|
Post by knoffles on Feb 7, 2021 13:36:43 GMT
Post 15 - Tomb Kings
Generic
Lore of Undeath - Level 1 wizard with lore of Undeath: -6 per spell - Level 2 wizard with lore of Undeath: -7 per spell - Level 3 wizard with lore of Undeath: -8 per spell - Level 4+ wizard with lore of Undeath: -9 per spell - Book of Ashur -1 per lore of Undeath spell on wearer
Shooting
Each model* with one or more bows in the army after 80 -1
*Ushabti with great bow counts as 3 models
Magic items
Dispel Scroll -7
Earthing Rod -3 (-5 if combined with Lore of Death)
Fozzrik’s Folding Fortress -100
Neferra’s Scrolls of Mighty Incantations -50 (-8 on Liche Priest)
Power Scroll -4
Power Stone -4
Lords
Settra the Imperishable -25
High Queen Khalida Neferher -18 - Each Skeleton Archer after 25 in the largest unit -2
Arkhan the Black -55 if lore of Undeath (in addition to normal lore of Undeath penalties) -10
Grand Hierophant Khatep -22
Tomb King -6
Liche High Priest -15 - 1st Liche High Priest +3 - Level 4 wizard -10 - Lore of Death -10 (-15 if level 4 wizard) - Lore of Nehekara +5 (+10 if level 4 wizard) - Lore of Light -2 for each other wizard with lore of Light
Heroes
The Herald Nekaph -3
Prince Apophas -5
Ramhotep the Visionary -4 - If one or more units of Necropolis Knights in the army -8 (Additional +2 for each of the first 3 non-Necropolis Knight units with the Animated Construct rule in the army)
Tomb prince -3 - Tomb Herald +1 - Each Tomb Herald after the 2nd -2 - Battle standard bearer -4
Liche priest -4 - Level 2 wizard -3 (additional -2 if another wizard with the same lore in the army) - Lore of Death -3 (-4 if Ld 10 character in the army) - Lore of Light -1 (only if other wizards with lore of Light in the army)
Necrotect -1 - Each Necrotect after the 2nd -2
Core
Skeleton Warriors
10-34 -1 35-40 -2 41-45 -3 46+ -4
- Each model in the unit after 50 -1 (-3 after 70 models)
Skeleton Archers
10-13 -4 14-18 -5 19-23 -7 24-28 -11 29-34 -13 34+ -16
- Each model in the unit after 40 -1
Skeleton Horse Archers
5-6 -2 7-9 -3 10+ -4
- Each model in the unit after 15 -1
Skeleton Horsemen -1
5-6 -1 7-9 -2 10+ -3
- Each model in the unit after 15 -1
Skeleton Chariots
3 -6 4 -8 5 -11 6 -14 7 -17 8 -20 9+ -24
- Each model in the unit after 9 -6
Special
Tomb Guards
10-13 -2/-3* 14-18 -3/-5* 19-23 -5/-7* 24-28 -7/-10* 29-34 -9/-14* 35+ -11/-19*
*If armed with halberds - Each model in the unit after 40 -2 (-5 after 50 models)
Necropolis Knights
3 -12 4 -17 5 -23 6+ -29
- Each model in the unit after 6 -10 - Each unit after the 1st -2 (-6 of more than 7 Necropolis Knights in the army)
Sepulchral Stalkers
3 -4 4 -5 5 -6 6 -7 7 -9 8 -10 9+ -12
- Each model in the unit after 9 -4 (-10 after 15 models)
Ushabtis
3 -3 4 -4 5 -6 6 -7 7 -9 8 -11 9+ -13
- Each model in the unit after 9 -5 (-15 after 15 models) - If the unit is armed with great bows -2
Carrions - Each Carrion -1
Tomb Swarms 0
Tomb Scorpion -3
Khemrian Warsphinx (including Warsphinx’s taken as character mounts) - Each Khemrian Warsphinx -8 - Fiery Roar -3 - If taken as a character mount +5
Rare
Necrolith Colossus -2
Hierotitan -9 per lore of Undeath spell in the army -2
Necrosphinx -13
Screaming Skull Catapult - 1st Screaming Skull Catapult -8 - 2nd Screaming Skull Catapult -12
Casket of Souls - 1st Casket of Souls -25 (additional -6 if lore of Undeath in the army) - 2nd Casket of Souls -5
|
|
|
Post by knoffles on Feb 7, 2021 13:44:35 GMT
Post 16 - Vampire Counts
Generic
Lore of Undeath - Level 1 wizard with lore of Undeath: -6 per spell - Level 2 wizard with lore of Undeath: -7 per spell - Level 3 wizard with lore of Undeath: -8 per spell - Level 4+ wizard with lore of Undeath: -9 per spell - Book of Ashur -1 per lore of Undeath spell on wearer
Ethereal units/character - 3rd unit -10 - Each ethereal unit after the 3rd -15
Lords - Each Vampire Lord, Ghoul king, Vlad and/or Count Mannfred after the 1st -10 - Each lord choice with Red Fury after the 1st -5
Cavalry Characters - 2nd non-necromancer cavalry character -3 - Each non-necromancer cavalry character after the 2nd -7
Vampiric Powers - Aura of dark Majesty -2 for each Death Shriek in the army - Master of the Black Arts (including Mannfred) -5 if lore of Undeath in the army
Magic items - Book of Arkhan -5 - Dawnstone -1 (only if combined with 1+ armour save in close combat) - Dispel Scroll -7 - Earthing Rod -3 (-5 if combined with Lore of Death) - Fozzrik’s Folding Fortress -100 - Night Shroud -2 - Ogre Blade -3 (only if combined with Red Fury) - Power Stone -4 - Power Scroll -4
Banners - Banner of the Barrows -4
Lords
Vlad von Carstein -26
Count Mannfred -75 - Nightmare/Hellsteed -5
Heinreich Kemmler -35 - Heinreich Kemmler counts as ethereal character
Vampire Lord -15 - Level 1 wizard 0 (-4 if lore of Death) - Level 2 wizard -3 (-7 if lore of Death) - Level 3 wizard -11 (additional -10 if lore of Death) (additional -6 if lore of Shadow) - Level 4 wizard -21 (additional -15 if lore of Death) (additional -10 if lore of Shadow) - Nightmare/Hellsteed -3 (-6 if combined with Red Fury) - Zombie Dragon -10 (each Zombie Dragon after the 1st additional -5) - Flying Horror -2 - Quickblood -5 - Red Fury -15 (additional -5 if combined with Quickblood) - (additional -6 if combined with a magic weapon)
Master Necromancer -18 - Level 4 wizard -10 - Lore of Death -10 (-15 if level 4 wizard)
Strigoi Ghoul King -13 - Flying Horror -3 - Red Fury -10 (additional -15 if combined with a magic weapon)
Heroes
Mannfred the Acolyte -15 - Nightmare -2
Krell, Lord of the Undeath -6
Konrad von Carstein -5
Isabella von Carstein -4
Necromancer -5 - Level 2 wizard -3 (additional -2 if another wizard with the same lore in the army) - Lore of Death -3 (-4 if Ld 10 character in the army) (additional -2 if mounted on Nightmare)
Vampire -7 - Level 2 wizard -3 (additional -2 if another wizard with the same lore in the army) - Lore of Death -3 (-4 if Ld 10 character in the army) (additional -2 if mounted on Nightmare or Hellsteed) - Battle standard bearer -5 (-7 if mounted) - Nightmare/Hellsteed -1 - Quickblood -3 - Red Fury -5 (additional -3 if combined with a magic weapon)
Wight King -4 - Battle standard bearer -7 - Skeletal Steed -1
Tomb Banshee/Carin Wraith - 1st Tomb Banshee/Carin Wraith -7 - 2nd Tomb Banshee/Carin Wraith -13 - Each Tomb Banshee/Carin Wraith after the 2nd -15 - Each Tomb Banshee additional -3 (-5 if 3 or more spells from lore of Death in the army)
Core
Zombies
20-34 -3 35-45 -4 46+ -5
- ach model in the unit after 50 -1 (-3 after 70 models) - Each unit after the 2nd -5
Skeleton Warriors
10-13 -1 14-18 -2 19-23 -2 24-28 -2 29-34 -3 35-40 -4 41-45 -5 46+ -6
- Each model in the unit after 50 -1 (-3 after 70 models)
Dire Wolves
5-12 -2 13-20 -4
- Each unit after the 3rd -2
Crypt Ghouls
10-13 -2 14-18 -3 19-23 -4 24-28 -6 29-34 -9 35+ -13
- Each model in the unit after 40 -1 (-5 after 50 models)
Special
Corpse Cart -3 (excluding Corpse Carts taken as character mounts)
Grave Guards
10-13 -2/-3* 14-18 -3/-5* 19-23 -5/-8* 24-28 -7/-13* 29-34 -11/-18* 35+ -16/-24*
