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Warhammer Fantasy 8.5 Beta 0.2 17/8/2015 WARHAMMER FANTASY ARHAMMER FANTASY ARHAMMER FANTASY ARHAMMER FANTASY 8.5 8.5 8.5 8.5 Welcome to Warhammer Fantasy 8.5 edition. A Community Project updating the Warhammer Fantasy 8 th edition to incorporate community requests and the most popular rule packs of 8 th edition. Following are Errata for you to place in your Warhammer Fantasy 8 th edition book to update it to 8.5 edition. Alternatively, the WHFB 8.5 Battle Bible incorporates these changes seamlessly into the rules. Following the Errata is a series of Q&A clarifications; an amalgamation of the Games Workshop (GW) rulebook FAQ and frequently asked questions that the community had that weren’t addressed by GW (denoted by 8.5 after the question.) These Rule Clarifications address some unclear rules that occasionally come up. As there was an effort made not to modify the 8 th edition rules unduly, rather that rewrite some of the rules unnecessarily, they are reproduced after the errata. ERRATA Page 10 – Leadership Tests Add the following; “unmodified Leadership tests are taken on the highest leadership characteristic in the unit with no modifiers, either positive or negative.” Page 13 - 1” Apart Add to the end of the first Paragraph; “If at the start of its move a unit cannot go forward due to enemy units within 1” but not in its front arc, nudge the enemy unit back by the shortest possible distance for the unit to advance.” Page 21- Flank and Rear Charges. Replace the fourth paragraph with; “If a charging unit straddles two zones, then the unit is considered to be in the zone where the closest part of a model in the target unit is.” Page 22 – Unusual Situations After the fourth sentence in the first paragraph add; “If it is not possible for either the charging unit or its target to close the door, you may fudge it by the target unit closing the door on the charging unit with a different arc that was initially charged.” Page 30 - Roll for Winds of Magic Add the following to the end of the first paragraph; "In a Grand Army, roll 4D6." Page 30 – Power Limit Replace the second sentence of the first paragraph with; “The maximum amount of power dice used in a magic phase cannot exceed 12; in a Grand Army, 24.” Page 30 - The Dispel Pool Add to the end of the first paragraph; “In a Grand Army, choose the two highest D6 rolls of the four Winds of Magic dice.” Page 33 – Irresistible Force Replace the second sentence of the first paragraph with; “The spell will be cast automatically and cannot be dispelled unless the opponent can dispel with irresistible force, the casting Wizard then rolls on the Miscast table when the spell is resolved.” Replace the second sentence of the seventh sentence with; “More importantly, a spell cast with irresistible force can only be dispelled with irresistible force itself by rolling two or more unmodified 6s on the dispel attempt.” Page 34 – Dispelling with Irresistible Force Remove from the first sentence “although it still cannot help if the spell was cast with Irresistible Force in the first place” Page 34 – Miscasts Add to the end of the second paragraph; “For every dice above 2 that were used to cast the spell, apply a -1 modifier to the Miscast table.” Page 48 - Who can strike? Add to the end of the first paragraph; “Models in base contact with the enemy or providing supporting attacks may always choose to fight the rank and file models in the enemy unit.” Page 51 - Remove Casualties. Add after the third paragraph; “Remove casualties so as to keep as many units as possible fighting as many units as possible. If you have to, you may ignore the requirement to remove equally from both ends of a single rank unit. But only when you have to! If the unit still drops out of base contact, the unit that is taking casualties can be also nudged to retain base contact. If units would still drop out of contact, the owner of the casualty-taking unit removes casualties normally, possibly deciding which units drop out of contact. Remember, a unit will never change frontage or contact new units as a result of a nudge, and that you should always only nudge the minimum distance needed to retain as many units in base contact as possible. Only units that take casualties or lose base contact may be nudged. Units can’t be nudged through other units or impassable terrain or buildings.” Page 54 – Steadfast Add to the end of the first paragraph; “A unit that is disrupted cannot be steadfast.” Page 57 - Move Pursuers At the end of the second paragraph add; “When pivoting in this case, you may move within 1” of a unit or impassable terrain. If however, you don’t roll high enough to move outside 1” of either the unit or impassable terrain that you pivoted over, then you do not move and the pursuit fails. Page 72 – Killing Blow Replace the first paragraph with; "If a model with the 'Killing Blow' special rule rolls a 6 to wound against an Infantry, Cavalry or Warbeast model, he automatically slays his opponent - regardless of the number of wounds on his Profile. Also, armour saves and regeneration saves may not be taken against a Killing Blow, regardless if the model is not a Infantry, Cavalry or Warbeast model. A Ward save can be attempted - if passed, the ward save prevents all damage from the Killing Blow." Replace the second paragraph with; "Killing Blow does not affect Swarms as they are too numerous for a well-placed strike to slay them all." Page 72 – Large Target Replace the second sentence with; “Large Targets cannot claim cover modifiers except for those provided by a Forest” Page 74 - Random Movement Add to the end of the second paragraph; “Models with the Random Movement special rule may not end their initial pivot within 1″ of other units, unless the direction they choose to pivot in would bring them into contact with an enemy unit either with the pivot or a 1″ move forward, in which case they charge it. You may fudge them into contact.” Page 76 – Stubborn Replace the first sentence with; “Stubborn units takes Break tests without applying the difference in the combat result scores.”

