View Full Version : Warhammer Fantasy 7th edition

24-06-2006, 14:10
Warhammer Fantasy 7th edition

Release date: September 9. 2006

Confirmed release dates:

Warhammer Rulebook Hardback (book) priceband N

Battle For Skull Pass (box) priceband TBC

Battle For Skull Pass Paintset (hobby) priceband H
Warhammer Dice (hobby) priceband D
Warhammer Counters (hobby) Priceband TBC
(found by Friendly Neighbour)

In US WD #318 it shows that there is four versions of the new rulebook. It also tells what they include and the like.

Warhammer Rulebook -
Release Date: 09/09/06
Retail Price: $50
- 244-page standard hardback rulebook
- Complete rules
- Extensive hobby and background sections

Battle for Skull Pass -
Release Date: 09/09/06
Retail Price: $45
- Smaller-sized Warhammer rulebook
- Over 70 Goblin models and terrain pieces
- Over 30 Dwarf models and terrain pieces
- Gaming templates
- Dice
- Getting started booklet

Warhammer Gamer's Edition -
Release Date: 09/09/06
Retail Price: TBD
- 244-page standard hardback rulebook
- Smaller-sized Warhammer rulebook
- Ivory-effect dice in pouch
- Ivory-effect templates
- Warhammer counter set
- All contained in satchel
- Limited quantities

Warhammer Collector's Edition -
Release Date: 09/09/06
Retail Price: TBD
- Leather-effect presentation Box
- Hardback rulebook with tapestry-effect cover
- Printed on special paper with additional artwork
- Individually numbered
- Extremely limited quantities

Rumoured changes

- Characters & command can now go anywhere in the front rank. (source: Calculon)

24-06-2006, 14:11
Denied rumours
These rumours have been sufficiently debunked by a number of sources
- The "If you have unengaged models in your fighting rank you gain a +1 bonus to your Combat Result" rule was apparently tested but not included in the finished rules. (source: Calculon)

- The rumours that a unit would need to move more than it's basic Movement distance to get any charge benefits (strike first, +2 S for lances, impact hits).

- The "Fast cavalry lose the ability to negate ranks when charging enemy units in the flank or rear" has been denied by enough people that we may consider it debunked.

-The "Skirmishers Fear all ranked units" rumour.

-The "You no longer auto-break if defeated by a larger Fear causing enemy" rumour.

- The "Wizards may cast spells with one more power dice than they currently can" rumour

- The "auto-destruction of chariots to S7+ hits will go away" rumour.

29-06-2006, 14:20
- Charge/flee direction has been clarified properly. Basically draw a line between the units and charge/flee along that line. Straight back through friends if neccesary. As a result new panic test for being fled through by friendly troops. (source: Calculon)

- Redirecting is gone, instead, they have a cool new rule "Enemies in the Way" that allows you to charge enemy units that are obstructing you from chasing the fleers. The flight path/chase path is all fixed very nicely, so it doesn't become a chore to figure out who is "in the way". (source: orkdok on TWF)
UPDATE: Apparently you can charge any number of enemy units in this manner and they all get to make charge reactions. (source: adsVampire on TWF)

- Skirmishers can now be march blocked. (source: Calculon)
UPDATE: Apparently, the rule that lets skirmishers always march has simply been removed in the new rulebook.

- When charging you must maximise the number of enemy units in base contact, as well as your own.
UPDATE: Chargers are allowed to wheel ONLY in order to maximize models in combat! My memory serves that the language still allowed some flexibility, so 'tactical' wheeling still exists to a point.(source: orkdok on TWF)

29-06-2006, 14:21
- You can target any model within LOS, regardless of proximity to friendly units, so being within 5" of a friendly unit does not make you safe anymore (source: Shoggoth)

- You do not receive the -1 to hit penalty for shooting at larger than mansized skirmishers. (confirmed)

29-06-2006, 14:21
Close combat

- To get a rank bonus, a unit must be 5 models wide, rather than the current 4 (source: GDLA, Calculon, GD Baltimore)

- Each combat is worked out in full, along with any break tests and flee / pursuit moves before the next combat is worked out. The player who's turn it is decided the order. (source: Calculon, Shoggoth)
- If you overrun / pursue into an already engaged enemy unit that has not fought that turn, the charging unit WILL fight in that combat but may then NOT make a second pursuit / overrun move if they win.
- If you overrun / pursue into an unengaged enemy unit, the combat is fought next turn, just like it is now. (source: Underline, adsVampire on TWF)

