponent. Games Workshop website.

Once you find a club, you're likely tofind that they have some guidelines or conventions about how games ofWarhammer are played The most common and useful of these are a suggested points limit and scenario for 'pickup' games at the club. Pick-up games are ones where two players turn up at the club with an army, find their opponent then and there, and have a game straight away. Because it's not possible to arrange a pick-up game in advance indeed, the whole point is that the game isn't arranged in advance! — it makes sense for things such as the points value of the game and the scenario to be used to be prestipulated. This will allow players to select a suitable army before going to the club, and get set up and playing as quickly as possible. From experience, armies of 2,000 points each is often considered standard for a pick-up game, although anywhere from 1,500 to 3,000 points per side will allow for an evening's battle. For pick-up games, any of the pitched batties described on pages 140-151 of the Rules section make excellent scenarios to play In general, it's best to stipulate that the games are played using either the rules straight from the rulebook, or using a select list of club 'house rules' that are used for all pick-up games played at the club. Although it's perfecdy feasible to ask an opponent if they mind playing a different scenario or with house rules of your own devising, it's generally considered rather ba form to do so - nobody likes to be forced to say no! Far better to play yourfirst game using the club rules, and then if you and yoj* opponent get along, you can arrange a s game at a future date using whatever pom limits, scenarios and house rules you hot

BRING-AND-BATTLE A 'bring-and-battle' game is one organisational step up from a pick-up game. Generally, bringand-battle games are run at Warhammer gaming events, such as the Games Days organised round the world by Games Workshop. Such events will have a wide variety of different things to see and do, one of which may be bring-andbattle participation games. As their name implies, bring-and-battle games require you to bring along your own models to the event. Most often this is an entire army built to a given points value, but sometimes it might be more specific — such as a single Core unit up to 200 points. The organisers will stipulate which scenario(s) you will play, and which house rules (if any) will be used. As bring-and-battle games usually take place at events where time is limited, the points used will often be small and the scenarios chosen straight-forward to set up and play. If using armies, we recommend limiting the size of the forces involved to about 1,000-1,500 points, and using just one of the pitched battle scenarios for all of the games that are played (Battleline or Blood and Glory make excellent straightforward choices).

Most bring-and-battle events match up available players and then track their results. It is possible to play many games throughout the day against a range of different opponents

Large battles are great fun to play, but are often only possible if you can find a dub of like-minded players to help build the terrain and bring all the models!

Once signed up to take part in a bring-andbattle game, you will be matched up against another entrant who is doing likewise. From this point on, the game works much like a club pickup game, with the caveat that the scenarios and house rules being used for the event must be followed. This is because bring-and-battle events will often provide certificates or prizes for players that do exceptionally well, and it would hardly be fair to win such a prize if you were using different rules to the other participants! After you have finished your game, you can either go off and look at the other things on display at the show, or sign up for another game. It it a great way to meet fellow enthusiasts and see a wide range of different armies. If you play quickly it is perfecdy possible to get in three or more games before the end of the event. Not all Warhammer bring-and-battle events follow this format — others might be group battles where everyone is asked to bring along a few units and take sides, or join a larger host. These types of games are generally exciting •flairs with many players (from a few up to a few dozen). Such gaming can get frenetic!

Bring-and-battle events are often part of a Games Day or a special event in a shop or club. They give players a chance to bring a few units along and join in the multi-player mayhem.

TOURNAMENTS If bring-and-battle games are one step up in organisational terms from pick-up games, then tournament games are one step up again. The biggest difference between bring-and-battle games and tournaments is that a tournament is usually an event in its own right, rather than a part of a bigger show. The two-day Throne of Skulls Grand Tournament organised by Games Workshop is a good example of this sort of event, and there are many other Warhammer tournaments organised by hobbyists around the world. Before we talk about the conventions used at a tournament, it's important to make clear that Warhammer is not specifically designed for highly competitive, cutthroat play. It is vital that the players who come along to such an event do so in a spirit of friendly competition, where At tournaments it is possible totaking part is more important than winning. see and play against Remember the old adage: "It matters not fantastically painted armies like whether you win or lose, it's how you play the Ben Johnson's amazing Orc £j? game." As long as you follow this advice, a Goblin force.

CAMINC CLUBS 6 EVENTS

Warhammer tournament will provide some of the best gaming you will ever have, including a chance to meet other players, see magnificent armies and immerse yourself in the hobby for 3 whole weekend. What could be better? As with bring-and-battle games, the organisers will announce points values, scenarios and any house rules that will be used. Tfou will play a scheduled number of battles against a series of opponents as selected by the oiganisers. Most tournaments award points based on your battle results, and sometimes other aspects, such as army painting or sportsmanship. At the end of the tournament the player that scores the most points is declared the winner, to the general acclaim of the other players taking part. There are variations on this theme. One popular alternative is the 'doubles' tournament, where you play as part of a two-player team. Our website includes a number of alternative formats and, as already mentioned, there are many tournaments being run by hobbyists, each with its own unique format.

CAMPAIGN WEEKENDS Enjoyable as

tournaments can be, many

consider campaign weekends to be the

pinnacle of organised gaming events. It's difficult to describe a campaign weekend briefly as each one is different, being designed as a 'one-off by the event organisers. A campaign weekend creates a series of ongoing games and battles that affect and influence each other as we described in the Linked Games and Campaigns chapters earlier. And they do it all over a day or two, so the story of the campaign can unfold over the course of the event. As a participant at a campaign weekends, you will almost certainly be playing as part of a

A gaming weekend featuring a campaign in Lustria might end with a climacti fantastic terrain like this one, which was featured at a Games Day in France

team, and you will get tofight a number of battles against players from other teams over the course of the weekend. Thebattlesare usually quite similar to tournament games, in that the organisers of the event will tell you how many points' worth of troops to bring along and if any special house rules apply. However, in a campaign there are likely to be more restrictions and house rules being used than is the case with a tournament game. At its most extreme this can even limit the races that can be used — a campaign about the War of the Beard might only allow Dwarf and High Elf armies, for example. In addition there will often be special house rules and scenarios that are used to recreate specific aspects of the campaign being fought. It's common to say that a team may not include The Lustria campaign allowed everyone's army to march into the jungle andfight for the lost treasures of the more than one of each named character or Uzardmen. It presented themed battles and interesting magic item, for example. Campaign weekends will also have a system for determining how well each team is doing, based both on the battles theyfight and the strategic objectives they achieve. More often than not, this will be shown on a large map that is updated after each round of gaming. Sometimes a player will be called upon to fight abattlethat he can't hope to win, but by doing so he will allow his side to achieve a more important strategic objective. It is this storytelling aspect of campaign weekends that makes them so compelling and enjoyable. Although they are very hard to run compared to other events, when done well no other form of organised play comes close.

scenario special rules, such as quicksand, ambushes by jungle-dwelling monsters, and ancient magical temples.

GIVE IT A TRY!

Overall movement and territorial gains can be tracked on a Mighty Empires map, like this one which was specially built for a Lustria campaign.

As you can see, there are a wide variety of organised Warhammer events that you can take part in. There is no 'onerightway' to play, but an endless assortment of possibilities, all well worth trying out. Each type of battleoffers an excellent way to meet new opponents, see new armies and commanders in action and play your favourite game. Organised play is perhaps the best way to build up a network of friends to play battles against. Warhammer is, above all, a social game where the camaraderie of other tabletop commanders often is even more rewarding than any victory laurels won on thefields of battle!

LEGENDARY BATTLES There are many battles in the brutal Warhammer world. Most are soon forgotten, but the epic conflicts live on, inscribed in history. Such sagas are remembered, be they written in weighty tomes, recited around campfires, carved upon monoliths or enshrined for the ages in everlasting monuments. Kings and champions may die, but legends live on... The Warhammer background is a rich tapestry of conflicts. Amidst these tales stride the mightiest of heroes and villains, their actions altering the course of nations, reshaping the world through warfare and bloodshed. Many players are inspired by famous battles from the Warhammer background — perhaps influencing their choice of army or their collection of miniatures. It is possible to not just read about such famous battles, but to recreate them on the tabletop B including the armies, heroes, terrain and any unique battlefield features or situations.

LEGENDARY BATTLES

Recreating one of the Legendarybattlesof Warhammer is the pinnacle aspiration of narrative gaming. Imagine recreating the aweinspiring sight of Tyrion and Teclis leading a host of High Elves in defence of Asuryarfs Shrine against the daemonic army of N'kari. Imagine restaging the Great War Against Chaos or gaming Orc Warlord Gorfang Rotgut's raid into Karak Azul (where Dwarf King Kazador's son was shaved and nailed to the throne). Recreating such scenarios, battles where the fate of the Warhammer world hangs in the balance, can be a Herculean project but thus are legends borne!

The challenges of recreating a famous battle are manifold. You will need to research the conflict, seeking details on the size, disposition and look of the armies and their notable commanders. Where, almost invariably, something is missing or isn'tfolly explained, the information must be extrapolated by the players. Suitable models must befound, borrowedfrom friends or a gaming club, and remaining elements collected and painted. The terrain that characterises the conflict must be modelled to represent the fabled site. Finally, the scenario and any special rules must be devised to create an exciting game — allowingfor the possibility of alternate, yet enjoyable endings. One of the challenges of a Legendary Battle is to see if you can "better' the historical results. For instance, can Malekith, the Witch King, win the Battle of Finuval Plain, instead of suffering yet another ignoble defeat? On the following pages is an example of a Legendary battle — an account of the Chaos Invasion of the Empire in the year 2515. In addition to providing entertaining reading, we hope it inspires you to try your hand at playing an epic battle. The spectacle of such a grand game makes such battles 'historic' for everyone lucky enough to participate in them.

F A M O U S BATTLES O F T H E WARHAMMER W O R L D Accounts of many of the most famous battles of the Warhammer world can be found in the Warhammer World section (see page 153) as well as within every Warhammer Armies book. Some of these, such as the battle of Finuval Plain, have extensive background (in both the High Elves and Dark Elves army books!) documenting at least some of the troops and characters present, as well as describing aspects of the battle itself. Other epic battles will have little more than a mention in the timeline or a short overview buried in the history. Listed below are just a few of the most famous of the manybattlesin Warhammer:

The Fall of Xahutec

The first temple-city of the Slann is destroyed by the newly risen daemonic onslaught.

Karak Eight Peaks

Dwarfs, Skaven, Orcs and Goblins battle it out above and below ground at this ancient stronghold.

Battle of the Cairns

The Lichemaster Heinrich Kemmler's attempt to make himself invincible is thwarted by Wood Elves.

Battle of Hel Fenn

An Empire army and its allies corners Mannfred von Carnstein, the last of the Vampire Counts.

Waaagh! Grom

Grom, the Paunch of Misty Mountain, beat the Dwarfs at the Battle of Iron Gate, burnt Nuln to the ground, and wasfinally defeated by Eltharion the Grim, at abattleoutside the walls of Tor Yvresse.

