Welcome to the online rules index for the Warhammer Fantasy: 7th Edition. It is part of the Warhammer Fantasy Online Rules Index Project and is not affiliated with Games Workshop Limited. This website contains an easily searchable index of the core and army-specific rules of 7th Edition, already integrated with official errata. The complete index of official and community-compiled Frequently Asked Questions is available, as well as Errata & Amendments.
Source: Warhammer Fantasy: 7th Edition
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Movement
- The Movement Phase (Overview)
- Movement Rate
- 1" Apart (Movement)
- Barding
- Manoeuvres (Movement)
- Wheel
- Turn
- Change Formation
- Reform
- Marching
- Individual Models
- Moving Off the Table
- Terrain
- Open Terrain
- Difficult Terrain
- Very Difficult Terrain
- Impassable Terrain
- Obstacles
- Buildings (Movement)
- The Movement Phase (Sequence)
- Declare Charges
- Declaring Charges
- Declaring Charge Responses
- Stand & Shoot
- Hold
- Flee
- Rally Fleeing Troops
- Compulsory Moves
- Move Chargers
- Flank & Rear Charges
- Charging
- A Failed Charge
- Manoeuvring During a Charge (Movement)
- Aligning Combatants
- Moving Engaged Units
- Units Fleeing from the Charge
- Caught!
- Enemy in the Way
- Multiple Chargers
- Multiple Targets
- Oddball Stuff
- Remaining Moves
- The Magic Phase (Movement)
Shooting
- The Shooting Phase
- Line of Sight (Shooting)
- Missile Fire from Hills
- Range
- Shooting & Combat
- Templates and Accidental Hits
- Rolling to Hit
- Cover
- Hard Cover
- Soft Cover
- To Hit Modifiers
- 7+ to Hit
- Templates (Shooting)
- Rolling to Wound
- Weapon Strength
- Taking Armour Saves
- Armour Saves
- Armour Save Modifiers
- Maximum Save
- Ward Saves
- Hits Inflicting Multiple Wounds
- Removing Casualties (Shooting)
- Casualties
- Cavalry Casualties
- Multiple Wound Casualties
- Fast Dice Rolling
Close Combat
- The Close Combat Phase
- Fight Combats
- Which Models Fight?
- Who Strikes First?
- Hitting the Enemy
- Cavalry (Close Combat)
- Wounding the Enemy
- Weapons' Bonuses (Close Combat)
- Defended Obstacles
- Taking Saving Throws
- Close Combat & Incomplete Ranks
- Removing Casualties (Close Combat)
- Excess Casualties
- Combat Result
- Combat Result Bonus Chart
- Combat Result Bonuses
- Break Tests
- Insane Courage!
- Flee & Pursue
- Declare Pursuit Intentions
- Determine Flee Distance
- Determine Pursuit Distance
- Remove Fleeing Units Caught
- Move Surviving Fleeing Troops
- Move Pursuing Units
- Overrun!
- Pursuit Off the Table
- Multiple Fleeing & Pursuing
- Pursuit into Fresh Enemy
- Subsequent Actions of Fleeing Troops
- Redress the Ranks
- Free Manoeuvres
- End of the Basic Rules
Weapons
- Weapons and Units
- Special Weapon Rules
- Strength Bonus
- Requires Two Hands
- Strikes Last
- Fight in Ranks
- Multiple Shots
- Thrown Weapon
- Move-or-Fire
- Armour Piercing
- List of Weapons
- Close Combat Weapons
- Hand Weapons
- Great Weapons (Infantry)
- Great Weapons (Mounted)
- Flails
- Morning Stars
- Halberds
- Spears (Infantry)
- Spears (Mounted)
- Lances
- Pistol (Close Combat)
- Missile Weapons
- Shortbows
- Bows
- Longbows
- Crossbows
- Repeater Crossbows
- Slings
- Javelins
- Throwing Stars/Knives
- Throwing Axes
- Handguns
- Pistols (Shooting)
Chariots
- The Chariot Model
- Examples of Chariots
- Moving Chariots
- Manoeuvring During a Charge (Chariots)
- Obstacles & Terrain (Chariots)
- Chariots & Shooting
- Chariot Armour Saves
- High Strength Hits
- Impact Hits
- Pursuit Charges
- Chariots in Combat
- Crew Attacks
- Creature Attacks
- Chariot Upgrades
- Flee and Pursue (Chariots)
- Chariot Units
- Characters & Chariots
Skirmishers
- Formation
- 1" Apart (Skirmishers)
- Facing (Skirmishers)
- Moving (Skirmishers)
- Manoeuvres (Skirmishers)
- Obstacles & Difficult Terrain
- Charging (Skirmishers)
- Charging Against Skirmishers
- Skirmishers Charging Other Skirmishers
- Fleeing Skirmishers
- Shooting (Skirmishers)
- Close Combat (Skirmishers)
- Characters (Skirmishers)
- Monsters & Handlers
Characters
- Wizards (Characters)
- Movement (Characters)
- Characters & Units
- Joining and Leaving Units
- Characters Moving with Units
- Moving Characters within Engaged Units
- Shooting (Characters)
- Characters Inside Units
- "Look Out, Sir!"
- Close Combat (Characters)
- Dividing Attacks
- Excess Wounds (Characters)
- Challenges
- Issuing a Challenge
- Refusing a Challenge (Boo! Hiss!)
- Fighting a Challenge
- Overkill!
- Psychology (Characters)
- Character's Leadership
- Characters & Units (Psychology)
- Immune to Psychology (Characters)
- Frenzy/Hatred (Characters)
- Stupidity (Characters)
- Fear/Terror (Characters)
- Stubborn (Characters)
- Unbreakable (Characters)
- Mounts' Psychology
- Special Characters
War Machines
- Models (War Machines)
- Movement (War Machines)
- Characters (War Machines)
- Shooting (War Machines)
- Shooting Against War Machines
- Hits from Templates
- Hits on Crew/Characters
- Loss of Crew
- Charge Responses
- Hold (War Machines)
- Flee (War Machines)
- Fleeing Crew
- Close Combat (War Machines)
- Abandonded Machines
- Cannons
- Firing a Cannon
- Damage (Cannons)
- Grapeshot
- Misfires (Cannons)
- Cannon Misfire Chart
- Profiles (Cannons)
- Cannons Summary
- Bolt Throwers
- Firing a Bolt Thrower
- Damage (Bolt Throwers)
- Profiles (Bolt Throwers)
- Bolt Thrower Summary
- Stone Throwers
- Firing a Stone Thrower
- Stone Thrower Misfire Chart
- Damage (Stone Throwers)
- Profile (Stone Throwers)
- Stone Thrower Summary
- Other War Machines
Magic
- Wizards (Magic)
- Wizard Levels
- Spells
- Magic Items
- Magic Phase Sequence
- Power & Dispel Dice
- Power Dice
- Dispel Dice
- Casting Spells
- Minimum 3 to Cast
- Spellcasting & Re-rolls
- Irresistible Force & Miscast
- Irresistible Force (Casting)
- Miscast!
- Miscast Table
- Dispelling
- Double 1s & 6s
- Irresistible Force (Dispelling)
- Spells Commentary
- Magic Missiles
- Spells with Templates
- Remains in Play Spells
- Spells Lasting One or More Turns
- Dispel Spells in Play
- Cancelling Spells