Source: Warhammer Fantasy: 7th Edition

Frequently Asked Questions
URL Copied!

This section contains all the officially released frequently asked questions and answers released from the Games Workshop via the website. In addition, it includes resources compiled by the Direwolf FAQ Council. Also see Errata & Amendments.

Currently displaying all results.

Playing the Game

Is the normal Warhammer game, described on page 2 and 3, still a Pitched Battle? This is important, as some rules depend on this name (like the Wood Elves' Woodland Ambush rule).

Yes it is still a Pitched Battle (so the Wood Elves in the example above still get their extra wood). This is stated on page 248 of the hardback rulebook, Scenarios, first paragraph.

Source: Official 7th Edition FAQ, Part 1 (December 2006)

Movement

Is a unit stopped the instant it comes to a distance of 1" from an enemy unit, or can it finish its move as long as it stays 1" away from all enemies?

A unit can make its move freely as long as it stays 1" away from all enemies during its entire move.

Source: Official 7th Edition FAQ, Part 1 (December 2006)

Can a unit declare a charge against an enemy that is obviously out of range (for example if it was deployed 24" away and has not moved)? This could be useful to get the unit out of the way of another friendly charging unit...

The rules for charging on page 18 state: 'When you declare a charge you must do so without measuring the distance to the target, you must rely on your estimate of the distance to ensure that your troops can reach their target'. Emphasis on the 'ensure'. Therefore, declaring a charge that you know cannot be completed (like charging a unit 24" away) is cheating.

In cases where it's not obvious how far away a target unit is, the decision to charge or not is left to the conscience of the charging player (see also the 'Awkward charges' appendix). Our players, which are of course all sportsmen, will never declare a charge if they think their unit cannot complete the charge in order to gain an unfair advantage!

Source: Official 7th Edition FAQ, Part 1 (December 2006)

Can you declare a charge if the only way the charge can be completed is if some other conditional event occurs? For example, are you allowed to declare a charge to a visible enemy unit in a situation where the only way you can complete the charge is if one of your own units fails its rally test and continues to flee?

A very interesting question, and not an easy one to answer! Yes, we think it's acceptable to declare a charge in this kind of situations, and if the condition does not allow the unit to complete the charge (the friendly unit in the way does rally, in the example above), the charge fails.

Source: Official 7th Edition FAQ, Part 2 (January 2009)

Imagine that a friendly unit is engaged in close combat with an enemy unit from a previous turn. In the current turn, another friendly unit, which is in the front zone of the enemy unit, wants to charge into the combat, but the entire frontage of the enemy unit has already been taken up by the friendly unit that was there from a previous turn. Is the unengaged friendly unit allowed to charge the flank of the enemy unit?

No, you may charge the flank/rear of an enemy only if you are in that enemy's flank/rear zone. Therefore the unit in the example above must move until it is in the enemy unit's flank zone before it can charge its flank.

Source: Official 7th Edition FAQ, Part 1 (December 2006)

How does a unit flee from a charge that results from compulsory movement (for example, a charge from a model that moves randomly in the Compulsory Moves, like a Chaos Spawn)?

If the movement of the Compulsory moving unit is found to be in range (i.e. it's a valid charge!), and the charged unit flees, the fleeing movement is resolved immediately, and finally the compulsory move of the charger is resolved.

Source: Official 7th Edition FAQ, Part 1 (December 2006)

Does a unit that moves via compulsory movement have to obey the normal charging conventions regarding Front/Flank/Rear? Or may such a unit (e.g. Chaos Spawn) hit a side of an enemy unit different from the one where they began their move?

They must obey the normal rules, and so if they would hit a side of the enemy that they cannot charge, they must stop 1" away from the enemy.

Source: Official 7th Edition FAQ, Part 2 (January 2009)

When a unit that moves via compulsory movement (e.g. Night Goblin Squig Hoppers) returns to the table after pursuing an enemy, is the unit allowed to move?

No, it cannot move further that turn, as the compulsory moves part of the Movement phase has already passed.

Source: Official 7th Edition FAQ, Part 2 (January 2009)

Is a non-skirmishing unit that moves via compulsory movement (e.g. Chaos Spawn, Snotling Pump Wagon) allowed to pivot to change its facing at the end of its move (to set-up favourable alignment of enemy charges, etc.)?

This is never clearly specified, but we think it is best if they remain facing the direction they moved in. This not only looks and feels 'right', but also remains in line with the way fleeing units move (they are, after all, by far the most common type of unit subject to compulsory movement).

Source: Official 7th Edition FAQ, Part 2 (January 2009)

May charging units wheel more than is necessary to maximize models in the combat when they are charging? This is sometimes referred to as a 'tactical wheel' and can be used against Skirmishing units to set up advantageous pursuit/overrun paths, or against other wider formed units to avoid contacting a character placed on the corner of the unit, etc.

All charging units (including chariots, monsters, etc.): 1) Must try and bring as many models into the combat as possible, and 2) can wheel (or pivot) only once during the charge move.

Source: Official 7th Edition FAQ, Part 1 (December 2006)

The rules for Enemy in the way on page 23 only cover the case of enemy units getting in the way of the chargers. What happens if you declare a charge and then, as you move the chargers, realise that there are other things other than enemies in the way of your charge?

The Failed Charge rules on page 21 state that a unit may fail a charge because 'the enemy has fled out of reach, or if you have estimated your charge incorrectly'. This includes situations when a unit declares a charge and then finds out that the charge cannot be completed for reasons other than enemy in the way (e.g. not enough space to squeeze through terrain, friendly units blocking the way, and so on). In such cases, the charge is failed, and the charging unit must stop in contact with the friendly unit or impassable terrain blocking its way,, or inside the difficult terrain slowing it down, etc. Note that the charge reaction declared by the enemy still stands.

Source: Official 7th Edition FAQ, Part 1 (December 2006)

Imagine that the charged unit flees and another enemy unit, which is in the way of the chargers, is out of sight of the charging unit. Can the unit declare the new charge against the unit in the way if it cannot see it?

Yes, as this represents the unit spotting a new target as it thunders towards the fleeing enemies.

Source: Official 7th Edition FAQ, Part 1 (December 2006)

Can the Enemy in the Way rule allow you to charge the same target multiple times? For example, the initial target (unit A) flees through friendly unit B (which doesn't panic), stopping just behind it. The charger may thus change the charge towards target unit B. Unit B then flees as well, going through unit A. Can the charger now change the target back to unit A? And what happens if the unit in the way is not visible to the charger?

Yes, and this process will continue until the situation comes to either a successful charge or a failed charge. Note that units that are charged again through this process do not get a new charge reaction, which may sometimes mean that when the charging unit will finally move its full charge distance, it may destroy several units that fled from its charge.

Source: Official 7th Edition FAQ, Part 1 (December 2006)

When multiple friendly units charge a single target, can they cross each other's paths?

Yes they can, so long as doing so doesn't reduce the number of models engaged.

Source: Official 7th Edition FAQ, Part 2 (January 2009)

Page 12 states 'A cavalry mount with barding suffers a -1" move penalty.' Does this apply to chariots and other horse-powered engines that do not follow cavalry rules?

Yes, as normally they are the same creatures that are slowed down by barding when ridden by other models in that army.

Source: Official 7th Edition FAQ, Part 2 (January 2009)

How does a unit on non-square bases (i.e. cavalry) execute a 90-degree Turn manoeuvre?

Simple! First Turn the front rank 90 degrees towards the intended direction, rotating the model(s) in the centre of the front rank around their centre. Then do the same with the rear ranks and move them back into contact with the first rank. Because the models aren't on square bases, this turn will result in the formation changing shape slightly.

Source: Official 7th Edition FAQ, Part 2 (January 2009)

Are models in a unit executing a Change Formation manoeuvre allowed to move more than twice their Movement rate?

Yes, they are, as the limit only specifically applies to the Reform manoeuvre.

Source: Official 7th Edition FAQ, Part 2 (January 2009)

Shooting

If a model does not have line of sight to a target the rest of the unit is shooting at, must the model shoot (missing automatically), or does it not shoot at all?

It does not shoot at all. This question is, of course, only relevant if there is a chance for the firing model to be hurt by its own weapon.

Source: Official 7th Edition FAQ, Part 2 (January 2009)

Can models get a better save than 0+ (i.e. a negative armour save)?

Yes, this is possible in theory, but certainly not easy to achieve!

Source: Official 7th Edition FAQ, Part 2 (January 2009)

Close Combat

Can you allocate attacks to specific enemy Rank and File models in order to force which enemy Rank and File models count as casualties (and are thus unable to fight back)?

Yes, however we have to warn you that zooming in to a fight to this level of detail is likely to make resolving your fights a very slow process indeed!

Source: Official 7th Edition FAQ, Part 2 (January 2009)

If a friendly model inflicts wounds to itself or other friendly models during a close combat, (e.g. a Chaos Lord with the Chaos Daemon Sword, a Skaven Plague Priest with a Plague Censer, etc.) do the wounds count towards combat resolution? If yes, which side gets to claim them?

They do count, and they count towards the enemy's total of wounds caused, just like wounds actually caused by the enemy.

Source: Official 7th Edition FAQ, Part 2 (January 2009)

Can a unit overrun after charging in and destroying an enemy who was behind a defended obstacle?

No, as the unit does not count as charging any longer.

Source: Official 7th Edition FAQ, Part 2 (January 2009)

Psychology

If a Terror-causing model is charging, when do you measure the distance to the target? If you do that normally – in the Move chargers part of the Movement phase, which comes after the Compulsory moves, it's too late for the target unit to flee!

In the Declare Charges part of the Movement phase, first declare all normal charges and charge reactions. Once this is done, measure the ranges to see if Frenzied units must declare a charge and to see if Fear and Terror-causing units are in range of their targets, as these psychology rules may affect the declared charges and charge reactions (see also next question). Once all the charges and charge reactions have been determined, proceed with the Movement phase's normal sequence.

Source: Official 7th Edition FAQ, Part 1 (December 2006)

If a unit is charged or is trying to charge a Terror-causing enemy, and fails the test, in which direction does it flee?

Directly away from the Terror-causing creature, as per a test failed at the start of the turn.

Source: Official 7th Edition FAQ, Part 1 (December 2006)

Can Frenzied units declare charges as normal, or must they wait and exclusively use the rules for charging found on page 52?

They must wait for all the non-frenzied units to have declared charges (including reactions).

Source: Official 7th Edition FAQ, Part 1 (December 2006)

The rules for Frenzy say that frenzied "models" gain+1 Attack. How does this work with models that comprise of different parts, like a frenzied cavalry model or a frenzied Chariot with two steeds and two crew? And how about Hatred?

As with characters (see "Mounts' psychology" on page 79), the entire model is affected by the psychology rule. This means that both riders and steeds (in case of cavalry), all crew and creatures (in case of chariots) or both the character and the Monster he's riding, gain one Attack from Frenzy, can re-roll their attacks for Hatred, etc. Note also that if a part of such a "multiple" model causes Fear or Terror, or is affected by Stupidity, the entire model does (for example, only the beasts pulling a chariot may be stupid, but if the model fails its test, taken on the crew's leadership, all of the model is affected by Stupidity, including the crew). Note that the Mark of Khorne in the Hordes of Chaos book is an exception to this, as it clearly states that it only confers the extra attack to the rider/crew and not to the mounts/creatures pulling the chariot.

Source: Official 7th Edition FAQ, Part 1 (December 2006)

Are partially screened frenzied units allowed to declare charges? For example, if I have a unit of Warhounds partially screening a unit of frenzied Chaos Knights of Khorne are both units allowed to declare a charge at the same or different enemy units they can see?

If the screening unit is also declaring a charge (i.e. they intend to get out of the way), then the frenzied unit behind them can, and indeed must, declare a charge as well. If the screening unit does not declare a charge, the frenzied unit behind does not have to declare a charge, as it wouldn't be able to reach the intended target. If the screening unit were not to move far enough to clear the way (because they failed the charge, or if a Fear test stopped them in their tracks, and so on), then the frenzied unit behind them would also fail the charge, stopped by the screening unit getting in the way.

Source: Official 7th Edition FAQ, Part 2 (January 2009)

Weapons (and Equipment)

Does a character benefit from the "Fighting with hand weapon and shield (infantry)" rule found on page 56, if armed with a mundane hand weapon and a magical shield?

Yes. However it will not if armed with a magical weapon and a mundane or magical shield, because the magical weapon loses the normal rules of hand weapons.

Source: Official 7th Edition FAQ, Part 1 (December 2006)

Does the Strength bonus conferred by spears and lances to charging models only apply against a unit that they actually charged, or does the bonus also apply to enemy units which may have counter-charged them in a situation such as mentioned on page 45, at the end of Pursuit into Fresh Enemy?

Against all enemies, even those that might have counter-charged them. This is because in reality the chargers from both sides would be simultaneously running into each other and not moving in turns.

Source: Official 7th Edition FAQ, Part 1 (December 2006)

If a character using a lance in close combat has his chariot/monster mount destroyed/killed can he continue to fight in subsequent rounds of the same combat, as lances are 'mounted only'?

If this happens, the lance effectively disappears and the character must start using a hand weapon (which he is assumed to carry). Note that this happens even if the character was equipped with a magic lance, which is now lost.

Source: Official 7th Edition FAQ, Part 2 (January 2009)

Chariots

When a chariot charges into two enemy units, does it inflict D6 hits upon each enemy unit or does it only inflict D6 hits in total?

In the extremely unlikely event of a chariot charging more than one enemy unit, the impact hits are distributed as evenly as possible among the units charged, with any odd hits allocated by the player controlling the chariot.

Source: Official 7th Edition FAQ, Part 2 (January 2009)

Skirmishers

Are Skirmishing units allowed to reform?

Not really, as this manoeuvre would have no effect on them. In the same way, when a fleeing skirmishing unit rallies, there is no need to do anything other than turning its models on the spot so that they face towards the enemy!

Source: Official 7th Edition FAQ, Part 2 (January 2009)

If a skirmishing unit is charged by two or more enemy units from different directions, how do I determine which enemy hits them in the flank/rear as they have none when the charges are declared?

In the Move Chargers part of the Movement phase, the player controlling the chargers must decide which unit goes in first against the skirmishers and move it in. The skirmishers are then immediately formed up normally against the first charger. At this point the skirmishers have a front/flank/rear zone, and any other charging enemy must treats the situation just like a charge against a fight that was there from a previous turn.

Source: Official 7th Edition FAQ, Part 1 (December 2006)

When charging skirmishers, the 7th edition first official Errata & FAQ document states that you have to contact the closest 'visible' skirmisher. If you are unable to contact this skirmisher (due to interposing terrain, friendly units, etc.), is the charge then failed, even though you might be able to contact other skirmishers in the unit?

It seems fair that, in this most rare of circumstances, you are still allowed to charge the skirmishing unit by contacting the nearest visible skirmisher you can reach.

Source: Official 7th Edition FAQ, Part 2 (January 2009)

How do skirmishers flee exactly (this may be important for determining if they have to flee through enemies or impassable terrain)?

If the skirmishers are fleeing from a combat the situation is easy, as they are treated exactly as a normal ranked up unit. If they aren't, the situation may get a bit more complicated. First, the closest visible skirmisher flees directly away from the centre of the charging unit by the distance rolled. Then, every other fleeing skirmisher is moved by the same distance along the same (parallel) direction as the first, trying to keep the skirmishing unit as much as possible in the same formation, as shown in the diagram below.

Source: Official 7th Edition FAQ, Part 1 (December 2006)

Are the Monsters and Handlers rules designed only for units consisting of one Monster (e.g. War Hydra)? Or do they apply to units consisting of multiple "monsters" and handlers as well (e.g. Salamander Packs)?

Salamanders are not Monsters (their special rules say they have to take Monster reaction tests, but this, like all special rules, is an exception). So Salamander Packs are simply a skirmishing infantry unit. Monsters, by definition, are single large models (like the Hydra).

Source: Official 7th Edition FAQ, Part 2 (January 2009)

By the text itself, Monster & Handlers units move as Skirmishers. Does this mean that the War Hydra can move through difficult terrain without penalty? And would it then be slowed by terrain when charging (as the handlers are ignored)?

The rules are clear on the matter – the Monster & Handlers move as Skirmishers so can move freely through difficult terrain, but when charging are slowed as normal.

Source: Official 7th Edition FAQ, Part 2 (January 2009)

Characters

As characters are not normally allowed to form a unit together, how are we to resolve a situation when two or more characters have the unit they were attached to destroyed around them? Do the characters remain a unit or do they separate?

They remain a unit until their next Movement phase, when they must separate if able to do so (i.e. if they are not fleeing, rallying or subject to another form of compulsory movement). Note that, if they are fleeing, they are allowed to take a single rallying test as normal, as they are still a single unit.

Source: Official 7th Edition FAQ, Part 2 (January 2009)

How do you integrate characters on different base sizes into units of Cavalry or Infantry, and how do you calculate a unit's rank bonus in such a situation?

Well, we find that there are two ways people use to solve this issue, and both are equally acceptable: 1) placing the character inside the unit and 2) placing the character next to the unit (in base contact with the flank of the unit's first rank).

Let's look at these two solutions in a bit more detail:

  1. Placing the character inside the unit. This works best when the character's base is larger than those of the unit's and is a multiple of them – for example a model mounted on a 40mm square base inside a unit of models with 20mm square bases, or a character on a 50mm square base inside a unit of models with 25mm square bases or a cavalry unit. In these cases, the character will fit in snugly and look and feel 'right'. It will also displace a number of models, which are placed in the rearmost rank as normal.

    When working out the unit's rank bonus, the character counts as the same number of models it has displaced (normally four infantrymen or two cavalrymen).

    This can also be done if the character's base is smaller than those of the unit he's joining or it does not fit neatly with those of the unit he joins (the most classic case being that of a character mounted on a horse joining an infantry unit with 20mm square bases).

    In this case, however, you will have to slightly 'fudge' the unit's formation (that's a technical term, honest!). In other words, just pretend the character's base is the same as the other models in the unit (for foot characters), or equal to a multiple of the bases of the other models in the unit (for mounted or large models joining units of smaller bases...). This will make the formation a little messier, but it's normally quite self-evident.

  2. Placing the character next to the unit. This approach is not strictly speaking 'by the rules', but it's very simple (particularly for characters with bases that are different from the models in the unit they're joining) and thus a favourite in friendly games, but we really cannot recommend it in tournaments and other competitive games...

    The character is simply placed in base contact with the flank of the unit, facing in the same direction as the rest of the unit and flush with the unit's front. It is treated as 'inside' the unit from all points of view, but the unit's formation is not disrupted by the character's differently-shaped base.

    This works fine except if the unit is then charged in the flank where the character is, but with a bit of flexibility, and trying to apply the principles presented in "Close Combat & Incomplete Ranks" on page 36, you should be able to solve this easily.

Source: Official 7th Edition FAQ, Part 2 (January 2009)

If a character declares a lone charge out of a unit against an enemy armed with missile weapons, and the enemy elects to Stand and Shoot, whom do they target with their Stand and Shoot reaction – the character or his unit?

They will target the character's unit, and if the unit panics and flees, it will take the character with them.

Source: Official 7th Edition FAQ, Part 2 (January 2009)

Do characters engaged in a challenge only count as being in base to base contact with one another? Or are they considered to still be in base to base contact with other friendly/enemy models around them?

Characters engaged in a challenge are still in base to base contact with other friendly/enemy models. Thus the challenge participants may be affected by magic items/abilities originating from outside the combat (and vice versa).

Source: Official 7th Edition FAQ, Part 2 (January 2009)

If a character (alone, or in a unit of less than 5 rank and file models) is engaged in an ongoing challenge (originating from a combat which began in a prior turn) and is charged by an enemy chariot, can he suffer impact hits from the chariot?Or are they ignored by the character?

Impact hits will affect the unit and not the character as normal if there are more than 5 models in the unit (as described on page 77), but will affect the character if he is the only model left when the chariot charges in. If there are less than 5 models the impact hits are distributed as shooting hits.

Source: Official 7th Edition FAQ, Part 2 (January 2009)

If a character is riding in a chariot and becomes engaged in a challenge, may enemy models in base to base contact with the chariot,

No, they cannot, just like the crew of the chariot cannot attack them.

Source: Official 7th Edition FAQ, Part 2 (January 2009)

If a character that is not himself immune to Fear/Terror wishes to declare a charge, without the rest of the Fear/Terror causing unit he joined, against a Fear/Terror causing unit, does he have to test for Fear/Terror?

No, if the unit he is with is not subject to Fear/Terror, he does not have to test either, as he is with them when the charge is declared.

Source: Official 7th Edition FAQ, Part 2 (January 2009)

If a character that is not himself immune to Fear/Terror declares a charge, without the rest of the unit he joined, against a Fear/Terror causing unit and fails his test, what happens?

Well, these situations are not covered by the rules, so we'll make some recommendations for you. If he fails a Fear test, we think it's better if he suffers the effects of the failed test, except that he can stay and move with the unit in the unit moves later in the phase. If he fails a Terror test, we think it's better if he flees on his own and leaves the unit behind.

Source: Official 7th Edition FAQ, Part 2 (January 2009)

If a Character is also a Monster (e.g. Greater Daemons, Treeman Ancients, Shaggoth Champions), is it affected by magic items (e.g. Rune of the True Beast) and spells (e.g. The Beasts Cowers) that are stated as working against

No, they are characters and not monsters, even though they share some rules with monsters (normally this is limited to the way they move and their inability to join units).

Source: Official 7th Edition FAQ, Part 2 (January 2009)

When a character (on foot) with the ability to Fly joins another friendly unit, is he restricted to using his ground movement value when moving/charging along with the unit or can he use his flying movement value? For example, if a Vampire with the ability to fly joins a unit of Black Knights (non-barded), does he limit the unit to a maximum charge of 12" per turn? Or would the unit still be able to charge its full 16"?

The unit must use the same type of movement (i.e. ground movement or flying movement), so the Black Knights in the example may charge up to 12", as the unit itself cannot fly. I chose this interpretation because the other would have implied having to consider what happens if such unit charged through terrain or, God forbid, through a wood!

Source: Official 7th Edition FAQ, Part 2 (January 2009)

If a character riding a non-flying monster joins a unit and then is killed, what happens to the monster (if it continues to fight), as monsters cannot normally join units?

At the end of the phase, the monster is moved outside the unit, in base contact with it, as close as possible to the position it was occupying when ridden.

Source: Official 7th Edition FAQ, Part 2 (January 2009)

Do ward saves and other special rules that apply to a character (including those coming from a magic item or spell) also apply to the monster/chariot it is riding?

Because the rider and mount can be hit separately, any saves and other special rules of the character (including those from magic items, spells, etc.) are not passed to its mount, and viceversa. There are a few exceptions to this rule however, when such rules do apply to both rider and mount: Psychology rules (see rule book, page 79), rules that the character would confer to a unit it joins (like Magic Resistance), or if the rule itself specifies otherwise (certain magic items, the Blessing of the Lady, etc.).

Source: Official 7th Edition FAQ, Part 1 (December 2006)

If a character who can re-roll his Psychology tests (because of a magical object, a special rule, etc.) joins a unit, could the unit re-roll its Psychology tests?

It is easier if this works the same as the Immune to Psychology rule, so the character would lose the benefits of this rule as long as he stays with the unit.

Source: Official 7th Edition FAQ, Part 2 (January 2009)

If a character who can reroll his psychology tests (because of a magical object, a special rule, etc) joins a unit, would the unit reroll its psychology tests too?

No, in the same way as if the character was Immune to Psychology, for example.

Source: Official 7th Edition FAQ, Part 2 (January 2009)

Command Groups

Does a unit champion count towards the 5 rank-and-file models needed to provide a Look Out Sir! roll to a character in the same unit?

No, because when the unit is targeted by ranged attacks, they count as Characters and not as rank-and-file models (see the last paragraph on page 81).

Source: Official 7th Edition FAQ, Part 2 (January 2009)

To recapture a captured banner, do I need to just defeat the unit carrying it as a trophy or do I need to break it and pursue it as per capturing its banner?

You must break it and pursue, in the same way as for capturing their banner.

Source: Official 7th Edition FAQ, Part 1 (December 2006)

War Machines

When a war machine unit is charged, the crew are supposed to line up as part of a Hold reaction. Does this mean that the chargers must align to the position of the crew? Or must the crew actually align to the charging unit (which would mean that non-skirmishing chargers are allowed to tactical wheel against war machines to dictate favourable overrun/pursuit paths)?

