Warhammer Fantasy Phase Rules: Bonepile Miniatures Edition

Phase 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 a part of a series of 5 articles with House Rules.

Click here for more Rule Supplements

NOTE: Bonepile Miniatures recommends using Magic Items and their rules, as well as the individual Army Books produced by Warhammer Armies Project.

Movement Phase

(House Rules are denoted in Red)

Basics

Keep units at least 1″ apart.

Models move forward at their M value. They move at 1/2 M value sideways and backwards.

Units Move forward at the rate of the slowest model.

The Wheel

Performed by measuring the outside model’s distance traveled. Many wheels may be performed in one turn. No wheeling backwards.

Reform

Rearrange the unit in any direction and/or rank sizes. No shooting after this maneuver.

Phase Sequence

  1. Start of Phase
  2. Declare Charges
  3. Compulsory Moves
  4. Remaining Moves

1. Start of Phase

Some units must perform a pre-movement action. But, most will skip this step.

2. Declare Charges

1. Declare a Charge

a. Opponent declares a charge reaction

b. Work out result of reaction

2. Declare another charge (repeat sequence until done with charges)

Units can declare a charge if at least 1 model has Line of Sight to the other unit. The target must also be at least partially within your front arc. You may measure distances before a charge declaration.

Charge Reactions

  1. Hold
  2. Stand and Shoot
  3. Flee

Hold

Unit waits to receive the charge

Stand and Shoot

Charged unit may get off one round of shots, as long as they have shooting weapons. The rule applies even if the charging unit starts the charge beyond the shooting range of the weapons. Shooting may cause Panic on the charging unit!

Flee

The unit may run from the charge. Units Fleeing must declare a Flee reaction. Terror tests may also force a unit to Flee. Flee distance is determined by a 2D6 roll.

If a unit Flees, then the Fleeing unit may redirect to another unit. If they also Flee, the unit may pursue the new unit, or pursue the original Fleeing unit.

A unit may end up charging more than one unit if that is how the battle lines up. Each unit charged may declare its own reaction.

A unit may also be charged by more than one unit. It can only choose to Stand and Shoot once in a Movement Phase. It does not have to be the first unit. If it Flees from the first unit, it must Flee from all subsequent Charges in the phase. But, it may only make a Flee move once per phase. It doesn’t keep moving with each Flee reaction.

Roll Charge Distances

After each charge reaction has been declared, roll the charge distance for each unit. Then move the chargers.

Roll a 2D6 for each charge to determine the distances.

Move M + the highest value rolled.

Successful Charges

One free wheel up to 90 degrees is allowed; closing the gap. Align as many models as possible.

Failed Charges

Move the unit the highest distance of the dice rolled.

Flank and Rear Charges

Units must move into the flank depending on the arc that most of its models are aligned.

Charging a Fleeing Unit

The charging unit automatically causes Wounds on the Fleeing unit based upon its Unit Strength.

If the unit is destroyed, the charging unit can take a Leadership Test for a reform. No other Movement is allowed for the unit this turn.

3. Compulsory Moves

Rally Fleeing Units

Attempt to rally Fleeing units by a Leadership Test in any order.

Move Fleeing Units

Fleeing units move 2D6 inches in the direction they are facing. Take Dangerous Terrain Tests if they Flee through enemy units, and Impassable Terrain.

Also take Dangerous Terrain Tests while Fleeing through Dangerous Terrain. See Terrain Rules.

If they Flee through a friendly unit, they will induce a Panic Test on them.

Other Compulsory Moves

As described in army or unit rules.

4. Remaining Moves

Move units Forward, Backward, or Sideways.

March units at 2x Movement. Do a Leadership Test if they start within 8″ of any enemy units.

Moving off the Board. A unit that touches the edge of the battlefield is removed.

Reinforcements

Reinforcements come in at this sub-phase. They are counted as having moved in terms of Charging and Shooting.

It is Optional to use the Scatter dice to determine the section of the board edge where they enter play. Decide before the game starts and be consistent for both players.

Surrender

Players may choose to surrender units to a Lord/Hero within 12″ of the unit. The unit is frozen on the field. WS goes to 1. Can be attacked by enemy. Game is over if this is the last unit(s).

Magic Phase

Wizard Spells

All wizards know the Signature Spell of their lore. The amount of additional spells they may know is by Wizard Level. Each spell can only be known once in the same army, most of the time. Other options must be exhausted before another wizard knows the same spell, except Loremasters. Wizards may know spell numbers up to their Wizard Level +1. Loremasters are all automatically Wizard level 5. (They are the only ones who may potentially know Spell #6 from their lore.) When rolling for wizard spells during game setup, re-roll your D6 if you get a spell for which the wizard is ineligible.

