Altar of the Horned Rat
This model and any unit it joins has Stubborn.
This model and any unit it joins has Stubborn.
A unit with the Ambushers rule can choose to not deploy at the start of the battle. Instead, from Turn 2 onwards, the controlling player rolls a dice at the start of their turn for each unit of their Ambushers that have yet to arrive. On a 1 or 2, the Ambushers have been delayed – roll for them again next turn. On a 3 or more, the unit of Ambushers arrives, and will enter the board during the Remaining Moves sub-phase. If the Ambushers do not turn up for the entire game, they are assumed to have got lost, and are treated as having fled the battle for the purposes of determining the victor.
Arriving Ambushers enter the battlefield from any point on any battlefield edge, and move on using the rules for reinforcements. Note that a character may only join a unit deploying with Ambushers if they also have the same rule.
In addition, for every Core unit that deploys as Ambushers in your army, you are required to include at least one other Core Unit that is not Expendable (described later in this chapter) and that does not deploy using the Ambushers rule (for more information, see the Choosing Your Army chapter).
A unit containing one or more Fear-causing models gains +1 to its Combat Resolution score. If the Unit Strength of all Fear-causing models is double or more, the Combat Resolution score is increased by +2. Note that the bonus from Fear is otherwise not cumulative for having multiple units with Fear involved in the same combat.
If the majority of the models in a unit cause Fear, they also gain Immunity (Fear), and thus the Combat Resolution bonus of their Fear-causing enemies is ignored for that unit.
Requires Two Hands. Strength Bonus (1). -2 I.
Multiple Shots (2). Quick to Fire.
All attacks made by spells and magic items are considered to be magical attacks, as are all attacks that are specifically noted as being magical attacks. Shots fired from magical items are also considered to be magical attacks, unless their description specifically states otherwise. Hits inflicted by rolls on the Miscast table are treated as magical attacks.
Note that spells are not physical attacks unless clearly specified.
A Weapon Team must be deployed at the same time and within 3" of the unit it was bought with. After this the Weapon Team is free to move and counts as a normal unit for all purposes. In addition, they follow the "Look Out Sir!" rules for Shooting at Lone Characters.
Any unit joined by Spinetail may re-roll To Wounds of 1 in close combat.
Any models in base contact with Lord Skrolk suffer -1 on all of their To Hit rolls. All Clan Pestilens models are immune to such effects.
After both sides have deployed all their other forces (including Scouts), but before the roll to see who gets the first turn is made, units containing only models with Vanguard can immediately make a move up to 6" (12" in case they move using Swiftstride) move regardless of their M value (they cannot march and are affected by terrain as normal). This cannot be used to move the Vanguard troops within 12" of the enemy. A Vanguard move does not count as moving for the purpose of shooting in the first turn.
If both players' armies contain Vanguard troops, players should roll off. The players then alternate moving their Vanguard units one at a time, starting with the player who won the roll-off.
Units that have made a Vanguard move cannot declare a charge in the first turn if their army goes first. This also includes charging in the Magic phase.
If a character is deployed as part of a unit with Vanguard, that unit can still make its Vanguard move if the character in question has Vanguard or is a model on foot. Otherwise the character’s presence prevents the unit from using Vanguard.
Master Moulders and Master Mutators may join units of Giant Rats or Rat Ogres and act as
their handlers following Mixed Units, or be deployed in the front rank if they wish. All friendly Clan Moulder units within 6" of a Master Moulder or 12" of a Master Mutator roll 3D6 for all
LD tests and discard the highest dice.
Billowing Death follows the rules for Breath Weapons, but can be used in every turn. All models Hit must pass a T test or suffer a Wound with Ignores Armour Saves and Magical Attacks. All Clan Pestilens models gain a +1 modifer for this tests.
Spinetail may use his hand weapon in addition to the Blade of Corruption, like any other additional hand weapon.
Note that if Spinetail is included in your army, no other model may be given the Blade of Corruption from Warhammer: Skaven.
Thanquol has Ward Save (4+). For every wound Thanquol saves, one friendly model within 6" (owning player's choice) takes a wound instead. Normal saves apply. If no friendly model is within 6" the wound fails to deflect anywhere and is ignored.
Multiple Shots (2). Quick to Fire. Poisoned Attacks.
Ghoritch has Frenzy. If he ever loses his Frenzy, he will become subject to Stupidity for the rest of the game.
Hidden models can choose to deploy "hidden" within another friendly ranked unit, either the unit it belongs to (determined in each army list) or in other separate units (the army book in question will state which units) – make a note of which unit is concealing the hidden model(s).
A hidden model is not placed on the table during deployment, but is revealed later during the game. If the concealing unit is wiped out or flees from the battlefield before the hidden model is revealed, the hidden model counts as a casualty. There is no other way a hidden model can be harmed before they are revealed.