The machine's crew must line up perpendicularly to the line of the charge, but the chargers can wheel at any point of their charge, as with skirmishers, in order to get a better pursue/overrun path. Diagram 84.1 is just an example of chargers going straight, but they are not obliged to do so.

Source: Official 7th Edition FAQ, Part 2 (January 2009)

Can a war machine that has no crew be charged? If so, must it be charged by a frenzied unit?

Yes to both. It is, after all, still an enemy unit.

Source: Official 7th Edition FAQ, Part 2 (January 2009)

I find the text about the Unit Strength of War Machines slightly confusing. What is the unit Strength of a Great Cannon with three crewmen for example?

Yes, the text on page 71 could be read to imply that the warmachine unit (i.e. the gun itself and its crew) have a US of 6. However the intention is that the gun itself has a US of 0, and each remaining crew simply have a US of 1 each. The war machine unit in the example above would therefore have US3. A bolt thrower with one remaining crew, as a further example, would have a US of 1.

Source: Official 7th Edition FAQ, Part 2 (January 2009)

Special Rules

When two models with the Always Strikes First (ASF) rule are in combat, and one is equipped with a Great Weapon, does the model equipped with the Great Weapon strike last? For example, if a High Elf model with an Initiative value of 6 and equipped with a Great Weapon is fighting against an enemy model with the ASF rule, an Initiative of 4, and a hand weapon, who strikes first in the combat?

When two models with the ASF rule are fighting, they will strike in descending Initiative order, rolling a dice in case of same Initiative. All other factors, such as charging, great weapons, etc., are ignored, because they have already been bypassed by the ASF rule.

Source: Official 7th Edition FAQ, Part 2 (January 2009)

Must the model projecting a breath weapon have line of sight to every model under the template (the breath weapon rules say 'Note that the monster must be able to see all its potential targets')? Is it illegal to place the template such that models that cannot be seen lie under it?

Ranged attacks normally target units and not individual models inside units, so the model using the breath weapon simply needs to see the target unit, not every model in the target unit. This is just to stop unscrupulous players to target units they cannot see (maybe by firing through a unit that stands in their way and blocks the view to the target!).

Source: Official 7th Edition FAQ, Part 2 (January 2009)

If an attack is obviously based on fire (such as a Dwarf Flame Cannon's shot), but it was published before the term 'Flaming Attack' was formalised in seventh edition, does it count as a Flaming Attack or not?

We cannot answer this question with an all-encompassing rule (as a few ruthless individuals out there would be sure to exploit it for their evil schemes!), but in three specific cases we can be more precise: hits from Flame Cannons, Warpfire Throwers and Salamanders' ranged attacks all count as Flaming Attacks.

Source: Official 7th Edition FAQ, Part 2 (January 2009)

How do you calculate combat resolution when an enemy model with more than one wound remaining is killed via Killing Blow?

This scores you a combat resolution score equal to the remaining wounds of the model slain. For example if a Lord level character (W3 on the profile), which had previously suffered a wound during the game, is then killed with a killing blow, it counts as two wounds towards the combat resolution score.

Source: Official 7th Edition FAQ, Part 2 (January 2009)

Following the answer above, in a challenge situation, how do you calculate the combat resolution earned from the second and subsequent Killing Blows inflicted?

Each subsequent killing blow awards your side the remaining wounds of the model slain, as described above, to a maximum of +6. If the Lord in the example above suffered two killing blow wounds and one normal wound in a challenge, the enemy would score a total of +5 to its combat resolution score.

Source: Official 7th Edition FAQ, Part 2 (January 2009)

Buildings

Can units enter buildings in other ways than moving normally into them?

Yes, they can.

Source: Official 7th Edition FAQ, Part 1 (December 2006)

Can a unit move into a building and out of it during the same move?

No. Because to enter the building it must first make a normal move (no march or reform), and then when it leaves it it'll follow the rules for a unit returning from pursuing (which include making a normal move). If it entered and left the building in the same Movement phase, it would effectively move twice (i.e. it would make two normal moves), which is not allowed.

Source: Official 7th Edition FAQ, Part 1 (December 2006)

We say that a unit leaves a building using the same formation it was in when entering the building. But we can summon units inside a building, make them enter the game inside a building, deploy them inside a building, etc. All those units don't have a previous formation, so how does this work?

Well there seem to be only one alternative: simply choose/declare the formation when the unit leaves the building for the first time.

Source: Official 7th Edition FAQ, Part 2 (January 2009)

How do I resolve hits from weapons that do not roll to hit (like Ratling Guns) against troops inside a building? Can I really only inflict D6 hits?

Fire the weapon as normal, determining how many hits it would cause normally. Then roll the D6 for the target being inside the building, and the result is the number of the hits caused by the weapon that actually hit the target. Any excess hits are wasted against the walls.

Source: Official 7th Edition FAQ, Part 1 (December 2006)

How do I resolve the shooting of a unit of Chaos Dwarf Blunderbusses firing from inside a building?

Their 'fire zone' is as wide as the face of the building they are firing from. The hits are Strength 3, +1 for every storey from which another five blunderbusses can fire.

Source: Official 7th Edition FAQ, Part 1 (December 2006)

Magic

Some magic items allow the player to store excess dice in the magic phase. Are these dice common or do they belong to the wizard carrying the item?

This is normally specified in the item's description, but if there is any doubt the following applies: The unused dice that can be stored at the end of the magic phase are those of the wizard himself and those of the pool. In the following magic phase, all stored dice go back into the pool.

Source: Official 7th Edition FAQ, Part 1 (December 2006)

Another Miscast table, #5-6 result query. Can the opponent use a Bound Spell or ability which works like a Bound Spell (e.g. Prayer of Sigmar) if this result is generated?

Yes, bound spells can be cast this way, as can Tomb King Incantantations, and so on.

Source: Official 7th Edition FAQ, Part 2 (January 2009)

Miscast table, #8-9. Are the 'remains in play' spells the only ones to be dispelled, or does it also cover 'spell lasting one or more turns' which cannot be usually dispelled?

'All spells in play' covers all spell, including those that are not technically 'Remains in play', but have effects lasting a certain amount of turns.

Source: Official 7th Edition FAQ, Part 2 (January 2009)

The Lores of Magic

If the wizards in my army cast a spell like the Bear's Anger or the Flaming Sword of Rhuin multiple times on the same model, do their bonuses stack up?

No, these bonuses are not cumulative (as these spell add their bonuses to the model's base Characteristic), so there is no point in casting multiples of them.

Source: Official 7th Edition FAQ, Part 1 (December 2006)

Are hits from the Conflagration of Doom from the Lore of Fire distributed as shooting? In addition, do you resolve the damage from each iteration of this spell separately? Or do you determine the cumulative number of hits suffered and then resolve all damage at the end?

The answer has to be 'yes, distributed as shooting', otherwise we'd be opening Pandora's Box. Following the same spirit, we recommend to first calculate the entire number of hits and then roll to wound for the entire lot.

Source: Official 7th Edition FAQ, Part 2 (January 2009)

Does the Hunter's Spear spell from the Lore of Beasts cause 1 wound or D3 wounds?

It causes a single wound.

Source: Official 7th Edition FAQ, Part 2 (January 2009)

If a mounted character joins an infantry unit, can the enemy cast the Beast Cowers on that unit in order to affect the character's mount?

Yes, we think that's reasonable.

Source: Official 7th Edition FAQ, Part 2 (January 2009)

Can a Wizard cast the Lore of Heavens spell, Celestial Shield upon a unit he is attached to? The spell's description states that it can be cast upon a friendly unit that is 'visible' to the caster.

This may seem counter-intuitive, but the letter of the law says that the answer is 'no', as the Wizard does not have Line of Sight to his own unit.

Source: Official 7th Edition FAQ, Part 2 (January 2009)

Does the Comet of Casandora spell end when the comet strikes the ground?

Yes.

Source: Official 7th Edition FAQ, Part 1 (December 2006)

Do the effects of the Lore of Light spell, Guardian Light apply to friendly models engaged in close combat?

Yes, as the spell is not cast 'at' any specific target, but it affects all friendly units within 12".

Source: Official 7th Edition FAQ, Part 2 (January 2009)

A question about the Howler Wind spell. Can spells (especially magic missiles) and war machines with a Strength of 4 or less be targeted at models protected by the Howler Wind?

Yes, all spells and war machines can penetrate the Howler Wind's protection.

Source: Official 7th Edition FAQ, Part 1 (December 2006)

Magic Items (and Abilities)

If a character is equipped with a magic close combat weapon that is 'mounted only', and his monster/chariot mount is slain/destroyed during the game, what happens?

The magic weapon is lost and the character will fight with a normal hand weapon (which no sensible warrior would ever leave at home).

Source: Official 7th Edition FAQ, Part 2 (January 2009)

Many Army Books have magic items that provide protection against 'Missiles'. However the Main Rulebook does not provide a comprehensive definition of what 'Missiles' are. Can you please provide us with guidance on what 'Missiles' are in regards to Magic Items?

We assume that the word 'missiles' includes all attacks executed in the Shooting phase as well as spells that are labelled as 'magic missiles'.

Source: Official 7th Edition FAQ, Part 2 (January 2009)

Beastmen

Does deploying one unit of troops with the Beastman Ambush rule allow multiple units of the same size or smaller to ambush? (p33)

No, you need one non-ambushing unit for each ambushing unit.

Source: Beastmen Official Update (July 2010)

How are ambushing units deployed? (p33)

Before deployment, decide which units will be ambushing. Place these units to one side, telling your opponent that they are your ambushing units. Then deploy your non-ambushing units, following the rules for the scenario being played. Your ambushing units are not included in the deployment procedure.

Source: Beastmen Official Update (July 2010)

Does the Mantle of Ghorok spell affect mounts? (p33)

No.

Source: Beastmen Official Update (July 2010)

Does Traitor-kin affect models in close combat? (p37)

Yes.

Source: Beastmen Official Update (July 2010)

How many victory points is a beast summoned by Savage Dominion worth? (p37)

None.

Source: Beastmen Official Update (July 2010)

How is damage from the Jabberslythe's Aura of Madness distributed? (p50)

Randomise the wounds suffered as you would for shooting attacks.

Source: Beastmen Official Update (July 2010)

If a Giant 'Hurls' a non-character model and it survives, what happens? (p53)

Put the model back into his original unit.

Source: Beastmen Official Update (July 2010)

What happens if two opposing Giants both roll Yell and Bawl? (p53)

The combat is a draw.

Source: Beastmen Official Update (July 2010)

Do the Wounds inflicted on a unit struck by a 'hurled' model count towards the Giant's combat resolution? (p53)

Yes, even though these Wounds may be caused to another unit the damage caused by the Giant won't have gone unnoticed by its enemies! Note that if the unit struck by the hurled model is in a separate combat then any Wounds caused won't count towards that combat's result.

Source: Beastmen Official Update (July 2010)

If a Giant 'Squashes' or 'Eats' a model, how many Wounds have been inflicted for working out the combat result? (p53)

As many Wounds as the model had on its profile.

Source: Beastmen Official Update (July 2010)

How do you award victory points for a model removed by Morghur's Spirit-Essence? (p57)

The model is counted as slain.

Source: Beastmen Official Update (July 2010)

How are the wounds from Slugtongue's Curse of the Famine-fiend distributed? (p61)

As if it were a Shooting attack.

Source: Beastmen Official Update (July 2010)

Do the points for a chariot bought as a mount for a character come from the Core or Special allowance? (p82)

No. They come from the Hero or Lord allowance, depending on the character.

Source: Beastmen Official Update (July 2010)

Can a Battle Standard Bearer take a magical banner and Gifts of Chaos? (p84)

Yes, he can take Gifts of Chaos as normal, up to a total value of 50 points. On top of that, he can have a Magic Banner with no points limit.

Source: Beastmen Official Update (July 2010)

Do attacks from Gifts of Chaos count as magical? (p91)

No.

Source: Beastmen Official Update (July 2010)

Does the Gouge-tusks ability apply to the bearer's mount? (p91)

No.

Source: Beastmen Official Update (July 2010)

Does the Gouge-tusks ability apply to a Minotaur's impact hits? (p91)

Yes.

Source: Beastmen Official Update (July 2010)

Is the extra attack of a Many-limbed Fiend modified by Gouge-tusks? (p91)

Yes.

Source: Beastmen Official Update (July 2010)

Which Leadership is used to resolve attacks from the Primeval Club against multi-part models with more than one Leadership value? (p92)

The Ld value of the ‘part’ that has been attacked if it’s possible to attack it separately (e.g. if I attack the Hero riding the Pegasus, I’ll use his Ld, while if I attack the Pegasus, I’ll use its Ld), or the highest Ld available if attacks are randomised or hit the model as a whole.

Source: Beastmen Official Update (July 2010)

Can a Great Bray-Shaman purchase the Skin of Man? (p94)

Yes.

Source: Beastmen Official Update (July 2010)

Can a chariot-mounted character with the Skin of Man still scout? (p94)

Yes.

Source: Beastmen Official Update (July 2010)

Is the Jagged Dagger counted as a magic weapon? (p95)

No.

Source: Beastmen Official Update (July 2010)

Bretonnia

A unit with the Peasant's Duty may use the Leadership of a nearby unit of knights. If that unit of knights is within 12" of the General but the peasants are not themselves within 12" of the General, can the peasants use the boosted leadership of the knights (i.e. the General's leadership)?

No. The unit with the Peasant's Duty simply gets to use the Knight's own Leadership, as the Knights get to use the General's leadership, but they do not change their own leadership.

Source: Official Bretonnia FAQ

If two Bretonnian armies face each other, how does the Blessing of the Lady work?

First both players deploy their armies. Then they both hide a dice under their palm - if they wish to pray, the dice must show a 6, if they do not wish to pray, it must show a 1. The dice are then revealed. If both players wish to pray, they both get the Blessing and then the game continues as normal (roll to see who goes first). If both players do not wish to pray, neither army gets the Blessing and then the game continues as normal (roll to see who goes first). If one of them wishes to pray and the other does not, the praying army gets the Blessing and the other (obviously the 'bad guys'!) does not get the Blessing, but gets to choose whether to go first or second.

Source: Official Bretonnia FAQ

What is the points value of Beaquis, Louen Leoncouer's Hippogryph?

220 points, which makes Leoncoeur 508 points.

Source: Official Bretonnia FAQ

Do Virtues count towards characters maximum Magic Item allowance?

Yes!

Source: Anthony Reynolds - Warhammer Design Team

The Bretonnian Battle Standard Bearer, carrying the Standard of the Lady of the Lake (nullifies rank bonus), is slain during a combat round. Since rank bonus is calculated at the beginning of the combat round, when the banner was still active, does the banner's effect still kick in?

Although ranks are determined at the start of the combat round, the effect of the Standard is only calculated at the end - if the Standard Bearer is slain, the enemy still physically had ranks at the start of turn, so they gain their normal rank bonus.

Source: Official Bretonnia FAQ

How does the Sacrament of the Lady work in 7th edition?

The bearer will generate the extra power dice but they cannot be used (by anyone) to cast spells. Note, however, that the extra power dice could be used to dispel active enemy Remains in Play spells.

Source: Official Bretonnia FAQ

Does the increased Blessing of the Lady save provided by the Grail Shield also extend to a monstrous mount the character may be riding?

No. The mount simply gets the normal Blessing saves.

Source: Official Bretonnia FAQ

Can the Valorous Standard be carried by the Army Battle Standard Bearer?

No. Otherwise the words "Knights unit only" would be pointless (as only units of Knights and the Army Battle Standard Bearer can carry magic banners).

Source: Official Bretonnia FAQ

Can a character on a Royal Pegasus join a unit of Pegasus Knights?

No. Characters can never join a flying unit.

Source: Rulebook page 69

Does killing blow work against Pegasus Knights?

Yes.

Source: Rulebook page 95

Can a unit of Pegasus Knights move at double pace through difficult terrain using their ground movement, as they are skirmishers?

No. Flying cavalry moving on the ground are limited by terrain as normal.

Source: Rulebook page 69

Chaos Dwarfs

The Chaos Dwarfs army list indicates that the army may select common magic items from the rulebook, however, there are no points costs listed for the items. How many points are each of the common magic items?

As the Chaos Dwarfs army list was developed in conjunction with Warhammer 6th edition, use the points costs for the common magic items listed in the 6th edition Rulebook. For those players who are new to the game with 7th edition, the points costs are as follows:

  • Sword of Striking - 30 pts

  • Sword of Battle - 25 pts

  • Sword of Might - 20 pts

  • Biting Blade - 10 pts

  • Enchanted Shield - 10 pts

  • Talisman of Protection - 15 pts

  • Dispel Scroll - 25 pts\

  • Power Stone - 25 pts

  • Staff of Sorcery - 50 pts

  • War Banner - 25pts

Source: Warhammer 6th Edition Rulebook / Direwolf FAQ Council Interpretation

What does the term "Lapping Around" refer to in regards to Sneaky Gitz?

Ignore all the references to "Lapping Around". "Lapping Around" was a main rule from Warhammer 6th edition and it no longer applies.

Source: Chaos Dwarfs Army List / Direwolf FAQ Council Interpretation

What is the correct number of crew for Hobgoblin Bolt Throwers?

P.33: Hobgoblin Bolt Thrower entry. Change the Unit Size rule from "1 War machine with 3 crew" to "1 war machine with 2 Hobgoblin crew".

Source: US White Dwarf #258 page 40

Are Flying moves affected by the Earthshaker's special rules?

Yes. The Earthshaker's description states "Any troops within this distance in inches from the centre of the template move at half rate in their next turn...". No exceptions for flyers are noted.

Source: Chaos Dwarfs Army List / Direwolf FAQ Council Interpretation

Do Chaos Dwarfs benefit from the Dwarf special rules of 'Ancestral Grudge', 'Relentless', and starting with a base of four dispel dice?

No. Chaos Dwarfs are a separate race from Dwarfs and do not benefit from these special rules.

Source: Chaos Dwarfs Army List

Are Chaos Dwarfs players suppose to use the Orcs & Goblins Army Book?

Yes. In US White Dwarf #250 on page 11 it states:

Ravening Hordes - Chaos Dwarfs

The new Orc & Goblins Army book completely replaces the list in Ravening Hordes. However, dedicated Orc & Goblin armies are not the only ones to employ the Greenskins in battle. The Chaos Dwarfs also use them and, as the complete rules are now out, it will be good to use them for the Chaos Dwarf's slave troops, too. To do this you'll obviously need both Ravening Hordes and the new Orc & Goblins book. The following changes bring the list up to date:

  • Replace the Special unit entries in Ravening Hordes for the Orc Boyz, Goblins and Black Orcs with the following army list entries from the Orc & Goblin Armies book: Goblins, Orc Boyz, Orc Arrer Boyz, and 0-1 units of Black Orcs. Orc Boyz may be upgraded to Big'Uns as per the normal rules in the book. All these units count as Special units in the Chaos Dwarf army.

  • Delete special rule 5 about Orcs ignoring panicking Gobbos (this is replaced by the full rules from the book)

  • Troops described in the Orc & Goblin book follow the rules there rather than the shorthand versions in Ravening Hordes.

  • Hobgoblins suffer Animosity just as a unit of Goblins would in the Orc & Goblin book. This replaces the animosity rule in Ravening Hordes (special rule 3).

Source: US White Dwarf #250 page 11

May Greenskin units in the Chaos Dwarf army use the magic banners from the Orc & Goblin army book?

No they may not. Greenskins in a Chaos Dwarf army are not part of a free Orc and Goblin Waaagh!, they are slaves and do not have access to the magic banners in the Orcs & Goblins book. Note however that due to the White Dwarf update (see Q&A above) a unit of Orc Big 'Uns and Black Orcs may carry the magic banners available to the Chaos Dwarf army (e.g. The War Banner and The Banner of Slavery).

Source: Chaos Dwarfs Army List / US White Dwarf #250 page 11 / Direwolf FAQ Council Interpretation

Can you Killing Blow a Bull Centaur?

Yes. As a Bull Centaur is US2 it is not immune to Killing Blow.

Source: Rulebook pages 94 and 95 / Chaos Dwarfs Army List

Do Bull Centaurs receive +1S or +2S when using a Great Weapon? Also, may they benefit from the "Fighting with hand weapon & shield" rule?

Bull Centaurs are cavalry in all respects except they use equipment as if they were infantry and gain no armour save bonus for being mounted.

Source: Warhammer Chronicles 2004 page 112 / Direwolf FAQ Council Interpretation

What is the correct description for Blunderbusses?

P.32: Blunderbuss rules. The last two sentences should be changed from "Hits are resolved at S3 if firing in 1 rank, S4 if firing in 2 ranks and S5 if in 3 or more ranks. Ranks must be complete to count." to "Hits are resolved as S3 plus 1 per extra rank up to S5. Ranks count if at least 4 wide. A single character in the front rank will not effect the unit's fire."

Source: US White Dwarf #258 page 40

How exactly do Chaos Dwarf Blunderbusses work with the Stand and Shoot charge reaction?

The rules are applied exactly as with any other unit. If the chargers start within 12" then any models within 12" may be hit. If the chargers are outside 12", the charging unit is stopped at maximum range as normal, and so in this case only the front rank of the charging unit will be in the zone of fire.

Source: Warhammer Chronicles 2004 page 120

Do Blunderbuss units need line of sight and range to a declared enemy target unit in order to shoot?

Yes, as no exceptions to the main rulebook requirements for these items are listed in the Blunderbuss special rules. Note however that all enemy models caught in a Blunderbuss unit's 'fire zone' will be hit as normal, regardless of whether or not they belong to a enemy unit which the Blunderbuss unit has LoS to.

Source: Chaos Dwarfs Army List / Rulebook page 26

Is a Blunderbuss unit allowed to shoot if the 'fire zone' will cover friendly models not engaged in close combat?

No.

Source: Warhammer Chronicles 2004 page 120 / Direwolf FAQ Council Interpretation

How do I resolve the shooting of a unit of Chaos Dwarf Blunderbusses that is firing from inside a house?

Their 'fire zone' is as wide as the face of the building they are firing from. The hits are Strength 3, +1 for every storey from which another five blunderbusses can fire.

Source: Official Warhammer 7th Edition FAQ

Daemons of Chaos

Does Insane Courage apply to an Instability test?

It does indeed, although it should perhaps be referred to as Insane Stability for clarity. So if a daemonic unit rolls a double 1 for its Break test, it will not suffer any additional wounds.

Source: Official Daemons of Chaos FAQ

Is the maximum amount of wounds which can be inflicted by a failed Instability test limited to 10 (a roll of '12' compared to a floor of Leadership 2)? Or for purposes of Instability tests, can the Daemons effective leadership value be reduced lower than Leadership 2?

Remember that combat resolution adds to the dice roll, rather than being subtracted by from Leadership. As a result, there is no upper limit on the number of casualties that can be caused this way. For example, if a unit of Bloodletters loses a combat by 12 and rolls a 5 for its Leadership test, it would suffer 10 wounds as follows: 5 (dice roll) + 12 (combat resolution modifier) - 7 (Leadership) = 10 wounds suffered.

Source: Official Daemons of Chaos FAQ

If a Character is also a Monster (e.g. Greater Daemons), is it affected by magic items (e.g. Rune of the True Beast)and spells (e.g. The Beasts Cowers) that are stated as working against 'Monsters'?

No, they are characters and not monsters, even though they share some of the same rules with monsters (normally this is limited to the way they move, their inability to join units and their unit strength).

Source: Official Warhammer Rulebook - Errata and FAQs Part 2 / Warhammer Armies: Daemons of Chaos page 30

Are the special character Heroes which are permitted to join friendly units (for example, Skulltaker), allowed to join friendly units with a different mark?

As they are not defined as Heralds, yes they may join friendly units with a

Source: Official Daemons of Chaos FAQ.

Are a Herald's Locus abilities still in effect if the Herald refuses a challenge and is therefore moved to the rear ranks?

Yes, the Locus abilities are not magic items and are thus not negated by refusing a challenge.

Source: Warhammer Armies: Daemons of Chaos pages 36-38 / Rulebook pages 73, 77

Are the Flamer of Tzeentch's 'Flames of Tzeentch' ability Flaming attacks?

Yes, they're even given as an example in the Flaming attacks rule in the Warhammer rulebook.

Source: Official Daemons of Chaos FAQ

Are Screamers' slashing attacks flaming?

Yes.

Source: Official Daemons of Chaos FAQ

When an enemy unit fails a panic test caused by the Slashing Attacks of Screamers of Tzeentch, in which direction does the enemy unit flee?

