The Norn Consensus: WHFB 6th Edition Definitive FAQ & Errata Archive
Welcome to the physical archives of the Karak Norn Wargaming Club (Zürich).
Herein lies the digital ledger of the Norn Consensus: a curated historical compilation of regional referee precedents, table-side resolutions, and list-validation rules for Warhammer Fantasy Battles (WHFB) 6th Edition.
Born in 2004, one year after the foundation of our club, the Consensus developed as a quiet, internal referee baseline shared among a modest network of tournament organizers and local clubs across the DACH area, anchoring some Swiss and Austrian competitive circles. Rather than a public-facing, widely advertised player packet, it functioned behind the scenes as a living record of table-side arbitration. Its contents were originally scattered across handwritten field notes taken during matches (many scribbled in local Schwiizerdütsch), physical club meeting minutes, private mailing list drafts, and loose text fragments stored on old local hard drives.
The archive documents an organic post-tournament feedback loop: whenever an unprecedented rule interaction caused a stalemate at the tabletop, judges would execute an immediate, temporary table-side compromise (a "coin toss" ruling) simply to keep the active match clocks running. In the days following the event, the private mailing list would dissect these cases with rigorous rules analysis, checking language nuances across different printings to generate a binding regional precedent that would avoid future friction.
As veteran commanders and the architects maintaining the modern New Recruit 6th Edition data repository, our ongoing preservation work involves translating these legacy records into precise mechanical data. To optimize this engine for the modern revival scene, we actively curate the data to remove obsolete entries (such as temporary trial lists or legacy Ravening Hordes adjustments) that were later officially resolved by Games Workshop themselves in subsequent errata updates.
The resolutions documented below represent the refined, destilled core of those historical precedents. They are designed to eliminate ambiguity on the battlefield, providing absolute stability and unquestioned clarity for both casual tabletop engagements and modern retro-community tournaments.
THE NORN CONSENSUS FAQ
Archivist Note: This page reproduces only the Norn Consensus adjudications from the current Karak Norn WHFB 6th Edition FAQ archive. Official Games Workshop errata and Direwolf historical entries are intentionally excluded from this blog index.
INDEX
Core Rulebook Logistics:
Army Book Adjudications:
- Empire
- Orcs & Goblins
- Dwarfs
- Vampire Counts
- Dark Elves
- High Elves
- Skaven
- Hordes Of Chaos
- Tomb Kings
- Lizardmen
- Beasts Of Chaos
- Bretonnians
- Storm Of Chaos - Cult Of Slaanesh
- Ogre Kingdoms
- Wood Elves
- Dogs Of War
- Chaos Dwarfs
CORE RULEBOOK LOGISTICS
MOVEMENT
Q: When a unit executes a standard Reform, can it freely rearrange its models to form a very wide horizontal screen, regardless of the distance the outer models would have to move?
Ruling: No. A Reform does not allow models to ignore their normal movement allowance.
Although a Reform is resolved around the unit's centre, the physical repositioning of the models is still limited by their movement characteristics. No individual model may end the Reform further from its starting position than it could normally move during that Movement phase.
A Reform may not be used to create artificial "screening walls" or to seal off movement channels by stretching the unit's footprint beyond what the models could physically achieve.
Source: `[The Norn Consensus Historical Precedent / FB_faq_0 Geometry & Reform Limitations]`
Q: What is the exact sequence for declaring charges and charge reactions? Do you declare a charge, allow the opponent to declare their reaction, and then move on to declare your next charge?
Ruling: No. You do not alternate declarations. You must declare ALL of your charges for the phase first. Once all charges have been declared, the defending player then declares the charge reactions for each of their charged units. Reactions are then resolved (fleeing units move, Stand & Shoot fire is resolved), and finally all charging units are physically moved.
Source: `[The Norn Consensus Historical Precedent / Rulebook page 44]`
Q: If a unit performs a "Reform" maneuver, is it allowed to move within 1" of an enemy unit, or must it maintain the 1" separation?
Ruling: You must always stay at least 1" away from enemy units during your movement, except when declaring a charge.
When your unit completes its reform, you must ensure its final position maintains this mandatory 1" gap.
Source: `[The Norn Consensus / Rulebook, pages 49, 55]`
Q: How is it determined whether a charge hits the Front, Flank, or Rear of the target if the charging unit crosses multiple arcs?