Hidden models may be revealed at the beginning of any of your Movement phases, or at the start of any Close Combat phase. Declare that the unit contains a hidden model and place the model in the front rank of that unit, displacing models as you normally would if a character had joined the unit.
A model with this special rule cannot be your army General. Furthermore, other units can never use their Leadership value.
Units belonging to each of the Greater Clans (Pestilens, Eshin, Moulder, Skryre) may only be joined by characters from the same Clan.
If a unit of Skavenslaves breaks from combat, any units that they flee through (friend or foe) immediately take D6 S 3 hits for each complete rank of Skavenslaves left in the unit. The broken unit is then removed, just as if they had fled into impassable terrain.
If a unit of Skavenslaves breaks from combat, any units that they flee through (friend or foe) immediately take D6 S 3 hits for each complete rank of Skavenslaves left in the unit. The broken unit is then removed, just as if they had fled into impassable terrain.
When charging, units entirely made of models with Swiftstride and M 7 or higher roll 3D6, discard the lowest result, and add the result to their M value. When fleeing or pursuing, they roll 3D6, and discard the lowest result.
When charging, units entirely made of models with Swiftstride and M 6 or lower roll 2D6, and add the result to their M value. When fleeing or pursuing, they roll 2D6.
Swiftstride M6 or lower
Charging: M + 2D6
Failed Charge: 2D6
Fleeing/Pursuing: 2D6
Swiftstride M7 or more
Charging: M + 3D6 (discard the lowest)
Failed Charge: 3D6 (discard the lowest)
Fleeing/Pursuing: 3D6 (discard the lowest)
A Verminlord has Unstable and Ward Save (5+). In addition, it can never be the Army General.
A unit with an attached Warp. grinder is not deployed at the beginning of the game, but instead uses the following rules:
During deployment, but before Scouts, place a tunnel marker anywhere on the battlefield. The unit will then deploy like Ambushers. When the team emerges, roll a scatter dice and an artillery dice. If you roll a hit on the scatter dice, the marker stays in place; if you roll an arrow, move the marker the number of inches indicated by the artillery dice in the direction shown by the arrow. If the marker is moved off the tabletop, the team and its parent unit are considered lost; treat them as casualties. If you roll misfire, roll on the Warp-grinder Mishap chart.
Once the final position is established, place the Warpgrinder and its parent unit so both can touch the marker. If the marker is under a friendly unit or impassable terrain, place it next to the closest edge of the unit/terrain. They may face in any direction.
If the marker is under an enemy unit when the Warpgrinder and its parent unit emerges, the Warp-grinder and its parent unit are both considered to have charged. Place the attacking Skaven to the front of the enemy unit that is atop the marker.
The Warp-grinder fights in close combat using its crew's I, but not their Attack profile. Instead it uses the Weapon profile.
If the majority of the models in a unit are Stubborn, the unit is always Steadfast, whether or not they have a higher Unit Strength than their enemy or are disrupted.
Models with this rule gain a Ward save against attacks in their front arc (including templates, Stomps and Impact Hits) as indicated in the brackets. This is cumulative with other sources of Dodge. This cannot be used against Magical Attacks that Hit automatically (such as spells or certain special rules), or that have Always Strikes First, nor can it be used if the model is subject to Always Strikes Last. Finally, Dodge cannot be used by mounted models, unless specified.
Models with this rule gain a Ward save against attacks in their front arc (including templates, Stomps and Impact Hits) as indicated in the brackets. This is cumulative with other sources of Dodge. This cannot be used against Magical Attacks that Hit automatically (such as spells or certain special rules), or that have Always Strikes First, nor can it be used if the model is subject to Always Strikes Last. Finally, Dodge cannot be used by mounted models, unless specified.
Models with this rule gain a Ward save against attacks in their front arc (including templates, Stomps and Impact Hits) as indicated in the brackets. This is cumulative with other sources of Dodge. This cannot be used against Magical Attacks that Hit automatically (such as spells or certain special rules), or that have Always Strikes First, nor can it be used if the model is subject to Always Strikes Last. Finally, Dodge cannot be used by mounted models, unless specified.
Armour Piercing (1).
Models that cause Terror also cause Fear. In addition, the following rules apply. Fear-causing models or models with Immunity (Fear) treat Terror-causing monsters as causing Fear, rather than Terror – this is an exception to the rule that makes Fear-causing creatures immune to Fear. Terror-causing models have Immunity (Fear/Terror).
Run for Your Lives!