*If armed with great weapons - Each model in the unit after 40 -2 (-5 after 50 models)
Crypt Horrors
3 -7 4 -10 5 -14 6 -19 7 -24 8 -30 9+ -36
- Each model in the unit after 9 -7 (-15 after 15 models) - Each unit after the 1st -2 (additional -3 if more than 12 Crypt Horrors in the army)
Black Knights
5-6 -7/-8* 7-8 -11/-12* 9+ -16/-18*
*If armed with lances - Each model in the unit after 10 -5 (-12 after 15 models)
Fell Bats -5
Bat Swarms - Each unit -1 - Each Bat Swarm -1
Spirit Hosts
1 -6 2-3 -8 4-6 -16 7-10 -28
Hexwraiths
5-6 -13 7-8 -20 9-10 -29
- Each unit after the 1st -10
Vargheist
3 -7 4 -10 5 -14 6 -19 7 -24 8 -30 9+ -36
- Each model in the unit after 9 -7 (-15 after 15 models)
Rare
Varghulf -5
Blood Knights
4 -5 5-6 -8 7-8 -15 9+ -20
Cairn Wraiths
3-4 -8 5-6 -15 7-8 -22 9-10 -30
Black Coach -5
Terrorgheist (including Terrorgheists taken as character mounts) - 1st Terrorgheist -30 - Each Terrorgheist after the 1st -50 - If taken as character mount +5
Mortis Engine - 1st Mortis Engine -14 (additional -2 if 3 or more spells from Lore of Death in the army) - (additional -2 for each 3 Crypt Horrors in the army) - 2nd Mortis Engine -18 (additional -2 if 3 or more spells from Lore of Death in the army) - Blasphemous Tome -2 for each wizard after the 1st with Lore of - Vampires in the army (only count this penalty for the 1st Blasphemous Tome)
|
|
|
Post by knoffles on Feb 7, 2021 13:58:28 GMT
17 Warriors of Chaos
Generic
Magic
No wizards in the army +8
Lore of Undeath - Level 1 wizard with lore of Undeath: -5 per spell - Level 2 wizard with lore of Undeath: -6 per spell - Level 3 wizard with lore of Undeath: -7 per spell - Level 4+ wizard with lore of Undeath: -8 per spell - Book of Ashur -1 per lore of Undeath spell on wearer
Flying models* - 2nd flying model* -4 - 3rd flying model* -8 - Each flying model* after the 3rd -10
*Each Exalted Hero/Chaos Lord mounted on Steed of Slaanesh after the 1st counts as a flying model
Mounted characters (Excluding Sorcerers and Sorcerer Lords) - 3rd* mounted character/Daemon Prince -4 - Each mounted character/Daemon Prince after the 3rd* -10 *Mounted Archaon counts as 2 characters *Each mounted Chaos Lord/Daemon Prince after the 1st counts as 2 characters
Magic items - Chalice of Chaos -2 - Crown of Command -25 (additional -10 if mounted) (additional -12 if combined with 3++) (additional -8 if combined with Third Eye of Tzeentch) - Dawnstone -1 (only if combined with 1+ armour save in close combat) - Dispel Scroll -7 - Earthing Rod -3 (-5 if combined with Lore of Death or Shadow) - Fozzrik’s Folding Fortress -100 - Skull of Katam -5 - Pendant of Slaanesh -10 (only if mounted) - Power Scroll -4 - Power Stone -4
Chaos mutations and powers - Chaos Familiar -6 (-9 if combined with lore of Death) - Flaming Breath -3 (additional -4 if flying) - Scaled Skin -2 (0 on Daemon Prince) - Soul Feeder -4 (-8 if on Daemon Prince) - Third Eye of Tzeentch -28 (only if combined with Talisman of Preservation or Armour of Destiny)
Banners - Blasted Standard -3 (additional -3 if one or more character mounted on Daemonic Mount with mark of Tzeentch in the army) - Standard of Discipline -2
Characters with 3++
The following combinations on the same models are defined as 3++: - Talisman of Preservation and Mark of Tzeentch -8 (-4 if taken on a character with 2 wounds) - Armour of Destiny and Mark of Tzeentch -5 (-2 if taken on a character with 2 wounds) - Third Eye of Tzeentch and Talisman of Endurance -3 - Third Eye of Tzeentch and Armour of Fortune -2 - Archaon 0 (penalty included in Archaon’s comp) - 2nd model with 3++ additional -4 - Each model with 3++ after the 2nd additional -10
Lords
Archaon the Everchosen -50 - Droghar -10 - if another wizard with the same lore in the army -2 - Lore of Death -3
Galrauch, the Great Drake -35
Kholek Suneater -35
Sigvald the Magnificent -35
Valkia the Bloody -16
Vilitch the Curseling -35
Chaos Lord -9 - Chaos Dragon -22 (Each Chaos Dragon (including Galrauch and flying daemon princes) after the 1st in the army additional -8) - Chaos Steed, Juggernaut, Daemonic Mount or Steed of Slaanesh -3 - Disc of Tzeentch -7 - Manticore -2 (only if iron hard skin)
Sorcerer Lord -18 - Level 4 wizard -10 - Lore of Death -10 (-15 if 4 or more spells) - Lore of Shadow -6 (-10 if 4 or more spells) - Lore of Slaanesh -4 (-6 if 4 or more spells) - Lore of Tzeentch -4 (-6 if 4 or more spells) - Disc of Tzeentch/Steed of Slaanesh -4 - Chaos Dragon -11 (2nd Chaos Dragon in the army (including Galrauch and flying daemon princes) additional -8)
Deamon Prince - 1st Daemon Prince -16 - Each Daemon Prince after the 1st -25 - Level 1 wizard -4 (-7 if lore of Death) - Level 2 wizard -7 (-10 if lore of Death) - Level 3 wizard -15 (additional -10 if lore of Death) (additional -6 if lore of Shadow) - Level 4 wizard -25 (additional -15 if lore of Death) (additional -10 if lore of Shadow) - Daemon of Nurgle -9
Armour save (in close combat)
4+ -4 3+ -8 2+ -13 1+ -18
- Charmed Shield -3 - Dragon Helm/Dragonbane Gem -3 - Daemonic Flight -7
Heroes
Wulfrik the Wanderer -6
Throgg -40 for each Chaos Troll in the army -1
Festus the Leechlord -16 - Each 2 models (or each 3 Marauders) in a single infantry unit with no mark or mark of Nurgle (use the unit that gives the largest penalty) -1
Scyla Anfingrimm -8
Exalted Hero -4 - Each monstrous cavarly Exalted Hero after the 1st -4 - Battle standard bearer -10 - Chaos Steed or Steed of Slaanesh -2 - Juggernaut -3 - Disc of Tzeentch -4 - Daemonic Mount -10
Sorcerer -5 - Level 2 wizard -3 (additional -2 if another wizard with the same lore in the army) - Lore of Death -3 (-5 if mounted) - Lore of Slaanesh -1 - Lore of Tzeentch -1 - Disc of Tzeentch or Daemonic Mount -3
Core
Chaos Warhounds
5-12 -2 13+ -4
- Each Warhound in the unit after 20 -1
Chaos Chariots/Gorebeast Chariot (including chariots taken as character mounts) - 1st Chariot -7 - 2nd Chariot -10 - 3rd Chariot -12 - Each Chariot after the 3rd -14 - Mark of Nurgle or Slaanesh -1 - if taken as Character mount +4
Chaos Warriors
10-12 -5/-6* 13-15 -7/-9* 16-18 -10/-13* 19-21 -12/-16* 22-24 -15/-19* 25-27 -18/-23* 28+ -22/-27*
*If armed with halberds - Each model in the unit after 30 -3 (-8 after 40 models) - Mark of Nurgle -1 for each 4 models in the unit
Chaos Marauders
10-13 -1/-2* 14-18 -1/-2* 19-23 -2/-3* 24-28 -2/-4* 29-34 -3/-5* 35-40 -4/-7* 41+ -5/-9*
*If armed with great weapons or flails - Each model in the unit after 45 -2 (-5 after 55 models)
Marauder Horsemen
5-6 -2 7-9 -3 10+ -5
- Each model in the unit after 15 -2 - Each unit after the 1st -2 - Mark of Slaanesh -1
Forsaken
5-8 -2 9-12 -3 13-15 -4 16-18 -6 19-21 -8 22-24 -11 25-27 -15 28+ -20
- Each model in the unit after 30 -2 (-5 after 40 models)
Special
Hellstriders of Slaanesh
5-6 -3 7-9 -4 10+ -6
- Each model in the unit after 12 -2 (-8 after 15 models)
Chosen
5-8 -3/-5* 10-12 -5/-6* 13-15 -7/-9* 16-18 -10/-13* 19-21 -12/-16* 22-24 -15/-19* 25-27 -18/-23* 28+ -22/-27*
*If armed with halberds - Each model in the unit after 30 -3 (-8 after 40 models) - Mark of Nurgle -1 for each 4 models in the unit
Chaos Knights