As panic tests for suffering 25%+ casualties are taken at the end of the phase in which they are suffered, the enemy unit would flee directly away from the final position of the Screamers of Tzeentch.

Source: Warhammer Armies: Daemons of Chaos page 41 / Rulebook page 49

Can Beasts of Nurgle and Fiends of Slaanesh enter buildings?

Beasts of Nurgle and Fiends of Slaanesh are infantry, have a Unit Strength of 3 per model, and thus can enter buildings as normal.

Source: Official Daemons of Chaos FAQ

Are daemonic gifts considered to be 'hidden' items/rules, or should their presence be declared at deployment?

Gifts should be considered 'hidden' in the same manner as Bretonnian Virtues, Vampiric Powers, Wood Elf Spites, etc. are considered 'hidden'.

Source: Direwolf FAQ Council Interpretation / Warhammer Armies: Daemons of Chaos page 92

Are a Herald's daemonic gifts still in effect if a Herald refuses a challenge and is therefore moved to the rear ranks?

Yes, as gifts are explicitly not magic items they are still in effect.

Source: Warhammer Armies: Daemons of Chaos page 92 / Rulebook pages 73, 77

How does a Daemonic Gift work in combination with mundane items? For example, the Balesword with flail for the Great Unclean One - would it combine the +2 Strength bonus with the effects of the Balesword? Or Armour of Khorne for a Bloodthirster - is it added to his heavy armour for a +1 save?

Daemonic Gifts are unlike magic items in that they reflect a particular ability of the Daemon in question, rather than something that it carries. This is normally described in a manner that our weak mortal minds can comprehend - as swords, amour and staves, for example but the actual form the gift takes can vary, often minute by minute, according to the will of the Chaos gods. This means that differing bonuses - +2 Strength of the flail and D6 Wounds of the Balesword - stack for a greater effect. Conversely, where there are two bonuses of the same type (e.g. armour save 5+ and armour save 3+) the Daemon simply benefits from the more powerful ability.

Source: Official Daemons of Chaos FAQ

Are Daemonic Gifts counted as magical items, so you can't stack them, or are they gifts/abilities, and so do not stack, in a similar way to runes?

There's small paragraph at the start of the Daemonic Gifts section that clearly states that a Daemon may not take mulitples of the same gift. In examples where a Daemon could, say, take two kinds of armour, remember that the save produced does not stack - nowhere does this happen in Warhammer except when specified clearly - simply use the best save.

Source: Official Daemons of Chaos FAQ

Does Pestilent Mucus force Toughness tests on the enemy even when the wound suffered is saved/regenerated by the Daemon?

No. It only forces Toughness tests when the wound is unsaved by the Daemon.

Source: Official Daemons of Chaos FAQ

Does Pestilent Mucus force Toughness tests on the enemy when the wounds the Daemon suffers are from a failed Daemonic Instability test?

Yes. The wording of Pestilent Mucus does not include any restrictions or qualifying language regarding the source of the wounds.

Source: Warhammer Armies: Daemons of Chaos pages 30, 94

How does the gift Daemonic Robes interact with hits that wound automatically?

Daemonic Robes only works against attacks that roll to wound. As something that wounds automatically does not roll to wound, the Robes offer no protection.

Source: Official Daemons of Chaos FAQ

Can a daemon with Nurgling Infestation add the Nurgling base to an enemy unit of Nurglings?

No. Friendly units only.

Source: Official Daemons of Chaos FAQ

Can an enemy model affected by the Temptator gift issue a challenge? If so, who decides if he will do so, and which side will respond?

He may neither issue nor accept a challenge - he has other priorities now. In the spirit of the rules, we should perhaps allow him to issue a challenge against another character in his own unit, but this seems a little unfair so we are not going to.

Source: Official Daemons of Chaos FAQ

Is Siren Song suppose to read that you have to charge the Daemon with the Siren Song ability per the normal Warhammer rules?

Yes, indeed. Remember that the unit must be able to charge - if the target unit cannot reach because the Siren Song using Daemon is out of its charge range, the ability does not work and is wasted. Accordingly, servants of Slaanesh should be very careful about using the gift on units with random charge ranges.

Source: Official Daemons of Chaos FAQ

Do units Immune to Psychology or Unbreakable have the option to flee from Siren Song or must they charge?

These units must charge, as they can never voluntarily flee.

Source: Official Daemons of Chaos FAQ

Do attacks from a Daemon Prince's Flames of Tzeentch Gift count as flaming?

Yes, treat the Flames of Tzeentch gift as Flaming attacks.

Source: Direwolf FAQ Council Interpretation / Warhammer Armies: Daemons of Chaos pages 82, 93

Is Noxious Vapours a permanent effect? Do models regain Always Strikes First / lose Always Strikes Last when they are no longer in base contact with the Daemon?

Once a model is no longer in base contact with the Daemon, it cannot be affected by Noxious Vapours.

Source: Official Daemons of Chaos FAQ

Can a unit in base contact with a Daemon with Enrapturing Gaze take Leadership tests which are taken by the unit as a whole (such as break tests) on their unmodified Leadership if not all models in the unit are in base contact with the Daemon?

Units take Leadership test on the best available Leadership in the unit. Thus, in a situation where all of a unit is not in base to base contact with a Daemon with Enrapturing Gaze, the unit may use its unmodified Leadership.

Source: Official Daemons of Chaos FAQ

What is the correct procedure for placing the breath weapon template on an enemy unit when a Herald of Nurgle uses the Stream of Bile gift (or casts the Stream of Corruption spell)? (Assuming the Herald and target unit are on the same level).

A Herald of Nurgle is not a large target, but players should treat him as if he is one for purposes of these abilities (granting him the ability to see all of the target models in an enemy unit). Therefore, he may use the breath weapon abilities on enemy units as normal.

Source: Official Daemons of Chaos FAQ

Is Iridescent Corona applied before or after impact hits? In addition, is it resolved before or after challenges are issued?

This ability should be resolved simultaneously with impact hits - remember that any wounds caused do count towards combat resolution.

Source: Official Daemons of Chaos FAQ

If two models fighting against each other both have Pestilent Mucus, is there any limit as to how many times the gifts can trigger each other?

No there is no limit. The T5 / T6 of the models involved should limit the amount of times the wounding cycle occurs.

Source: Direwolf FAQ Council Interpretation / Warhammer Armies: Daemons of Chaos page 94

How do the Daemonic Gifts of Dark Insanity and Awesome Strength interact with magic items / special abilities which allow the enemy to swap characteristics with a model possessing one of them?

The Daemonic Gifts of Dark Insanity and Awesome Strength are inherent properties of the possessing Daemon and thus modify the related characteristic of the possessing Daemon prior to the game. Thus if a magic item / special ability swaps characteristics with the Daemon it will be the modified characteristic (2D6+2 Attacks / S10) which is swapped.

Source: Warhammer Armies: Daemons of Chaos page 92 / Official Daemons of Chaos FAQ

Are daemonic icons considered to be classified as Magic Items, Daemonic Gifts, or something else completely?

Daemonic icons are classified as magic items with the exceptions that they are immune to any spells or abilities that destroy, steal, or otherwise alter the behavior of magic items, and you may have multiples of the same Daemonic Icon in an army. Note that multiples of the same Daemonic Icon may not be taken for a single Daemon.

Source: Official Daemons of Chaos FAQ / Warhammer Armies: Daemons of Chaos pages 92, 95

Is a Daemonic Icon still in effect if a Herald refuses a challenge and is therefore moved to the rear ranks?

No. As noted in the Official Daemons of Chaos FAQ, Daemonic Icons are treated as magic items with the exceptions noted above. An exception to allow the use of a Daemonic Icon from rear ranks does not exist.

Source: Official Daemons of Chaos FAQ / Warhammer Armies: Daemons of Chaos pages 92, 95 / Rulebook page 73

Does The Great Standard of Sundering give a -2 penalty to Nehekharan Incantations or Ogre Gut Magic?

No, as they are not spell lores in the conventional manner.

Source: Official Daemons of Chaos FAQ

What effect does the The Great Standard of Sundering have on spells such as the Vampire Counts' Invocation of Nehek, Dark Elves; Power of Darkness, High Elves' Drain Magic, and Lizardmen' s Drain Magic, which appear outside any 'Lore of Magic' listing?

For the purposes of The Great Standard of Sundering, these spells are considered to not be part of any spell lore, and so therefore cannot be affected.

Source: Official Daemons of Chaos FAQ

What is the correct sequence for charges and reactions when the Siren Standard is in play?

If the defending unit declares a stand & shoot reaction, prior to resolving the shots the charge should be measured to see if it is within range. If the charge is within range, the stand & shoot reaction is automatically changed to a hold reaction.

Source: Direwolf FAQ Council Interpretation / Warhammer Armies: Daemons of Chaos page 95 / Rulebook page 19

If an enemy unit is within 12" of the Great Icon of Despair and is within 12" of its Ld 9 general, but the enemy general is not within 12" of the Icon, what is the effective Leadership of the unit?

The effective Leadership of the unit would be a 7 in such a case. The enemy unit is first allowed to increase its leadership value to that of the General and that leadership value is then reduced by 2.

Source: Direwolf FAQ Council Interpretation / Warhammer Armies: Daemons of Chaos page 95 / Rulebook page 82

Are all spells cast by Tzeentch daemons considered to be flaming attacks?

No.

Source: Official Daemons of Chaos FAQ

Does Miasma of Pestilence target the model casting the spell, or is it targeted at enemy models in base to base contact with it?

The target of the spell is the caster.

Source: Official Daemons of Chaos FAQ

If a Nurgle spellcaster casts Miasma of Pestilence, how does this affect other friendly models in base contact? Can they choose to only attack the enemy models with reduced stats?

This effectively creates a mixed unit of rank and file models such as a Beast Herd. Treat the allocation of attacks and removal of casualties accordingly.

Source: Direwolf FAQ Council Interpretation / Warhammer Armies: Daemons of Chaos page 62

Does Miasma of Pestilence reduce the number of impact hits a chariot causes to 1?

No. Models with a special form of attack, execute that special form of attack as normal.

Source: Direwolf FAQ Council Interpretation / Warhammer Armies: Daemons of Chaos page 62

How does Miasma of Pestilence interact with enemy spells which provide upgrades to enemy models (e.g. The Bear's Anger and Flaming Sword of Rhuin)?

There is no conflict between the spells in these cases. The enemy model will have its WS, S, T, I and A characteristics reduced to 1 and then the stat increases from spell will be applied. So in the case of The Bear's Anger the enemy model will be WS1 S3 T2 I1 A4 and in the case of the Flaming Sword of Rhuin the enemy model will be WS1 S4 T1 I1 A2.

Source: Warhammer Armies: Daemons of Chaos page 62 / Rulebook pages 112, 115

May a Tzeentch Wizard use a successful casting of Glean Magic to cast one of the target Wizard's bound spells (or in the case of Liche Priests and High Liche Priest's their incantations)? How does this apply to bound spells the wizard may posses from a magic item?

Glean Magic affects only the spells a Wizard knows. If that Wizard has innate bound spells, Glean Magic can use them. Any spells that are bound to items may not be used. Glean Magic does not affect Incantations (i.e. the spell may not be used to cast an Incantation).

Source: Official Daemons of Chaos FAQ

When a Tzeentch Wizard successfully casts Glean Magic, does the enemy have the option of dispelling the new spell originated from it?

No. If you want to stop the second spell you must stop Glean Magic.

Source: Official Daemons of Chaos FAQ

If two opposing Tzeentch Wizards both have the same spell, can one of them cast that spell and subsequently use Glean Magic to cast it again, this time from the enemy's copy?

Yes.

Source: Direwolf FAQ Council Interpretation / Warhammer Armies: Daemons of Chaos page 61 / Rulebook page 107

What is the correct Movement value of Skulltaker?

5 (not 4).

Source: Official Daemons of Chaos FAQ

Are the special characters Skarbrand, Kairos Fateweaver, and Ku'Gath Plaguefather considered monsters in the same way as Greater Daemons?

Yes they are.

Source: Direwolf FAQ Council Interpretation / Warhammer Armies: Daemons of Chaos pages 30, 51-53

What is the proper Unit Strength of Ku'Gath Plaguefather?

He is US 10 - ignore the Palanquin's unit strength in this case.

Source: Official Daemons of Chaos FAQ

If one of Kairos Fateweaver's heads casts a RiP spell, does the other head casting a spell in a subsequent phase dispel that spell?

No. Treat each head as a separate wizard for purposes of RiP spells.

Source: Official Daemons of Chaos FAQ

If Kairos Fateweaver's magic level is reduced by a miscast or some other means, do both heads lose a spell? Are the number of power dice he generates reduced?

If the head casting a spell loses a level due to a miscast or other means; only the head casting at the time loses a spell. As the model as a whole loses a level, it would however reduce the number of power dice generated.

Source: Official Daemons of Chaos FAQ / Warhammer Armies: Daemons of Chaos page 52 / Rulebook page 109

Does a model with Aldred's Casket choose which of Kairos Fateweaver's heads to steal a spell from, or does he randomly select a spell from all those the model knows?

Select one of the heads (i.e. one of the wizards) to steal a spell from.

Source: Official Daemons of Chaos FAQ

Do the Necrotic Missiles hurled by Ku'Gath Plaguefather have a minimum guess range of 12" like normal stone throwers?

No. Necrotic Missiles have no minimum guess range.

Source: Official Daemons of Chaos FAQ

Can the Blue Scribes join friendly units?

No.

Source: Official Daemons of Chaos FAQ

Does the Changeling benefit from a herald's Locus of Tzeentch and/or count towards the number of models used to determine the unit's magic level? In addition, does the Changeling count as a unit champion, character, or simply a unit upgrade?

The Changeling should be treated as a unit champion for a unit of Pink Horrors. He is not a Herald and he does count towards the number of models used to determine the unit's magic level.

Source: Official Daemons of Chaos FAQ

How does the Changeling's Formless Horror ability interact with enemy models that have multiple parts such as characters riding monstrous mounts, chariots, and cavalry? Can he choose any stats from the enemy model that he wants (the best from each part) or does he have to select a specific part of the model to swap stats with?

In situation where the Changeling wishes to swap stats with a single enemy model consisting of multiple parts he can choose to swap a mix different stats (i.e. the best from each part).

Source: Official Daemons of Chaos FAQ

What happens when the Changeling is engaged in a challenge with an Empire character that has Van Horstman's Speculum? In what order is the swapping of stats resolved in such a situation?

The Speculum must be used first. The Empire character may choose to swap stats with the Changeling, then the Changeling may choose to swap stats with his challenger or a model from outside the challenge.

Source: Official Daemons of Chaos FAQ / Direwolf FAQ Council Interpretation / Warhammer Armies: Daemons of Chaos page 56

Does the bonus to cast from The Tally of Pestilence increase the level of bound spells which contain spells from the Daemon Lore of Nurgle?

No, the bonus does not apply to bound spells.

Source: Direwolf FAQ Council Interpretation / Warhammer Armies: Daemons of Chaos page 57

If the Masque uses The Dance of Dreaming to reduce an enemy unit's Leadership, but that unit is within range of its general (who is not in the unit), what is the effective Leadership of the unit?

Give the general's leadership to the unit, then subtract D3. So with a leadership 9 general, the unit would have an effective leadership of 6-8, depending upon the roll.

Source: Direwolf FAQ Council Interpretation / Warhammer Armies: Daemons of Chaos page 58

What is the exact price to add the Changeling to a unit of Pink Horrors (is his listed price the price to upgrade one model?) Also what is the minimum number of models in a unit of Pink Horrors including the Changeling?

The Changeling is an upgrade, so he replaces a Pink Horror and his cost is added to that of the model he replaces (i.e. the total cost is 72 points). The minimum number of models remains the same - 10.

Source: Official Daemons of Chaos FAQ

What is the exact price to add Karanak to a unit of flesh hounds (is his listed price the price to upgrade one model or his total cost?) Also what is the minimum number of models in a unit of flesh hounds including Karanak?

Karanak is an upgrade, so he replaces a Flesh Hound and his cost is added to that of the model he replaces (i.e. the total cost is 110 points). The minimum number of models remains the same - 5.

Source: Official Daemons of Chaos FAQ

Dark Elves

Can repeater crossbows (as well as other weapons with the 'multiple shots' rule) fire multiple shots when making a stand & shoot reaction? The weapons section of the Rulebook only mentions the Shooting phase, not the Movement phase, where this special rule can be used.

The multiple shots paragraph on page 55 of the Warhammer rulebook was not clear, so it has been changed by Errata. All references to 'the Shooting phase' have been removed, so it is now clear you can use multiple shots during a stand & shoot reaction.

Source: Official Dark Elves FAQ

If the Beastmaster's Scourge can be combined with a mundane hand weapon for+1 attack, can a model with the Dagger of Hotek which says it may be combined with a mundane hand weapon for an additional attack use the three together to boost his total attacks by +2?

Only by creatures with three or more arms!The answer is 'obviously not'. We decided not to bin this question as a non-question just to use it as a perfect example of the way we don't like our games to be played. Trying to assume that a warrior is fighting with a normal sword, the Dagger of Hotek and a Beastmaster Scourge all at the same time it's so absurd that it denotes a very wrong attitude towards the game (i.e. too extreme application of Rules As Written against all common sense).

Source: Official Dark Elves FAQ

If the Death Hag and Attendants break and flee and then subsequently rally, can they re-crew a Reaper Bolt Thrower that has lost all of its original crew? And what about the opposite? Can a Bolt Thrower crew re-crew an abandoned Cauldron of Blood?

Well, to avoid all sort of complications, we recommend that Khainite crew stick to Cauldrons of Blood only and that bolt thrower crew stick to Bolt Throwers only. No intermingling. It's a religious thing. Honest.

Source: Official Dark Elves FAQ

Are Null Talismans unique items, i.e. can only one model in the army have them? Also, can you take a Null Talisman and also another item from the 'Talisman' magic item category?

They are not unique, so other models in the army can carry them. That's, however, where the similarity between them and Dispel Scrolls ends. For example, a model cannot have Null Talismans and another Talisman, nor do they crumble to dust after use...

Source: Official Dark Elves FAQ

When two characters (or a character and a champion) each bearing a single Null Talisman are present in a unit, does the unit have MR1 or MR2?

The effects are cumulative on the model, but if several models with MR are in a unit, the unit uses the best MR available. In the above example, the unit has a MR of 1.

Source: Official Dark Elves FAQ

Do area of effect spells such as Wind of Undeath miscast on a double if they affect any model within 12" of the Ring of Hotek? And how about spells that do not specify a target location until after they have been successfully cast?

Neither of these are affected by the Ring of Hotek, as such spells are not 'targeted' at any specific point before being cast.

Source: Official Dark Elves FAQ

Does Lifetaker get the Armour Piercing special rule as per other Dark Elf repeater crossbows?

No, it doesn't. Its profile is quite clear.

Source: Official Dark Elves FAQ

Do attacks from Lifetaker count as magical attacks?

No, they do not.

Source: Official Dark Elves FAQ

Does the Pendant of Kaeleth automatically fail on a 1 as well as a 6?

No, a 1 is always a success. The '6 always fails' simply replaces the normal '1 always fails'.

Source: Official Dark Elves FAQ

Does the Pendant of Kaeleth work on attacks without a Strength value?

No, it does not.

Source: Official Dark Elves FAQ

Can a Focus Familiar be placed within a building? If so, does the Sorceress count line of sight and range from the entire building's perimeter (and height as appropriate) as if she herself were inside?

Yes, this is possible (and rather funky!), but only as long as the building is not occupied by enemy models.

Source: Official Dark Elves FAQ

How long does the marker for a Focus Familiar stay in place?

Until the beginning of the owner's next Magic phase.

Source: Official Dark Elves FAQ

What is the duration of the Guiding Eye?

It simply has no duration, so it works only on that one shot.

Source: Official Dark Elves FAQ

How are the attacks generated by Hydra's Teeth and Bladewind allocated? Can they all be directed against a single rank-and-file model type in the target unit or are they randomised as per shooting? For example, against a unit comprising Skinks and Salamanders, a war machine, a ridden monster or chariot? Do they benefit from Killing Blow? Can the opponent use the 'hand weapon & shield' bonus?

Roll for the number of attacks and then allocate the ones you are allowed against characters/champions (as per close combat attacks). Any attacks not allocated against characters/champions are then randomised as per shooting (and yes, this might result in these attacks targeting the characters/champions again). For simplicity's sake, we recommend treating them as ranged attacks from that point onwards – so that they are 'close combat attacks' only from the point of view that some can be allocated against specific models and that they roll to hit against the WS of the model they attack.

Source: Official Dark Elves FAQ

If Hellebron or a Death Hag with Witchbrew move from one unit to another during the game, do the effects of the Witchbrew 'stick' to the unit they leave and also spread to the new unit they join, or do they affect only the unit the character is in at the moment?

For the sake of simplicity, we define 'the Hag's unit' as the unit she is with at deployment. This unit will benefit from the effects of the brew. If the Death Hag or Hellebron are not deployed in a unit, the brew will only affect them (and not any unit they subsequently join). If Hellebron is deployed on her Manticore, the Manticore and Hellebron are both affected by the brew.

Source: Official Dark Elves FAQ

Can an unrevealed Assassin use his Cloak of Twilight to teleport another character? If so, can he do that without revealing himself?

No, until he is revealed he may not do anything.

Source: Official Dark Elves FAQ

Does an Assassin that is revealed in a round of close combat that is not the first get to re-roll his attacks due to Hatred, or is it too late at that point?

Yes, he does get the effects of Hatred, as that is his 'first round of combat'.

Source: Official Dark Elves FAQ

Is a Death Hag a type of Hag? Specifically, is a Death Hag allowed to choose items from the Temple of Khaine marked as Hag's Only?

Yes and yes. In fact she's ever more haggy than a Hag!

Source: Official Dark Elves FAQ

Do the Hags accompanying the Cauldron of Blood count as champions and thus can declare and accept challenges?

Yes, they can, just like Hags in Witch Elf units.

Source: Official Dark Elves FAQ

Shadowblade has both Poisoned Attacks and Dark Venom in his entry. Does Dark Venom replace the effects of Poisoned Attacks, as per a normal Assassin?

The Poisoned Attacks rule is there to cover Shadowblade's throwing stars. His hand weapons are coated in Dark Venom instead (so they don't have the Poisoned Attacks rule).

Source: Official Dark Elves FAQ

Does Morathi's Enchanting Beauty special rule affect friendly Dark Elf models as well as the enemy?

We decided not to Errata this one because it's more entertaining if her beauty affects friends as well as enemies. And also because it will happen so very rarely, as she is normally riding Sulephet (which, by the way, is immune to her charms).

Source: Official Dark Elves FAQ

If a unit destroyed by Lokhir Fellheart is worth some extra bonus points (such as +100 pts for a banner or +100 pts for a general), are those points doubled too?

No, only the unit's own value is doubled, before any bonus points are applied.

Source: Official Dark Elves FAQ

Dogs of War

Can Regiments of Renown or Dogs of War units be joined by non-Dogs of War Characters?

No.

Source: Anthony Reynolds - Warhammer Design Team

Can other Warhammer armies hire non-named Dogs of War characters (i.e. Mercenary General, Hireling Wizard Lord, Paymaster, Mercenary Captain, Hireling Wizard) as a Rare choice?

No, you can't field these types of Dogs of War characters unless you're a Dogs of War army.

Source: Ian Hawkes - Warhammer Design Team

How are named standard bearers from Regiments of Renown handled in terms of capturing / losing standards?

As named standard bearers from Regiments of Renown are classified as characters they should be handled as Battle Standard Bearers in terms of capturing / losing banners.

Source: Rulebook page 83 / Direwolf FAQ Council Interpretation

When charged by a chariot, do pike attacks go before impact hits?

No. The Warhammer Design Team has specifically stated that impact hits always happen before everything else in a combat, unless specifically noted otherwise. Therefore chariot impact hits qualify as a being "entitled to strike first because of a special ability" which per the rules for pikes "will still strike before pike-armed models."

Source: Gav Thorpe - Warhammer Design Team / Warhammer Chronicles 2004 page 57 / Rulebook page 63

When engaged in close combat with an enemy unit to their front, how many ranks do pikeman fight in?

Provided the unit has enough ranks, four ranks if the unit was stationary or three ranks if the unit charged that turn as is outlined in the Fight In Ranks section of the Warhammer Rulebook. Note that in cases where a pikemen unit consists of three ranks or less, all the ranks will fight when engaged with an enemy unit to their front, regardless of whether the unit was stationary or charged that turn.