If a Terror-causing creature declares a charge, the target unit must immediately take a Panic test. If the test is passed, all is well and the unit can declare charge reactions normally. If the test is failed, the unit must make a Flee! charge reaction. Note that, if the target unit is not allowed to take any charge reaction (if, for example, the Terror-causing unit charged as a result of a pursuit or a random move), then the target does not take this test.
If a unit wishes to declare a charge against an enemy that causes Terror, it must take a Psychology test to overcome its terror first. If the test is failed, it may not declare the charge against the Terror-causing unit, but may choose to declare a charge against another unit following the rules for Redirecting a Charge. If the Psychology test is passed, the unit may declare the charge as normal.
If you include Skweel Gnawtooth in your army, you must also include a unit of Giant Rats that he must join. After deploying Skweel into his unit, roll a D6 and consult the Exceptional Pack Chart to determine the pack's special attributes. The effects are for the entire pack but do not affect Skweel, Packmasters or Master Moulders. Skweel will never leave his special pack and may never join another unit.
Models with this rule do not cause Panic to friendly units that are not Expendable themselves. Characters may not join a unit with this rule, unless specified.
For every Core unit with Expendable rule in your army, you are required to include at least one other Core Unit without Expendable. For more information on this, see the Choosing Your Army chapter.
If a unit has this rule then supporting attacks can be made by one more rank than normal for each number indicated in the bracket. This rule is cumulative with other sources of Fight in Extra Ranks.
Requires Two Hands. Strength Bonus (2).
If a Brood Horror is slain, all units in base contact with the Brood Horror suffer 2D6 S 2 hits, distributed as shooting attacks.
Frenzied troops gain +1 A and Immunity (Psychology).
Berserk Rage
A unit that includes one or more Frenzied models can only choose Hold or Stand & Shoot as a charge reaction.
If, during the Charge sub-phase, a unit that includes one or more Frenzied models could declare a charge, then it must do so unless a LD test is passed. If the LD test is failed, the Frenzied unit must declare a charge against the nearest viable enemy.
A unit that includes one or more Frenzied models that attempts to restrain pursuit if it beats a foe in close combat suffer a LD modifier equal to the result they won the combat against that unit by.
Losing Frenzy
Frenzy can be lost. Models retain their Frenzy for the entire game unless beaten in combat.
When a model with a Gas Mask is forced to take a T test from any weapon source in Warhammer: Skaven, they get a +2 bonus for these tests.
Inspiring Presence
Providing that the General is not fleeing, all friendly units within 12" may use their LD instead of their own, unless specified.
If your General has a Line of Sight value of 5 or more, then the range of their Inspiring Presence ability is increased by 6".
If a unit taking a LD test has a modifier to its LD, this modifier still applies if the unit uses the General’s LD.
If a unit is Steadfast, it may use the LD of the General for Break tests if it is higher than their own LD after applying all negative modifiers from combat resolution. Otherwise, they will use their own LD.
Every army must have a General. If your army includes both Lords and Heroes, you must choose a Lord to be the army's General.
Models with this rule have a Line of Sight value equal to the number in the bracket. This replaces their normal Line of Sight value normally assigned for their Troop Type.
At the beginning of each round of combat in which it did not charge, the Doomwheel inflicts D3+1 Impact Hits.
A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.
A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.
A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.
The Ratling Gun crew does not suffer any penalty due to Multiple Shots.
Roll an Artillery Dice to determine number of shots fired. After the first Artillery Dice is rolled, you can now decide whether to stop or to roll an additional Artillery Dice, and repeat the process up to a maximum of 3 Artillery Dice. In case a Misfire is rolled, roll a D6 and consult the Ratling Gun Misfire chart, no further Artillery Dice may be rolled.
Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal.
Immunity can also include Panic, Fear and Terror. If the majority of the models in a unit have the Immunity (Panic, Fear or Terror) rule, the unit ignores the effects of Panic, Fear or Terror and any such tests it would otherwise had to take.
Models that are Immune to all three above effects have Immunity (Psychology). This also includes automatically passing any Psychology tests they might need to take (such as many spell effects or special rules that would otherwise force a unit to take a Psychology
test).
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model.
Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted.
Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution.
Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
Models with this rule have Immunity (Psychology) and pass Break tests automatically. However, they may never choose Flee! as a charge reaction.
Characters that are Unbreakable may only join units that are also Unbreakable, and characters that are not Unbreakable are not permitted to join units that are Unbreakable (even if a character is Unstable or was to become temporarily Unbreakable for some reason).
Unstable units are Unbreakable, and suffer one extra Wound for every point they have lost of the round of combat by, with no saves of any kind permitted against these wounds. If an Unstable unit would normally be eligible to be Steadfast, they instead suffer 1 less Wound than they would normally do.
