Seuraavat vastaukset ovat WD:n Q&A-palstalta, uusituista
armybookeista, GW:n Studiolta muuta kautta saatuja tai muuten vaan niin
yleisiä kysymyksiä, että olemme pykänneet vastauksia
välttyäksemme toistuvien kysymysten laumalta. On siellä
jotain uuttakin, vilkaiskaa siis toki.
Is a regiment's standard captured if the enemy is wiped
out to a last man in hand-to-hand combat?
Yes, as long as the victorious regiment would have normally
been able to pursue the unit (not engaged in combat with another regiment,
for example). If so, the standard is lost.
If a Necromancer, who is not immune to psychology, is
leading a unit of Undead that is, does he still have to take break tests
and where does he go if he fails?
Characters who join a unit which is immune to psychology,
break test or whatever are still subject to the psychology rules themselves.
If they are forced to flee they will run away as normal, the rest of the
unit will remain where it is. Ja näinhän siis Vampire Counts-armeijat
eivät toimi, vaan oman kirjansa sääntöjen mukaan.
When a cannon fires and the shot lands in front of a Disc
of Tzeentch, does the shot bounce up and hit the Disc?
Yes, riding a Disc of Tzeentch doesn't imbue a character
with a mystical protection from cannons, in the same way that models which
fly can also be hit.
In Warhammer, can a character on their own charge in any
direction you like?
What if they are mounted, or riding a monster?
Just like everybody else, characters can only charge a
target they can see. In Warhammer, regiments and individual models can
only see 90 degrees to their front, so if a unit is outside this arc they
are safe.
With a Daemonette riding a Steed of Slaanesh, which Toughness
value do you use? Is it the Daemonette's Toughness 3 or the Steed's Toughness
4?
As with any cavalry model, only the mount's Movement is
used unless it has its own attacks, in which case its Attacks and Weapon
Skill characteristics are also used. The Steed of Slaanesh's higher Toughness
confers no benefit to its rider and is given for comparative purposes.
Is it possible to get an armour saving throw better than
1+?
No! Anything (ie magic items, wargear, steeds, etc) which
increases a model's armour save can never
increase it to greater than 1+, under any circumstances
whatsoever. (With one exception, of course.)
If I have no wizards (or other spell casters) in Warhammer,
do I still get dealt Magic cards?
Yes you do.
Do units held by the Net or Hold Fast spells take panic
tests?
As there isn't any rule to cover this situation, we suggest
you apply the following maxim: they don't take panic tests but if they
lose a round of hand-to-hand combat and are broken, they are automatically
destroyed.
Does a Wizard using a Book of Ashur gain any special abilities
associated with the spell decks, like High Magic and Necromantic Magic?
No, the Book of Ashur simply allows access to High and
Necromantic magic. The Wizard will not become a Necromancer or a High Magician.
Tämä tulkinta korvaa Warhammer Magicin selostuksen
siitä, kuka on 'High Magic User', 'Necromancer' etc jaon siis merkittävä
sääntömuutos. Sanotaan nyt vielä sekin, että Crown
of Sorcery antaa kaikki Undead-kirjan mukaiset Necromancerin ominaisuudet
ja Talisman of Hoeth High Magen ominaisuudet ja ei, niihin ominaisuuksiin
ei kuulu lisää magic item-paikkoja. Ei.
If a character is armed with both the Executioner's Axe
and the Helm of Many Eyes, does he always strike first?
This is one of those classic contradictions which is very
easily resolved by using the "Irresistible Force and Immovable Object"
rule, or, to put it another way, roll a dice for it!
There are three things that allow a unit to strike first
in the first turn: Charging, Special Abilities (like Skaven Assassins),
and Special Magic Items (Helm of Many Eyes). In subsequent turns, it would
be Initiative, and the latter two. Then there are double-handed weapons
too....When situations come up like this, who would go first?
Roll a D6 each time a situation comes up. Magic items
will always take precedence over non-magic abilities though.Where magic
items entitle both sides to strike first then the card usually includes
a note to the effect that the highest initiative takes priority, resorting
to a dice roll where this is equal. Consider this as a general rule in
such cases.
There are some monsters not listed in the new Battle Book
Bestiary which appear in other books IE.,
Lammasu, Great Taurus, etc. Are they subject to the Bound
rules (like, say, a Wyvern), or not Bound (like a Dragon)?
Assume all dragons are not subject to the Bound Monster
Rules, but all other monsters not covered in the Beastiary are subject
to them.
Hippogriffs are given different point values in different
sources. Which value is correct.
145 points is correct in all cases.
A model charges down from Flying High to attack a model
that causes Terror. The charging model fails its Terror Test. What does
it do?
It lands on the ground where it was intending to &
flees 3D6", towards their starting table edge if possible. The unit that
was charged does not get to pursue.
Resolving attacks w/ units on flying stands. What is the
base width of the flying stand? Do you assume that any models forward of
the edges of the stand are "in contact" with the enemy, or is it the models
in _actual_ physical contact (actually touching the flying stand)?
We roughly place the models into a line as close as we
can, then assume the unit stretches between the extremities of the bases.
If the general is flying high and dies, does the army
need to panic?
Yep! The sight of your general plummeting from the skies,
a bloody wreck of flesh, is too much for most troops to bear!
Laid to Rest: In a Challenge, what determines who attacks
first?
It's worked out as for a normal attack (charger goes first,
unless he has a 2 handed weapon, etc).
When a template hits a unit in combat or a chariot, there
are special rules that make it different from normal shooting. Even though
cannons have no physical template, should the up to 10" path of the cannon
be taken as a template?
This is a good one! It's not strictly covered in the rules,
but around the offices and in the studio we take the pathof a cannon to
be one long template. If in doubt, imagine the template to be the width
of a range ruler or normal tape measurer (about one quarter inch wide)
and as long as the path the ball takes from its initial bounce to the point
it comes to rest. If the path crosses, for example, two horses and the
yoke of a chariot, then roll to wound each horse and the chariot.
In the commentary on the rules (page110) it says that
rank bonus is lost for the entire combat if the unit is flanked. If I lap
round, thus negating my opponent's rank bonus, and he later beats me (forcing
me to get my "lappers" back into formation),is his rank bonus still gone
for the duration of the combat?
There's a bit of a misunderstanding here. Ranks bonus
is only negated when a unit is actually charged in the flank, not merely
when a unit is lapped round. Be sure to read the book carefully. Distinctions
like this are often present, but overlooked.
In Warhammer, because of modifiers to the hand to hand
to hit roll and other circumstances such as
defending an obstacle, an attacker could require a to
hit roll of 7+ or more. Does this mean that the defender cannot be hit?
This is a situation that did not come up in any play testing
and so was left out of the rules in the interest of space. Since then,
a number of magic items have been introduced which could make it impossible
to strike blows against a model. If this situation comes up, use the shooting
rules to hit. Therefor, a model which would only be hit on a 7+ (impossible
on a d6), a 6, followed by a further 4+ is required. See page 28 of the
Rulebook for a more detailed explanation.
Daemons are said to have magical attacks that can effect
models that can normally only be hit by magic weapons. Are other creatures
that have "magical" attacks able to do the same? Dryads are a good example
of this.
No. Only attacks which are specifically detailed as being
able to affect creatures like ghosts, wraiths, and the like are able to
do so. A bit of background that describes the attack or model as magical
just isn't enough.
Is there anything stopping an allied character from joining
a unit from the main army?
There is a strong smell of cheddar here! While there is
nothing technically stopping this, it was never the intention of the rules
to allow this. Normally when players do this it is with the idea of trying
to get around some other rule. Be warned! If players in your group are
doing this, they probably have some other, not quite illegal tricks up
their sleeves.
Orcs and Goblins
If I use the Orks' Waaagh magic spell Hand Of Gork to
move a Night Goblin regiment containing Fanatics so that it ends up within
8" of an enemy unit, when and how do the Fanatics emerge?
The question comes about because the rules state that
"Whatever the situation, whether it is your or your opponent's turn, as
soon as the enemy approach within 8" you declare that your Fanatics are
coming out! All movement is halted immediately. If a moving enemy has triggered
the Fanatics then the enemy unit is halted at 8" away". The problem is,
of course, that in the circumstances described above, the two units are
never exactly 8" apart...
Sometimes a situation arises when it is impossible to
release the Fanatics while the two units are exactly 8" apart. For example,
a flying model may swoop down from flying high and appear next to the Goblins,
or the Goblins may be transported across the battlefield by the Hand of
Gork spell and appear closer than 8" to an enemy unit.
Under such circumstances you should place the Fanatics
on the table after the magically teleporting unit, diving creature, or
whatever, has been placed.
