Army detail rules based upon Warhammer Fantasy 8th edition, with Bonepile Miniatures House Rules.

This is a rules summary meant for Warhammer Fantasy. Most of these rules are taken from the Games Workshop Warhammer Fantasy 8th edition rulebook. However, many house rules have been substituted or added. In cases of confusion or rule conflicts, please defer to the original 8th edition rulebook. Many of the house rules were inspired by the Warhammer Armies Project, and players may also defer to those works, if desired, to work out confusion or rule conflicts. This concise writing format is intended for those familiar with the game. Beginners should study the 8th edition rulebook in tandem with this guide. These house rules are intended for casual play, and this content is only intended to spread ideas among the Warhammer Fantasy community about different ways to play this awesome game. No profit is made from this guide.
This is part of a series of 5 articles with House Rules.
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NOTE: Bonepile Miniatures recommends using Magic Items and their rules, as well as the individual Army Books produced by Warhammer Armies Project.
Army Detail Rules
(House Rules are denoted in Red or Red and Bold)
Troop Types

Infantry: Unit Strength 1. Bases 20mm, 25mm, 40mm, or 25x50mm. Rank Bonus 5.
Monstrous Infantry: Unit Strength 3. Bases 40mm, or 50mm. Rank Bonus 3. Maximum 3 Supporting Attacks (see profile). Have Stomp, and Fear.
Cavalry: Unit Strength 2; Bases 25x50mm, 40mm, or 50mm; Rank Bonus 5. All but open terrain requires Dangerous Terrain checks. Have Swiftstride. If the mount of rider has a Special Rule then whole model has it, like Fear, Stupidity, Frenzy. Rider/mount use their own WS, BS, I, A, S. Use highest W & T, the rider’s L and BS. Mounts cannot do Supporting Attacks. Mounts give +1 Armor Save. Barding gives another +1 Armor, but -1 Movement.
Monstrous Cavalry: Unit Strength 4. Bases 40mm, 50mm, 50x75mm, and 50x100mm. Rank Bonus 3. Fear. Impact Hits (1). Swiftstride. Rider Supporting Attacks up to 3 (see profile).
Swarms: Unit Strength 3. Bases 40mm. Expendable. Skirmishers. Unbreakable. Unstable.
War Beasts: Unit Strength 1. Bases 20mm, 25mm, 25x50mm, 40mm. Rank Bonus 5. Expendable. Swiftstride. If ridden, follow rules for Cavalry.
Monstrous Beasts: Unit Strength 3. Bases 40mm, 50mm, 50x75mm, 50x100mm. Rank Bonus 3. Beasts can provide Supporting Attacks up to 3 (see profile). If ridden, follow Monstrous Cavalry rules. Fear. Swiftstride. Impact Hits (1). Stomp.
Monsters: Unit Strength (Starting Wounds), add +1 if Ridden. Bases 50mm, 50x75mm, 50x100mm, 100x150mm. Thunderstomp. Terror. Cannot enter buildings. Ridden Monsters use crew/monster’s own WS, S, I, A, BS; but monster’s M, T and Armor; and the crew’s L, WS.
Chariots: Unit Strength (Starting Wounds). Bases 50x100mm, 60x100mm. Rank Bonus 3. Swiftstride. Impact Hits (D6). Beasts only Attack forward. No Supporting Attacks. Can’t assault buildings. Dangerous Terrain if not open. No side moves. Combine Armor save of Chariot and Crew. Use Chariot’s M, W, T, and Crew’s WS, BS, I, L. Beasts of burden take a -1 M penalty.
War Machines: Unit Strength (Starting Wounds). Bases 50mm, 50x100mm, and 20mm or 25mm for crew.
Shrines: Unit Strength (Starting Wounds). Bases 40x60mm, 60x100mm. Dangerous Terrain if not open. Use W, T, and Armor save of the Shrine, and Crew stats for all others.
Weapons

