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Errata & Amendments
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This section contains all the officially released errata from the Warhammer: The Old World FAQ & Errata – Version 1.5.1, Forces of Fantasy FAQ & Errata – Version 1.5.1, and Ravening Hordes FAQ & Errata – Version 1.5.1 PDFs. Official Games Workshop PDFs are available here: The Old World Downloads. Also see Frequently Asked Questions.

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Rulebook

Page 101 – Combat Result Bonus

Change the entry as follows:

'Whilst in Combat Order, a Close Order formation with a Unit Strength of 10 or more may claim a bonus of +1 combat result point (see page 151).'

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.5.1

Page 107 - Magical Vortex

Change the second paragraph as follows:

'Some Magical Vortexes move at the start of each turn, often by scattering. Should a Magical Vortex end such a move over a unit, move it by the smallest amount possible, in any direction, so that it can be placed on the battlefield, not touching the bases of any models.'

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.5.1

Page 108 - Casting Roll, Casting Result & Casting Value

Change the second paragraph as follows:

'The casting Wizard's Level of Wizardry is then divided by 2 (rounding fractions up) and added to this roll to give a 'casting result'. For example, if a Level 2 Wizard makes a Casting roll of 1 and 6, the total casting result would be 8 (1 + 6 = 7 for the Casting roll, plus 1 for the Level of Wizardry divided by 2).'

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.5.1

Page 108 - Casting Spells

Change the first sentence of the second paragraph, after the bullet points, as follows:

'A Wizard can attempt to cast a number of spells equal to their Level of Wizardry per turn, but may only attempt to cast each spell once per turn.'

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.5.1

Page 109 - 8-9, Barely Controlled Power

Change the last sentence as follows:

'However, the Wizard cannot attempt to cast any more spells for the remainder of the current turn.'

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.5.1

Page 110 - Wizardly Dispel

Change the second paragraph, after the bullet points, as follows:

'Wizards that are fleeing or that are not on the battlefield cannot be nominated. Wizards that are engaged in combat can only be nominated to dispel spells that target them or their unit.'

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.5.1

Page 111 - Dispelling Remains in Play Spells

Change the second sentence of the first paragraph as follows:

'To do so, you may attempt either a Fated dispel or a Wizardly dispel (provided the Wizard making the attempt is within Dispel range of the Wizard that cast the spell or, in the case of a Magical Vortex, within range of the template representing the spell).'

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.5.1

Page 141 - Ward Saves

Change the entry as follows:

'Representing magical protection of some sort, Ward saves are made in the same manner as armour saves; by rolling a D6 and comparing the result to the 'Warding value'. A Ward save's Warding value is always given in either the description of the item or spell that grants it, or shown after the name of a special rule. Rules that affect armour values do not affect Warding values unless stated otherwise.'

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.5.1

Page 145 - Supporting Attacks

Change the entry as follows:

'Models whose weapons allow them to make a 'supporting attack' can do so if they are in the rank or file directly behind the fighting rank of their unit, and within a number of inches equal to their Movement of the enemy unit. However, supporting attacks cannot be made to a unit's flank or rear, or by a model that is itself in a fighting rank.'

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.5.1

Page 145 - The Fighting Rank

Change the entry as follows:

'When two opposing units are engaged in combat, any row of models (be it a rank or file) in which one or more is in base contact with the enemy is a 'fighting rank'. Any model that is within a fighting rank and within a number of inches equal to its Movement of the enemy unit can fight. This represents models closing in upon the foe.'

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.5.1

Page 146 - Charging Units

Change the second sentence of the first paragraph as follows:

'To represent this, models gain a modifier to their Initiative characteristic during the Combat phase of a turn in which they charged (to a maximum of 10):'

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.5.1

Page 161 – Heavy Casualties

Change the first paragraph as follows:

'If, during any single phase other than the Combat phase, a unit loses more than a quarter (25%) of the models it contained at the start of that phase, it must make a Panic test.'

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.5.1

Page 167 – Chariot Runners

Change the first sentence of the rule as follows:

'Friendly models whose troop type is 'chariot' can draw a line of sight over or through models with this special rule and can move through friendly units if they are in Skirmish formation and if the majority of models have this special rule.'

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.5.1

Page 168 – Evasive

Change the first sentence of the rule as follows:

'Once per turn, when a unit in which the majority of the models have this special rule is declared the target during the enemy Shooting phase, that unit may choose to Fall Back in Good Order, fleeing directly away from the enemy unit shooting at it.'

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.5.1

Page 169 – Fire & Flee

Change the first paragraph of the rule as follows:

'If the majority of the models in a unit armed with missile weapons have this special rule, the unit may declare that it will 'Fire & Flee' as a charge reaction:'

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.5.1

Page 170 – Fly (X)

Change the first paragraph of the rule as follows:

'Except when following up or pursuing, a model with this special rule can choose to move by flying through the air, rather than moving across the ground as normal. When a model flies it uses a special ‘Fly Movement’ characteristic, shown in brackets after the name of this special rule (shown here as ‘X’). Models that choose to move by flying:'

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.5.1

Page 170 – Frenzy

Change the first paragraph of the rule as follows:

'During a turn in which it made a charge move, or during the turn after it made a follow up move, a Frenzied model has a +1 modifier to its Attacks characteristic. However, a Frenzied rider does not confer this modifier to their mount, and vice versa.'