Ruling: It is determined by the position of the majority of the charging unit's footprint at the moment the charge is declared. You project the target unit's arcs from its corners. Whichever arc the majority of the charging unit's footprint lies within is the arc that must be charged, regardless of the charging unit's own facing.
Source: `[The Norn Consensus Historical Precedent / FB_faq_0 Case 9]`
Q: If a cavalry unit performs a "turn" maneuver (rotating 90 degrees left or right) next to impassable terrain, what happens if the terrain physically obstructs the models rotating?
Ruling: The models pivot in place to form their new facing.
If terrain gets in the way of the physical rotation, players should allow a slight adjustment to the unit's positioning, provided that no individual model ends up moving further than its maximum allowed Movement distance.
Source: `[The Norn Consensus / Rulebook, page 49]`
SHOOTING
Q: If a missile-equipped unit declares a charge but fails to reach its target, may it shoot during the subsequent Shooting phase?
Ruling: No. A unit that has failed a charge has spent its Movement phase action attempting that charge and may not fire missile weapons in the Shooting phase. This applies to ordinary missile troops and to war machine crew where the situation is legally applicable.
Wizards in the unit are not prevented from casting spells merely because the unit failed a charge, unless another rule specifically prevents them from doing so.
Source: `[The Norn Consensus Historical Precedent / Rulebook Shooting Restrictions / Warhammer Skirmish Rules pages 8 & 10 / White Dwarf 254]`
Q: Can a Stone Thrower, Hellcannon, or similar guess-range war machine declare a target it cannot see, or intentionally over-guess a range in order to hit a hidden or unseen unit, as long as an enemy is visible in that general direction?
Ruling: No. A war machine using the Artillery Dice, Scatter Dice, or a guess-range procedure must have a valid line of sight to its intended target. A player may not declare a shot against a unit that the crew cannot see, nor use a visible unit as a pretext to intentionally guess beyond it in order to hit an unseen unit hidden behind terrain or another unit.
Source: `[The Norn Consensus Historical Precedent / Rulebook Shooting and War Machines sections]`
Q: Can a unit declare multiple "Stand & Shoot" charge reactions during a single charge phase (for example, if the first charging unit miscalculates the distance or is wiped out)?
Ruling: No. A unit may only perform one "Stand & Shoot" reaction per phase.
Furthermore, if multiple units charge the shooters and even one of those charging units starts its charge within its normal Movement distance, the shooters cannot Stand & Shoot at any of them.
Source: `[The Norn Consensus / Rulebook, pages 45-46]`
Q: Can a character who does not have the Scouts special rule gain Scout deployment by joining a unit of Scouts before the game begins?
Ruling: No. A character without the Scouts special rule may not deploy using the Scout deployment rules. Scouts are placed after normal deployment has been completed. A non-Scout character must be deployed during the normal deployment sequence and cannot be held back to "piggyback" onto a scouting unit's forward or hidden deployment.
Source: `[The Norn Consensus Historical Precedent / Rulebook Scouts and Deployment sections]`
CLOSE COMBAT
Q: Can two or more separate units, such as two Chariots with Unit Strength 4 each, combine their Unit Strengths to reach the 5+ Unit Strength required to negate an enemy unit's rank bonus when charging the same flank or rear?
Ruling: No. Separate units do not pool their Unit Strengths for this purpose.
Each attacking unit is considered separately when determining whether it has sufficient Unit Strength to disrupt ranks or claim flank/rear combat resolution bonuses. Therefore, two independent Unit Strength 4 Chariots charging the same flank do not combine to count as Unit Strength 8. Neither Chariot is Unit Strength 5 or more, so neither unit negates the enemy's rank bonus by itself.
Source: `[The Norn Consensus Historical Precedent / Rulebook pages 77 & 78 / Warhammer Chronicles 2004 page 112 / Direwolf FAQ Council Interpretation]`
Q: If a ranked unit such as Spearmen is engaged only in its flank by an enemy with Unit Strength 5+, how are rank bonus, spears, and the Standard Bearer bonus resolved for that combat?
Ruling: Rank bonus is claimed and calculated at the start of the Close Combat phase. Because the unit is engaged in the flank by Unit Strength 5+, its rank bonus is immediately nullified to zero for that turn. Models armed with spears in the rear ranks cannot make supporting attacks into the flank; spears only fight directly to the front. However, the unit does still claim the +1 Combat Resolution bonus for its Standard Bearer; banners grant their passive +1 CR bonus regardless of the direction of the attack.