Unlike Unbreakable units, Unstable characters may join Unstable units. If an Unstable unit also contains Unstable characters, the controlling player first allocates wounds to the unit, then divides any remaining wounds (if any) as equally as possible amongst the characters.
Skaven can voluntarily target ranged attacks at enemy units engaged in close combat with Skavenslaves (but no other friendly troops) even if they are further than 4" away. However, if they do so, they will hit their Skavenslaves on To Hit rolls of both 1's and 2's rather than just 1's.
Skaven can voluntarily target ranged attacks (including templates) at enemy units engaged in close combat with Skavenslaves (but no other friendly troops) even if they are further than 4" away. However, if they do so, they will hit their Skavenslaves on To Hit rolls of both 1's and 2's rather than just 1's.
Models with this rule have a Line of Sight value equal to the number in the bracket. This replaces their normal Line of Sight value normally assigned for their Troop Type.
Models with this rule have a Line of Sight value equal to the number in the bracket. This replaces their normal Line of Sight value normally assigned for their Troop Type.
The Brood Horror gains +1 A.
Morbus causes Fear, even against friendly models.
At the end of any phase in which a Doomwheel, that is not in close combat or fleeing, takes a wound, the Skaven player must take a Loss of Control test. Roll a D6 for each wound suffered in that phase. On the roll of a 1, the Doomwheel goes immediately Out of Control as detailed in the Doomwheel Misfire chart.
A model with Magic Resistance gains a bonus to dispel enemy spells directly targeting it (not including templates that are placed on top of it) as well as a Ward save against damage caused by spells. This bonus is based on the number shown in brackets after Magic Resistance. Note that Magical Resistance does not offer protection against Miscasts.
If a character with Magic Resistance joins a unit, all models in the unit benefit from the Magic Resistance as long as they are part of the unit. If a model or unit has two sets of Magic Resistance, the two combine to a maximum of Magic Resistance (3), unless specified.
If your army General is a Clan Moulder Character, the Mainstay rule for Giant Rats does not apply.
If your army General is a Clan Moulder Character, the requirement to take Clanrats does not apply.
If your army General is a Clan Pestilens Character, the requirement to take Clanrats does not apply.
If your army General is a Clan Eshin Character, the requirement to take Clanrats does not apply.
You may not have more of any other type of Core Unit than you have units of Clanrats.
Throt has Beastmaster. In addition, unless he already is the Army General, all Clan Moulder units (except Characters) treat him as having the Inspiring Presence ability.
Skreech Verminking re-rolls failed casting attempts when attempting to cast Curse of the Horned Rat.
A Mixed Unit most often consist of two different Troop Types, with one or more handlers that drive the rest of the unit forward. The handler(s) must be deployed in the rear rank(s) of the unit, as centrally as possible. Mixed Units cannot be joined by characters, unless specified.
If a Mixed unit is required to take a characteristic test, this is done using the characteristics of the unit itself, not the handlers. The only exception is LD tests, which are taken using the unit’s highest LD value. When the models in a unit with Mixed Unit have different M allowances, the handlers M value is ignored, unless they are the only models remaining. Any special rules that the unit might have do not apply to the Handlers unless specified. Note that if the unit has Expendable, Swiftstride or Vanguard, this also applies to the Handlers.
As long as the unit (but not the handlers) have a unit strength of 5 or more, any missile hits are resolved against the unit itself. At less than unit strength 5, the controlling player decides who is hit, but must allocate one hit on each model before they can add a second hit on a model; they must allocate two hits on each model before they can allocate a third, and so on. Hits from templates are resolved against the handlers as normal. In close combat, the handlers can only be attacked by models who are in base contact with them.
Models with Random Movement do not have a M value, but rather a dice roll. This is the distance they move, charge, pursue, overrun and flee – they cannot march. If a model has Random Movement and Swiftstride, then Swiftstride is not used. Note that certain Random Movement rolls can result in the model having a M value higher than 10 – this is an exception to the usual maximum.
Models with Random Movement cannot declare charges, and are always moved in the Compulsory Moves sub-phase. When the model moves, first pivot it about its centre to face the direction in which you wish it to travel. Then, roll the dice shown in the Random Movement brackets. Finally, move the model directly forwards a number of inches equal to the total rolled by the dice. No other pivots can be made.
There's a chance that the model's peculiar movement will cause it to come into contact with an enemy, so measure the distance in a straight line before the model is moved. If the move is found to take the unit’s front arc into contact with an enemy, then it counts as charging, and this is resolved using the normal rules for charges and using the distance rolled as its charge range. Charge reactions cannot be declared against enemies with Random Movement.
If the random move brings the unit to within 1" of a friendly unit or impassable terrain, it stops immediately and cannot move further during that Movement phase.