5-6 -9/-11* 7-8 -14/-17* 9+ -21/-24*
*If armed with ensorcelled weapons - Each model in the unit after 10 -6 (-12 after 15 models) - Mark of Nurgle -1 for each 2 models
Chaos Ogres
3 -2/-3* 4 -3/-5* 5 -5/-7* 6 -7/-10* 7 -9/-14* 8 -12/-18* 9+ -15/-22*
*If armed with great weapons - Each model in the unit after 9 -7 (-15 after 15 models)
Dragon Ogres
3 -5/-6* 4 -8/-9* 5 -10/-12* 6 -12/-15* 7 -14/-17* 8 -17/-20* 9+ -21/-25*
*If armed with halberds or great weapons - Each model in the unit after 9 -7 (-15 after 15 models)
Chaos Trolls
3 -6 4 -9 5 -12 6 -15 7 -19 8 -24 9+ -27
- Each model in the unit after 9 -7 (-15 after 15 models)
Chimera -7 - Regenerating Flesh -10 (-15 after the 1st) - Flaming Breath -5
Chaos Warshrine (including Warshrines taken as character mounts) - Each Warshrine -5 - If taken as a character mount for lord +3
Rare
Hellcannon - 1st Hellcannon -20/-25* - 2nd Hellcannon -35/-45* *If 3 or more spells from Lore of Tzeentch or Death in the army
Dragon Ogre Shaggoth -7
Chaos Giant -2 - Giant of Nurgle -1
Chaos Spawn 0
Skullcrushers of Khorne
3 -20/-24* 4 -29/-34* 5 -38/-44* 6+ -48/-55*
*If armed with Ensorcelled weapons - Each model in the unit after 6 -15 - 2nd unit -5 (-10 if more than 6 Skullcrushers in the army)
Slaughterbrute -3
Mutalith Vortex Beast -4
|
|
|
Post by knoffles on Feb 7, 2021 14:10:29 GMT
Post 18 - Wood Elves
Generic
Magic
No wizards (including Sisters of the Thorn) in the army +8
Lore of Undeath - Level 1 wizard with lore of Undeath: -6 per spell - Level 2 wizard with lore of Undeath: -7 per spell - Level 3 wizard with lore of Undeath: -8 per spell - Level 4+ wizard with lore of Undeath: -9 per spell - Book of Ashur -1 per lore of Undeath spell on wearer
Shooting - Each model* with Asrai longbow in the army after 60 -1 *Models with Hagbane Tips/Trueflight arrows after the first 25 counts as 2 models *Model with Hail of Doom Arrow counts as 5 models *Way Watchers counts as 2 models *Way Stalkers and Orion counts as 5 models *Naestra and Arahan counts as 6 models together
Fast Cavalry - Each model* with fast cavalry special rule after 20 -1 - (additional -1 after 35 fast cavalry models) *Including Warhawk Riders
Scouts - Each model with scout after 20 -1
Magic items - Acorn of the Ages -8 (-15 if Moonstone of the Hidden Ways in the army) - Crown of Command -10 - Dispel Scroll -7 - Earthing Rod -3 (-5 if with Lore of Death, Life or Shadow) - Fozzrik’s Folding Fortress -100 - Moonstone of the Hidden Ways -7 (additional -8 Scouts or Waywatchers in the army) - Hail of Doom Arrow -3 - Power Scroll -4 - Power Stone -4 - Forbidden Rod -10 (only if lore of High Magic in the army)
Banners - Standard of Discipline -2
Lords
Durthu -30
Orion -30
Araloth -13 (-20 if 2 or more Way Stalkers in the army)
Glade Lord -6 - Elven Steed -2 - Great Eagle -3 - Forest Dragon -17 (Each Forest Dragon (including Ceithin-Har) after the 1st in the army additional -15)
Treeman Ancient -12 - for each Treeman Ancient after the 1st -3 - if another wizard with the same lore in the army (excluding Sisters of the Thorn) -3 - Level 3 wizard -10 - Level 4 wizard -20
Spellweaver -18 - Level 4 wizard -10 - Lore of Dark Magic -4 (-6 if level 4 wizard) (additional -4 if mounted) - Lore of Death -10 (-15 if level 4 wizard) (additional -4 if mounted or if Moonstone on the army) - Lore of High Magic -4 (-6 if level 4 wizard) - Lore of Life -7 (-12 if level 4 wizard) - Lore of Shadow -7 (-12 if level 4 wizard) - Lore of Light -2 for each other wizard with lore of Light - Elven Steed -1 (-3 if 7 or more Sisters of the Thorn in the army)
Heroes
Drycha -10 - for each Treeman/Treeman Ancient in the army (up to a maximum of 3) (additional -2 for each Treeman/Treeman Ancient if Acorn of the Ages in the army) -3
Naestra and Arahan - Ceithin-Har -35 - Gwindalor -15
Glade Captain -3 - Battle standard bearer -10 - Elven Steed/Great Stag -1 - Great Eagle -3
Spellsinger -5 - Level 2 wizard -3 (additional -2 if another wizard with the same lore in the army, excluding Sisters of the Thorn) - Lore of Death -3 (-4 if Ld 10 character in the army) (additional -5 if mounted) - Lore of Light -1 (only if other wizards with lore of 7Light in the army) - Lore of Shadow -3 - Elven Steed -1 (-3 if 7 or more Sisters of the Thorn in the army)
Waystalker - 1st Waystalker -5 - 2nd Waystalker -7 - 3rd Waystalker -10 - Each Waystalker after the 3rd -15 - Bow of Loren -3
Shadowdancer -1 - Level 1 wizard -2 - Each after the 2nd -2
Branchwraith -5
Core
Glade Guard
10-13 -6/-8* 14-18 -8/-10* 19-23 -10/-13* 24-28 -12/-16* 29+ -15/-21*
*If equipped with Hagbane tips or Trueflight arrows - Each model in the unit after 35 -1 (-5 after 45 models)
Dryads
10-13 -2 14-18 -3 19-23 -4 24-28 -6 29-34 -8 35+ -10
- Each model in the unit after 40 -1 (-5 after 50 models)
Glade Riders
5-6 -4/-5* 7-9 -6/-8* 10+ -8/-11*
*If equipped with Hagbane tips or Trueflight arrows - Each model in the unit after 12 -2 - 2nd unit additional -2 - Each unit after the 2nd additional -4
Eternal Guard
10-13 -3 14-18 -4 19-23 -6 24-28 -8 29-34 -11 35+ -14
- Each model in the unit after 40 -2 (-5 after 50 models)
Special
Wildwood Rangers
10-13 -3 14-18 -4 19-23 -6 24-28 -8 29-34 -11 35+ -14
- Each model in the unit after 40 -1 (-5 after 50 models)
Tree Kin
3 -3 4 -5 5 -7 6 -9 7 -12 8 -15 9+ -19
- Each model in the unit after 9 -6 (-15 after 15 models)
Deepwood Scouts
5-6 -3/-4* 7-8 -4/-6* 9-12 -6/-9* 13+ -9/-12*
*If equipped with Hagbane tips or Trueflight arrows - Each model in the unit after 15 -2 (-5 after 25 models)
Wild Riders
5-6 -7/-9* 7-8 -11/-14* 9+ -15/-19*
*If armed with shields - Each model in the unit after 10 -5 (-10 after 15 models) - Each unit after the 1st -3 (additional -6 if more than 12 Wild Riders in the army) - Obsidian lodestone on character on Elven Steed, Unicorn or Great Stag in the army: -1 for each wild rider in the unit (only apply this penalty to the largest unit) (ignore this penalty if the army includes Sisters of the Thorn)
Sisters of the Thorn
5-6 -12 7-8 -17 9+ -23
- Each model in the unit after 10 -8 (-12 after 15 models) Character on Elven Steed, Unicorn or Great Stag with magic resistance in the army -1 for each Sister in the unit (additional -1 for each sister if magic resistance 2 or 3) (only apply this penalty to the largest unit) - Lichebone pennant -1 for each Sister in the unit
Wardancers
5-7 -4 8-12 -6 13+ -8
- Each model in the unit after 15 -2 (-5 after 25 models)
Warhawk Riders - Each Warhawk Rider -1 - 1st unit of Warhawk Riders -3 - Each unit of Warhawk Riders after the 1st -6
Rare
Great Eagles (excluding character mounts)
1 -5 2-3 -5 4-5 -8 6-7 -12 8+ -18
- Each model in the unit after 9 -5
Treeman -10
Waywatchers - Each unit -4 - Each Waywatcher in the army up to 7 in the army -1 - Each Waywatcher in the army after 7 up to 15 -2 - Each Waywatcher in the army after 15 -3
|
|
|
Post by knoffles on Feb 7, 2021 14:17:55 GMT
Post 19 - War Machines
Add up the number of wmp (War Machine Points) in your army. This chart gives a composition penalty based on you total amount of wmp.