Close Combat
Polearm (Halberds): Strength +1. Requires Two Hands.
Great Weapon: Strength +2. Requires Two Hands. –1 Initiative.
Flail: Strength +2 in 1st round of Close Combat. Requires 2 Hands.
Spears (Infantry): Strength by user. Fight in Extra Ranks (1) when receiving a Charge.
Spears (Mounted): Strength +1. Only used on the Charge, otherwise uses hand weapon. +1 Initiative.
Pikes: Strength by user. Fight in Extra Ranks (2). Requires Two Hands. Strength Bonus (1) applies when model is charged at the front rank by WB, Ca, MI, MB, MC, Ch and Mo. +3 Initiative when Charged.
Lance (Mounted): Strength +2. Only used on the Charge. +2 Initiative.
Two/Additional Hand Weapons: Strength by user. Parry (6+). Requires 2 Hands. +1 Attack.
Missile Weapons
Shortbow: Range 18″. Strength 3. Volley Fire.
Bow: Range 24″. Strength 3. Volley Fire.
Longbow: Range 30″. Strength 3. Volley Fire.
Crossbow: Range 30″. Strength 4. Move or Fire.
Blowpipes: Range 12″. Strength 1. Quick to Fire. Poisoned Attacks.
Handgun: Range 24″. Strength 4. Move or Fire. Armor Piercing (1).
Pistol: Range 12″. Strength 4. Quick to Fire. Armor Piercing (1).
Brace of Pistol: Range 12″. Strength 4. Quick to Fire. Armor Piercing (1). Multiple Shots (2).
Javelin: Range 12″. Strength by user. Armor Piercing (1). Quick to Fire. Volley Fire.
Throwing Weapons: Range 6″. Strength by user. Quick to Fire.
Throwing Axes: Range 6″. Strength by user. Quick to Fire.
Sling: Range 18″. Strength 3. Armor Piercing (1). Multiple Shots (2).
Armor
(Armor Bonus/Save Roll)
Light Armor: +1/6+
Medium Armor: +2/5+
Heavy Armor: +3/4+
Full Plate: +4/3+
Shields: +1/6+. Never defends rear attacks.
Buckler: +1/6+. Parry (5+) if used with a hand weapon.
Barding (Mounts): +1/6+; -1 Movement
Unit Commands

Always in the front rank. Musician dies first, then Standard Bearer (unless Fleeing), then Champion. Champion directs his own attacks to anything in base contact, and visa versa.
Champion
Has a slightly different profile than unit. Shoots at same target as unit.
Look Out Sir! – Champion can be saved from a template on a D6 2+; must have 5 other models in unit.
Follow Me! – Units with a Champion can re-roll fails to March due to nearby enemies, reform, and restraint from Pursuing.
Standard Bearer
Has same wargear and abilities as the unit. Add +1 to Combat Resolution. Last model to perish except for the unit Champion, even if wounded by sniper or template.
Last Stand – When a unit Breaks from combat, the Standard Bearer stays behind and is slain. Remove the model from the game.
Musician
Same wargear and abilities as the unit. Last model to perish except for unit Champion and Standard Bearer, even if wounded by a sniper or template.
Onwards Men! – Tie breaker for Close Combat.
Form on Me! – Can re-roll failed L test for Rallying.
Swift Reform – Can only perform if unit has a musician. Can Move but not march. Can shoot with -1 To Hit Penalty.
Characters