Source: `[The Norn Consensus Historical Precedent / Rulebook pages 73, 78 & 89 / Warhammer Chronicles 2004 page 112]`
Q: Can two or more separate area-of-effect banners or auras, such as the High Elf Banner of Nagarythe and the Dwarf Master Rune of Stromni Redbeard, each apply their +1 Combat Resolution bonus to the same combat?
Ruling: No. Area-of-effect banners add their bonus to the overall combat resolution of an engagement, rather than granting a stacking bonus for every unit affected. Because there is only one combat resolution tallied for the entire fight, each aura's bonus is only applied once per engagement, not once per unit it affects.
Source: `[The Norn Consensus Historical Precedent / Rulebook page 73]`
Q: If a combat involves a unit carrying the War Banner (+1 Combat Resolution) fighting within 12" of the Dwarf Battle Standard bearing the Master Rune of Stromni Redbeard (also +1 CR via an area effect), do both bonuses stack?
Ruling: Yes. While a side can normally only claim a maximum of +1 Combat Resolution for possessing standard bearers, magical bonuses from different items and area effects are cumulative unless specifically stated otherwise. The unit would receive the base +1 CR for having a standard, +1 CR from the War Banner, and +1 CR from the area effect of the Master Rune of Stromni Redbeard.
Source: `[The Norn Consensus Historical Precedent / Rulebook page 73 / Dwarfs Army Book]`
Q: Do units armed with spears or pikes benefit from fighting in extra ranks if they are engaged in combat to their flank or rear?
Ruling: No. The rules for fighting in additional ranks explicitly apply only when fighting against enemy models directly to the unit's front. Models in the rear ranks of a unit armed with spears or pikes may only attack models directly to their front and cannot direct strikes into a flank or rear engagement.
Source: `[The Norn Consensus Historical Precedent / Rulebook page 89]`
Q: When a Chariot charges a unit armed with Pikes, or a unit containing a character with an "Always Strikes First" magic weapon, which attacks are resolved first?
Ruling: The Chariot's impact hits are always resolved first. Impact hits happen before everything else in the Close Combat phase. This qualifies as an attack that is "entitled to strike first because of a special ability", meaning it supersedes both Pikes and "Always Strikes First" magic weapons.
Source: `[The Norn Consensus Historical Precedent / Gav Thorpe - Warhammer Design Team / Warhammer Chronicles 2004 page 57]`
Q: When an overrun move is initiated, can the controlling player wheel the unit in order to hit a fresh enemy unit that is slightly off to the side of its forward trajectory?
Ruling: No. When an overrun move is initiated, the unit must move directly forward in a straight line. Only if this forward movement would take it into an enemy unit is the unit then allowed to wheel to try and bring as many models as possible into contact. You cannot wheel to manufacture a charge against a unit that is not already in your direct forward path.
Source: `[The Norn Consensus Historical Precedent / Warhammer Annual 2002 page 16 / Rulebook page 78]`
Q: If a Chariot charges an enemy unit and the mandatory alignment swings the Chariot into difficult terrain, does the Chariot suffer D6 Strength 6 hits, or does the target unit align instead?
Ruling: The Chariot suffers the hits. The charging unit must align to the target if physically possible. Because difficult terrain is not impassable terrain, the Chariot can physically enter it. The Chariot must complete the alignment, and because this moves the Chariot into difficult terrain, it immediately suffers the D6 S6 hits. The target unit only aligns to the charger if the charger is physically unable to do so, such as when blocked by impassable terrain.
Source: `[The Norn Consensus Historical Precedent / Rulebook pages 52 & 127]`
PSYCHOLOGY
Q: Can a model or unit benefit from both Immune to Psychology and another Psychology rule such as Stubborn, Frenzy, Hatred, or Stupidity?
Ruling: Yes, provided the other Psychology rule is part of the model/unit's own army-list entry, or is gained through a permanent non-magic-item army-list upgrade purchased for that model/unit.
This includes, but is not limited to, Vows, Virtues, Vampiric or Bloodline Powers, Chaos Marks, Daemonic Gifts, Mutations, Sacred Spawnings, Kindreds, Blessings, Big Names, Honours and similar non-item army-list abilities, unless the relevant army book specifically treats the upgrade as a Magic Item.
Magic Items, Magic Standards, spells, prayers, bound spells, temporary effects and externally conferred Psychology effects do not impose new Psychology rules onto a model or unit that is Immune to Psychology unless the rule specifically states that it affects models or units that are Immune to Psychology.
