WARHAMMER FANTASY 8.5
Welcome to Warhammer Fantasy 8.5 edition. A
Community Project updating the Warhammer
Fantasy 8th edition to incorporate community
requests and the most popular rule packs of 8th
edition. Following are Errata for you to place in your
Warhammer Fantasy 8th edition book to update it to
8.5 edition. Alternatively, the WHFB 8.5 Battle Bible
incorporates these changes seamlessly into the rules.
Following the Errata is a series of Q&A clarifications;
an amalgamation of the Games Workshop (GW)
rulebook FAQ and frequently asked questions that
the community had that weren’t addressed by GW
(denoted by 8.5 after the question.) These Rule
Clarifications address some unclear rules that
occasionally come up. As there was an effort made
not to modify the 8th edition rules unduly, rather that
rewrite some of the rules unnecessarily, they are
reproduced after the errata.
To stay up to date with the Warhammer Fantasy 8.5
Project, chat with the community, and get the most
current updates, Army Books, & Expansions, join the
Warhammer Fantasy 8.5 Community Facebook page;
https://www.facebook.com/groups/1483795728606
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ERRATA
Page 10 – Leadership Tests
Add the following; “unmodified Leadership tests are taken on the
highest leadership characteristic in the unit with no modifiers,
either positive or negative.”
Page 13 - 1” Apart
Add to the end of the first Paragraph; “If at the start of its move a
unit cannot go forward due to enemy units within
1” but not in its front arc, nudge the enemy unit back by the
shortest possible distance for the unit to advance.”
Page 21- Flank and Rear Charges.
Replace the fourth paragraph with; “If a charging unit straddles
two zones, then the unit is considered to be in the zone where the
closest part of a model in the target unit is.”
Page 22 – Unusual Situations
After the fourth sentence in the first paragraph add; “If it is not
possible for either the charging unit or its target to close the door,
you may fudge it by the target unit closing the door on the
charging unit with a different arc that was initially charged.”
Page 30 - Roll for Winds of Magic
Add the following to the end of the first paragraph; "In a Grand
Army, roll 4D6."
Page 30 – Power Limit
Replace the second sentence of the first paragraph with; “The
maximum amount of power dice used in a magic phase cannot
exceed 12; in a Grand Army, 24.”
Page 30 - The Dispel Pool
Add to the end of the first paragraph; “In a Grand Army, choose
the two highest D6 rolls of the four Winds of Magic dice.”
Page 33 – Irresistible Force
Replace the second sentence of the first paragraph with; “The spell
will be cast automatically and cannot be dispelled unless the
opponent can dispel with irresistible force. If the spell is
successfully dispelled, then the casting Wizard does not roll on the
Miscast table when the spell is resolved. If the spell resolves, then
you roll on the Miscast table.”
Replace the second sentence of the seventh paragraph with; “More
importantly, a spell cast with irresistible force can only be dispelled
with irresistible force itself by rolling two or more unmodified 6s
on the dispel attempt.”
Page 34 – Miscasts
Add to the end of the second paragraph; "If more than 2 dice were
used to cast the spell, apply a -1 modifier to the Miscast table; If 5
or more dice were used, apply a -2 modifier instead.
Page 35 – Dispelling with Irresistible Force
Remove from the first sentence of the second paragraph “although
it still cannot help if the spell was cast with Irresistible Force in the
first place”
Page 48 - Who can strike?
Add to the end of the first paragraph; “Models in base contact
with the enemy or providing supporting attacks may always choose
to fight the rank and file models in the enemy unit.”
Page 51 - Remove Casualties.
