Welcome to the online rules index for the Warhammer Fantasy: 8th Edition. It is part of the Warhammer Fantasy Online Rules Index Project and is not affiliated with Games Workshop Limited. This website contains an easily searchable index of the core and army-specific rules of 8th Edition, already integrated with official errata. The complete index of official Frequently Asked Questions is available, as well as Errata & Amendments.
Source: Warhammer Fantasy: 8th Edition
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General Principles
- Measuring Distances
- Dice
- Artillery Dice and Scatter Dice
- Choosing a Random Direction
- Dividing to Conquer
- Modifying Dice Rolls
- Re-roll
- Roll-off
- Randomising
- Cocked Dice
- Templates
- Scatter
- Is it Natural?
- Characteristic Tests
- Automatic Pass and Fail
- Leadership Tests
- Line of Sight
- Sequencing
- Basic Rules and Advanced Rules
- Basic Versus Advanced
Movement
- Moving Your Units
- 1" Apart
- Manoeuvres
- Wheel
- Reform
- The Movement Phase Sequence
- The First Turn
- Movement Phase Summary
- Start of Turn
- Charge
- Charge Summary
- Declare Charge
- Can I Charge?
- Charge Reaction
- Hold
- Stand and Shoot
- Flee!
- Redirecting the Charge
- Fleeing Off the Battlefield
- Charging More Than One Unit
- There's Too Many of Them!
- Unlikely Flights
- Roll Charge Range and Move Chargers
- Calculating Charge Range
- Failed Charge
- Unexpected Problems
- Move Chargers
- Aligning to the Enemy
- Flank and Rear Charges
- Unusual Situations (Movement)
- Charging a Fleeing Enemy
- Multiple Charges on a Unit
- Compulsory Moves
- Movement Etiquette
- Rally Fleeing Units
- Move Fleeing Units
- Other Compulsory Moves
- Remaining Moves
- Moving Your Units (Remaining Moves)
- Moving Backwards
- Moving Sideways
- Marching
- Enemy Sighted!
- Lone Models and Movement
- Moving Off the Board
- Reinforcements
Magic
- Wizards
- Wizard Level
- Spells
- The Lores of Magic
- Choosing Your Lore
- The Magic Phase Sequence
- Magic Summary
- Roll for Winds of Magic
- The Power Pool
- Channelling Power Dice
- Power Limit
- The Dispel Pool
- Channelling Dispel Dice
- Dispel Limit
- Cast
- Choosing a Target
- Direct Damage
- Magic Missile
- Augment
- Hex
- Magical Vortex
- Targeting Lone Models
- Choose Number of Power Dice
- Casting Value
- Boosted Spells
- Not Enough Power!
- Broken Concentration
- Irresistible Force
- Miscasts
- Miscast Table
- Dispel
- Choose Wizard
- Choose Number of Dispel Dice
- Dwarfs and Dispelling
- Dispel Value
- Dispelling With Irresistible Force
- Spell Resolution
- Spells and Panic
- Spell Duration
- Remains In Play Spells
- Spells Lasting More Than One Turn
- Next Spell
- Bound Spells
- Casting Bound Spells
- Dispelling Bound Spells
- Irresistible Force (Bound Spells)
- Miscasts (Bound Spells)
Shooting
- The Shooting Phase Sequence
- Shooting Summary
- Nominate Unit to Shoot
- Who Can Shoot?
- Choose a Target
- Check that the Shooter Can See the Target
- Fire in Two Ranks
- Target Priority
- Check the Target is in Range of the Weapon
- We Can't All Fire!
- Shooting into Combat
- Roll to Hit (Shooting)
- Shooting Modifiers
- 7+ to Hit
- Moving and Shooting
- Firing at Long Range
- Standing and Shooting
- Cover
- Target Behind Soft Cover
- Target Behind Hard Cover
- Automatic Hits
- Roll to Wound (Shooting)
- Resolving Unusual Attacks
- Saving Throws
- Armour Saves
- Shields
- Armour Save Modifiers
- Ward Saves
- More Than One Save
- Instant Kills
- Remove Casualties (Shooting)
- Models With More Than One Wound
- Hits Inflicting Multiple Wounds
- Multi-wound Models and Multi-wound Weapons
- Shooting and Panic
Close Combat
- Close Combat Phase Sequence
- Close Combat Summary
- Fight a Round of Close Combat
- Who Can Strike?
- How Many Attacks?