0-8 wmp: 0 9 wmp: -1 10 wmp: -2 11 wmp: -3 12 wmp: -4 13 wmp: -5 14 wmp: -6 15 wmp: -8 16 wmp: -10 17 wmp: -12 18 wmp: -14 19 wmp: -16 20 wmp: -18 21 wmp: -21 22 wmp: -24 23 wmp: -27 24 wmp: -30 25 wmp: -34 26 wmp: -38 27 wmp: -42 28 wmp: -46 29 wmp: -50 30 wmp: -54 - Each wmp after 30: additional -7
|
|
|
Post by knoffles on Feb 7, 2021 18:43:41 GMT
Post 20 - SWFAC
Swedish Warhammer Fantasy - Army composition Clarifications v4.3.1
Introduction
This document contains rules clarifications, errata and general guidelines intended to be used in together with the Swedish Comp System. Composition values in the Swedish Comp System are set under the assumption that the rules interpretations from this document are used.
In an attempt to create a homogeneous tournament environment, where similar rules interpretations are used in tournaments that uses the Swedish comp system and tournaments that do not use it, we use a large potion of rules clarifications from the ETC Fantasy Battle Q&A 2014 and ETC WORST PLAY. Additional rules interpretations are marked with blue and are made to not clash with what is used in these documents. Latest additions are marked with red. This document is not a complete FAQ and should be used together with the official FAQs.
Table of contents
1. Rules interpretations 2. Worst play and play examples 3. Open/Semi-open army lists 4. Base size chart
|
|
|
Post by knoffles on Feb 7, 2021 18:59:07 GMT
Post 21 - Deployment, Start of the Game and Movement
1 Deployment and Start of the Game
1.1. Q: When do you declare unusual deployments? When do you generate spells?
A: The player who chooses sides declares unusually deploying units and generates spells immediately after choosing sides. The other player follows in suit.
1.2. Q: Can you deploy units within 1″ of other units or impassable terrain or buildings?
A: No.
2 Movement
2.1. Q: Are “virtual pivots” allowed?
A: Yes. Virtual pivoting means that whenever you pivot something, you effectively pick up the model and simply place it in its final position. Only the final position of the pivoting unit needs to abide by the 1″ rule and avoid other obstructions.
2.2. Q: What happens when a unit ends up within 1″ of another unit, building or impassable terrain?
Can a charged unit enter this area by closing the door?
A: It ignores the 1″ rule with regards to that unit or terrain as long as it wishes to remain there, but cannot reach btb contact outside of close combat. Yes.
2.3. Q: While charging, do I have to maximize frontage or supporting attacks?
A: Neither. You only have to maximize the number of models in base-to-base contact. You don’t have to maximize individual model’s or unit’s base to base contacts, as long as maximum amount of models is in contact with 1 or more models.
2.4. Q: Can multiple characters charge out of the same unit in one turn?
A: No.
2.5. Q: Can a character charge out from the second rank or further ranks? If yes, what Line of Sight and Front Arc does he use? Can he start wheeling inside the unit? Can he charge if he can’t clear the unit before hitting the enemy? What happens if he fails a charge and can’t clear obstructions (like his own unit)?
A: Yes. He uses just his own Line of Sight and Front Arc. He can wheel and move inside the unit. No. The unit and character stay in place, and both are treated as failing a charge.
2.6. Q: Is closing the door a wheel?
A: No. The rulebook contradicts itself on this.
2.7. Q: Can an already engaged unit ever close the door?
A: No. A charge requiring such a manoeuvre will fail or be an illegal charge declaration.
2.8. Q: What is an impossible charge?
A: For considering whether a charge is possible take into account the current position of charger and target, as well as any other charge or reaction already declared. This means you may charge a unit despite it having 100% odds of escaping with a flee reaction.
2.9. Q: Do characters charging out of a unit with a bonus to Movement or charge move benefit from the bonus?
A: Yes.
2.10. Q: Non-marching character joins a unit that marched. Can the character shoot?
A: Yes.
2.11. Q: Can a character leave a unit after it performs a swift reform?
A: No.
2.12. Q: Because of the rule that forces characters to go on the front rank, can a character exceed its normal movement distance when he joins a unit?
A: Yes, but only if he can’t reach a legal position within the unit with his normal move (or march, if his marching) allowance and only by the minimum distance needed. Note that characters are not forced to march even if they can reach ending position only by marching.
2.13. Q: Can you Fly over a Vortex?
A: Yes.
2.14. Q: What happens when you successfully charge a unit which is destroyed or panics while moving the charger into btb contact (for ex. due to Fanatics)? What do units whose opponents are destroyed before the Close Combat Phase do?
A: Finish the charge before moving the charged unit. Any panicked unit is destroyed. In all cases, the remaining unit counts as engaged until the Close Combat Phase and is allowed to reform or overrun as if the unit was destroyed in close combat.
2.15. Q: How do you take into account the Skirmisher and Fast Cavalry Free Reforms?
A: They don’t count towards the spent movement (measure the movement starting-to-endpoint as per GW FAQ), but you must be able to actually perform them.
2.16. Q: How exactly do you work out whether a unit is in the front/flank/rear for a charge?
A: The unit counts as being in the zone the majority of its front rank’s footprint lies.
2.17. Q: How do you measure the movement spent by Skirmishers or Fast Cavalry that makes an attack during its movement (Like Screamers, Terradons or Hexwraiths)?
A: Measure the distance each individual model moves, from its starting position to a position where it is over/through the target unit and then to its final, legal position. The total distance a model moved cannot go over its Movement value, or double that when marching. Free reforms cannot grant any extra Movement during the attack. Terradons and Screamers need only 1 model to clip the target unit for all to attack.
Generally speaking: Fast Cavalry free reforms not counting for spent movement is a rule only used for gaming convenience. Whenever a fast cavalry attempts to do something in a space it occupies, like trigger Fanatics, it has to spend movement to reach this space.
2.18. Q: Do you have to minimize the distance the charger or charged closes the door?
A: No.
2.19. Q: Which of the following is more important when moving chargers? Avoiding multiple chargers, charger performing the door closing, or maximizing base to base contacts?
A: Avoiding multiple chargers is the most important. Maximizing contacts the second most. This means you will maximize contacts even when it would require the opponent to close the door, but will not maximize if it would require charging multiple units.
2.20. Q: When are charge redirects declared?
A: Each time the charged unit flees for any reason, immediately after resolving the flee move and any Panic tests, Dangerous Terrain tests and so on, declare whether or not to redirect.
2.21. Q: Does the whole unit always stand & shoot at the maximum range of the shortest ranged weapon present in the unit, even if nobody uses it? Is cover determined as if the charger was in the range of the shortest ranged weapon?
A: Yes. No, cover and LoS are checked only from the charger’s initial position.
2.22. Q: What sort of moves trigger Fulminating Flame Cage, Usirian’s Incantation of Vengeance, Net of Amyntok, Venom Thicket and Dreadquake Mortar’s Quake? What sort don’t?
A: They are triggered by Stupidity failure, Charge, Failed Charge, Compulsory Movement, Movement during the Remaining Moves Subphase (or as in this subphase), Flight, Pursuit (and Overrun) and Reform. The Wolf Hunts, Bestial Surge and Screaming Bell’s move effect trigger it. They are not triggered by things not listed here.
2.23. Q: Can charging flyers perform door closing above units or terrain?
A: Yes, they don’t land until the door closing is done.
2.24. Q: When charging an already engaged enemy and maximizing contacts, can you ignore enemy models that are already engaged?
A: Yes, you only have to maximize unengaged models.
2.25. Q: What moves are “unvoluntary” with regards to moving through Magic Vortexes?
A: Any Compulsory Movement, Stupidity, Flee, Pursuit, Fanatics, Bestial Surge, Animosity and failing a Frenzy test. Screaming Bell 2-4 is not.
2.26. Q: Does a Random Movement Charge or Pursuit fail if you barely manage to touch a Skirmisher unit, which then contracts out of range?
A: No. In Pursuit and RM the charged Skirmishers contract after the charge is found out to be successful, but before the charger moves.
2.27. Q: Can strange shooty contraptions Stand & Shoot if they’re not specifically forbidden from doing so?
A: Yes, except Doomwheel and Arrow of Kurnous. This includes at least the Pigeon Bomb, Gyro’s Steam Gun, Brass Orb and Death Globe. Note that none of these are Quick to Fire. Any templates must be placed so they at least scratch the target. If they hit the charger, they can hit other unengaged enemies too.
2.28. Q: Unit unvoluntarily moves over a Vortex. There is not enough space to place the unit beyond the Vortex. What happens?
A: If the unit was fleeing, Fanatic or Mangler, it moves until it clears all obstructions. If it was pursuing or using Random Movement, it tries to charge the enemies blocking it. In all other situations the unit stops before the Vortex and all models that would move into it are affected.
2.29. Q: When is the test for swift reform taken?
A: Before the reform.
2.30. Q: How exactly do units that fail a charge move?
A: The charger avoids any obstructions while attempting to align itself to a path where its center moves directly towards the target’s center. Obstructions not reached are not avoided. If the charged unit is destroyed before moving the charger, mark the final center of the unit and move towards it. Unit failing a charge must respect the 1″ rule and may be forced to make several wheels to avoid obstructions.