Add after the third paragraph; “Remove casualties so as to keep as
many units as possible fighting as many units as possible. If you
have to, you may ignore the requirement to remove equally from
both ends of a single rank unit. But only when you have to! If the
unit still drops out of base contact, the unit that is taking casualties
can be also nudged to retain base contact. If units would still drop
out of contact, the owner of the casualty-taking unit removes
casualties normally, possibly deciding which units drop out of
contact. Remember, a unit will never change frontage or contact
new units as a result of a nudge, and that you should always only
nudge the minimum distance needed to retain as many units in
base contact as possible. Only units that take casualties or lose
base contact may be nudged. Units can’t be nudged through other
units or impassable terrain or buildings.”
Page 54 – Steadfast
Add to the end of the first paragraph; “A unit that is disrupted
cannot be steadfast.”
Page 57 - Move Pursuers
At the end of the second paragraph add; “When pivoting in this
case, you may move within 1” of a unit or impassable terrain. If
however, you don’t roll high enough to move outside 1” of either
the unit or impassable terrain that you pivoted over, then you do
not move and the pursuit fails.”
Page 72 – Killing Blow
Replace the first paragraph with; "If a model with the 'Killing Blow'
special rule rolls a 6 to wound against an Infantry, Cavalry or
Warbeast model, he automatically slays his opponent - regardless
of the number of wounds on his Profile. Also, armour saves and
regeneration saves may not be taken against a Killing Blow,
regardless if the model is not a Infantry, Cavalry or Warbeast
model. A Ward save can be attempted - if passed, the ward save
prevents all damage from the Killing Blow."
Replace the second paragraph with; "Killing Blow does not affect
Swarms as they are too numerous for a well-placed strike to slay
them all."
Page 72 – Large Target
Replace the second sentence of the first paragraph with; “Large
Targets cannot claim cover modifiers except for those provided by
a Forest, other Large Targets, or Infinitely tall terrain”
Page 74 - Random Movement
Add to the end of the second paragraph; “Models with the Random
Movement special rule may not end their initial pivot within 1″ of
other units, unless the direction they choose to pivot in would
bring them into contact with an enemy unit either with the pivot
or a 1″ move forward, in which case they charge it. You may fudge
them into contact.”
Page 76 – Stubborn
Replace the first sentence with; “Stubborn units takes Break tests
without applying the difference in the combat result scores.”
Page 77 - Skimishers and Charging
Replace the first paragraph with; “If skirmishers declare a charge
(or a charge reaction that does not involve fleeing) they tighten
their loose formation once the enemy unit makes contact with the
skirmishing unit. This happens ‘for free’ at the moment the two
units touch. The skirmishing unit then contracts around the model
in base contact with the enemy. If both units are skirmishers, then
the unit receiving the charge contracts first before the charging
unit does so. The charging unit may then continue to wheel.”
Page 78 – Terror
Add to the end of the second paragraph; “If a unit wants to charge
a Terror causing unit, it must take a Leadership test. If it fails then
the unit counts as having failed the charge. If the unit would have
contacted its target even with its failed charge movement, it instead
stops 1" away from the target.”
Page 78 – Unstable
Add to the end of the third paragraph; “If a unit is steadfast, then
it may reduce the amount of wounds by its Rank Bonus, +1 if the
unit has a Standard.”
Page 79 – Ambushers
Change the first sentence of the second paragraph to; “A unit with
the Ambushers rule can choose to not deploy at the start of the
battle.”
Page 93 – Look Out Sir!
Replace the first sentence with; “If a unit is hit by a template,
cannonball, then a champion/character may be warned or
physically moved out of harm’s way by a colleague. If the unit is
hit by a Direct Damage spell that can kill models with no saves of
any kind allowed, then only one model may be warned (no other
Direct Damage spells allow 'Look Out Sir!" unless it is also a
template.)”
Page 105 –Ridden Monsters, Templates
Remove; the reference to cannonballs
Page 112 - Cannons, Choose Target
At the end of the third paragraph add; “Cannonballs cannot hit a
target which is out of Line of Sight of the Cannon.”
Page 116 – Battlefield Terrain
Add; “Hills, Buildings and Impassable Terrain count as being
infinitely tall and block line of sight.”