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WWWWARHAMMER FANTASY ARHAMMER FANTASY ARHAMMER FANTASY ARHAMMER FANTASY 8.5 8.5 8.5 8.5

Welcome to Warhammer Fantasy 8.5 edition. A Community Project updating the Warhammer Fantasy 8th edition to incorporate community requests and the most popular rule packs of 8th edition. Following are Errata for you to place in your Warhammer Fantasy 8th edition book to update it to 8.5 edition. Alternatively, the WHFB 8.5 Battle Bible incorporates these changes seamlessly into the rules. Following the Errata is a series of Q&A clarifications; an amalgamation of the Games Workshop (GW) rulebook FAQ and frequently asked questions that the community had that weren’t addressed by GW (denoted by 8.5 after the question.) These Rule Clarifications address some unclear rules that occasionally come up. As there was an effort made not to modify the 8th edition rules unduly, rather that rewrite some of the rules unnecessarily, they are reproduced after the errata. ERRATA Page 10 – Leadership Tests Add the following; “unmodified Leadership tests are taken on the highest leadership characteristic in the unit with no modifiers, either positive or negative.”

Page 13 - 1” Apart Add to the end of the first Paragraph; “If at the start of its move a unit cannot go forward due to enemy units within 1” but not in its front arc, nudge the enemy unit back by the shortest possible distance for the unit to advance.”

Page 21- Flank and Rear Charges. Replace the fourth paragraph with; “If a charging unit straddles two zones, then the unit is considered to be in the zone where the closest part of a model in the target unit is.”

Page 22 – Unusual Situations After the fourth sentence in the first paragraph add; “If it is not possible for either the charging unit or its target to close the door, you may fudge it by the target unit closing the door on the charging unit with a different arc that was initially charged.”

Page 30 - Roll for Winds of Magic Add the following to the end of the first paragraph; "In a Grand Army, roll 4D6."

Page 30 – Power Limit Replace the second sentence of the first paragraph with; “The maximum amount of power dice used in a magic phase cannot exceed 12; in a Grand Army, 24.”

Page 30 - The Dispel Pool Add to the end of the first paragraph; “In a Grand Army, choose the two highest D6 rolls of the four Winds of Magic dice.”

Page 33 – Irresistible Force Replace the second sentence of the first paragraph with; “The spell will be cast automatically and cannot be dispelled unless the opponent can dispel with irresistible force, the casting Wizard then rolls on the Miscast table when the spell is resolved.”

Replace the second sentence of the seventh sentence with; “More importantly, a spell cast with irresistible force can only be dispelled with irresistible force itself by rolling two or more unmodified 6s on the dispel attempt.”

Page 34 – Dispelling with Irresistible Force Remove from the first sentence “although it still cannot help if the spell was cast with Irresistible Force in the first place”

Page 34 – Miscasts Add to the end of the second paragraph; “For every dice above 2 that were used to cast the spell, apply a -1 modifier to the Miscast table.”

Page 48 - Who can strike? Add to the end of the first paragraph; “Models in base contact with the enemy or providing supporting attacks may always choose to fight the rank and file models in the enemy unit.”

Page 51 - Remove Casualties. Add after the third paragraph; “Remove casualties so as to keep as many units as possible fighting as many units as possible. If you have to, you may ignore the requirement to remove equally from both ends of a single rank unit. But only when you have to! If the unit still drops out of base contact, the unit that is taking casualties can be also nudged to retain base contact. If units would still drop out of contact, the owner of the casualty-taking unit removes casualties normally, possibly deciding which units drop out of contact. Remember, a unit will never change frontage or contact new units as a result of a nudge, and that you should always only nudge the minimum distance needed to retain as many units in base contact as possible. Only units that take casualties or lose base contact may be nudged. Units can’t be nudged through other units or impassable terrain or buildings.”