Normally you would now nominate the direction the Fanatics
are heading in, and resolve their movement. However, if the unit triggering
the Fanatics (or the Goblins holding them) suddenly appear, then roll the
Scatter dice to see which direction they move in, instead of choosing where
you want them to head. The Fanatics still move 2D6", but do so in the direction
indicated by the Scatter dice. This represents the fact that the Fanatics
are so disorientated by the sudden appearance of the enemy that they set
off too quickly and lose all sense of direction immediately (though they
don't have much of one to lose)!
If the Fanatics' random move takes them into an enemy
unit then they will cause damage as normal, and they will also damage any
friendly unit they smash into (for those of you who don't know, each Fanatic
that hits a unit inflicts D6 S5 hits with no armour saving throw allowed!).
The only exception to this is if the random move takes a Fanatic back through
its own unit. In this case the Fanatic passes through its own unit without
causing any damage - it's assumed that the Fanatic actually launched himself
out of the other side of the unit and headed off in completely the wrong
direction from the start! Note that if a Fanatic smashes into its parent
unit later, then it will damage the unlucky Gobbos as normal.
I have a question about Warhammer Snotling pump wagons.
Are they affected by psychology, or are they immune like normal Snotling
bases?
Snotling pump wagons have a crew of a single Snotling
stand for the purposes of fighting and taking wounds, but they are not
affected by the Mimic rules. This is pretty obviously really, as it would
stop the pump wagon moving freely. The rules state that the pump wagon
acts like any other chariot except where noted, which means they cannot
march move (their movement is random anyway) they are subject to psychology
and must take break tests as normal.
My friend's Snotling Pump Wagon seems to have a mind of
its own, manoeuvring all round the battlefield during their move. Can they
really do this?
No, Pump Wagons always move in a straight line. You can
turn them in the direction you want them to go in at the start of their
move but no manoeuvring beyond that!
If a Night Goblin Shaman is more than 12" away from an
Orc or Goblin Mob and gobbles a piece of
mushroom does he still have to make a Waaagh! test to
control the magic?
With no units within 12", the dice roll needed to pass
a Waaagh! test is 1, so it's impossible to fail. As stated, eating mushrooms
does not increase your chances of failing Waaagh! test (only the consequences
if you do!). This means that by eating mushrooms alone (no units within
12"), your Night Goblin Shaman cannot fail his Waaagh test so there isn't
really any point in taking one.
Orc and Goblin units can have Black Orc Big Bosses as
leaders. Can they include Black Orc Bosses as well?
No. Bosses are always of the same race as the unit. This,
however does not stop you from putting Black Orc Big Bosses or War Bosses
in units of other types of Greenskins.
I've noticed that there are Savage Orc Boyz models available
with spears, but you can't buy spears for them in the army list. Can they
have spears or not?
We've now added spears to the Savage Orc Boyz listing
in the current army book. You can now give spears to Savage Orcs at a cost
of +1 points per model.
Can a Giant pluck a man-sized guy off of other bits (monsters,
chariots, Screaming Bell, horse, Juggernought, Disc of Tzeentch)?
No. Any model which is all one thing, all one model, is
not able to be affected by this attack. A crewman for a cannon or similar
war machine could be picked out, but a crewman on a chariot cannot be.
Can an Orc/Goblin army have more than one Warlord? There
is no "1" noted by the title as in other books...
No, just 1.
For special Goblin units that state a "Goblin Mobz" unit
must be taken to take the special unit (like Doom Divers), would anything
but "vanilla" gobbos count? Or would say a Night Gobbo unit count?
Only regular Gobbos. Which includes Wolf Boyz.
Dark Elves
Much to our dismay there were a few minor errors in Warhammer
Armies - Dark Elves, which slipped through the editing net. To set the
record straight here are the corrections:
In several places the text for the Cauldron of Blood states
that it is tended by a Hag Queen, called the Keeper of the Cauldron. Note
however, the Keeper actually has the profile of a Witch Elf Champion, nor
may she take a Magic Item as the Cauldron of Blood is enough...
There are several differing profiles for the Har Ganeth
Executioners in the Bestiary, Army List and Reference section. The correct
profile for Har Ganeth Executioners is different from other Dark Elf elite
troops and should be:
M WS BS S T W I A Ld
554 4 3 1 6 1 8
The rules on page 54 state that you may include up to
one Repeater Bolt Thrower for each regiment of ten or more "Dark Elf Warriors
or Black Ark Corsairs". This should also include Spearmen, Crossbowmen
and City Guard.
In my copy of the Dark Elf book, the Repeater bolt thrower
costs 50 points but it costs 100 points in my opponents High Elf Book.
Why the difference?
The original cost of the Repeater bolt throwers (50 points)
has proven to be far too cheap over the years, so when the new High Elf
book was released, we decided to correct the point costs of both Dark Elf
and High Elf bolt throwers at the same time. As we reprint the Dark Elf
book the new cost will be of 100 points (and cheap at twice the price!)
The Blood Banner
The Blood Banner Magic Standard is listed as having a
points value of 50. This should be amended to a points value of 10!
Can a Dark Elf Corsair Champion be given a Sea Dragon
Cloak?
The Sea Dragon Cloak was missed off the Equipment List.
It should be available (for Corsair Champions only) at a cost of 5 points.
What is the correct Leadership for a Harpy? Is it 8 as
stated in the Chaos army list, or 6 as stated
elsewhere?
6.
Skaven
What happens to a Giant Rat/Rat Ogre unit when you lose
enough Packmasters to get below the 6-1 ratio?
Nothing, aside from the leaderless Giant Rats/Rat Ogres
having to use their own Leadership if all Packmasters are dead!
Do Skaven Plague Censer Bearers have to test to see if
they are poisoned by their censers every turn, or just when they are in
combat?
Only when they're in combat.
Can Skaven Plague Censer Bearers have Champions?
No.
Is a shot from a Skaven Warpstone Jezzail considered to
be magical?
Yes it is. The same goes for all Skaven warpstone weaponry
including jezzails, warpfire thrower, assassin weeping blades, warplock
pistol, poison wind globes, plague censers, and warp lightning from a Doomwheel.
Wood Elves
Is the Dryads save modifiable by shooting, hand-to-hand
combat, etc.?
There are effectively two types of save. First is the
'Armour save', which can be modified and the second is the 'Special save'
which isn't modified. Dryads have a Special save.
Wood Elf Glade Riders do a Feigned Flight, but result
in running off the board, ditto Pursuers. Are the Glade Riders then destroyed?
We can't think of how to bring them back onto the board with out the Pursuing
unit touching them, as the Riders can't move from the spot when they are
normally placed back on the board.
Strictly speaking, they aren't fleeing, so they are not
destroyed. I would place the Glade Riders 1" from the pursuers on the table
edge on their return.
Wardancers using Storm of Blades. Do all of members of
the unit get to attack the designated enemy, or just the ones who are actually
touching the enemy unit?
Only those in base contact.
High Elves
Do White Lions get their normal attacks in addition to
their special attack or is it that their special attack is their attack?
White Lions still roll 1 die to attack regardless of which
of their special attacks they are using.
Bretonnia
What are the Laws of Chivalry as they apply to losing
the Blessing of the Lady of the Lake? Or can the Blessing simple never
be lost?
The latter - the Bretonnian player is assumed to have
demonstrated sufficiently chivalrous behavior already.
In the Bretonnian lance formation, who is considered to
be actually touching the foe? We know that the outer edge can attack, but
does this mean that, since the models themselves are not in contact things
like the Talon of Death will not work? Would it be best to assume that
the models who got to attack the enemy are considered to be touching the
enemy ahead of them?
Yes, assume any figures in combat are in base to base
contact for all purposes.
Undead
Does the -1 to hit a Zombie Dragon in combat apply to
its rider as well?
Yes. A model which is in contact with the Zombie Dragon
is taken to be fighting it. Therefore, the -1 to hit applies to any attack
the model makes for as long as he remains in contact with the beast.
The Undead Book explains the Necromancy spells in greater
detail than Warhammer Magic. Curse of Years does not affect non-living
targets. Summoning spells can raise catapults and fix chariots (good thing
too with the low toughness!). Warhammer Magic makes no mention of this.
Are the expanded entries in the Undead Book still valid?
Yes, unless they contradict Warhammer Magic. This means
that catapults can still be raised and the Vermin Lord is safe from the
Curse of Years. You Undead players should be good sports and let your opponents
read your book!
Spell Allocation for the Undead: Undead Wizards can draw
from 3 different decks (Battle, Dark,
Necromantic). What are their options? Draw _all_ spells
from 1 deck. Aside from the Beastmen Shamans, all wizards draw spells from
a single deck.
When summoning undead, 5 models must be created to form
a new unit. Cavalry count as 2 models. Does this mean I need to roll a
10 on the dice, or just 6 (to see how many I summon)?