Page 116 – Battlefield Terrain
Add; “Ruins count as Hard Cover and count as Dangerous Terrain
for Cavalry & Chariots. No unit with the majority of its models in
it can be steadfast; Skirmishers in a ruin are Stubborn”
Page 120 – Rivers
Replace references to Rivers with Rivers, Swamps, & Water
Features
Page 134 – Lords
Replace entry with “Exalted, In a Grand Army you may spend up
to 25% of your points on the following characters; Nagash –
Supreme Lord of the Undead, Karl Franz Ascendant, Malekith –
The Phoenix/Eternity King, Imrik – Crown Prince of Caledor,
Archaon Everchosen.
Page 134 – Heroes
Replace entry with; “You can spend up to 50% of your points on
Lords and Heroes”
Page 135 – Grand Army
Add a third paragraph; “Armies with Legion or Host in the name
(Armies from the End Times) may only be played as Grand
Armies.”
Page 135 – Army Selection Summary Table
Replace the Lords entry with “Exalted” Replace Heroes with
“Lords & Heroes – up to 50%”
Page 143 – Victory Points, Dead or Fled
Add a second paragraph; “Fleeing units at the end of the game
count as destroyed.”
Page 143 – Victory Points, Summoned Units
Add after ‘Underdog challenge’; “Units that are summoned from
the Lore of Undeath give up victory points as if they were part of
the players army.”
Page 146 – Battle for the Pass, Deployment
Add at the end of the first paragraph; “In the centre of the table
there is an objective. If at the end of the game, a player has a unit
within 6” of this point and his opponent does not, then the player
receives bonus Victory Points equal to 20% of the points being
played.”
Page 148 – Blood & Glory, Victory Conditions
Change the paragraph to; “The first army to break the enemy
receives bonus Victory Points equal to 20% of the points being
played. Use Victory Points to determine the winner of the battle.”
Page 148 – Blood & Glory, Fortitude
Add the following to the end of the first paragraph; “If at any
time; all the remaining fortitude in the army is located in a single
unit, the army is considered broken.”
Page 149 – Meeting Engagement, Deployment
Replace the Second sentence of the first paragraph with; “The
players roll off and the winner chooses the two opposite corners
to be used, the other player then decides which half each will
deploy in.”
Page 150 – The Watchtower
Replace all references to the Watchtower with; “a Forest, Swamp
or a Ruin in the centre of the table.”
Page 150 – The Watchtower, Victory Conditions.
Change the paragraph to; “At the end of the battle, the side that
has a unit in the terrain piece or is closest to the terrain piece if
there are no units within it gains bonus Victory Points equal to
20% of the points being played. If multiple units from different
players are within the terrain piece, then the player with the unit
with the most static combat resolution receives the points. Use
Victory Points to determine the winner of the battle.
Page 162 – Spell Generation, Signature Spells
Replace the third sentence of the first paragraph with “A wizard
that rolls for spells automatically knows a single signature spell of
the lore that they have chosen. If the lore does not have a
signature spell, then the wizard knows the first spell in that lore. In
which case, if you roll a 1 when generating spells, roll again until
you don’t roll a 1.”
Page 164 – The Lore of Fire, Flame Storm
Replace the second sentence with; “All models hit by the template
suffer a Strength 5 hit.”
Page 171 – Lore of Death
Swap Spirit Leech to be the First Spell and Aspect of the
Dreadknight to be the Signature spell.
Page 171 – Lore of Death, Soulblight
Change the Second Sentence to read; “The Wizard can choose to
have this spell target all enemy units within 12” – In which case
the casting value is 18+”
Page 175 –Standards, Banner of Discipline
Add; “If the General is in the unit; he may not use the +1
Leadership for Inspiring Presence.”
Page 177 –Items, Crown of Command
Change the entry to;
“The bearer and his unit may reroll Leadership Tests”