This preserves the official Empire ruling concerning the Banner of Sigismund. A Magic Standard does not override Immune to Psychology merely because it is magical.
Source: `[The Norn Consensus Historical Precedent / Rulebook pages 74, 80, 84, 85 & 112 / Warhammer Chronicles 2004 page 116 / Direwolf FAQ Council Interpretation]`
Q: Does Immune to Psychology cancel Stubborn because Stubborn appears in the Psychology section of the Rulebook?
Ruling: No. Break tests are Leadership tests, but they are not Psychology tests. Stubborn modifies Break tests by allowing the unit to use unmodified Leadership.
A model or unit that already has both Stubborn and Immune to Psychology therefore uses Stubborn normally when taking Break tests.
This does not allow a Magic Item, Magic Standard, spell, prayer or other external effect to grant Stubborn to an Immune to Psychology unit unless that effect specifically says it works on models or units that are Immune to Psychology.
Source: `[The Norn Consensus Historical Precedent / Rulebook pages 74, 80, 85 & 112 / Warhammer Chronicles 2004 page 116 / Direwolf FAQ Council Interpretation]`
Q: Does an aura or effect that grants Immune to Psychology suppress Psychology rules already possessed by the affected model or unit?
Ruling: No, not by itself. If a model or unit already has Stubborn, Frenzy, Hatred, Stupidity or a similar rule as a native rule or permanent non-magic-item army-list upgrade, an aura or effect that grants Immune to Psychology does not suppress that rule unless the aura or effect specifically says so.
The affected model or unit is still Immune to Psychology for the normal purposes of Psychology tests and charge reactions. For example, it may not choose Flee as a charge reaction while Immune to Psychology.
Source: `[The Norn Consensus Historical Precedent / Rulebook pages 84, 85 & 112 / Direwolf FAQ Council Interpretation]`
Q: Does a character who is Immune to Psychology automatically make a unit he has joined Immune to Psychology?
Ruling: No. A character's Immunity to Psychology does not automatically transfer to the unit. If the unit declares a charge reaction, it is the unit that declares the reaction, not the character.
If a specific character rule or army-book rule explicitly grants Immune to Psychology to the unit, then the unit gains it as stated by that rule. This does not suppress Stubborn, Frenzy, Hatred, Stupidity or similar rules already possessed by the unit as native rules or permanent non-magic-item army-list upgrades.
Source: `[The Norn Consensus Historical Precedent / Rulebook page 100 / Gav Thorpe - Warhammer Design Team / Direwolf FAQ Council Interpretation]`
Q: If a rule says that a model or unit is affected by a named Psychology rule "even if Immune to Psychology", does it work?
Ruling: Yes. Apply the named exception exactly as written.
The model or unit remains Immune to Psychology for all other purposes, but is still affected by the named rule because the exception specifically overrides Immune to Psychology.
Source: `[The Norn Consensus Historical Precedent / Direwolf FAQ Council Interpretation]`
Q: Does this Psychology ruling change the official Empire FAQ concerning the Banner of Sigismund?
Ruling: No. That official ruling remains unchanged.
A unit made Immune to Psychology does not benefit from the Banner of Sigismund. The Banner of Sigismund is a Magic Standard trying to grant Stubborn to a unit that is Immune to Psychology. There is no Magic vs. Mundane trump.
The Norn Consensus only clarifies that this official ruling should not be extended to cancel Stubborn, Frenzy, Hatred, Stupidity or similar rules already possessed by a model or unit as native rules or permanent non-magic-item army-list upgrades.
Source: `[The Norn Consensus Historical Precedent / Warhammer Chronicles 2004 page 116 / Direwolf FAQ Council Interpretation]`
Q: Can a unit that is Immune to Psychology choose to Flee as a charge reaction, or choose to restrain pursuit if they win a combat?
Ruling: A unit that is Immune to Psychology may never choose to Flee as a charge reaction. However, because Immune to Psychology does not inherently cause a unit to become Frenzied (which forces pursuit), the unit may still attempt a Leadership test to restrain pursuit normally after winning a combat, unless another rule specifically overrides this and forces them to pursue.
Source: `[The Norn Consensus Historical Precedent / Rulebook page 112]`
Q: Are units that are currently engaged in close combat ever required to take a Panic test, for example if a friendly unit breaks from combat within 6" of them?
