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Champions of Destiny
Warhammer 8th Edition House Rules Rules updates & FAQ’s for games of Warhammer Fantasy Battles 8th Edition
Written By Mark Peat 5/29/2018
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HOUSE RULES & FAQ’S
8th Edition Updates & Amendments for 7th Edition Army Books
Skaven
To be read in conjunction with the Warhammer Rule Book, Skaven Army Book and the
Errata/FAQ’s update V1.7. Where the information given in either, the Skaven book, or the
Errata/FAQ’s update V1.7 conflict with this document, then this document takes
precedence.
Magical Standards – May only take one magical standard worth 50 points or more
and one further magical standard worth up to 30 points, or more from the Skaven
book.
Common Magic Items – May only take common magic items from the Warhammer
Rulebook, this includes points costs and item special abilities.
Magical weapons – May only select a total of 2 magical weapons from the skaven
book.
Magical Armour – May only take a total of 2 items of magical armour from the
Skaven book.
Talismans – May only take one talisman worth up to 15 points, from the Skaven
book.
Arcane Items – May only take a total of three arcane items, from the Skaven book.
Enchanted Items – May only take a total of 2 enchanted items worth up to 40 points
each, from the Skaven book.
Warpstone Tokens – May only be taken by one character in addition to any Grey
Seers in the army and may not be taken in multiples unless a Grey Seer.
Hell Pit Abomination: May only use the Too Horrible to Die special rule once per
game and at the end of the turn in which it was slain. Treat as Monster with
Thunderstomp.
Hell Pit Abomination – A Hell Pit Abomination, that has its strength either increased
or decreased uses its new strength rating for any of its own special attacks.
Rat Ogres – Treat as Monstrous Infantry.
Rat Swarms – Confer the Always Strikes Last special rule onto units in base contact.
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Screaming Bell – A unit charged by a Skaven unit, as a result of the Screaming Bell
causing the charging Skaven unit to move forward D6 inches, is not able to make a
charge reaction.
Grey Seer(s) & Vermin Lord(s) – May combine their spells from either/or the Lore(s)
of Plague and/or Ruin. The list therefore does not have to state any Lore(s) chosen.
Artilery - (See: page 14)
Skaven Magic
Lore Attribute; Skaven Spells of Ruin – For each spell successfully cast, but not
dispelled. The wizard gains a Warp Amulet Token. Each token can be used to give a
6+ Ward to any model within 12” of the wizard against an unsaved wound. Tokens
may be spent to improve a models ward save to no greater than 3+, but may not be
carried over to the next turn, or shared by other friendly wizards on the board.
Friendly wizards may however receive the Ward Save if in range.
Lore Attribute; Skaven Spells of Plague – For each spell successfully cast and not
dispelled. The wizard gains a +1 to his casting attempts, when attempting to cast
another Spells of Plague spell onto an enemy unit during that magic phase.
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Skaven Spells of Ruin:
Skitterleap (Amend as follows)
Treat as an Augment, spell.
May increase the range of the spell to 18” cast on 10+
Warp Lighting (Amend as follows)
Treat as a Magical Missile.
The spell effects may be increased to confer 2 D6 Strength 5 hits cast on 12+. Should
the number of hits rolled be a double 1, then the caster suffers 2 strength 5 hits
instead of the target.
Howling Gale (Amend as follows)
Treat as a Hex spell.
The spell may target a single enemy unit within 18”.
The spells effect may be increased to include all enemy units within 18” cast on a
14+
Frenzy/Death Frenzy (Amend as follows)
Treat as an Augment spell.
Frenzy may be cast on to a friendly unit within 18” if successfully cast the unit has
the frenzy special rule until the casters next magic phase. If the friendly unit already
has frenzy before the spell is cast, then the unit has Death Frenzy.
The spell effects may be increased to Death Frenzy, with a range of 18” and cast on
18+
Scorch (Amend as follows)
Treat as a Direct Damage spell.
Scatters.
The spell effects may be increased to use the large round template and is cast on 20+
Cracks Call (Amend as follows)
Treat as a Magical Vortex spell.
May increase the spells potential range to a roll of 6 D6, cast on 22+
May be cast into close combat and through friendly units.