SLAUGHTER AT VOLGANOF -

They came out of the north, bringing with them fire and ruin. Not since the Great War Against Chaos had the Empire seen so furious an invasion from the barbarian worshippers of the Dark Gods. Is this war a madman's quest for revenge, or is it the beginning of the end? There were many signs and portents warning of the invasion from the north that culminated in the bloody battle outside the gates of the city of Volganof, but it seems obvious now only with the hindsight of history. Every year, when winter first slackens its icy grip on the top of the world, warbands launch raids southwards. The only warning of their sudden attacks is the blaring of harsh horns and bellowed vows to the Chaos Gods. And so it has always been, as told by the fathers of the fathers of the eldest who now live. None can remember when the lands were not ravaged by the men of the north. The spring of 2512 brought deadlier foes and more destruction than any could recall, save for those tales told of ages past. But this was only the beginning, for the dread power of Chaos was once again growing. The first raiders were led by the Sea-kings of the tribes of Norsca, arriving across the Sea of Claws by longship to assail the coastlines of Nordland and Ostland. Other, more formidable warbands came out of the Northern Wastes — the forbidding area above the Troll Country. Some of these warbands were particularly large, their numbers swollen with heavily armoured warriors that openly bore the foul mutations of Chaos. They drove through the lands of Kislev, but the nomadic tribesmen made elusive targets, so the despoilers travelled further south to the richer plunder of the Empire. Tales of marauding Giants or village-destroying attacks by winged monstrosities, creatures of legend that had not been seen with any frequency for several generations, were once again commonplace in Ostland and Ostermark. The following years were grimmer still. The winter brought bitter cold, but little peace. With the harsh weather came ravenous packs of unnatural warhounds, leaving their hunting grounds in the far north to savage herd animals or maul unwary travellers. As the snows melted, the raids began again, quickly surpassing the bloody pace of the previous year. Soon warbands of merciless invaders prowled the lands like wolves amongst sheep. But not all were defenceless. The Imperial Navy sent an

armada of warships to the Sea of Claws, braving the many leviathans and sea monsters that had begun to appear in greater numbers. Admiral Kronenheim led the fleet, seeking to sink any marauders long before they could make landfall. Nordland redoubled its coastal patrols, but Ostland took the most aggressive steps. Commanded by Valmir von Raukov, the fiery Elector Count, the grand principality of Osdand prepared for the onset of war. Von Raukov was everywhere, mustering new state troops, bolstering the border forts, and rallying his troops to meet the enemy head on. It was he who suggested reprisal raids, taking thefight into Norsca itself. The first counter-attack set forth in 2513, returning late in the year with the broken prows of seven longships and the carven beams of a Great Hall as proof of the destruction of several coastal villages. Many hailed von Raukov as a true hero of Ostland and toasted his name. Others protested, saying such audacity would draw the ire of the barbarians, or even, some dared to whisper, the attention of their foul gods. But what followed in the year 2515 still causes a shudder to those who survived...

THE GREAT WAR AGAINST CHAOS The furthest expansion of the Realm of Chaos recorded in Imperial history was in 2301-2303, during what is known as the Great War Against Chaos. In growing darkness, the ferocity of raids increased for years, culminating in the warriors of the Northern Wastes marching southwards in untold numbers. Magical energy overflowed and Daemons stalked mortal lands. Beastmen rose out of their forests, their hatred of Mankind stoked to white-hot rage. Insidious cults emerged in the cities to spread unrest. After much destruction, the forces of Chaos were beaten in the year 2303 at the gates of Kislev. For years after that battle, the power of Chaos receded. But since then the barbaric tribes have grown in size and fury, and are now greater than ever.

Chaos Invasion of the Year 2515

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To Taicbneim THE ATTACKS OF 2515 The attacks on the Empire in the year 2515 were unlike anything seen in recent memory. The roiling storms within the Realm of Chaos burst forth with unbridled fury. The skies blazed with multi-coloured lightning, seeringly vibrant against the oncoming blackness. Spring meltings brought a wave of northern barbarians, although in fact this was little more than the displaced tribes that had been driven away by the growing wars further north. Encouraged by the rampant Winds of Chaos, more attacks followed. An army descended from Norsca across the Sea of Claws. It set towns along the coasts of Nordland ablaze, but was not large or bold enough to threaten the major cities and keeps. Another even larger host plunged southwards on a broad front into Kislev, causing a swathe of destruction. Although much momentum dissipated in the endless steppes, some of the farflung warbands of that wave bypassed the border forts of Ostland and caused much havoc in that province. The third attack was led by Prince Sigvald the Magnificent.

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Sigvald's army blazed through Kislev and into Ostland on a three month rampage until it was finally blunted at the battle of the Temple of Skulls. A coalition of many Imperial states had come to aid the beleaguered province of Osdand, who, beset by so many dangers had put forth a call for help. But these attacks were just a foreshadowing of what was to come.

THE HEART OF THE INVASION The most powerful thrust, the true black-heart of the invasion, followed hard on the heels of its forerunners. This was no warm-weather raid, content merely to plunder the rich lands of the south. At its head was Lord Mortkin, a favoured scion of Chaos, a king of kings and leader of many tribes. This horde of iron-bound warriors, barbaric tribes, and hell-spawned Daemons was the most powerful army to cross the borders of the Empire in an age. Fear ran before the Chaos host and in their wake was left only smouldering ruin and grisly tributes to their bloodthirsty gods. It seemed that naught could stem this evil tide and that a new era of darkness was about to descend upon the Old World...

THEY CAME FROM THE NORTH Past Troll Country and far into the Northern Wastes there reside barbaric tribes divided into faction* beyond counting. In the Imperial year 2515 these warriors united under a single banner and began an e p i c tale o f devastation and invasion. WAR AT THE TOP O F THE WORLD Near the polar gate the landscape writhed as supernatural beings strained against the ever-thinning veil between them and reality. So great was the surge of magical power that pure energy leaked through the barrier. Those attuned to magic suffered waking visions, and beguiling assurances of immortality could be heard by those willing to listen. Armies congregated, drawn to the promise of eternal glory. Under tormented skies the contest for domination raged. The Champions of Chaos were pitted against each other in a battle for ultimate power. Sorcerers, fuelled by limidess energy, unleashedtitanicmagics. The unending war of the Realm of Chaos had spilled through into the lands of men. The free-forall slaughter amused the gods. 'Yet no mortal yet stepped forward to claim mastery over the gathering hordes. W H O WILL RISE T O LEAD THEM? Amongst the mightiest of dark champions, several did not join the tumultuous clash. Archaon and his elite followers, the Swords of Chaos, were away in the Worlds Edge Mountains, seeking long-lost artefacts. Quixiom, the threeheaded Sorcerer and favoured of Tzeentch, had shapeshifted so that he might dwell in far-off cities of men and was currendy studying under the Daemon-aided sorcerers of Araby. Lord Mortkin, the Black-iron Reaver, was mired in glowering gloom.

Knowledge of the Empire's reprisal attacks along the coast of THE BLACK-IRON REAVER Norsca had travelled throughout the Northern Wastes. Some There are many rumours about Lord Mortkin, including the tale tribes that hehowled in rage and indignation, others welcomed the wasfathered by a tribal kings union with a Daemon-succubus and born attacks, pleased to fight against men anxious for battle.Lord under a blood-red sky. The most likely of the legends is that Lord Mortkin Mortkin, was one of the Sea-kings of Norsca, beguiled by the lure of power. In thoseleader of the Fell Legion, and ruler of many warriors, had for not spoken since hearing of the raids. By chance, the tales the king returned from voyages covered in glory, yet he longed more. When the man that was to become Lord Mortkin ventured coastal into thetown of Ulfennik, the place he had once called home, true north, he changed beyond recognition. had been razed to the ground. Locking himself away, he brooded deep within his fortress of blackest iron. Whatever his previous life, Lord Mortkin won much renown in the twilight lands. Time passes strangely near the peat rift and perhaps It is said that in a bitter fury Lord Mortkin made a pact with years, decades, or even centuries passed In that time he continued his the Chaos Gods. When he emerged from his self-imposed search for ever-greater challenges: casting down the league of Pox solitude, he did so with a single-minded purpose. Lord Sorcerers known as the Leprous Council, binding Skulex the Great fiercest of Fire Dragons — to his will through trickery, besting aMortkin twostrode forth, with the full might of the Fell Legion, to headed Giant in a contest of strength, and fighting Valkia the Bloody stop to thea aimless fighting, unite the hordes of Chaos and lead stalemate, earning the grudging respect of Khorne's Shieldmaiden. themThe southwards to destroy the weakling nations of men. To aid Chaos Gods clearly favoured Lord Mortkin and many warriors followed dread cause, a host of Daemons, under the command of the him. Yet occasionally the Black-iron Reaver sank into despondenthisgloom, Kargharak, emerged at his flank. Lord Martians perhaps feeling a pang for his lost humanity — a tug from distant Bloodthirster years, from a life he left behind forces arrived upon the battlefield and began to lay waste to »B who would not bow before him. LEGENDARY BATTLES

Zakhar, the Master of the Coven of the Eternal Eye, was the first to join, maintaining that he had seen the gods promise victory to Lord Mortkin. This was an easy claim to believe, for Lord Mortkin smashed the other champions aside with ease. Already at his bidding marched a legion of blackarmoured warriors, a host of Daemons and even a mighty Dragonflew to join his cause. Lord Hackbile quickly followed Zakhar, pledging his Plague Army to Lord Mortkin. Many lesser lords and barbarian kings also bent a knee to their new leader, but others defied and were soon destroyed. After eight days of butchery, Lord Mortkin led a unified host southwards. K1SLEV IN FLAMES As the separate armies under Lord Mortkin began their advance they continued to absorb barbaric tribes and newly materialised Daemons into their number. Those who refused to join were crushed or driven before the oncoming host. The lands of Kislev, still covered in melting snows, were beset by displaced reavers. The countryside was aflame as warbands laid waste to all they encountered. Many nomadic horse-tribes were able to keep on the move, avoiding danger for a while, but the discordant warbands were so numerous and widespread that nofew of the horsem*n were trapped. Hemmed in on all sides, their blood soon wanned the icy ground. Through the maelstrom of raiders marched a formidable spearhead, an army that angled directlyfor Ostland. In the ruins of the scorched town of Tzeskagrad, Lord Mortkin paused the endless columns and commanded Zakhar to perform the Ritual of the Shrivelled Hands, an accursed spell that would help locate the Beastmen and summon them to war. THE BEASTS OF THE WOODS Heeding the voices of his daemonic advisors, Lord Mortkin wished to re-establish the old bond with the Children of Chaos, the Beastmen. Messengers rode out to seek what lay hidden in the twisted forests. Pointed along trackless paths by sinister shrivelled hand talismans taken from the doomed people of Tzeskagrad, the messengers rode in search of Ul-Ruk the Red, chieftain of the largest warherd in the Forest of Shadows. Before the herd's trophy mound,riders presented the hundreds of shrivelled hands to three cowled Bray-Shamans. The BrayShamans foresaw darkling dreams of slaughter and nodded ascent to their leader. With a thunderous bellow, Ul-Ruk summoned the warherd. Within days many cloven hoofs marched northwards to join Lord Mortkin's forces. HEADING STRAIGHT FOR OSTLAND Lord Mortkin held his horde together, allowing none to stray. The whispered Daemon-counsel of his many advisors told him how best to cripple the Empire, but Lord Mortkin had other ideas and heeded naught but his own plan.

THE CHAOS POWERS UNITED

As the bloodletting of the mortal lands increases, so the Realm o Chaos grows. Each feeds the other in a cyclical fashion, ever ga momentum. Now, the warping magic of Chaos became a surging that threatened to cover the world in unending violence. Lest the opportunity of the waxing power be lost, the gods sought a cham unite the factions and lay waste to the civilised lands. Each of t four great Gods of Chaos, the eternally warring brothers, had own favoured mortal champions, but seldom could they agree, every champion as a tool for gaining domination over each other There was one who had long been on the path of the Everchosen Archaon had not yet passed hisfinal test. His time was not yet com Father Nurgle put forward a foul Plague Sorcerer, Khorne a spattered Warrior King and Slaanesh pointed towards his own favoured son, Prince Sigvald. Only Tzeentch chose a champion his own making — the leader of the Fell Legion, the mighty Lor Mortkin. Only Lord Mortkin venerated the gods in equal meas Yet the mortal had ever been his own man, looking after himse first. Wary of bestowing great gifts upon one who might fail to their bidding, the four Chaos Gods nonetheless united in this c When Lord Mortkin, bitter and alone in his fortress of blackes vowed all for a chance to wreak vengeance upon the civilised w his oaths were heard...

THE INVADING ARMIES The invaders are many armies united under a single banner. The majorforces are asfollows:

Lord Mortkin Lord Mortkin is the iron The Daemonhost will behind the invasion.Covenmaster Zakhar Zakhar and the Coven of This unholy force is led by the Eternal Eye are at Kargharak. Lord Mortkin's disposal.