In this case, the number needed is 10. You must be able
to summon at least 5 complete models, not just 5 "models worth." Cavalry
count as two models, so a roll of 10 still only gets you 5 models, but
5 must be summoned. Screaming Skull Catapults and chariots are exceptions.
You need only summon one complete model (including its crew) to succeed
in summoning new catapults and chariots.
Empire
Flagellants, halflings, Empire dwarfs, and ogres have
no champions. Can a human champion who is properly armed and equipped join
these units and lead them?
In theory yes, as long as the champion is able to select
all the required equipment that the unit he is leading has. Some unscrupulous
players may try to use this rule to give some hideous advantage to these
troops that was never intended. While it is technically legal game play,
it should be discouraged.
Do the rules about a detachment using parent unit leadership
scores apply to skirmished detachments? That is to say, can a skirmished
bow detachment use the Ld of a parent Halberd unit?
No. Skirmishers are totally unable to benefit from the
Leadership value of nearby detachments. Their scattered and hectic formation
is not well suited to being commanded by others.
Detachments for the Empire: Wording states the detachment
may take any Ld based tests on the Ld value of the parent regiment, including
any bonuses that apply for standards, magic items, & so forth. Does
this mean "bonuses" to the value (like the Crown of Command raising the
value to 10) or to all attendant special effects that in some way relate
to Ld? (ala the Dread Banner - would it make the Detachment also cause
Fear as well? Magic Items that directly effect the Leadership of the main
unit will also affect the detachment units. Only the numerical leadership
value applies to the splinter units in a detachment. Other factors affecting
the leadership of the parent unit including banners, fear, etc. will make
no difference. Other items will not affect other detachment units as the
detached units are considered to be separate units for all other purposes.
If the parent unit has the Crown of Command, detached units can use the
Ld of 10, but it will be modified as normal. Only the actual parent unit
with the Crown gets the unmodified 10 Ld.
Dwarves and Dwarven Runes
Can the Master Rune of Flight pick out characters in units?
Yes. Nasty indeed!
Do Engineering runes make the war machine they are on
magical?
Yes. This really should be a house rule only and should
be agreed upon prior to the game.
Tässä turnauksessa ovat maagisia.
Do Engineering runes make the shots of war machines they
are on magical?
The Rune of Burning does, yes. In all other cases no.
As above, this should really be a house rule.
Tässä turnauksessa pelataan näin.
Are war machines with Runes on them "Magic Weapons?"
No. Even if your group or club agrees that the machines
are to be treated as magical in nature, they should not be treated as "magic
weapons." This means that other magic items which negate magic weapons
will not negate or destroy these war machines.
Can the sword of destruction negate Engineering Runes?
Yes. The Sword of Destruction is not specific to magic
weapons, so that is fine. Again, this assumes you play by the house rule
that runes make a war machine itself magical.
The Dwarf Flame Cannon is listed as having a range of
both 12" and 24". Which is correct?
12".
The Dwarf Rune of Warding seems to give multiple dispels
(one per ward). Is this correct, or does the
overall rule of no more than 1 dispel allowed overrule
that?
It is an exception - I would perform this type of dispel
by rolling all the dice for the runes all at once (ie., 3 dice for 3 runes
of warding), so that it still "feels" like a single dispel.
Dwarf dispells: Against regular magic, the "base" value
is a 4+.
Against High Magic spells, is it still a 4+ or is it 5+?
4+
Same subject - can Dwarfs add power cards to boost their
dispells?
Yes, just like any other army in the situation without
any Wizards.
Chaos
In the new Realm of Chaos supplement, Hellblades are described
as causing d3 hits in one place and d3 wounds in another. Which is correct?
D3 Wounds. (bloody editorial mistake!).
How many Wounds does a Chaos Hound have?
Just the one.
What is the correct Leadership for a Harpy? Is it 8 or
6?
6.
In the new Realm of Chaos supplement the description for
the Chaos Reward Breathe Fire states that it is used "in the same way as
a dragon." Does this mean it can be used in hand to hand combat?
Yes. A follower of Chaos with this reward is "naturally"
able to breath his flaming attack. He does not have a clumsy bow or other
missile weapon to fiddle with and can just open up and say "ahhhh!"
The Crush attack of a Juggernought is phrased a bit differently
than other "no save" attacks or attacks which "automatically wound." Does
the wound inflicted bypass both the toughness roll and the armor save roll?
Yes. Such is the might of the Crush that no body or suit
or army can withstand its fury!
Lizardmen
Can Salamanders Move & Fire? Ditto Stand & Shoot
as a Charge Response?
Yes for both. Remember that standing & shooting is
worked out before chargers move, or as soon as they move into range.
Is there any sort of governing/guiding principle for the
number of skinks on a stegadon?
As long as each Skink has enough space to stand up then
it is fair enough! You can even make "double-decker" howdahs if desired.
10 would seem to be a practical upper limit, but there is nothing wrong
with 20-30 even!
If a Skink Character riding a Stegadon is fighting a challenge,
do you randomise the hits? Does the Stegadon fight in the challenge?
No and no. The skink Character has jumped down from the
howdah to battle to the death with his
opponent.
When coldblooded creatures are called upon to make a Ld
test with something that states "use 3 dice" do they use 3 or 4 (since
they normally use 3)?
They still use 3 dice. This is another case of magic beating
the mundane.4) Also, if the magically induced test dictates the use of
"2d6" do coldblooded creatures still use 3d6?
Again, the magical effect will override the normal rules
which apply to the lizardmen. Use 2 dice.
If a skink character rides a stegadon, is the stegadon's
cost paid for out of character points or regimental points?
Pay for the actual stegadon from the regiments.
When firing a bolt thrower at a skink/kroxigor unit, where
does the shot go?
Randomize between the Skinks & Krozigor as normal.
If a Skink is hit, randomly determine which one to see if the next target
will be another Skink or a Kroxigor.
Skink armor saves cannot be modified by the strength.
Wood Elf bows give a -1 to save, but not from
strength. Does this -1 affect the save?
No. They always save on a 6.
Magic Items and Spells
There are many items which "kill" target (Master Rune
of Death, Hellfire Sword, etc) but do not specify that the target must
be a living model. Should "slain", "dead", etc be also interpreted as destroyed
(like in the case of a war machine)?
Yes. Treat all "killed" or "dead" results as "destroyed."
Some magic weapons and spells are so powerful that they will rip apart
or obliterate wood and steel as easily as flesh.
When casting a spell, must the player indicate his target
when he declares the casting?
Yes. Though the rules do not state so specifically, it
generally accepted as good practice and sportsmanship to do so. Players
who emphatically stick to their guns and claim they do not have to give
a target are not very pleasant individuals and should be made fun of whenever
possible.
Who strikes first when you charge with a double-handed
weapon and, say, the Helm of Many Eyes (always strike first)?
You have to roll a D6 each time the situation occurs,
to see which item "wins out" in that case. Magic items will always take
precedence over non-magic abilities though.
A wizard who is normally immune to psychology makes a
bad roll on the Potion of Knowledge. Is he
affected by stupidity even though he is normally immune?
(Liches for example)
This actually brings up quite an interesting general Warhammer
rule of thumb. That is the idea that a magical effect overrides a non-magical
ability or effect. This most commonly occurs when a magic item allows double
handed weapon armed troops to strike first, even before assassins do. In
this case, the rule of thumb means that the model will still suffer from
stupidity. *Ja tätä on sittemmin täsmennetty näin:*
Magical item special rules override mundane *weapon* rules. Magical items
override other special rules that come into conflict with them only if
the result is 'bad' for the user of the magic item. So, for example, the
effect of the Potion Of Knowledge will effect a mage who is immune to psychology,
as this is bad for the user of the item, but the Dread Banner will not
effect an *enemy* unit that is immune to psychology, as this would not
be bad for the user of the item (in fact it
would be very good!) Please note that this is a guideline
only, but it should help resolve most situations that occur in the correct
'spirit of the game'.
Talisman of Ravensdark/Scarecrow banner/etc - Do creatures
which can fly, but are not (using legs to
charge) still be effected by these?
Yes - these items effect all creatures capable of flight,
regardless of their current mode of movement.
If a unit in on a hill that is effected by Assault of
Stone, are they effected by the spell?
Yep!
If a unit is moved via magic to engage an enemy unit in
Close Combat, does the unit being "charged" get it's normal charge responses?
What about if the unit is moved via a teleportation effect (not just a
magical movement across the battlefield)?
Tässä asiassa studiolta tuntuu löytyvän
monenlaisia mielipiteitä.Turnauksessa käytetään seuraavaa
variaatiota: Charge responses are allowed as normal only for magical movement
which specifically states so, like Van Hel's Dance Macabre.
Evil Sunz Banner is not listed in the Magic Standards
- is this still "legal", or is it indeed gone?