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Skaven Spells of Plague:
Pestilent Breath (Amend as follows)
Treat as a Direct Damage, spell.
The spell effects may be increased to confer Strength 3 hits, cast on 10+
Bless With Filth (Amend as follows)
Teat as an Augment spell
May increase the casting range of the spell to 24” cast on 14+
Wither (Amend as follows)
Treat as s Hex spell
Remains in Play
May increase the spells range to 24” Cast on 16+
Vermintide (Amend as follows)
Treat as a Direct Damage spell
May increase the spell to 6D6 distance travelled, causing 4D6 Strength 2 hits, cast on
16+
Cloud of Corruption (Amend as follows)
Treat as a Magical Vortex spell
May increase the spells range to 24”, cast on 22+
Plague (Amend as follows)
Treat as a Hex spell
May increase spells range to 36” cast on 26+
The Curse of the Horned Rat (Amend as follows)
Treat as a Direct Damage Spell
If the spell fails to cast on a roll of less than 13 then the casters unit suffers D6
strength 3 hits. No armour saves allowed.
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Bretonnia
To be read in conjunction with the Warhammer Rule Book, Bretonnia Army Book and the
Errata/FAQ’s update V1.6. Where the information given in either, the Bretonnia book, or the
Errata/FAQ’s update V1.6 conflict with this document, then this document takes
precedence.
Hypogryph Knights – May be taken as a Rare Unit choice, as detailed within the
Bretonnia Warhammer Project fanbook. Treat as Monstrous Cavalry, with Fly.
Ballista – May be taken as a Special Unit choice, as detailed within the Bretonnia
Warhammer Project fanbook.
Models with the Grail Vow gain the Always Strikes First special rule.
Bretonnian Lord - May take a Griffon as a mount, as detailed in the Storm of Magic
book. The griffon does not occupy a rare unit slot and is counted towards the points
cost of the lord. Treat the Griffon as a Monster with Thunderstomp.
Brettonian Lord – Has the Glorious Charge! Special rule (See below)
Glorious Charge! – Once per battle, the army general may declare a Glorious
Charge! During the Declare Charges phase only. All units within inspiring presence
that charge that turn and were within Inspiring Presence prior to moving chargers
gain +1 LD to a maximum of 10, when taking leadership tests during the turn they
charged, in addition the Generals unit gains the devastating charge special rule.
Grail Knights - Gain the Fear causing special rule.
Great Eagles may be taken as a Rare Unit choice, as detailed in the Storm of Magic
book.
Bretonnian Lords - May choose up to 100pts of Virtues, in addition to 100pts magic
items.
Paladins – May choose up to 50pts of Virtues, in addition to 50pts magic items.
Common Magic Items – May only be selected from the Warhammer Rulebook,
using the Common Magic Items list.
Magical Standards – A maximum of 1 Magical Standard worth 50 points or more,
may be chosen from the Bretonnia book. In addition no more than 1 Magical
Standard worth up to 30 points may be taken from the Bretonnia book. Any further
Magical Standards must be chosen from the Warhammer Rulebook.
Magical Weapons – A maximum of 3 magical weapons may be chosen from the
Bretonnia book.
Magical Armour – A maximum of 2 items of magical armour may be chosen from the
Bretonnia book.
Talismans – A maximum of 1 talisman may be chosen from the Bretonnia book.
Enchanted Items – A total of 2 enchanted items may be chosen from the Bretonnia
book.
Arcane Items – A total of 1 arcane item may be chosen from the Bretonnia book.
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Peasant Archers – One unit of peasant archers may gain the First Among Equals
special rule (See below)
First Among Equals – A unit with this special rule may choose a magical Standard
worth up to 15pts.
Virtue of Discipline – One Use Only: The Knight and his unit may re-roll a single fear,
or terror test.
Yeomen - Treat as Fast Cavalry
Bretonnian Steeds – Gain Swiftstride
Artillery - (See: page 14)
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Beastmen
To be read in conjunction with the Warhammer Rule Book, Beastmen Army Book and the
Errata/FAQ’s update V1.4. Where the information given in either, the Beastmen book, or
the Errata/FAQ’s update V1.4 conflict with this document, then this document takes
precedence.