• The Fell Legion Lord Mortkin's personal army is Lord Hackbile loyal to their dread Lord lb fulfil debts owed One of the greatest living to Zakhar, Lord Chaos Dwarf forgeHackbile has sorcerers swore oaths to joined the march aid Lord Mortkin. southwards.

Cfi Barbaric Tribes

Ul-Ruk the Red

Many northern tribes swell the ranksCoaxed of by ancient ritual and the promise the invaders. They seek glory and blood of great slaughter, the warherd of Ul-Ruk under the banner of the Fell Legion! the Red joins the invasion.

LEGENDARY BATTLES

THE CHAOS INVADERS With a tempest from the Realm of Chaos blowing at his back, Lord Mortkin marched south, at the head of warriors beyond count - armoured barbarians, fur-clad Marauders, immortal Daemons, and hulking mutated monstrosities - all united under the banner of the Fell Legion. THE FELL LEGION Since his emergence in the Shadowlands, Lord Mortkin has led the Black-iron Reavers. Many more tribes have been absorbed into the army that is now known as the Fell Legion.

One of the most common shield designs of the Black-iron Reavers.

Army banner of the Fell Legion.

BLACK-IRON REAVERS

THE CRIMSON REAPERS

Now grown many regiments strong, the Black-iron Reavers form the centre of Lord Mortkin's battleline, the black heart of the Fell Legion.

Lord Mortkin's bodyguard, the Crimson Reapers, have been especially blessed by the Dark Gods. They will follow their commander into hell itself.

THE BRASS RIDERS The favoured champions of the Fell Legion band together to form a unit of shock cavalry. When the power of Chaos surged forth, the Fell Legion battled Daemons in endless tides for three days and three nights. When the black clouds dissipated, there were so many skulls surrounding Lord Mortkin and his champions that Khorne himself was pleased with the deeds of war. The God of battlesand Bloodshed gifted the regiment with mighty Juggernauts.

The Banner of the Brass Riders.

Hundreds will die to feed the unquenchable jury of the Blood Banner. THE DAEMONHOST

THE PLAGUE ARMY OF LORD HACKBILE

With the landsflooded with foul energies from beyond, the Chaos Gods favoured their mortal champion with a Daemonhost led by the Bloodthirster Kargharak.

Lord Hackbile has joined Lord Mortkin's cause. Under his flybanner can be found the deadly Tainted Ones, the Putrid Skulls and the Corrupters.

BARBARIAN RAIDERS

THE KLUDBURGH

Dozens of tribes have joined Lord Mortkin, SAVAGES including the Beast-Flayers, the Wyrmkin, the Amongst the many Brethren of the Crow, the Blackaxes, and the atrocities there was one act that stood out — the Horror at Kludburgh. The culprits were a mutated regiment, noted for inhuman acts of savagery. Even grim men accustomed to war wept openly when they Many barbarian tribes distinguished themselves saw what was done. through the foul skins, fetishes, or leering iconography borne upon their shields. SCOURGE OF THE NORTH

THE WARHERD OF UL-RUK THE RED

The tribe known as the Scourge of the North provides the invasion with a vanguard of light horsem*n.

The distinctive red horns (daubed in blood before or during a battle) mark this Beastman as belonging to the warherd of Ul-Ruk the Red.

The Scourgf cf the North are led by their migfity champion Volrung Axblade.

Captured banner used asbattle standard by the warherd of Ul-Ruk the Red

OSTLAND UNDER SIEGE Ostland is the northernmost of the Empire's provinces. It is a harsh land that breeds brave men who are tempered by battle, or quickly slain. Although it is dominated by the Forest of Shadows • as dangerous a woodland as can be found anywhere - it is the threat from the far north that Ostlanders fear the most. THE ELECTOR COUNT IS CALLED AWAY After the last raids into Norsca returned home late in the year 2514, Valmir von Raukov, the Elector Count of Osdand, received an urgent summons from the Emperor, Karl Franz. Tension was rife between the Empire and Bretonnia, due to border troubles along the Grey Mountains. Hoping a show of strength at the council would intimidate King Leoncouer, Karl Franz requested that many attend, including Valmir, his most warlike Elector Count. This took Valmir far from his lands as the invasion began. He left control of the province to his sons, trusting in their judgement and the strength of the Ostforts.

SONS OF THE ELECTOR COUNT It is told that Valmir von Raukov had many offspring, but this might only be rumour spread about a warrior-leader who was often on campaign. Certainly Valmir only claimed two children as his own. His wife, the Countess Ivana, bore Valmir two sons, the heirs to the ruling throne of Ostland — Vassily and Oleg, two men of gready different character. Vassily was the eldest son and the man in line to inherit the rule of Ostland. Vassily was widely regarded as frail and sickly. He was, frankly, an embarrassment to his warlike father. Certainly Vassily was shrewd and was behind many unscrupulous dealings. In several cases, such as the disastrous border agreement with Count Theoderic Gausser of Nordland, only military action by Vassily's younger brother had saved the situation. The younger son was more like his father, a bold leader of men and a warrior born. Since achieving manhood, Oleg had led countless patrols into the Forest of Shadows, earning well his promotion to Captain. The youngest von Raukov famously chose to fight on foot, marching at the fore of his own unit of Greatswords, the Scarlet Bulls. At the brief but bloody battle of the North March, against the forces of Nordland, Oleg and the Scarlet Bulls turned defeat into victory by decimating several units and slaying the enemy commander — Baron Nachtmann. In subsequent campaigns Oleg tracked down and destroyed predatory herds of Beastmen near Wolfenburg and cast down their fell monolith. It was he who toppled the Skull Tower of Ravenhill, a beacon to all evil creatures that was found on the edges of the eastern hills. After such heroics, Oleg was appointed as Grand Marshal of Osdand, a senior military leader under his father. It was Oleg who led the retaliatory raids into Norsca, including the ruthless attack of 2514. The timber and leviathan-bone longhouses of the Sea-kings were cast down and the chief coastal towns of Aarvik and Ulfennik were razed

to the ground. No longer would the dragon-prowed longships launch in reaver fleets from those ports. All of Norsca cursed Oleg's name, and many were the vows of vengeance proffered to the brutal gods of those savage people.

WAR LOOMS Not long after the Elector Count Valmir von Raukov rode southwards, even before the snows of winter had begun to melt, there were grim tales along the border of Ostland. Ferocious creatures and many warbands were wandering the plains of Kislev. The Beastmen that dwelt in the Forest of Shadows were becoming bolder and many dark things stirred in the night. Even as wordfrom the north drifted in, Oleg von Raukov wasted no time in counsel. He deployed many of the newly mustered state troops into the Ostforts along the northernmost border and then led a sizeable force into Kislev, joining with Pitr Sergeyev, a great Kovnik (Captain) of Erengrad. There, with his fast-moving cavalry allies, Oleg hoped to confront and destroy any invaders on the plains before they could reach Osdand.

BATTLE ON THE BANKS OF THE LYNSK Atfirst the old alliance stoodfirm against the threat from the north. Individually powerful, the Chaos warbands that despoiled the lands lacked leadership, allowing the quick-moving Kislevite cavalry and the tactically minded Grand Marshal Raukov to destroy the marauders piecemeal. But the skies darkened, heralding the arrival of a newforce. The far-riding Kislevite scouts made sighting of Lord Mortkin's spearhead. Against the obvious might of such a foe Htr Sergeyev suggested falling back behind a screen of mounted archers, a classic Kislev manoeuvre. But Oleg, ever-reckless, convinced the Kovnik to join the Ostlanders in making a stand on the hills before the River Lynsk. It was to prove an ill choice. Lord Mortkin sent the horsem*n of the Scourge of the North tribe to his right flank. His own Fell Legion formed to the front. Human strength and steel were pitted against Chaos armour and the corrupt gifts of their patron gods. The Chaos numbers were too great. With an earth-shattering charge, the Brass Riders, dark knights on metal behemoths, broke through the centre of the human army. A massacre followed.

RETREAT TO THE OSTFORTS The shattered Winged Lancers broke for Erengrad, only to be ridden down by the tribesmen of the Scourge of the North. Lord Mortkin released the Daemon Host to chase the fleeing Ostlanders. The swiftest of the creatures — hooded devilhounds the colour of blood and ghasdy she-Daemons atop snake-tongued lizards — destroyed much of the routing army. The waters of the Lynsk ran red. The timber palisades of the Ostforts proved no defence against the fury of such unnatural foes. By nightfall flames marked the site of each border fort. Survivors streamed from the ruined watchtowers. Rallying those he could, Ofeg von Raukov headed for the walled city of Volganof There he hoped to regroup his shattered army. Urgent messengers were sent to nearby provinces - this was no raid but an invasion capable of wiping Ostland off the map.

No aid would be in time to save Casde Raukov. The Fell Legion advanced to that ancestral stronghold in hopes of catching some of its royal family. Indeed, Vassily von Raukov had hoped to avoid the invasion, cowering behind the walls of his forefathers. It was not to be. Steam-driven metal siege towers rolled forward, shrugging off innumerable cannonballs. Such infernal devices had never before been seen in the Empire - they bore the sterling craftsmanship of the Dwarfs, yet were cruelly devised and covered in leering faces andfoul runes. Even as they reduced the walls to rubble, Vassily and his bodyguard fled via secret tunnels, making their way towards the city of Volganof. All others, including Ivana von Raukov, were never heard from again.

ALL FORCES HEAD FOR VOLGANOF Volganof is one of the largest cities of Ostland, but unlike the provincial capital of Wolfenburg, it is fully enclosed by a massive thick wall replete with towers and battlements. It was to Volganof that refugees fled, filling the cramped cobblestone streets. Soldiers too straggled into the city, leaving behind them burnt and ruined forts and towns. In some cases the hounds of Chaos were at their heels, chasing the ragged survivors to the very gates of the city. So it was that Lord Mortkin heard of this bastion-city and ordered all of his armies to converge upon Volganof.

Volganof Defenders By authority oftheir father, the von Raukov brothers assumed ultimate control over Volganof during the battle.

Oleg von Raukov took truer all military matters and Vassily von Raukov assumed control of civil affairs.

The von Raukov heraldry

Kriegsmarshal of Volganof ~ Baron von Blutten

The Gryphon Guard Elite City Guard

THE HUNT FOR VON RAUKOV Amidst the ruin came a rumour - the fell-handed lord that led the northern host was seeking Oleg von Raukov. Everywhere the invaders sought word of any of the von Raukov family. After crossing the Lynsk, Lord Mortkin ordered his army to spread out to search and destroy. The Daemons of Kargharak slew all theyfound in the town of Zundap. Bohsenfels was hard-pressed by the slime-encrusted warriors of Lord Hackbile's Plague Army and only the timely arrival of Baron Beckburg's army out of Ferlangen prevented another massacre. Ostland was burning.

The Volganof City Guard

Captain Drovak

I Black Tower-men

Captain Kursk

I

East Tower 'Marchers'

Kannonmeister Gunther Trundlekopf

Each battalion of the City Guard includes its own artillery pieces ostensibly under the command of its Captain, but traine and drilled under the authority of the Kannonmeister.

OSTLAND DOES NOT STAND ALONE Although not above political squabbles, the provinces and citystates of the Empire pull together at need. With Ostland under siege, many armies were mustered from throughout that vast nation. The roads resounded to the drums of war as many armies marched north. The riverways, the great arteries of the Empire, were clogged with ships rushing to aid their bekaguered brethren.

Militia

&

Shadowmen

Additional regiments from Ostland and other city-states joined the defence, fighting beneath their own Captains.

THE DEFENDERS OF OSTLAND Pitted against the surrounding forces of Chaos, the men of the Empire relied on gunpowder and their own bold resolve. Would it be enough against the unrivalled might brought to b a u i - 3 followers of the Dark Gods? If not, what would become of Ostland? Or, indeed, the Empire'

VON RAUKOV Elector Count Valmir von Raukov is away south at the behest of the Emperor during the opening phases of the invasion. His two sons, Vassily and Oleg, rule in his absence.

It is not until the end of the conflict that Valmir and his banner bearer personally arrive on the battlefield.