Source: Rulebook page 55 / Warhammer Chronicles 2004 page 57

In the description for the Paymaster it indicates that he is treated exactly like a Battle Standard. Is he therefore a allowed to carry a magic banner?

No. The reference in the Paymaster's rules directs players to treat the keys to the pay chest like a Battle Standard. Note that nowhere in the Rulebook does it state that a Battle Standard Bearer is entitled to carry a magic banner. It is the existing army books which explicitly state that Battle Standard Bearers may carry magic banners. The Paymaster is not explicitly given the ability to carry a magic banner in the Dogs of War army list, therefore, he may not.

Source: Warhammer Chronicles 2004 page 57 / Rulebook page 82-83

What is the correct number of attacks for Long Drong's Slayer Pirates?

Since the "Festooned With Pistols" special rule for the unit states they "gain an additional attack because they are fighting with a pistol in each hand", you should add 1 to the Attacks value in the displayed statline. Thus, Long Drong has 3+1=4 Attacks and each Pirate has 1+1=2 Attacks.

Source: Warhammer Chronicles 2004 page 65 / Rulebook page 56

Are all the close combat attacks from Long Drong's Slayer Pirates considered to be S4 armour piercing attacks? Or is the unit only allowed to use their pistols as basic hand weapons in close combat?

The Festooned with Pistols rule explicitly grants the unit S4 & armour piercing to all of the unit's attacks. Thus the unit has S4 armour piercing attacks in close combat.

Source: Warhammer Chronicles 2004 page 65 / Direwolf FAQ Council Interpretation

Does Long Drong's Slayer Pirates have the ability to fire multiple shots due to the "Festooned with Pistols" special rule?

Yes. the Slayer Pirates have "two or more pistols" and thus may fire 2x multiple shots with their pistols in the Shooting phase.

Source: Warhammer Chronicels 2004 page 65 / Rulebook page 57

Do the Dwarf special rules apply to the Dogs of War Dwarfs as well?

Yes, all of the Dwarf special rules (Ancestral Grudge, Relentless, and Resolute) apply to Dwarf Dogs of War.

Source: US White Dwarf #258 page 41

Does Asarnil's Dragon have an armour save?

Yes, 3+ Scaly Skin save like most Dragons.

Source: US White Dwarf #258 page 41

How are VPs awarded for Asarnil and his Dragon?

Asarnil is worth 130 VPs, his Dragon is worth 330 VPs.

Source: US White Dwarf #258 page 41

Are all models with names counted as characters (for example, Asarnil's Dragon, the Giants of Albion) for challenges, etc.?

No only the leader counts (Asarnil and Hengist), in the cases you mentioned.

Source: US White Dwarf #258 page 41

Where can I find the rules for the special Dogs of War unit, Gotrek and Felix?

In the Warhammer Annual 2002.

Source: Warhammer Annual 2002 page 64

Where can I find the rules for the special Dogs of War unit, Witch Hunters (Johan Van Hal & Wilhelm Hasburg)?

In the Warhammer Annual 2002.

Source: Warhammer Annual 2002 page 119

Where can I find the rules for the Regiment of Renown, Mengil's Manflayers?

In White Dwarf Magazine

Source: September 2004 Issue of White Dwarf Magazine (US #296 / UK #297)

Where can I find the rules for the Dark Emissary, Truthsayer, and Fenbeasts?

Warhammer Chronicles 2003.

Source: Warhammer Chronicles 2003 pages 14-16

Can you have more than one Dark Emissary (or Truthsayer) in an army?

No.

Source: Anthony Reynolds - Warhammer Design Team

Can you have a Dark Emissary and a Truthsayer in the same army?

Certainly not!

Source: Anthony Reynolds - Warhammer Design Team

Dwarfs

Can Dwarfs always march?

No. While Dwarfs may march even if there are enemies normally close enough to inhibit march moves due to their Relentless rule, they follow the other restrictions on marching such as not being able march through difficult terrain, etc.

Source: Dwarfs Army Book page 28

Page 29 under Royal Blood states 'Dwarf Lords (but Thanes) are of Royal Blood.' Should that state 'Dwarf Lords (but not Thanes)'?

Yes. Thanes are not of Royal Blood. See the entry for Thanes on page 51 of the Dwarf Army Book.

Source: Official Dwarfs FAQ

May a Gyrocopter be affected by Poisoned Attacks?

Yes.

Source: Official Dwarfs FAQ

Does a Dwarf Engineer 'count as crew' of a war machine unit he is purchased for?

Yes, Dwarf Engineers are unit champions and champions cannot separate themselves from their unit. Therefore they count as members of the crew for purposes of Misfires, allocating hits from shooting, etc.

Source: Dwarfs Army Book pages 39, 54, 56

When does a Master Engineer 'count as crew' of a war machine unit he has joined?

In the Shooting phase, only a Master Engineer acting as additional crew (i.e. actually manning the gun due to the loss of other crew members) counts as crew for purposes of Misfires. The rest of the time (including when using his Artillery Master ability) a Master Engineer is played like any other character joined to a war machine unit; that is, he does not actually become crew per the rulebook.

Source: Official Dwarfs FAQ / Dwarfs Army Book pages 38, 39 / Rulebook page 85

Can Miners charge on the turn they arrive on the table?

Usually the answer to this question is No. The Dwarf army book states "In the Movement phase of the turn when they arrive, Miners can enter the battlefield from any table edge and will be treated exactly like a unit that has pursued an enemy off the table in the previous turn (see the Warhammer rulebook)." Page 43 of the Warhammer rulebook under 'Pursuit Off The Table' states: "The unit may NOT charge, as it has missed its opportunity to declare charges, but may move normally, and may not march, but can otherwise participate in the game as normal." Note that it is possible for a Miner unit to charge on the Turn it arrives if the Miner unit is granted the ability to charge in the Shooting phase via the Rune of Oath & Honour from the Anvil of Doom.

Source: Dwarfs Army Book page 36 / Rulebook page 43

After an Oath Stone has been set, may a Stonebearer unit benefit from the +1 armour save bonus from fighting with a hand weapon and shield in all directions?

Yes. The Stonebearer unit has no flank or rear after the Oath Stone has been set. Thus they are considered to be fighting any and all enemies from their front and they may benefit from the bonus.

Source: Dwarfs Army book page 28 / Rulebook page 56

Is a Dwarf Lord mounted on Shieldbearers susceptible to the Killing Blow special ability?

No. The rules for Killing Blow clearly state that the only criteria for single models not mounted on monsters or in chariots is a Unit Strength of 2 or less. A Dwarf Lord on Shieldbearers is a single US3 model and is thus immune.

Source: Rulebook page 95 / Dwarfs Army Book page 29

Does a Dwarf Lord mounted on Shieldbearers gain +1 strength or +2 strength for using a great weapon?

A Dwarf Lord on Shieldbearers does not count as a mounted model per the definition of mounted models (cavalry and models riding monsters or chariots) stated in the Weapons rules in the Rulebook. Thus he gains the standard +2 Strength when using a great weapon.

Source: Rulebook page 55 / Dwarfs Army Book page 29

Is a Master Engineer really allowed to entrench the Anvil of Doom?

Yes, as the Anvil of Doom is classified as a war machine, a Master Engineer may entrench it.

Source: Official Dwarfs FAQ

Are shooting hits against the Anvil of Doom randomised as normal for a war machine (e.g. 1-4 hitting the Anvil and discarded and 5-6 hitting the Dwarfs) or are all shooting hits resolved against the Dwarfs?

All shooting hits fall amongst the Dwarfs. The protection offered by the Anvil is taken into account by the 4+ ward save granted to the Dwarfs against missiles.

Source: Official Dwarfs FAQ

Does the Unit Strength of the Anvil of Doom decrease if the Anvil Guards or Runelord is killed? Normally the Unit Strength of a war machine is equal to the number of remaining crew.

No, as long as there is at least one remaining crew (including the Runelord), the Anvil of Doom has a unit strength of 5.

Source: Official Dwarfs FAQ

Is the enemy allowed to declare a charge reaction against a charge made via the Rune of Oath and Honour?

Yes. The enemy is definitely allowed to make a charge reaction against the Rune of Oath and Honour. The exact text states "A single friendly Dwarf unit (but not a Gyrocopter) may make a NORMAL move (which can be a March or Charge) in the Shooting phase." A normal charge certainly allows a charge reaction and nowhere in the description of the Rune of Oath and Honour does it state that the enemy may not make a reaction / may only hold.

Source: Dwarfs Army Book page 31 / Rulebook page 19

Does the Rune of Wrath & Ruin have to cause casualties / unsaved wounds on the target unit(s) in order for the movement penalty to be applied?

No. Nowhere in the Rune of Wrath & Ruin does it state that casualties must be caused in order for the movement penalty to be applied. The Rune lists the two affects that the enemy unit suffers from - one which is the D6 S4 hits and the second is the movement penalty. Nowhere in the description are either made contingent on the other.

Source: Dwarfs Army Book page 31

How does the Slayer skill work if the model is armed with a Rune of Might?

As noted in the description of the Slayer skill, Slayers' Strength is only increased after modifications for weapons. In this situation, the Slayer's Strength will only be increased if his doubled Strength is still less than that of his opponent's Toughness (which is unlikely since that would mean the opponent's Toughness was 9 or 10!)

Source: Warhammer Chronicles 2004 page 116

May a Master Rune be inscribed on the Standard of a unit of Hammerers, Longbeards, or Ironbreakers?

Yes, there is no rule that restricts Master Runes to the Army Battle Standard.

Source: Official Dwarfs FAQ

How exactly does the Dwarf Rune of Slowness work?

The Rune comes into play when an enemy unit declares a charge on a Dwarf unit containing a standard with this Rune. 1) The Dwarf player rolls a D6 and this is subtracted from the attacking players charge distance. 2) The distance is measured to see if the charge is successful. If the charge is successful then play continues as normal. 3) If the charge is not successful, then it counts a failed charge and the unit moves its normal move. However, keep in mind the general rule that units must stay at least 1 inch apart - this means that if the charging unit's normal move is far enough that it would contact the Dwarfs anyway, then you stop the chargers 1 inch away from the Dwarf unit.

Source: Dwarfs Army Book page 45 / Rulebook pages 12, 21

Can you use the Master Rune of Challenge to force an enemy unit to charge (or flee from) a Dwarf unit with the Master Rune of Slowness?

Yes. Use of this combination is allowed. Note that the Master Rune of Challenge states 'The unit must be able to charge and reach the rune user or the unit he is with according to the normal rules.' Note the term 'according to the normal rules' means that the normal charge distance would be measured to determine if the Master Rune of Challenge was useable and the Rune of Slowness would not apply until after the charge was declared.

Source: Dwarfs Army Book pages 45, 46 / Direwolf FAQ Council Interpretation

If a unit of Warriors or Longbeards is upgraded to Rangers does the unit continue to count as part of the ratio which restricts players to not having more units of Longbeards than they have Warriors?

Rangers are not Warriors, so an army with Rangers in it must still include a unit of Warriors before it can field an unit of Longbeards.

Source: Official Dwarfs FAQ

If I upgrade a Troll Slayer to a Giant Slayer and also make him the Standard Bearer (or Musician) for the unit, whom can pick up the standard (or musical instrument) if he is killed?

If a Giant Slayer is the original Standard Bearer (or musician) then only another Giant Slayer may pick up the standard (or musical instrument). As Troll Slayers are a separate model type they are ineligible to pick up the standard (or musical instrument).

Source: Anthony Reynolds - Warhammer Design Team (Answer in regards to Gors and Ungors in the same situation) / Direwolf FAQ Council Interpretation

How are attacks allocated against units containing both Troll Slayers and multiple Giant Slayers worked out?

While wounds against Champions do not carry over into the rest of the unit, wounds may carry over from a Champion to other Champion models if there is more than one Champion in the unit (as Champions are just another type of RnF model, albeit with slightly enhanced stats and abilities) as can be the case with mixed Giant Slayer / Troll Slayer regiments. Thus, when declaring attacks against models in base-to-base contact, it is only necessary to declare which attacks are being directed toward the Giant Slayers and which, if any, are going toward the Troll Slayers. Wounds taken by the Giant Slayers in excess of those in base-to-base contact will carry over to other Giant Slayers in the unit unless all have been killed. Any wounds in excess of the number of actual Giant Slayers in the unit at the time the wounds are inflicted will not carry over to the Troll Slayers and are lost. This works a bit differently in regards to attacks directed toward Troll Slayers as if enough wounds are done to kill all of the normal rank and file (i.e. Troll Slayers), the rules specify that any excess wounds do carry over onto Champions (in this case, the Giant Slayers).

Source: Warhammer Rulebook, page 32 / Warhammer Chronicles 2004 page 113 / Direwolf FAQ Council Interpretation.

A mixed unit of Troll Slayers and Giant Slayers is hit by a weapon that causes the Giant Slayers to be able to make a 'Look Out, Sir' roll. Does there have to be a separate Troll Slayer in the unit for each Giant Slayer hit for the latter to receive the 'Look Out, Sir!' benefit?

Yes. Since hits are allocated before wounds, there have to be enough potential Troll Slayer candidates to actually accept the hits in place of their Giant Slayer brethren. If there are not enough Troll Slayers, then the remaining Giant Slayers are hit and cannot benefit from the 'Look Out, Sir!' rule.

Source: Rulebook pages 74, 75 / Direwolf FAQ Council Interpretation

In the entry for Thorek Ironbrow, Dwarf Runelord it states that he takes up a Lord and a Hero slot. Does this Lord and Hero slot include his Anvil of Doom or does his Anvil take up a further Hero slot (as normal)?

Thorek and his Anvil are one Lord and one Hero slot.

Source: Official Dwarfs FAQ

Can I use the profiles, points costs, equipment, special rules, etc. for Daemon Slayers, Dragon Slayers, and Slayers that are found in the new Dwarf Book for the Slayer Army of Karak Kadrin?

You must use the profiles, points costs, equipment options, special rules, etc. exactly as found in the Storm of Chaos book. Note that references to "Warhammer Armies: Dwarfs, page 7" should be updated to read "Warhammer Armies: Dwarfs, page 33." Also note that NO characters or units in the Slayer Army of Karak Kadrin have the special rule of "Slayer Axes" and thus they do not benefit from it. In addition, note that any references to "runic Weapons lists" should be changed to "Warhammer Armies: Dwarfs, page 44" and any references to "runic Standards list" should be changed to "Warhammer Armies: Dwarfs, pages 45-46".

Source: Official Dwarfs FAQ / Gav Thorpe - Warhammer Design Team

How do the "Look Snorri Trolls" army special rule for the Slayer Army of Karak Kadrin and Strollaz's Rune interact?

The player must choose whether to use Strollaz's Rune OR the Look, Snorri, Trolls! rule...not both!

Source: Official Dwarfs FAQ / Gav Thorpe - Warhammer Design Team

Is Malakai Makaisson a Master Engineer?

No. It states in his rules that he is a Dwarf Engineer. He is not listed as a Master Engineer.

Source: Official Dwarfs FAQ / Gav Thorpe - Warhammer Design Team

The Empire

When an Empire Detachment executes a countercharge in response to its Parent unit being charged, does the countercharging unit strike before enemy models with the Always Strikes First special rule?

No. A countercharge is still a form of a charge, and models with the Always Strikes First special rule strike before chargers.

Source: Empire Army Book page 39 / Rulebook page 94 / Direwolf FAQ Council Interpretation

When an Empire Parent unit is charged in the enemy magic phase, are its supporting detachments allowed to react with a countercharge?

It depends on the wording of the spell in question because a countercharge is a reaction normally allowed for Empire Detachments. If the spell allows the enemy to react to charges "as normal" (e.g. Unseen Lurker from the Lore of Shadows), then countercharges are allowed. If the spell does not allow normal charge reactions then countercharges are not allowed.

Source: Official Empire FAQ

Can an Arch Lector maintain two Prayers of Sigmar that Remain in Play?

No. Prayers of Sigmar work exactly like bound spells. Thus, whenever an Arch Lector casts a prayer, it forces any previous Remains in Play prayer cast by the Arch Lector to be automatically dispelled.

Source: Official Empire FAQ

If the Hammer of Sigmar prayer is cast upon a Wizard or a model with a missile weapon, does it allow re-rolls of failed to hit / wound rolls from spells and / or shooting.

Yes. The Hammer of Sigmar prayer does NOT limit the re-rolls to attacks in close combat.

Source: Official Empire FAQ

As hatred normally only works in the first turn of a close combat, When a player elects to martyr Flagellants in a second or subsequent round of combat, do the Flagellants still get to re-roll missed attacks?

Yes. The martyr effects do not follow the normal rules for hatred and may be renewed at the beginning of each round of close combat.

Source: Official Empire FAQ

Can Priests of Sigmar be equipped win an item that has a bound spell?

Yes. His Prayers are not considered to be a bound spell item.

Source: Official Empire FAQ

In games involving armies of 3000+ points each, may the Empire field more than one War Altar?

No. Only one War Altar exists. The Empire army book includes several references stating that there is only one War Altar, including "...the Grand Theogonist may despatch ONE of his Arch Lectors to do battle from the back of the War Altar."

Source: Official Empire FAQ

If the Arch Lector riding atop the War Altar is killed, is the War Altar removed from play?

No. No rules exist for the removal of chariots due to loss of crew / characters, thus the War Altar remains on the battlefield and operates normally (just like any other chariot).

Source: Official Empire FAQ

Is the Lore of Light spell from the War Altar's Golden Griffon cast by the Arch Lector or the Golden Griffon? If cast by the Arch Lector would it force a previous Remains in Play prayer cast by the Arch Lector to be automatically dispelled?

The Empire army book states that the Lore of Light spell is cast by the Arch Lector, thus it would indeed force any Remains in Play prayers (which work exactly like bound spells) cast by the Arch Lector to be dispelled. Therefore, it is best to cast the spell from the Golden Griffon prior to using the Arch Lector's prayers.

Source: Official Empire FAQ

Does the enemy earn half the Victory Points for the Steam Tank by reducing it to 5 wounds (or less)?

No. The Steam Tank is classified as a War Machine. The Victory Points rules clearly state that War Machines never surrender half Victory Points.

Source: Official Empire FAQ

How do you work out the front / flank / rear arcs of a Steam Tank?

The best way to do this is to mount the Steam Tank on a chariot base (50mm wide x 100mm long).

Source: Official Empire FAQ

When a Steam Tank is engaged against multiple enemy units (whether to its front, flank, and/or rear), and elects to spend steam points to grind the enemy, how is the damage allocated?

The controlling player chooses one of the units the Steam Tank is in contact with, and all impact hits are allocated onto this unit.

Source: Official Empire FAQ

On a turn where the Steam Tank generates Steam Points, may it freely pivot on the spot without expending Steam Points on movement?

No. In order to be able to pivot, it needs to have expended at least one Steam Point on movement.

Source: Official Empire FAQ

Can the spell Pit of Shades from the Lore of Shadows affect the Steam Tank?

No. Only spells with a given Strength may affect the Steam Tank. As the Pit of Shades forces affected models to take an Initiative test, it is ignored by the Steam Tank.

Source: Official Empire FAQ

Can the Steam Tank be destroyed via Killing Blow generated from the Bretonnian Virtue of Heroism?

Yes, as it is a Large Target.

Source: Official Empire FAQ

Can the Dwarf rune of Wrath and Ruin affect a Steam Tank?

Yes - its Movement is reduced to one and a half inches per Steam Point used.

Source: Official Empire FAQ

Can Van Horstmann's Speculum be used to swap stats with a Monstrous Mount (e.g. a Dragon)?

No. The term "Enemy" in context of a challenge is normally interpreted as an enemy character (or champion) who is actually eligible to participate in a challenge. "

Source: Official Empire FAQ

When an Empire Knightly Orders unit equipped with the Banner of the Daemonslayer wishes to charge a Fear causing enemy unit, does the unit have to take (and pass!) a Fear test in order to declare the charge?

Yes. The unit with the Banner of the Daemonslayer does not begin to cause fear until it is found to be within charge range of the enemy. Measurement of that range does not take place until after the unit has passed the fear test to declare the charge.

Source: Official Empire FAQ

How does Aldred's Casket of Sorcery work in relation to a captured spell which raises a new unit of Undead models? Whose control are the Undead models under?

They are under the control of the player that used the Casket, but then at the beginning of each of their successive turns, they must take a Leadership test to see if they crumble to dust (for every point they fail the Leadership test by they suffer one wound) as there is no Undead General supporting them.

Source: Official Empire FAQ

Can Aldred's Casket of Sorcery steal Incantatins from the Tomb Kings army? If yes, at what power level are the Incantations released?

Yes. The Incantations are released at power level 2D6 for one stolen from a Priest, 3D6 for one stolen from a High Priest, or D6 for one stolen from a Tomb Prince or Tomb King.

Source: Official Empire FAQ

With the Ring of Volans, at what point is the spell contained in the ring determined?

When spells are selected at the beginning of the game.

Source: Official Empire FAQ

High Elves

In situations where both players have units with the Always Strikes First (ASF) rule, what impact does charging and 'Strikes Last' weapons have on determining who strikes first?

When two models with the ASF rule are fighting, they will strike in descending Initiative order, rolling a dice in case of same Initiative. All other factors, such as charging, great weapons, etc. are ignored, because they have been bypassed by the ASF rule.

Source: Official High Elves FAQ

Do Lion Cloaks provide any form of protection against magic missiles (or other forms of direct damage magic)?

No. Lion Cloaks only provide protection against 'shooting attacks'. While magic missiles and other forms of direct damage magic may follow some of the shooting rules for target selection, randomization of hits, etc. they are not defined as 'shooting'.

Source: Official High Elves FAQ

How many Victory Points should a Sun Dragon ridden by a Dragon Mage be worth?

230 Victory Points. The Dragon Mage himself is 120 pionts plus any upgrades and magic items.

Source: Official High Elves FAQ

What is the proper base size for a Sun / Moon / Star Dragon?

Base sizes of both 50mm square and 50mm wide by 100mm deep are acceptable for Sun / Moon / Star Dragons.

Source: Direwolf FAQ Council Interpretation

If a model (or its mount) equipped with Dragon Armour is hit by a flaming cannonball, flaming bolt, flaming sword, etc. is the model immune to the entire attack or will they be crushed by the undrlying bolt, cannonball, sword,etc.?

They are immune to the entire attack. The rules are clear, and obviously the alchemical reason for this is that the armour repels both the element of fire and the vessel that is imbued with it.

Source: Official High Elves FAQ

Does Drain Magic affect Bound Spells or Tomb Kings incantations?

No as they don't have a casting value.

Source: Official High Elves FAQ

If Drain Magic has been successfully cast, does the spell make it more difficult to dispel Remains in Play spells? For example if a High Elf Archmage successfully casts Flames of the Phoenix upon the enemy and a High Elf Mage subsequently successfully casts Drain Magic, would the enemy need to roll a "14" to dispel it in his turn? Or would the enemy only need to roll an "11" to dispel it in his turn?

The enemy would need a 14 - Drain Magic does make Remains in Play spells more difficult to dispel, as it raises their casting value. When Drain Magic stops working, however, the Remains in Play spells revert to their original casting value.

Source: Official High Elves FAQ

Does Tyrion have a 1+ or 0+ armor save?

0+. He does not count Malhandir's barding, but he is still mounted (and thus entitled to the +1 Armour Save bonus). The Dragon Armour of Aenarion grants him a 1+ armor save but it doesn't say it cannot be modified further.

Source: Official High Elves FAQ

What is the proper base size for Tyrion and Malhandir?

As Malhandir is now a one wound cavalry mount, the proper size is a 25mm wide by 50mm deep base (i.e. a cavalry base).

Source: High Elves Army Book page 64 / Rulebook page 71

Is Teclis considered to be a High Elf Archmage for purposes of granting an army he is included in a +1 to dispel?

Yes, he is the High Loremaster of Hoeth.

Source: Official High Elves FAQ

Does the Phoenix Blade confer +1S to Caradryan? The background text of the rule indicates that the Phoneix Blade is a halberd, but the term "Halberd" does not appear in the rules for the weapon.

Yes, the Phoenix Blade was corrected via errata to count as a Halberd (and thus confer +1S to Caradryan).

Source: Official High Elves FAQ

If Remains in Play spells which cause damage at the start of an enemy magic phase are in play and a High Elf player wishes to use the Vortex Shard, which occurs first? The enemy damage spells or the Vortex Shard?