It is indeed no more.
If a unit is "Held Fast", and fails a break check in H2H,
is it automatically destroyed? Ditto for a unit frozen by a White Dragon
& other "unit cannot move" situations.
Yes, but White Dwarf 206 updates the White Dragon Breath
rules.
If a fleeing unit is hit with a "cannot move"effect, and
is charged whilst held fast, is it destroyed?
Yes.
If you take an item that allows you to cast spells (not
a bound spell item), are you now a Wizard for
purposes of taking Wizard Arcana?
No, as they lack the rigorous training required to master
these items.
For Battle Magic spells - if you're dealt more than 1
of the same spell, can you cast it more than once (ie., if you're dealt
2 Fireballs, can you cast each Fireball once in that turn, for 2 total
Fireballs?)
Yes, exactly so. What are you guys?
Depending on the printing the Banner of Arcane Protection,
it effects
a)Undead and Daemons
b)Undead and Wizards
c)Daemons and Wizards.
d)The Magician’s Birthday
Which is right?
The banner will affect Undead and Daemons. If you have
any other version, be an honest man (come on Undead players!) and make
the correction.
If I double my attacks (eg frenzy, Spider Banner, Skavenbrew)
what happens if I double them again. Can I double a double? If I have frenzy
and Spider banner do I quadruple my attacks?
No you can't double a double using magic, spells, frenzy
or anything. The best you can get is a straight double. Anything on top
of that has no effect.
Can I distribute hits from a Hydra Sword amongst several
models or do all the hits have to be on one model? If a weapon multiplies
hits then a single hit struck against a specific model becomes a multiple
of hits against the same model. If you have several attacks you can split
these between any targets in base contact, so you could inflict one or
more hits on several targets before multiplying up each hit.
Do I really have to take a Potion of Strength at the start
of my own turn? Can I not take it at the start of either player's turn,
the start of combat, etc?
Yes you really do have to use it at the start of your
own turn and not any other time - not in the middle of hand-to hand combat
as players often do! At 10 points it's excellent value but the downside
is you have to commit to using it at the start of your turn, which can
mean you waste it (if you charge and your opponent flees for example).
I use the Black Gem of Gnar to pin an enemy champion or
another model in a unit. Can the rest of the unit move or is it locked
in place because the champion cannot move.
Once you use the Black Gem, the affected models are effectively
removed from the game and are ignored. You might wish to literally remove
them whilst the effect lasts - it makes no difference. The rest of the
unit is free to move and fight normally. In the case of a champion or a
trooper from a unit, this can mean he is stranded from his unit when the
effect of the Black Gem wears off. Treat the model as a single character,
but you must attempt to re-unite him with his unit if possible. He is ignored
for calculating Victory Points - if the rest of his unit is destroyed the
entire unit is deemed destroyed for purposes of Victory Points.
Seuraavia WD 222:ssa julkaistun 'Magic revisited'-artikkelin
mukaisia muutoksia noudatetaan turnauksessa:
Armour of Brilliance - Bretonnia only
Cloak of Shadows - Skaven only
Sword of Justice - Empire only
Sword of Teclis - High Elves only
The Silver Seal - Empire only
Executioner's Axe - Dark Elves only. In addition, the
rule should read '...if any dice roll made to wound is a 6, the Executioner's
Axe has killed outright, in which case no armour saves are allowes.' A
6 is required on the wound roll and not on the hit roll as stated on the
card.
Mork's War Banner - Wizards in contact with the unit are
killed on the d6 roll of a 4 or more and not automatically as stated on
the card. Make this roll as soon as the wizard touches the unit, and subsequently
at the start of each of the wizards turns if he is still touching.
The Book of Secrets - The reduction of the caster's profile
should be at the opposing player's discretion and not the player himself.
The enemy rolls the dice and decides which characteristics to reduce. If
the wizard rides a horse, monster or chariot, reducing the rider's movement
does not affect his movement. Once a characteristic has been reduced it
cannot be 'healed' or regained - the caster has not taken wounds but his
base level characteristic has changed permanently. Note that no characteristic
can be reduced to '0' unless there is no other option - in which case players
will inevitably choose wounds to 'kill' the caster.
Plaque of Dominion - One use only. You can only use it
once per battle and not every turn as described on the card.
Cloak of Shadow - The Cloak cannot cover a chariot, machine
or mount of any kind, and is therefore of use only to models on foot. Add
the note 'Models on Foot Only'. This rule applies to all three 'cloak items'
as follows. (Mage-Priest kantotuoleineen ja Sauruksineen ei ole 'model
on foot'. Eikä ole vaunussa seisoskeleva sankarikaan, ihan vain näin
helppouden vuoksi.)
Cloak of Mists and Shadows - The Cloak cannot cover a
chariot, machine or mount of any kind, and is therefore of use only to
models on foot. Add the note 'Models on Foot Only'.
Cloak of Feathers - Is 'One Use Only' i.e. you can only
use it once per battle and not every turn as described on the card.The
Cloak cannot cover a chariot, machine or mount of any kind, and is therefore
of use only to models on foot. Add the note 'Models on Foot Only'.
Aldred's Casket of Sorcery - The correct points value
is 50 and not 25 as stated on the card.
Sword of Destruction - Chaos Rewards are not negated by
magic effects that would normally negate magic items (as explained in Realms
of Chaos). This is because many are physical attributes that can't strictly
be cancelled out. However, the combination of Sword of Destruction and
Chaos rewards is horrible to contemplate. In this case Chaos Rewards are
affected by the Sword of Destruction, and a character with Chaos rewards
cannot carry the weapon. The card should therefore read 'The wielder may
carry no other magic items, not even Chaos Rewards, as they would be destroyed
by the sword's power.'
The Rune of Disguise - Only works on a machine that is
stationary. Once a machine moves the effect ends. There are two ways of
representing this rune. The first way is to place the model on the table
and announce to your opponent that it has the Rune of Disguise and can't
be seen. The second way is to make a rough map showing where the machine
is deployed, the machine is placed on the table in the position indicated
when you wish to shoot or move. Both methods are equally acceptable but
the latter is heaps more fun.
The Rune of Burning - Can be employed on any war machine
that fires a shot including cannons.
Ja sitten vielä lätinää suomeksi:
WD 206:ssa julkaistun 'Here be dragons'-artikkelin mukaisesti
valkoiset lohikäärmeet eivät jäädytä uhrejaan
automaattisesti, ainoastaan kohteen epäonnistuessa Ld-testissä.
Aldred's Casket of Sorcery voi varastaa yhden taian/täysi
kierros, eli jos varastat taian vaikkapa omassa movement phasessasi, voit
seuraavan kerran varastaa taian aikaisintaan seuraavassa omassa movement
phasessasi.
Skitterleap-taikaa voi käyttää vain omaan
armeijaan kuuluviin yksittäisiin olentoihin, jotka voivat normaalisti
erota yksiköstään. Siis ei skavenslaveja, Screaming Bellejä
tms.
Pursue: takaa-ajettu yksikkö tuhoutuu, mikäli
takaa-ajajan nopanheitto tuottaa suuremman tuloksen. Takana oleva yksikkö,
vaikeakulkuinen maasto tai muut vastaavat ilmiöt eivät pelasta
tältä.
Sankarin liittyminen jo lähitaistelussa olevaan yksikköön
on sallittua vain silloin, kun sankari pystyisi muutenkin rynnäköimään
lähitaisteluun ts. normaalit säännöt lähitaisteluun
pääsemisestä pätevät myös.
Infiltrointi on sallittua ihan avoimellekin maastolle
- voidaan olettaa Väijy-Veikkojen kaivaneen piilokuoppia koko yön
- mutta ei siis paikkoihin, jotka ovat jonkun vihulaisen 90 asteen näköalueella.
Pakenevat yksiköt eivät ota Panic- eivätkä
Terror-testejä.
Lähitaisteluvaiheessa aiheutetut paniikkitestit -
myös kenraalin kuolemasta johtuva - otetaan vasta, kun kaikki erilliset
taistelut on käyty.
Päätös vastaloitsun (dispel) yrittämisestä
tehdään ennen taian kantaman mittaamista, paitsi jos molemmat
pelaajat haluavat pelata toisin…
Pelin alussa on suotavaa käyttää hetki
yhteisymmärryksen saavuttamiseen maaston ominaisuuksista, line-of-sight-
tulkinnoista ja muista varsin todennäköisesti pelin aikana esille
nousevista asioista, joissa pelaajien tottumukset ovat erilaisia.
Yleisesti ottaen kannattaa huomioida, että mikäli
jokin hilavitkutinyhdistelmä tuntuu pelin automaattisesti voittavalta,
tulkinnassa on luultavasti jotain vikaa. Kysymyksiä sopii esittää.