Page 54 – Steadfast Add to the end of the first paragraph; “A unit that is disrupted cannot be steadfast.”

Page 57 - Move Pursuers At the end of the second paragraph add; “When pivoting in this case, you may move within 1” of a unit or impassable terrain. If however, you don’t roll high enough to move outside 1” of either the unit or impassable terrain that you pivoted over, then you do not move and the pursuit fails.

Page 72 – Killing Blow Replace the first paragraph with; "If a model with the 'Killing Blow' special rule rolls a 6 to wound against an Infantry, Cavalry or Warbeast model, he automatically slays his opponent - regardless of the number of wounds on his Profile. Also, armour saves and regeneration saves may not be taken against a Killing Blow, regardless if the model is not a Infantry, Cavalry or Warbeast model. A Ward save can be attempted - if passed, the ward save prevents all damage from the Killing Blow." Replace the second paragraph with; "Killing Blow does not affect Swarms as they are too numerous for a well-placed strike to slay them all."

Page 72 – Large Target Replace the second sentence with; “Large Targets cannot claim cover modifiers except for those provided by a Forest”

Page 74 - Random Movement Add to the end of the second paragraph; “Models with the Random Movement special rule may not end their initial pivot within 1″ of other units, unless the direction they choose to pivot in would bring them into contact with an enemy unit either with the pivot or a 1″ move forward, in which case they charge it. You may fudge them into contact.”

Page 76 – Stubborn Replace the first sentence with; “Stubborn units takes Break tests without applying the difference in the combat result scores.”

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Page 77 - Skimishers and Charging Replace the first paragraph with; “If skirmishers declare a charge (or a charge reaction that does not involve fleeing) they tighten their loose formation once the enemy unit makes contact with the skirmishing unit. This happens ‘for free’ at the moment the two units touch. The skirmishing unit then contracts around the model in base contact with the enemy. If both units are skirmishers, then the unit receiving the charge contracts first before the charging unit does so. The charging unit may then continue to wheel.

Page 78 – Terror Add to the end of the second paragraph; “If an unit wants to charge a Terror causing unit, it must take a Leadership test. If it fails then the unit counts as having failed the charge and does not move that turn.”

Page 78 – Unstable Add to the end of the third paragraph; “If a unit is steadfast, then it may reduce the amount of wounds by its Rank Bonus, +1 if the unit has a Standard.”

Page 93 – Look Out Sir! Replace the first sentence with; “If a unit is hit by a template, cannonball, then a champion/character may be warned or physically moved out of harm’s way by a colleague, if the unit is hit by a Direct Damage spell that can kill models with no saves of any kind allowed, then only one model may be warned.

Page 105 –Ridden Monsters, Templates Remove; the reference to cannonballs

Page 112 - Cannons, Choose Target At the end of the third paragraph add; “Cannonballs cannot hit a target which is out of Line of Sight of the Cannon.”

Page 116 – Battlefield Terrain Add; “Hills, Buildings and Impassable Terrain count as being infinitely tall and block line of sight.”

Page 116 – Battlefield Terrain Add; “Ruins count as Hard Cover and count as Dangerous Terrain for Cavalry & Chariots. No unit with the majority of its models in it can be steadfast; Skirmishers in a ruin are Stubborn”

Page 120 – Rivers Replace references to Rivers with Rivers, Swamps, & Water Features

Page 134 – Lords Replace entry with “Exalted, In a Grand Army you may spend up to 25% of your points on the following characters; Nagash – Supreme Lord of the Undead, Karl Franz Ascendant, Malekith – The Phoenix/Eternity King, Imrik – Crown Prince of Caledor, Archaon Everchosen.

Page 134 – Heroes Replace entry with; “You can spend up to 50% of your points on Lords and Heroes”

Page 135 – Army Selection Summary Table Replace the Lords entry with “Exalted” Replace Heroes with “Lords & Heroes – up to 50%”

Page 143 – Victory Points, Dead or Fled Add a second paragraph; “Fleeing units at the end of the game count as destroyed.”