-If you are engaged in only one side / rear and win the combat, you can turn to face your enemy (i.e. all models in your unit turns 90 degrees, so a 5 x 4 unit would become a 4 x 5 unit). (source: Calculon)

- The +1 Combat Result bonus for having a Battle Standard now stacks with the +1 CR bonus for a unit standard, thus a unit with both would now get +2 CR rather than just +1. (source: Calculon, GD Baltimore)

- A unit rolling a double 1 for their break test will now always pass the test, regardless of modifiers (same as in 40K) (source: Shoggoth)

- Units may no longer lap around. (source: Calculon)

- Defended obstacles does not make the enemy always hit on 6s, instead the attacking unit loses all charge bonuses, including strength bonuses for lances, flains, etc. The charging unit will also not strike first and the combat is instead fought in Initiative order. (source: adsVampire on TWF)

- A unit may only make an Overrun move on the turn it charges, not when it is charged (confirmed)

29-06-2006, 14:23

- You never flee around stuff, always in a straight line. If you flee through an enemy unit with US 5+ or impassable terrain, you die. (source: Flame, orkdok / adsVampire on TWF)
UPDATE: Flyers can apparently fly over enemy units when fleeing and are not destroyed unless they actually end their flee move inside an enemy unit. Flyers have to use their flying move when fleeing (source: adsVampire on TWF)

- Units in combat do not take Psychology tests (source: orkdok on TWF)

- Units that had a US of less than 5 at the start of the phase do not cause Panic tests in friendly units if they flee or are destroyed. (source: GD Toronto)

- A unit that fails a Stupidity test will now halt at the table edge where it would previously have moved off. (source: Shoggoth)

- The ranges of the psychology tests have been standardised to 6". (source: GD Toronto)

29-06-2006, 14:24

- The "parry" rule (hand weapon + shield when on foot gives an additional +1 to your army save) only applies against enemies in front of you, but otherwise stays as it currently is. This is contrary to some previous rumours. (source: GD Toronto, Shoggoth)

- Great weapons only add +1 Strength when the user is mounted. When the user is on foot it's +2 Strength as it is now. (source: Calculon)

- Pistols can not be fired in close combat anymore. If you have a brace of pistols you get Multiple shots x2 and they count as two close combat weapons. (source: GD Toronto)
UPDATE: Apparently, pistol-armed models may stand and shoot regardless of how close the enemy unit start their charge. (source: adsVampire on TWF)

- No other weapons appear to be altered.

29-06-2006, 14:31

- Characters & command can now go anywhere in the front rank. (source: Calculon)

- Characters now give the opponent half VPs if they lose half or more wounds, rather than more than half their wounds (confirmed)

29-06-2006, 14:31

- The new rules apparently explicitly state that a character may not join a Monster, such as a Giant or a Tomb Scorpion. Naturally this does not affect ridden monsters. (source: adsVampire on TWF)

29-06-2006, 14:32

- Flyers have to use their flying move when fleeing if able to. Flyers may flee over enemy units and are only destroyed if they end their flee move on top of an enemy unit or impassable terrain. (source: adsVampire on TWF)

29-06-2006, 14:33
Standards, musicians and champions

- Characters & command can now go anywhere in the front rank. (source: Calculon)

29-06-2006, 14:34
Special rules

- You can apparently march and still use a Breath weapon (source: adsVampire on TWF)

- Regeneration is now basically a 4+ Ward save that does not work against Fire attacks and can be taken in addition to a normal Ward save. (source: adsVampire on TWF).

- Swarms now apparently lose an additional wound for each point they lose a combat by (i.e. same as Undead). This does not apply to Swarms who are Undead (and thus crumble alread) or Daemonic. (source: Calculon)

29-06-2006, 14:35

- Skirmishers can now be march blocked. (source: Calculon)
UPDATE: Apparently, the rule that lets skirmishers always march has simply been removed in the new rulebook.