Seuraavat vastaukset ovat WD:n Q&A-palstalta, uusituista
armybookeista, GW:n Studiolta muuta kautta saatuja tai muuten vaan niin
yleisiä kysymyksiä, että olemme pykänneet vastauksia
välttyäksemme toistuvien kysymysten laumalta. On siellä
jotain uuttakin, vilkaiskaa siis toki.
Is a regiment's standard captured if the enemy is wiped
out to a last man in hand-to-hand combat?
Yes, as long as the victorious regiment would have normally
been able to pursue the unit (not engaged in combat with another regiment,
for example). If so, the standard is lost.
If a Necromancer, who is not immune to psychology, is
leading a unit of Undead that is, does he still have to take break tests
and where does he go if he fails?
Characters who join a unit which is immune to psychology,
break test or whatever are still subject to the psychology rules themselves.
If they are forced to flee they will run away as normal, the rest of the
unit will remain where it is. Ja näinhän siis Vampire Counts-armeijat
eivät toimi, vaan oman kirjansa sääntöjen mukaan.
When a cannon fires and the shot lands in front of a Disc
of Tzeentch, does the shot bounce up and hit the Disc?
Yes, riding a Disc of Tzeentch doesn't imbue a character
with a mystical protection from cannons, in the same way that models which
fly can also be hit.
In Warhammer, can a character on their own charge in any
direction you like?
What if they are mounted, or riding a monster?
Just like everybody else, characters can only charge a
target they can see. In Warhammer, regiments and individual models can
only see 90 degrees to their front, so if a unit is outside this arc they
are safe.
With a Daemonette riding a Steed of Slaanesh, which Toughness
value do you use? Is it the Daemonette's Toughness 3 or the Steed's Toughness
4?
As with any cavalry model, only the mount's Movement is
used unless it has its own attacks, in which case its Attacks and Weapon
Skill characteristics are also used. The Steed of Slaanesh's higher Toughness
confers no benefit to its rider and is given for comparative purposes.
Is it possible to get an armour saving throw better than
1+?
No! Anything (ie magic items, wargear, steeds, etc) which
increases a model's armour save can never
increase it to greater than 1+, under any circumstances
whatsoever. (With one exception, of course.)
If I have no wizards (or other spell casters) in Warhammer,
do I still get dealt Magic cards?
Yes you do.
Do units held by the Net or Hold Fast spells take panic
tests?
As there isn't any rule to cover this situation, we suggest
you apply the following maxim: they don't take panic tests but if they
lose a round of hand-to-hand combat and are broken, they are automatically
destroyed.
Does a Wizard using a Book of Ashur gain any special abilities
associated with the spell decks, like High Magic and Necromantic Magic?
No, the Book of Ashur simply allows access to High and
Necromantic magic. The Wizard will not become a Necromancer or a High Magician.
Tämä tulkinta korvaa Warhammer Magicin selostuksen
siitä, kuka on 'High Magic User', 'Necromancer' etc jaon siis merkittävä
sääntömuutos. Sanotaan nyt vielä sekin, että Crown
of Sorcery antaa kaikki Undead-kirjan mukaiset Necromancerin ominaisuudet
ja Talisman of Hoeth High Magen ominaisuudet ja ei, niihin ominaisuuksiin
ei kuulu lisää magic item-paikkoja. Ei.
If a character is armed with both the Executioner's Axe
and the Helm of Many Eyes, does he always strike first?
This is one of those classic contradictions which is very
easily resolved by using the "Irresistible Force and Immovable Object"
rule, or, to put it another way, roll a dice for it!
There are three things that allow a unit to strike first
in the first turn: Charging, Special Abilities (like Skaven Assassins),
and Special Magic Items (Helm of Many Eyes). In subsequent turns, it would
be Initiative, and the latter two. Then there are double-handed weapons
too....When situations come up like this, who would go first?
Roll a D6 each time a situation comes up. Magic items
will always take precedence over non-magic abilities though.Where magic
items entitle both sides to strike first then the card usually includes
a note to the effect that the highest initiative takes priority, resorting
to a dice roll where this is equal. Consider this as a general rule in
such cases.
There are some monsters not listed in the new Battle Book
Bestiary which appear in other books IE.,
Lammasu, Great Taurus, etc. Are they subject to the Bound
rules (like, say, a Wyvern), or not Bound (like a Dragon)?
Assume all dragons are not subject to the Bound Monster
Rules, but all other monsters not covered in the Beastiary are subject
to them.
Hippogriffs are given different point values in different
sources. Which value is correct.
145 points is correct in all cases.
A model charges down from Flying High to attack a model
that causes Terror. The charging model fails its Terror Test. What does
it do?
It lands on the ground where it was intending to &
flees 3D6", towards their starting table edge if possible. The unit that
was charged does not get to pursue.
Resolving attacks w/ units on flying stands. What is the
base width of the flying stand? Do you assume that any models forward of
the edges of the stand are "in contact" with the enemy, or is it the models
in _actual_ physical contact (actually touching the flying stand)?
We roughly place the models into a line as close as we
can, then assume the unit stretches between the extremities of the bases.
If the general is flying high and dies, does the army
need to panic?
Yep! The sight of your general plummeting from the skies,
a bloody wreck of flesh, is too much for most troops to bear!
Laid to Rest: In a Challenge, what determines who attacks
first?
It's worked out as for a normal attack (charger goes first,
unless he has a 2 handed weapon, etc).
When a template hits a unit in combat or a chariot, there
are special rules that make it different from normal shooting. Even though
cannons have no physical template, should the up to 10" path of the cannon
be taken as a template?
This is a good one! It's not strictly covered in the rules,
but around the offices and in the studio we take the pathof a cannon to
be one long template. If in doubt, imagine the template to be the width
of a range ruler or normal tape measurer (about one quarter inch wide)
and as long as the path the ball takes from its initial bounce to the point
it comes to rest. If the path crosses, for example, two horses and the
yoke of a chariot, then roll to wound each horse and the chariot.
In the commentary on the rules (page110) it says that
rank bonus is lost for the entire combat if the unit is flanked. If I lap
round, thus negating my opponent's rank bonus, and he later beats me (forcing
me to get my "lappers" back into formation),is his rank bonus still gone
for the duration of the combat?
There's a bit of a misunderstanding here. Ranks bonus
is only negated when a unit is actually charged in the flank, not merely
when a unit is lapped round. Be sure to read the book carefully. Distinctions
like this are often present, but overlooked.
In Warhammer, because of modifiers to the hand to hand
to hit roll and other circumstances such as
defending an obstacle, an attacker could require a to
hit roll of 7+ or more. Does this mean that the defender cannot be hit?
This is a situation that did not come up in any play testing
and so was left out of the rules in the interest of space. Since then,
a number of magic items have been introduced which could make it impossible
to strike blows against a model. If this situation comes up, use the shooting
rules to hit. Therefor, a model which would only be hit on a 7+ (impossible
on a d6), a 6, followed by a further 4+ is required. See page 28 of the
Rulebook for a more detailed explanation.
Daemons are said to have magical attacks that can effect
models that can normally only be hit by magic weapons. Are other creatures
that have "magical" attacks able to do the same? Dryads are a good example
of this.
No. Only attacks which are specifically detailed as being
able to affect creatures like ghosts, wraiths, and the like are able to
do so. A bit of background that describes the attack or model as magical
just isn't enough.
Is there anything stopping an allied character from joining
a unit from the main army?
There is a strong smell of cheddar here! While there is
nothing technically stopping this, it was never the intention of the rules
to allow this. Normally when players do this it is with the idea of trying
to get around some other rule. Be warned! If players in your group are
doing this, they probably have some other, not quite illegal tricks up
their sleeves.
Orcs and Goblins
If I use the Orks' Waaagh magic spell Hand Of Gork to
move a Night Goblin regiment containing Fanatics so that it ends up within
8" of an enemy unit, when and how do the Fanatics emerge?
The question comes about because the rules state that
"Whatever the situation, whether it is your or your opponent's turn, as
soon as the enemy approach within 8" you declare that your Fanatics are
coming out! All movement is halted immediately. If a moving enemy has triggered
the Fanatics then the enemy unit is halted at 8" away". The problem is,
of course, that in the circumstances described above, the two units are
never exactly 8" apart...
Sometimes a situation arises when it is impossible to
release the Fanatics while the two units are exactly 8" apart. For example,
a flying model may swoop down from flying high and appear next to the Goblins,
or the Goblins may be transported across the battlefield by the Hand of
Gork spell and appear closer than 8" to an enemy unit.
Under such circumstances you should place the Fanatics
on the table after the magically teleporting unit, diving creature, or
whatever, has been placed.
