V Armies
1) Orcs & Goblins
a) If a shaman joins a unit which has failed its animosity test and squabbles, he cannot
cast spells in this turn – the regiment does nothing in the entire turn and this effect
extends to any heroes that join it.
b) The distance that a fanatic moves is measured from the edge of the regiment. We do
NOT deploy a fanatic and then measure the distance from the front of its base.
2) Chaos Dwarfs
a) As in Direwolf
b) Bull centaurs gain +2 strength from using a great weapon, as they are not “mounted”
models.
d) The following FAQ for Chaos Dwarfs is used at the tournament:
http://gt.us.games-workshop.com/Rules/assets/warhammer/chaosdwarf_gt_faq.pdf e) Dice removed by the Chaos Dwarf Chalice of Darkness count as dice used.
You remove 3 power dice, you can use only 6 more in your magic phase.
3) Daemons
Demons do not profit from “insane courage rule” for break tests.
a) Units ITP have to charge a demon with Siren Song.
b) To use Siren Song, the victim has to be in charge reach.
c) Temptator works only on heroes.
d) When using Temptator, first use the gift, then challenge.
e) Great Standard of Sundering doesn’t work on TK incantations.
f) You can have multiples of Demonic Items, as it is very unclear what they are.
g) Lore of Tzeentch: Flickering Fire (1) and Tzeentch Firestorm (6) are flaming.
h) Gifts which look to be armour (Armour of Khorne) or weapon (Axe of Khorne) are treated as such. They replace their mundane equivalents and cannot be used in conjunction with items of the same category.
i) Greater Demons and Demon Princes cannot join units.
j) In case of using Acquiescence on an enemy unit with a hero, should a hero leave the regiment, the demon player chooses who stays under the influence of the spell – hero or unit. (As per RIP)
k) Wounds from Iridescent Corona count for CR.
l) In case of Siren Standard, it suffices for any model of the unit to have charge reach.
m) Dark Gift of Insanity can raise the number of attacks above 10.
n) Spells cast due to Glean Magic can be dispelled. (Effectively twice – first glean magic, then the spell itself).
o) Gift Master of Sorcery enables the demon to use Lore of Tzeench spells.
p) Enrapturing Gaze stops the entire unit BTB from using LD on another hero from psychology based tests (like Break Teasts)
4) Dwarfs
a) The Anvil of doom may be entrenched just like any other war machine
b) The ancient rune of wrath and ruin restricts flying/movement just like its "small"
version
c) The rune of wrath and ruin may be used against banshees and ratling guns.
d) Damage done by the anvil of doom is not treated as shooting (in regard to ward saves
against missile attacks etc.)
e) Master runes may be used on normal - regimental - banners
f) The rune of steel works against all hits, not just in hand-to-hand.
g) Dwarfs rolling a break test on a single die cannot get an „insane courage” result -
insane courage requires a double one.
h) Dwarf war machine crews must pursue enemies that they hate, or if the Dwarfs are
frenzied for any reason.
i) Killing blow does not affect the Dwarf lord carried on a shield, as the model has a US
= 3.
j) If a hero leaves a unit affected by the Rune of Wrath & Ruin, the Dwarf player can
chose whether it is the hero or the regiment that is under the effect of the Rune
(exactly like in the case of remains in play spells)
k) A Dwarf Army does not need to field a unit of warriors in order to field a unit of
Longbeard Dwarf Rangers.
5) Skaven
a) Warpstone luck charm allows the bearer to make a re-roll only in situations which
involve him directly.
b) The warp lightning cannon should be treated as a cannon in all respects not directly
addressed in its special rules - except that it cannot use grapeshot, of course.
c) The special rules for visibility regarding the warp lighting cannon only work during
the Skaven shooting phase (and so cannot be used to block the deployment of enemy
scouts and cannot be harmed by the Casket of Souls - without normal LOS).
d) Skaven do not get a bonus for ranks if they have to pass a LD test using their „own,
unmosified leadership”
e) Weapon teams/Jezzails can enter buildings, as per Alessio clarification.