2.31. Q: When reforming and determining whether a model moves over 2x Movement, where do individual models measure from?
A: From center to center.
2.32. Q: How do units completing a Charge against a fleeing unit move?
A: Attempt to move the charging unit by the shortest route to a path where it moves with its center directly towards the fleeing unit's center. If you can't properly align during the move, align as close as you can. After contact, do not close the door, simply remove the unit.
2.33. Q: Do you deploy and move multiple Reinforcement (Ambush, etc.) units one at a time?
A: Yes.
2.34 Q: When resolving a stand & shoot against a character charging out of a unit, is he affected by spells and other effects on the unit?
A: Yes. He is still in the unit and affected by things normally. Only the hits from stand & shoot are allocated as if he was outside the unit.
|
|
|
Post by knoffles on Feb 7, 2021 19:01:18 GMT
Post 22 - Magic Phase
3.1. Q: Do model's under Okkam’s Mindrazor treat their Leadership value as their Strength value for any effect regarding close combat strength, such as the Bretonnian Blessing? What Leadership value does a model use?
A: Yes. The same it would use for ordinary leadership tests, including any modifiers and highest in the same unit.
3.2. Q: Can direct damage spell templates be placed with the centre out of a unit?
A: Yes, but some part of the template must touch a target unit
3.3. Q: How do spells that force characteristic tests (like Purple Sun or Dwellers) affect multipart models?
A: Each part of the model tests on its own characteristic and suffers the effects if it fails. Note: This Q&A doesn’t concern Warpflame or Final Transmutation.
3.4. Q: Does a character get the 4+ Look out Sir! against spells that cause hits?
A: No, you can only get 4+ Look out Sir! against shooting or templates.
3.5. Q: How do the old lores’ spells work with the general casting restrictions?
A: Unless specifically stated otherwise, they can’t be cast into combat, don’t require front arc or line of sight, and can target both friends and enemies.
3.6. Q: Who gets to act first if at the start of Magic Phase Remains in Play spells are on?
A: In these situations, follow this procedure: After Start of the Phase effects have been resolved, starting with the non-active player, both players alternate choosing actions. Actions are: casting a spell (active player only), dispelling a RiP and passing. The Magic Phase ends if both players pass in succession. Resolve all end of the Magic Phase effects.
3.7. Q: If a non-template, non-sniper spell causes a hit or a wound on a multi-part model, is it randomized?
A: Yes.
3.8. Q: If I Windblast a HPA/Doomwheel into another unit, does the other unit take the Impact Hits?
A: No, it only takes the D6 S3 hits due to the spell.
3.9. Q: Is Winds of Magic rolled before or after applying any items/special rules which do not generate power or dispel dice that are triggered at the start of a Magic phase?
A: Active player decides.
3.10. Q: Are spells that draw a straight line templates? Do they have a target?
A: Yes, which can only hit one model per rank. Yes, all affected units are targets.
3.11. Q: Net of Amyntok. Can a unit/model retry the same action until it succeeds? Does a character failing the test prevent other characters in the unit from trying to do the same action? Can it prevent actions that are not movement, shooting or casting? If a character tries to do an action, who takes the test and the hits? Does a fleeing unit count as fleeing if he fails the test and is unable to actually flee?
A: No. No. No. The character takes the test on his own S but the unit takes the hits, unless the character was trying to leave the unit. Yes, bump it 1'' away from combat if there were no pursuers.
Note that a wizard passing the test can cast any number of spells, and none at all if he fails.
3.12. Q: What Leadership value do you use with regards to Spirit Leech?
A: The highest written Leadership value within the unit or on a model with Inspiring Presence in range. No modifiers from Standard of Discipline, Doom & Darkness, Treason of Tzeentch or similar, ever.
3.13. Q: Do the Curse of Anraheir and Usirian's Incantation of Vengeance make units treat Open Terrain as Dangerous Terrain? Can they damage Ethereal units?
A: Yes. No.
3.14. Q: Can a single casting result in several miscasts?
A: No.
3.15. Q: Do spells ever grant magical attacks to the model(s) benefiting from them?
A: No, unless specifically stated.
3.16. Q: Are all hits/effects/damage caused by magical items magical attacks?
A: Items that directly cause damage and magic weapons cause magical damage. For example: Dragonhide Banner, Black Dragon Egg and Wyrmlance Breath attacks are magical.
3.17. Q: Does the order of characteristic modifiers effects (bonus, penalties, and setting it to a certain value) matter?
A: Yes. Any effect that sets, increases or reduces a stat is applied chronologically.
3.18. Q: Do spells affecting a model affect its Stomps or Breath Weapons?
A: Yes, although Special Rules granted still have no effect on Stomps or Breath Weapons.
3.19. Q: Do the effects of multiple copies of the same spell stack?
A: Yes. Net of Amyntok or Pha’s Protection for example would require two tests each time
3.20. Q: Does the Heavens lore attribute affect characters with Fly special rule inside units without it?
A: No.
3.21. Q: Do champions’ magic items return with the Regrowth spell?
A: Yes, as long as they are not used one use only items.
3.22. Q: Can you increase basic Movement Allowance beyond 10 with Birona’s Timewarp?
A: No.
3.23. Q: Can Smoke & Mirrors be used to join or leave combat? What happens if the swapping models would end up in illegal positions, such as mismatching based models inside formations?
A: Yes, though other restrictions, such as joining an Ethereal or Unbreakable unit, still apply. Place the model in the unit as close as possible to his swap partner’s old position. If there are no legal positions inside the unit or enough space, the swap doesn’t happen.
3.24. Q: Can characters and champions take a Look Out Sir! from miscast templates?
A: Yes, except the miscasting wizard himself.
3.25. Q: Can you use the Look Out Sir! to transfer a hit to a unit that is simultaneously being hit by the same template?
A: Yes.
3.26. Q: Do the Savage Beast of Horros and Pann’s Impenetrable Pelt affect a character’s mount?
A: No.
3.27. Q: Does Regrowth round up on Cavalry? Is Monstrous Cavalry also affected by this? What if you cannot widen the front rank to 5 wide due to no space?
A: No, any spare wound is lost. Yes, MC also requires 2 wounds rolled per wound healed. Model’s that don’t have space are not placed.
3.28. Q: Are the special attacks of units that inflict hits with a set Strength affected by spells or other effects that alter the Strength like Soulblight or Frostheart Phoenix’s Aura?
A: Abomination and Giant are affected (as per GW FAQs), as are all Stomp attacks. No other special rules or special attacks (like Fanatics, Manglers, Screamer slashes, Troll vomits, any Breath Weapons, Nurgle’s Rot, Hexwraith slashes, …) are affected.
3.29. Q: Can a unit wheel, reform or have characters leave it when under movement spells such as Vanhel’s Danse Macabre, Walk Between Worlds, Breath of Darkness or Khsar’s Incantation of the Desert Wind? Can you Fly or use Free Reforms? Can it move sideways/backwards?
A: It can always wheel and move sideways/backwards, but only the Khsar’s Incantation allows Reform and Dark Breath Swift Reform or characters leaving. Flying and Free Reforms are always allowed. Units moved in this way count as having moved for shooting purposes.
3.30. Q: Can Arcane Unforging affect magical unit standards? Can it completely destroy the standard? Can it target mount (War Altar) items without randomizing to the rider?
A: Yes. No, unlike with other magic items, standards and battle standards simply revert to ordinary standards and battle standards. Yes.
3.31. Q: Does “unmodified” mean anything in Metal’s attribute Metalshifting?
A: No. Ignore it and use whatever armour save the model would normally use.
3.32. Q: Last member of a unit dies. Are all spells on any remaining characters ended?
A: Yes, except for permanent effects like Plague of Rust and Wither.
3.33. Q: Can a player remove a r&f model (other than Champion) made Stupid with Fate of Bjuna as a casualty whenever he suffers a casualty?
A: Yes.
3.34. Q: Is the length of lines of random length spells rolled after choosing the direction? Can they be aimed towards close combat or friendlies?
A: Yes. They’re never allowed to hit close combat unless specifically said so. They can hit friendlies, unless they have a unit type that forbids it, such as Direct Damage.
3.35. Q: Can you cast movement spells such as Vanhel’s Danse Macabre, Walk Between Worlds or Khsar’s Incantation of the Desert Wind on units that are fleeing, have failed a charge, rallied or failed Animosity?
A: Yes to all. A fleeing unit cannot move with the spell, though.
3.36. Q: Do characters joining a unit with Plague of Rust cast on it earlier suffer its effects? Does Plague of Rust turn 0+ armor save into a 1+ armor save?
A: No. No, because 0+ armor save cannot exist. It will be a 1+ save, that turns to 2+.
3.37. Q: Where do you measure the range of recurring spells (ie. Chain Lightning) if the unit is killed?
A: Measure the range before removing any models.
3.38. Q: If a unit with alternative miscasts effects (such as Pink Horrors) is forced to roll on the miscast table, does it use its own alternative miscast effect instead?