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.5.1

Page 172 - Impact Hits (X)

Change the second sentence of 'Resolving Impact Hits' as follows:

'Impact Hits are resolved against the charged unit when the combat is chosen during Step 1.1 of the Choose Combat & Fight sub-phase, before issuing challenges. They hit automatically and use the unmodified Strength of the model making them.'

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.5.1

Page 172 - Impetuous

Change the rule as follows:

'If during the Declare Charges & Charge Reactions sub-phase of its turn, a unit that includes one or more Impetuous models is able to declare a charge, it must make a Leadership test. If this test is failed, the unit must declare a charge. If this test is passed, the unit may act as normal.'

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.5.1

Page 172 - Large Target

Change the rule as follows:

'Large Targets do not benefit from partial or full cover. In addition, a unit can draw a line of sight to a Large Target over or through another unit, and vice versa, provided that unit is not also a Large Target. Finally, a unit that shoots at a Large Target can shoot with one additional rank. For example, a unit armed with crossbows can shoot with its first two ranks when shooting at a Large Target, or with its first three if also standing on a hill.'

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.5.1

Page 173 – Monster Handlers

Change the third sentence of the second paragraph of the rule as follows:

'On a roll of 1-4 the monster loses a Wound, but on a roll of 5+ one of the handlers is removed instead.'

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.5.1

Page 175 - Poisoned Attacks

Change the first sentence of the rule as follows:

'For each roll To Hit of a natural 6 a model with Poisoned Attacks makes, they may apply a +2 modifier to one of their rolls To Wound.'

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.5.1

Page 176 – Random Movement

Change the third sentence of the first paragraph of the rule as follows:

'When a model with this special rule moves, roll the dice to determine its maximum movement.'

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.5.1

Page 176 – Regeneration (X+)

Change the rule as follows:

'Immediately after a Wound is lost, but before models with zero Wounds remaining are removed from play, a model with this special rule may make a 'Regeneration save' roll by rolling a D6 and comparing the result to its 'Regeneration value', shown in brackets after the name of this special rule (shown here as 'X+'). If the Regeneration save roll equals or exceeds the model's Regeneration value, the lost Wound is recovered, but is still counted for the purposes of calculating the combat result. Rules that affect armour values do not affect Regeneration values unless stated otherwise.'

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.5.1

Page 177 - Stomp Attacks (X)

Change the second sentence of 'Resolving Stomp Attacks' as follows:

'Stomp Attacks are attacks made in combat that must be made last, after all other attacks have been made, including attacks made at Initiative 1. They hit automatically and use the unmodified Strength of the model making them.'

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.5.1

Page 177 – Reserve Move

Change the first sentence of the rule as follows:

'Unless it charged, marched or fled during the Movement phase, a unit in which the majority of the models have this special rule may make a Reserve move at the end of the Shooting phase of its turn, after all shooting has been resolved.'

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.5.1

Page 178 - Stupidity

Change the first paragraph and the bullet points as follows:

'Unless it is fleeing or engaged in combat, a unit with this special rule must make a Stupidity test by testing against its Leadership during the Start of Turn sub-phase of each of its turns. If this test is failed, the unit succumbs to Stupidity until its next Start of Turn sub-phase. A unit that has succumbed to Stupidity:

  • Cannot move.

  • Cannot shoot or cast spells.

  • Cannot attempt a Wizardly dispel.

  • Must 'Hold' if charged by an enemy.'

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.5.1

Page 178 – Swiftstride

Change the rule as follows:

'A unit which consists entirely of models with this special rule increases its maximum possible charge range by 3" and, before making a Charge, Flee or Pursuit roll, may choose to apply a +D6 modifier to the result.'

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.5.1

Page 180 - Vanguard

Add the following to the end of the second paragraph:

'Units that make a Vanguard move cannot declare a charge during their first turn.'

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.5.1

Page 180 - Warband

Change the second sentence of the rule as follows:

'However, a Warband cannot use this modifier to its Leadership should it ever choose to make a Restraint test or, if it is Impetuous, when testing to see if it must declare a charge or may act as normal.'

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.5.1

Page 183 - Quick Turn

Change the entry as follows:

'Unless it marched, a unit that is in Open Order formation may pivot about its centre to change its facing by up to 90° after moving during the Remaining Moves sub-phase.'

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.5.1

Page 185 - Skirmishers in Combat

Change the second paragraph as follows:

'Skirmishers will maintain this close formation until the combat is over (i.e., until they are not engaged with any enemy at the end of a Combat phase), at which point the models must separate, moving the smallest amount possible to once again adopt Skirmish formation.'

