Welcome to the online rules index for the Warhammer Fantasy: 8th Edition. 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.
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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