- Enemy units do not receive the -1 to hit penalty for shooting at larger than mansized skirmishers (confirmed)

29-06-2006, 14:35
Fast cavalry

- Fast cavalry now apparently also shoot if they rally after voluntarily fleeing . (source: source: adsVampire on TWF)

29-06-2006, 14:36
War machines

- Grapeshot for cannons is apparently back to a Flame template, but now do D3 Wounds. (source: adsVampire on TWF)
UPDATE: Not only that, but it has a Strength equal to the roll of the Artillery dice, rather than being S4. It is still armour piercing (confirmed)

- Stone throwers now have a minimum range of 12" (confirmed)

- Stone throwers and cannons must now guess range to a spesific enemy model within line of sight. (confirmed)

- Line of sight for war machines is now measured from the machine itself. (confirmed)

29-06-2006, 14:36

- Chariots can now move through difficult terrain, though they still take hits if they do so. (source: adsVampire on TWF)

- Chariots fleeing through a unit now apparently cause impact hits, even to friendly units. (source: adsVampire on TWF)

- Enemies attacking chariots now use the highest WS of the crew and animals, rahter than the highest WS of the crew (confirmed)

- Characters riding chariots don't take damage if their chariot is destroyed. (confirmed)

- When a character in a chariot is involved in a challenge he stays in the chariot and the animals also fight (the other crew do not) (confirmed)

29-06-2006, 14:37

Rules are more abstract and seem like they could actually work. Only infantry may enter and enemies (again, only infantry) wishing to charge them measure the range to the building itself (no need to use doors, etc). Buildings also grant the defended obstacle bonus. When fighting inside a building, up to US10 worth of models from either side may fight, and only casualties count towards combat result. If the chargers do not break the defenders, they must retreat 1" away from the building.

Up to US5 worth of models may fire from a building per story in it. There is a -3 to hit penalty for firing at models in buildings and template weapons do D6 hits (similar to 40K Cityfight). (confirmed)

29-06-2006, 14:38

- Power dice generated by a wizard may only be used by that wizard. Other dice, such as those generated by Tzeetch-marked units, Orc & Goblins units in combat and the 2 basic dice can be used by any wizard (source: Calculon, GDLA)

- New miscast table
2: Your spell fails. Your wizard DIES, replace the model with a fine red mist. All models in base contact take a S10 hit, no armor save.
3-4: Your spell fails. All models in base contact take a S6 hit, including the wizard, no armor save.
5-6: Your spell fails. Your opponant may now cast one of their own spells at basic casting value witout using dice etc.
7: Your spell fails. your cater takes a S2 hit with no armour save allowed. The caster may not do anything else that magic phase.
8-9: Your spell fails. The caster takes a S4 hit with no armour save allowed, and all spells in play are automatically dispelled. The magic phase is over.
10-11: Your spell fails. The caster takes a S8 hit with no armour save allowed. Your wizard loses a magic level. If your wizard is now lvl 0, he can’t use arcane items.
12: Your spell is cast with irresisitable force, and then is removed from the mind of the caster.
(source: GD Toronto)

1. Portent of Far: Easier to case. Now first spell on the list, switched with Second Sign.
2. Second sign: Can ONLY be used on to hit and to wound - NOT on more spells etc. (source: Calculon)
3. Mystical shield: Medium difficulty. Gives a 4+ ward save vs. normal and magical missiles. (source: Deathjester)
4. Forked lightning: Now have unlimited range but require LOS (source: GD Toronto)
5. Uranon's Thunderbolt: now have unlimited range but require LOS (source: GD Toronto)
6. Comet of Cassandora: Strength 4, as in the trial version. (source: Deathjester)
Storm of Cronos is off the list (source: GD Toronto)

1. Rule of Burning Iron: Strength 1 to 7 depending on the armour save of the enemy model. No armor save allowed. Ignores normal targeting restrictions.
3. Transmutation of Lead: cast on an enemy unit in close combat, every model gets -1 to hit, -1 to wound, -1 on saves.
6. [Unknown name]: 2D6 hits like the Rule of Burning Iron.
(source: GD Toronto)

1. Burning Gaze: D6 S4 (S6 vs Undead & Daemons)
3. Healing Energy: restores 1 wound. No range or LOS required
6. Cleansing Flare: D6 S5 hits (S6 vs Undead & Daemons) to all enemy units within range
Blinding Light is gone.
(source: GD Toronto)

1. Mistress of the Marsh: Easier to cast
2. Master of Wood: Cast on unit within 12" of the caster or a wood. D6 Strength 4 (Strength 5 if in the wood).
3. Gift of Life: Heals wizard or friendly model within 12" up to full Wounds. (source: Deathjester)
5. Rain Lord: models with missile weapons get -1 to hit. With Armor Piercing weapons it is -2. War Machines + other things fire on a 4+.
6. Master of Stone: Cast on unit within 12" of the caster or a hill. D6 Strength 5 (Strength 6 if on the hill).
(source: GD Toronto)

No details.