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.5.1

Page 186 - Skirmishers & Charging

Change the first sentence of the first paragraph as follows:

'A unit of Skirmishers may charge an enemy unit that is visible to more than half (50%) of its models when charges are declared.'

Add the following to the end of the second paragraph:

'If any Skirmishers are unable to form up, the unit is considered to have lost its coherency, as described on page 184.'

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.5.1

Page 190 - Heavy Infantry Rules

Add the following:

'Press of Battle: See Regular Infantry entry, above.'

'Massed Infantry: See Regular Infantry entry, above.'

'Parry: See Regular Infantry entry, above.'

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.5.1

Page 190 - Regular Infantry Rules

Change the entry as follows:

'Press of Battle: In the heat of battle, orderly ranks become a swirling melee. Except during a turn in which it charged, the fighting rank of a unit that has this rule and is arrayed in combat order is not one, but two ranks deep. In other words, models that are directly behind and in base contact with models in the unit's actual fighting rank are also considered to be within its fighting rank.'

'Massed Infantry: Numbers alone can sometimes overcome the foe. When determining combat results, if one side has a higher Unit Strength than the other and includes one or more units with this rule, that side may claim a bonus of +1 combat result point.'

'Parry: With sword and shield, warriors attempt to deflect enemy attacks. Whilst engaged in close combat, a model with this rule that is equipped with and chooses to use a hand weapon and shield improves its armour value by 1, to a maximum of 3+.'

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.5.1

Page 197 - Weapon of War

Change the first sentence of the second paragraph, as follows:

'However, a war machine can freely pivot about its centre immediately before shooting (the better to face the enemy) and may make a follow up move as normal.'

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.5.1

Page 209 - "Look Out, Sir!"

Change the first sentence as follows:

'If a character is hit by a shooting attack, and if there are five or more rank and file models of the same troop type as the character in the unit, the character can make a "Look Out, Sir!" roll.'

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.5.1

Page 209 - Enemy Shooting

Change the first paragraph as follows:

'A character that has joined a unit of models of the same troop type as them (i.e., infantry or cavalry), cannot be targeted by enemy shooting unless:'

Change the first sentence of the second paragraph, after the bullet points, as follows:

'If there are fewer than five rank and file models of the same troop type as the character in the unit, the controlling player must first allocate hits to the unit until one hit has been allocated to each model it contains.'

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.5.1

Page 211 - Challenges & Mounts

Delete the second sentence, then add the following note:

'Note that, if either participant is slain before their rival or a mount can make an attack, those attacks are lost.'

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.5.1

Pages 212 & 214 - Flail Profile

Change the weapon profile as follows:

RangeStrengthArmour PiercingSpecial Rules
CombatS+2-2-

Notes: A flail's Strength modifier and Armour Bane (1) special rule apply only against enemy models the wielder charged this turn.

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.5.1

Page 213 - More Than One Combat Weapon

Change the first bullet point as follows, then delete the fourth bullet point:

'If a unit that is engaged in combat is equipped with two or more combat weapons, you must choose which weapon it will fight with when its combat is chosen during Step 1.1 of each and every Choose & Fight Combat sub-phase.'

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.5.1

Page 214 - Halberd

Change the weapon profile as follows:

RangeStrengthArmour PiercingSpecial Rules
CombatS+1-1(-2)-

Notes: A halberd has an AP of -2 against enemy models the wielder charged this turn.

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.5.1

Page 214 - Morning Star

Change the weapon profile as follows:

RangeStrengthArmour PiercingSpecial Rules
CombatS+1-1-

Notes: A morning star’s Strength modifier and Armour Bane (1) special rule apply only against enemy models the wielder charged this turn.

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.5.1

Page 215 - Lance

Change the weapon's Notes as follows:

'Notes: Models whose troop type is 'cavalry' or 'monster' only. A lance can only be used during a turn in which the wielder charged, and its Strength and Armour Piercing modifiers apply only against enemy models the wielder charged that turn.'

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.5.1

Page 220 - Maximum Armour Value

Change the entry as follows:

'Regardless of the armour it wears or the equipment it carries, there is a limit to how well protected a model can be, with larger models proving much harder to encase in armour than their smaller counterparts. To represent this, models whose troop type is:

• 'Infantry' or 'cavalry' can never have an armour value better than 2+.
• 'Chariot', 'monster' or 'war machine' can never have an armour value better than 3+.

Any bonuses, regardless of their source, that would improve a model's armour further have no effect.'

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.5.1

Page 286 - Dead or Fled

Change the third bullet point as follows:

  • 'Each enemy unit that has been reduced to 25% of its starting Unit Strength or less at the end of the battle or, if its Unit Strength is equal to its starting Wounds, to 25% of its starting Wounds or less at the end of the battle, is worth a number of Victory Points equal to 50% of its points cost (rounding fractions up).'

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.5.1

Page 321 - Arcane Urgency

Change the spell's Casting Value to '9+'.

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.5.1

Page 321 - Curse of Cowardly Flight

Change the spell's Casting Value to '8+'.