6) High Elves
a) Base for the dragon: HE dragons can be based on either 50x50 or 100x50 mm bases.
b) …
c) Dragon Armor makes the wearer (and mount) immune to all flaming attacks, including
flaming cannonballs, etc.
d) The High Elf Battle Standard Bearer is not limited in regard to the non-magic
equipment he can wear – just li ka normal hero.
e) The dragon ridden by a dragon mage is assumed to cost 250 points.
f) Each of the lions pulling a lion chariot has two attacks.
g) If two units are fighting each other and they both have the always strike first rule, the
correct method to resolve this combat is as follows: the Always Strike First rule is
simply ignored when the models that have this rule are exchanging blows, so all
attacks are made in the normal order (taking into account charges, great weapons,
etc.).
7) Khemri
a) The Casket of Souls does not affect units engaged in hand-to-hand combat.
b) A Mummy wearing the Armour of The Ages still has Unit Strength = 1.
c) Wounds cannot be transferred onto the Casket of Souls using the Collar of Shapesh
Wood Elves
a) Waywatcher kindred: a hero can be equipped with two hand weapons
b) Wild rider kindred: a hero does not have a bow in his basic equipment
c) Briarsheath: the -1/-2 to hit modifiers mentioned in the description are magical
modifiers which are in addition to normal modifiers for single model on foot/being in
a forest.
d) Gaemrath - Banner of Midwinter: Can be used during an opponent's movement as per FAQ.
phase, effect lasts until the next turn of the player who used it.
e) The Hidden Path spell - the terrain is treated as open ground only for the purposes of
movement
f) Glade guard scouts can have a command group, just like normal glade guard
g) A hero armed with "wardancer weapons" does not receive bonuses for having great
weapons, two hand weapons, etc - the rules for wardancer weapons replace the rules
of any normal weapons.
h) Likewise, heroes fighting in "eternal guard fighting style" lose all normal bonuses for
their weapons in favor of the effects of "eternal guard fighting style"
i) Moonstone of the hidden ways: can only be used during the owner's movement phase.
Can be used to teleport out of hand-to-hand combat - as per FAQ..
j) A battle standard bearer can have a magical bow. A magic standard cannot be
combined with spites.
k) The spirit sword: regeneration works against additional wounds dealt by this weapon,
and the general's leadership can be used as normal.
l) An eternal kindred hero inside a unit which benefits from the "bodyguard" special rule
only gives "stubborn" to the regiment, not to himself (and thus stubborn can only be
tested on the unit's own Ld.)
m) Stone of Rebirth: works as a one-use 2+ ward save. Can be used not only when the hero is on his last wound, but also when a hero suffers multiple wounds as a result of,
for example, cannon hit, and these are sufficient to kill him - the save can then be
taken and, if successful, the hero will stay alive and with a single wound on his profile.
n) The spell treesinging may be used to deal damage to an enemy unit in any forest on
the battlefield..
o) A treeman can stand and shoot. It cannot use its shooting attack if it is in close combat.
p) Wild riders are both Elves and Forest Spirits, both have magical attacks, as per FAQ.
9) Lizardmen
a) When calculating Victory Points for Salamander Packs, the number of models in the
regiment should be taken into account. ½ VPs are awarded for killing half the models
in the unit, be they skinks or salamanders. A monster reaction test is made only after
the last skink is dead and it is a single test for the whole regiment.
b) Marks cannot be doubled.
10) Bretonnia
a) The option to pray and get the Blessing can always be selected by the Bretonnian
player. This decision is made after both armies have been deployed.
b) The grail shield increases the bearer’s ward save only; it does not affect the mount’s
ward save.
c) Overrunning Knights errant are treated as if the were charging in regard to being
immune to psychology.