Joining Units:
Cannot join units that have a higher base Unit Strength, unless specified.
Cannot join if the unit is in Combat or Fleeing.
Join by moving into base contact. Counts as a unit Movement.
Placement: Move to front of unit, displacing all but Command Group. Unit may have to reform to accommodate the character’s size. His base size will fill a rank, if they fit well. If they don’t fit well, place them to the side. See 8th edition rulebook for more details.
Magic Spells: He will be subject to a unit’s spell if it has one, but lose it when he leaves. If he has a spell before joining a unit, the unit will inherit it. If he is in a unit when it receives a spell, he will take it with him when he leaves.
Shooting: Normal shooting attacks cannot target the Character if at least 5 rank and file models are in the unit. If less than 5 rank and file models exist in the unit, the Character may be targeted by templates. Follow same Look Out Sir rules for unit Champions. (D6 2+ save).
Look Out Sir! – If a lone Character is hit by a missile, template or spell, a rank and file model may take the hit if there are at least 5 rank and file models in another unit within 3″ away. (D6 4+ save.)
Combat: Attacks can target Characters as the player chooses, and can even split attacks from a model. Declare attacks allocated to Characters before rolling; if not, all go to the unit. If a unit is killed and the Character remains alone, this is a destroyed unit in terms of Victory Points, and causing Panic in nearby friendly units.
Make Way! – In Close Combat, if a Character is not in base contact with enemy, he has to push through unit to make it so. Occurs before Impact Hits. If both players have this scenario, then roll off to see who moves Characters first. This can’t be done if the model’s base can’t fit neatly into ranks. Can’t be used on rear and side flanks.
Leaving Units: It can charge out of a unit on its own at an enemy, leaving the unit behind. Or, it can leave during Remaining Moves sub-phase. Stand and Shoot reactions target the character. They can get a Look, Out Sir! on a 4+. Cannot leave the same turn that it joined. Cannot leave if the unit is Fleeing, or not permitted by a spell, or is in combat, or unit failed a Charge.
Challenges
Only started on the 1st round of Close Combat. The player whose turn it is has first chance to declare. Only issued by Characters. Only accepted by Characters or Champion of the responder’s choice, which doesn’t need to be in base contact.
If not accepted, the challenger nominates who will retreat to the back rank. He cannot use any attacks or Leadership this turn. The challenge issuer may fight normally. Can’t reject if the model cannot hide.
If accepted, move the models into base contact, if possible. All attacks, including Breath Weapons, Stomps, and Impact Hits are directed at each other. Can’t be targeted by others.
Overkill: Occurs if more Wounds are issued than needed to kill an opponent in a challenge. Up to 5 Overkill wounds may be applied to Close Combat resolution.
Challenges may continue more than 1 round if a model is not slain.
Mounts
W, MB, Ch, Mo are available options. If on a WB, the model is a Cavalry unit. If on a MB, it is a Monstrous Cavalry unit. Chariots are self-explanatory.
If on a Monster, it cannot join a unit. Rider and Monster can be attached separately. Gives +1 Armor. For Shooting, roll for Wounds on a D6. On a 5+ the rider is hit. Otherwise, the mount is hit.
The General
Inspiring Presence: If the General is not Fleeing, units within 12″ may use his Leadership. If he is a Large Target, or is mounted on one, then extend the range to 18″. Leadership modifiers that apply to a unit still apply with the General’s Inspiring Presence.
Add 6″ to Inspiring Presence if the General is on a hill.
The Battle Standard Bearer

Lost if the bearer is slain–not picked up by others. Lost, if it Flees. If the BSB refuses a Challenge, it moves to the rear of the unit, loses Hold Your Ground! until the end of the turn. But effects from Magic Banners do not turn off.
Add +2 to Combat Resolution
Hold Your Ground! – Units within 12″ of the BSB re-roll failed Panic and Break tests, unless he is also Fleeing.
If it is a Large Target or is mounted on one, the range is 18″.
Monsters with Handlers
Allocate unsaved wounds on a D6: 1-4 on the monster, or 5-6 on the handlers. If the monster is killed, the handlers scatter. If the handlers are killed, use the chart below:
1-2 Uh? – Monster continues with the Stupidity rule.
3-4 Grr. – Fights in place with Unbreakable Rule.
5-6 Raargh! – Fights with Frenzy, and Hatred, and charges nearest enemy unit.
Warmachines
Basic
Use the Crew’s M, WS, BS, S, I, A, L, T for close combat. Use Machine’s T for ranged attacks. 1 Wound for each crew member. Warmachine is dead when the crew is dead. Crew stand within 1″ of the Warmachine.
Movement: Warmachine is Charged, not the crew. Not on standard bases, so measure movement from the machine itself. Distances are measured by the chassis, muzzle or crossbar. They never March. All but open terrain and hills are Impassable Terrain.
Shooting: Use Warmachines T when defending. Each will have Move or Fire, or Slow to Fire. Use crew’s BS. Cannot pivot more than 45 degrees without penalty.
Combat: Only 6 infantry models may be in Close Combat with Warmachines, or 2 MI, Ca, MB, or 1 Mo.
Panic: If they fail a Panic test, the crew duck under the Warmachine until the next Shooting phase. Doesn’t prevent them from clearing jams or misfires.
Warmachines are Soft Cover for the crew, and Hard Cover for others behind it.
When defeated, Warmachines remain on battlefield as obstacles, whether in-tact or demolished.
Bolt Throwers