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.5.1

Page 321 - Pillar of Fire

Change the third, fourth and fifth sentences of the spell's effect as follows:

'Whilst in play, the template is treated as difficult terrain. The template scatters D6" during every Start of Turn sub-phase (see page 95). Any enemy unit that moves through the template, or that the template moves over, suffers D3+3 Strength 3 hits, each with an AP of -2.'

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.5.1

Page 323 - Daemonic Vessel

Change the spell's Casting Value to '9+'.

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.5.1

Page 323 - Steed of Shadows

Change the spell's Casting Value to '8+'.

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.5.1

Page 323 - Vortex of Chaos

Change the third, fourth and fifth sentences of the spell's effect as follows:

'Whilst in play, the template is treated as difficult terrain. The template scatters D6" during every Start of Turn sub-phase (see page 95). Any unit (friend or foe) that moves through the template, or that the template moves over, suffers D6+1 Strength 3 hits, each with an AP of -.'

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.5.1

Page 325 - Infernal Gateway

Change the spell's Casting Value to '9+'.

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.5.1

Page 327 - Earthen Ramparts

Change the spell's Casting Value to '9+'.

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.5.1

Page 327 - Flaming Sword

Change the spell's Casting Value to '7+'.

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.5.1

Page 327 - Summon Elemental Spirit

Change the third, fourth and fifth sentences of the spell's effect as follows:

'Whilst in play, the template is treated as difficult terrain over which no line of sight can be drawn. The template scatters D6" during every Start of Turn sub-phase (see page 95). Any enemy unit that moves through the template, or that the template moves over, suffers D3+3 Strength 4 hits, each with an AP of -1.'

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.5.1

Page 327 - Travel Mystical Pathway

Change the first sentence of the spell's effect as follows:

'If the target friendly unit is not fleeing and has not already moved during this Movement phase, you may immediately remove it from the battlefield and replace it anywhere completely within 12" of its original location, but not within 6" of any enemy models.'

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.5.1

Page 329 - Shield of Saphery

Change the spell's Casting Value to '8+'.

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.5.1

Page 331 - Confounding Convocation

Change the spell's Casting Value to '8+'.

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.5.1

Page 331 - Miasmic Mirage

Change the spell's Casting Value to '10+'.

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.5.1

Page 333 - Curse of Years

Change the spell's Casting Value to '9+'.

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.5.1

Page 333 - Deathly Cabal

Change the spell's Casting Value to '8+'.

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.5.1

Page 333 - Spiritual Vortex

Change the spell's Casting Value to '10+' and change the fourth sentence of its effect as follows:

'Whilst within 8" of one or more Spiritual Vortexes, enemy units suffer a -1 modifier to their Leadership characteristic (to a minimum of 2) and cannot use their General's Inspiring Presence special rule.'

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.5.1

Page 335 - 'Ere We Go!

Change the spell's Casting Value to '8+'.

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.5.1

Page 335 - Foot of Gork (Or Mork)

Change the third, fourth and fifth sentences of the spell's effect as follows:

'Whilst in play, the template is treated as difficult terrain. The template scatters 2D6" during every Start of Turn sub-phase (see page 95). Any unit (friend or foe) that moves through the template, or that the template moves over, suffers D3+3 Strength 5 hits, each with an AP of -1.'

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.5.1

Page 338 - Ogre Blade

Change the Points to '75'.

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.5.1

Page 339 – Berserker Blade

Change the weapon profile as follows:

RangeStrengthArmour PiercingSpecial Rules
CombatS+1--

Notes: The wielder of the Berserker Blade is Impetuous.

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.5.1

Page 340 – Bedazzling Helm

Add the following to the start of the rule:

'Models whose troop type is 'infantry' or 'cavalry' only.'

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.5.1

Page 342 - Ruby Ring of Ruin

Add the following to the start of the rule:

'Models whose troop type is 'infantry' or 'cavalry' only.'

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.5.1

Page 344 (& Page 1 of The Quick Reference Sheet) – Casting a Spell

Change the first paragraph as follows:

'To cast a spell, roll 2D6, then divide the casting Wizard's Level of Wizardry by 2 (rounding fractions up) and add the result to the Casting roll:'

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.5.1

Page 344 (& Page 1 of The Quick Reference Sheet) – Dispelling A Spell

Change the second sentence of the first paragraph as follows:

'To dispel a spell, roll 2D6 (if attempting a Wizardly dispel, divide the dispelling Wizard's Level of Wizardry by 2 and add the result to the Dispel roll):'

Change the first bullet point as follows:

  • 'If the result exceeds the Casting roll, the spell is dispelled.'

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.5.1

Beastmen Brayherds

Page 101 - Dragon Ogres

Change the Points to '59'.

Source: Official Ravening Hordes FAQ & Errata - Version 1.5.1

Page 111 – Chaos Mutations

Change the second paragraph as follows:

'To represent these strange attributes, some models may be given Chaos Mutations. A Mutation does not affect a model's mount (should it have one). Each Mutation may only be chosen once per army.'