Phase Order

  1. Roll for Winds of Magic
  2. Cast
  3. Dispel
  4. Spell Resolution
  5. Next Spell

1. Winds of Magic

Roll 1 D6 per highest wizard level in the army. (Example: An army with a Level 3 wizard as its highest wizard rolls [3]D6).

Power Pool

Add the number of dice to the Power Pool as shown in the Winds of Magic roll.

Dispel Pool

Treat the Winds of Magic roll as a D3 instead of D6 and add those dice to the Dispel Pool.

If an army does not have a wizard but has Magic Resistance, then treat the Winds of Magic Roll as a D2 instead of a D6.

If an army does not have a wizard, and has no Magic Resistance, then it does not have a Dispel Pool.

2. Cast

Choose a Target

The target must be within the wizard’s forward arc. Does not need Line of Sight. Must be within the spell’s range. Can’t be in Close Combat.

Channeling

Before a wizard casts any/each spell, roll a D6. If the D6 result + the wizard level = 7+, the wizard may gain a free dice to help cast the spell. (Examples: a Level 1 wizard needs to roll a 6 to channel, or a Level 4 wizard needs to roll a 3 to channel.)

Choose a Number of Power Dice

Choose up to the wizard level +2 dice from the Power Pool. Add channeled dice, if applicable. Add any other bonus dice that are applicable. (Example: a Level 1 wizard may roll up to 3 dice, or 4 if it channeled.) Maximum 6 dice total from all sources.

Bound Spells

Use 3 dice Maximum. Get 1 free dice that does not come from the Power Pool.

Use the lowest power level of the bound spell. It can be dispelled normally. If cast with Irresistible Force, the item is destroyed, but no other Miscast Results occur.

Cast Results

Natural results under 3 are automatic fails. Failed casts break a wizard’s concentration for the remainder of the turn and it cannot cast anymore spells.

Add the Wizard’s Level to the successful cast value.

Natural double 6’s are go off with Irresistible Force and cannot be dispelled. Roll on the Miscast Table.

3. Dispel

Cannot use if the spell was cast with Irresistible Force. Dispel dice must equal or exceed the Casting Value.

Choose a wizard to dispel with. Select Dispel dice up to its Wizard Level +2. (Armies with Magic Resistance only, get maximum 2 Dispel Pool dice per dispel roll.)

Add any other bonus Dispel dice. Maximum 6 dice total from all sources.

Roll the dice. Add the Wizard’s Level to the Dispel Value.

Add the Magic Resistance level, if applicable, to the Dispel Value).

Double 6’s are automatic dispels. Results under 3 are automatic fails.

If the spell is Dispelled, then add D3 dice to the Dispel Pool.

4. Spell Resolution

Follow the spell’s instructions.

Remains in Plays Spells last until the target is dead, the casting wizard is dead, or he chooses to end it.

You can dispel a Remains in Play spell by beating its minimum Casting Value.

Duplicate Spells can affect each unit only once.

5. Next Spell

Wizards may cast each of their spells once per Magic Phase.

Miscast Table

Roll a D6 for the Miscast Table and add the number of Power Dice used to cast the spell.

1-3: Wizard cannot cast for the rest of the phase.

4: Lose D3 dice from the Power Pool, and the wizard cannot cast for the rest of the phase.

5: Power drain the wizard by 1 Level, it forgets the spell, and cannot cast for the rest of the phase.

6. Wizard takes a S (4) hit, cannot cast the rest of the phase, and loses D3 + 1 dice from the Power Pool.

7: Wizard takes a (S) 6 Hit, cannot cast for the rest of the phase, and loses D6 dice from the Power Pool.

8: Wizard and all models in base contact take a (S) 6 hit, and lose D6 dice from the Power Pool.

9. Wizard and all models under the Small Template suffer a (S) 7 hit. Lose D6 dice from the Power Pool.

10. All wizards take a (S) 4 hit. Power Powel is emptied.

11. Wizard and models under the Large Template take a (S) 10 Hit. The Power Pool is emptied.

12. Wizard is automatically removed from the game. All wizards take a (S) 6 hit. Power Pool is emptied.

Shooting Phase

Phase Sequence

  1. Choose the shooting unit
  2. Choose the target
  3. Roll to Hit
  4. Roll to Wound
  5. Roll to Save
  6. Remove Casualties

1. Choose a Shooting Unit

Cannot have marched this turn

Cannot be in Close Comabt

Cannot have Charged or Rallied

Cannot be Fleeing

Cannot be prevented by a spell

2. Choose a Target

Must be in Line of Sight, and must be in the forward arc. The target must be in range. The first two ranks may fire. Partial units may fire if they cannot all see the target due to obstructions.