Normally you would now nominate the direction the Fanatics
are heading in, and resolve their movement. However, if the unit triggering
the Fanatics (or the Goblins holding them) suddenly appear, then roll the
Scatter dice to see which direction they move in, instead of choosing where
you want them to head. The Fanatics still move 2D6", but do so in the direction
indicated by the Scatter dice. This represents the fact that the Fanatics
are so disorientated by the sudden appearance of the enemy that they set
off too quickly and lose all sense of direction immediately (though they
don't have much of one to lose)!
If the Fanatics' random move takes them into an enemy
unit then they will cause damage as normal, and they will also damage any
friendly unit they smash into (for those of you who don't know, each Fanatic
that hits a unit inflicts D6 S5 hits with no armour saving throw allowed!).
The only exception to this is if the random move takes a Fanatic back through
its own unit. In this case the Fanatic passes through its own unit without
causing any damage - it's assumed that the Fanatic actually launched himself
out of the other side of the unit and headed off in completely the wrong
direction from the start! Note that if a Fanatic smashes into its parent
unit later, then it will damage the unlucky Gobbos as normal.
I have a question about Warhammer Snotling pump wagons.
Are they affected by psychology, or are they immune like normal Snotling
bases?
Snotling pump wagons have a crew of a single Snotling
stand for the purposes of fighting and taking wounds, but they are not
affected by the Mimic rules. This is pretty obviously really, as it would
stop the pump wagon moving freely. The rules state that the pump wagon
acts like any other chariot except where noted, which means they cannot
march move (their movement is random anyway) they are subject to psychology
and must take break tests as normal.
My friend's Snotling Pump Wagon seems to have a mind of
its own, manoeuvring all round the battlefield during their move. Can they
really do this?
No, Pump Wagons always move in a straight line. You can
turn them in the direction you want them to go in at the start of their
move but no manoeuvring beyond that!
If a Night Goblin Shaman is more than 12" away from an
Orc or Goblin Mob and gobbles a piece of
mushroom does he still have to make a Waaagh! test to
control the magic?
With no units within 12", the dice roll needed to pass
a Waaagh! test is 1, so it's impossible to fail. As stated, eating mushrooms
does not increase your chances of failing Waaagh! test (only the consequences
if you do!). This means that by eating mushrooms alone (no units within
12"), your Night Goblin Shaman cannot fail his Waaagh test so there isn't
really any point in taking one.
Orc and Goblin units can have Black Orc Big Bosses as
leaders. Can they include Black Orc Bosses as well?
No. Bosses are always of the same race as the unit. This,
however does not stop you from putting Black Orc Big Bosses or War Bosses
in units of other types of Greenskins.
I've noticed that there are Savage Orc Boyz models available
with spears, but you can't buy spears for them in the army list. Can they
have spears or not?
We've now added spears to the Savage Orc Boyz listing
in the current army book. You can now give spears to Savage Orcs at a cost
of +1 points per model.
Can a Giant pluck a man-sized guy off of other bits (monsters,
chariots, Screaming Bell, horse, Juggernought, Disc of Tzeentch)?
No. Any model which is all one thing, all one model, is
not able to be affected by this attack. A crewman for a cannon or similar
war machine could be picked out, but a crewman on a chariot cannot be.
Can an Orc/Goblin army have more than one Warlord? There
is no "1" noted by the title as in other books...
No, just 1.
For special Goblin units that state a "Goblin Mobz" unit
must be taken to take the special unit (like Doom Divers), would anything
but "vanilla" gobbos count? Or would say a Night Gobbo unit count?
Only regular Gobbos. Which includes Wolf Boyz.
Dark Elves
Much to our dismay there were a few minor errors in Warhammer
Armies - Dark Elves, which slipped through the editing net. To set the
record straight here are the corrections:
In several places the text for the Cauldron of Blood states
that it is tended by a Hag Queen, called the Keeper of the Cauldron. Note
however, the Keeper actually has the profile of a Witch Elf Champion, nor
may she take a Magic Item as the Cauldron of Blood is enough...
There are several differing profiles for the Har Ganeth
Executioners in the Bestiary, Army List and Reference section. The correct
profile for Har Ganeth Executioners is different from other Dark Elf elite
troops and should be:
M WS BS S T W I A Ld
554 4 3 1 6 1 8
The rules on page 54 state that you may include up to
one Repeater Bolt Thrower for each regiment of ten or more "Dark Elf Warriors
or Black Ark Corsairs". This should also include Spearmen, Crossbowmen
and City Guard.
In my copy of the Dark Elf book, the Repeater bolt thrower
costs 50 points but it costs 100 points in my opponents High Elf Book.
Why the difference?
The original cost of the Repeater bolt throwers (50 points)
has proven to be far too cheap over the years, so when the new High Elf
book was released, we decided to correct the point costs of both Dark Elf
and High Elf bolt throwers at the same time. As we reprint the Dark Elf
book the new cost will be of 100 points (and cheap at twice the price!)
The Blood Banner
The Blood Banner Magic Standard is listed as having a
points value of 50. This should be amended to a points value of 10!
Can a Dark Elf Corsair Champion be given a Sea Dragon
Cloak?
The Sea Dragon Cloak was missed off the Equipment List.
It should be available (for Corsair Champions only) at a cost of 5 points.
What is the correct Leadership for a Harpy? Is it 8 as
stated in the Chaos army list, or 6 as stated
elsewhere?
6.
Skaven
What happens to a Giant Rat/Rat Ogre unit when you lose
enough Packmasters to get below the 6-1 ratio?
Nothing, aside from the leaderless Giant Rats/Rat Ogres
having to use their own Leadership if all Packmasters are dead!
Do Skaven Plague Censer Bearers have to test to see if
they are poisoned by their censers every turn, or just when they are in
combat?
Only when they're in combat.
Can Skaven Plague Censer Bearers have Champions?
No.
Is a shot from a Skaven Warpstone Jezzail considered to
be magical?
Yes it is. The same goes for all Skaven warpstone weaponry
including jezzails, warpfire thrower, assassin weeping blades, warplock
pistol, poison wind globes, plague censers, and warp lightning from a Doomwheel.
Wood Elves
Is the Dryads save modifiable by shooting, hand-to-hand
combat, etc.?
There are effectively two types of save. First is the
'Armour save', which can be modified and the second is the 'Special save'
which isn't modified. Dryads have a Special save.
Wood Elf Glade Riders do a Feigned Flight, but result
in running off the board, ditto Pursuers. Are the Glade Riders then destroyed?
We can't think of how to bring them back onto the board with out the Pursuing
unit touching them, as the Riders can't move from the spot when they are
normally placed back on the board.
Strictly speaking, they aren't fleeing, so they are not
destroyed. I would place the Glade Riders 1" from the pursuers on the table
edge on their return.
Wardancers using Storm of Blades. Do all of members of
the unit get to attack the designated enemy, or just the ones who are actually
touching the enemy unit?
Only those in base contact.
High Elves
Do White Lions get their normal attacks in addition to
their special attack or is it that their special attack is their attack?
White Lions still roll 1 die to attack regardless of which
of their special attacks they are using.
Bretonnia
What are the Laws of Chivalry as they apply to losing
the Blessing of the Lady of the Lake? Or can the Blessing simple never
be lost?
The latter - the Bretonnian player is assumed to have
demonstrated sufficiently chivalrous behavior already.
In the Bretonnian lance formation, who is considered to
be actually touching the foe? We know that the outer edge can attack, but
does this mean that, since the models themselves are not in contact things
like the Talon of Death will not work? Would it be best to assume that
the models who got to attack the enemy are considered to be touching the
enemy ahead of them?
Yes, assume any figures in combat are in base to base
contact for all purposes.
Undead
Does the -1 to hit a Zombie Dragon in combat apply to
its rider as well?
Yes. A model which is in contact with the Zombie Dragon
is taken to be fighting it. Therefore, the -1 to hit applies to any attack
the model makes for as long as he remains in contact with the beast.
The Undead Book explains the Necromancy spells in greater
detail than Warhammer Magic. Curse of Years does not affect non-living
targets. Summoning spells can raise catapults and fix chariots (good thing
too with the low toughness!). Warhammer Magic makes no mention of this.
Are the expanded entries in the Undead Book still valid?
Yes, unless they contradict Warhammer Magic. This means
that catapults can still be raised and the Vermin Lord is safe from the
Curse of Years. You Undead players should be good sports and let your opponents
read your book!
Spell Allocation for the Undead: Undead Wizards can draw
from 3 different decks (Battle, Dark,
Necromantic). What are their options? Draw _all_ spells
from 1 deck. Aside from the Beastmen Shamans, all wizards draw spells from
a single deck.
When summoning undead, 5 models must be created to form
a new unit. Cavalry count as 2 models. Does this mean I need to roll a
10 on the dice, or just 6 (to see how many I summon)?