Source: Official Ravening Hordes FAQ & Errata - Version 1.5.1

Arcane Journal: Beastmen Brayherds

Page 32 - Dark Coven

Replace the second, third and fourth sentences of the rule as follows:

'To do so, when a Bray-Shaman or Great Bray-Shaman makes a Casting or Dispel roll, they may apply a +1 modifier to the roll if one or more friendly Wizards that are not fleeing and have not succumbed to Stupidity are within their Command range. However, if they roll a natural double 1, something has gone horribly wrong. Roll immediately on the Miscast table as normal but apply the result to the Bray-Shaman or Great Bray-Shaman that made the attempt and to each friendly Wizard within their Command range.'

Source: Official Ravening Hordes FAQ & Errata - Version 1.5.1

Page 47 - Banner of the Warped Moon

Add the following to the start of the rule:

'Single use.'

Source: Official Ravening Hordes FAQ & Errata - Version 1.5.1

Dwarfen Mountain Holds

Page 15 - Strike the Runes

Change the rule as follows:

'An Anvil of Doom can cast the following Bound spells, with a Power Level of 2:'

Source: Official Forces of Fantasy FAQ & Errata - Version 1.5.1

Page 15 - Rune of Oath & Steel

Change the spell's Casting Value to '8+/11+' and change the first sentence of its effect as follows:

'If this Bound spell is cast with a casting result of 8 or more, the target friendly unit may re-roll any failed Armour Save rolls.'

Source: Official Forces of Fantasy FAQ & Errata - Version 1.5.1

Page 15 - Rune of Hearth & Home

Change the spell's Casting Value to '8+'.

Source: Official Forces of Fantasy FAQ & Errata - Version 1.5.1

Page 23 - Hammerers

Add 'Gromril Armour' to the list of special rules.

Source: Official Forces of Fantasy FAQ & Errata - Version 1.5.1

Page 24 - Runes of Protection

Change the rule as follows:

'Models with this special rule have a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.'

Source: Official Forces of Fantasy FAQ & Errata - Version 1.5.1

Page 25 - Trollhammer Torpedo

Change the Strength characteristic to '5' and replace the 'Dwarf Crafted' special rule with 'Cumbersome.'

Source: Official Forces of Fantasy FAQ & Errata - Version 1.5.1

Page 39 - Rune Lore

Change the rule as follows:

'A model with this special rule may be nominated to attempt a Wizardly Dispel as if it were a Wizard. However, unlike regular Wizards, models with this special rule do not have Levels of Wizardry with which to determine their Dispel range or modify their Dispel rolls. Instead:

  • An Anvil of Doom has a Dispel range of 24" and may apply a +3 modifier to its Dispel rolls.

  • A Runelord has a Dispel range of 21" and may apply a +2 modifier to their Dispel rolls.

  • A Runesmith has a Dispel range of 18" and may apply a +1 modifier to their Dispel rolls.'

Source: Official Forces of Fantasy FAQ & Errata - Version 1.5.1

Arcane Journal: Dwarfen Mountain Holds

Page 37 – The Axe Of Dargo*

Change the Strength characteristic to 'S+2'

Source: Official Forces of Fantasy FAQ & Errata - Version 1.5.1

Page 40 – Dwarf Engineer Sappers

Add 'Hostile Terrain' to the list of special rules.

Source: Official Forces of Fantasy FAQ & Errata - Version 1.5.1

Page 46 – Goblin-Hewers

Change the crew’s Wounds and Attacks characteristics to '2' and change the Base Size as follows:

  • 'Base Size: 50 x 75 mm.'

Source: Official Forces of Fantasy FAQ & Errata - Version 1.5.1

Empire of Man

Page 48 - General of the Empire

Change the Leadership characteristic to '10'.

Source: Official Forces of Fantasy FAQ & Errata - Version 1.5.1

Page 48 - Captain of the Empire

Change the Leadership characteristic to '9'.

Source: Official Forces of Fantasy FAQ & Errata - Version 1.5.1

Page 57 - Empire State Troops

Add 'Horde' to the State Troops and Veteran State Troops lists of special rules.

Source: Official Forces of Fantasy FAQ & Errata - Version 1.5.1

Page 60 - Empire Greatswords

Greatsword: Change the Strength characteristic to '4'.

Count's Champion: Change the Strength characteristic to '4'.

Source: Official Forces of Fantasy FAQ & Errata - Version 1.5.1

Page 69 – Steam Cannon

Add the following to the steam cannon 'Notes':

'This weapon does not have a 360° line of sight, it can only shoot into the Steam Tank's front arc.'

Source: Official Forces of Fantasy FAQ & Errata - Version 1.5.1

Page 70 – Imperial Griffon Special Rules

Delete 'Two Heads' from the end of the list of special rules.

Source: Official Forces of Fantasy FAQ & Errata - Version 1.5.1

Page 76 – Laurels of Victory

Change the rule as follows:

'When determining your combat result, each unsaved wound caused by an attack made by the bearer of the Laurels of Victory (but not their mount) is worth 2 combat result points, rather than the usual 1.'