- Dividing Attacks
- Supporting Attacks
- The Horde
- Incomplete Ranks
- Striking Order
- Split Profiles and Striking Order
- Roll to Hit (Close Combat)
- Roll to Wound (Close Combat)
- Take Saving Throws
- Remove Casualties (Close Combat)
- Calculate Combat Result
- Wounds Inflicted
- Charge! (Combat Resolution)
- Extra Ranks
- Disruption
- Standard
- Flank Attack
- Rear Attack
- The High Ground
- Uncommon Bonuses
- Battle Standard
- Overkill
- Who's the Winner?
- Wipeout!
- Loser Takes Break Test
- Taking a Break Test
- Steadfast
- Insane Courage
- Combat Reform
- Reforming From Victory
- Reforming Amid Defeat
- Unusual Situations (Close Combat)
- Flee and Pursue
- Restrain Or Pursue?
- Roll to Flee
- Roll to Pursue
- Caught!
- Move Fleeing Unit
- Restraining Units Reform
- Move Pursuers
- Pursuit into an Obstruction
- Pursuit into a New Enemy
- Pursuit into Fleeing Foes
- Overrun!
- Pursuit Off the Battlefield
- Multiple Close Combats
- Multiple Combat Results
- Standards (Multiple Close Combats)
- Extra Ranks (Multiple Close Combats)
- Flank and Rear (Multiple Close Combats)
- Charging (Multiple Close Combats)
- The High Ground (Multiple Close Combats)
- Multiple Combats and Break Tests
- Steadfast (Multiple Close Combats)
- Multiple Combats and Pursuit
- Pursuit (Multiple Close Combats)
- Flee! (Multiple Close Combats)
- Direction of Flight (Multiple Close Combats)
- Direction of Pursuit (Multiple Close Combats)
- Shrinking Units and Multiple Fights
- No More Foes
Special Rules
- What Special Rules Does It Have?
- Always Strikes First
- Always Strikes Last
- Armour Piercing
- Breath Weapons
- Devastating Charge
- Ethereal
- Fast Cavalry
- Extra Attack
- Fear
- Fight In Extra Ranks
- Flaming Attacks
- Flammable
- Fly
- Flying Cavalry
- Frenzy
- Hatred
- Hover
- Immune to Psychology
- Ignores Cover
- Impact Hits
- Killing Blow
- Heroic Killing Blow
- Large Target
- Loremaster
- Magic Resistance
- Monster and Handlers
- Move or Fire
- Multiple Shots
- Multiple Wounds
- Poisoned Attacks
- Quick to Fire
- Random Attacks
- Random Movement
- Regeneration
- Requires Two Hands
- Scaly Skin
- Sea Creature
- Slow to Fire
- Sniper
- Stomp
- Thunderstomp
- Strider
- Stubborn
- Stupidity
- Swiftstride
- Skirmishers
- Terror
- Unbreakable
- Unstable
- Volley Fire
- Deployment Special Rules
- Ambushers
- Scouts
- Vanguard
Weapons
- Hand Weapons
- Hand Weapon and Shield
- Parry Save
- Special Weapons
- Missile Weapons
- Close Combat Weapons
- Two Special Close Combat Weapons
- Weapon Profiles
- Weapons
- Bow
- Crossbow
- Flail
- Great Weapon
- Halberd
- Handgun
- Javelin
- Lance (Mounted Models Only)
- Longbow
- Morning Star
- Pistol
- Brace of Pistols
- Shortbow
- Sling
- Spear (Foot)
- Spear (Mounted)
- Throwing Weapons
- Throwing Axes
- Two/additional Hand Weapons (Models on Foot Only)
Command Groups
- Fielding Command Groups
- What's in a Name? (Command Groups)
- Position within the Unit
- Champion
- Champion Profile
- Arms and Armour
- Champions and Shooting
- Champions and Close Combat
- Champions and Challenges
- "Look Out Sir!"
- Standard Bearers
- Profile and Wargear (Standard Bearer)
- Combat Resolution Bonus
- Standard Bearers and Casualties
- Last Stand
- Musicians
- Profile and Wargear (Musician)
- "Onwards, Men!"
- "Form on Me!"
- Musicians and Casualties
- Swift Reform
- Command Group Casualties Summary
Characters
- Character Models
- Lone Characters
- Shooting At Lone Characters
- Characters and Units
- What Unit Can I Join?