2. Creeping Death: Causes 3D6 S1 hits with no armour save allowed
5. Unseen Lurker: Now gives you an extra move, instead of letting you move an extra 8". Charge reactions might be allowed. (source: adsVampire on TWF)
6. Pit of Shades: Very high difficulty. Use the small round template. All models underneath are hit automatically, partials on a 4+. All models affected must pass an initiative test or DIE, NO SAVES OF ANY KIND. (source: GD Toronto)

1. Bear’s Anger: now the first spell on the list
4. The Beast Cowers: Mounts don’t attack at all.
5. Hunter's Spear: Medium difficulty. Very similar to a bolt thrower but doesn't need to roll to hit.
(source: GD Toronto)

3. Burning Head: Now also causes a Panic tests if the targets suffers any casualties.
6. Wall of Fire: causes a S4 hit to every model in the front rank. If the target unit moves at all for any reason every model in the unit takes a S4 hit. Against units with a 360 LOS it works like Fire Ball.
(source: GD Toronto)

29-06-2006, 14:39
Magic items

- No cost is listed for any of the common items (confirmed)

- Reading a Dispel Scroll does not stop any spells you have in play (confirmed)

- Power Stones may now be taken in addition to one other Arcane item (confirmed)

- The Enchanted Shield can not be combined with other magical armour anymore. (source: adsVampire on TWF)

25-07-2006, 12:47
Just a few updates. My local store has the rulebook and thus I've clarified some things and added others. Thus everything listed with "(confirmed)" has been discovered by reading the rulebook. Everything else is of course confirmed as well and barring the odd typo the info in this thread should now all be correct.

If you want to know more, I have a couple of reviews linked to in my signature.

29-07-2006, 09:41
Thanks to Badger for pointing this out to me. It's supposed to be a GW summary (sent around by email) listing the 7th edition WHFB rules changes.

No idea if that's really the case, but I thought it would give us a nice chance to compare these points with the current rumours. :)


In general, all rules text has been simplified where it was felt that it was unclear or overwritten. Some diagrams have been modified for extra clarity and new ones have been added where necessary.
Compatibility with existing army books was paramount throughout the entire process and has been 99% achieved!

The main changes are:

• Movement:

1. Charging units must now move to bring as many models as possible into the ensuing fight (from both their side and the enemy’s). This prevents exploitation with “clipping” charges.
2. Clarified how to move fleeing and pursuing units. Essentially: pivot the unit on the spot to face the direction it’s going to move towards, and then move it the distance rolled.
3. Clarified charge re-direction. Units hit enemies other than the ones they charged only if the new target is in their way as they charge after the fleeing intended target.
4. Re-worded the Change Formation manoeuvre so that it refers to the width of the unit’s frontage and not its ranks.
5. Killed the Snaking formation, as it is an obsolete rule that has long lost its reason to exist due to the newer rules for skirmishers and fast cavalry.
6. Clarified that units cannot voluntarily move off the battlefield unless specified in the scenario that is being played.

• Shooting:

7. A unit can now shoot only against one enemy unit and not multiple enemy units in any case, no exceptions.

• Magic:

8. Power dice generated by wizards can be used only by the wizards that generated them and not by other wizards in the army. The dice in the pool remain available to all wizards.
9. The Miscast Table itself is a lot nastier and the wizards can actually die from a Miscast, with rather spectacular pyrotechnic effects.
10. Spells in the Magic Lores have been reviewed in an attempt to make the least used Lores more appealing and tone down the ones that are a bit too good.
11. The Enchanted Shield cannot be combined with magic armour.
12. Reading a dispel scroll does not terminate the dispelling wizard’s Remains in play spells anymore.