Source: Official Forces of Fantasy FAQ & Errata - Version 1.5.1

Page 76 – Wizard's Staff

Add the following to the start of the rule:

  • 0-1 per Wizard.

Source: Official Forces of Fantasy FAQ & Errata - Version 1.5.1

Arcane Journal: Empire of Man

Page 39 - Teutogen Guard

Delete 'Guardians of the Temple' from the list of special rules.

Source: Official Forces of Fantasy FAQ & Errata - Version 1.5.1

High Elf Realms

Page 163 - White Lions of Chrace

Add 'Furious Charge' to the list of special rules.

Source: Official Forces of Fantasy FAQ & Errata - Version 1.5.1

Page 179 – Elven Honours

Change the second paragraph as follows:

'To represent this, some characters may be given an Elven Honour. Each Honour gives the character certain benefits in the form of unique equipment and additional special rules. An Honour does not affect a model's mount (should it have one):'

Source: Official Forces of Fantasy FAQ & Errata - Version 1.5.1

Page 186 - Hand of Khaine

Change the spell's Casting Value to '7+'.

Source: Official Forces of Fantasy FAQ & Errata - Version 1.5.1

Arcane Journal: High Elf Realms

Page 29 - Warriors of the Wilderness

Change the first sentence of the rule as follows:

'Once players have finished placing terrain, a Chracian Warhost player may place one additional wood measuring no less than 3" at its narrowest and no more than 9" at its widest point.'

Source: Official Forces of Fantasy FAQ & Errata - Version 1.5.1

Page 48 - Ring of Fury

Change the rule as follows:

'The wielder of the Ring of Fury can cast the Hammerhand spell from the Lore of Battle Magic as a Bound spell, with a Power Level of 1.'

Source: Official Forces of Fantasy FAQ & Errata - Version 1.5.1

Kingdom of Bretonnia

Page 90 – Royal Pegasus

Change the Points to '70'.

Source: Official Forces of Fantasy FAQ & Errata - Version 1.5.1

Page 96 – Questing Knights

Change the Unit Size to '3+'.

Source: Official Forces of Fantasy FAQ & Errata - Version 1.5.1

Page 102 – Knightly Virtues

Change the second paragraph as follows:

'To represent this, some models may be given a Knightly Virtue. A Virtue does not affect a model's mount (should it have one). Each Virtue may only be chosen once per army.'

Source: Official Forces of Fantasy FAQ & Errata - Version 1.5.1

Page 98 - Pegasus Knights

Change the Points to '59' and delete 'Lance Formation' from the list of special rules.

Source: Official Forces of Fantasy FAQ & Errata - Version 1.5.1

Page 106 - Falcon-horn of Fredemund

Change the first sentence of the rule as follows:

'Single use. During the Command sub-phase of their turn, if they are not engaged in combat, the bearer of the Falcon-horn of Fredemund may attempt to use it by making a Leadership test (using their own unmodified Leadership).'

Source: Official Forces of Fantasy FAQ & Errata - Version 1.5.1

Page 109 - Burning Gaze

Change the spell's Casting Value to '9+'.

Source: Official Forces of Fantasy FAQ & Errata - Version 1.5.1

Page 110 – Combat Result Bonus

Change the entry as follows:

'A unit in Lance formation with a Unit Strength of 5 or more may claim a bonus of +1 combat result point.'

Source: Official Forces of Fantasy FAQ & Errata - Version 1.5.1

Arcane Journal: Kingdom of Bretonnia

Page 37 – Guardian of the Sacred Sites

Change the third sentence of the second paragraph of the rule as follows:

'It does not include magical vortexes, open ground or hills, or any constructions, such as walls or buildings.'

Source: Official Forces of Fantasy FAQ & Errata - Version 1.5.1

Orc & Goblin Tribes

Page 20 – Gigantic Spider

Add 'Move through Cover' to the list of special rules.

Source: Official Ravening Hordes FAQ & Errata - Version 1.5.1

Page 25 – Night Goblins Options

Change the option to 'include 0-3 Fanatics' as follows:

  • Include 0-1 Fanatic per 10 Night Goblins, to a maximum of 3...............................................+25 points each

Source: Official Ravening Hordes FAQ & Errata - Version 1.5.1

Page 26 - Release the Fanatics!

Change the last sentence of the first paragraph of the rule as follows:

'Unless it is fleeing or in Marching Column, a concealing unit may release one or more of its Fanatics during any Start of Turn sub-phase.'

Source: Official Ravening Hordes FAQ & Errata - Version 1.5.1

Page 28 - Troll Mobs

Change the option to 'take one of the following' as follows:

'Any model in the unit may take one of the following:' Add 'Motley Crew' to the Common Trolls, River Trolls and Stone Trolls lists of special rules.