Centigors – Gain the Fast Cavalry & Swiftstride special rules. When upgrading with
Great Weapons, the unit loses its status as Fast Cavalry – treat as Cavalry.
Minotaurs – Treat as Monstrous Infantry
Ungor Raiders – May be upgraded to have poison attacks, when shooting for 5
points per model. May be upgraded to Scouts for 5 points per model, when choosing
this upgrade the unit becomes a Special Unit choice.
Harpies – Have the Fear causing special rule.
Cygor – Treat as a Monster with Thunderstomp.
Chorgon – Treat as a Monster with Thunderstomp.
Giant – Treat as a Monster.
Jabberslythe – Treat as a Monster with Thunderstomp.
Chaos Spawn – Treat as Monstrous Infantry.
Common Magic Items – Must be chosen from the Warhammer Rulebook.
Magic weapons – A maximum of 3 Magical Weapons may be chosen from the
Beastmen book.
Magical Armour – A maximum of 2 items of Magical Armour may be chosen from
the Beastmen book.
Enchanted Items – A maximum of 2 Enchanted Items may be chosen from the
Beastmen book.
Talismans – Only 1 Talisman may be chosen from the Beastmen book.
Arcane Items – A maximum of 2 Arcane Items may be chosen from the Beastmen
book.
Magical Standards – A maximum of 1 Magical Standard worth 50 points or more
may be chosen from the Beastmen book. In addition, no more than 1 Magical
Standard worth up to 35 points may be chosen from the Beastmen book.
The Lore of the Wild:
Augmentation of the Bray-Stone - Lore attribute. (Add to lore)
Each time a spell from this lore is successfully cast and not dispelled, the casting model may
confer a 6+ Ward Save, onto a single friendly unit, or model within 12”. Any existing ward
save the unit may have is increased by +1 to maximum of a 3+ ward save. Conditional ward
saves may also be increased to a maximum of 3+, if the model only has a conditional ward
save, then it also receives a 6+ wardsave.
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Bestial Surge (Amend as follows)
Treat as Augment, Signature spell
Cast on 7+
May increase the spells range to affect units within 12”, cast on 14+
Vile Tide (Amend as follows)
Treat as Magical Missile
May increase the spells effects to 5D6, S3 hits, cast on 14+
Devolve (Amend as follows)
Treat as Magical Vortex
May increase the spells range to 18”, cast on 16+
Bray Scream (Amend as follows)
Treat as Direct Damage spell
The spells effects may be increased to S4 hits no armour saves cast on 18+
Traitor – Kin (Amend as follows)
Treat as Hex spell
May increase the spells range to 18”, cast on 18+
Mantle of Ghorok
Treat as Augment Spell
May increase range of the spell to 12”, cast on 21+
Savage Dominion (Amend as follows)
Treat as Augment
Cast on 14+, may summon a unit of Minotaur’s, Razor Gore Herd, Chaos Spawn,
worth a total of 165 points. May not include command group, or unit upgrades.
The spells ability may be increased to summon one of the following monsters;
Jabberslythe, Giant, or Ghorgon, cast on 21+
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Updates FAQ’s & Amendments for 8th Edition Army Books
Chaos Dwarfs - Thamukhan
Chalice of Blood and Darkness – may not be used between the casting and dispelling
of spells.
Iron Daemon, Magma Cannon, Death Shrieker - May not pivot during the Shooting
Phase and must shoot forwards, in a straight line from the front of the barrel.
Artillery - (See: page 14)
Daemons of Chaos
Skull Cannons – May not pivot during the Shooting Phase and must shoot forwards,
in a straight line from the front of the barrel.
Treason of Tzeench – All mounts, with the exception of ridden monsters, are ignored
for leadership purposes. Where the spell effects chariots, the chariots and any
creature(s) pulling them are ignored regarding leadership.
Flamers of Tzeench – All attacks, both shooting and close combat, have the Flaming
Attacks special rule.
Daemonic Characters – When carrying more than one Magical Weapon, only
benefit from the effects of 1 weapon each turn. They must declare which weapon
they wish to use at the start of each turn. Any other magical weapons have no effect
whatsoever for the turn.