If two or more models in a unit have the Random Movement, pivot the unit about its centre, then roll the dice only once to determine how for the unit moves. If models in the unit have a different Random Movement value, use the slowest for the entire unit.
A Random Move counts as a "normal" move for triggering a Dangerous Terrain test, unless the model is making a charge, pursuit or flee move, in which case it counts as a move of the appropriate type.
Successful To Wound rolls against Veskit must be re-rolled.
The Brood Horror gains a S 2 Breath Weapon which Ignores Armour saves.
Flail. At the start of each round of close combat, all enemy models in base contact with one or more models bearing a plague censer, as well the Censer Bearers themselves that are allowed to fight this round, must pass a T test or suffer a single wound with Ignores Armour Saves and Magical Attacks. All Clan Pestilens models gain a +1 bonus for these tests.
A model with Poisoned Attacks gains a +1 modifier to any To Wound rolls. Armour saves are modified by the Strength of the attack as normal.
Unless otherwise stated, a model with this rule has both Poisoned shooting and close combat attacks (though any spells cast by the model or special attacks are unaffected).
Models hit by a Poisoned Wind Mortar must pass a T test or suffer a Wound. Note that Poisoned Wind Mortar crew wear Gas Masks. In case a Misfire is rolled, roll a D6 and consult the Poisoned Wind Mortar Misfire chart.
Requires Two Hands.
A model with a Rat Hound upgrade can make an additional WS 3, S 3, I 3 Attack. However, on a To Hit roll of 1 the Rat Hound will instead inflict an automatic hit on its owner.
Armour Piercing (1). Magical Attacks. Multiple Shots. Roll an Artillery Dice to determine number of shots fired. After the first Artillery Dice is rolled, you can now decide whether to stop or to roll an additional Artillery Dice, and repeat the process up to a maximum of 3 Artillery Dice. In case a Misfire is rolled, roll a D6 and consult the Ratling Gun Misfire chart, no further Artillery Dice may be rolled.
At the start of each of his turns, Throt must pass a T test or start to eat one model in base contact of your choosing. This model suffers 1 Wound which Ignores Armour Saves and does not allow Ward Saves. If this is not possible, Throt will suffer 1 Wound with no saves allowed.
A model with Regeneration gains a Ward Save (indicated by the number in the brackets). This is cumulative with other sources of Regeneration. Regeneration may not be used against Flaming Attacks, successful Killing Blows (including Heroic Killing Blow) or wounds caused due the unit being Unstable.
Any rolls on the Misfire table for all Clan Skryre units may be re-rolled.
Skreech Verminking is armed with two Magic Weapons: a Doom Glaive and a Plaguereaper. At the start of each Close Combat phase, you must declare which weapon he is going to use for that turn.
The Brood Horror gains a 5+ armour save.
The Plague Lord has Ward Save (5+). In addition, neither Nurglitch nor any unit he joins will ever suffer wounds from spells cast from the Lore of Plague or Lore of Nurgle. Furthermore, they automatically pass the test for the effects of plague censers.
Before starting deployment, a unit with Scouts can choose to not deploy at the start of the battle. Scouts are set up after all other non-Scout units from both armies have been deployed, and do not count toward determining who finished deploying their army first. They can be set up either in their controlling player's deployment zone as normal, or anywhere on the battlefield more than 12" away from the enemy. If deployed in this second way, Scouts cannot declare a charge in the first turn if their side goes first.
Note that a character may only join a unit deploying with Scouts if they also have the same rule.
If both players' armies contain Scouts, players should roll off. The players then alternate deploying their scouting units one at a time, starting with the player who won the roll-off.
All models in the Skaven army roll 3D6 and discard the lowest result when determining their flee distance.
Impact Hits (+1).
An Assassin cannot be your army General (this does not apply to Master Assassins). Only Eshin units can use their LD or Inspiring Presence.
If two or more 1's or 6's are rolled when the Abomination is making its Random Movement, do not move the Hell Pit Abomination; instead roll immediately on the Berserk Abomination chart.
Skirmish Formation
Skirmishers are deployed in a 'loose' formation, where the models are not placed in base contact, but are positioned roughly 1/2" apart. The models in the unit must still face the same direction and the unit will still have a front, two flanks and a rear. All Skirmishers in a unit do not count as blocking each other’s Line of Sight (note that they still count as blocking Line of Sight for other units). As long as you can draw a Line of Sight from the front rank to the target, the second and subsequent ranks may fire too.
When moving Skirmishers, you should measure from the location of each model before it moves and place it anywhere within its M Allowance (or double its M Allowance if it is marching), except when there is a unit or impassable terrain in the way, the distance moved must include the distance required to move around these obstacles.