Source: Official Ravening Hordes FAQ & Errata - Version 1.5.1

Page 42 - Porko's Pigstikka

Change the second sentence of the weapon's Notes as follows:

'Notes: This weapon's Strength and Armour Piercing modifiers apply only during a turn in which the wielder charged.'

Source: Official Ravening Hordes FAQ & Errata - Version 1.5.1

Page 44 – 'Eadbuttin' 'At

Add the following to the start of the rule:

'0-1 per model.'

Source: Official Ravening Hordes FAQ & Errata - Version 1.5.1

Page 47 - Brain Bursta

Change the spell's Casting Value to '9+'.

Source: Official Ravening Hordes FAQ & Errata - Version 1.5.1

Page 47 - Mork's Curse

Change the spell's Casting Value to '7+'.

Source: Official Ravening Hordes FAQ & Errata - Version 1.5.1

Arcane Journal: Orc & Goblin Tribes

Page 35 - Da Skull Smasha

Change the second sentence of the weapon's Notes as follows:

'You must choose which Kiknik will use when his combat is chosen during Step 1.1 of the Choose & Fight Combat sub-phase.'

Source: Official Ravening Hordes FAQ & Errata - Version 1.5.1

Page 40 – Badlands Ogre Bulls

Under 'Options', change the cost of upgrading one model to a Crusher (champion) to +7 points.

Source: Official Ravening Hordes FAQ & Errata - Version 1.5.1

Page 45 - Foetid Whirlpool

Change the third, fourth and fifth sentences of the spell's effect as follows:

'Whilst in play, the template is treated as difficult terrain. The template scatters D6" during every Start of Turn sub-phase. Any enemy unit that moves through the template, or that the template moves over, suffers D3+3 Strength 4 hits, each with an AP of -3.'

Source: Official Ravening Hordes FAQ & Errata - Version 1.5.1

Page 45 - Torrent of Filth

Change the spell's Casting Value to '7+'.

Source: Official Ravening Hordes FAQ & Errata - Version 1.5.1

Page 45 - Rapid Regeneration

Change the spell's Casting Value to '8+'.

Source: Official Ravening Hordes FAQ & Errata - Version 1.5.1

Page 46 - Da Akrit Axe

Change the second sentence of the weapon's Notes as follows:

'However, this weapon's Strength modifier applies only against enemy models the wielder charged this turn.'

Source: Official Ravening Hordes FAQ & Errata - Version 1.5.1

Tomb Kings of Khemri

Page 141 - Skeleton Chariots

Change the Points to '41'.

Source: Official Ravening Hordes FAQ & Errata - Version 1.5.1

Page 149 - Vortex of Souls

Change the rule as follows:

'A Casket of Souls can cast the following Bound spells, with a Power Level of 2:'

Source: Official Ravening Hordes FAQ & Errata - Version 1.5.1

Page 150 - Flail of Skulls

Change the weapon's Notes as follows:

'Notes: The Flail of Skulls Strength modifier applies only against enemy models the wielder charged this turn.'

Source: Official Ravening Hordes FAQ & Errata - Version 1.5.1

Page 155 - Usekhp's Incantation of Desiccation

Change the spell's Casting Value to '9+'.

Source: Official Ravening Hordes FAQ & Errata - Version 1.5.1

Arcane Journal: Tomb Kings of Khemri

Page 35 - Sepulchral Animus

Change the rule as follows:

'Once per turn, before making a Casting roll, any Liche Priest within a Mortuary Cult army may draw upon the magical animus of any nearby undead constructs. To do so, nominate a friendly unit that has the Nehekharan Undead special rule, that is within the Liche Priest's Command range and whose troop type is 'swarms', 'monstrous infantry', 'monstrous cavalry', 'monstrous creature' or 'behemoth'. The nominated unit immediately loses a single Wound. The Liche Priest may then apply a +1 modifier to their Casting roll.'

Source: Official Ravening Hordes FAQ & Errata - Version 1.5.1

Page 41 - The Flail of Conquered King

Change the weapon's Notes as follows:

'Notes: The Flail of Conquered Kings' Strength modifier applies only against enemy models the wielder charged this turn.'

Source: Official Ravening Hordes FAQ & Errata - Version 1.5.1

Page 42 - Stone Shaper

Change the last sentence of the rules as follows:

'Until the end of this turn, the nominated unit improves the Regeneration value of its Regeneration save by 1.'

Source: Official Ravening Hordes FAQ & Errata - Version 1.5.1

Warriors of Chaos

Page 59 - Character Mounts

Delete the restriction on the second bullet point as follows:

  • ‘Daemonic Mount’

Change the restrictions on the fifth and sixth bullet points as follows:

  • ‘Manticore (Exalted Champions and Chaos Lords only)

  • Chaos Dragon (Exalted Champions and Chaos Lords only)’

Source: Official Ravening Hordes FAQ & Errata - Version 1.5.1

Page 59 – Chaos Steed

Add 'Counter Charge' to the list of special rules.