In this case, the number needed is 10. You must be able
to summon at least 5 complete models, not just 5 "models worth." Cavalry
count as two models, so a roll of 10 still only gets you 5 models, but
5 must be summoned. Screaming Skull Catapults and chariots are exceptions.
You need only summon one complete model (including its crew) to succeed
in summoning new catapults and chariots.
Empire
Flagellants, halflings, Empire dwarfs, and ogres have
no champions. Can a human champion who is properly armed and equipped join
these units and lead them?
In theory yes, as long as the champion is able to select
all the required equipment that the unit he is leading has. Some unscrupulous
players may try to use this rule to give some hideous advantage to these
troops that was never intended. While it is technically legal game play,
it should be discouraged.
Do the rules about a detachment using parent unit leadership
scores apply to skirmished detachments? That is to say, can a skirmished
bow detachment use the Ld of a parent Halberd unit?
No. Skirmishers are totally unable to benefit from the
Leadership value of nearby detachments. Their scattered and hectic formation
is not well suited to being commanded by others.
Detachments for the Empire: Wording states the detachment
may take any Ld based tests on the Ld value of the parent regiment, including
any bonuses that apply for standards, magic items, & so forth. Does
this mean "bonuses" to the value (like the Crown of Command raising the
value to 10) or to all attendant special effects that in some way relate
to Ld? (ala the Dread Banner - would it make the Detachment also cause
Fear as well? Magic Items that directly effect the Leadership of the main
unit will also affect the detachment units. Only the numerical leadership
value applies to the splinter units in a detachment. Other factors affecting
the leadership of the parent unit including banners, fear, etc. will make
no difference. Other items will not affect other detachment units as the
detached units are considered to be separate units for all other purposes.
If the parent unit has the Crown of Command, detached units can use the
Ld of 10, but it will be modified as normal. Only the actual parent unit
with the Crown gets the unmodified 10 Ld.
Dwarves and Dwarven Runes
Can the Master Rune of Flight pick out characters in units?
Yes. Nasty indeed!
Do Engineering runes make the war machine they are on
magical?
Yes. This really should be a house rule only and should
be agreed upon prior to the game.
Tässä turnauksessa ovat maagisia.
Do Engineering runes make the shots of war machines they
are on magical?
The Rune of Burning does, yes. In all other cases no.
As above, this should really be a house rule.
Tässä turnauksessa pelataan näin.
Are war machines with Runes on them "Magic Weapons?"
No. Even if your group or club agrees that the machines
are to be treated as magical in nature, they should not be treated as "magic
weapons." This means that other magic items which negate magic weapons
will not negate or destroy these war machines.
Can the sword of destruction negate Engineering Runes?
Yes. The Sword of Destruction is not specific to magic
weapons, so that is fine. Again, this assumes you play by the house rule
that runes make a war machine itself magical.
The Dwarf Flame Cannon is listed as having a range of
both 12" and 24". Which is correct?
12".
The Dwarf Rune of Warding seems to give multiple dispels
(one per ward). Is this correct, or does the
overall rule of no more than 1 dispel allowed overrule
that?
It is an exception - I would perform this type of dispel
by rolling all the dice for the runes all at once (ie., 3 dice for 3 runes
of warding), so that it still "feels" like a single dispel.
Dwarf dispells: Against regular magic, the "base" value
is a 4+.
Against High Magic spells, is it still a 4+ or is it 5+?
4+
Same subject - can Dwarfs add power cards to boost their
dispells?
Yes, just like any other army in the situation without
any Wizards.
Chaos
In the new Realm of Chaos supplement, Hellblades are described
as causing d3 hits in one place and d3 wounds in another. Which is correct?
D3 Wounds. (bloody editorial mistake!).
How many Wounds does a Chaos Hound have?
Just the one.
What is the correct Leadership for a Harpy? Is it 8 or
6?
6.
In the new Realm of Chaos supplement the description for
the Chaos Reward Breathe Fire states that it is used "in the same way as
a dragon." Does this mean it can be used in hand to hand combat?
Yes. A follower of Chaos with this reward is "naturally"
able to breath his flaming attack. He does not have a clumsy bow or other
missile weapon to fiddle with and can just open up and say "ahhhh!"
The Crush attack of a Juggernought is phrased a bit differently
than other "no save" attacks or attacks which "automatically wound." Does
the wound inflicted bypass both the toughness roll and the armor save roll?
Yes. Such is the might of the Crush that no body or suit
or army can withstand its fury!
Lizardmen
Can Salamanders Move & Fire? Ditto Stand & Shoot
as a Charge Response?
Yes for both. Remember that standing & shooting is
worked out before chargers move, or as soon as they move into range.
Is there any sort of governing/guiding principle for the
number of skinks on a stegadon?
As long as each Skink has enough space to stand up then
it is fair enough! You can even make "double-decker" howdahs if desired.
10 would seem to be a practical upper limit, but there is nothing wrong
with 20-30 even!
If a Skink Character riding a Stegadon is fighting a challenge,
do you randomise the hits? Does the Stegadon fight in the challenge?
No and no. The skink Character has jumped down from the
howdah to battle to the death with his
opponent.
When coldblooded creatures are called upon to make a Ld
test with something that states "use 3 dice" do they use 3 or 4 (since
they normally use 3)?
They still use 3 dice. This is another case of magic beating
the mundane.4) Also, if the magically induced test dictates the use of
"2d6" do coldblooded creatures still use 3d6?
Again, the magical effect will override the normal rules
which apply to the lizardmen. Use 2 dice.
If a skink character rides a stegadon, is the stegadon's
cost paid for out of character points or regimental points?
Pay for the actual stegadon from the regiments.
When firing a bolt thrower at a skink/kroxigor unit, where
does the shot go?
Randomize between the Skinks & Krozigor as normal.
If a Skink is hit, randomly determine which one to see if the next target
will be another Skink or a Kroxigor.
Skink armor saves cannot be modified by the strength.
Wood Elf bows give a -1 to save, but not from
strength. Does this -1 affect the save?
No. They always save on a 6.
Magic Items and Spells
There are many items which "kill" target (Master Rune
of Death, Hellfire Sword, etc) but do not specify that the target must
be a living model. Should "slain", "dead", etc be also interpreted as destroyed
(like in the case of a war machine)?
Yes. Treat all "killed" or "dead" results as "destroyed."
Some magic weapons and spells are so powerful that they will rip apart
or obliterate wood and steel as easily as flesh.
When casting a spell, must the player indicate his target
when he declares the casting?
Yes. Though the rules do not state so specifically, it
generally accepted as good practice and sportsmanship to do so. Players
who emphatically stick to their guns and claim they do not have to give
a target are not very pleasant individuals and should be made fun of whenever
possible.
Who strikes first when you charge with a double-handed
weapon and, say, the Helm of Many Eyes (always strike first)?
You have to roll a D6 each time the situation occurs,
to see which item "wins out" in that case. Magic items will always take
precedence over non-magic abilities though.
A wizard who is normally immune to psychology makes a
bad roll on the Potion of Knowledge. Is he
affected by stupidity even though he is normally immune?
(Liches for example)
This actually brings up quite an interesting general Warhammer
rule of thumb. That is the idea that a magical effect overrides a non-magical
ability or effect. This most commonly occurs when a magic item allows double
handed weapon armed troops to strike first, even before assassins do. In
this case, the rule of thumb means that the model will still suffer from
stupidity. *Ja tätä on sittemmin täsmennetty näin:*
Magical item special rules override mundane *weapon* rules. Magical items
override other special rules that come into conflict with them only if
the result is 'bad' for the user of the magic item. So, for example, the
effect of the Potion Of Knowledge will effect a mage who is immune to psychology,
as this is bad for the user of the item, but the Dread Banner will not
effect an *enemy* unit that is immune to psychology, as this would not
be bad for the user of the item (in fact it
would be very good!) Please note that this is a guideline
only, but it should help resolve most situations that occur in the correct
'spirit of the game'.
Talisman of Ravensdark/Scarecrow banner/etc - Do creatures
which can fly, but are not (using legs to
charge) still be effected by these?
Yes - these items effect all creatures capable of flight,
regardless of their current mode of movement.
If a unit in on a hill that is effected by Assault of
Stone, are they effected by the spell?
Yep!
If a unit is moved via magic to engage an enemy unit in
Close Combat, does the unit being "charged" get it's normal charge responses?
What about if the unit is moved via a teleportation effect (not just a
magical movement across the battlefield)?
Tässä asiassa studiolta tuntuu löytyvän
monenlaisia mielipiteitä.Turnauksessa käytetään seuraavaa
variaatiota: Charge responses are allowed as normal only for magical movement
which specifically states so, like Van Hel's Dance Macabre.
Evil Sunz Banner is not listed in the Magic Standards
- is this still "legal", or is it indeed gone?