Range 48″. Strength 6. Multiple Wounds (D3). Ignores Armor.
Mark the target. Roll for Scatter. Substitute Artillery dice with a D6 and then substract the Crew’s BS from the score to a minimum of 0. Resolve natural 1’s as a Misfire. Hits and Misfires are resolved as usual (see Cannons).
Bolt hits the front rank with full strength. If model dies, the bolt hits the second rank with -1 Strength. If he also dies, it hits the third rank with another -1 Strength, and so on. Each hit will hit the model with multiple Wounds. 45 degree pivot allowed.
Cannons
Range 12-48″. Strength 10.
Multiple Wounds (D6/D3) on the (Direct Hit/Bounce)
Mark the spot you wish to hit, within range. (Use a penny, Bingo chip, etc.)
Roll scatter and artillery dice.
Resolve Misfires on the Misfire Chart. If a Hit is rolled, the shot is on target.
Otherwise, move the target marker according to the scatter dice. Subtract the crew’s BS from the distance shown on the artillery dice, to a minimum of 0. Any model at the initial ground strike takes a Direct Hit.
Bounce – Roll artillery dice again. If a Misfire is rolled, then there’s no bounce. Otherwise, the ball bounces according to the distance rolled. It bounces in the continued direction from the cannon’s muzzle and the first point of impact. It stops in Impassable Terrain.
Who’s Been Hit? – All models between the initial Direct Hit and the Bounce are hit. Hits 1 model per rank. But if it hits a Chariot, Shrine, MI, MB, MC or Mo, and is not slain, the path does not continue.
Grapeshot: Range 12″. Strength 5. Armor Piercing (1). Choose a target with normal Shooting rules. Roll an artillery dice to find the number of shots fired. If artillery is a Misfire, consult Misfire Chart. The number of hits is according to the artillery dice. No Bounce.
Great Cannons
Range 12-60″. Strength 10.
Multiple Wounds (D6/D6) on the (Direct Hit/Bounce)
Same rules as cannons.
Stone Thrower
Range 12-60″. Strength 3(9). Multiple Wounds (D6).
Place a small template over a single model target within range. Roll Scatter and Artillery Dice. Move the template as directed. Resolve Misfires on the Stone Thrower Misfire Chart.
Direct Hits are on the model under the hole. Use the higher Strength, and it causes D6 wounds on the model.
Indirect Hits are on other models under the template. Use the lower Strength and only 1 Wound per model.
Fire Throwers
Range: Template. Strength 5. Flaming Attacks.
Roll artillery dice, and move the template forward from the muzzle accordingly. This represents overshooting. If the weapon has a range, start the template anywhere in the range and then roll the artillery dice overshoot. Automatic Hits. Casualties from Fire Throwers cause Panic Tests. Fire is not a physical attack. Resolve Misfires on the Cannon/Black Powder/Stone Thrower Misfire Chart.
Cannon/Black Powder/Stone Thrower Misfire Chart
Roll on a D6
1 – Destroyed: Warmachine is destroyed.
2 – Injury: Warmachine wounds one of its own crew. No saves allowed.
3 – Damaged: Warmachine range is halved for remainder of the game. (Destroyed if rolled twice.)
4 – Malfunction: Cannot fire this turn or next turn of the controlling player.
5 – Oops!: The Warmachine fires off in an awry direction. Nobody hurt. Can shoot next turn.
6 – We Fixed it!: Only a slight delay. Re-roll the Misfire. (Artillery and Scatter Dice.) Maximum 2 times with the same Warmachine in the same turn. Forfeit the shot on a rare 3rd result.





