Source: Warhammer: The Old World Online Rules Index

Universal Special Rules - Frequently Asked Questions
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Can you choose not to roll for the arrival of Ambushers during your Start of Turn sub-phase?

No. Unless the unit itself or the scenario being played has a special rule that changes the way in which Ambushers arrive, you must roll for their arrival during each of your turns, from round two onwards. However, any special rules that affect the arrival of Ambushers which take effect after the Start of Turn sub-phase but before the Compulsory Moves sub-phase may be used as normal, regardless of the result of the Ambushers roll.

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.1

If a weapon with the Armour Bane (X) special rule also has the Poisoned Attacks special rule, what happens if I roll a natural 6 when rolling To Hit?

A rule such as Armour Bane (X) can have no effect if no roll To Wound is made. In such cases, you may choose to roll To Wound as normal in the hope of improving the weapon's AP characteristic, but if you do the effect of Poisoned Attacks is lost and you must accept the result of the roll To Wound.

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.1

Some mounted models have the Counter Charge special rule but others do not, even though they have the same type of mount. Is this intentional?

Yes. Counter Charge is a rule that represents the skill and ferocity of the rider, not their mount. In other words, not every rider is willing or able to perform a counter charge, regardless of their mount.

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.1

Can a Drilled unit redress the ranks before Giving Ground?

Yes. A unit that Gives Ground is not a fleeing unit.

Note that, as mentioned previously, should any part of a unit cross beyond the edge of the battlefield whilst it is Giving Ground, the entire unit is removed from play and counts as having been destroyed. It is intentional that a Drilled unit might be able to avoid this fate.

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.1

Do effects that modify a model's Movement characteristic also modify how far a model with the Fly (X) special rule can fly?

Yes. If a model has the Fly (X) special rule, the number given in brackets is essentially a second Movement characteristic. Any effect that modifies one will modify both.

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.1

Can a model with two versions of the Fly (X) special rule combine both and fly further?

No. A model that has more than one version of the Fly (X) special rule essentially has two Movement characteristics it can use when flying. Of these, you may use the best.

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.1

If a unit with Frenzy or Impetuous has two movement characteristics (for example, if it can also Fly), does it have to use the greater when determining if it must declare a charge?

If it is able to use the greater, then yes, it must (tactically, you might not want it to, but a Frenzied Lord of Chaos on a mighty Dragon doesn't care about your tactics!).

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.1

If a unit that is subject to Frenzy becomes subject to Frenzy again, does it get +2 Attacks?

No. A unit is either Frenzied or it isn't, multiple instances of Frenzy are not cumulative.

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.1

What happens if a weapon is subject to both the Ponderous and Quick Shot special rules?

The rules effectively cancel one another out, meaning the weapon would suffer a -1 To Hit modifier for Moving and Shooting.

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.1

Can a character that is fleeing use the Rallying Cry special rule?

No, because no one would hear them over the sound of them running away.

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.1

Can a unit with the Random Movement special rule move around or past an enemy unit, out of one arc and into another, before making contact with that unit?

No. Whilst units that move randomly do not declare charges, if you wish to move one into contact with an enemy unit, it must fulfil the same criteria as any other charging unit during its movement, as detailed on page 126.

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.1

How far does a unit with the Random Movement special rule move when Giving Ground?

All units move 2" when Giving Ground.

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.1

Can two Regeneration saves be combined together to improve the armour value?

No, armour values given as a target number cannot be combined to lower the target number. As with Ward saves, only a single Regeneration save can be attempted and different Regeneration saves cannot be combined together. If a model has more than one Regeneration save, simply use the best.

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.1

If a model with the Regeneration (X+) special rule passes its Regeneration save against an attack with the Multiple Wounds (X) special rule, do I still need to roll the dice if the number of Multiple Wounds is generated by a dice roll?

Yes. Even though the wounds were saved, they will still count towards the combat result.

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.1

Can a unit that deploys using the Scouts special rule make a Vanguard move?

No.

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.1

When a unit that does not have the Stupidity special rule is joined by a character that does, the unit becomes subject to the special rule. What happens if the character leaves the unit?

The unit ceases to be subject to Stupidity the moment the character leaves the unit.

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.1

If a unit with the Stupidity special rule fails its Leadership test, how long is it Stupid for?

Units test for Stupidity in each of their Start of Turn sub-phases unless they are engaged in combat. By extension, a unit that fails a Stupidity test remains Stupid only until it passes a subsequent test.

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.1

Swiftstride enables a model to move further during a charge move than its maximum possible charge range. Why is this?

Because models with this special rule delight in running down cowards who flee before a charge!

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.1

If a unit of Skirmishers succumbs to Stupidity, in which direction do they move?

They should continue moving in the general direction they moved the previous turn or, if they did not move in the previous turn, towards the nearest enemy unit.

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.1

If a character without the Vanguard special rule joins a unit with it during deployment, can the character make a Vanguard move with the unit?

No. What's more, if the unit is formed, it will not be able to make a Vanguard rule. However, if the unit is in Skirmish formation, it can make its Vanguard move as normal, leaving the character behind.

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.1

Can a character without the Veteran special rule that has joined a unit with the Veteran special rule benefit from it when attempting to use a special rule that requires them to make a Leadership test (Rallying Cry, for example)?

No. When a character attempts to use a special rule that requires them to make a Leadership test, they must use their own Leadership characteristic and, unless specifically stated otherwise, cannot use any additional special rules they themselves do not have.

Source: Official Warhammer: The Old World FAQ & Errata - Version 1.1