The text of the item provides no guidance to answer this question, thus you would be required to D6 for it each time per 'The Most Important Rule'.

Source: Official High Elves FAQ / Rulebook page 3

If enemy has magic items or special abilities that are activated at the start of his magic phase and a High Elf player wishes to use the Vortex Shard, which occurs first? The enemies magic items / special abilities or the Vortex Shard?

The text of the item provides no guidance to answer this question, thus you would be required to D6 for it each time per 'The Most Important Rule'.

Source: Official High Elves FAQ / Rulebook page 3

Does a model with the Reaver Bow suffer the -1 to hit penalty for firing multiple shots?Also, may a model with the Reaver Bow fire it three tiems as part of a Stand and Shoot reaction?

No (it does not have the 'multiple shots' rule) and no (it can only fire three times in the Shooting phase).

Source: Official High Elves FAQ

How do the Pendant of Vengeance and Thorek Ironbrow's Kraggi re-rolls interact?

Remember a dice can only be re-rolled once, so the two never interact at all.In other words, the Pendant forces you to re-roll successful rolls and Kraggi allow you to re-roll a failed roll, but in both cases you cannot then re-roll the second result. Thus if Thorek's initial strike against the anvil is successful, the Pendant of Vengeance may be used to force him to re-roll the strike. Kraggi's re-roll will be ignored in this instance. If Thorek's initial strike against the anvil is unsuccessful, Kraggi's re-roll may be used and the Pendant of Vengeance will be ignored in this instance.

Source: Official High Elves FAQ

Does the Talisman of Loec allow the bearer to re-roll all unsuccessful rolls to hit / wound? Or is he forced to re-roll all rolls to hit / wound, even those that are successful?

The FAQ Council is in agreement that the intention of this item is to allow the bearer to re-roll all unsuccessful rolls to hit / wound.He is not forced to re-roll successful rolls to hit / wound.

Source: High Elves Army Book page 103 / Direwolf FAQ Council Interpretation

Does the Standard of Balance remove hatred / frenzy from an enemy unit for the remainder of the game?Or does it only remove hatred / frenzy while the affected enemy unit is in contact with the unit carrying the Standard of Balance?

The Standard of Balance removes hatred and frenzy "in the same way as a unit that has already fought and lost a round of combat".Therefore, hatred is lost until the next "first round of combat" as normal and frenzy is lost permanently, as it is not normally regained after a round of combat has been lost.

Source: High Elves Army Book page 101 / Rulebook pages 52, 53

Lizardmen

Do Kroxigors count towards the minimum unit size of a unit of Skinks?

As the Kroxigor are listed as upgrades, no. The first 10 models must be Skinks.

Source: Official Lizardmen FAQ

How do you resolve a bolt thrower shooting against a unit of Skinks that includes Kroxigors? Do you randomise the hits for the first rank, or do you wait for the bolt to hit the second rank?

OK, this is how we do it. The first thing to do is determine whether the initial model hit is a Skink or a Kroxigor, as explained in the Kroxigor bestiary entry. Once you've done that you'll need to randomise which of that type of model is hit if there is more than one in the rank, and then you can work your way through, hitting the model directly behind if a model is killed. For example, take a look at the mixed unit of Skinks and Kroxigors shown on page 41 of the Lizardmen army book. If the first model hit was a Skink, then randomise which of the first rank was hit. If it was the one on the extreme left and he was killed, the bolt would pass through to hit the Skink behind him. If you randomised the second Skink from the left, and he was killed, then the bolt would strike the Kroxigor behind him. If the roll to determine which type of model is hit first results in a Kroxigor being hit, then work your way back from the first Kroxigor in the bolt's path. In the example in the army book, this means a Skink in the first rank was fortunate enough not to be hit, and the bolt will hit a randomly determined Kroxigor and potentially carry on through the unit.

Source: Official Lizardmen FAQ

Does a unit of Skinks that includes Kroxigors cause Fear? Also, for the combat result, when we compare the Unit Strengths to see if the enemy automatically flees, do we only consider the US of the Kroxigor, or the total US of the unit (Skinks + Kroxigor)?

I'd say that Kroxigors work under the same rules as Fear-causing characters inside units of non-Fear-causing models (see the main rulebook), and that only the US of Kroxigors is counted when working out whether the unit is outnumbered or not.

Source: Official Lizardmen FAQ

Can a unit of Temple Guard be joined by characters other than a Slann?

Yes, it's just that the Temple Guard can only attend one Slann at a time. If you have only one unit of Temple Guard and two Slann, one will have to move around on his own or join another unit.

Source: Official Lizardmen FAQ

Does a Slann count as a Large Target for his own line of sight purposes only when in a Temple Guard unit, or also if by himself or in another unit?

Only when he's in a unit of Temple Guard. Firstly, the rule appears in the Temple Guard rules, and secondly, it's described as the Slann rising up, above the Temple Guard to cast his spell and then sinking back down again, which he couldn't do if he was on his own.

Source: Official Lizardmen FAQ

Does the Terradon's Drop Rocks ability count as a shooting attack?

Yes, treat it exactly like a shooting attack.

Source: Official Lizardmen FAQ

Can Terradons Drop Rocks on the turn they charge?

So long as they pass over another enemy unit, why not!

Source: Official Lizardmen FAQ

Are impact hits on a Stegadon really randomised to the crew?

Yes, this is an exception to the normal rules.

Source: Official Lizardmen FAQ

The Stegadon's great bow is Poisoned. Does this mean that a roll of 6 to hit will penetrate all ranks automatically?

No – only the first hit wounds automatically. If that model is slain then roll To Wound the next as normal.

Source: Official Lizardmen FAQ

Are Stegadon weapons considered war machines for the purposes of stand and shoot or using a character's BS?

It's definitely best to treat it as a war machine, so no stand and shoot, no using a character's BS, and so on.

Source: Official Lizardmen FAQ

Page 55. Are the effects of the Engine of the Gods treated as a bound spell carried by the Skink Priest? Will a spell cast by the Priest stop the effects of the Engine? And will any effect of the Engine dispel a previously cast spell by the Skink Priest?

No. Although the Engine of the Gods can only be used so long as the Priest is alive, it isn't any sort of magic item, and it's not him that's casting the spells.

Source: Official Lizardmen FAQ

Page 55. How long do the effects of Portent of Warding last?

Until another of the Engine of the God's powers is used or the Priest or Ancient Stegadon is killed.

Source: Official Lizardmen FAQ

Are the Engine of the Gods' Burning Alignment attacks magical?

Yes – the attacks are made by a great big magical doomsday machine of the gods!

Source: Official Lizardmen FAQ

Can Salamanders make a march move and then shoot? In other words, do they have a breath weapon?

No – the attack isn't described as a breath weapon attack.

Source: Official Lizardmen FAQ

What happens if a Razordon stands and shoots and both artillery dice roll a Misfire?Are 2D3 Skinks eaten? And if only one artillery dice rolls a Misfire? Do we have 1D3 Skinks eaten and still a number of shots given by the other dice?

If you roll a misfire on either of the dice, no shots are fired and the unit loses D3 Skinks. If both roll a misfire, no shots are fired and the unit loses 2D3 Skinks instead.

Source: Official Lizardmen FAQ

Can a Razordon choose to flee if charged by an enemy that is close enough to negate the stand and shoot reaction? If yes, how do we resolve cases where we need to measure to determine if the enemy is close enough or not?

According to the main rules, if a charging enemy turns out to be too close for the unit being charged to stand and shoot, it can only make a hold reaction.

Source: Official Lizardmen FAQ

What is the Unit Strength of a Razordon/Salamander – US1 or US3?

Unit Strength 3, which, means that missile fire at the unit does not suffer a -1 to hit penalty.

Source: Official Lizardmen FAQ

What size base should Tetto'eko be mounted on? Does he have a choice to join Temple Guard, or can he only be placed in a unit of Skinks?

When he joins a unit of Skinks, they enjoy the same rule as Temple Guard. We suggest mounting him on a 40mm base.

Source: Official Lizardmen FAQ

Can the Blade of Realities be combined with the -3 penalty to the test caused by the spell Doom and Darkness?

Unmodified means unmodified, so the test is always made on the target's (unmodified!) leadership.

Source: Official Lizardmen FAQ

Is the Staff of the Lost Sun considered to make magical attacks?

It fires a blast of blinding magical light, which sounds pretty magical to us! And no, the jungle poisons rule doesn't apply.

Source: Official Lizardmen FAQ

Can a Horned One be destroyed by the Lore of Metal spell Law of Gold, or turned into a normal Cold One by the High Elf spell Vaul's Unmaking? As an Enchanted Item, the Horned One is a valid target for the spell.

Why not! However, we suggest that all of these effects should only turn the Horned One into a normal Cold One, rather than destroying it altogether, so that the model does not need replacing.

Source: Official Lizardmen FAQ

Page 102. For Cupped Hands of the Old Ones, how do you solve a result of a 12 on the Miscast table?

The Slann casts the spell with irresistible force. The wizard to whom the miscast is applied can only 'forget' the spell that was miscast if he knows it himself. For example, if a Slann miscast the Burning Head spell from the Lore of Fire and the miscast was applied to an Empire Fire Wizard in his line of sight, and a 12 was rolled on the miscast table, the Fire Wizard would forget the spell if he knew it.

Source: Official Lizardmen FAQ

When using Cupped Hands of the Old Ones, do you hand over the miscast BEFORE or AFTER determining the result on the Miscast table? Does any wound caused by this item combine with the Bane Head? Can a result of '2' be transferred?

Declare the use of the Cupped Hands of the Old Ones after determining that a miscast has occurred and rolling on the Miscast table. Yes, those wounds can be combined with the Bane Head! Yes, you can transfer a 2 to the enemy wizard (and anybody unlucky enough to be standing near him, ouch!).

Source: Official Lizardmen FAQ

There are several items that can affect miscasts, such as Cupped Hands of the Old Ones, Soul of Stone and Infernal Puppet. In what order should the effects of these item be applied?

There are many such combinations of rules and magic items in the game, and we handle it by discussing what we think should happen, and then rolling off if an immediate answer isn't forthcoming.

Source: Official Lizardmen FAQ

Can the Plaque of Dominion be used more than once, at the beginning of every enemy turn, for example?

Yes, and indeed we recommend you to do so (well, as long as there is an enemy within 18", that is).

Source: Official Lizardmen FAQ

Is Huanchi's Blessed Totem activated before or after Charge Responses?

Before, it's just fairer that way!

Source: Official Lizardmen FAQ

Ogre Kingdoms

What is the correct BS for a Bruiser? The Bestiary on page 23 indicates that he has a BS of 4, while his entry in the army list on page 69 and in the summary on page 80 indicate that he has a BS of 3.

The Bruiser has a BS of 3 - Bruisers are much better at hitting things with their fists than with complex weaponry.

Source: Official Ogre Kingdoms FAQ

Is it correct that as the rules for the Harpoon Launcher do not include the term 'Move-or-Fire', the Hunter is allowed to move and shoot with it?

No, the Hunter may not move and fire with his Harpoon Launcher - he must take time to reload it just as if it were a crossbow.

Source: Phil Kelly - Warhammer Design Team

Does the phrase 'fired exactly like a bolt thrower' mean that armour saves are not allowed for hits from a Harpoon Launcher and each model wounded by it sustains D3 wounds? Does it mean that a Hunter is allowed to pivot on the spot, without penalty, prior to firing a Harpoon Launcher?

Yes in all cases. The Harpoon Launcher allows no armour saves, inflicts D3 wounds, and the Hunter may pivot before firing (provided he is not accompanied by Sabretusks).

Source: Official Ogre Kingdoms FAQ

Why does the Hunter have 'Bull Charge' listed as a special rule in his profile on page 69 of the army list and in the summary on page 80? If he charges at a target alongside both of his Sabretusks, does he cause an impact hit?

This is simply for completeness, the Hunter is an Ogre and therefore could Bull Charge if he weren't such a loner!

Source: Official Ogre Kingdoms FAQ

May Sabretusks be released by a Hunter during the Remaining Moves phase? Or must they accompany the Hunter until he releases them for a charge?

They must accompany him until he releases them for a charge or when they are released to pursue a fleeing unit.

Source: Official Ogre Kingdoms FAQ

When a unit of Ogre Bulls is equipped with hand weapons and Ironfists, do they lose, or retain their Ogre Clubs?

They retain them, though their abilities do not 'stack' - these Ogres can choose to either fight with their normal number of Attacks and an extra -1 armour modifier, or +1 extra attack and no extra armour modifier.

Source: Official Ogre Kingdoms FAQ

May Ironfists also be used as a shield against ranged attacks?

No, they may not.

Source: Official Ogre Kingdoms FAQ

If a Leadbelcher cannon misfire results in a unit of Leadbelchers losing 25% or more of the unit as casualties, does the unit have to take a panic test?

Yes. In Warhammer 7th edition a unit suffering 25%+ casualties as a result of a misfire, must take a panic test.

Source: Rulebook page 49

As Yhetees carry an Ice Weapon in each hand, do they receive +1 attack for being equipped with an additional hand weapon?

No, they do not (not all Yhetee models have two weapons).

Source: Official Ogre Kingdoms FAQ

Does the Aura of Frost affect friendly models that the Yhetee may be in base to base contact with (e.g. during a combat involving multiple units)?

Yes, the Aura of Frost affects friendly models, but not other Yhetees.

Source: Official Ogre Kingdoms FAQ

The Gnoblar Scraplauncher does not have the Largely Insignificant rule, was this an oversight or intentional?

This is intentional.

Source: Phil Kelly - Warhammer Design Team

Is a Gnoblar Scraplauncher counted as 'Greenskinned' for purposes of hatred, etc.?

Yes it is.

Source: Phil Kelly - Warhammer Design Team

Can a Gorger march on the turn it arrives on the table?

No, it may not. Page 43 of the Warhammer rulebook under 'Pursuit Off The Table' states: "The unit may NOT charge, as it has missed its opportunity to declare charges, but may move normally, and may not march, but can otherwise participate in the game as normal.

Source: Rulebook page 43 / Ogre Kingdoms Army Book page 37

What happens if a lone character with a Gut Magic spell in play upon him joins a unit of Ogres without any Gut Magic spell in play upon them? Does the character continue to benefit from the spell? Does the entire unit now benefit from the Gut Magic spell as well?

The character alone will benefit - if another Gut Magic spell is subsequently cast upon that unit it will replace the current spell effect that the character is under.

Source: Official Ogre Kingdoms FAQ / Rulebook page 110

If a lone character has a Gut Magic spell in play upon him (e.g. Toothcracker) is he allowed to join a unit of Ogres with a different Gut Magic spell in play upon them (e.g. Trollguts)? If yes, what happens?

Yes, the character may join the unit. In the case mentioned above the character would immediately lose the effects of his spell and gain the effects of the spell affecting the unit he has joined.

Source: Official Ogre Kingdoms FAQ / Rulebook page 110

What happens if a character attached to a unit with a Gut Magic spell in play upon it leaves the unit? Does the character continue to benefit from the spell? If yes, does the unit continue to benefit from the spell as well?

The casting Butcher may decide if the spell still affects the character or the unit.

Source: Official Ogre Kingdoms FAQ / Rulebook page 110

Do magic items (or abilities) which destroy spells affect Gut Magic spells? If yes, is the spell considered destroyed for all the Butchers on the table, or just forgotten by the Butcher who attempted to cast the spell?

Yes, they affect Gut Magic spells - though they would only affect the Butcher targeted by that effect. So, for instance, a Rune of Spelleating could destroy a Butcher's Trollguts spell, but other Butchers would still know that spell.

Source: Official Ogre Kingdoms FAQ

Can a Tyrant, Bruiser, or Hunter equipped with heavy or light armour (note all three characters come with light armour as standard equipment) also wear the Bullgut or Gut Maw? Or does selecting the Bullgut or Gut Maw replace their mundane body armour (and leave them with only a 6+ armour save)?

They may be equipped with the Bullgut or Gut Maw in addition to their mundane body armour. For example, a Tyrant equipped with Heavy Armour and the Gut Maw has a 4+ armour save.

Source: Phil Kelly - Warhammer Design Team.

Is the Thundermace a "Tyrant Only" magic weapon?

No; a Slaughtermaster can buy it, but he would not be able to use its special ability (this sadly means that it would simply count as a magical great weapon for him, not really worth the points...).

Source: Official Ogre Kingdoms FAQ

Do the miscast effects of the Greatskull apply against friendly Gut Magic spells?

No, the entry should read 'any enemy spellcaster'.

Source: Phil Kelly - Warhammer Design Team

Does the Greedy Fist eat the magical properties of magic close combat weapons used against the bearer on a successful ward save? or just armour saves?

Any Saving throw, so this includes Ward Saves. The Greedy Fist's effects only work in close combat.

Source: Official Ogre Kingdoms FAQ

Does the Ogre Bulls entry in the Ogre Kingdoms book replace the Ogres entry in the Dogs of War list? If not, may Dogs of War Ogres utilize the Bull Charge rule?

No and No. Dogs of War players may use either their normal entry or those noted as Dogs of War in the Ogres army list.

Source: Official Ogre Kingdoms FAQ

May Chaos Ogres utilize the Bull Charge rule?

No.

Source: Official Ogre Kingdoms FAQ

Where can I find the Rules for Rhinox Cavalry?

In White Dwarf Magazine.

Source: White Dwarf Magazine (US September 2005 Issue #308 / UK September 2005 Issue #309)

Where the rules released in White Dwarf for the Rhinox Cavalry suppose to be given the "Official" tag or are these "Organizer Discretion" (as per Gav's previous comments in regards to the Arch Lector of Sigmar) in regards to tournaments?

As with all rules published in White Dwarf, if you want to use them at a tournament you should check with the tournament organiser first.

Source: Phil Kelly - Warhammer Design Team

Can Rhinox Cavalry be augmented by Gut Magic?

No. The rules for Gut Magic clearly specify that only units classified as "Ogres" per the Ogre Kingdoms army book may be augmented by Gut Magic. As Rhinox Cavalry are a Dogs of War unit and the rules printed for Rhinox Riders do not classify them as "Ogres", it appears that their exclusion is intentional.

Source: Ogre Kingdoms Army Book pages 16, 60 / White Dwarf Magazine (US September 2005 Issue #308 / UK September 2005 Issue #309)

How many character slots does Ghark Ironskin take up?

Ghark's rules should include the following: "Ghark Ironskin takes up a Lord and a Hero choice".

Source: Phil Kelly - Warhammer Design Team

Orcs & Goblins

May a Savage Orc, Black Orc, or Night Goblin carry the Battle Standard? The Book uses the term "Orc" or "Goblin".

Yes. Any one Big Boss in the army may carry the army's Battle Standard

Source: Official Orcs & Goblins FAQ

May an army which does not have a specific entry for Dogs of War in their Army Book or Army List hire and field Dogs of War / Regiments of Renown units?

The rules for including Dogs of War in other armies are found in the Dogs of War army list and Regiments of Renown list. If the Army Book / Army List in question or the Dogs of War / Regiments of Renown list allow the Army Book / Army List in question to field Dogs of War / Regiments of Renown then it is legal to do so. For example, in the Orcs & Goblins army book, the army book does not include any language about hiring Dogs of War, however as the Dogs of War rules allow Orcs & Goblins to field units of Dogs of War, it is still legal to do so. Orcs & Goblins may also hire the Regiments of Renown as outlined in the 'For Hire' rules for each particular Regiment of Renown.

Source: Gav Thorpe - Warhammer Design Team / Dogs of War Army List / Regiments of Renown List

A unit which generates a "Squabble" result on the Animosity table can "do nothing" for the remainder of the player turn. Can you please clarify what "do nothing" means in this context?

"Do nothing" means that the unit (and any characters attached to it) can not perform the following: declare a charge; move; shoot; cast a spell; or declare a charge reaction other than "hold". Note that a unit which generates a "Squabble" result is not considered Immune to Psychology and must still take any panic, fear, or terror tests which may occur in the player turn.

Source: Orcs & Goblins Army Book page 16 / Rulebook page 53 / Direwolf FAQ Council Interpretation

When a Waaagh! is declared if a unit rolls a "1" and suffers 25%+ casualties does it cause a panic test? Also, if a Black Orc using his Quell Animosity rule kills 25%+ of the models in the unit he is attached to, does it cause a panic test?

Yes and Yes. The Panic rules clearly state that Panic may be caused due to casualties from random factors and these both fit that description! If Panic is caused in such a situation the Rulebook states that the survivors will flee towards the closest table edge.

Source: Rulebook page 49 / Orcs & Goblins Army Book pages 17, 20

If a unit led by a Black Orc rolls a '1' on the turn a Waaagh! is declared, how much damage is inflicted upon the unit?

The unit suffers a total of D6 Strength 5 hits and does not Squabble. Per the Quell Animosity rule, the Black Orc character inflicts his damage upon the unit and changes the result to "Plan's a good 'un". As the unit did not actually count as Squabbling that turn, it therefore does not suffer the D6 wounds for Squabbling on the turn a Waaagh! is declared.

Source: Orc & Goblins Army Book pages 17, 20 / Direwolf FAQ Council Interpretation

When a Waaagh! is declared, can units of Goblins receive the +1 bonus for being led by a Warboss or Big Boss?

Yes, the maximum bonus listed for units of Goblins is in the subsection discussing the Waaagh! bonus added for ranks. Units of Goblins are still eligible for the +1 Waaagh! bonus for being led by a Warboss or Big Boss.

Source: Orcs & Goblins Army Book page 17

Under the "We'll Show 'Em" result on the Animosity chart, is there supposed to be a distinction between "Line of Sight" and "Enemies in view"?

No distinction. Follow the normal rules for Line of Sight.

Source: Orcs & Goblins Army Book page 16 / Rulebook page 8

When a unit with 360 degree line of sight (e.g. Night Goblin Squig Hoppers) is affected by a We'll Show 'Em result but cannot see any enemies, which direction do they move in?

Move the unit in a random direction (i.e. roll a Scatter Die to determine the direction the unit moves).

Source: Orcs & Goblins Army Book page 16 / Direwolf FAQ Council Interpretation

Can Savage Orc Big 'Uns on foot be given a Magic Standard? All the other Big 'Uns may carry one!

No. Savage Orc Big 'Uns on foot may not be given a magic standard per their unit entry. It is likely that the Design Team put this limitation in place to prevent the combination of Savage Orc Big 'Uns with Spears and the Banner of Butchery.

Source: Orcs & Goblins Army Book page 52

Can a Black Orc Big Boss upgraded to the Battle Standard Bearer still choose to fight with two choppas or a great weapon per the "Armed to da teef" rule?

Yes. Note that Warhammer 7th edition has no general rules governing the weapons and equipment a Battle Standard Bearer may use. This is covered in the individual Army Books... and as a Black Orc BsB is equipped with two choppas and a great weapon he may use them.

Source: Gav Thorpe - Warhammer Design Team

Are Savage Orc Warbosses and Big Bosses *really* allowed to wear light armour?

Yes, they are allowed.

Source: Orcs & Goblins Army Book pages 49-50

Are chariots for Orcs & Goblins characters to ride bought as a Special Unit like in other Army Books?

No, they are bought and treated exactly like a monstrous mount. This also means that no options can be bought for these chariots (the options are only for the chariots bought as Special units), and that victory points for the chariot are awarded separately from the character riding it, exactly like in the case of a Monstrous mount.

Source: Official Orcs & Goblins FAQ

What sized base are Giant Cave Squigs and Gigantic Spider mounts supposed to be on?

The new Giant Cave Squig models come packaged with 40mm square bases. Gigantic Spider Mounts do not have an official base size, however based on similar monstrous mounts, they should be based on either a 40mm or 50mm square base. For ease of ranking up, we recommend that you mount Gigantic Spiders on 50mm square bases if you intend to attach the Gigantic Spider to a unit of Cavalry or Orc Infantry, otherwise mount them on a 40mm square base.

Source: Giant Cave Squig Package / Direwolf FAQ Council Interpretation

What is Azhag the Slaughter equipped with? His wargear lists an item not included in his magic item list.

Slaggs's Slashas, Azhag's 'Ard Armour and the Crown of Sorcery.

Source: Official Orcs & Goblins FAQ

Are Night Goblin Fanatics Immune to Psychology?

Yes.

Source: Official Orcs & Goblins FAQ

Do Fanatics count when working out if their unit is below half strength for assigning victory points?