Tally of Pestilence – While Epidemius is held in reserve, this special rule has no
affect.
Nurgling Swarms – Confer the Always Strikes Last special rule onto units in base
contact.
Artillery - (See: page 14)
Dark Elves
Cauldron of Blood – Does not confer any re-rolls onto spells, or ranged attacks.
Morathi – Chooses her Lore(s) at the start of each game and therefore does not have
to list any chosen Lore(s) within the Army List.
Soul Stealer - May not regain wounds against flaming attacks.
War Hydra – May not regain wounds against flaming attacks.
Harpies – Have the Fear causing special rule.
Bolt Throwers – Are not subject to the -1 to hit Multiple shot penalty when using the
6 bolt shot option.
Artillery - (See: page 14)
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Dwarfs
Gyrocopters – Before placing the flame template when firing either the steam gun or
brimstone gun roll (2D6) + the Artillery Dice and consult the chart below:
- Artillery dice roll is less than or equal to the (2D6) roll; the weapon fires as
normal.
- Artillery dice roll is greater than the (2D6) roll; the build-up of steam & heat is
too great causing the pilot to vent the pressure. The weapon fails to fire this turn,
but may continue to function next turn.
- Artillery Dice rolls a misfire; the weapon fails to fire and causes an explosion.
The Gyrocopter suffers (D3) wounds no armour saves and may not fire next turn.
Steam Gun – May only fire every other turn.
Brimstone gun – May only fire every other turn and confers Flaming Attacks.
Artillery - (See: page 14)
Empire
Steam Tanks - May not pivot during the Shooting Phase and must shoot forwards, in
a straight line from the front of the barrel.
Artillery - (See: page 14)
High Elves
Great Eagles –Gain the Fear Causing special rule.
Frostheart Phoenix – Blizzard Aura; The -1S applies to models in base contact, this
includes any model able to conduct supporting attacks. The -1S does not stack.
Eagle Claw Bolt Throwers – Are not subject to the -1 to hit Multiple shot penalty
when using the 6 bolt shot option.
High Magic Lore Attribute – Any model which already has a ward save including
conditional ward saves, may have its ward save increased. A model which only has a
conditional ward save also receives a 6+ ward save.
Alarielle – Chooses her Lore(s) at the start of each game and therefore does not
have to state any chosen Lore(s) within the Army List.
Teclis – An Army List must state if Teclis will be using either Battle Magic, Or High
Magic. He may however chose his spells at the start of every game. If using Battle
Magic, then Teclis may choose Lore(s) from Battle Magic and his spells at the start of
each game.
Valour of Ages – Models with this special rule may re-roll any Panic, Fear, or Terror
tests, where an opponent’s Roster contains one or more models listed within the
Dark Elves army book. This includes models which may also appear within Storm of
Magic, Monstrous Arcanum, or other Army Books.
Artillery - (See: page 14)
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Lizardmen
Predatory Fighter – Models which have this special rule may benefit from it when
fighting from subsequent ranks beyond the first, or conducting supporting attacks.
Piranha Blade – The Multiple Wounds (D3) special rule only applies to wounding
during close combat attacks.
Burning Alignment & Deliverance of Itza – These spells target all enemy units within
range of the spells. This also includes any enemy units engaged in close combat and
may also affect enemy units within the rear/flank arc(s) of the casting model.
Tictaq’To – May join units of Terradon Riders.
Jungle Swarms – Confer the Always Strikes Last special rule onto units in base
contact.
Tomb Kings
Great Bows - Shots fired from the Great Bow have the Armour Piercing special rule.
Artillery - (See: page 14)
Tomb Swarms - Confer the Always Strikes Last special rule onto units in base
contact.
Ogre Kingdoms
Iron Blaster - May not pivot during the Shooting Phase and must shoot forwards, in
a straight line from the front of the barrel.
Artillery - (See: page 14)
Orcs and Goblins
Snotling Swarms – Confer the Always Strikes Last special rule onto units in base
contact.
Artillery - (See: page 14)
Vampire Counts
Hexwraiths – When carrying out the special attack movement must measure their
movement distance from their starting point, to the unit being attacked and then
back to a legal finishing point. They may not exceed their total movement/march
value. They may reform whilst inside an enemy unit.