- Joining a Unit
- Position in the Unit
- Spells (Characters)
- Characters in Fleeing Units
- Different-sized Bases
- When Footprints Collide
- There's No Room!
- Combined Units
- Movement (Characters)
- Shooting (Characters)
- Unusual Shooting Attacks
- Close Combat (Characters)
- Make Way!
- Making Way to Another Rank
- Leadership Tests (Characters)
- Special Rules (Characters)
- Leaving a Unit
- Challenges
- Issuing a Challenge
- Accepting a Challenge
- Refusing a Challenge (Boo! Hiss!)
- Nowhere to Run, Nowhere To Hide
- Fighting a Challenge
- Overkill (Characters)
- Round Two?
- Challenges and Mounts
- Character Mounts
- Cavalry (Characters)
- Monstrous Cavalry Mount
- Chariot Mount
- Ridden Monsters
- Ridden Monsters and Special Rules
- Ridden Monsters and Armour Saves
- Shooting at Ridden Monsters
- Monster Mounts In Combat
- Excess Wounds
- Slain Riders or Mounts
- Monster Reaction Table
- The General (Characters)
- Selecting the General
- Inspiring Presence
- The Battle Standard Bearer
- The Battle Standard Bearer Model
- Combat Result Bonus
- Hold Your Ground!
War Machines
- Split Profile (War Machines)
- Characteristic Tests (War Machines)
- The Crew
- The War Machine
- Movement (War Machines)
- Charging a War Machine
- Shooting At War Machines
- Shooting with War Machines
- War Machines In Close Combat
- War Machines and Panic
- Bolt Throwers
- Firing a Bolt Thrower
- Resolving Bolt Thrower Hits
- Bolt Throwers and Characters
- Cannons
- Firing a Cannon
- Choose Target
- Fire!
- Bounce
- Who's Been Hit?
- Grapeshot
- Firing Grapeshot
- Black Powder War Machine Misfire Chart
- Fire Throwers
- Firing a Fire Thrower
- Stone Throwers
- Firing a Stone Thrower
- Scatter (Stone Thrower)
- Damage
- Firing Indirectly
- Stone Thrower Misfire Chart
Battlefield Terrain
- Types of Terrain
- Open Ground
- Impassable Terrain
- Mysterious Terrain
- Dangerous Terrain
- Hills
- Hills and Movement
- Hills and Shooting
- Hills and Close Combat
- Examples of Hills
- Anvil of Vaul
- Scree Slope
- Temple of Skulls
- Forests
- Forests and Movement
- Forests and Shooting
- Forests and Close Combat
- Mysterious Forests
- Abyssal Wood
- Blood Forest
- Fungus Forest
- Venom Thicket
- Wildwood
- Rivers
- Rivers and Movement
- Rivers and Combat
- Bridges and Other Crossings
- Mysterious Rivers
- Boiling Flood
- Necrotic Ooze
- Raging Torrent
- River of Blood
- River of Light
- Marshland
- Marshland and Movement
- Examples of Marshland
- Earthblood Mere
- Khemrian Quicksand
- Mist-wreathed Swamp
- Obstacles
- Obstacles and Movement
- Obstacles as Cover
- Obstacles and Combat
- Examples of Obstacles
- Blazing Barricade
- Blessed Bulwark
- Fence
- Ghost Fence
- Wall
- Mystical Monuments
- Examples of Mystical Monuments
- Altar of Khaine
- Arcane Ruins
- Bane Stone
- Charnel Pit
- Elven Waystone
- Idol of Gork (or possibly Mork)
- Magic Circle
- Sinister Statue
- Sorcerous Portal
- Wyrding Well
- Buildings
- Buildings and Movement
- Garrisoning a Building
- Only Room for One
- Abandoning a Building
- Buildings and Magic
- Buildings and Shooting
- Five Per Floor
- Shooting at a Garrison Unit
- Template Weapons
- Assaulting a Building
- Charge Reactions
- Fighting the Assault
- Who Can Strike? (Buildings)
- We Is Bigger Dan Dem...
- Allocating Attacks
- Challenges (Buildings)
- Special Attacks
- Combat Resolution
- Defender Loses
- Other Outcomes
- Buildings and Panic
- Multipart Buildings
- Arcane Architecture
- Examples of Arcane Architecture
- Acropolis of Heroes
- Dwarf Brewhouse
- Grail Chapel
- Haunted Mansion
- Nehekharan Sphynx
- Sigmarite Shrine
- Tower of Blood
- Wizard's Tower