A: Yes. Hellhearts and similar cause Horror units to take 2D6 S10, Doomfire Warlocks D3 wounds, and so on.
3.39. Q: Do Harmonic Convergence, Flaming Sword, etc. give benefit to spell wounding rolls?
A: Yes.
3.40. Q: Are you allowed not to specify a target and instead randomize damage with a sniperish spell such as Caress of Laniph when targeting multi-part models?
A: No. You must declare either rider or mount as target.
3.41. Q: Can you reroll the wounding rolls of Comet with Harmonic Convergence?
A: No.
3.42. Q: Are all spell versions with larger casting values Boosted spells?
A: Yes. This includes at least the Aspect of Dreadknight and Undeath spells.
3.43. Q: Can you cast Steed of Shadows on a character in a unit? Can you cast it on a character with a mount? Can he march? Can you cast it into close combat?
A: Yes. Yes. Yes. Yes, but the character can’t move.
|
|
|
Post by knoffles on Feb 7, 2021 21:32:14 GMT
Post 24 - Shooting Phase
4.1. Q: What is a Shooting attack?
A: Any attack done in the shooting phase, stand and shoot reaction, or attack specifically noted as being a shooting attack. Arrow of Kurnous is a shooting attack.
4.2. Q: What is a Ranged attack?
A: Any attack which can be done while not being locked in base contact with the target of the attack, including using a Breath Weapon outside of Close Combat.
4.3. Q: Can a shooting attack be made if the model marched?
A: No, unless they are Skirmishers, Fast Cavalry, or otherwise specifically stated.
4.4. Q: Does a model on a large base prevent models from being hit by a cannon in every rank it occupies? A cannon hits two models in the same rank, which one takes the hit?
A: No. For these purposes, a model on a large base is in the rank it is first hit by the cannon. When hitting multiple models in one rank, the model that was first hit takes the hit.
4.5. Q: Can shooting attacks that do not use scatter dice fire in a way that has a chance of hitting friendly models or models in close combat?
A: No, unless hitting friends is only possible due to misfires (such as Doomrocket).
4.6. Q: Can you place a template partially outside the table? If a template scatters by a fraction outside the table, does it still hit with the part on the table?
A: Yes. Yes.
4.7. Q: Can a lone character use 4+ Look Out, Sir! to transfer hits to close combat?
A: Yes.
4.8. Q: Do I need 5 Monstrous Infantry/Cavalry/Beasts to gain Look Out, Sir! ?
A: Yes, excluding special cases like Look-out Gnoblars.
4.9. Q: When allocating hits to a unit with a character who is the controlling player?
A: Controlling player is the one who owns the unit.
4.10. Q: How do War Machines choose targets?
A: War Machines see 360 degrees and don’t pivot towards their target. You may choose any spot on the machine base (at the height of crewmembers or weapon muzzle if using true line of sight) to measure the LoS and range from each time it fires. Stone throwers and similar may not target any spot that is within minimum range to any part of the base.
4.11. Q: How do non-War Machine units that fire like War Machines choose targets?
A: They never pivot towards their target and fire like troops using BS shooting. The target must be in the front arc, LoS and range. The Steam Tank may still only fire directly ahead from the centre of its frontage. Hellcannons and similar may not target any spot that is within minimum range to any part of the base. They can use indirect fire at targets outside the front arc.
4.12. Q: Does a War Machine have front, side and rear arcs? Can they charge with Random Movement?
A: No, war machines don’t have arcs for any gaming purpose. No.
4.13. Q: When simultaneously suffering Heavy Casualties and a Panic test of other form, in which direction does the unit flee it it fails the Panic test?
A: Directly away from the source of the attack which caused Heavy Casualties.
4.14. Q: When exactly is a Bolt Thrower single shot randomized between rank members? How are characters with mismatching bases hit?
A: Randomize which model in the rank takes the hit if either of these applies:
a) The whole unit has less than 5 r&f models
b) The rank is composed entirely of characters and/or champions
If neither applies, a r&f model will take the hit.
A mismatching character is treated as being in the front rank when shot from the front/rear. When shot from the flank, the character is an additional member of the file he’s next to. If his base covers the whole flank, he instead forms his own file and is hit automatically.
4.15. Q: Is all the shooting of a unit simultaneous in shooting phase?
A: Yes. If you have templates and regular shooting, place the template(s) first and then roll to hit. Then allocate hits, if needed. Any template hits are ignored while allocating hits to models. Then roll to wound with everything.
4.16. Q: Are the Gyrocopter Dive Bomb, the Terradon's Drop Rocks, the Screamer's Slashing Attack, the Flamespyre Wake of Fire or the Hexwraiths's Soul Reaper Shooting Attacks?
A: No, except for Screamer’s Slashing Attack. They’re all ranged attacks.
4.17. Q: If a model fires like Stone Thrower but doesn’t have any crew, what bs does it use?
A: Use the highest found in the profile. This is bs 3 for Hellcannon and Soulgrinder.
4.18. Q: Do existing wounds on R&F models help cannons and bolt throwers penetrate monstrous units?
A: Yes. If an Ogre unit has 2 existing wounds, a cannonball needs to do only 1 wound to penetrate to the next ogre. And if the cannon rolls 3 or more, the 2 existing wounds remain on the unit and make the penetration to the third ogre easier too.
4.19. Q: If a unit has characters, champions and less than 5 rank & file, can the champion be removed as a casualty if it’s allocated shooting hits (or similar) that wound and kill it?
A: Yes.
4.20. Q: Are weapons that fire like Fire Throwers flaming attacks?
A: Yes. This includes Salamander and Exalted flamers.
4.21. Q: Can a character fire Multiple Shots while his unit fires single shots and vice versa?
A: Yes, but only if the other doesn’t have the Multiple Shots option. If it has, all must fire either multiple or all must fire single.
4.22. Q: Can a single model make several shooting attacks in single shooting phase?
A: Yes, if the attacks and weapons originate from separate entities. Examples: Both riders of a mount can shoot and the mount can shoot while the riders shoot. A single model can still only ever use one Breath Weapon per turn.
|
|
|
Post by knoffles on Feb 8, 2021 9:31:27 GMT
Post 25 - Close Combat phase
5.1. Q: How are close combat casualties removed inside Squig Herds and other mixed units?
A: Remove targeted type of model. Wounds do not carry over between types.
5.2. Q: Does a flaming wound in close combat prevent Regeneration from other non-flaming attacks with the same initiative?
A: No.
5.3. Q: Can a model make a supporting attack if it couldn’t normally make it from its rank?
A: No.
5.4. Q: Can units use combat reform to slide sideways? And to turn their side or rear to the enemy? Can a model in a challenge reform in such a way that it is not in physical base contact with his challenger? Can you unengage any individual model, regardless of if it is a command model, rank and file, or character, if it was engaged before the reform? What is a legal formation after a reform?
A: Yes. Yes. Yes, but will still count as being in contact. No, but you can temporarily unengage a model if you’re doing multiple combat reforms and at the end of all your reforms you’ve engaged that model again. After a reform, command group has to be in front rank if possible. The only models that can be in front rank, in front of command models are characters that has moved to front rank through make way or by answering a challenge (and models with special rules that forces them to be in front rank, such as screaming bell, cauldron of blood, Bretonnian lance formation).
5.5. Q: Are combat reforms of a player simultaneous? Can you break the 1″ rule with them? Can you jump over units?
A: No, which means units cannot completely swap places. No, except to units involved in the combat and those units/terrain already within 1″. Yes.
5.6. Q: When “Fighting a Challenge”, should any mention of character be read as character or champion? Can you attack a model that refused a challenge, if he’s exposed?
A: Yes. Yes, if he’s exposed after removing casualties.
5.7. Q: Can a challenge-accepting model displace another model and put it anywhere? Can attacks (including Impacts & Stomps) done in the combat phase from outside the challenge affect models in it?
A: It may only switch places with the displaced model. No, apart from wounds carrying over from unit to champion.
5.8. Q: Can a model have a WS of 0? How does this work regarding to hit rolls?
A: Yes. Regardless of any to hit modifier, it will hit on 6’s and be automatically hit in close combat. Models or their parts with no written attacks still cannot gain or make any normal attacks.
5.9. Q: A unit has a model with a deeper base than the unit sitting on one flank, and gets charged to the other flank. Do the models count as being in base-to-base contact across the gap?
A: Yes.
5.10. Q: Should units in pursuit stop when they come within 1″ of obstructions, not just when they hit them, assuming no enemy would be reached further away?
A: Yes.
5.11. Q: Unit breaks from combat but is immediately ”Caught!”. How do the pursuers move?
A: Simulate the final position of the fleeing unit. Pursuers move towards that point and beyond.
5.12. Q: Can you parry special or unusual Close Combat attacks?
A: Yes, unless otherwise stated (such as Stomps and Impact Hits).
5.13. Q: How many models does a model on a 50x50 base displace when doing Make Way in a 25x25 unit?
A: Up to 4.
5.14. Q: When several units are pursuing a fleeing enemy, they tend to bump into and block each other when pivoting to face the centre of the fleeing enemy. Does this mean they do not move at all?