Ghostly Howl & Death Shriek – Are not to be treated as shooting attacks.
Invocation of Nehek – A Vampire Counts army may have more than one wizard, who
knows the spell Invocation of Nehek. Any wizard beyond the first, which knows this
spell Must have the Vampiric special rule.
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Warriors of Chaos
Treason of Tzeench – All mounts, with the exception of ridden monsters, are ignored
for leadership purposes. Where the spell effects chariots, the chariots and any
creature(s) pulling them are ignored regarding leadership.
Daemonic Characters – When carrying more than one Magical Weapon, only
benefit from the effects of 1 weapon each turn. They must declare which weapon
they wish to use at the start of each turn. Any other magical weapons have no effect
whatsoever for the turn.
Artillery - (See: page 14)
Wood Elves
Great Eagles & Warhawks – Have the Fear causing special rule.
Enchanted Arrows – May be duplicated across more than one unit. They may not
however receive the Flaming attacks special rule, from the banner of eternal flame.
Acorn of Ages – All woods generated from this item, are subject to the Mysterious
Forests special rule within the Warhammer Rulebook.
Soul Stealer – May not regain wounds against flaming attacks.
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Warhammer 8th Edition Rulebook Updates & FAQ’s
Artillery
Cannons, Mortars, Rocket Batteries, Bolt Throwers & Stone Throwers – Use true
line of sight and must be able to see the target unit, or spot where the cannon
ball/target marker is to be placed. Artillery that may choose to fire indirectly may
ignore this rule and fire as per the Warhammer rulebook page 115.
Cannons, Mortars, Rocket Batteries, Bolt Throwers & Stone Throwers – May target
buildings, units garrisoning the building will suffer wounds as per the Warhammer
Rulebook. Cannon Balls may not bounce through impassable terrain, this includes;
Buildings, Walls, Hills and other terrain features deemed as impassable terrain
features at the start of the game.
Ridden Monsters – Artillery shots and spells that hit a ridden monster must roll (D6)
to randomise the hits. If an Artillery Template is used then both rider and mount are
hit, however roll to randomise which suffers the higher strength hit from the centre
of the template, the model not hit by the centre of the template must suffer the
lower strength hit.
Cannon Balls – Cannon balls may only cause D3+1 multiple wounds onto large
targets.
Virtual Pivoting – No Virtual pivoting is allowed!
Deployment Hack – No piece of artillery may attempt to increase its presence
beyond its maximum deployment limit by pivoting during the movement or shooting
phase. Once deployed it must move in order to do so!
Always Strikes First
Models with the Always Strikes First special rule, which has an initiative value
greater, or equal to that of a model which has both the Always Strikes First &
Always Strikes last special rules, may re-roll failed to hit rolls against these models.
Models with the Always Strikes First & Always Strikes last special rule must strike in
initiative order and may not re-roll their failed to hit rolls.
Buildings
Garrisoning – A unit that has swift reformed may not garrison a building in the same
turn. A building which has been hit by Flaming Attacks may not be garrisoned. Any
building may be garrisoned by a maximum of 20 wounds and always have 2 floors
minimum. This includes Fozzriks Folding Fortress and Rock of Inevitability etc...
Shooting – A unit may not shoot in the same turn as garrisoning a building.
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Flyers – Any unit with the Fly special rule treat buildings as impassable terrain, for
the purpose of ending their movement. Only man sized flying models may garrison a
building and may not do so within the turn in which they have made a fly movement,
or use a fly movement in the turn in which they have exited a building. When moving
into or out of a building flying units must use their normal ground movement value.
Breath Weapons – Should a building be hit by a Breath Weapon, or weapon which
uses the Breath Weapon Template, treat the entire garrisoning unit as being hit. Any
garrisoning unit that suffers wounds from a breath weapon attack must take an
immediate Panic Test unless immune to psychology.
Flaming Attacks – Once a garrisoned building has been hit by flaming attacks, any
unit garrisoned inside must evacuate and take a dangerous terrain test as it moves
from the building.
Chariots
Chariots - Are not War machines!