V -J

The Stalwart Bulls alone held their ground during the battle on the Banks of the Lynsk River. There they felled many Daemons and men rallied to their bull and crossed swords banner. At Volganof their deeds will become the stuff of legends.

The Scarlet from the city

THE STALWART BULLS OF CASTLE RAUKOV

THE SCARLET CURS

The elite bodyguard of Valmir's favoured son, Oleg von Raukov, are the Stalwart Bulls. Also known as Raukov's Own, the Stalwart Bulls are recruited from proven regiments throughout Ostland.

The Scarlet Curs, a regiment of Halbenkn out of the city of Wolfenburg, guard Vassily von Raukov. Although not known for his military prowess, Vassily will still play a part in the Slaughter at Volganof.

CITY GUARD OF VOLGANOF

The Gryphon Guard only warriors of the Gt that do not carry the Od Bull on their shields.

The City Guard of Volganof are like their city - weathered, but unbent. They are organised into five battalions, four guarding quarters of the city. The elite fifth battalion is assigned the Gates of the Gryphon.

Hoo South Tower Defenders.

The most common The banner shield design borne by the Volganof Toaxr Def** City Guard

Thefive battalions of the Volganof City Guard are the South Tower Defenders, Wfest Banner of Volganof, which Guard, East Tower Marchers, Black lower-men, and the Gryphon Guard. T^®1®® jy)^ bears the city's Coat of.Arms. standing sentry, street patrols and regular marches into the Forest of Shadows to dew Goblins, bandits and Beastmen. 460

LEGENDARY BATTLES

THE ARTILLERY OF VOLGANOF

Famous Guns of Volganof: The Horns of the Bull - The twin cannons that guard the north towers of the city. Black Beauty - An ebony-barrelled Artillery crew are clad mostly tn black with a Scarlet Bull on the right leg. 'Unseasoned' cannon on the west walls that beheaded a marauding Giant with men art not allowed to wear the insignia and art derisively known as 'black legs'. a single shot in the first moments of the assault upon Volganof. Three Thunders - Battery of Mortars deployed inside the curtain walls. Spinning Bertha - Both a famed Volley Gun stationed on the sout The Cannon shown here walls and a lady of ill-repute from is 01' Puddings, the longthe cheapside. serving piece that guards the Gates cf the Gryphon.

The war machines that line the walls of Volganof are under the command of the lower Captains. However, they are trained by Kannonmeister Gunther Trundlekopf, an old Engineer out of the Nuln Artillery School.

VOLGARS SHADOWMEN ftrhaps the most famous of forest hunters are the Shadowmen led by Grimal Volgar. The Forest of Shadows is their home and the archers are skilled beyond the ken of their countrymen.

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Loud cheers went upfrom the walls of Wgantfwhen the hunting horns of the Shadowmen were sounded.

05TERMARK VOLUNTEERS Unitsfrom Ostermark included the Bechafen Halberdiers, the Moormen Blackbolts, and Mannstein's Mandcores — Swordsmen drawnfrom Elector Count Wolfram Hertwig's own royal retinue.

THE FERLANGEN CONTINGENT The survivors of the attack on Ferlangen gathered under Baron Beckburg. Notable regiments included the renown swordsmen the Oxhides, the Fireloques of Ferlangen and the Sable Guard.

Oxhides

THE TALABHEIM RELIEF COLUMN The neighbouring city-state of Talabheim sent many troops across the River Talabec to the succour of Osdand. The column-led by Captain Stugnar, was marching on the Right Road when they were ambushed by Beastmen in the Forest of Shadows. Although battered, several full regiments fought their way through to Volganof, entering the city before it was fully encircled by the enemy.

S The Bechafen Halberdiers Mannstein's held their own against the Manticores. Daemonhost.

9

The Ferlangen contingent advancedfar from the southgates when Oleg von Raukov sallied fourth. Many soldiers were lost during the battle with the Daemonhost, and only a few regiments ever returned to Ferlangen. The Sable Guard

The Blackhats are Beast-slayers of renown and part of Talabheim's celebrated Taalbastian Guard.

The shields of von Bachman's Swordsmen.

AT THE GATES OF VOLGANOF With growing dread the city guard atop the battlements of Volganof watched the hordes of Chaos emerge from of the Forest of Shadows. The city's walls had never been breached, but now it stood surrounded by a foe unlike any other. THE NOOSE DRAWS TIGHT Rumour of the advancing Chaos armies ran rampant through the over-crowded city of Volganof Every refugee that came through the gates brought a new tale of horror that the barbarians were burning everything as they advanced, that prisoners were eaten alive. Survivors from the towns of Bohsenfels and Zundap claimed that Daemons and monstrous creatures had joined the Northmen, while towns to the south added that the Beastmen hadrisenout of the Forest of Shadows and that no roads were safe. The few survivorsfrom Kludburgh refused to recount the atrocities they had seen. All were now trapped in Volganof. In this atmosphere of growing despair a solid wall of unnatural black cloud appeared over Volganof. It grew so gloomy that the surrounding Forest of Shadows could barely be discerned from the watchtowers. Yet something was out there, for the trees on the edge of the cursed woods swayed and shook, as if a great body of troops and fell beasts was gathering.

Mounted atop a Daemon-beast made of hatred and living brass, the massive armoured form of the Chaos Lord was wreathed in an aura of power so dreadful to gaze upon that it stung an onlooker's soul. So much eldritch energy was being channelled into the warrior king that iridescent flames flickered around him. Here truly was the chosen champion of those who-should-notbe-named. A lord of kings, crowned in flame. From the void behind the iron helmet came an ultimatum that echoed across the distance, booming loud for all to hear: "Surrender von Raukov to me, or I will crush your city. All of Volganof will die. I swear to the gods your suffering will be great. "You have a single day to decide your fate." After speaking he stared for a while upon the high walls of Volganof before turning back to the enveloping gloom.

ULTIMATUM Stunned by the obvious might of the Chaos Lord, soon all of Volganof began to talk. From high-born nobles to soldiers, craftsman to innkeepers, there was no doubt as to To the harsh blaring of a thousand horns, Lord Mortkin whom the armoured barbarian king had referred — Oleg appeared out of the blackest shadows. He was flanked on von Raukov, true son of the Elector Count and pride of his right by a towering Daemon, a bat-winged monstrosity Osdand. So outraged and overwhelming was the cry of that roared its bloodlusting challenge for all to hear. On refusal — that Oleg should not be allowed to leave the gates the Chaos Lord's left; hovered a floating island, a great of Volganof — that the few cowardly dissenters who would hunk of ground ripped from the earth itself to serve as a give up their commander without a fight dared not speak mount for Zakhar, matchless Chaos Sorcerer and master their minds. This stubborn spirit, for which Osdanders of the Coven of the Eternal Eye. Despite the terrifying have long been filmed, helped to convince Oleg von wonder inspired by such fell lieutenants, it was upon Lord Raukov not to give himself up — for surely the ruthless Mortkin himself that all eyes were inexorably drawn. invaders would only slaughter him and attack Volganof regardless? The Ostland phrase 'A wolf at the door is still a wolf' came to mind. All knew the ravenous wolves of the THE CITY O F VOLGANOF Although not nearly as large as Ostland s capital ofWolfenburg north would not leave without much bloodshed. or the coastal city of Salkalten, Volganof is fully enclosed by defensive walls. Indeed, Volganof's soldiers boast their walls are taller and thicker than any others in Ostland and that a foe The has following day, when once again, to the blast of many never breached them. The formidable city has been built atop a Lord Mortkin emerged from the forest he was horns, rocky plateau at the junction of the main roadways. It is land answered not in human voice, but with tongues of fire. carved out of the Forest of Shadows. The Gloomroad leads from cannon atop the walls of Volganof fired a single Every Hergig through to Castle von Raukov and is intersected by the shot — the muzzle flashes blazing bright in the permanent Grimway, which stretches from Wolfenburg east to Bechafen. dusk that had setded over the city. These crossroads lay within the walled city of Volganof, bulwark of civilisation against the horrors of the forest. For several miles around the city the land has been partially cleared. From the At tall such extreme range there was little chance of a towers it is possible to see the surrounding lands for some distance before the forest swallows everything, even the roadways cannonball scoring a direct hit, yet the shots seemed to disappear, like dark tunnels burrowing into a mountain. vanish in the shadowy murk. Still, Volganof's answer had been made...

J

nr>i Wolfcnburg

Bhckhill Guard.

Relief Column Forestwatch

To Wolftn^urg a d Tilth hcun

•CANo? Forest of Shadows Ul-ruk the. Red

Forest

Shadows

Gloom Watch

Legend ^ ^ S

Beastmen Raiders Doom Tower Defenders of Ostland

Rciksguard

The Fell

}ioD j K ? • i SHLcgion Southfields

W

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Wolf Gate

Sentry Tower

ZAKHAR UNLEASHED Lord Mortkin raised his axe and flames erupted along its blade. At this gesture the woods heaved as the Forest of Shadows disgorged its hidden horde. There advanced, in a solid mass, all the nightmarish troops of Chaos — furclad barbarian tribes, beast-headed men, and legions of hulking warriors encased in hell-forged armour. Loathsome and gangly limbed Trolls lurched from under the eaves, along with bull-headed Minotaurs and packs of baying devil-hounds. Bursting above the canopy strode Giants, smashing aside trees as a man might brush aside tall grass. The ground shook as the warhost formed up in companies beneath foul banners upon which were scrawled venerations to the dark powers. As the throng halted at some unseen signal, all eyes turned to Zakhar. The chanting of his unholy acolytes increased in pace and volume as, slowly, the floating island began to rise higher. The levitating land mass began to spin, rotating on an unseen axis. Seven peals of thunder rolled across the churning black clouds. Standing tall in the middle of the coven, Zakhar reached skywards, beginning to glow with a bluish nimbus. High-pitched maniacal laughter could be heard as untold energy coursed from the heavens into Zakhar's outstretched hands. When the charge could no longer be contained, the multi-hued ball of living lightning was hurled by the Covenmaster. It struck the walls of Volganof and blasted them asunder, vapourising stone and defender alike. Seven times Zakhar's magics smote the battlements and seven times they wrought gaping holes.

Cryph Cates

West View

FORWARD. FOR OSTLAND As the survivors picked themselves off the ground and shook off the dust of crushed stone, a low moan could be heard from the defenders. They had placed much hope in the tall and seemingly impregnable walls of Volganof and now they had been irreparably breached before the battle had even begun. "Set even as the howls of the northern invaders began torise,Oleg von Raukov stepped into one of the still-smoking gaps in the once proud walls. Loud, he spoke: "Hold fast, men of Osdand. Where walls fall, there must stand men. But I will not be pulled from Volganof like a beast from a trap! Who will join me in taking thefight to our foe? Who will sally out with me?" Such bravery could not be denied, and everywhere along the still-standing walls stout-hearted Captains and emboldened champions picked up the warcry. Every Ostlander knew it was better to diefighting. And so, amidst the looming dark, a new plan was hastily formulated. The walls and breaches must be manned, but to the south, against Lord Mortkin himself, there launched as strong a counter-attack as could be mustered. The Imperial forces advanced out from the breaches. ALL-OUT WARFARE So began the Battle for Volganof. Neither force expected mercy, nor would any be given. Heroic clashes and fellhanded deeds awaited both sides and many tales and sagas celebrate (or condemn) the acts done this day.