Ruling: No. Units that are actively engaged in close combat are too busy fighting for their lives to notice the wider battle. The core rules explicitly state that units engaged in close combat never take Panic tests, regardless of the trigger.
Source: `[The Norn Consensus Historical Precedent / Rulebook page 80]`
CHARACTERS
Q: When a lone, man-sized character on foot is charged by an enemy unit, how is the combat aligned - does the charging unit align to the character's facing, or does the character align to the chargers?
Ruling: The lone man-sized character on foot aligns to the charging unit.
A man-sized character on foot moves as a single skirmishing model for movement purposes. When such a model is charged, the charging unit is moved into contact as normal and halts. The character then forms up against the charger, aligning to the charging unit's front.
The charging unit does not wheel or rotate to match the lone character's facing. This prevents a lone man-sized model from creating artificial flank/rear geometry through its facing.
This ruling applies to lone man-sized characters on foot. It does not apply to single models that move as monsters or are otherwise larger than man-sized; those models have a clear front, flank and rear for charge and combat purposes.
Source: `[The Norn Consensus Historical Precedent / Rulebook page 116 / Warhammer Annual 2002 / Warhammer Chronicles 2004 page 114 / White Dwarf 254 / Direwolf FAQ Council Interpretation]`
Q: Can a character mounted on a monster or chariot join a standard ranked unit? If a cavalry-mounted character joins, or stands within 5" of, an infantry unit, is he protected from being singled out by enemy missile fire?
Ruling: It depends on the mount.
A character riding in a chariot may not join a non-chariot unit. A character riding a flying monster may not join a unit of flyers or another flying monster. Characters mounted on larger creatures or chariots may also not form a character-only unit with each other.
However, a character riding a non-flying monster is not automatically forbidden from joining an ordinary unit, unless a specific rule, army book entry, base-size issue, or troop-type restriction prevents it.
Joining a unit does not automatically grant protection from enemy shooting. For normal missile-fire targeting, compare the size of the character model to the unit providing protection.
A cavalry-mounted character is larger than infantry and is not hidden by infantry models. A character on a monster base, or riding a mount with more than 1 Wound, counts as larger than cavalry for targeting purposes. A Large Target is larger than all non-Large Target models.
Therefore, a mounted or monster-mounted character may only claim the normal proximity or joined-unit shooting protection if he is the same size as, or smaller than, the friendly unit of 5+ rank-and-file models providing that protection. If he is larger, he may be singled out by enemy missile fire.
Source: `[The Norn Consensus / Warhammer Chronicles 2004 pages 112-113 / Rulebook pages 97-98 / Direwolf FAQ Compilation]`
Q: When a Giant is fighting a character riding a monster, can the Giant target the rider specifically with its Special Attacks? If the Giant removes the rider through an attack such as "Eat" or "Stuff into Bag", when does the surviving monster take its Monster Reaction test?
Ruling: Yes. When fighting a character riding a monster or chariot, the Giant player must decide whether the Giant is attacking the rider or the mount before rolling on the Special Attacks table.
If the rider is slain or removed from play by the Giant's attack, the mount must take a Monster Reaction test. However, if the monster is still engaged in close combat, the Monster Reaction test is delayed until that close combat has been fully resolved.
Source: `[The Norn Consensus Historical Precedent / Beasts of Chaos Army Book page 29 / Orcs & Goblins Army Book page 22 / Rulebook page 105]`
Q: If a Battle Standard Bearer refuses a challenge and is pushed into the rear rank, does the army still benefit from the BSB's 12" Break test re-roll, the +1 Combat Resolution, and the effects of any Magic Standard he carries?
Ruling: No. The core rules for refusing a challenge explicitly state that a retiring character "is pushed into the ranks to hide... his Leadership cannot be used for any tests and he cannot use any magic items." Because the BSB is actively hiding in the rear rank, he cannot inspire the troops, wave the standard, or utilize its magical properties. All Battle Standard benefits are completely nullified for that round.
Source: `[The Norn Consensus Historical Precedent / Rulebook pages 99 & 100 / Direwolf FAQ Council Interpretation]`
Q: If a character is positioned in the second rank of a unit (due to a lack of space in the front rank) and is armed with a spear, can they make supporting attacks in close combat just like a rank-and-file model?
Ruling: No. The specific rules governing Characters override standard weapon rules. A character can only fight in close combat if they are placed in the front rank or are otherwise in physical base-to-base contact with the enemy. A character in the second rank cannot fight, regardless of whether they carry a spear or pike.