Skirmishers and Charging
If skirmishers declare a charge (or a charge reaction that does not involve fleeing) they tighten their loose formation into a 'normal' formation after the charge distance is rolled and the chargers are moved. This happens 'for free' at the moment both units move into base contact. The unit immediately forms up in base contact around the centremost model in the front rank (the Skirmishers' controlling player can choose which if the front rank has an even number of models) that is also in base contact with the enemy.
The number of ranks, files and the formation's facing do not alter as the Skirmishers tighten up – all that happens is that models that were previously spaced out are now in base contact with one another. This has the effect of rendering the Skirmishers' loose formation into a regular shape so that other units can fight them in the normal way.
If the Skirmishers are not in base contact with an enemy in the Remaining Moves sub-phase, the controlling player must move them apart so that they readopt their loose formation.
Vanguard
Skirmishers have Vanguard.
Free Reform
A unit of Skirmishers moves, wheels, marches and charges just like other troops. However, unless it charges, a skirmishing unit is allowed to reform twice during its move; once before they move, and at the end of their move. The unit may do this even if it marches, provided that no model ends up moving a number of inches higher than double its M value.
Feigned Flight
A unit of Skirmishers that chooses Flee as a charge reaction does not cause Panic from fleeing through friendly units and may re-roll failed rally tests in its next Compulsory Movement Phase (unless it is forced to Flee again from another source). In addition, it is
then also free to move during the remaining moves part of the Movement phase. The unit is also free to shoot as normal (but always counts as having moved). Note that if the flee move of the Skirmishers do not take them beyond the charge reach of their enemies, the unit suffers casualties as normal.
Remember that Feigned Flight does not apply to models with Fly.
Fire on the March
Skirmishers can shoot even if they marched or reformed earlier in the turn (providing their weapon doesn't have Move or Fire). However, the normal -1 To Hit penalty for moving and shooting still applies.
Light Troops
All shots aimed at a unit of two or more Skirmisher models with an individual Unit Strength of 2 or less suffer an additional -1 To Hit penalty. Skirmishers always counts as having zero ranks, and therefore cannot claim a rank bonus. In addition, they cannot be Steadfast regardless of their Unit Strength (unless they also have Stubborn).
Characters
A character model that joins a unit of Skirmishers gains Skirmisher as long as they stay with the unit. Characters may only join Skirmishers with the same Troop Type as them.
A model mounted on a Great Pox Rat is treated as an Infantry model for the purpose of 'Look Out, Sir!'.
The Brood Horror gains Armour Piercing (1) and Magical Attacks.
Armour Piercing (1). Multiple Shots (2) (Only applies in turns the model has not moved. Cannot be used to Stand and Shoot.).
One per model only. If a model with Smoke Bombs breaks from combat before declaring to pursue, announce that the Smoke Bombs are being detonated. Any units pursuing this model roll one D6 less than normal this turn.
A model with Sniper can make a special Sniper shot instead of shooting normally (though it can be used in combination with the Multiple Shots rule as normal). A Sniper shot suffers an additional -1 To Hit penalty, in addition to any other modifiers, but can be aimed with great precision. Unless making a Stand and Shoot charge reaction, a model making a Sniper shot can shoot at a different target from the one chosen by their unit. A hit from a Sniper shot is not distributed in the same manner as other shooting attacks. The Sniper can shoot at any model they can see, including characters within a unit. "Look Out Sir!" cannot be used. Sniper cannot be used when firing weapons that use a template.
Fight in Extra Ranks (1). Strength Bonus (1), +1 I (Both, only if the unit got charged to its front by WB, Ca, MI, MB, MC, Ch and Mo).
Abominations do not attack in the same way as other creatures. Roll a D6 on the Close Combat Attacks Chart, when it is the Hell Pit Abomination's turn to attack to see what the mutated beast does.
If Warlord Spinetail is in base contact with an enemy Infantry Character at the start of any close combat phase, he can attempt to throttle them with his tail. If he does, both you and your opponent roll a D6. If you roll the higher result, the enemy Character suffers one Wound which Ignores Armour Saves. If your result is at least double your opponent’s, that model suffers D3 Wounds which Ignores Armour Saves instead.
Once per friendly turn, at the start of any phase, Tretch can leave any unit he is with and make move of 2D6" as if it was the Remaining Moves phase.
A model with this rule can make a Stomp in addition to its other close combat attacks (including Breath Weapons). A Stomp has Always Strikes Last, and inflicts D6 (or D3 against lone Infantry models and skirmishers) automatic hits, at the model's Strength, on one enemy Infantry, War Beasts or Swarm unit in base contact with the model and are
randomised as Automatic Hits.
Unless specified, any rules that apply to the model’s normal attacks do not apply to its Stomps.