THE CITY BESIEGED beast again and again. Soon the Greater Daemon's hide was IPPLord Mortkin's signal the Chaos invaders surged forwards. oozing ichor from dozens of rents. With all the strength he Leading the charge were dozens of tribes of Northmen, all could muster, Sergeant Oberwald drove his sword hilt-deep into the hell-spawn's chest. Incandescent with rage, eager to win glory. They hoped to attract, through deed of battle, the eyes of their Dark Gods. Along the city walls the Kargharak picked up the Sergeant and squeezed. Beneath defenders were not waiting idle. Handgunners discharged their weapons, handed their gun to a loader, accepted a new such incomparable strength and limitless fury, Oberwald was firearm and, almost without needing to aim,fired again into pulped, unrecognisable in death as ever having been a man. Yet this atrocious deed only inspired the remaining Bechafen the oncoming mass. Crews struggled tofire and reload war machines; others manhandled artillery pieces into the gaps in Halberdiers. They hacked the Greater Daemon down. He the wall, ready to repel the attackers with multiple volleys or slew many more of the Imperial soldiers in his writhing death throes, but Kargharak did notriseagain. blasts ofgrapeshot. But it was at the south walls, where Oleg von Raukov led his THE BRIEFEST OF HOPES With the downfall of their champion, the Daemonhost counter-attack out of the gates, that Lord Mortkin put forth his real strength. It was there that he released the howling fury wavered. Again, the voice of Oleg von Raukov rang out: of Kargharak and his Daemonhost. They drove deep into the enemy and there was much slaughter. As of yet, Lord Mortkin "To me, to me, men of the Empire. Press forward and held in check the matchless warriors of his own Fell Legion. fear no foe! Victory can be ours,fight on!" Once again the hearts of the Osdanders and their allies rallied MAN VERSUS DAEMON and once again, the Imperial forces pressed forward. One of The volleys from the walls of Volganof foiled to blunt the thrust of the onrushing Daemons. Kragharak, enraged beyond the monstrous siege towers was overrun — it toppled with a measure, carved a swathe through the Northmen of his own resounding crash. The lighdy armoured barbarians fell in side in his haste to get to grips with the foe. Regiments fled droves before the resurgence, but those warriors encased in from the sight of such monstrous rage, only to be cut down byhell-forged armour proved tougher opposition. When these the inhumanfiends in his vanguard. There stalked bright red were encountered, the momentum faded. The Daemonhost, driven back and much reduced, put up a ferocious fight Bloodletters, pale prancing Daemonettes and many more around their Blood Banner, before it too was cast down, nightmarish creatures hungry for the destruction of all that men hold dear. Regiments of Volganof City Guard fell, slain hacked apart by the Greatswords of the Stalwart Bulls. At this, a hearty cheer rose from the men fighting outside of the and trampled before the onslaught. city and was picked up by soldiers on the walls. For perhaps Behind the Daemonhost followed clanking metal siege towers thefirst time, the men of Volganof began to hope that they moving forwards by some power or foul enchantment. If the might live to see the truefight of the sun. Daemons could sweep all before them, the beasdy machines would topple the remaining walls. Shotsfrom monstrous THE FELL LEGION Chaos Hellcannons arced over the walls, setting the city alight. Lord Mortkin, his armoured form full to bursting with dark The men of the Empire were driven backwards, but they did energies, knew it was time to enter thefray. At last the Fell not yet turn to run. Brave captains held the line as soldier Legion advanced beneath banners of black and red. None after soldier stepped up to replace the slain. Against could stand before them. Kargharak himself, no strike had yet proved telling. Spears snapped against his impenetrable hide and his axe swept The Black-iron Reavers were all but impervious to harm away ranks at a time. The rapid push back threatened to beneath their hulking armour. The Crimson Reapers, wielding become a rout at any time. enormous axes, clove men in twain with every blow. The walls of Volganof shook when the lumbering Juggernauts of the At that moment the Bechafen Halberdiers stepped forwards Brass Riders began their thunderous charge. There flew into legend. Having marched from Ostermark to aid their Skulex the Great, breathing clouds of fire upon the black and brothers, the purple and yellow-clad soldiers entered the white uniformed soldiers of Osdand. battleline intimeto repel a Bloodletter charge. Seeing his minions dispatched, Kargharak turned his attentions to the As his counter-attacking army evaporated, even Oleg von men of Ostermark. Undaunted, the unit raised their halberds Raukov could not stop the flight to the walls. Many of the as one, presenting a forest of blades. The enraged surviving soldiers flung down their weapons and fled, but Bloodthirster struck like a thunderbolt, his impact sending those nearest the young Grand Marshal and his Stalwart Bulls bodies high into the air and slaying the unit's Captain. Yet gave ground only grudgingly. This rearguard action allowed the proud sons of Bechafen stoodfirm, striking the unholy many regiments to escape to the battered walls of Volganof.

BACKS TO THE WALL

THE REIKSGUARD ARRIVE

At last, only the Stalwart Bulls remained outside the walls, and they were soon pressed back into the gap. Twice the Black-iron Reavers charged and twice they were repelled with much loss of life. The ground was slippery with spilt blood. Cleg's blade, gifted to him by the Ice Queen of Kislev, shone bright and cold in the dim light. Panting heavily, the battle-worn Greatswords waitedfor the next attack.

Burstingfrom the Forest of Shadows along the Gloomroad, with many a horn call and cries of'For the Emperor', the Reiksguard arrived onto the field of battle. Shining resplendent in their silver armour, they rode over several units of barbarians lurking near the woods. As the knights formed up, at their head could be seen Kurt Helborg, the Grand Master of the Order and Reiksmarshal of the Empire. At his side galloped Ludwig Schwarzhelm, the bearer of the Emperor's personal standard, the awe-inspiring banner glowing brighdy in the darkness. Then the hordes parted and all saw why the defenders were Foremost amongst their ranks rode Valmir von Raukov, the granted a brief reprieve. Lord Mortkin, at the head of the Crimson Reavers, had arrived. Death was in their gaze, as they Elector Count of Ostland, and arighteousvengeance blazed in his eyes as his banner was unfurled. strodeforth into the gap. Slicing through swords, platemail, and bodies, Lord Mortkin made his way straight for von Raukov, who, although weary with a long day of battle,did not POWER INCARNATE Lord Mortkin stood over the body of the fallen von Raukov, flinch, but leaptforward to meet the attack. gazing down upon the broken man. Oleg was the pride of Three times Oleg von Raukov struck Lord Mortkin, but it was Osdand and had fought bravely against a foe he could not hope to best. In the distance the horns of the Reiksguard trumpeted not for mortal man to destroy the commander of the Fell Legion. Having weathered the smaller man's flurry of desperate clearly. It was as the Daemon-whispers had promised. He had blows, it was time to unleash his own. With a single swipe that been forewarned they would arrive at such a time and Lord Mortkin had held back half of the Beastman warherd of would havefelled a Giant, Lord Mortkin smote Oleg, whose Ul-Ruk the Red to deal with them, although this command body crumpled. Although mortally wounded, the valiant man had rankled with the bloodthirsty Children of Chaos. struggled torise,to strike once more. Mercilessly, the Chaos Lord strode upon him, snuffing out the last of his life beneath an armoured heel. For a single, surreal moment, the battlefront All he had to do was give the signal for the Beastmen to was stilled. Then, in the distance, came a blaring of horns. advance out of the woods against the cavalry andfinal victory was assured. He felt powerflow in his veins, the Winds of Magic supplying so much dark energy he could feel it throbbing in a corona around him. This, Lord Mortkin knew, was only the beginning of the realbattle.Already, far to the The Relief Force north,could an even larger host of Daemons was tearing through the At the head ofthe relief column the banner of Valmir von Raukov be seen, alongside that of the Reiksmarshal and the Emperor'sever-thinning Champion.veil between the worlds. An even greater gathering of the tribes was congregating, ready to march south Banner of the Reiksmarshal and join him. He was the mighty vessel chosen to enact the great plans of the gods. And yet, now his mind was clear. He had taken the vengeance he sought and now his part was over. Lord Mortkin had met every challenge. He had heard a hundred thousand voices chant his name. Now all he longed for was an ending. Lord Mortkin dropped his axe. With both hands he removed the helmetfrom atop his head, tossing it onto the piled mounds of the fallen. Loud, he spoke these wordsfor all to hear:

SI P [J] ^ BFLT*

"Wergild is paid. Let Volganof burn to pay for my home of Ulfennik. Never again will I return there. My saga is ended. I choose now to die as a man, my will my own. I go now, too late mayhap, to the halls of my fathers."

With his oath spoken, the aura about Lord Mortkin dimmed, the bitter gods, perhaps, taking back that which they had given. The Crimson Reapers awoke from their amazement too >vanguard of the reliefforce was made of the entire Altdorf late toChapter safeguard their lord. The tide of battle swept over the House of the Reiksguard, sent with the Emperor's Blessing. Chaos champion. Once again,battlewas joined.

Mortkin fell, the veil of gloom was rent and slanting remnants of the Crimson Reapers. They heeded it not. Grief-stricken, they bore the body within the walls of Volganof of sun shone down upon the battlefield. The disparate armies of Chaos were instantly shorn of the driving will that had and there, for a time, none dared approach them. held them together. Rumour raced across the killingfields. Half of the invaders, including Skulex the Great, broke thefield, some THE CHARGE OF THE REIKSGUARD skulking into theforest, or turning upon each other, settling old On the Emperor's orders the Reiksguard had night-marched northwards to reach Ostland and confront the foe. Now that he scores through combat. Ifet so mighty was that host, that even bereft of half its number, the battle was not yet decided. saw the size of the horde before him, their leader, Kurt Helborg, did not question his orders, but instead bellowed out the only command necessary - "charge!" Before they could UL-RUK THE RED COMES FORTH The Beasdord Ul-Ruk the Red had waited in the woods for a reach the gates of Volganof they had to ride through many of the invaders. There stood the remaining Daemons, vengeful for signal that never came. Pushed beyond limits, his bestial rage their earlier losses, Lord Hackbile and his Plague Army, and boiled over. He would wait no longer, instead ordering his innumerable barbarians, still eager for their share of what lay in warherd into the smoking city. Only by sacking Volganof the breached and burning city. Into this hellish multitude the itself, feasting upon its citizens and tearing down its towers, Knights of the Empire crashed, cleaving through the enemy could the Beastmen wash clean the anguish of taking orders. until they came to the ruins of the southern wall. There a last Bursting from the woods, the Beastmen tipped the scales great challenge stood waiting. again in favour of the invaders. They drove the defenders from several of the breaches and ran amok in the city. The Metal-bound Juggernauts steamed and pawed out divots the size streets ran with blood and the Beastmen took vengeance on any that crossed their path, be they warriors of the north or of shallow graves. The Brass Riders, dealers of untold death, soldiers of the Empire. sought to grind the pride of the Empire beneath steel-hooves. Kurt Helboig, feeling the oncoming thunder of that charge, ordered the WHERE FALLETH THE KING? Reiksguard to lower lances and galloped to meet them. The earthIt had been the Scarlet Curs,filled with hate over the death of shaking collision of those units meeting was equalled only by the Oleg von Raukov, that had overrun the despondent Lord white-hot fury of their combat. Many fell, hacked down or Mortkin in the breach of the southern wall. The Crimson stampeded over, but in the end it was the Runefangs of Kurt Reapers, Lord Mortkin's bodyguard, had been too stunned and Helbotg and Valmir von Raukov that made the difference. Slicing too slow to intervene. Now their lord had fallen. Enraged at their through armour and metal beast alike, the two, along with Ludwig loss, the Crimson Reapers waded into thefray, laying waste to all Schwarzhelm, ensured that not a single Brass Rider escaped. who stood between them and their fallen liege. The bloodsplattered warriors fought their way through the press of Empire With the fall of the Brass Riders, all of the invaders who troops until they formed a circle around the crumpled form of remained on thefield saw their hopes of conquest vanish. There their lord. The remnants of the Scarlet Curs threw down their was stillfierce fighting within the city walls, but theforces that halberds andfled. No living foe would advance into the had not penetrated into the city now began to vanish back into courtyard to challenge the fallen leader's bodyguard, although the forest. But it was too late for the city of Volganof. volleys of gunfire and cannonballs tore through the battered FUNERAL PYRE FOR A FALLEN LORD While thefinal clashes occurred on the plains outside the gates, inside Volganof swirled a maelstrom of many smaller battles. SKULEX THE GREAT There are many sagas of the deeds done during the battle Warbands outside of roamed the streets and desperate defenders manned Volganof. Whoever the storyteller, be they Imperial poet,hastily skaldconstructed barricades. But too many of the invaders had chanter of the Northmen, or entranced Bray-Shaman of the stormed within the walls and everywhere the city burned. warherd, none tell their tale without giving Skulex the Great his Citizens and soldiers alike streamed out of the gates eager to due. So mighty was the carnage wreaked by the many-scaled wyrm on that day that all who survived were awe-struck. escape the hell within the walls. Hundreds of men, war machine, and horses fell before the thunderbolt-like assault of the ancient monster. Some were Foreaten many long hours the Crimson Reapers fought off Empire whole, others crushed beneath its bulk, whole regiments were soldiers, Beastmen and fellow Northmen who accused them of burnt to ashes by the great gouts of flame. The Steam Tank 'Indomitable \ was cracked open and its crew eaten. The turning traitor. But they made no effort to leave, even as the cannonballs that rent his vast pinions only made Skulex angrier. flames, grown unchecked, washed over the whole of Volganof. After the death of Lord Mortkin, Skulex stared at the newly Eventually the tall towers and proud walls collapsed and the arrived Reiksguard, but instead chose to fly back towards flames its lair, scoured the city, utterly consuming the last faithful high up in the ice-peaked mountains of Norsca.

