Warmaster Armies Errata 2009
Warmaster Armies Errata 2009
Warmaster Armies Errata 2009
ERRATA
By Rick Priestley and the Warmaster Playtest Team
under coordination of Lex van Rooy
This Errata applies to the latest version of Warmaster Armies from January 2007.
Empire Empire
Special rules: Army selector:
Replace the Flagellants/Skirmishers paragraphs with Skirmishers: Replace the Unit size
following: number with following:
2. Flagellants. So keen are they to meet their maker that a unit
of Flagellants will always use its initiative to charge an enemy if +1
possible and cant be given orders instead. Theyll never use their
initiative to evade. They cant be driven back by shooting and
do not roll for drive backs. If a unit of flagellants is victorious in
combat and is able to pursue the enemy or advance in accordance
with the rules, then it must to do so where possible. Flagellants
Empire
are unaffected by enemies that cause terror in combat, so they do
not suffer the usual -1 Attack modifier.
Spells: Weird Enchantment
Replace the last paragraph with following:
3. Skirmishers. Skirmisher stands never count as independent
units under any circumstances. Instead, you may add one stand
of Skirmishers to any of your infantry units. This brings the size
The unit moves at half pace in all situations: even when charging
for example. The unit counts all enemies as terrifying (-1 Attack
penalty). If the unit would normally cause terror then it ceases
1
Warmaster Armies Errata
Because Dragon Riders have a great many hits (6) which are
discounted and its maximum Hits and Attacks are halved for the
difficult to inflict even during a lengthy combat engagement, we
must consider the possibility of hurting the Dragon and reducing
its effectiveness in subsequent turns. Therefore, if a Dragon
Rider has accumulated 3-5 hits by the end of the Shooting phase
or Combat phase it is deemed to have been badly hurt. Once a
Dragon has been badly hurt all accumulated hits are discounted
and its maximum hits value and Attacks are halved for the rest of
the battle (to 3 Hits and 3/2 Attacks).
Dwarves
Army selector:
Cannon: Replace the Attack number with following:
1 / 2 + bounce
Special rules:
Replace the Rangers paragraph with following:
2. Rangers. Although they are infantry the exceptional mobility
of Dwarf Rangers means that they can pursue any type of
retreating enemy.
2
Warmaster Armies Errata
Skaven
Army selector:
Replace the Selector Table with following:
Clanrats Infantry 3 3 6+ 3 40 2/
Stormvermin Infantry 3 3 5+ 3 55 /2
Jezzails Infantry 3/1 3 6+ 3 70 /2
*12
Plague Monks Infantry 5 3 0 3 70 /2
*
Rat Swarms Infantry 2 3 0 3 25 2/
*34
Gutter Runners Infantry 3/1 3 6+ 3 70 /4
*
Rat Ogres Infantry 4 4 5+ 3 110 /2
Warp LightCannon Artillery 1/D6 2 0 1 50 /2
*56
Doom Wheel Machine 5 4 4+ 1 125 /1
*
Screaming Bell Machine 0 4 4+ 1 125 /1
*78
Grey Seer General +1 9 1 130 1
*
Hero Hero +1 8 1 70 /2
Warlock Wizard +0 6 1 30 /1
Lizardmen
Special rules: Replace the Salamander 1st paragraph
Replace the Terradons paragraph with following: with following:
stand. The Salamander stand fights as part of the unit and can be
3
Warmaster Armies Errata
3. Cold Ones Knights. Cold Ones are very aggressive mounts. Because 6+
of this each stand of Cold One Knights has an Attack value bonus of
+1 in the first round of each combat when fighting to the front, i.e.
the Cold One Knights stand has to touch the enemy in arc of sight
with its frontal edge and/or frontal corners (including contact by Daemons
frontal corner only). For the same reason Cold One Knight cannot
form brigades except with other units of Cold One Knights.
Special rules:
Replace the General paragraph with following: Replace the Daemon Overlord
paragraph with following:
6. General. Dark Elf commanders are masters of manipulation
and cruelty - this makes them uncompromising in their dealings
with subordinates! If a Dark Elf Hero or Sorceress rolls a double
Araby
Army selector:
Replace the Hero line with following:
Hero Hero +1 8 1 80 /2
Special rules:
Replace the Magic Carpets paragraph with following:
4. Magic Carpets. Magic carpets can fly they have been rated
as aerial cavalry as this is the closest categorisation to their
type. Because they are awkward flyers, they can be pursued by
any type of enemy troops. Riders have a shooting range of only
15cm. However, they can shoot from any edge without turning
stands to face their target. Just measure the range from any stand
edge, front, side or rear. Note that this enables them to shoot at
enemies charging them from any direction.
4
Warmaster Armies Errata
These additional Errata sheets are intended for those who have printed the earlier version
of Warmaster Armies from June 2006 (without the Araby Army).
Empire
*1
Army selector: *32
*
Replace the last column (Special) with following:
*48
*
*7
*56
Daemons *
Spells:
Replace the header with following or simply
delete last word:
Daemonic Spells