The models in a unit of Stormfiends can be armed with a variety of different weapons. If they are, your opponent must make it clear which model they want to allocate their attacks to. Any excess wounds are carried over to the rest of the unit as normal in an order chosen by your opponent.
Units with this rule add +1 to its LD if it has Unit Strength 10 or more, +2 LD if it has Unit
Strength 15 or more, and +3 LD if it has Unit Strength 20 or more. To calculate the LD of a unit with Strength in Numbers, first determine the unit's LD as normal and then add the LD
bonus of the unit to this value, up to a maximum LD of 10.
Note that a Skaven General confers his basic LD and then units modify it with their own Unit Strength. Any bonus from the Unit Strength of the General's unit is not passed on to units within his Inspiring Presence range.
Provided that they are not engaged in close combat, a unit that contains one or more models with Stupidity must take a LD test at the start of its Movement phase. If the test is passed, the unit will act normally this turn.
If the test is failed, it moves directly forwards using Random Movement (D6) in the Compulsory Movement sub-phase. The Stupid unit cannot take any further action that turn, so cannot declare charges or make a shooting attack. However, a unit that has failed a Stupidity test can still be forced to move, or perform any other action, by a spell, or other special rule/magic item.
Until they pass the Stupidity test again, models that have failed their Stupidity test have Immunity (Psychology) and Random Movement (D6), except that they can only move directly forwards. They cannot choose to do a combat reform or choose any other charge reaction except Hold. In addition, Wizards cannot attempt to cast/dispel or channel power dice or dispel dice.
The model gains +1 A, though this attack does not gain any of the bonuses or penalties of other weapons the model might carry.
The Doom-flayer has an armour save of 3+ against all models attacking from the front. The Doom-flayer has only a 5+ armour save against attacks from the flank or rear.
Any non-Clan Pestilens unit with a model within 6" of Nurglitch is at -1 WS. Furthermore, any such model in base contact with Nurglitch at the end of any close combat phase automatically takes a S 4 hit which Ignores Armour saves, that counts towards combat resolution.
Nurglitch and Bilios are subject to Frenzy and Hatred. Such is the inspirational effect Nurglitch has on his army that no Clan Pestilens units will lose their Frenzy whilst Nurglitch is still alive.
Queek must always be accompanied by his Red Guard, and may join no other unit. The Red Guard are a unit of Stormvermin with an additional +1 S. Queek must deploy with this unit and may not leave it. No Grey Seers may join the unit.
If Morbus is included in your army, you may upgrade one unit of Plague Rats to Yellow Death Rats for +5 points per base. Yellow Death Rats have +1 WS and S.
Polearm/Halberd. A Things-catcher gives the wielder Killing Blow.
As Throt has three arms, he may use both his magic weapons at the same time.
As soon as the Hell Pit Abomination loses its last Wound, roll a D6 and check the Too Horrible to Die chart. If any of the Hell Pit Abomination's Wounds were lost to Flaming Attacks, the beast is dead and no roll on the chart is allowed.
Tretch can choose one unit of Clanrats or Stormvermin in your army to deploy as Ambushers. If so, Tretch must deploy with this unit. In addition, he and his unit re-roll all failed To Hit rolls when attacking in the flank or rear.
Queek must issue or accept a challenge if possible. When fighting in a challenge, Queek adds +1 to both his To Hit and To Wound dice rolls.
A unit that contains a model with Grinderfists, follows the rules for Ambushers. During deployment, but before Scouts are set up, place a tunnel marker anywhere on the battlefield that is not impassable terrain.
When the Stormfiends emerge, roll a scatter dice and an artillery dice. If you roll a hit on the scatter dice, the marker stays in place; if you roll an arrow, move the marker the number of inches indicated by the artillery dice in the direction shown by the arrow. If the marker is moved off the tabletop, the team and its parent unit are considered lost; treat them as casualties. If you roll a misfire, the unit is delayed and you will need to roll the scatter and artillery dice again for them next round.
Once the final position is established, place the Stormfiends so they touch the marker. If the marker is under a friendly unit or impassable terrain, place it next to the closest edge of the unit/terrain. They may face in any direction.
If the marker is under an enemy unit when the Stormfiends emerge, they count as charging. Place the attacking Stormfiends to the front of the enemy unit that is atop the marker.
Parry (6+). Requires Two Hands. +1 A.
Anytime a weapon that uses Unstable Ammunition scores a result of 1 on its roll To Hit, roll another dice. On a following roll of 1 the gun misfires and the firer suffers the hit himself.
If a Skaven player refuses a challenge, a Skaven character is placed in the back rank as normal and may not attack, but the unit may still use the model’s LD value or Hold Your Ground ability.
A War-litter should be placed on a 40x40mm base, and adds +4 to the Unit Strength of any model mounted on them.