Page 143 – Victory Points, Summoned Units Add after ‘Underdog challenge’; “Units that are summoned from the Lore of Undeath give up victory points as if they were part of the players army.”

Page 146 – Battle for the Pass, Deployment Add at the end of the first paragraph; “In the centre of the table there is an objective. If at the end of the game, a player has a unit within 6” of this point and his opponent does not, then the player receives bonus Victory Points equal to 20% of the points being played.”

Page 148 – Blood & Glory, Victory Conditions Change the paragraph to; “The first army to break the enemy receives bonus Victory Points equal to 20% of the points being played. Use Victory Points to determine the winner of the battle.

Page 148 – Blood & Glory, Fortitude Add the following to the end of the first paragraph; “If at any time; all the remaining fortitude in the army is located in a single unit, the army is considered broken.”

Page 149 – Meeting Engagement, Deployment Replace the Second sentence of the first paragraph with; “The players roll off and the winner chooses the two opposite corners to be used, the other player then decides which half each will deploy in.”

Page 150 – The Watchtower Replace all references to the Watchtower with; “a Forest, Swamp or a Ruin in the centre of the table.”

Page 150 – The Watchtower, Victory Conditions. Change the paragraph to; “At the end of the battle, the side that has a unit in the terrain piece or is closest to the terrain piece if there are no units within it gains bonus Victory Points equal to 20% of the points being played. If multiple units from different players are within the terrain piece, then the player with the unit with the most static combat resolution receives the points. Use Victory Points to determine the winner of the battle.

Page 162 – Spell Generation, Signature Spells Replace the third sentence of the first paragraph with “A wizard that rolls for spells automatically knows a single signature spell of the lore that they have chosen. If the lore does not have a signature spell, then the wizard knows the first spell in that lore (if you roll a 1 when generating spells, roll again until you don’t roll a 1.)”

Page 164 – The Lore of Fire, Flame Storm Replace the second sentence with; “All models hit by the template suffer a Strength 5 hit.”

Page 171 – Lore of Death Swap Spirit Leech to be the First Spell and Aspect of the Dreadknight to be the Signature spell.

Page 171 – Lore of Death, Soulblight Change the Second Sentence to read; “The Wizard can choose to have this spell target all enemy units within 12” – In which case the casting value is 18+”

Page 175 –Standards, Banner of Discipline Add; “If the General is in the unit; he may not use the +1 Leadership for Inspiring Presence.”

Page 177 –Items, Crown of Command Change the entry to; “The bearer and his unit may reroll

Leadership Tests”

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RULE CLARIFICATIONSRULE CLARIFICATIONSRULE CLARIFICATIONSRULE CLARIFICATIONS

MOVEMENT PHASE

Q: How many characters may charge out of a unit per phase? (p101)

A: You may only charge one character out of a unit per phase.

Q: Can a character move further than its move distance when joining a unit? (p97)

A: Characters must be placed in front rank of unit it is joining. If this exceeds its normal move or march

(if marching), it may only move by minimum necessary to enter the front rank.

MAGIC PHASE

Q: What are the targeting restrictions of spells in Army books released prior to 8th edition? (p31)

A: All spells in army books that were released prior to 8th Edition will follow the normal targeting

restrictions set out for all spells as per the Main Rule Book. Except when the wording of the spell directly

contradicts these restrictions.

Q: Does open ground count as a type of terrain for the spell Curse of Anraheir ? (p165)

A: Yes

Q: Can Birona’s Timewarp increase a units movement value above 10? (p167)

A: No, the maximum is 10, so the maximum march move would be 20”

Q: How does Glean Magic apply to units that know certain spells due to its special rules? (p162)

A: Glean Magic removes a spell from all models in a unit that acts as a Wizard (e.g. Doomfire Warlocks,

Sisters of the Thorn, Pink Horrors etc).

Q: Can models who only know ‘fixed’ spells generate spells from the Lore of Undeath?

A: No

Q: Can Characters summoned by Lore of Undeath join other units? How about Undead units?

A: Characters summoned by Lore of Undeath may not join undead units.

SHOOTING PHASE

Q: Do Buildings count as terrain that would in reality stand in way of a cannonball shot? (p112)

A: Yes, all buildings count as “impassable terrain that would in reality stand in the way of the shot” as far

as cannon balls are concerned. They will not bounce through them. They stop on the building and inflict

hits upon any unit garrisoning the building. Also all impassable terrain will stop cannon balls.