11) Vampire Counts
As per FAQ.
a) Banshee howl: Skaven can always use their bonus to leadership from ranks against the
Banshee’s howl. The howl is not a missile weapon and so any items or spells which
affect missile fire (such as the storm banner or golden eye of tzeentch) do not pertain
to the Banshee’s scream.
b) A vampire can transfer its WS through the Helm of Commandment if he is not in base
to base contact with enemy models, even if the unit he is a part of is fighting in a
combat, as per FAQ.
c) The WS transferred through the Helm of Commandment is not modified by any
modifiers that affect the unit.
d) Barding decreases Black Knights movement by 1, even if they are using the ethereal
movement rules.
e) Ethereal creatures are only immune to those effects (of spells, items, special rules) that
would reduce their movement or stop them from moving completely, but not to hits
and other effects caused by the same source. Black Knights using ethereal movement
are also not affected by anything that would slow them down or stop them from
moving.
f) The vampire counts player may, but doesn’t have to, nominate a Blood knight to work
as a champion for accepting challenges (of course, a rank and file blood knight may
never issue challenges)
g) A banshee can howl at units engaged in hand to hand combat.
h) The spells: Invocation of Nehek and Summon Undead Horde can be used to replenish
units engaged in close combat. Vanhel’s Danse Macabre and the Hand of Dust bound
spell can be cast into combat.
i) If ghouls who are making their special march move thanks to the „ghoulkin” power
are joined by a character, that character cannot leave the ghoul unit for the duration of
the move- the character marches along with them.
j) The „Flying horror” bloodline can be used by a mounted vampire - as per FAQ.
k) A vampire with the “dread knight” power cannot replace his barded nightmare with a hellsteed or other mount - as per FAQ.
l) If a Corpse Cart ridden by a necromancer joins a unit, and the necromancer is then
killed, the corpse cart should be removed from the unit at the end of that phase. If this
happens in hand to hand combat, the cart leaves the unit after combat results are
counted. It should be placed so that it has the least impact on the battle. If the unit is
still engaged in close combat when the corpse cart leaves, place the cart so that it is
also in combat with the enemy unit.
m) Walach's Bloody Hauberk should be treated as full plate armour.
n) Balefire Pike, Dreadlance and Black Axe of Krell retain the rules of their normal
equivalents, as specified in their descriptions (lance or great weapon, as specified)
o) A black coach has to steal magic dice in every magic phase – the VC player does not
have a choice in this regard.
p) Crimson gem of Lahmia: sacrificed wounds cannot be saved in any way (armour save,
ward, regeneration, etc).
q) Avatar of Death and Dread Knight at tournaments: All non magic equipment needs to
be represented on models in order for WYSIWYG to be maintained. These should also
be noted in the roster. It is not permitted to change your choice of weapons between
battles during a tournament - you must use the same equipment in all battles.
r) Charging chariots do not deal impact hits to a character wearing the nightshroud. Such
a character is not immune to impact hits which are not the result of a charge (the steam
tanks grinding, or a fleeing chariot). Impact hits which strike the character after being
randomized are ignored.
12) Empire – as per FAQ
Steam Tank: the steam tank is affected by the „Mork wants ya” spell. Your opponent
does not receive victory points for bringing the Steam Tank down to half wounds, as per FAQ,
which is in effect (minus the idiotic remark about the chariot base). The Tank is
deployed on 12x8 cm base. If a tank is fighting several enemy units, it has to chose
one unit which it will grind – all impact hits done by the steam tank in that close
combat phase strike this unit.
VI. Worst Play
The worst play section lists behaviors which, while permissible by the letter of the rules, are a basis for a “worst play” score at a tourney
a) The “miner trick”: a regiment of 20 miners is deployed in a line, reforms in the movement phase and makes an “anvil charge”.
b) The Icon Trick
http://warhammer.org.uk/PhP/viewtopic.php?t=45630 These tricks will not be allowed during the tournament.
Γ. Επίσης, αν θέλετε να εμβαθύνετε στους κανόνες ή έχετε συγκεκριμένες απορίες που δεν καλύπτονται από τους παραπάνω κανόνες, μπορείτε να επισκεφθείτε τη διεύθυνση
http://warhammer.org.uk/PhP/viewtopic.php?t=34627 και
http://www.geocities.com/mi_whplayers/dwfaq.html όπου παρέχονται ορισμένες ανεπίσημες λύσεις σε απορίες παικτών και πάγια προβλήματα κανόνων. Η χρήση αυτών των λύσεων δεν είναι δεσμευτική για τους κριτές, ωστόσο θα επιδιώκεται, κατά κανόνα η εφαρμογή τους.