It is indeed no more.
If a unit is "Held Fast", and fails a break check in H2H,
is it automatically destroyed? Ditto for a unit frozen by a White Dragon
& other "unit cannot move" situations.
Yes, but White Dwarf 206 updates the White Dragon Breath
rules.
If a fleeing unit is hit with a "cannot move"effect, and
is charged whilst held fast, is it destroyed?
Yes.
If you take an item that allows you to cast spells (not
a bound spell item), are you now a Wizard for
purposes of taking Wizard Arcana?
No, as they lack the rigorous training required to master
these items.
For Battle Magic spells - if you're dealt more than 1
of the same spell, can you cast it more than once (ie., if you're dealt
2 Fireballs, can you cast each Fireball once in that turn, for 2 total
Fireballs?)
Yes, exactly so. What are you guys?
Depending on the printing the Banner of Arcane Protection,
it effects
a)Undead and Daemons
b)Undead and Wizards
c)Daemons and Wizards.
d)The Magician’s Birthday
Which is right?
The banner will affect Undead and Daemons. If you have
any other version, be an honest man (come on Undead players!) and make
the correction.
If I double my attacks (eg frenzy, Spider Banner, Skavenbrew)
what happens if I double them again. Can I double a double? If I have frenzy
and Spider banner do I quadruple my attacks?
No you can't double a double using magic, spells, frenzy
or anything. The best you can get is a straight double. Anything on top
of that has no effect.
Can I distribute hits from a Hydra Sword amongst several
models or do all the hits have to be on one model? If a weapon multiplies
hits then a single hit struck against a specific model becomes a multiple
of hits against the same model. If you have several attacks you can split
these between any targets in base contact, so you could inflict one or
more hits on several targets before multiplying up each hit.
Do I really have to take a Potion of Strength at the start
of my own turn? Can I not take it at the start of either player's turn,
the start of combat, etc?
Yes you really do have to use it at the start of your
own turn and not any other time - not in the middle of hand-to hand combat
as players often do! At 10 points it's excellent value but the downside
is you have to commit to using it at the start of your turn, which can
mean you waste it (if you charge and your opponent flees for example).
I use the Black Gem of Gnar to pin an enemy champion or
another model in a unit. Can the rest of the unit move or is it locked
in place because the champion cannot move.
Once you use the Black Gem, the affected models are effectively
removed from the game and are ignored. You might wish to literally remove
them whilst the effect lasts - it makes no difference. The rest of the
unit is free to move and fight normally. In the case of a champion or a
trooper from a unit, this can mean he is stranded from his unit when the
effect of the Black Gem wears off. Treat the model as a single character,
but you must attempt to re-unite him with his unit if possible. He is ignored
for calculating Victory Points - if the rest of his unit is destroyed the
entire unit is deemed destroyed for purposes of Victory Points.
Seuraavia WD 222:ssa julkaistun 'Magic revisited'-artikkelin
mukaisia muutoksia noudatetaan turnauksessa:
Armour of Brilliance - Bretonnia only
Cloak of Shadows - Skaven only
Sword of Justice - Empire only
Sword of Teclis - High Elves only
The Silver Seal - Empire only
Executioner's Axe - Dark Elves only. In addition, the
rule should read '...if any dice roll made to wound is a 6, the Executioner's
Axe has killed outright, in which case no armour saves are allowes.' A
6 is required on the wound roll and not on the hit roll as stated on the
card.
Mork's War Banner - Wizards in contact with the unit are
killed on the d6 roll of a 4 or more and not automatically as stated on
the card. Make this roll as soon as the wizard touches the unit, and subsequently
at the start of each of the wizards turns if he is still touching.
The Book of Secrets - The reduction of the caster's profile
should be at the opposing player's discretion and not the player himself.
The enemy rolls the dice and decides which characteristics to reduce. If
the wizard rides a horse, monster or chariot, reducing the rider's movement
does not affect his movement. Once a characteristic has been reduced it
cannot be 'healed' or regained - the caster has not taken wounds but his
base level characteristic has changed permanently. Note that no characteristic
can be reduced to '0' unless there is no other option - in which case players
will inevitably choose wounds to 'kill' the caster.
Plaque of Dominion - One use only. You can only use it
once per battle and not every turn as described on the card.
Cloak of Shadow - The Cloak cannot cover a chariot, machine
or mount of any kind, and is therefore of use only to models on foot. Add
the note 'Models on Foot Only'. This rule applies to all three 'cloak items'
as follows. (Mage-Priest kantotuoleineen ja Sauruksineen ei ole 'model
on foot'. Eikä ole vaunussa seisoskeleva sankarikaan, ihan vain näin
helppouden vuoksi.)
Cloak of Mists and Shadows - The Cloak cannot cover a
chariot, machine or mount of any kind, and is therefore of use only to
models on foot. Add the note 'Models on Foot Only'.
Cloak of Feathers - Is 'One Use Only' i.e. you can only
use it once per battle and not every turn as described on the card.The
Cloak cannot cover a chariot, machine or mount of any kind, and is therefore
of use only to models on foot. Add the note 'Models on Foot Only'.
Aldred's Casket of Sorcery - The correct points value
is 50 and not 25 as stated on the card.
Sword of Destruction - Chaos Rewards are not negated by
magic effects that would normally negate magic items (as explained in Realms
of Chaos). This is because many are physical attributes that can't strictly
be cancelled out. However, the combination of Sword of Destruction and
Chaos rewards is horrible to contemplate. In this case Chaos Rewards are
affected by the Sword of Destruction, and a character with Chaos rewards
cannot carry the weapon. The card should therefore read 'The wielder may
carry no other magic items, not even Chaos Rewards, as they would be destroyed
by the sword's power.'
The Rune of Disguise - Only works on a machine that is
stationary. Once a machine moves the effect ends. There are two ways of
representing this rune. The first way is to place the model on the table
and announce to your opponent that it has the Rune of Disguise and can't
be seen. The second way is to make a rough map showing where the machine
is deployed, the machine is placed on the table in the position indicated
when you wish to shoot or move. Both methods are equally acceptable but
the latter is heaps more fun.
The Rune of Burning - Can be employed on any war machine
that fires a shot including cannons.
Ja sitten vielä lätinää suomeksi:
WD 206:ssa julkaistun 'Here be dragons'-artikkelin mukaisesti
valkoiset lohikäärmeet eivät jäädytä uhrejaan
automaattisesti, ainoastaan kohteen epäonnistuessa Ld-testissä.
Aldred's Casket of Sorcery voi varastaa yhden taian/täysi
kierros, eli jos varastat taian vaikkapa omassa movement phasessasi, voit
seuraavan kerran varastaa taian aikaisintaan seuraavassa omassa movement
phasessasi.
Skitterleap-taikaa voi käyttää vain omaan
armeijaan kuuluviin yksittäisiin olentoihin, jotka voivat normaalisti
erota yksiköstään. Siis ei skavenslaveja, Screaming Bellejä
tms.
Pursue: takaa-ajettu yksikkö tuhoutuu, mikäli
takaa-ajajan nopanheitto tuottaa suuremman tuloksen. Takana oleva yksikkö,
vaikeakulkuinen maasto tai muut vastaavat ilmiöt eivät pelasta
tältä.
Sankarin liittyminen jo lähitaistelussa olevaan yksikköön
on sallittua vain silloin, kun sankari pystyisi muutenkin rynnäköimään
lähitaisteluun ts. normaalit säännöt lähitaisteluun
pääsemisestä pätevät myös.
Infiltrointi on sallittua ihan avoimellekin maastolle
- voidaan olettaa Väijy-Veikkojen kaivaneen piilokuoppia koko yön
- mutta ei siis paikkoihin, jotka ovat jonkun vihulaisen 90 asteen näköalueella.
Pakenevat yksiköt eivät ota Panic- eivätkä
Terror-testejä.
Lähitaisteluvaiheessa aiheutetut paniikkitestit -
myös kenraalin kuolemasta johtuva - otetaan vasta, kun kaikki erilliset
taistelut on käyty.
Päätös vastaloitsun (dispel) yrittämisestä
tehdään ennen taian kantaman mittaamista, paitsi jos molemmat
pelaajat haluavat pelata toisin…
Pelin alussa on suotavaa käyttää hetki
yhteisymmärryksen saavuttamiseen maaston ominaisuuksista, line-of-sight-
tulkinnoista ja muista varsin todennäköisesti pelin aikana esille
nousevista asioista, joissa pelaajien tottumukset ovat erilaisia.
Yleisesti ottaen kannattaa huomioida, että mikäli
jokin hilavitkutinyhdistelmä tuntuu pelin automaattisesti voittavalta,
tulkinnassa on luultavasti jotain vikaa. Kysymyksiä sopii esittää.