Deployment Hack – Chariots may not pivot to increase their presence on the board
beyond the limit of the deployment zone. When deploying up to the maximum limit
of their deployment zone, only the front, or rear arc, may be flush to the edge of the
deployment zone. When deploying, chariots must always face either their front, or
rear arc, fully toward the enemy’s deployment zone.
Characteristic Tests – When taking any characteristic tests, chariots always use the
highest value from amongst the crew, including characters. The chariot itself does
not automatically fail any such tests and is not destroyed, or subject to any
automatic wounds unless the chosen crew/character taking the test fails.
Difficult Terrain – Any piece, or area of difficult terrain, or buildings is to be treated
as Impassable Terrain for chariots, any chariot which enters, attempts to move
through, or flees through this terrain is automatically destroyed along with its crew.
Any characters mounted within the chariot may take their ward save should they
have one.
Characters
Challenges – A model, which is engaged in fighting a challenge, is not affected by
either Breath Weapons, Template spells, War machine Templates, or Impact hits
from units outside the challenge.
Battle Standard Bearers – May take mundane items available to normal Heroes of
their type.
Make Way! – Characters can make way at the start of any round of close combat.
Slain Generals when Mounted – A general who is slain, yet their mount survives still
confers an additional 100pts for the general being slain. The points for the General
minus any cost for the surviving mount are awarded as victory points.
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Incompatible Base Sizes – Should 2 characters have incompatible base sizes to a unit
they are joining then they are to be placed on either side of the unit. Any further
characters with incompatible base sizes must not join that unit.
Charging – Only one character may charge out of a unit per controlling players turn.
Deployment Hack – Characters must not pivot to increase their presence on the
board beyond the deployment zone prior to moving, shooting, casting magical spells,
or for inspiring presence purposes.
Deployment
Scouts – Scouts must be deployed after all other deployment has taken place unless
being deployed using the Ambush special rule. The deployment of scouts must be
made prior to any roll for first turn. If both players have Scouts then roll-off to see
which player deploys their scouts first. Scouts do not count towards determining
who gets the +1 to their roll for who deploys first.
Fleeing
Impassable Terrain – A model, or unit that is fleeing, or conducting a famed flight
move, that would come into contact with impassable terrain, at any point during the
move, must halt once in contact with the terrain, if the fleeing unit is within range of
a pursuing enemy’s distance rolled then the fleeing unit is destroyed and any
pursuing unit is placed where the fleeing unit was destroyed, facing the direction of
the pursuit and may not reform until the controlling players movement phase. If the
fleeing unit escapes, then the unit remains in place facing the direction of flight and
suffers (D6) S5 Impact Hits – No armour saves allowed, roll (D3) for any characters
within, or mounted upon the fleeing unit. If the fleeing unit, or a characters mount is
a monster, then roll (D3+1) for the number of wounds caused upon the monster. If a
character is a monster, then roll (D3+1) to determine the number of wounds caused.
Any unit, monster, or character with the fly, or Ethereal special rule/s are not
effected and may pass over/through the terrain as normal.
Buildings & Walls – Any building or wall hit by a fleeing model that is a monster is
counted as being destroyed. Any unit garrisoning the building is treated as being
within a building when destroyed and suffers wounds according to the Warhammer
rulebook concerning destroyed buildings and garrisoning units. Flying monsters may
not end their flee move on or in a building and must end its move once in contact
with the building. The building however is destroyed as detailed above.
Pursuing Units – MUST move directly straight forward in the direction of the fleeing
enemy unit. They may not reform at any point during this move.
Over running units – MUST move straight forward, they may not wheel, or reform
during any part of this move.
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Hatred
Any model with Hatred towards any specified race i.e. High Elves, therefore has
Hatred against all models taken from that races Army Book.
Impassable Terrain
Movement – Units may not move into, or through any impassable terrain. Ethereal
units that would end their movement inside the terrain feature are placed 1 inch
beyond. Flyers that would end their movement inside the terrain must end their
move 1 inch in front of the terrain unless the flyer is ethereal. Both flyers and
ethereal units may pass through/over the terrain as normal. Units which have moved
as the result of a spell or magical effect must also end their movement 1” in front of
the terrain feature, unless ethereal or would be able to fly over it. Cavalry – Cavalry of any type must treat buildings as impassable terrain. Ethereal
cavalry and flying cavalry units follow the impassable terrain movement rules as
detailed above.