No. Fanatic models are never counted and never assign any victory points on their own. Only count the number of Night Goblins in the unit. The points cost of the Fanatics is added to the cost of the unit, in the same way as other upgrades (like a musician, for example).

Source: Official Orcs & Goblins FAQ

In the rules for Night Goblin Fanatics it states that a Fanatic is removed as a casualty if it comes into contact with a "terrain feature of any kind". Does this include open terrain features as defined on page 16 of the Warhammer Rulebook?

Using common sense, the answer is No. If the terrain feature is "open" the Fanatic is only going to be contacting it with his feet and should not be removed as a casualty. If the Fanatic comes into contact with any non-open terrain features he should be removed as a casualty.

Source: Orcs & Goblins Army Book page 25 / Rulebook page 16 / Direwolf FAQ Council Interpretation

What happens when a Fanatic comes into contact with the table edge? Is he removed as a casualty, or does he simply stop at the edge?

As the edge of the table is treated as impassable terrain, the fanatic is removed as a casualty. Due to the "Out of Control" rule a fanatic must be removed as a casualty when it comes into contact with impassable terrain.

Source: Orcs & Goblins Army book page 25 / Rulebook page 15 / Direwolf FAQ Council Interpretation

Can an Orcs & Goblins army shoot at "friendly" Fanatics once they are released?

No. Orcs & Goblins are no longer allowed to shoot at "friendly" released Fanatics. The language allowing that was removed from the current Orcs & Goblins Army Book.

Source: Orcs & Goblins Army Book page 25 / Rulebook page 25

If a unit ends its movement on top a fanatic, does the unit take 2D6 hits (and resolve any necessary panic test)? Or does the unit take D6 hits when first contacting the fanatic (resolving any necessary panic test) and then, if it does not panic, move on top of the Fanatic and take a further D6 hits (resolving any necessary panic test)?

When a unit ends its movement on top of a fanatic, the fanatic is removed, the unit takes 2D6 hits, and then resolves any necessary panic test.

Source: Orcs & Goblins Army Book page 25 / Direwolf FAQ Council Interpretation

Can characters join Squig Hopper units? If yes, how does this affect the movement of the unit?

No, this is not allowed. Characters are not allowed to join units which are subject to compulsory movement rules.

Source: Orcs & Goblins Army Book page 26 / Rulebook page 73

May a Night Goblin character riding on a Great Cave Squig join a unit of Squig Hoppers?

No. The rules for Great Cave Squiqs explicitly state that they may not join units.

Source: Orcs & Goblins Army Book page 26

If all the Squigs in a Squig Herd are killed (so there are only Night Goblins left), and the unit subsequently breaks from combat, does the Wild Squigs rule still apply?

No. The rule is called "Wild Squigs". If no Squigs remain, the rule does not apply.

Source: Orcs & Goblins Army Book page 26 / Direwolf FAQ Council Interpretation

What is the proper procedure for allocating attacks (and removing casualties) in close combat from Squig Herds containing both Squigs and Night Goblins?

Squig Herds contain two types of models, Night Goblins and Squigs. An enemy model can only attack the type of model with which it is in base to base contact. When an enemy model touches more than one type, the owning player must state where to distribute its attack(s). For example a mixed Squig Herd front line may have five enemy models in base to base contact. One enemy only touches a Night Goblin so it must attack that Night Goblin model. One enemy touches a Squig only, and must attack it. The three remaining each touch both Night Goblins and Squigs, so the owning player must state what those three models are attacking. Casualties are removed as normal except the Squig Herd player must track how many of each type are killed and remove that type. Note that attacks at any particular Initiative order all happen at the same time, so if they cause more wounds on one type of model than remain in the unit, it's too late to re-allocate those attacks; the excess wounds are lost. For example if a depleted Squig Herd has 5 Squigs and 5 Night Goblins, and the enemy attacks cause 6 wounds on Squigs, only 5 Squigs can be removed; the remaining wound is lost and not counted for combat resolution. When a front line model is killed, it is replaced by a model from the rear ranks; thus it may be possible for a Night Goblin killed in the front line to be replaced by a Squig, or vice versa. As long as there are unengaged rear rank models of both types, the owning player can choose.

Source: Orcs & Goblins Army Book page 26 / Rulebook pages 32, 34, 36.

If a Squig Herd is defeated in combat and fails the resulting break test, does the Squig Herd flee (and thus allow the enemy to pursue)?

Yes. Per the Wild Squigs rule, the unit may break and flee. Note however, that the Squig Herd is immediately removed from the table instead of fleeing as normal. If the victorious unit pursues, the Squig Herd should be treated as being caught by the victorious unit, and the pursuit move should be treated accordingly.

Source: Orcs & Goblins Army Book page 26 / Rulebook page 40

Can a unit suffer the entangled effect from Night Goblin Netters more than once?

Once a unit is entangled in that combat phase, further entangled results have no effect, so the maximum Strength modifier is -1.

Source: Official Orcs & Goblins FAQ

May characters engaged in a challenge be affected by Night Goblin Nets?

Yes. Nets are not classified as an "Attack" and thus characters engaged in a challenge may be entangled within them.

Source: Orcs & Goblins Army Book page 24 / Rulebook page 77

Do Night Goblin Nets affect impact hits from chariots, etc.?

Yes. The Nets are thrown at the start of each close combat phase across all combats that turn (prior to any combats being resolved), and thus occur prior to impact hits.

Source: Orcs & Goblins Army Book page 24 / Rulebook page 63

The Waaagh spell makes any friendly unit move 2D6" towards the nearest enemy. Does *any friendly unit* include Night Goblin Fanatics?

Yes. The Fanatics are moved exactly like in the Movement phase, except that the direction of their move is towards the nearest point of the nearest visible enemy. If the Fanatic can see no enemies, it is moved in a random direction.

Source: Official Orcs & Goblins FAQ

If a unit has Squabbled, is it possible for the unit to move via the Hand of Gork spell? What about if the Waaagh! spell is successfully cast?

No and no. The Animosity rules state that the unit can do nothing that (player) turn.

Source: Orcs & Goblins Army Book pages 16, 40, 41 / Direwolf FAQ Council Interpretation

When a unit with 360 degree line of sight (e.g. Night Goblin Squig Hoppers) is affected via the Hand of Gork or the Waaagh! spell, but cannot see any enemies, which direction do they move in?

Move the unit in a random direction (i.e. roll a Scatter Die to determine the direction the unit moves).

Source: Orcs & Goblins Army Book pages 40, 41 / Direwolf FAQ Council Interpretation

If Azhag the Slaughterer Miscasts, does he use the Miscast table in the rulebook (for being a Death Magic user) or the Waaagh! Miscast table (for being an Orc)?

As Azhag is not a Shaman, but a Wizard, he uses the miscast chart in the rule book.

Source: Official Orcs & Goblins FAQ

If a character with the Amulet of Protectyness has a better armour and/or ward save than the enemy model which wounded him, may he use his own save?

No. The text clearly states that the bearer counts as having the same armour save and ward save as the model that caused the wounds.

Source: Orcs & Goblins Army Book page 43

If an Orcs & Goblins character wearing the Amulet of Protectyness is wounded by an enemy model who has a magic item which allows him to re-roll armour saves, (e.g. Bretonnian Gromril Great Helm, High Elf Vambraces of Defense, etc.) does the wearer of the Amulet also get to re-roll his armour saves?

No. Nowhere in the Amulet of Protectyness's description does it state that you get to use special rules related to the opponent's magic item. Likewise, if you were fighting a Chaos Lord who was wearing the Armour of Damnation, you would only get to use his armour save....you would not benefit from the special rule of forcing the enemy to re-roll to hit you.

Source: Orcs & Goblins Army Book page 43 / Direwolf FAQ Council Interpretation

If an Orcs & Goblins character wearing the Amulet of Protectyness is wounded by an enemy model who has a conditional Ward save (e.g. Bretonnian Blessing, Lizardmen Aura of Quetzl) how does this work?

As noted in the description of the item, the wearer of the Amulet has the same Ward save as the enemy model who wounded him. If that Ward save has conditions, then those conditions must be met for the wearer of the Amulet to benefit. For example, if the wearer of the Amulet was attacked by Bretonnian Knights of the Realm with the Blessing, his ward save would be a 5+ on the turn the Bretonnian Knights charged him and a 6+ thereafter.

Source: Orcs & Goblins Army Book page 43 / Direwolf FAQ Council Interpretation

If an Orcs & Goblins character wearing the Amulet of Protectyness is wounded by an enemy model who has a Ward Save that only works until the model fails the first save (e.g. Wood Elf Stone of the Crystal Mere), how does this work?

In such a case, the wearer of the Amulet has the same Ward save as the enemy model who wounded him. So, as long as the enemy model who wounded him has not failed a Ward save, the Orcs & Goblins character would get the Ward save. Note that if the Orcs & Goblins character fails a Ward save it does not negate the item as he is not the bearer of it.

Source: Orcs & Goblins Army Book page 43 / Direwolf FAQ Council Interpretation

If a Goblin with the Brimstone Bauble is mounted on a chariot or monster, does his mount take hits if the Goblin is killed?

Yes, that appears to be the intent. The rules for the Bauble indicate that friends and foes suffer hits. While a chariot or monster is not technically in base to base contact with the bearer, allowing it to be exempt from the hits when all friends and foes around the explosion suffer defies common sense.

Source: Orcs & Goblins Army Book page 45 / Direwolf FAQ Council Interpretation

Skaven

On page 53, the Packmasters' special rule Running with the Pack (i.e. no rank bonus) and the special rule Beast Pack mentioning the Strength in Numbers rule seem to contradict each other.

The Running with the Pack rule does not mean units of Rat Ogres never have a rank bonus, but rather than the Packmaster and Master Moulder models are ignored when working out the unit's rank bonus, so only ranks of Rat Ogres count. Use the Packmasters' or Master Moulders' Ld value (or the General's) as the base Ld for the unit, to which you then add the Rat Ogres' rank bonus.

Source: Official Skaven FAQ

Do Rat Ogres and Giant Rats without Packmasters have the Strength in Numbers special rule?

No, left on their own the beasts lose this rule.

Source: Official Skaven FAQ

A Master Moulder counts as a champion in all respects, so it has to be placed in its unit's front rank, right?

Yes, but we think it looks better if you put it on the leftmost or rightmost position in the rank.

Source: Official Skaven FAQ

Is a Master-bred Rat Ogre a unit champion in all respects? Can it issue/meet a challenge, for example?

Yes it is, and yes it can (in a kind of instinctive and inarticulate way, probably).

Source: Official Skaven FAQ

As frenzied creatures, the Rat Ogres are Immune to Psychology. What about their Packmasters? Are they still subject to panic?

This is a bit of a complicated situation, where a unit has a mix of frenzied and non-frenzied models. The only other occurrence we can think of when something like this ever happens is when a non-frenzied character joins a frenzied unit. For simplicity's sake, we tend to apply these same rules for the Packmasters/Master Moulders in units of Rat Ogres. So, as long as the Rat Ogres are frenzied, we consider the entire unit Immune to Psychology and obliged to charge, but the Packmasters don't get any extra Attacks.

Source: Official Skaven FAQ

What is the Doomwheel's Unit Strength? Is it a monster?

Even though it is quite monstrous, it is not a monster, and its Unit Strength is 5.

Source: Official Skaven FAQ

Does the Doomwheel need to see the target unit before moving in order to charge it?

No, it doesn't. So it can charge an enemy that was behind it, for example.

Source: Official Skaven FAQ

If a Doomwheel's random movement would be enough to bring it into contact with an enemy unit, is that unit allowed charge reactions?

Yes. Measure to see if the charge is in range first and then declare the reaction. If the unit flees out of reach, move the Doomwheel after it the entire distance rolled.

Source: Official Skaven FAQ

Can a Doomwheel start its move in a unit's front arc and move around the target in order to charge it in the flank, or from the flank to the rear, or even from the front to the rear, for that matter?

No, the Doomwheel must still obey the charging rule stating that it must charge the target in the same arc it begins the charge movement in.

Source: Official Skaven FAQ

Must a Doomwheel roll to hit with each 'Zzzzap!' bolt? Can it stand and shoot? Can it shoot units in close combat? If so, are the hits randomised as with Expendable?

No it does not roll to hit – bolts automatically hit the closest unit (literally!), whether it is in combat or not, so there is no randomisation. And no, it cannot stand and shoot, its lightning attack only happens in each friendly Shooting phase.

Source: Official Skaven FAQ

If a unit is affected by the Curse of the Horned Rat and not entirely destroyed, who choses which models are removed as casualties?

The player controlling the affected unit. Normally, characters and champions are more resilient than normal rank-and-files to the mutating effects of the Curse.

Source: Official Skaven FAQ

As the Curse of the Horned Rat states that the new unit can have 'any normally allowed equipment or command', can you replace two of the models with a weapon team?

Most definitely not: 'equipment' refers to their choice of weapons, and 'command' to the champion, musician and banner. Nice try!

Source: Official Skaven FAQ

Can I cast Wither on friendly units?

Yes, but your plan would have to be really, really cunning and treacherous for you to gain any advantage by doing so...

Source: Official Skaven FAQ

What are the Unit Strengths and base size of a War-litter? And what about a Bonebreaker?

For both models, we suggest using a Unit Strength of 3 (plus 1 for the Warlord), and a base size of 40mm square. However, do keep in mind that, as for all conversions, there are no strict rules about base size (other than: 'Be reasonable!'), and that any forthcoming Citadel miniature might be different from this suggested size.

Source: Official Skaven FAQ

What's the base size of a Hell Pit Abomination?

We suggest 60 x 100 mm. However, do keep in mind that, as for all conversions, there are no strict rules about base size (other than: 'Be reasonable!'), and that any forthcoming Citadel miniature might be different from this suggested size.

Source: Official Skaven FAQ

What are the Unit Strengths (and base sizes) of Warplock Jezzails and Weapon Teams?

They are all Unit Strength 2. The safest bet is to assume they are all on a cavalry base, even though they are obviously infantry models. However, do keep in mind that, as for all conversions, there are no strict rules about base size (other than: 'Be reasonable!'), and that any forthcoming Citadel miniature might be different from this suggested size.

Source: Official Skaven FAQ

The Hell Pit Abomination's description does not exactly describe how it flees/pursues.

It flees/pursues 3D6", and note that you don't roll on the 'Berserk Abomination chart' when you roll a triple for fleeing/pursuing.

Source: Official Skaven FAQ

What's the range of the Warp-Lightning Cannon?48" or 60"?

It counts as a Cannon (as opposed to a Great Cannon), so its range is 48".

Source: Official Skaven FAQ

Regarding the Doom-flayer's armour save, does it get it only against hand-to-hand attacks, or also against ranged ones? And what about against result 3-5 of its own Mishap chart?

It's for both ranged and close combat attacks. Hits from the Mishap chart are treated as hits against its side/rear (as in reality they would be coming from inside it!), so the machine does not get any armour save against them.

Source: Official Skaven FAQ

What is the Unit Strength of a Screaming Bell/Plague Furnace?

For both models, we suggest using a Unit Strength of 6 (plus 1 for the rider).

Source: Official Skaven FAQ

The Screaming Bell/Plague Furnace serves as a mount for a Grey Seer/Plague Priest who (with his 'mount') has to join a unit at the beginning of the game. What if your army does not include an appropriate unit for it to join?

If you don't have a unit for the Bell/Furnace, you can deploy it, but it won't be able to move for the rest of the game. So why would you do that?

Source: Official Skaven FAQ

Can I join other characters to the units with the Screaming Bell/Plague Furnace? They make their units Unbreakable and non-Unbreakable characters cannot join Unbreakable units.

At deployment, characters can be deployed in the unit pushing the Screaming Bell and they will also become Unbreakable. The drawback to this is that they cannot leave the unit as long as the Bell is still there. Once the game is started, no characters can join the unit as long as the Bell remains, as characters cannot join an Unbreakable unit. The same goes for the Plague Furnace, except that the only characters that can be deployed in its unit are those belonging to Clan Pestilens (i.e. Plague Priests, Lord Skrolk, and any other Pestilens characters we might publish or you might design). The reason for this is that the Furnace only makes Plague Monks Unbreakable and no other Skaven.

Source: Official Skaven FAQ

If the unit that is pushing the Bell/Furnace is completely destroyed, can the Bell/Furnace join another unit (or vice versa), so that it can be moved again?

No, once its unit is gone the Bell/Furnace is stuck for the rest of the game, but it is still Unbreakable.

Source: Official Skaven FAQ

If the rider is killed, what happens to the Bell/Furnace?

It continues to function normally inside its unit. The only difference is that all ranged attacks against it will hit the Bell – no need to randomise.

Source: Official Skaven FAQ

Are the dice used to ring the Screaming Bell power dice? If so, are they taken from the pool, from the Grey Seer's, or neither?

The dice rolled for the Screaming Bell are not power dice, but, as at least one of its effects can act as spells, it is still best to roll the Bell's powers before casting spells.

Source: Official Skaven FAQ

What types of movement within their own unit can the Screaming Bell/Plague Furnace execute during a game? For example, can it move within the ranks to reach a fighting position?

When the unit executes any manoeuvre (other than a wheel), the Bell/Furnace is immediately moved to the centre of its front rank. If the unit is engaged in combat, the Bell/Furnace is stuck in place and cannot be moved within the ranks until the unit can manoeuvre/reform again.

Source: Official Skaven FAQ

Can 'Billowing Death' be used when the unit marches?

Yes, the great censer works nicely with an extra bit of forward movement!

Source: Official Skaven FAQ

How many attacks does the Plague Furnace gain from Frenzy?

Just one, for a total of 7 attacks. This represents the fact that the Monks mostly channel the energies of their frenzy into swinging the great censer!

Source: Official Skaven FAQ

Do models killed by 'Maddening Fumes', 'Enshrouded by Fog', plague censers' fumes, magic banners or indeed any other rule that has a chance of causing damage on your own units count against who can attack in combat? And how about combat resolution – do these wounds caused on your own unit count towards the combat resolution score?

Yes, they do count, just like impact hits would. The wounds caused by these rules on the enemy are added to your side's combat resolution score, while those caused on your own unit are added to the enemy's combat resolution score. Note that this answer covers everything that can cause wounds in combat both on the enemy and on its own side (and the Skaven are famous for this kind of 'accident').

Source: Official Skaven FAQ

What manoeuvres, if any, are permitted with the D6" of movement granted by the 'Unholy Clamour' and 'Avalanche of Energy' results on the Bell chart?

The unit can only advance straight forward and/or wheel, nothing else.

Source: Official Skaven FAQ

What is the Leadership value of a Screaming Bell/Plague Furnace?

They have Ld 0 (-) and so will fail Ld tests automatically, but as they are Unbreakable, this will matter only very rarely (spells and magic items that force Ld tests, etc.).

Source: Official Skaven FAQ

The Warlock Engineer can choose a Warlock-augmented Weapon as a piece of equipment. This weapon is also a magical weapon. Does that mean that only one Warlock Engineer in all the army can take this option? The same question applies to Death Globes and the champions of units of Globadiers.

All Warlock Engineers can choose a Warlock-augmented Weapon from their basic equipment, and this was intended to make them more freely available for players wishing to field them. This still counts as a magic weapon from all points of view (so, for example, the Warlock Engineer cannot buy another magical weapon). In addition to Warlock Engineers, a single other character in the army can pick a Warlock-augmented Weapon as his magical weapon. Exactly the same goes for Death Globes –all Globadier champions can have them, as well as one character.

Source: Official Skaven FAQ

Gutter Runners can be upgraded to have Poisoned Attacks, and Assassins have this rule by default. Is this the Poisoned Attacks as described in the Scavenge Pile (page 33), or the Poisoned Attacks as described in the special rules of the rulebook? In other words, do the models get poisoned throwing stars and/or slings?

Assassins, and Gutter Runners that upgrade to Poisoned Attacks, use the normal rules (the Scavenge-pile only refers to non-Eshin characters) –that is, Assassins and Gutter Runners have poisoned throwing stars and slings!

Source: Official Skaven FAQ

As Boneripper is Unbreakable, he cannot join non-unbreakable units, including Thanquol. Is this OK?

Yes, Thanquol rather prefers that his bodyguard protects him from a distance (we suspect that he does not entirely trust this 'gift'...).

Source: Official Skaven FAQ

What are the VPs for Boneripper?

On his own, Boneripper is not worth anything. His points values are incorporated into Thanquol's, much like the cost of a magic item.

Source: Official Skaven FAQ

Does the Doomrocket need line of sight to a target? Can it be used to stand and shoot?

No, the Doomrocket does not need line of sight, as it's simply fired in a nominated direction. It can be used to stand and shoot. Essentially, it follows the normal rules for missile weapons, except that it does not roll to hit and instead has its own firing rules.

Source: Official Skaven FAQ

When a new unit is created using the Curse of the Horned Rat, where is it placed and in what formation/facing etc?

The Clanrats are placed in the same position, formation and facing of the destroyed unit (imagine you are literally replacing each model with a Clanrat). If the destroyed unit was a skirmishing unit, replace the models and then immediately form the Clanrats up and roll a scatter dice to determine the unit's facing.

Source: Official Skaven FAQ

If a template weapon fires into combat using the Skavenslaves' Expendable rule, how are hits distributed?

In this case, ignore the randomisation roll and simply hit all models touched by the template.

Source: Official Skaven FAQ

When a model with a Plague Censer causes a wound on a ridden monster or other model with separate target-able components, how is the damage distributed?

Take a Toughness test with the best Toughness value available to the ridden monster/chariot/multiple statline model and then if the test is failed, randomise the wound as you would for a missile hit.

Source: Official Skaven FAQ

Can a unit of Night Runners accompanied by a character make a 'Slinking Advance' move?

Only if it's a Clan Eshin character.

Source: Official Skaven FAQ

Can Assassins be revealed only when the unit hiding them is in combat? The placement rules only allow Assassins to be placed where they can fight.

No, they can be revealed even if the unit is not in combat, in which case he must be placed in the unit's front rank, just like any other character.

Source: Official Skaven FAQ

Are the Rat Swarms generated by 'The Rats Emerge' worth any victory points?

The unit is worth 50 victory points, regardless of its size. It just seems fair!

Source: Official Skaven FAQ

When an Abomination/Doomwheel flees, does it pass through friendly units or stop as specified by 'Shambling Horror' and 'Rolling Doom'? If it passes through, does it cause impact hits?

Fleeing Abomination/Doomwheels move through units as normal, inflicting impact hits just like a chariot would.

Source: Official Skaven FAQ

If an Abomination suffers a 'Fluid Injected!' result, are any subsequent close combat hits resolved at S7?

Yes, as its Strength affects the Strength of its attacks.

Source: Official Skaven FAQ

What happens if an Abomination rolls 'It's Alive!' but there is insufficient room to replace the model within 3" of the marker and 1" from enemy?

It is destroyed, just like the rats that might emerge from its carcass.

Source: Official Skaven FAQ

What range is used for a Warpfire Thrower's Stand and Shoot reaction?

The Warpfire Thrower is fired before the charging unit is moved. If the target is too far, then we suggest fleeing instead...

Source: Official Skaven FAQ

Does a 'Bbbbrrrrrttt!' result include the shots from the dice that caused the Misfire?

Yes, it does, just like in the 'Spins Wildly' result.

Source: Official Skaven FAQ

Are the shots from a 'Spin Wildly' result limited by the weapon's range?

Yes, the shots stop after travelling 18".

Source: Official Skaven FAQ

At what Strength are impact hits from the Doom-Flayer resolved? The machine's or the weapon team's?

The machine's – Strength 4, -2 armour save modifier.

Source: Official Skaven FAQ

What is the Unit Strength of the Warp Lightning Cannon?

The same as its number of crew, which is 3 (even though the models are not separate).

Source: Official Skaven FAQ

Does Storm Daemon's lightning attack ignore armour saves?

The 'no armour save' applies only to the close combat attacks made by the weapon. Hits from Storm Daemon's magic missiles have a normal -2 armour save modifier.

Source: Official Skaven FAQ

Are eligible characters permitted a 'Look Out, Sir!' roll against Cracks Call?

Yes they do, as this spell pretty well fits the rulebook definition of 'a ranged attack with unique targeting rules, which allow the player to deliberately aim his shot at a character inside a unit'.

Source: Official Skaven FAQ

Must models in a building hit by Crack's Call take an Initiative test regardless of whether the building collapses?

No, as the exact position of the models is not known, the 5+ roll for the building effectively replaces the individual tests for the models in the unit. Initiative tests aplenty will need to be taken if the building collapses, of course!