A: Not necessarily. There are various situations, see Worst Play 10 for play guidelines.
5.15. Q: Is a unit in a multiple combat that drops out of it nudged back into combat?
A: When removing casualties, you have to try to keep fighting units in base contact with each other, if possible. What sort of nudges should be done is clarified in Worst Play 9.
5.16. Q: When can you do a Make Way move?
A: At the start of any combat round.
5.17. Q: Is the direction of flight determined before deciding whether to pursue or restrain?
A: Yes.
5.18. Q: Do unbreakable or steadfast units have the option to use the general's Inspiring Presence for testing to combat reform on lost combats?
A: No.
5.19. Q: Can you combat reform while fighting a war machine. If yes, how?
A: Yes. The model(s) in base contact with the WM cannot move at all.
5.20. Q: Can a unit under “No More Foes” situation still reform, or overrun if applicable?
A: Yes.
5.21. Q: When do characters in illegal positions due to Make Way or challenge refusing-moves return to legal positions? When do challenge-accepting characters return?
A: As soon as they’re out of combat, even before making any pursuit or overrun moves. As soon as the challenge ends. Remember that the controller player can also voluntarily move his characters with Make Way moves at the start of any CC phase.
5.22. Q: Are Multiple Wounds capped by the model’s wound stat in a challenge?
A: No. 1 wound champion taking a hit from Fellblade can suffer extra wounds for overkill.
5.23. Q: Can you declare you want to combat reform but then choose not to after the roll-off?
A: Yes.
5.24. Q: Can a model attack twice or not attack at all due to effects that alter initiative or remove ASL or grant ASF while resolving initiative steps?
A: Neither. If a model has already attacked normally, it doesn’t get new attacks even if its Initiative step comes around again. If a model would attack in the past, it instead attacks immediately in the next possible step.
5.25. Q: Who decides in which order pursuing units move? What if both players are pursuing?
A: The player owning the units. The active player decides the order of all both sides’ units.
5.26. Q: What Leadership can a challenge-declining character use in the Break test, if his unit has been killed?
A: Only Inspiring Presence from another model. If not in range or if he’s the general, he auto-fails Ld tests.
5.27. Q: Can Monstrous Infantry claim ranks and be Steadfast while 3 or 4 wide if joined by a character who’s not Monstrous Infantry?
A: Yes. The BRB uses an unexpected term ‘purely’, which we deem to mean nothing.
|
|
|
Post by knoffles on Feb 8, 2021 9:35:59 GMT
Post 26 - Magic items
6.1. Q: Do wounds from r&f models affected by the Other Trickster’s Shard carry over to unsharded models? Does the OTS affect Impact Hits, Stomps and similar?
A: Yes. Yes, but only if the hit is allocated to a sharded model. Always allocate all hits to sharded units, even if they have 5 or more r&f, though you still can’t allocate hits to champions or characters if you normally weren’t able.
6.2. Q: Can a model ever benefit from a magic weapon or shield it is carrying but not currently wielding? Can you use a one use only magic shield as a shield after its special effects have been used?
A: No, this overrides the GW faq on Fencer’s Blade. Yes.
6.3. Q: Do magic items carried by Hidden Models work?
A: No.
6.4. Q: Does Earthing Rod and similar items cancel out effects that force re-rolls of miscasts?
A: Yes, though only once for Earthing Rod.
6.5. Q: Can a magic weapon ever gain Flaming Attacks or Poisoned Attacks where the magic weapon itself does not confer such benefit?
A: No.
6.6. Q: Does a mounted character with a magical lance or spear always use it?
A: No, it is only used on the charging round. Note that none of the Bretonnian magic weapons are lances.
6.7. Q: Does a Wizard turn into a frog if the Sivejir’s Hex Scroll is used on him while casting Transformation of Kadon? Is any mount transformed too? Does his unit type change?
A: Yes. Yes, unless the mount can be target separately. No.
6.8. Q: Does Scroll of Shielding protect every target of the spell? And all the Comet of Cassandora victims (ie: Does the Comet of Cassandora target the affected units?)?
A: Yes, to all questions.
6.9. Q: Does Ironcurse Icon work against Anvil of Doom? Does it work against weapons that fire like war machines?
A: No. Yes. Among others, this includes anything that is fired or whose shots are resolved “like a Bolt Thrower”.
6.10. Q: Is Gleaming Pennant lost if the unit re-rolls its first failed Ld test due to other reasons? Is Gleaming Pennant activated, if a character inside the unit fails a Ld test?
A: Yes. Yes.
6.11. Q: Does Opal Amulet count as used if the first wound is deflected by the armor save?
A: No.
6.12. Q: How does the Other Trickster’s Shard work in Building assaults?
A: OTS-bearer’s opponent chooses one of his models to be in contact with the OTS-bearer (“sharded”). Player controlling the OTS-bearer can choose 4 other friendly models to attack the sharded model, just as if the target were character or champion. None of the OTS-bearer’s friends are sharded.
6.13. Q: Do strange shooty contraptions that are not Magic Weapons gain Flaming Attacks from Banner of Eternal Flame?
A: Yes. This includes at least the Banshee Scream, Death Globe, Pigeon Bomb and Hail of Doom Arrow. Enchanted Arrows count as if fired from Magic Weapon so are not included.
6.14. Q: Do Magic Items chosen from outside the normal Magic Item or Demonic Gift allowance (ie. “may purchase up to 50 points of...”) count towards the unique rule?
A: No. Multiple such units can each take the option.
6.15. Q: Fleeing models can’t use magic items. What does that mean?
A: They can’t use any items that require an activation decision, such as scrolls and potions. They can still use any items that have triggered effect (Charmed Shield, Gleaming Pennant) or constant effect (Talisman of Preservation).
|
|
|
Post by knoffles on Feb 8, 2021 9:39:57 GMT
Post 27 - Special Rules
7.1. Q: Is a unit with the Random Movement special rule affected by Movement modifiers? What happens if a unit has two sets of the Random Movement special rule? Can a unit with Random Movement move in the Remaining Moves sub-phase (or as if in it)?
A: Yes, modify the result of the roll. Use the slowest one. No.
7.2. Q: Does a monster, chariot or unique mount die if the rider is slain with Heroic Killing Blow? Does the rider die if the mount is slain?
A: No to both questions
7.3. Q: Are Handlers counted towards unit size (Heavy Casualties, rallying, VPs, ...)? Do wounds from Handlers carry over to their Monster? Do you remove the Handlers for a slain Monster if there are other Monsters alive in the unit? Can all Handlers fight if just one Monster is engaged?
A: No. No, any excess are lost. No. Yes.
7.4. Q: Does immunity to Killing Blow also protect from Heroic Killing Blow?
A: Yes.
7.5. Q: Do charging units suffer Impact Hits if they charge a unit with the special rule, that also charged?
A: No, Impact Hits, Devastating Charge bonus attack and other charge bonuses can only ever be used against charged units.
7.6. Q: Can frenzied units avoid the leadership test by declaring a charge?
A: Yes.
7.7. Q: Can a mount and his rider both use a Breath Weapon on the same turn?
A: No.
7.8. Q: Is having to take a Stupidity test the same as having Stupidity?
A: Yes, whenever a unit takes a stupidity test it is subject to Stupidity and Immune to Psychology for one game turn.
7.9. Q: Is a unit with the Hover special rule affected by things that affect Flyers?
A: Yes, they are for example affected by Roiling Skies and can’t fly under Stormbanner.
7.10. Q: Does Killing Blow cause a wound?
A: Yes.
7.11. Q: Can models grant Hard Cover to members of their own unit against Sniper attacks? Can you combine Sniper with Multiple Shots?
A: Yes, the targeted model counts as its own, separate unit with regards to cover. Yes.
7.12. Q: Do you have to take the Terror test if only some models of the charging unit cause it?
A: Yes.
7.13. Q: Can Magic Resistance go over 3?
A: Yes.
7.14. Q: Can you Fly or Free Reform during Vanguard? Can characters leave or join units?
A: Yes. No.
7.15. Q: Can Always Strike First models re-roll to hit against units with both ASF and Always Strike Last? Does a single ASL cancel any amount of ASF and vice versa?
A: Yes. Yes.
7.16. Q: When an ASF model is fighting against a model with split profile, of which only one part has ASF/higher initiative, how do you determine whether you can reroll to hit?
A: Compare the ASF/Ini against the part whose WS you’re attacking against.
7.17. Q: Where do units that fail Stupidity move if they don’t have a facing?
A: In random direction. Units in a building do not move.
7.18. Q: What is the Movement value of a unit with Random Movement in Combat Reforms? Can such units enter or leave buildings?
A: Use the minimum value rollable and remember, despite the center not having to stay the same in Combat Reforms, no model may move over 2x Movement. No.
7.19. Q: Do all parts of a model with Devastating Charge get +1A when charging?
A: Yes, except those parts with no Attacks characteristics, like chariot chassis. Potion of Foolhardiness grants the special rule only to the drinker, though.