Large Targets
Line of Sight – Large Targets can be seen over any terrain feature regardless of the
models size/height.
Cover – Only large targets which are obscured by buildings, woods, hills, or models
which are larger than the shooting unit, may benefit from being behind, or within
cover rule when being targeted by shooting attacks. Obstacles such as walls, fences,
hedge-rows etc do not count.
Magic Items
Immunity to Killing Blow – A model which has this ability also has immunity to
Heroic Killing Blow.
Ironcurse Icon – The item is effective against any weapon that fires like a War
machine.
Loremaster – A Wizard who gains this special rule from an item or unit loses this
ability if the item or unit is destroyed. In addition any access granted to any specific
Lore(s) of magic, that the Wizard would not normally have access to, is lost and the
wizard must chose from one of his own accessible Lore(s). Unless the Wizards special
rules allow him to select, or know all spells, then the Wizard must roll for spells.
The Banner of Eternal Flame – Confers flaming attacks onto both shooting and close
combat attacks.
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Magic Spells & Effects
War Machines – A war machine which is forced to take a characteristic test always
auto fails and is destroyed.
Chariots – Any unit or model classed as a chariot that is forced to take a
Characteristic Test, does not auto fail and tests on the highest characteristic value of
either crew or character riding it. When forced to take a Leadership Test, a chariot
uses that of the crew, or the General.
Impassable Terrain – Spells which are Magical Missiles and are resolved as a shot
fired from a cannon may not pass through impassable terrain.
Line of Sight – Spells which require line of sight are not able to target units that
cannot be seen. If you can’t see it you can’t target it!
Curse of Anraheir – Treat open ground as terrain.
Birona’s Timewarp – The maximum a units movement value may be increased to is
10, therefore the maximum a unit may march is 20”.
Spirit Leach – A character targeted by this spell does not get to Lookout Sir.
Miscasting Wizards – A wizard who has miscast does not get to Lookout Sir from hits
caused by miscast templates.
Magical Vortex’s – Targeted units/area must be within the casters front arc and be
within clear line of sight. All units friend and foe block line of sight and the spell may
not target units engaged in combat, or friendly units unless specified within the
spells description.
Wizards Known Spells – Spells may not be chosen in duplication from the same Lore
unless clearly specified within the characters special rules, or as an item’s ability.
Monsters
Deployment Hack –Monsters must not pivot to increase their presence on the
board beyond the deployment zone prior to moving, shooting, casting magical spells,
or for inspiring presence purposes.
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Movement
Rail - Roading – is not allowed. The 1” rule only applies to a model ending its
movement. Therefore a unit 1” from another or impassable terrain may pivot prior
to moving in its chosen direction.
Random Movers & Pivoting – A random moving unit that pivots and by doing so
comes into base contact with an enemy unit is counted as having charged. The
random mover must follow the normal rules for having charged, in order to close the
door and maximise base contact. Furthermore, to determine if the random mover
goes into contact with the front, rear, or side arc, it is the arc which is breached into
by the random mover’s base, whilst pivoting into base contact. Random movers are
also subject to the rules regarding Deployment Hack previously mentioned within
this documents sub topics.
Virtual Pivoting – This is not to be used!
Thanks & Acknowledgments
While this House Rules pack was compiled and written by myself. I would like to thank and
acknowledge all those, who have contributed during my research. In addition I wish to thank
and acknowledge all whose work prior to my own, have been an inspiration and have
consequently contributed towards this document; James Lammin, The Warhammer Armies
Project and the Champions of Destiny group members; Lynsey Swift, Matt Stafford, Charles
Heart, Nikki & David Hewittson and Ulthuan.net; Phil Rositter. It is my intention that this
document be used to further improve future games and events for Warhammer Fantasy 8th
Edition. This document is in no way an official GW release and is advisory, as an alternative
method of game play in the absence of further GW updates and support of Warhammer
Fantasy 8th Edition.
Finally, I hope that you will all enjoy using this pack and find it as much fun to use in your
games, as I did when writing it. Let’s keep 8th Edition Warhammer alive and fun to play!
Long live 8th!