remnants of the Crimson Reapers. And so, in the end, the very city of Volganof became a funeral pyrefor the last of the Fell Legion and their mighty Lord.

the Elector Count the hardest. In mourning, Valmir remains inconsola AFTERMATH found unconscious in the ruins, has recovered his health, but ha The city if Volganof burnedfor three days. Ash, piled rubble andVassily, blackened found timbers were all that remained. Relief columns arrived in time toyet help thethe forgiveness of his father. survivors. Soon a great camp sprang up, although it was some miles away Beforesave leading the much-reduced Reiksguard back to Altdorf, Kurt He from where the city once stood The sun shone brightly, or would have, looked over the makeshift camp,fidl of refugees and the wounded. He for the vast flocks of carrion birds that wheeled in the skies. Their feasting was great indeed and to this day the ravens, bloodbeaks and crows turned of that to his longtime friend and comrade-in-arms Ludwig Schwarzhelm area of the forest of Shadows still seem both over-abundant and over-large. "I am shaken Ludwig. I do not think, as do others, that it was our arriv upon the battlefield that won this victory — if victory we can call it. If their lord had not ceased fighting, I do not believe we could have beaten Of the enemy\ few were seen, save the wounded too hurt to travel far. them. Victory was in his grasp, yet by all accounts he just gave up. What These were shown no mercy. It is said Lord Hackbile and his Plague manner Army carved their way through the city of Volganof, escaping through theof man was he?" northernmost breaches and making for Kislev and beyond. Some barbarians fled alongside them, but most fell on the arduous journey, picked Ludwig, off by the a man ofgrim disposition andfew words was thoughtful for a vengefol horsetribes of that land The Beastmen, glutted on human moment flesh, — for he thought likewise. Neither had mentioned it, but if the escaped back into the forest while fire overtook the city. It was the fervent invading army had stayed together, they might have marched all the way hope of the many that lost relatives in the Slaughter of Volganof, Altdorf. that it was After a thoughtful pause Ludwig said, "Maybe that's it? Ma the cleansing flames that claimed their loved ones and not the brutish in halfthe end, perhaps Mortkin wasn't one of those... things. Maybe he wa beasts. To this day the name of Ul-Ruk the Red will still draw curses just afrom man after all?" any Ostlander. "Still," Kurt Helborg said, already putting the matter behind him, "T solace Ludwig. The northlands will be quiet for a long time after The homecoming for Valmir von Raukov was a bitter one. His fortssome were battle." And yet, as the coming years would show, this would not turn ou in ruins, his lands despoiled. He wept openly at the loss of wife and ancestral home. But many said it was the loss of his favoured son that to behittrue.

LEGENDARY BATTLES

467

GAMING A LEGENDARY BATTLE

1

The sheer size of the battle that happened outside the gates of Volganof makes for a spectacular gaming event. Add to that special rules for the scenario, the characters and overarching story, and you have the makings of something legendary. too restrictive to complete the full army list in this manner, so points totals for the remaining troops were given, leaving the players some wiggle room to use their model collections. However, no extra Lord-level characters were allowed, keeping the emphasis on the main protagonists of the story (the ones listed out). Consequendy, a number of special character models SOME INFORMAL GUIDELINES Before fighting our Legendary Battle we added some parameters were used to represent 'normal' heroes of the same type. to our game. These were not strict rules, but more informal guidelines to ensure everyone played 'in character'for the battle. For instance, it was decided that, unless we all agreed it made sense to do so, characters were not allowed to join units other than the one they were most identified with. This kept iconic leaders (Oleg von Raukov) in their proper place (in the Stalwart Bulls). It might be advantageous for a player to rearrange or As the scale of ourbattlewas large, we wanted large units. You'll group together these characters, but that would not reflect the see impressive blocks of 40+ models, which gave the game an role those key individuals played in thebattle.Some characters, particularly the 'bit players' in the grand story, are at least partially epic look and feel. In many cases we simply combined two or free to roam around as players seefit (Baron Beckburg can lead three smaller units into a single colossal regiment. This wasn't any regiment of the Ferlangen contingent, for example). always tactically wise, but it looked grand! No additional magic Army selection was given some carefid thought. The key items except those listed in thebattleLists were taken. This characters and famous regiments were listed out with specific allowed us to concentrate on all the units, characters and special numbers and upgrade options chosen to reflect the story. It felt rules we already had in play. On thefollowing pages are details of the scenario, army lists and special rules that we used to create our massive game of the Slaughter at Volganof This will allow a useful insight into how we went about recreating the battle.

HOW OUR GAME WENT The preparationsfor our Legendary battle took a considerable amount of time. Many Warhammer enthusiasts here in the Design Studio got involved in the production of the battle, but particular mention must go out to Nick Bayton, Chris Peach and Duncan Rhodes, for in the end it was their task to gather, borrow, or paint up afresh all of the innumerable units required. It was no small effort, to say the least! Special effort was made to model, paint or somehow signify many of the named characters, monsters, and regiments. More of their impressive results can be seen on the following pages. When it came time to play, we split theforces into different components. The invaders were divided in four, with separate players controlling: Lord Mortkin and the Fell Legion, the Daemonhost, Ul-Ruk the Red's Warherd, and 'the rest" which was a modey collection including many Marauders, the Chaos Sorcerer Zakhar, the enormous Chaos Dwarf-built siege engines, and Lord Hackbile's Plague army. Three players controlled the brave defenders of Volganof and they were divided into arightflank, left flank, with the third position in charge of the reinforcements and helping out with the many war machines on the walls (after all, the reinforcements don't show up until later).

Ourbattleoutside the gates of Volganof went long into the night In many ways it was similar to the story, but with important differences. For instance, as in the background, Oleg von Raukov and his bodyguard wiped out many invaders. However, they surprised us all by surviving thebattle(true, there were only seven left, but still...). Other highlights included the Brass Riders delivering such a charge that a vast hole opened up in the Empire lines. Lord Mortkin refused to fail a single "Look out, Sir!" roll. The Gryphon Gates changed hands three times, with the Chaos army finally holding possession thanks to remnants of the Black-iron Reavers. The courtyard too proved to be a bloody site, where many units perished. It came down to the lastfew turns, but Chaos won. It should be noted that this is a very hard scenariofor the Empire to win, especially if Lord Mortkin stays devoted to the Dark Gods until late! In ourbattlehe finally rebelledin Turn 5 and thus survived the battle (that 2 + ward save is awesome!). He ended the game as the only unit in the courtyard and so won a mighty swathe of victory points for his boldness! This was the deciding factor. In the end the Empire scored 23 hard-earned points versus 30for the invaders. In this alternative ending, theforces of Chaos would push further south into the vulnerable Empire...

THE SLAUGHTER AT VOLGANOF The following scenario and accompanying host of special units and characters were created to refight the overused battle outside the city of Volganof. THE ARMIES The armies are listed on the following pages. THE BATTLEFIELD The terrainfor the battle is set out as shown on the map below, using a 16' by 6' table. DEPLOYMENT The Empire players set upfirst (minus Volgar's Shadowmen and the Relief Formation) in their deployment zone (see map below). The Ferlangen contingent is set up behind the Gloomroad and west of the Gloomroad Gallows.

VICTORY CONDITIONS Only the special victory points listed below are used. Add up the points at the end of the battle to determine who won the game (an equal amount of points on both sides is a draw). Either player can achieve an instant victory if, at the end of any game turn, he can claim every condition on his list. CHAOS SIDE

POINTS

• Hold the Gryphon Gates

10

• Hold Gloomroad Gallows

5

• For each unit that is inside the Courtyard

S

The points are doubled (10) if Lord Mortkin leads the unit! • If slain, the following characters are worth 2 points each:

Next, the Chaos players place models in their deployment zone (see map). Any models that do notfit on the table can be brought in as reserves. Note also that only half the Beastmen are deployed in their deployment zone. The rest will arrive using the Beastman Ambush rule. See page 471 for more details. Finally, the Empire side can place Volgar's Shadowmen (the only Scouts allowed). The Relief Formation arrives on Turn 3. FIRST TURN The Empire player gets thefirst turn. GAME LENGTH The battle will last for seven turns or until one side has achieved all of its victory conditions (or you run out of time).

2

Valmir von Raukov, Oleg von Raukov, Kurt Helborg, Ludwig Schwarzhelm, • If slain, the following characters are worth 1 point each

1

Vassily von Raukov, Baron Beckburg, Sergeant Oberwald, Baron von Blutten, Captain Schwarzhelb, Captain Volgar

EMPIRE SIDE

POINTS

• Slay Lord Mortkin

10

• Hold the Gloomroad Gallows

5

• Hold the Gryphon Gates

5

• Each von Raukov alive

3

• If slain, the following models are worth 5 points each:

5

Kargharak, Skulex, each of the Chaos Doom "lowers • If slain, the following models are worth 2 points each: Lord Hackbile, Ul-Ruk the Red, Lord Zackhar, Grogg

The Gryphon Gates are treated as a single building with a capacity fir 50 models.

2

THE INVADING ARMIES OF CHAOS ORDER OF BATTLE 1 This battle list uses the Warriors of Chaos, Daemons of Chaos and Beastmen Armies books.

THE FELL LEGION The Fell Legion is the personal army of Lord Mortkin.

THE CRIMSON REAPERS A unit of 75 Chosen. The Crimson Reapers' initial Eye of the Gods roll is automatically the Slaughterer's Strength.

LORD MORTKIN Lord Mortkin is a Chaos Lord. He bears the Hellfire Sword and is mounted atop a Juggernaut. He has die Diabolic Splendour Gift of the Gods and the special rules below:

Chosen Vessel of the Dark Gods: Lord Mortkin has become a mortal conduit for the Chaos Gods. As long as he is the Chosen Vessel (see the Defying the Dark Gods below) Lord Mortkin gains the following: + D 6 Attacks (roll each combat) and a 2 + ward save. Any unit he leads is Unbreakable and, as he leads a Grand Alliance, the range of his Inspiring Presence is 24".

The Crimson Reapers

THE BLACK-IRON REAVERS Three units of 40 Chaos Warriors.

Defying the Dark Gods: Although seemingly a willing conduit for the Dark Gods' plans, Lord Mortkin is conflicted. Buried deep, he carries a growing urge to renounce the path of immortality, choosing instead to die as a man, as he was long ago. At the start of each Chaos turn, roll a D6 and add the turn number. On a roll of 8 or higher, Lord Mortkin renounces the Chaos Powers. If this happens, Lord Mortkin loses his Chosen Vessel of the Dark Gods special rules.

Death of the Warrior-king:

If Lord Mortkin dies every unit in the invading army must immediately pass a Leadership test at -2 or be instantly removed (they are considered to have slunk off the battlefield or destroyed each other in combat).

The Black-iron Reavers

THE BLACK REAVERS An additional 3,500 points can be chosen from the Warhammer Armies: Warriors of Chaos book, excluding any choices from the Lords category.