Source: Official Ravening Hordes FAQ & Errata - Version 1.5.1

Page 77 – Gifts of Chaos

Change the second paragraph of 'Gifts of Chaos' as follows:

'To represent these strange attributes, some characters may be given Gifts of Chaos. A Gift does not affect a character's mount (should they have one). Each Gift may only be chosen once per army.'

Source: Official Ravening Hordes FAQ & Errata - Version 1.5.1

Page 65 - Chaos Trolls

Change the option to 'take one of the following' as follows:

'Any model in the unit may take one of the following:'

Add 'Motley Crew' to the list of special rules.

Source: Official Ravening Hordes FAQ & Errata - Version 1.5.1

Page 67 - Chaos Knights

Add 'Counter Charge' to the list of special rules.

Source: Official Ravening Hordes FAQ & Errata - Version 1.5.1

Page 74 - Chaos Dragon

Add 'Impetuous' to the list of special rules.

Source: Official Ravening Hordes FAQ & Errata - Version 1.5.1

Page 76 – Hellcannon

Change the Base Size as follows:

  • Base Size: 100 x 150 mm (Hellcannon), 25 x 25 mm (Chaos Dwarf Handlers)

Source: Official Ravening Hordes FAQ & Errata - Version 1.5.1

Page 77 - Diabolic Splendour

Add the following to the start of the rule:

'Models whose troop type is 'infantry' or 'cavalry' only.'

Source: Official Ravening Hordes FAQ & Errata - Version 1.5.1

Page 77 - Enchanting Aura

Add the following to the start of the rule:

'Models whose troop type is 'infantry' or 'cavalry' only.'

Source: Official Ravening Hordes FAQ & Errata - Version 1.5.1

Page 80 - Infernal Puppet

Change the first sentence of the rule as follows:

'Unless the owner of the Infernal Puppet is fleeing or engaged in combat, they may use it whenever an enemy Wizard that is within 15" of them makes a Casting roll.'

Source: Official Ravening Hordes FAQ & Errata - Version 1.5.1

Arcane Journal: Warriors of Chaos

Page 35 - Storm's Wrath

Change the weapon's Notes as follows:

'Notes: Storm's Wrath's Strength modifier applies only against enemy models the wielder charged this turn.'

Source: Official Ravening Hordes FAQ & Errata - Version 1.5.1

Page 40 – Skin Wolves

Change the Base Size as follows:

  • 'Base Size: 50 x 50 mm'

Under Options, change 'Skin Wolf Jarl' to 'Skin Wolf Jarl (Champion)' and add 'Fear' to the Skin Wolves list of special rules.

Source: Official Ravening Hordes FAQ & Errata - Version 1.5.1

Page 44 – Warpfire Dragons

Add 'Close Order' to the list of special rules.

Source: Official Ravening Hordes FAQ & Errata - Version 1.5.1

Wood Elf Realms

Page 124 - Treeman Ancients, Magic

Change the second sentence as follows:

'Every Treeman Ancient knows spells from one of the following Lores of Magic'

Source: Official Forces of Fantasy FAQ & Errata - Version 1.5.1

Page 135 – Daughters of Eternity

Change the rule as follows:

'Models with this special rule have a 4+ Ward save against any wounds suffered.'

Source: Official Forces of Fantasy FAQ & Errata - Version 1.5.1

Page 135 – Deepwood Coven

Change the first sentence of the rule as follows:

'A unit of Sisters of the Thorn knows a single, randomly generated spell from either the Battle Magic or Elementalism Lore of Magic. If you wish, this spell may be discarded and the unit may instead select the signature spell of its chosen Lore of Magic.'

Source: Official Forces of Fantasy FAQ & Errata - Version 1.5.1

Page 145 - Woodland Ambush

Change the first sentence of the rule as follows:

'Once players have finished placing terrain, a Wood Elf Realms player may place one additional wood measuring no less than 3" at its narrowest and no more than 9" at its widest point.'

Source: Official Forces of Fantasy FAQ & Errata - Version 1.5.1

Page 146 - Forest Walker

Change the spell's Casting Value to '9+'.

Source: Official Forces of Fantasy FAQ & Errata - Version 1.5.1

Page 146 - Flock of Doom

Change the spell's Casting Value to '8+'.

Source: Official Forces of Fantasy FAQ & Errata - Version 1.5.1

Arcane Journal: Wood Elf Realms

Page 45 - Fury of Athel Loren

Change the spell's Casting Value to '9+'.

Source: Official Forces of Fantasy FAQ & Errata - Version 1.5.1

Page 45 - Spiteful Torrent

Change the third, fourth and fifth sentences of the spell's effect as follows:

'Whilst in play, the template is treated as difficult terrain. The template scatters D6" during every Start of Turn sub-phase. Any enemy unit that moves through the template, or that the template moves over, suffers 3D6 Strength 2 hits, each with an AP of -1.'

Source: Official Forces of Fantasy FAQ & Errata - Version 1.5.1

Page 45 - Durthu's Wrath

Change the spell's Casting Value to '9+'.

Source: Official Forces of Fantasy FAQ & Errata - Version 1.5.1