Source: Official Skaven FAQ

How are casualties from the Curse of the Horned Rat distributed? Can characters in a unit of 5 or more rank and file models be harmed?What if they are mounted on a steed or monster?

The casualties are distributed as hits from shooting. If the unit includes characters, just follow the normal rules for shooting hits against such units. However, if the characters in the unit are Unit Strength 5 or more, they are not affected by the spell at all and casualties will fall amongst other models in the unit (just imagine the characters are not there). If the unit is destroyed by the spell, the player controlling the characters must place them anywhere 1" away from the newly formed Clanrats, facing in any direction.

Source: Official Skaven FAQ

How long does the Rival Hide Talisman's effect last?

One round of close combat only (i.e. one 'set of attacks').

Source: Official Skaven FAQ

Tomb Kings

Does a Tomb Kings army receive 2 power dice in their magic phase?

Yes. All armies receive a base of 2 power dice in their magic phase. The Tomb Kings army may use these dice to attempt to dispel 'remains in play' spells.

Source: Official Tomb Kings FAQ

Can Tomb Kings single characters and skirmishers move at double thier Movement value?

No. The only case when it is possible for a Tomb Kings unit to move at double speed is when charging.

Source: Warhammer Chronicles 2004 page 118

What base size does the Tomb Scorpion use? What is it's unit strength?

50x50mm. It has a Unit Strength of 4.

Source: Anthony Reynolds - Warhammer Design Team

Are Undead immune to poison, since it does not say this anywhere?

Undead are not immune to poison. Only war machines and things specifically listed as being immune to poison are immune.

Source: Rulebook page 96

Can you use items like the Bretonnian Sirenne's Locket, or Malekith's armour to suffer only 1 wound instead of 1D6 from a Tomb King's/Prince's Curse?

The Tomb King's/Prince's Curse is treated like any other multiple wound attack for this purpose.

Source: Official Tomb Kings FAQ

Can wounds suffered from the Curse of the Tomb King (Tomb Prince) count towards combat resolution in certain situations?

Yes. If the Tomb King/Prince is slain outright in close combat, the leadership test from the Curse is taken "immediately". Thus any resulting wounds would apply to the combat resolution score. In the case of a challenge, the Curse can also produce overkill. Note however, that if the Tomb King/Prince is killed by combat resolution (and not slain personally by a specific attack), the Curse takes affect after combat resolution has been calculated and thus does not modify the result.

Source: Tomb Kings Army Book page 22,23 / Rulebook page 37

Ushabti are armed with "Huge ritual blades", are these Great Weapons?

No, if they had great weapons it would say 'Weapons: Great weapons' in the army list entry.

Source: Official Tomb Kings FAQ

Do Skeleton spearmen in the second rank get to fight when the Incantation of Righteous Smiting is cast upon the unit?

No. The Incantation of Righteous Smiting explicitly says "models in base-to-base contact".

Source: Official Tomb Kings FAQ

Incantations vs Drain Magic. Can an incantation be cast at a power level of 0 or lower? If so, is it automatically dispelled by the opponent if he wishes to, or is a D6 roll still necessary?

An incantation is always cast, regardless of its power level. The opponent must still spend one of his dispel dice to dispel the incantation. However, the result will automatically be higher than 0 and the incantation will be dispelled.

Source: Official Tomb Kings FAQ

A Tomb King/Tomb Prince is not listed as a Wizard (he can't take arcane items, and doesn't generate dispel dice). Can he still be a target for Drain Magic?

No, as he isn't a wizard. It is more his indomitable will that forces his minions to perform his bidding rather than 'magic' in the normal sense. In a similar vein, Drain Magic cannot be cast against Settra.

Source: Official Tomb Kings FAQ

Can a Tomb Kings army take advantage of a "5-6" result for a Miscast by an enemy wizard? A "5-6" result on the Miscast table allows one of the opponent's wizards to have a "free" casting of any spell.

No. A Tomb Kings army cannot take advantage of magical powers from such things as an enemy Miscast.

Source: Tomb Kings Army Book page 34

In a Tomb Kings army that includes Dogs of War or Regiments of Renown units, do the DoW / RoR units have to take panic checks for the destruction of nearby Undead units?

Yes. No exemption to taking panic checks for DoW / RoR units has been granted in the Tomb Kings Army Book. While the units may be "Undead" they are still considered "friendly" units for purposes of Panic.

Source: Rulebook page 49

If the Tomb Kings hire a Dark Emissary or Truthsayer, when do they cast their magic within the hierarchy?

As long as they don't disturb the hierarchy, they can cast at any time, before or after it, but never during.

Source: Official Tomb Kings FAQ

How do you resolve challenges involving the Champion of a Chariot unit?

If the Chariot is charging, any impact hits are worked out against the unit as with other challenges. However, except for the impact hits, the chariot takes part in the challenge as a single model, so all crew and steeds fight in the challenge. This is necessary as there is no separate Wound for the Champion himself and so attacks against him cannot be separated out.

Source: Official Tomb Kings FAQ

Does a charging Chariot unit cause impact hits for ALL of its Chariots, or only the ones that are in base-to-base contact?

Only the Chariots that are in base-to-base contact can cause impact hits.

Source: Official Tomb Kings FAQ

While he is with a Chariot unit, if I kill a Tomb King or Tomb Prince's chariot, he becomes separated from the unit at the end of the phase. If this happens in close combat, does he become an independent character before or after combat resolution? If the Khemri unit wins and the opponent flees, does the Tomb King and Chariot unit pursue together or separately?

Both combat resolution and pursuing/fleeing happen before the end of the phase, so the character would count as part of the unit (unfortunately, this would also mean the Chariots only pursue 2D6" because his Movement value is not more than 6").

Source: Official Tomb Kings FAQ

Can you resurrect a Tomb Kings character's chariot if it has been destroyed but the character is still 'alive'?

No. The character and his chariot are treated separately. Neither can you resurrect the character if the chariot is still 'alive'!

Source: Official Tomb Kings FAQ

If a Tomb King character riding a chariot is killed is the chariot automatically destroyed as it has no crew?

No. Per the Official answer in the above Q&A, the character and the chariot are treated separately.

Source: Direwolf FAQ Council Interpretation

If I destroy a Tomb Kings character's chariot, but not the character do I earn victory points for destroying the chariot (which is purchased as equipment for the character)?

Yes, as per the above Q&As a chariot and a Tomb Kings character are treated separately, you earn victory points for whichever parts you destroy (the character, the chariot, or both).

Source: Direwolf FAQ Council Interpretation

How many attacks does a Bone Giant have, including his second weapon?

5. He has 4 Attacks in his profile and gets an extra 1 with the second weapon.

Source: Official Tomb Kings FAQ

How does the Bone Giant's Unstoppable Assault work againstcastle walls and other targets that don't have Wounds?

It has no affect at all; if the target does not have a Wounds characteristic, there's no life force for the Bone Giant to feed on!

Source: Official Tomb Kings FAQ

If the Incantation of Righteous Smiting is cast on a charging Bone Giant, can he use the unstoppable assault rule?

Yes, but remember that he attacks only once, not five times when using the Incantation of Righteous Smiting.

Source: Official Tomb Kings FAQ

Do hits from the Destroyer of Eternities which hit each model carry over onto the unit if attacking rank and file models?

These special attacks do not carry over to other models, treat them all as allocated attacks.

Source: Official Tomb Kings FAQ

Do -1 attack magic items/abilities (e.g. the Empire's Shieldof the Gorgon) prevent the special attack of the Tomb Kings magicweapon, the Destroyer of Eternities from being used in the TombKings magic phase or in close combat?

No, the special attack from the Destroyer of Eternities may stillbe used. The Design Team has previously ruled that magic items /abilities whichreduce the number of enemy attacks do not apply to special forms of Attack such as a Giant, Night Goblin Fanatics, etc.

Source: Official Dark Elves FAQ / Tomb Kings Army book page 36

Can the Collar of Shapesh transfer wounds from combat resolution?

No.

Source: Official Tomb Kings FAQ

Does the Collar of Shapesh work against the Black Amulet's rebound?

Yes.

Source: Official Tomb Kings FAQ

Can saves provided by magic items which are not classified as Armour or Ward saves (e.g. Collar of Shapesh) save against a Killing Blow?

Yes, treat it as a ward save for this purpose.

Source: Gav Thorpe - Warhammer Design Team

Can you use the Banner of the Undying Legion to restore wounds to a character that has joined the unit?

No, it only affects the unit.

Source: Official Tomb Kings FAQ

Can a unit charge on the turn it is raised by the Banner of the Hidden Dead? Can the banner still be used if the Icon Bearer is killed before the unit is revealed?

As the banner states, they appear in the Remaining Moves part of the turn, which is AFTER charges have been declared. When the Magic phase rolls around, however... If the bearer is killed, you can't activate the power of the banner and the unit won't appear in this battle. Your opponent does not get victory points for the missing unit though.

Source: Official Tomb Kings FAQ

Can an Icon Bearer take the Icon of Rakaph? The description of the item seems to indicate it may only be used by Tomb Guard and Skeleton Warriors.

Yes, the Icon Bearer may take the Icon of Rakaph. This is actually the only way that Skeleton Warriors can benefit from it (Skeleton Warriors may only have a banner that is up to 25 points and the Icon of Rakaph is 40 points).

Source: Tomb Kings Army Book page 39 / Direwolf FAQ Council Interpretation

Does the Blade of Mourning have any effect on Undead?

No, as Undead do not take Break Tests.

Source: Official Tomb Kings FAQ

Do models on foot armed with Tomb Blades and mundane shields qualify for the hand weapon and shield bonus in close combat?

Yes. "Tomb Blades" is actually a special rule which applies to the various types of mundane weapons that the models carry. If these models on foot choose to use their hand weapons along with mundane shields, they qualify for the bonus.

Source: Tomb Kings Army Book page 27 / Rulebook page 56

How do magic items which negate the affects of magical weapons interact with Tomb Blades?

"Tomb Blades" is actually a special rule which applies to the various types of mundane weapons that the models carry. The Tomb Blades special rule indicates that the mundane weapons carried by the models all have the the Killing Blow special ability attached to them. The Tomb Blades special rule also makes the mundane weapons carried by these models count as "magical" for purposes of being able to wound ethereal creatures, able to hit certain characters who are protected by magical armour, etc. but they still retain their mundane property. So a magical item which negates the affects of magical weapons would stop the attacks from these models counting as "magical", but would not stop the Killing Blow ability attached to them.

Source: Direwolf FAQ Council Interpretation / Tomb Kings Army Book page 27

How does the High Magic spell, Vaul's Unmaking affect Tomb Blades?

It doesn't. Vaul's Unmaking only affects Magic Items. Tomb Blades are not magic items.

Source: Tomb Kings Army Book page 27

How do spells which destroy mundane weapons affect models armed with Tomb Blades?

As the "Tomb Blades" special rule states that the Killing Blow and the ability of the weapons to count as magical are attached to the mundane weapons carried by the models, the models would no longer benefit from either of those special rules. In additon, as they would be striking with their fists, they would not receive any strength bonuses from weapons or be able to receive the +1 Armour Save bonus for using a hand weapon and shield.

Source: Direwolf FAQ Council Interpretation / Tomb Kings Army Book page 27 / Warhammer Chronices 2004 page 122

What happens if an enemy unit with Magic Resistance is in line of sight of the Casket when its incantation is released? Do you really add the Magic Resistance dice to the Dispel roll (and very easily screw up the incantation)? More generally, if one of the targets for the Casket has a special ability against spells (magic resistance, rebound, dice stealing, casting score reducing), does it apply to the whole Casket's spell effect?

Magic Resistance does work against the Casket's Light of Death, so long as the model/unit with Magic Resistance would be affected. Where there is more than one unit with Magic Resistance that will be affected, only one model/unit can add their extra dice (usually the highest). In all other respects, the Light of Death counts as magic that affects any enemy unit that can see the Casket, so other effects would also work as they would against any other magic. Having said that however, a magic item that 'rebounds' spells isn't going to have any effect - the Light of Death only ever affects enemies.

Source: Official Tomb Kings FAQ

Are enemy units which are involved in close combat, but still have line of sight to the Casket of Souls, affected by the Light of Death?

The Casket does not affect units that are engaged in combat at all. It is assumed that they are engrossed in the combat, and so will never be affected.

Source: Gav Thorpe - Warhammer Design Team

Are any types of units immune to the affects of the Casket of Souls?

No. The Casket of Souls gives no exceptions to what it affects. The Light of Death affects everything including Undead, Daemons, troops immune to psychology, and even war machines.

Source: Gav Thorpe - Warhammer Design Team

How do you resolve wounds from the Casket of Souls against a war machine? Is the machine itself affected or only the crew?

Randomise wounds between crew and machine as you would for missile hits.

Source: Official Tomb Kings FAQ

Fast cavalry can shoot all round, so does this mean they have 360° line of sight for the purposes of the Casket of Souls?

No, as described in the rules for fast cavalry, they use normal line of sight for everything except shooting.

Source: Official Tomb Kings FAQ

How far can the Liche Priest go away from the Casket of Souls without being considered out of range from it?

A model must remain within 1" of a war machine (or in this case the Casket of Souls) to count as being part of its 'crew'.

Source: Official Tomb Kings FAQ

Can another Liche Priest join the Casket (the same way a character can join a warmachine crew)? If so what happens if the original Liche Priest is killed? Can the other Liche Priest sustain the casket?

Yes. In the description for the Casket (p. 33) it says 'If... there is no Liche Priest or Liche High Priest acting as part of the crew for the Casket at the beginning of any Tomb Kings turn, the Casket and its two Casket Guards immediately collapse...'. It doesn't say anything about the original Liche Priest - as long as there is at least one Priest acting as crew it operates as normal.

Source: Official Tomb Kings FAQ

Is it true that when fighting in close combat the Priest joins the first rank and personally defends the casket?

Yes, a Priest must fight in the combat. The Priest and his bodyguards form up like war machine crew.

Source: Official Tomb Kings FAQ

Can a character with the Collar of Shapesh and within 6" of a Casket of Souls redirect wounds to the Casket itself (and therefore have them ignored)?

No, it must be redirected to a model with a Wounds characteristic.

Source: Official Tomb Kings FAQ

Settra's armour of Golden Magnificence. Do weapons or spells that nullify armour saves work or is it like a second 4+ ward save? Oh, and is the 2+ armour save improved by +2 with the chariot?

As stated, he is allowed a 4+ save even against attacks that normally allow no save, and yes this is in addition to his ward save. No, he always has a 2+ armour save, whether mounted or not.

Source: Official Tomb Kings FAQ

Does Settra generate any dispel dice or is an army led by him limited to the base 2?

No, Settra doesn't generate any dispel dice, even though he can use Incantations.

Source: Official Tomb Kings FAQ

Does Queen Khalida count as a Tomb King for army selection?

Yes (the only other character you are required to take is a a Hierophant).

Source: Official Tomb Kings FAQ

Vampire Counts

Can a Necromancer mounted on a Corpse Cart join a friendly unit? If yes, and the Necromancer is killed when the Corpse Cart is attached to a friendly unit, must the Corpse Cart be subsequently detached from the friendly unit?

Yes it can join friendly units, and yes, at the end of the phase when the Necromancer is killed the Corpse Cart is moved outside the unit (remaining in base contact with it) as close as possible to the position it was occupying when ridden.

Source: Official Vampire Counts FAQ

As a Corpse Cart is not a "Monster" in all respects, how are we to resolve ranged attacks at a Necromancer mounted upon a Corpse Cart? Should we follow the normal randomization rules for characters riding upon monstrous mounts, or are we allowed to nominate a portion of the model as the target of the ranged attack?

The FAQ Council recommends that players follow the normal randomization rules for characters riding upon monstrous mounts against ranged attacks.

Source: Vampire Counts Army Book page 43 / Rulebook pages 60-61 / Direwolf FAQ Council Interpretation

If a Skeletal Steed is given barding does the model suffer a -1 Movement penalty?

Yes, it does. It gets the bonus to its armour save, but also the Movement penalty.

Source: Official Vampire Counts FAQ

Do the "Ethereal Movement" rules consider "Stupidity" to be a special rule that they would ignore? For example, if an ethereal unit becomes Stupid during a game, and subsequently fails a Stupidity test may it move as normal, or is its move halved?

If a unit using ethereal movement suffers from Stupidity, they would be affected as normal. Failing a Stupidity test requires the unit to make a compulsory move. Compulsory moves are not considered to be a movement penalty. Therefore, if an Ethereal unit fails a Stupidity test, the unit must make a compulsory move of half their base movement value straight forwards, just like any other unit.

Source: Vampire Counts Army Book page 48 / Rulebook page 52 / Direwolf FAQ Council Interpretation

Does a unit of rank and file Blood Knights suffer any penalty from not nominating a model to accept an enemy challenge?

No, the challenge simply does not happen.

Source: Official Vampire Counts FAQ

May a Tomb Banshee use her Ghostly Howl to target an enemy unit in close combat with whom she is not herself engaged with?

Yes, as this is not a 'shooting attack' as such. All hits will effect the enemy unit and not any of the friendly units engaged in combat with it.

Source: Official Vampire Counts FAQ

Can you add models to a unit with Invocation of Nehek when placing such models would bring them within 1" of an enemy model?

These models can be placed within 1" of enemy units their own unit is engaged with, but not within 1" of any other enemy.

Source: Official Vampire Counts FAQ

Do Fell Bats and Bat Swarms qualify as "infantry" for purposes of Invocation of Nehek?

Yes, per the main rules Fell Bats and Bat Swarms count as Unit Type: Infantry. In addition they are both explicitly classified as Infantry on the Vampire Counts Reference Sheet.

Source: Vampire Counts Army Book pages 38, 96 / Rulebook page 7

May Vanhel's Danse Macabre be cast upon friendly units engaged in close combat?

Yes, the spell explicitly describes its affect when cast upon a friendly unit engaged in close combat.

Source: Vampire Counts Army Book page 39 / Direwolf FAQ Council Interpretation

May Summon Undead Horde be used to replenish Wounds to friendly units or characters engaged in close combat?

Yes. Refer to the answer given to Invocation of Nehek above.

Source: Official Vampire Counts FAQ / Direwolf FAQ Council Interpretation

What is the range of the two effects of the Summon Undead Horde spell?

They follow the rules for Raise Dead and Invocation of Nehek, so the new unit of Zombies can be created with 12", while the second effect has a range of 18" around the caster.

Source: Official Vampire Counts FAQ

Is Konrad von Carstein a Wizard (as the Vampire special rule states that all Vampire characters are Wizards)?

No, he is the exception (he is way too mad for that!)

Source: Official Vampire Counts FAQ

Can the Vampiric Power of Summon Creatures of the Night be used to create units of Dire Wolves, Bat Swarms, and Fell bats beyond their maximum unit size as printed in the army list? For example could you use Invocation of Nehek to make a unit of 20 Fell Bats?

Yes you may. The maximum unit size as printed in the army list restricts the starting size of units, not the size they may eventually become.

Source: Vampire Counts Army Book pages 83, 92-94 / Direwolf FAQ Council Interpretation

May Vampires with the Vampiric Powers of Lord of the Dead, Summon Creatures of the Night, and / or summon Ghouls use these powers in conjunction with the spell, Summon Undead Horde to increase the size of units beyond their starting size?

Yes, as casting Summon Undead Horde to increase the size of units is the same as casting multiple Invocations of Nehek.

Source: Official Vampire Counts FAQ

What saves are allowed against the additional wounds caused by failed Toughness tests from the Black Axe of Krell?

Only Ward and Regeneration saves are allowed. The Black Axe of Krell was errated to indicate that no armour saves are allowed against these additional wounds.

Source: Official Vampire Counts FAQ

May Walach's Bloody Hauberk be combined with mundane heavy armour? For example is it legal to equip a Wight King with Heavy Armour, Walach's Bloody Hauberk, Shield, and a Barded Skeletal Steed for a total of a -1 starting Armour Save?

No, the Bloody Hauberk should be treated as a suit of armour and may not be combined with mundane heavy armour.

Source: Vampire Counts Army Book page 85 / Direwolf FAQ Council Interpretation

Do hits from the Rod of Flaming Death count as "Flaming"?

Yes.

Source: Official Vampire Counts FAQ

Does the Gem of Blood totally negate special rules / abilities associated with the first wound suffered in close combat (i.e. Killing Blow, multiple Wounds, etc.)? Or do the special rules / abilities associated with that first wound suffered still apply if the bearer rolls a "1" or the wound is rebounded against the attacker?

If the bearer rolls a "1", first resolve the wound as normal (take saves, apply killing blow, etc.) and then the bearer suffers an additional wound with no armour saves allowed (Of course, if the model has already been slain, this extra wound would matter only in a challenge...). If the wound is rebounded, the victim only suffers a single wound (with no armour saves allowed), which does not carry any of the other consequences and special rules such as Killing Blow, multiple wounds, and so on.

Source: Official Vampire Counts FAQ

If a Vampire Lord wearing the Carstein Ring is riding a Monstrous Mount is "killed" but successfully makes the roll and returns to "life" may he remount the Monstrous Mount? If not, does the Monstrous Mount have to take a Monster Reaction test?

When the Vampire is slain, the Monstrous Mount IMMEDIATELY takes the Monster Reaction test, as normal. If then, at the end of the phase, the Vampire returns to life he will be on foot and cannot remount the Monster.

Source: Official Vampire Counts FAQ

If a Vampire Lord wearing the Carstein Ring is riding a Hellsteed, are the affects of the Carstein Ring useless? A character riding a flying mount is normally prohibited from joining friendly units.

Correct, the Ring would not save the Vampire, so we strongly advise against such a combination!

Source: Official Vampire Counts FAQ

If the Staff of Damnation is successfully cast upon a unit or character with Hatred can the unit (or character) re-roll the attack granted by the Staff of Damnation if it is missed? If yes, does this count as the "first turn of combat" for the purposes of Hatred?

If the unit charged into combat in the preceding Movement phase, or earlier in the same Magic phase, they can use the benefits of Hatred and other bonuses that rely on charging (such as lances) both in the attacks during that Magic phase and in the following Close Combat phase. If the unit was already engaged in combat from a previous turn, they gain no benefits from Hatred, etc.

Source: Official Vampire Counts FAQ

Are saves allowed against wounds suffered by a character using the Crimson Gem of Lahmia? Also, is this item limited to one use per friendly magic phase? Or can it be used multiple times per Magic phase?

There is no save of any kind against wounds caused by this item, as the Vampire is voluntarily sacrificing his life-force. It can be used any number of times per Magic phase.

Source: Official Vampire Counts FAQ.

Warriors of Chaos

Does the compulsion to challenge apply to all models in the army or only to models with the Eye of the Gods special rule?

It applies to all models capable of issuing challenges. This means the Champions are compelled to issue challenges, but may not roll on the Eye of the Gods chart (unless the army includes a War Shrine, of course!). They can, however, refuse challenges, in a very cowardly and un-Chaosy fashion!

Source: Official Warriors of Chaos FAQ

If a model or unit re-rolls on the Eye of the Gods table, and the second result is also a duplicate of a gift, can/must it be re-rolled? In other words can a re-roll be re-rolled in this case?

Yes, it can, and indeed it must. This is a (rare) exception to the rule that re-rolls can never be re-rolled (but it's for the greater good!).

Source: Official Warriors of Chaos FAQ

If a character is in a unit and an enemy model with the Large special rule is slain, must the character inflict the final wound to gain the roll on the Eye of the Gods table?

Yes, just like in the case of characters. If the large target dies as a result of wounds inflicted by other models, or for another reason (such as extra wounds suffered from combat resolution) there is no roll on the table.

Source: Official Warriors of Chaos FAQ

If a large target flees or breaks and is run down by a character, or the unit it is with, does the character get to claim the Enemy of the Gods bonus?

Yes, differently from the case of running down a character.

Source: Official Warriors of Chaos FAQ

How do rolls on the Eye of the Gods table affect mounts (either of characters or units blessed by the Warshrine)?

They do not (unless the gift is one that affects the entire model, like Magic Resistance).

Source: Official Warriors of Chaos FAQ

Does killing a champion grant a roll on the Eye of the Gods chart?

No, as champions are not characters.

Source: Official Warriors of Chaos FAQ

If you already have Stupidity from a spell or a Helm of Many Eyes, can you get it again from the Eye of the Gods roll?

Yes, you can (but only once!) although this will have no additional effects – stupidity has its limits.

Source: Official Warriors of Chaos FAQ

Can a Chaos Sorcerer or Sorcerer Lord use magical shields?