7.20. Q: What Movement do Flyers use in Reforms?
A: Their ground movement, unless doing a Free Reform in Movement phase while doing a Fly move.
7.21. Q: Can you declare you want to Vanguard but then choose not to after the roll-off?
A: Yes.
7.22. Q: Can Scouts elect not to Scout?
A: No.
7.23. Q: Does Loremaster in a lore prevent other wizards from taking spells from the lore?
A: No.
|
|
|
Post by knoffles on Feb 8, 2021 9:42:21 GMT
Post 28 - Terrain
8.1. Q: Can a unit enter a building using a movement spell or effect? Can a unit that left a building move later in the turn? Can a character leave a unit in a building?
A: Yes. Yes, but not in the same Phase. No.
8.2. Q: Can mixed units comprising entirely of Infantry, Monstrous Infantry, Warbeasts, Monstrous Beast or Swarms garrison buildings?
A: Yes.
8.3. Q: A unit stands weirdly, sideways, on, or next to an obstacle. How does the obstacle give penalties in close combat?
A: The obstacle will only protect models clearly lined against it and in base contact with it.
8.4. Q: Can a unit ever have to take several Dangerous Terrain from a single piece of terrain?
A: No, but it may have to take a DT test from each piece of terrain it moves through.
8.5. Q: When exactly do you take Dangerous Terrain tests?
A: When you enter a Dangerous Terrain with all models that would enter it.
8.6. Q: Do Cavalry, Monstrous Cavalry and Chariots treat Rivers as Dangerous Terrain?
A: Yes.
8.7. Q: Do chariots suffer D6 individual wounds or 1 wound with the Multiple Wounds (D6) special rule after failing a Dangerous Terrain?
A: They suffer D6 individual wounds.
8.8. Q: Does a failed charge trigger Dangerous Terrain?
A: No.
8.9. Q: Can you avoid Dangerous Terrain tests from Dreadquake Mortar, Usirian’s Incantation of Vengeance, Venom Thicket and Curse of Anraheir if you have Strider for the terrain?
A: Yes, except for Dreadquake Mortar’s Quake! test. However you can avoid Quake!’s test if you have all-purpose Strider rule.
8.13. Q: Can you place the Herdstone, the Folding Fortress or the Ambush from the Worldroot's Forest inside, within 1" or on top of another terrain feature?
A: No.
|
|
|
Post by knoffles on Feb 8, 2021 9:44:08 GMT
Post 29 - Formations and Characters
9.1. Q: May an incomplete last rank contain gaps? Where is the centre of such a unit?
A: No, unless specifically stated. Assume the last rank is complete.
9.2. Q: If an incomplete last rank is charged to the rear by a slim unit, at a location where there is no last rank models, will the last rank models shift sideways to ”block” the unit if possible?
A: No. The charger stops at the level of last rank and fights over the gap. Distances (charges, etc.) to the unit are still measured normally. Virtual contact across the gap is exactly the same as physical base contact. This also applies in a situation where a character with mismatching base is on the flank of a unit.
9.3. Q: Does command group’s priority to be in the first rank only apply to the first rank, allowing characters to fill the second rank and push the rest of the command to the third?
A: Yes.
9.4. Q: Can a character join a skirmisher unit if the unit and character have different-sized bases?
A: Yes. The character is placed as in a non-skirmishing unit, except he’s roughly half an inch apart from the skirmishers.
9.6. Q: How many characters with differing base size can join a unit?
A: Only 2 characters with differing bases can join such units. One on each side.
9.7. Q: Does a character on a Flying mount have the special rule Flying Cavalry?
A: No.
9.8. Q: Can characters join Unique units? Can they get Look Out, Sir! from Unique units?
A: Yes. No.
9.9. Q: Is a Look Out Sir! roll mandatory?
A: A 2+ LOS! roll is mandatory for both characters and champions. 4+ LOS! roll is voluntary.
9.10. Q: Is there space in the front rank for a character that should displace 2 models from it, if there’s 2 non-command, non-character models, but they’re not next to each other?
A: Yes. Move the Command and/or other characters and put the big character in the front rank.
9.11. Q: A spell is cast at a unit with a character, who later leaves the unit. Is he still affected? What if the unit was made of characters?
A: When he leaves the unit, he ceases to be affected, except for any movement effects for the clearing move and Wither, Plague of Rust and Warpflame. Last character remaining keeps any spells.
9.12. Q: Can a character’s chariot mount use the character’s Weapon Skill when it’s hit?
A: No, the character is not part of the crew. Use mount’s WS if there is no crew present.
9.13. Q: What happens if only flying characters are forming a unit of characters?
A: They are immediately split into lone characters.
9.14. Q: A character joins a unit in a single rank. Can you choose whether or not to widen the formation with the character? Can you choose differently next time?
A: Yes to both.
9.15. Q: Do units of characters have a unit type? For Stomping and such.
A: Yes. Use the majority’s unit type. If there is no majority, the unit is Unique.
9.16 Q: How long do I keep track from which side of a single rank unit was the last casualty removed? Does a character at the end of the line stop me from removing from that side?
A: Keep track until the end of a Player Turn. No, remove the next eligible R&F model and shuffle models inwards if a gap forms. Note that you might occasionally remove models from the same side twice in row due to command group removal order.
9.17. Q: Can you ever assign Stomp hits on characters that are not Infantry or Warbeasts? Can you Stomp characters that are stompable but in an unstompable unit?
A: No. No, unless you would stomp the character in a challenge.
9.18. Q: Do characters count as original members of a unit when determining whether it’s at or under 25 % strength for rallying purposes?
A: Yes.
9.19. Q: Can you have a character in your army that has the highest leadership, but is forbidden from being the general due to being BSB or other reasons (Assassins, etc.)?
Q: Yes.
9.20. Q: Can a BSB re-roll his own rally test?
A: No.
9.21. Q: If BSB breaks from close combat, does any separately targetable mount die as well?
A: No.
9.22. Q: Can you have a different general each game?
A: No. A list that has multiple eligible generals and doesn’t declare one is illegal.
9.23. Q: How exactly do you place a character whose mount is slain?
A: Unless in close combat, place him in the middle of the mount’s base, with the same facing as before. If in combat, place him touching as many enemy models he was in contact with before, possibly sliding units as decreed in WP 9.
|
|
|
Post by knoffles on Feb 8, 2021 9:47:07 GMT
Post 30 - Miscellaneous
10.1. Q: What happens if a unit needs 7+ to hit and is under an effect that forces it to reroll 6’s to hit?
A: Reroll all natural 6’s both in the first roll and in the second.
10.2. Q: Are unused points in an army list automatically awarded to the opponent as VP?
A: No.
10.3. Q: When do you have to decide whether to use Inspiring Presence for a leadership test?
A: Before rolling the test. If no declaration was made, assume highest available ld was used.
10.4. Q: What is a hit?
A: Anything that would then roll to wound, or auto-wound with poison or similar effect. All templates cause “hits”. Feedback Scroll, Spirit Leech and Dangerous Terrain do not cause “hits”, as an example.
10.5. Q: Do you always round any fractions up?
A: Yes, except for unit prices and victory points awarded.
10.6. Q: How do you work out the % left of the starting unit size?
A: Divide the remaining number of models by the starting size, multiply by 100 and round up to a percentage.
10.7. Q: Do you receive the +100 VP if you kill the General but not its mount?
A: Yes.
10.8. Q: When Abomination or Flamespyre Phoenix resurrect or place new models, do they have to abide by the 1″ rule? Do they have to be wholly within the distance marked?
A: Yes. No, they only have to be partially within the distance.
10.9. Q: For lord, hero, core, special and rare percentage minimums and maximums, do you count the percentage from the actual army size or from the maximum point allowance (2400/2600/etc.)?
A: From the maximum point allowance.
10.10. Q: A model takes several hits/wounds simultaneously. In what order are they resolved with regards to Charmed Shield, Golden Crown or similar effects?
A: Randomize.
10.11. Q: If there are no enemies on the board, where do you flee from panic tests?
A: In a random direction.
10.12. Q: Do you get the BSB or unit Standard bearer “seized banner” bonus points if the standard bearer dies while in close combat but outside the Close Combat phase?
A: No.
10.13. Q: Can Beasts of Nurgle, Hammerers, etc. ever get Underdog Challenge points?
A: No. They are not champions, despite being able to fight in challenge.
10.14. Q: Can Bloodgreed, Wand of Whimsy, etc. grant Attacks or Strength over 10?
A: No.
10.15. Q: Must you always write your lore in your army list for all wizards?
A: You don’t have to write the lore of those wizards that don’t have any choice. Note that many wizards with 1 lore (for ex. Horrors) previously now have access to Undeath!
10.16. Q: Can you only trace your Line of Sight in your front arc?
A: Yes.
10.17. Q: Do markers have size?
A: No. They’re points.
10.18. Q: Is there any connection between line of sight and front arc?
A: Yes, line of sight can only be drawn within your front arc.
|
|