Source: `[The Norn Consensus Historical Precedent / Rulebook page 97]`
Q: If a ranked unit is completely wiped out in close combat, leaving an attached character as the sole survivor, what happens to that character while the combat continues into subsequent turns?
Ruling: The character remains exactly where he is and continues fighting as a lone, independent model on foot. He does not drop out of the combat, nor does he automatically join another friendly unit fighting the same enemy. If the enemy models that were in base contact with him are removed as casualties, the standard sliding rule applies: slide the character or the enemy models slightly so they remain in base-to-base contact to continue the fight.
Source: `[The Norn Consensus Historical Precedent / Warhammer Chronicles 2004 page 112]`
Q: When a challenge is issued and accepted, do the characters fight multiple rounds immediately until one is slain, or is it resolved normally once per phase?
Ruling: It is resolved normally, once per Close Combat phase. The models engaged in the challenge direct their attacks against each other during the normal combat sequence. If both survive, the challenge continues into the next turn's combat phase.
Source: `[The Norn Consensus Historical Precedent / Rulebook page 99]`
Q: Can a character join a unit that has a different base size than their own, such as a Goblin Shaman on a 20mm base joining Black Orcs on 25mm bases? If so, how are they placed?
Ruling: Yes, unless otherwise forbidden. A character takes up the space of an equivalent number of rank-and-file models as their base fills. For example, a cavalry model takes up one space in the first rank and one space in the second rank of an infantry unit, and these ranks still count as complete if they remain four "spaces" wide.
Source: `[The Norn Consensus Historical Precedent / Warhammer Chronicles 2004 page 113]`
Q: If a mounted character joins a Fast Cavalry unit, does the unit lose its Fast Cavalry rules?
Ruling: No. The unit remains a Fast Cavalry unit, but the joined character does not gain the Fast Cavalry special rules unless the character already has them.
The character may move with the unit, but does not benefit from Fast Cavalry rules such as 360-degree line of sight for shooting.
In practice, the unit’s movement and manoeuvring may also be restricted because the formation must remain legal while including a model that does not itself have the Fast Cavalry rule.
Source: `[Rulebook / Warhammer Chronicles 2004 / Direwolf FAQ / The Norn Consensus]`
Q: If a character is riding in a chariot and the chariot is destroyed beneath them, do they survive and continue on foot?
Ruling: Yes, they continue on foot as a lone model, provided they survive the crash.
If the chariot is destroyed underneath them, the character immediately takes a Strength 5 hit. If they survive this hit, they are placed on foot where the chariot was destroyed and operate as an independent character.
Source: `[The Norn Consensus / Rulebook, page 127]`
Q: In a standard matched play game outside a tournament, do Special Characters require the opponent’s permission, or are they balanced for normal play?
Ruling: Official Special Characters printed for Warhammer Fantasy Battles 6th Edition are legal for standard play unless their rules state otherwise.
A player does not need special permission merely because a character is named, provided the character’s rules are official and valid for the game being played.
Opponent agreement is required where the character’s rules are marked as Trial Rules, where the publication explicitly requires permission, or where an event pack, campaign pack, or tournament pack restricts Special Characters.
Source: `[Warhammer Chronicles 2004 / White Dwarf / The Norn Consensus]`
Q: How is the Unit Strength calculated for a character riding a monster such as a Dragon, or a chariot? Do you add the Monster's current remaining wounds to the rider's wounds?
Ruling: No. You use the Monster or Chariot's starting Unit Strength and simply add +1 for the rider. For a ridden monster, its base Unit Strength equals its starting Wounds profile. For a chariot, its base Unit Strength is 4. Therefore, a character on a Dragon with 6 starting Wounds has a combined Unit Strength of 7, regardless of how many wounds either model has taken.
Source: `[The Norn Consensus Historical Precedent / Warhammer Chronicles 2004 page 114]`
Q: If a unit armed with spears takes casualties from enemy attacks before it can strike and all the original front-rank models are killed, can the second rank still make supporting attacks?
Ruling: Yes. Casualties are removed from the back ranks of ranked units. As long as there are enough models left to physically form a second rank, those models are assumed to step forward to fill the gaps and may make their supporting spear attacks.
Source: `[The Norn Consensus Historical Precedent / Rulebook pages 58 & 65]`
Q: Can a flying unit that declares a charge use its 20" fly move to completely fly over the target and charge its rear instead of its front?