• Combat:

13. Combat Phase sequence changed. The player whose turn it is picks combats in turn and each combat is completely resolved, including fleeing and pursuing, before passing onto the next. This clarifies the sequence in which fights, fleeing and pursuing happen. This change has several repercussions, such as allowing units to fight twice in a combat phase if they pursue into an existing combat that has not been solved yet during that phase (fight, win, pursue/overrun into another combat, fight again). Units, however, are limited to one pursue/overrun per turn only.
14. Fleeing is now always done directly away from the cause first, and then towards the closest table edge in following turns. Fleeing troops can move through friends (causing Panic), but are destroyed if they have to flee through enemies (of Unit Strength 5+) or impassable terrain. This solves the complex issue of the movement’s direction of fleeing and pursuing units.
15. The number of models needed to receive a Rank bonus in combat is now 5!
16. Killed the “Lapping Round” manoeuvre, but allowed winning units to perform a turn or change formation manoeuvre in combat, in order to bring more models into the fray.
17. Allowed the +1 combat res. bonus of the Battle Standard to stack on top of the +1 for units’ banners.
18. Added the Insane Courage rule: rolling snake eyes on a break test means the test is automatically passed, regardless of modifiers. This can even override auto-break from Fear-causing enemies!
19. Defended obstacles have been toned down. Units attacking over an obstacle simply lose the charging bonuses.
20. Clarified the rules for units that re-enter the battle after pursuing enemies off the table.

• Psychology:

21. Troops engaged in close combat do not take Psychology tests!
22. In order to cause Panic, friendly units fleeing/wiped out must have Unit strength 5+.
23. Unified all Panic ranges to 6”.
24. Removed the Panic test for fleeing friends within 4” at the beginning of the turn (it has effectively been replaced by the Panic test for friends fleeing through the unit).
25. Immune to Psychology gives immunity only to Panic/Fear/Terror, allowing positive psychological effects to affect the unit.
26. Unbreakable has now a Swarm box-out, which makes swarms suffer extra wounds when losing a fight, much in the same way as Undead.
27. Use combined Unit Strength of all units defeated in a fight against the combined Unit Strength of all fear-causing units on the winning side to determine if they are outnumbered by fear-causing enemies.
28. Stupidity does not affect units in close combat.

• War machines:

29. War machines without a crew are immediately destroyed by enemies in base contact with them.
30. Cannon balls hit all models they go through when hitting skirmishers or war machines and their crew.
31. Grapeshot uses the flame template, has variable Strength (Artillery dice) and causes D3 wounds.

• Weapons:

32. Great weapons confer only a +1 Strength bonus to mounted models.
33. Pistols simply count as hand weapons in close combat. If a model carries two+ pistols, it has the 2xMultiple shots rule.
34. Hand weapon+shield extra pip of armour applies only when fighting to the front and not to the flanks/rear.

• Skirmishers:

35. They cannot march if enemy is within 8” (this rule now applies across all units, no exceptions).
36. They get a single change of direction during the charge.
37. Added a section about skirmishing units of monsters and handlers.

• Monsters/chariots:

38. They get only one pivot during a charge.
39. Chariots can choose to move through difficult terrain and obstacles (but still suffer damage).

• Miscellaneous rules:

40. Regeneration is now a simple save working exactly like a ward save, except that it can be taken after ward saves (!) and is cancelled by flaming attacks.
41. “Always Strike First” has been standardised as a Special Rule.
42. Deleted the rule protecting Characters within 5” of friendly units. If not inside a friendly unit, characters are a unit of their own and can therefore be targeted normally!
43. Characters inside a friendly unit cannot be targeted by missile fire (and get ‘Look out sir’ if the unit is 5 or more models strong). This rule does not apply if they have Unit strength 5 or more. This allows characters mounted on multi-wound steeds (like Archaon, Tyrion etc.) to join friendly units without being picked out by enemy fire!
44. Buildings. Complete new rules for moving and fighting in buildings, including a spread on Special features (funky fantasy terrain!).
45. Clarified interaction of flying movement and terrain.
46. Magic resistance is passed from a character to the unit it joins and vice-versa.
47. Clarified rules for capturing Battle Standards.
48. Half VPs are now scored for units reduced to half strength or less, and not below half strength. The same is true of characters (so wounded Heroes yield half their cost in VPs!).
49. Units with Unit strength of less than 5 cannot capture table quarters, nor can they deny them.
50. Champion banners musicians and characters all equally have to be in the first rank (players are free to decide who goes at the back if there’s no space).
51. Clarified that fleeing generals and battle standards lose their abilities.
52. Clarified character-unit psychology interaction.