Shooting into Combat

This may be performed if the Line of Sight is at an unengaged flank of the enemy unit. Forces of Order must pass a Leadership Test to do this. The target must be within 1/2 of the shooters’ range. The enemy unit must have a Unit Strength of at least 5. This cannot be done with Warmachines or templates. Resolve Hits on a Friendly model for every roll of 1 for models with BS 4+. For models with BS 1 to 3, resolve Hits on Friendly models for every roll of 1 or 2.

Large Targets

Models that are Large Targets don’t benefit with cover from walls, fences, or other low obstacles. Obstacle obstruction should be obvious or decided before the game.

3. Roll to Hit

Use the following Chart based upon Ballistic Skill (BS)

Note: D6 rolls of 1 are always a miss. Values below 1 on the chart below are only shown to help calculate To Hit Modifiers.

BS12345678910
To Hit6543210-1-2-3

Rolling Values Above 6

7+ (6 then 4+); 8+ (6 then 5+); 9+ (6 then 6); 10+ (impossible); 1 is always a miss.

To Hit Modifiers

Moving and Shooting, including pivots: -1

Standing and Shooting Charge Reaction: -1

Multiple Shots, if used: -1

Short Range (<4″): +1

Volley Fire: -1

Soft Cover: -1

Hard Cover: -2

Long Range (>1/2 of weapon range): -1

Skirmishers: -1

Lone Models of US 1 or 2: -1

4. Roll to Wound

WS/S/T12345678910
14+5+5+6+6+7+7+8+8+9+
23+4+5+5+6+6+7+7+8+8+
33+3+4+5+5+6+6+7+7+8+
42+3+3+4+5+5+6+6+7+7+
52+2+3+3+4+5+5+6+6+7+
62+2+2+3+3+4+5+5+6+6+
72+2+2+2+3+3+4+5+5+6+
82+2+2+2+2+3+3+4+5+5+
92+2+2+2+2+2+3+3+4+5+
102+2+2+2+2+2+2+3+3+4+
1’s Always Fail

5. Roll to Save

Armor Saving Rolls

Armor+1+2+3+4+5+6
Save6+5+4+3+2+1+
1’s Always Fail

Armor Save Strength Modifiers

Strength45678910
Modifier-1-2-3-4-5-6-7

Ward Saves may apply to shooting wounds.

Instant Kills

Some shots induce Instant Kills. Remove the model as a casualty regardless of the number of wounds. No saves allowed, unless specified in the rule.

6. Remove Casualties

Models cannot take more Wounds than is marked on their profile. If a unit has multiple Wounds per model, then apply all Wounds to one model until it is dead before applying Wounds to the next model.

Combat Phase

Phase Sequence

  1. Fight a Close Combat
  2. Calculate combat results
  3. Loser takes a Break Test
  4. Flee and Pursue
  5. Panic!
  6. Fight the next Close Combat

1. Fight a Close Combat

Must be in base contact, even at corners. Models with multiple attacks can strike more than one target, divided as you chose.

Supporting models are in the second front rank and can use only 1 Attack in combat.

The Horde is a unit with a rank of at least 10 models wide, and gain a 2nd rank of supporting attacks.

No supporting attacks on the side or rear flanks.

Striking Order is by Initiative. Mounts can attack but use their own order.

Models that charged gain +1 Initiative.

Roll to Hit

Roll 1 D6 for each eligible attack.

Compare Weapon Skill (WS) of the attacker to the defender on the Roll chart.

A 6 always hits and a 1 always misses.

(Except for 7+ rolls)

Roll to Wound

Roll 1 D6 for each successful Hit, unless specified otherwise.

Roll to Save

The defender rolls to save each successful Wound.