Q: Do Cannons need line of sight to the spot on the ground they are targeting? (p112)

A: Yes

Q: Can units that shoot in a similar manner to war machines, such as Ironblasters and Hellcannons, pivot in the shooting

phase? (p109)

A: No, they have an arc instead.

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Q: When a model making a shot using the Sniper rule, will the shot still suffer a -2 modifier for hard cover if the target

model is 50% obscured by any other model, even a model inside the target’s own unit.? (p75)

A: Yes. This -2 modifier is on top of the -1 modifier for making a sniper shot.

CLOSE COMBAT PHASE

Q: Models may “slide” sideways as part of a Combat Reform as long as no model is taken out of combat? (p55)

A: Yes

Q: Can a Character model may make way at the start of any round of close combat? (p100)

A: Yes

Q: Can a model in a challenge be affected by any enemy breath weapons or impact hits done by models from outside the

challenge? (p102)

A: No

BUILDINGS Q: Can a unit swift reform into a building if any model in the unit would move more than double its normal move? (p126) A: No MAGIC ITEMS Q: As Fleeing models cannot use magic items, does this include items that the bearer has no choice in using? (p24) A: No, this does not include items that the bearer has no choice in using. For example magical armour that gives armour save, Talisman that gives a ward save etc. Q: Does the Ironcurse Icon work against all Weapons that fire like a War Machine? (p177) A: Yes Q: Do Rank and File models affected by The Other Trickster’s Shard considered to be a separate targets to the other Rank and File models in the unit. A: Yes, you may target these “Sharded” models if possible, following normal targeting restrictions, and all casualties are still removed from the rear of the unit (it is possible to kill through them killing more than the model in base contact). SPECIAL RULES Q: Does Immunity to Killing Blow also give immunity to Heroic Killing Blow? (p72) A: Yes Q: Do Frenzied units that declare a charge need to take a Berserk Rage Leadership test? (p70) A: No Q: What happens if a model with Always Strike First with equal or higher initiative than its enemy attacks an enemy model with Always Strike First and Always Strike Last? (p66) A: A model with Always Strikes First and Always Strike Last counts as having neither. Furthermore, the model cannot gain the benefits/penalties of further instances of Always Strikes First or Always Strikes Last. Q: If a model with the ‘Stupidity’ rule joins a unit without ‘Stupidity’ what happens? (p76) A: If a unit contains any model with the Stupidity special rule, then the whole unit is subject to stupidity and so is therefore’ Immune to Psychology.’

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FORMATIONS AND CHARACTERS Q: If 2 characters have incompatible base sizes to the unit they are joining, how are they placed? (p98) A: They are placed on either side of the unit. A 3rd character with an incompatible base size may not join the unit. Q: If the general character model is killed but his mount survives, do you still receive the +100vp for killing the general? A: Yes Q: When reforming, how do you determine the centre of the unit if the last rank is incomplete? (p14) A: A unit with an incomplete last rank is considered to have a complete last rank when determining the centre of the unit.

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BUILDINGS

• Units may not Swift Reform into a building if any model in unit would move more than its

normal move.

MAGIC ITEMS

• Fleeing models may not use magic items as per the Main Rule Book FAQ. This does not include

items that the bearer has no choice in using. For example magical armour that gives armour save,

Talisman that gives a ward save etc.

• Ironcurse Icon works against all Weapons that fire like a War Machine.

• Rank and File models affected by The Other Trickster’s Shard are considered to be a separate

target to the other Rank and File models in the unit. You may target these “Sharded” models if

possible, following normal targeting restrictions, and all casualties are still removed from the rear

of the unit (it is possible to kill through them killing more than the model in base contact).

SPECIAL RULES

• Immunity to Killing Blow also gives immunity to Heroic Killing Blow.

• Frenzied units that declare a charge don’t need to take a Berserk Rage Leadership test.

• A model with Always Strike First and with equal or higher initiative than an enemy model with

Always Strike First and Always Strike Last will get to re-roll attacks in close combat against that

model.

• If a unit contains any model with the Stupidity special rule, then the whole unit is subject to

stupidity and so is therefore Immune to Phycology.

FORMATIONS AND CHARACTERS

• If 2 characters have incompatible base sizes to the unit they are joining then they are placed on

either side of the unit. A 3rd character with an incompatible base size may not join the unit.

• If the general character model is killed but his mount survives you still receive the +100vp for

killing the general.

• A unit with an incomplete last rank is considered to have a complete last rank when determining

the centre of the unit.