• Scenarios:

53. All scenarios have been either deleted or moved to the Hobby section. The rules section has now a “Starting the game” sequence that effectively explains the Pitched Battle scenario.
54. The rules for deploying terrain have been expanded, creating a terrain-set-up pre-game phase.
55. The player winning the roll-off at the beginning of the game gets to choose the table side but also has to start deploying, balancing out the importance of the initial roll.

Discussion thread can be found here (http://www.warseer.com/forums/showthread.php?t=43813).

07-08-2006, 16:49
Magic items

- No cost is listed for any of the common items (confirmed) [...]

I was told that the rumour about armies having different point costs for the common magic items is true.

05-09-2006, 08:27
A few more confirmations I think:

- Skirmishers do not have the "Double Pace" rule anymore.
- Characters move according to the same rules as skirmishers.
- wheeling of chargers: you may wheel only once during the charge, you MUST wheel to maximise the number of models to be in BtB contact.
- charge/flee: turn your units 180 deg, directly away from the biggest threat and run.
- shooting, you can target anyone.
- -1 shooting at single model or skirmishers does not apply to cavalry or larger models.
- rank bones: yup 5 wide.
- CC sequence is comlpetely worked out for every situation before moving to the next situation.
- overrun/pursue into engaged enemy unit, but not solved battle: the pursuer joins in.
- overrun/pursue into not-engaged enemy unit, combat next turn.
- Winning CC units may increase the number of models in their front rank by a max of 5.
- Winning CC unit with an anemy in the flank or rear may perform a free maneuver to face them.
- Battle standard + unit standard give +2 to CC resolution
- Rolling snake-eyes for a break test will always save the day.
- defended obstacle rumour is true.
- overruns only when you charge
- you flee in a direct line, directly away from the enemy who defeated you, no mving around obstacles.
- You may flee through friendly units (they must take a panic test), throught fleeing enemy units and enemy units that have a unit strength lower then 5.
- Impassable terrain or enemy units (strenght 5 ormore) will kile fleeing units.
- units in CC never take a psychologie test.
- Units with less than 5 strength at the beginning of the phase do not cause panic checks when destroyed or fleeing.
- you can only move off the table if you flee or pursue otherwise treat the tale edge as impassable terrain.
- all ranges for psy-ops are 6" now.
- parry rule only infantry and when facing enemy in the front.
- great weapon: +2 infantry, +1 mounted
- Pistols are now considered to be hand weapons in CC
- characters and the C&C group can go anywhere in the front rank
- you now get VPs for characters and units that are at half strength (or below) of their starting strength
- The Victory Point chart is now divided up in coumn with smaller number armies: up to 999, 1000-1499, 1500 - 1999, 2000-2999, 3000-3999 and 4000+. Also the number of score difference is increased, added are: 0-74, 75-149, 150-224, 225-299.
- characters mounted on flying creatures cannot join units.
- characters mounted on chariots can only join units of chariots.

- Characters can never join a monster, single chariot, unit of flyers or another character.
- Flyers may choose what to use when fleeing, either they use their flying ability or else 3D6, they can fly over units and terrain if they choose to flee flying.
- marching and using a Breath weapon is allowed.
- Regeneration works like a 4+ ward save, but it is not a ward save! It can be taken after an armour save and a ward save..
- unbreakable swarms lose 1 wound for every point they lose in a combat. Swarms with special combat results use the special combat result.
- fast cavalry may shoot after rallying but count as having been moved.
- grapeshot cannon: flame template, D3 wounds, S is artillery dice.
- stone thr. & cannons must pick a enemy model as a target.
- stone thrower range: 12"- 60"
- chariot can move over difficult terrain and obstacles but take D6 S6 hits. All hits strike the chariot!
- fleeing chariots cause impact hits.
- when attack a chariot you use the highest WS from among the team and animals.
- character and chariot in challenge: animals and characters fight, team does not.

- Change formation: use half movement and increase/decrease front rank by 5 models. Use all movement to increase/decrease front rank by 10 models.

It is amazing how much of the rumours are actually no rumours at all...
Quite a funny comment, eh? ;)