Remove Casualties

WS/S/T12345678910
14+5+5+6+6+7+7+8+8+9+
23+4+5+5+6+6+7+7+8+8+
33+3+4+5+5+6+6+7+7+8+
42+3+3+4+5+5+6+6+7+7+
52+2+3+3+4+5+5+6+6+7+
62+2+2+3+3+4+5+5+6+6+
72+2+2+2+3+3+4+5+5+6+
82+2+2+2+2+3+3+4+5+5+
92+2+2+2+2+2+3+3+4+5+
102+2+2+2+2+2+2+3+3+4+
1’s always Fail

Armor Saving Rolls

Modifier+1+2+3+4+5+6
Save6+5+4+3+2+1+
1’s always Fail

Armor Save Strength Modifiers

Strength45678910
Modifier-1-2-3-4-5-6-7

Save Types

Armor saves depends upon the type of armor and the armor save modifiers

Ward saves are taken after Armor Saves, but not modified by Attack Strength

Parry saves are as indicated. Don’t apply to Flank attacks, Impact His, Stomps or Mounted.

2. Calculate Combat Results

Wipeout

Occurs when one unit has been completely destroyed. The winner can restrain and have a free reform. Or if it charged, it can Overrun (move 2D6 forward).

Otherwise, score combat as follows:

Wounds: 1 each

Charging: +1

Extra Ranks: +1 per rank (maximum 3), at 5 per rank. No rank bonus if disrupted (side or rear.)

Standard: +1

Battle Standard Bearer (BSB): +2

Flank: +1 for side, and +2 for rear

High Ground: +1

Overkill: +1 for each excess wound from a challenge (maximum 5)

Aerial: +1 for air to ground attacks (see Flying Rules Supplement)

The player with the highest combat score wins the combat

Cumulative Leadership

The Loser of a Close Combat takes a -1 penalty to the unit’s Leadership value.

The Winner will take a +1 bonus to the unit’s Leadership value.

Penalties and bonuses accrue with each combat phase to a maximum of +3/-3 of their original Leadership.

This Cumulative Leadership has a maximum value of 11 and a minimum of 3.

This Cumulative Leadership value persists throughout the game.

3. Loser Takes a Break Test

The loser takes a Break Test by rolling 2D6 against the unit’s Leadership

Use the Cumulative Leadership for the Break Test

Break Test fails if the roll is higher than its Cumulative Leadership

Steadfast

If a unit has more Ranks than its enemy, then use its unmodified Leadership

Disrupted units lose Steadfast.

Skirmishers cannot be Steadfast.

Combat Reform

Units that win combat or end in a draw may take a free reform.

Units that lose combat will need to pass a (Cumulative) Leadership test.

No combat reform for units attacked on multiple flanks.

4. Flee and Pursue

The winning unit decides to Pursue or Restrain.

Restrainers get a free reform.

Loser rolls 2D6 to determine Flee distance.

If the winner Pursues, roll 2D6 for the distance.

Caught! If the Pursue roll is equal or higher than the Flee roll.

Pursuers cause 1 Wound for every US in the unit.

If there are survivors, end 1″ away from them, friendly units or impassable terrain. Will charge a new enemy if they are in the way. (Immediately resolve combat).

Fleers will take Dangerous Terrain Tests for Dangerous Terrain. Fails on 1’s and 2’s.

Fleeing through Impassable Terrain also takes a wound test. Fails on 1-3. No saves allowed.

If victorious unit Charged, it may perform Overrun by moving 2D6 forward.

5. Panic!

Taken on the Cumulative Leadership value.

Only one test per phase. Applies to Shooting, Magic, or Combat.

Units do not take test if they’re in combat.

Reasons to take a test:

Heavy Casualties: 25% of models lost from the beginning of the phase. (Something other than combat)

Nearby Annihilation: A unit within 6″ is destroyed for any reason.

Nearby Break Test: A unit within 6″ breaks.

Fled Through: A Fleeing friendly unit moves through the unit.

Terror: Force a Panic Test on a charge.

Flee direction is always away from the source of Heavy Casualties or Terror, or away from closest enemy if for the other reasons.

Killed Leader Reaction Chart

Immediately roll a D6 on the Killed Leader Reaction Chart whenever the following occurs:

1. Your Army General is killed

2. Other Lord or Hero or BSB is killed within 12″

Roll separately for each surviving Lord/Hero; effects also impact the unit if it is within one

Roll separately for each remaining unit without a Lord/Hero within it

Killed Leader Reaction Chart (D6)

1- Take an immediate Panic Test

2- Take a Leadership Test; if failed gain Fear of the unit that killed the leader

3- Immediately Lose 1 Leadership

4- If a wizard was killed, skip your next Magic Phase

5- Gain Hatred for the unit that killed the Leader

6- Gain Frenzy until lost

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