Yes, they can. This is an exception to the normal rules, and it is specified on page 106, Using Chaos Magic, second paragraph.

Source: Official Warriors of Chaos FAQ

Can a Sorcerer on a Steed of Slaanesh cast magic missiles with 360 arc of sight, as the Steed itself has the Fast Cavalry rule?

Yes, that seems fine (and rather spectacular too!).

Source: Official Warriors of Chaos FAQ

When a Hellcannon misfires and you roll a 3 on his Misfire chart, every Wizard suffers a miscast. If a wizard rolls 5-6 on the miscast table, his opponent can cast a spell. How can these 'free' spells be dispelled, since we're still in the Shooting phase?

Only with dispel scrolls, magic resistance, and so on. This is just the same as when, during the enemy's Magic phase, you have run out of dispel dice and the enemy keeps casting spells at you (not a nice place to be!).

Source: Official Warriors of Chaos FAQ

Following the previous answer, what if the Wizard rolls a 10-11 or a 12 (which spell do we lose/cast with irresistible force)?

As there is no spell being cast, it cannot be lost/resolved with irresistible force. All other effects apply.

Source: Official Warriors of Chaos FAQ

How should we count victory points for the Hellcannon and its crew?

It is treated like a monster with handlers. The unit costs 205 points and is made of 4 models. If you, for example, kill two models (any two models!), you score 103 points. If you kill them all, you score 205. As simple as that.

Source: Official Warriors of Chaos FAQ

Can the Hellcannon move and fire?

No, as 'it fires like a stone thrower'.

Source: Official Warriors of Chaos FAQ

Can the Hellcannon stand & shoot against chargers?

No, as 'it fires like a stone thrower'.

Source: Official Warriors of Chaos FAQ

If all of the Chaos Dwarfs crewing the Hellcannon are killed, can the cannon still shoot?

Yes, it can fire as normal, provided that it passes its Ld test of 4, of course, which will not happen very often.

Source: Official Warriors of Chaos FAQ

When a Hellcannon charges 12", if the Dwarfs don't have sufficient movement is it OK to place them at the back of the Hellcannon in the same as charging with a skirmishing unit?

Correct. The unit would normally move at the speed of the slowest model (i.e. the Dwarfs), but ,when charging, the handlers are completely ignored.

Source: Official Warriors of Chaos FAQ

If a Hellcannon misfires and causes all Wizards to suffer a Miscast, in what order are the miscasts resolved?

In a randomly determined order.

Source: Official Warriors of Chaos FAQ

If a character is part of a unit that receives a blessing from the Warshrine, what happens if/when the character leaves the unit?

As he is no longer part of the unit, he will lose the gift.

Source: Official Warriors of Chaos FAQ

If the Warshrine grants an Eye of the Gods roll to a unit and the result is a duplicate to a previous roll the unit (or a model inside the unit) already has, should you re-roll it?

Yes, as the unit (or a model inside the unit) cannot receive the same gift twice.

Source: Official Warriors of Chaos FAQ

If the Warshrine is destroyed or otherwise removed from play, does the last unit to be blessed by it retain the gift?

Yes it does, unless another Warshrine attempts to roll a better result for it.

Source: Official Warriors of Chaos FAQ

To what extent does a Warshrine 'move and fight like a monster'? Does this include Unit Strength, spells such as the Beast Cowers, weapon bonuses?

As far as movement, in the sense that it moves like a monster and cannot join other units. As far as combat, in the sense that fights as a creature with a single profile.

Source: Official Warriors of Chaos FAQ

Are Daemon Princes Daemons for the purpose of Burning Gaze, Cleansing Flare, and other such effects?

Yes, they are Daemons for these purposes.

Source: Official Warriors of Chaos FAQ

Models that were defined as Daemonic in the past and therefore had magical attacks, such as Daemon Princes, Hellcannons, chaos mounts (Juggernauts, Discs...), no longer have magical attacks. Is this right?

Unlike in the Daemons of Chaos book, in this book they do not have magical attacks, clearly because they are so far away from the Realm of Chaos...

Source: Official Warriors of Chaos FAQ

If a Giant rolls a double with 'Thump with Club' and the combat ends that round, but he pursues/overruns into another combat or is charged, must he still forgo his attacks in the next round of combat?

We think it is reasonable to assume that, spurred by the frenzy of activity, the giant has retrieved his club a little faster and is now ready to fight. In other words, the rule applies only in consecutive rounds of the same combat.

Source: Official Warriors of Chaos FAQ

If a Giant 'Hurls' a rank and file model with multiple wounds, a ward save, or regeneration and it survives, what happens?

Put the model back into his original unit...we assume it made its own way back after regaining consciousness ('passing his wound around' if it goes back to a unit of multiple-wound creatures!).

Source: Official Warriors of Chaos FAQ

What happens if two opposing Giants, in the same fight but not in base contact with each other, both roll Yell and Bawl?

The combat is a draw (musicians do not work in this case, as the Giants are too loud).

Source: Official Warriors of Chaos FAQ

Do the wounds inflicted on a unit struck by a 'hurled' model count towards the Giant's combat resolution?

Yes, but only if the unit is in the same combat as the Giant.

Source: Official Warriors of Chaos FAQ

If a Giant 'Squashes' or 'Eats' a model, how many points of combat resolution does the Giant score?

Treat this as a Killing Blow, so the Giant would score a number of points equal to the victim's remaining wounds.

Source: Official Warriors of Chaos FAQ

Can Wulfrik use Seafang to enter the table with a unit of Marauder Horsemen?

No, only with a unit of Marauders on foot.

Source: Official Warriors of Chaos FAQ

Is Starcrusher a magic weapon?

Yes, it is, and a fairly big one.

Source: Official Warriors of Chaos FAQ

Do the hits from 'Herald of the Tempest' inflict D3 wounds?

No, only those inflicted by Starcrusher.

Source: Official Warriors of Chaos FAQ

Are Daemon Princes, Kholek Suneater, and Galrauch considered to be both characters and monsters?

Yes, they are monstrous characters. This means they move as monsters and cannot join units, but as characters are not subject to spells that affect 'monsters'.

Source: Official Warriors of Chaos FAQ

Are Daemon Princes that are given magic levels equipped with Chaos Armour?

No, they are not.

Source: Official Warriors of Chaos FAQ

What happens if the same unit is the target of several Curse of the Leper spells? Does the last sentence of the spell ('this can mean a whole unit is destroyed in a single turn!') mean that additional castings raise the score of the dice by one each?

The effects of several of these spells are cumulative – assuming you had enough Nurgle Sorcerers who rolled this spell and successfully cast it upon the same unit, you could destroy a unit in this manner in a single turn.

Source: Official Warriors of Chaos FAQ

Will Curse of the Leper automatically kill a war machine such as a cannon as soon as it is cast?

War machines don't have a Strength value at all, and so that characteristic is not affected by Curse of the Leper. Their Toughness, however, is affected as normal.

Source: Official Warriors of Chaos FAQ

Can we target characters inside units with Magnificent Buboes from the Lore of Nurgle?

Yes, you can.

Source: Official Warriors of Chaos FAQ

What happens when Call to Glory is dispelled/ends after it has been cast?

The model disappears, probably ascending to the realm of his own patron god. This does not count as killing the Exalted Hero and does not award the extra 100 victory points.

Source: Official Warriors of Chaos FAQ

Infernal Gateway: If this spell has Strength 11+ and the target unit has a Vampire with the Carstein Ring, does he get to use his ring?

No, he does not. He's gone, man. You must let go!

Source: Official Warriors of Chaos FAQ

If a character with the mark of Nurgle joins a unit without this mark, is shooting against such a unit also at -1 BS?

No, as the firers are not 'rolling to hit the model with the Mark of Nurgle', but rather the unit.

Source: Official Warriors of Chaos FAQ

Are Bloodcurling Roar and Word of Agony magical attacks?

No, just mundane attacks (so to speak...)

Source: Official Warriors of Chaos FAQ

Can you use Bloodcurling Roar, Stream of Corruption and throw the Death's Head in the same Shooting Phase?

No, as they all are treated as shooting attacks (except where otherwise specified).

Source: Official Warriors of Chaos FAQ

If a model with Word of Agony is in combat with a Dark Elf unit containing an Assassin, which occurs first – the Assassin's appearance or the use of the Word of Agony?

A classic case where the two rules are in direct contradiction, so you will have to roll a dice for it every time it happens (not that often, we think).

Source: Official Warriors of Chaos FAQ

How are hits from Word of Agony distributed against mounts and their riders?

It's best to randomize them as shooting.

Source: Official Warriors of Chaos FAQ

Can the Infernal Puppet modify the result of alternative Miscast tables, such as the Waaagh! magic miscast table or the Gut Magic miscast table?

Yes, any and all, often with very spectacular results (I'm thinking Waaagh! Magic).

Source: Official Warriors of Chaos FAQ

Does the Infernal Puppet work on friendly Wizards too?

Yes, making it very useful indeed.

Source: Official Warriors of Chaos FAQ

Is a model with the Book of Secrets considered a Wizard? If so, how many dice can he use to cast a spell?

Yes, he counts as a Wizard. He can use up to two dice to cast a spell in the same manner as a Level 1 Wizard.

Source: Official Warriors of Chaos FAQ

Can a model with the Book of Secrets swap his spell for the first in the lore as normal?

Yes, he can.

Source: Official Warriors of Chaos FAQ

If a model hits and wounds itself or its own unit, for example with the Chaos Daemonsword or Slayer of Kings, which side (if any) scores combat resolution from these wounds?

Such wounds do count, and they count towards the enemy's total of wounds caused, just like wounds actually caused by the enemy.

Source: Official Warriors of Chaos FAQ

Glaive of Putrefaction: How does the S2, T2 affect a unit of multi-wound models like Ogres?

A complicated situation, but luckily not one that will arise very often. You'll have to record separately which models have been affected and randomise shooting hits and allocate close combat attacks against the unit.

Source: Official Warriors of Chaos FAQ

How is the Glaive of Putrefaction resolved against ridden monsters/chariots? Are all components reduced to S2/T2?

No, you will have to record separately if the rider or the chariot/monster are affected.

Source: Official Warriors of Chaos FAQ

Do the special rules of Father of Blades apply against shooting at the character?

Yes, but only for attacks directly targeted at the bearer. The rule would stop applying if the character joined a unit, or was riding a monster/chariot, as the attacks would not be targeted against the bearer.

Source: Official Warriors of Chaos FAQ

If both sides have a model with the Infernal Puppet, in what order are the effects applied?For example, can one wizard wait until after the miscast has been adjusted by his enemy before declaring that he wishes to adjust it himself?

Easy! First the player that rolled the Miscast makes his roll on the chart. Then, either player declares that he's using the Puppet, rolls the D3 and modifies the result. Finally, the other player (with a swashbuckling move and a sound: 'aha!'), reveals that he also has a Puppet and modifies the result again by a D3.

Source: Official Warriors of Chaos FAQ

If a player declares he is using the Infernal Puppet, and rolls the D3, may he then decline to adjust the roll?

Absolutely, but what an anticlimax!

Source: Official Warriors of Chaos FAQ

Does the Bloodskull Pendant inflict a single hit on a multipart model (mounted character, Stegadon) or one hit on each component? If a single hit, how is it distributed?

It's a single hit (as a multipart model is still 'one model'), randomized as shooting.

Source: Official Warriors of Chaos FAQ

Bloodskull Pendant: If a character with this item is in a challenge, can he use it on those in base to base with him that are not in the challenge?

Yes. In reality, he is using it against the challenged enemy, and any hits against other models the bearer might be in base contact with are entirely accidental... honest!

Source: Official Warriors of Chaos FAQ

Festus the Leechlord doesn't have either Chaos armour or hand weapon in his profile. Is this a mistake?

He certainly should have a hand weapon (but thankfully this makes no difference). But he definitely does not wear any kind of armour.

Source: Official Warriors of Chaos FAQ

Wood Elves

Can the Treeman and Treeman Ancient perform a Stand & Shoot charge reaction with the Strangle-root attack? If yes, can he stand and shoot in any direction, or only to his front? Can he use it after failing a charge?

It is a shooting attack, so it can stand & shoot, and it can do this in any direction (no line of sight is required). It cannot be used the turn a Treeman has failed a charge.

Source: Official Wood Elves FAQ

Can Treeman Ancients have Spites that are bound spells as they already have the Tree Singing bound spell?

They cannot, as a character can only have one bound spell.

Source: Official Wood Elves FAQ

Do Eternal Guard count as Core or Special with an Alter Highborn in the army? Do Eternal Guard count as Core or Special with Orion leading the army?

Special in both cases. You need a non-Alter Highborn as a General for them to be Core.

Source: Official Wood Elves FAQ

What is the appropriate base size of the Great Stag and Unicorn models?

50mm square.

Source: Official Wood Elves FAQ

Is a Great Eagle a flying skirmisher?

No. A Great Eagle is a normal monster who has the ability to Fly.

Source: Rulebook page 7, 71

If a Wood Elf Battle Standard Bearer takes a magic standard, can he also take Spites? If yes, is he limited to a total of 50 points of Banners + Spites?

Yes, he may take Spites in addition to a magic standard as Spites are not magic items. Note that the cost of the magic banner does NOT limit his Spite selection (he may have a magic banner and up to 50 points of Spites).

Source: Official Wood Elves FAQ / Wood Elf Army Book pages 53, 60

Can Scouts take a command group?

Yes - the Scout upgrade and the command group upgrade are not exclusive.

Source: Official Wood Elves FAQ

Do Wild Riders cause Fear even if they failed a charge?

Yes.

Source: Official Wood Elves FAQ

May non-Wardancer characters join Wardancer units?

Yes, but the Shadow Dances of Loec and Talismanic Tatoos only affect the Wardancers models themselves (except for the Magic Resistance, which affects the entire unit.)

Source: Official Wood Elves FAQ

If a Wardancer unit breaks an enemy and pursues/overruns into a new enemy that is already engaged but has not yet fought, is their choice of dance restricted?

No, as that is another round of combat, and they may even choose the same Shaodow Dance, as it isn't the same combat.

Source: Official Wood Elves FAQ

May a Wardancer Kindred Character use a Great Weapon to gain +2 to his Strength?

No. Per the rules under the Wardancer Kindred, all Wardancer Characters have the Special Rule of "Wardancer Weapons". This means that regardless of what types of mundane weapons the model is armed with, the model must follow the "Wardancer Weapons" rule.

Source: Official Wood Elves FAQ

If a character from the Wardancer Kindred has A Murder of Spites are these attacks affected by his Shadow Dances, Wardancer Weapons or other special rules?

No. The Spites have a separate and distinct set of explicitly defined stats and special rules and thus they do not benefit from any abilities of their host.

Source: Official Wood Elves FAQ

Can a character use A Muster of Malevolents or A Pageant of Shrikes after marching?

No. The Spites "count as a ranged weapon" or are listed as a "shooting attack". As the rules do not explicitly allow for use of these Spites after a march, they may not.

Source: Wood Elves Army Book pages 60, 61 / Rulebook page 15

If a character has the Muster of Malevolents Spites, may they always stand & shoot with their own weapon as well as the Spites regardless of Line of Sight and distance?

No. The reference to "any other ranged weapon the model may have" is making it clear that the model may perform a normal stand and shoot with both, NOT that the other ranged weapon is suddenly privileged with the Spites' additional stand & shoot powers.

Source: Wood Elf Army Book page 60

What happens when a character with the Annoyance of Netlings (only hit on a six in a challenge) is in a challenge against a character that always hits on a pre-set number or hits automatically?

This is a case of an "irresistible force" vs. an "immovable object". In other words, roll a D6 each Close Combat phase when this problem arises, to decide which one takes precedence.

Source: Official Wood Elves FAQ

How do you work out close combat attacks from the Spirit Sword against units of creatures with multiple Wounds (such as Trolls, Ogres, or Carrion)?

This sword should be treated like a weapon that inflicts multiple wounds, meaning that each wound may inflict wounds up to the maximum for each enemy model. It has no effect on models with no Leadership value.

Source: Official Wood Elves FAQ

Does the secondary damage from the Spirit Sword still take place if an enemy is wounded and killed by it? Meaning the WE Character could take damage after killing the opponent or generate overkill in a challenge?

Yes, treat it as other multi-wound weapons, but instead of rolling to multiply wounds, use the normal procedure of comparing Leadership + D6 as described in the Spirit Sword entry. No exceptions are listed so this means that the Wood Elf character could take damage or generate additional overkill in a challenge.

Source: Official Wood Elves FAQ

If the Spirit Sword inflicts wounds on multiple opponents (i.e., the bearer splits his attacks between two or more models) is an additional wound test required for each opponent?

Yes. There is no reason to believe the ability may be used only once per combat phase.

Source: Wood Elf Army Book page 62

How does the Spirit Sword work with regeneration? Can wounds from the Leadership battle be regenerated? It specifically mentions no armour or ward saves, but says nothing about regeneration.

Regeneration works as normal. While regeneration works like a ward save, it is explicitly not a ward save.

Source: Rulebook page 96.

Does The Spear of Twilight count as a spear like The Dawnspear? Specifically does it grant +1S on the charge like a spear?

Yes. The description was changed via errata and it now counts as a spear.

Source: Official Wood Elves FAQ

What is the effect of an item like the Armor of Damnation (re-roll successful hits) on Daith's Reaper (re-roll misses)?

Remember, you may never re-roll a re-roll. It is pretty clear then that one item allows you to re-roll misses, while the other forces you to re-roll hits. In either case, the second result stands, as it cannot be re-rolled. (In summary, in such a case you will re-roll all the dice and accept the second result).

Source: Official Wood Elves FAQ

Does the Amber Pendant cancel the 'Always Strike First" rule?

Yes - the enemy always goes last. No exceptions.

Source: Official Wood Elves FAQ

Can you activate the Moonstone of the Hidden Ways in the in the enemy Movement phase? Can you use it to teleport the character/unit out of combat?

No, only your own movement phase, but it can be used to teleport the character/unit out of combat.

Source: Official Wood Elves FAQ

Does the Deepwood Sphere affect enemy models engaged in hand to hand combat?

Yes. The description states: "All enemy models wholly or partly within the same wood as the bearer take a single S5 hit at the start of each Wood Elf magic phase." No exception for enemy models engaged in hand to hand combat is given. In addition, as the affect is not classified as a shooting attack or a spell there are no general rules protecting enemy models in hand to hand combat from it.

Source: Wood Elf Army Book page 65

Do normal arrows fired from a Wood Elf magic bow count as magical attacks?

No they do not. Only 'Magic Arrows' count as magical attacks.

Source: Official Wood Elves FAQ

Do Dragontooth arrows have any affect on units consisting of single wound models? And does the effect apply if the wound is saved?

No. The effect only applies to unsaved wounds, and any single Wound model suffering an unsaved wound is, in fact, dead...and dead models don't take Stupidity tests!

Source: Official Wood Elves FAQ

How does a Stupid rank and file model affect its unit (for example if a Bull in a unit of Ogres is wounded by a Dragontooth Arrows)?

Follow the rules for Stupid characters inside non-Stupid units. By the way, it is legitimate to remove the Stupid model as a victim of wounds inflicted onto the unit.

Source: Official Wood Elves FAQ

Does the Stone of Rebirth activate if the bearer is wounded by an attack that does multiple wounds / killing blow that would kill the model outright? If yes, is the model considered reduced to one wound?

No. Nowhere in the item's description does it indicate that the item is activated if the model is killed outright.

Source: Official Wood Elves FAQ

Can Gaemrathe - the Banner of Midwinter be used in the opponent's movement phase?

Yes, as it does not say 'your' Movement phase, or anything else to that effect.

Source: Official Wood Elves FAQ

In a mass combat situation, with multiple Wood Elf units and multiple enemy units, when the enemy breaks, which units are affected by Faoghir - the Banner of Dwindling?

All enemy units that were in contact with the unit carrying the banner.

Source: Official Wood Elves FAQ

Is the direct damage version of Tree Singing limited to a range of 18" from the caster? Or does the direct damage version of the spell have unlimited range.

The direct damage version of Tree Singing is not restricted by range.

Source: Official Wood Elves FAQ

Can Tree Singing be cast on a feature that contains both trees and non-wooded features (such as a river or building attached to it)?

No, only a piece of terrain that includes trees and no other major features?

Source: Official Wood Elves FAQ

Can you move woods off the board with Tree Singing?

No.

Source: Official Wood Elves FAQ

Does The Hidden Path spell allow units to see through terrain, therefore allowing them to charge an "unseen" unit or fire missile weapons at a unit behind interposing terrain?

No. The effects of The Hidden Path do not alter the line of sight characteristics of terrain. The reference to "open ground" refers to the ability to move unimpeded.

Source: Official Wood Elves FAQ

If a Wood Elf unit targeted with the Call of the Hunt spell can not see any enemy units (e.g. they are in a wood) but the additional movement brings them in contact with an enemy unit, is this considered a charge or are they stopped 1" away?

It is considered a charge. The visibility of enemy units is only discussed in regards to the direction the affected unit must move ("towards the nearest enemy unit it can see"). The spell states that if the "movement brings the unit into contact with the enemy, it counts as charging in the subsequent close combat phase." Ergo, a charge.

Source: Wood Elf Army Book page 79

How long does the additional +1 Attack from the Call of the Hunt spell last?

The +1 Attack only applies to the next round of combat.

Source: Official Wood Elves FAQ

Can the Call of the Hunt spell move a unit under the effects of the Banner of Midwinter?

No, as the unit may not move.

Source: Official Wood Elves FAQ

Can a Noble or Highborn belong to more than one Kindred, for example an Alter-Scout?

No, only a single one.

Source: Official Wood Elves FAQ

Can a character with the Wild Rider Kindred take the Helm of the Hunt?

No, as it does not replace their normal armour.

Source: Official Wood Elves FAQ

May a character from the Eternal Kindred take additional mundane armour or weapons and still benefit from the Eternal Guard fighting style?

Yes, but he cannot gain any benefit from them, so there is no point.

Source: Official Wood Elves FAQ

Does either the Eternal Kindred, Glamourweave, or Wild Rider Kindreds remove a character's Longbow?

No, the model retains its longbow (and if the character is a Wild Rider or Glamourweave Kindred, any hits from the longbow count as magical).

Source: Official Wood Elves FAQ

Can a member of the Waywatcher kindred take a magic bow and choose whether to use the magic bow with its magical effects or their mundane longbow with Lethal Shot?

Yes. There is no text removing the mundane bow and no requirement about using a magical ranged weapon. That kind of limitation only applies to close combat weapons.

Source: Official Wood Elves FAQ

Does the extra attack on an Alter Kindred character give them +1 Attack with the Bow of Loren?

Yes, as it modifies their profile.

Source: Official Wood Elves FAQ

Despite being Unbreakable, Orion's rules (and pictures) indicated he can join a non-Unbreakable unit. Is this the case, and what is the procedure should the unit lose combat?

Orion is not truly Unbreakable, as his Spirit of Kurnous special rule has a number of exceptions and caveats, so he may join a unit as normal. If his unit loses a combat, the other models in the unit take a Break test as normal and might flee. Orion will remain in combat and take wounds as described. If Orion is destroyed by these wounds, the enemy may pursue the rest of the unit if they broke.

Source: Official Wood Elves FAQ

Does the Hawk's Talon ignore armour saves in the same manner as a bolt thrower?

No, armour saves apply as normal.

Source: Official Wood Elves FAQ

Who will be the General in an army containing both Drycha and Orion? Is such an army even possible?

They cannot be used in the same army.

Source: Official Wood Elves FAQ

Does Drycha get extra Attacks for Wounds that she saves against? And does she retain the extra attacks if she is healed?

Only unsaved wounds count. She still retains the extra Attacks even if she is subsequently healed.

Source: Official Wood Elves FAQ

If Drycha is killed before summoning units, are any units she has not yet summoned destroyed? Do they enter from the deployment zone, or something else?

They do not enter the battle, but do not count as destroyed either.

Source: Official Wood Elves FAQ

What are Arahan & Naestra equipped with?

Light armour, spears, and magical longbows.

Source: Official Wood Elves FAQ

Does the template from the Bow of Arahan follow all the rules for stone throwers except from what is being stated? In other words: does it scatter after placing it? Does it have double Strength under the center? Does it cause D6 wounds?

It does not scatter (as you roll to hit instead), it does not have double Strength under the center (as it clearly says hits are resolved at Strength 3), but it does cause D6 wounds.

Source: Official Wood Elves FAQ