WULRIC THE BLACK Wulric is an Exalted Hero that carries the Fell Legion's Banner, the personal Battle Standard of Lord Mortkin. This acts as a Battle Standard, but has a range of 24".

Packs of Chaos Warhounds followed the marching armies southwards, eager for blood.

LEGENDARY BATTLES

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The Brass Riders ore often known as the Brass Butchers.

THE BRASS RIDERS One unit of 19 Chaos Knights mounted not on Chaos Steeds, but upon Juggernauts. Each member of the Brass Riders is a Champion (so each Knight has not 2, but 3 Attacks each). The unit has a standard and musician.

THE DAEMONHOST

THE BARBARIAN HORDES Lord Mortkin and the Fell Legion have absorbed many barbarian tribes into their army. The majority of these surround Volganof, but some are deployed against the southern walls. An additional 1,000 points of Marauders or Marauder Horsem*n can be selected from the Warhammer Armies: Warriors of Chaos army list.

The Daemonhost, led by Kargharak, has been summoned to do Lord Mortkin's bidding on thebattlefield. They are treated as Trusted Allies (see page 137). KARGHARAK. DESTROYER OF CITIES Kargharak is a Bloodthirster with a long history of joining Chaos invasions Pji including the destruction of Praag, large parts of Ulthuan and Lizardmen cities of antiquity. Kargharak has the Immortal Fury and Awesome Strength Daemonic Gifts. GREATER DAEMONS Three Lords of Change, one Great Unclean One, two Keepers of Secrets, and one Bloodthirster. THE FLESH TAKERS One unit of 64 Bloodletters.

A regiment from the Kin-slayer tribe.

THE WARHERD OF UL-RUK THE RED Ul-Ruk has come to join the onslaught, but he bears the Northmen no loyalty. All Beastmen treat the other contingents as Desperate Allies (see page 138). All units in the warherd have the Beastman Ambush rule, although they cannot enter the board within the city walls. UL-RUK THE RED Ul-Ruk the Red is a Beastlord. He is equipped with the Axe of Men, and must enter play using the Beastman Ambush special rule. GRUK THE MAN-HATER Gruk is a Beastman Hero who carries the Battle Banner of Ul-Ruk the Red. This former banner of men now causes Fear.

The Flesh Takers

DAEMONHOST An additional 2,500 points of can be chosen from the Warhammer Armies: Daemons book, occluding any chokesfrom the Lords category.

RED PRIDE One unit of 45 Bestigor. THE WARHERD An additional 2,000 points can be chosen from the Warhammer Armies: Beastman book, excluding any choices from the Lords category.

THE PLAGUE ARMY OF LORD HACKBILE Lord Hackbile joined the Fell Legion to repay an old debt to Zakhar. The Plague Axmy is a Suspicious Ally (page 138) to the rest of the Chaos force. All characters and units in the Plague Army bear the Mark of Nurgle.

The Plague Army was notedfor stained green-tinted armour.

LORD HACKBILE Lord Hackbile is a Chaos Lord. He bears a Filth has the Stream of Corruption Gift of the Gods.

THE PLAGUE ARMY An additional 2,500 points can be chosen from the Warhammer Armies: Warriors of Chaos book, excluding any choicesfrom the Lords category.

Mace and

ONE-EYED GLUGMIR THE BESLIMED Glugmir is an Exalted Hero who carries the Plague Army's Battle Standard — the Fly-Banner. Any enemy unit in close combat with a unit including this insect-covered banner suffers a -1 penalty to all its To Hit rolls.

ROGUE CHARACTERS AND FORMATIONS Not every unit was connected to one of the army contingents. SKULEX THE GREAT Skulex the Great is a Great Fire Dragon (see page 487 for his profile). We used a large Apocalypse Hellstorm template (the same shape as the normal template, only 16.5" long with a maximum width of 5") for his breath weapon.

THE KLUDBURGH SAVAGES One unit of 30 Forsaken. So atrocious is the reputation of this unit that it causes Terror.

To represent Skulex the Greet used the Warhammer Fire Drag available from forge World

LEGENDARY BATTLES

COVENMASTER ZAKHAR

Zakhar is a Chaos Sorcerer and favoured of Tzeentch. He is a level 4 Sorcerer Lord with the Mark of Tzeentch. Zakhar can also call upon the power of the Coven of the Eternal Eye. The Coven of the Eternal Eye: Zakhar is accompanied by his acolytes mounted atop a levitating hunk of earth. Zakhar and his coven cannot join other units and have a single combined profile — that of a Chaos Sorcerer Lord with +4 Wounds (for a total of 7). The Coven can Hover, generates an additional D3 power dice during each Chaos Magic phase and is protected by a 3+ ward save. Once per seven years Zakhar and his Coven can cast the Spell of the Seven Thunders.

Unfortunately for you, he's already done that. GROGG

Grogg is a two-headed Giant that has +1 Toughness and +3 Wounds. Additionally, if he does not move, Grogg can hurl objects, usually large pieces of masonry he has recently destroyed, but occasionally uprooted trees or enemy war machines. These are hurled in the same way asfiring a stone thrower, except that all misfires cause a single wound to Grogg himself. Zakhar and his Coven of the Eternal Eye floated above the battlefield atop a hunk of ground ripped from the earth by powerjid magics.

DOOM ENGINES Through the aid of his Daemonic allies, Lord Mortkin was able to persuade Hothgar, the rogue Chaos Dwarf forge-sorcerer, to build engines of war to assist in the Chaos invasion. Two of the enormous ironclad siege towers accompany the armies deployed against the south walls of Volganof. See page 426 for rules for these metal monstrosities. THE BROTHERHOOD OF SPAWN Perhaps it was the upsurge in the Winds of Magic or merely the comfort of fellow cursed souls seeking release, but the Spawn, so common on the periphery of a Chaos army, began to band together, forming many loathsome regiments of mutated beasts. For thisbattleSpawn are allowed to form up into Skirmishing units of between 2-5 models. Roll once for the Lurching Horror rule and the whole foul Brotherhood throbs, drags and heaves itself forward at the same speed. All Spawn in a Brotherhood can add an additional +2" to their Movement roll (so a total of 2D6+2) as the sprawling, tentacled creatures push each other along, like some sort of Grogg, the two-headed Giant.mutated stampede.

The Brotherhood of Spawn. LEGENDARY BATTLES

THE DEFENDERS OF VOLGANOF ORDER OF BATTLE This battle list is designed to be used with the Empire Armies book.

THE FORCES OF VOLGANOF The sons of Volganof are eager to defend their home city. OLEG VON RAUKOV Oleg has always been a formidable warrior, but on this day he was either touched by destiny or blessed by Sigmar. He proved more than a match for many of the Northmen and it was not until he faced Lord Mortkin that his luck ran out. Oleg is a General of the Empire wearing Dawn Armour and bearing a magical Ice Blade, gifted to him by the Ice Queen of Kislev. All of 01eg"s Attacks are at +2 Strength and the sword grants him the Always Strikes First rule. Oleg also has the following special rules:

KRIEGSMARSHAL BARON VON BLUTTEN Only the three Grand Marshals of Ostland and the Elector Count Valmir von Raukov outrank the Baron. He is a Captain of the Empire, although his BS is only 2 (no depth perception having lost an eyefighting Beastmen ages ago). He has full plate armour, a pistol and a Sword of Pbwer. The Baron can join any unit of City The Kriegsmarshal Guard or Gryphon Guard. Baron Von Blutten. THE CITY GUARD OF VOLGANOF These troops reflect the City Guard that have joined the force that sallied forth under Oleg von Raukov.

Inspiring Ray of Hope: All Imperial soldiers within 12" of Grand Marshal Oleg von Raukov are Stubborn. Also, as Oleg leads a Grand Alliance (see page 139), the range of his Inspiring Presence is 24". Fateful Destiny: Oleg and the entire unit he is with re-roll all failed To Hitrolls,however, they may not do so against Lord Mortkin or any unit he has joined. Additionally, Oleg has a 2+ ward save against all attacks except those made by Lord Mortkin. THE STALWART BULLS One unit of 60 Greatswords. The Banner of the Stalwart Bulls gives the unit a 5+ ward save.

The City Guard qfWgamf

Although they finally fdl against the Crimson Reopen the Stalwart Bulls Jbught fiercely and with mack honour against the invaders.

legendary battles

An additional 3,000 points can be chosen from the Warhammer Armies: Empire book, excluding any choices from the Lords category. At the start of each turn after the first, a single 40 strong model regiment of Halberdiers, Spearmen, or Swordsmen (with full command) can enter as reinforcements anywhere on the northern table edge.

CAPTAIN SCHWARZHELB Thefiery Captain of the South Tower Defenders is a Captain of the Empire with full plate armour, a pistol and a hand weapon. Any unit with Captain Schwarzhelb in thefront rank is Unbreakable.

Up to 1,500 points of any combination of Mortars, Great Cannons, Helblaster Volley Guns, or Helstorm Rocket Batteries can also be selected.

THE FERLANGEN CONTINGENT A strong contingent of veterans marched out from Ferlangen under the command of Baron Beckburg. They begin the battle on the north-west side of the Gloomroad Gallows.

BARON BECKBURG The Baron is a Captain of the Empire.

Barm Beckburg.

Captain Schwarzhelb. THE GRYPHON GUARD Two units of 30 Swordsmen.

A regiment ofthe Sable Guard THE SABLE GUARD An additional 1,000 points of Core selections and 500 points of Special selections can be chosenfrom the Warhammer Armies: Empire book.

The elite Gryphon Guard.

OTHER OSTLAND TROOPS Many additional regiments have joined thefight, having marchedfrom all corners of the province.

THE VOLGANOF ARTILLERY Atop the battlements of Volganof were many artillery pieces, some of which were particularly notable. They are under the command of venerable Kannonmeister Gunther Trundlekopfa Master Engineer.

OL' PUDDINGS This cannon is old and almost worn smooth. Yet it still delivers shots with a deadly and well-known accuracy. Thefirst artillery dice each turn may be re-rolled.

Militia.

SPINNING BERTHA During thebattle,the barrels got so overheated on this south {jpail Volley Gun that civilians had to form a bucket-chain to ng enough water to cool down the whirling device. Spinning i can double the amount of shotsfired (simply multiply "each roll of the artillery dice by two).

THE KLUDBURGH MILITIA One unit comprising 30 Free Company This unitrepresentsthe entire surviving population of Kludbuxgh. They Hate all forces of Chaos. LECENDARY BATTLES

VOLGAR'S SHADOWMEN One unit of 20 Archers (upgraded to Huntsmen) led by Volgar, a Captain of the Empire with a longbow. Once perbattle,the Shadowmen can stand andfire, unleashing a double volley — firing twice with no penalty for their multiple shots.

THE FLAGELLANTS OF THE FOREST OF SHADOWS One unit of 50 Flagellants with a Ptophet of Doom (who can only say 'I told you so' during the whole awful invasion)

The elite Huntsmen of Volgar's Shadowmen.

The Flagellants af the Fores

TROOPS FROM OTHER PROVINCES Regiments from all across the Empire marched to the aid of Osdand. Some of the more notable regiments are singled out THE BECHAFEN HALBERDIERS One unit of 50 Halberdiers. They are led by Captain Volkmann. Each unsaved wound caused by the unit champion, Sergeant Oberwald, is multiplied into D6 wounds. The Bechafen Halberdiers jrvm Ostermark.

THE BLACKHATS OF TALABHEIM One unit of 30 Swordsmen. After many bitterly fought battles, the Blackhats Hate Beastmen.

Captain Volkmann.

The Blackhats afTalabhcim.