The value of a ward save will always be shown in a model's entry in the relevant Warhammer Armies book. These work in the same way as armour saves, and may be combined with other Ward saves as normal. The key difference between ward saves and armour saves is that ward saves are never modified by the S of the attack. However, no model may have a Ward save better than 4+ by combining multiple Ward saves regardless of source.
Note that does not stop single Ward saves from being used, such as a model having a listed 2+ or 3+ Ward save; the above limitation only applies to combining Ward saves.
Sometimes a model has both an armour save and a Ward save. Where this is the case, the model takes its armour save as normal. If the armour save is failed (or modified to the point at which the model cannot pass it) then the model takes its Ward save.
Some models may be allowed to re-roll a Ward save from a specific source. In that case, the re-roll will only apply to that specific Ward save, and not the model's total Ward save.
All models in base contact with Morbus suffer a -1 To Hit penalty in close combat.
This is a non-physical attack. In case a Misfire is rolled on the first artillery dice, roll a D6 and consult the Warp Lightning Misfire chart.
The Warp Lightning Cannon fires like the normal cannon, with the following exceptions. A roll of a Misfire on the bounce means that the energy dissipates and no hits at all are suffered. If a number is rolled, centre the small round template where the shot first lands before the bounce, to represent the crackling and exploding ball of energy. The shot then bounces like a normal cannon ball.
All models touched by the template or the bounce suffer a hit at a S equal to the result on the Artillery Dice for the bounce roll. Note that only the model under the centre of the template and the bounce itself suffers Multiple Wounds.
The Warp Lightning Cannon cannot fire grapeshot.
Polearm. Warp-Blades give the bearer +1 to cast the Warp Lightning spell from the Lore of Ruin.
Impact Hits (D3). Magical Attacks.
Boneripper may fire one Warpfire Thrower each turn, while Boneripper Mk II can fire two Warpfire Throwers each turn. These attacks are completely resolved one at a time, and may be directed at different targets if desired. Because Boneripper Mk II has four Warpfire Throwers, he may re-roll all failed rolls To Wound with them.
Pistol. Quick to Fire. Armour Piercing (1). Magical Attacks. Unstable Ammunition.
Handgun. Magical Attacks. Unstable Ammunition.
When casting a spell, if Thanquol rolls a 1 with any power dice generated by a Warpstone Token, he can re-roll the dice. The second result will cause a wound on a roll of 1 or a 2.
If Klawmunkast is included in your army, you may upgrade one unit of Skavenslaves to Warpstone Mutants for +2 points per model. Warpstone Mutants have +1 S and A.
Throwing weapons. Warpstone Stars are resolved with Multiple Shots (3), Armour Piercing (1), Magical Attacks and Multiple Wounds (D3).
A Wizard may choose to eat some warpstone to boost his powers. The number of tokens they have is mentioned in the brackets. Before casting a spell announce which model is eating Warpstone Tokens. Each token can only be used once. For each token consumed, a Wizard can add an additional power dice to his casting attempt. This does allow users to roll more dice than is normally allowed by their level. A spell may be cast entirely with Warpstone Tokens if you wish. However, for every Warpstone generated dice that rolls a 1 the Wizard suffers a Wound with no saves allowed.
Two/Additional Hand Weapons. All attacks made by Weeping Blades have Poisoned Attacks, Magical Attacks, Armour Piercing (1) and Multiple Wounds (D3).
A whip gives the wielder +1 A and Fight in Extra Ranks (2). In addition, they may make supporting attacks equal to their A characteristic.
Instead of attacking normally, the Doom-flayer causes one artillery dice worth of Impact Hits at the start of each close combat phase. On a roll of misfire consult the Doom-flayer Mishap Chart.
The Plague Furnace may inflict special attack after all other attacks have been resolved, inflicting an Artillery dice's worth of Hits against a single enemy unit to their front. A roll of Misfire means something has gone wrong; roll a D6 on the Plague Furnace Mishap chart.
In each friendly Shooting phase, even when engaged in close combat or when fleeing, the Doomwheel automatically unleashes bolts of warp lightning.
Each warp lightning bolt will automatically hit the nearest unit (friend or foe), regardless of line of sight and direction.
The Warlock Engineer may choose to take a LD test in an attempt to stop the Doomwheel from firing. If the test is failed, the machine fires as normal.
Roll an Artillery dice to determine the S for the bolts, measuring from the Doomwheel's base. If the closest unit dies from the first bolt, the second bolt hits the next closest unit in range, and so on. If two targets are equidistant, the owning player may choose which unit is struck.
If you roll a misfire result something has gone awry. No more shots are fired this turn and you must roll immediately on the Doomwheel Mishap chart.