VASSILY VON RAUKOV Vassily has the same profile as an Empire Swordsman, except with 2 Wounds. He wears light armour and bears a sword. Guarding Vassily are the Scarlet Curs, a unit of 35 Halberdiers. The Scarlet Curs and Vassily von Raukov will enter play at the start of Turn 3from anywhere on the northern board edge. LEGENDARY BATTLES

KLAUS SOLMANN Klaus Solmann is a Level 4 Celestial Wizard. He is an advisor to Baron von Blutten. Solmann's tower in Volganof is bedecked with an observatory and a shimmering dome that can disappear at his command. He can choose to forego casting magic in his own phase to direct the beam of the great telescope. The beam can only be seen by spellcasters. Itrevealsa mesmerising glimpse of the Winds of Magic made visible — heady stuff to confuse any individual. Any enemy Wizard picked out by the beam cannot move, shoot, or cast spells in his next player turn Vassily von Raukov. unless he first roils a 6 on a D6.

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SERGOV PFEIFFER. BRIGHT WIZARD Sergov has failed to impress any of his masters in his apprenticeship in the study of magic. Thus far, Sergov has gained more notoriety for his predilection for fistfights than for magical skill. Sergov marched with troops out of Wolfenburg and joined the defence of Volganof. In the most desperate hour, when the city faced certain destruction, something unexpected happened. Inspired by the chants of a nearby Vferrior Priest, Sergov began a spell. Eyes blazing with sudden power, an enormous conflagration eruptedfrom his outstretched hands. Many who survived claimed that in its fiery descent, thefireball assumed the shape of a twin-tailed comet before it landed amongst the massed ranks heading for the breached city walls. Sergov is a Level 1 Bright. Wizard. If he is within 6" of a Warrior Priest he may, once in his lifetime, launch his Fury of Sigmar fireball. No casting roll is required — the spell has irresistible force, but does not cause a miscast. The spell is a magic missile. Place the large template anywhere within 48". All models touched receive a Strength 8 hit. All models within a 2D6" range of the template suffer a Strength 5 hit.

THE RELIEF FORMATION At the start of Turn 3 the Relief Formation arrives. They can choose to turn up anywhere on either the western table edge or the southern table edge. They can announce a charge on the turn they arrive (measuringfrom the table edge). KURT HELBORG 6 LUDWIG SCHWARZHELM THE REIKSGUARD The Reiksmarshal and the Emperor's Champion have been Two units of 45 Reiksguard. sent by Karl Franz to stem the tide of Chaos. They can join anyOne bears the magical Steel Standard. unit in the Relief Formation. VALMIR VON RAUKOV AND HIS STANDARD Elector Count Valmir von Raukov is an Empire General who bears a Runefang, the Dragon Bow, full plate armour and rides a warhorse. HisbattleStandard is carried by a Captain of the Empire who wears full plate armour andridesa warhorse. THE RELIEF COLUMN An additional 1,500 points of mounted models can be chosenfrom the Warhammer Armies: Empire book, excluding any choicesfrom the Lords category.

Kurt Helborg. Ludwig Schwarzhelm, LEGENDARY BATTLES

REFERENCE The final section of the book is full of helpful, practical information. You will find an extensive bestiary that contains the characteristic profile and troop type of just about every model currently available, so you can get playing straight away or check out just how dangerous your enemies are. The eight battle magic spell lores are presented next - an array of sorcerous pyrotechnics that you'll have tremendous fun unleashing upon your opponent's army. Also included are more than 80 magic items, ranging from weapons and armour to standards and protective talismans, all of which are available for use in your army. Finally, we have created a handy summary and a full index, so you can quickly find the rules you need during your Warhammer battles.

FIND OUT MORE WHITE DWARF MAGAZINE White Dwarf magazine is Games Workshop's monthly hobby supplement, an essential publication for everyone who is interested in any aspect of the Games Workshop hobby. Modelling, painting, terrain building, new rules, scenarios and more can be found within its hallowed pages. White Dwarf has loads of articles based on different aspects of Warhammer so you can get the most out of your games, including: • News on forthcoming releases. • Exciting and informative battle reports. * Advice on painting and assembling your models. * In-depth tactics articles. A complete list of Games Workshop stockists in your region. • New battles to fight. Campaigns. * Terrain building. * Showcase armies.

LOCAL GAMES SHOPS Many Warhammer players are lucky enough to live near a Games Workshop store or independent retailer or hobby shop. In addition to being places to stock up on miniatures, paints and supplies, you can find out about upcoming gaming or hobby activities. Whether you are looking for basic paintingtips,searching out veteran gamers tobattleagainst, or seeking a nearby club to join, your local shop is the idol starting point and can either help you directly or point you in therightdirection.

Games Workshop stores can provide help and advice on painting, modelling, army building and tactics, aswell as learning the rules.

WARHAMMER ON THE WEB Perhaps one of the best ways to find out more about Warhammer is to access the Games Workshop website. This vast reservoir of information has pictures of every Warhammer miniature currently available, painting guides, sample army lists, getting started information and lots more. You can also find additional articles, assembly guides, scenarios, previews of upcoming new releases and a library of fantastic hobby projects you can build yourself. The Games Workshop website also has a store locator allowing players to find the Games Workshop store or independent retailer that is nearest to their home or destination. If no shops are nearby you can find the full range of products on our safe and secure online store.

Tactics

www.games-workshop.com

WARRIORS OF CHAOS

BATTLE REPORTS For many years, one of the most popular series of White Dwarf articles has been the battle report. Each one of these articles offers a blow-by-blow account of a battle, including army lists, maps and after-match thoughts from the players. The action in question could be an important historic battle from the world of Warhammer or it could be a competitive grudge match between two masterful tabletop generals. battle reports offer invaluable tactical advice for the beginner and veteran alike. They provide a rare insight into a commander's head during a battle, and make for action-packed reading to boot!

BESTIARY

The characteristics given in the following lists allow you to start playing games of Warhammer straight away with your collection of Citadel miniatures. Once you have chosen which army you would like to collect, the next step is normally to buy the appropriate Armies book. The Warhammer Armies books provide you with the points value of each of the models, allowing you to plan and build your army to a specific total points value. The points values are not given here, as they reflect many special rules that apply to each model but have not been included here for the sake of simplicity. To decide what weapons and armour each model has, take a look at the miniature and agree with your opponent what each model is equipped with. Note that profiles have not been included for champion models.

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M WS BS s T W I A Ld Type Grimgor Ironhide 4 8 1 5 5 3 5 7 9 In Grora 4 5 3 4 4 3 4 8 In - NibKt 3 - 3 1' z 1 1J H • Night Goblin 4 2 3 3 3 1 3 5 In Night Goblin 4 4 3 4 4 2 4 3 In Big Boss Night Goblin 4 2 3 3 4 3 3 1 6 In Great Shaman Night Goblin Shaman 4 2 3 3 3 2 3 5 Night Goblin W&rboss 4 5 3 4 4 3 5 7 In 4 3 3 3 4 1 Orc 2 1 7 i*M 4 4 3 4 4 1 Orc 2 1 7 In 4 5 3 4 5 2 Orc 3 3 8 In.'H u H I _ 5 5 4 Orc _ _ Ch -Orc 3 3 _ ., j 2 1 7 - Boar 7 3 3 3 1 4 3 3 4 5 3 Orc 2 1 8 In 2 Shaman 4 3 3 3 4 2 Orc 1 7 In 4 6 3 5 5 3 Orc 4 Wirboss 4 9 In m Savage Orcs SavageOrcsof all types have thesame profiles as the corresponding 'normal' Orc. Skarsnik 4 5 3 4 4 6 4 8 MB a 5 - Gobbla 6 4$ 4 Snotling base 4 2 0 2 2 3 3 3 4 Sw 4 4 3 . Snotlingftunp Wkgon 2D6 V Ch M 2 •v- Snotling Crew I - 2 3 3 4 - -JB Spider Rider 4 2 3 3 3 1 2 1 Ca - Giant Spider 7 3 0 3 3 1 4 1 2 Squig Hopper 3D6 4 0 J 3 1 2 i Ca 9 Squig 4 4 0 5 3 1 3 2 3 WB 6 3 1 5 4 3 J 3 ma m m Wyvern 4 5 0 6 5 5 3 3 6 Mo '

-

Un WB Mo MB In In WM

|

-

3 3

3 3

3 4 7 3 3 3 3 3 4 3 3 3 7 3 3 3 3 3 4 3 4 4 . 5 4 3 3 3 3 3 3 0 3 3 5 5 -

-

-

-

4

1 3 3 1 1 2 3 1 1 3 3

2 2

1 1

6 7

-

-

-

2 2 2

1 1 1

6 7 6

-

2 1 3 1 2 1 3 1 5 4 3 1 8 I

-

1 3

4__J_

S H H H B i

-

-

-

2 2 4

1 1 4

6 7 8

-

-

-

6 3 6 3

In fl WM -

In WM -

In Ch -

Ca Ca

1

m

-

MB

1

B

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-

-

..

-

-

-

|

BESTIARY

-

Gr

DAEMONS OF CHAOS M WS BS S T W I A LD Type 6 3 0 4 5 4 1 D6+1 7 MB =•« wmm 5 4 mm gjjp 5 spg*2 2 i. v . mm 4 4 4 - - Ch Burning Chariot - Screamer 1 3 3 4 1 7 i n S 0 J 3 1 4 t 7 In 10 0 Bloodthirster Mo •3 Ca 3 In 4 3 0 4 In 6 5 0 3 In Daemonette DMWjBH V 8 0 H Mo Disc of Tzeentch 1 3 0 3 WB 3 8 ' In l l i i Hp 4 US 2 nBUW''''' Palanquin 4 ' 3 0 3 1 :l$i n n -7 i 4H Fiend of Slaanesh 10 4 0 4 4 3 6 4 7 MB HI! 2 11 1H 2 4 " 2 1111 la " | Flesh Hound 8 5 0 5 4 2 4 2 7 WB Gwfl Unclean One 6 4 0 6 6 10 4 4 ; 9 JM9 Beast of Nurgle

%

»

" .

M WS BS S T W .• A Hcrald of Nurgle 4 5 0 5 5 2 H M g y L Herald of Slaanesh 6 7 0 | Herald of Tzeentch 4 3 4 3 9 E H 9 I 2 L ^ ^

-

-

Herald of Khorne

5

7

-

6

4

-

-

2

6

3

8

In

Kairos Fateweaver 8 1 Karanak 8 5 Keeper of Secrets 10 Ku'gath Plaguefather 4 4 LordofChange

8

0 5 5 5 ] fl^^fcl" 0 9 0 6 | | gj g a 0 6

6 4

Nurglings

6

4 3

6

S

6 S

3

3

3

3

0 3 0 4

3

1 3 1 1 1 1

7

Jm s

"

Pink Horror Plaguebearer

4 4

3 3

Screamer Seeker Chariot - Steed of Slaanesh Skarbrand

1 10 8

3 0 3 3 1 4 1 7 - - 5 4 4 3 - 3 - - 5 1 7 : 10 0 6 6 5 10 7(8) 9 \|„

Skull taker

4

9

Steed of Slaanesh

10 3

3 4

9

. ^

6

4

0 3

3

7HM In

2

1 5

1 7 yyg

VAMPIRE COUNTS M WS BS s T W 1 A Ld Type I Abyssal Terror | if 6 m t m s J 4 2 m m 4. Mo Bat Swarm 1 3 0 2 2 4 1 4 3 Sw 4 iff NMifi?:;-: •Black Coach £|2I IIIIII||||§ CH p i 1 - Cairn Wraith 3]§M Nightmare 8 3 4 SISHP 2 1 Us Black Knight 4 3 0 4 4 1 3 1 6 Ca - Skeletal Steed 8 2 0 3 3 1 2 1 3 Isknd&ngk 4 3 5 4||f 0 2 7 |§ • Nightmare 0 4 4 1 2 1 ' '3 llppl! 8 Cairn Wraith 6 3 0 3 3 2 2 3 5 In Corpse Cart -'• 4 | 2 0 W. H i i 2D6 7 Mo g Count Mannfred 6 7 5 5 5 3(5) 7 4 10 In Crypt-Ghoul 4 •'3 ; 0 y 4 I8§ 3 •W S H Dire Wolf 9 3 0 3 3 1 3 1 3 WB Fefl Bat 3 r 3 3 2 3 2 3 WB I Grave Guard 4 3 0 4 4 1 3 1 6 In He&jteed 8 3 0 4 4

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