Ruling: No. The arc that you charge (Front, Flank, or Rear) is strictly determined by the position of the majority of the charging unit at the exact moment the charge is declared. If the flyers start their turn in the target's front arc, they must charge the front.
Source: `[The Norn Consensus Historical Precedent / FB_faq_0]`
MONSTERS
Q: When a Giant resolves an attack that states hits are distributed exactly like hits from shooting, such as Swing with Club or Jump Up and Down, can it single out a champion or character in the target unit, and where are casualties removed from?
Ruling: No. The Giant cannot use a shooting-distribution attack to single out a protected character or champion.
If the attack states that hits are distributed exactly like hits from shooting, use the normal shooting restrictions and casualty-removal procedure. A character protected by a unit of five or more rank-and-file models cannot be picked out by such hits. A champion is not separately targeted by the Giant unless the Giant's specific attack (like Pick Up and...) explicitly allows it.
Although the Giant is fighting in close combat, the attack's distribution instruction means that casualties are removed as shooting casualties: normally from the rear rank of a ranked unit, with the owning player removing casualties as normal.
Source: `[The Norn Consensus Historical Precedent / Rulebook pages 58, 65, 97, 98 & 109 / Orcs & Goblins Army Book / Direwolf FAQ Council Interpretation]`
Q: Can Ethereal creatures charge through an intervening unit or piece of impassable terrain to attack a target hiding behind it?
Ruling: Yes, but only if they have Line of Sight to the target at the start of the charge. Ethereal creatures block line of sight normally and cannot see through solid objects, woods, or other units. However, if they can see the target, their Ethereal movement allows them to physically pass through intervening obstacles, terrain, and models during their charge move without penalty.
Source: `[The Norn Consensus Historical Precedent / Vampire Counts Army Book page 28 / Warhammer Chronicles 2004 page 116]`
SCENARIOS & SPECIAL RULES
Q: In the Breakthrough scenario, when scoring Victory Points for units that end the game in the enemy's deployment zone, do you score the original points cost of the unit or the remaining value?
Ruling: You score Victory Points equal to the unit's full original points value, unless the unit has been reduced to below half strength. If it is below half strength, you only score half of its points value. Fleeing units earn zero bonus Victory Points.
Source: `[The Norn Consensus Historical Precedent / White Dwarf 292 page 28]`
Q: If a unit with Regeneration takes massive damage that would otherwise wipe out the entire unit including the final model, does the final model still get to attempt its Regeneration rolls?
Ruling: Yes. Regeneration rolls are taken during the phase the wounds are suffered. Even if the total wounds inflicted exceed the remaining wounds of the entire unit, you make all the Regeneration rolls first, then remove whole models as casualties for any un-regenerated wounds. It is fully possible for the last model to be "killed" but successfully regenerate and remain in play.
Source: `[The Norn Consensus Historical Precedent / Warhammer Chronicles 2004 page 114 / White Dwarf 258 page 39]`
Q: If a model suffers a wound, can they attempt an Armour Save, a Ward Save, and a Regeneration roll in sequence?
Ruling: No. You can never take a Ward Save and a Regeneration roll against the same wound. A model may attempt an Armour Save first. If that save is failed or modified away, the defending player must choose to use either their Ward Save or their Regeneration roll.
Source: `[The Norn Consensus Historical Precedent / Rulebook page 65]`
Q: Because Skirmishers maintain a loose formation with up to 1" gaps between models, can an enemy unit draw Line of Sight to a target behind them by looking through the physical gaps in the skirmish screen?
Ruling: No. Despite their loose formation and physical gaps on the tabletop, units of Skirmishers completely block line of sight to other units, including characters that have joined the Skirmishing unit. It is explicitly illegal to trace line of sight through the gaps between Skirmishing models.
Source: `[The Norn Consensus Historical Precedent / Rulebook page 115]`
Q: Can Boiling Oil be used as a Stand & Shoot reaction in a siege? If so, does it suffer the normal -1 To Hit penalty?
Ruling: Yes, it can be used as a Stand & Shoot reaction against enemies scaling ladders or ropes. Because Boiling Oil uses the circular 3" template positioned directly beneath the cauldron, no To Hit rolls are necessary at all. Any model whose base touches the template suffers an automatic S5 hit with no armour save allowed.
Source: `[The Norn Consensus Historical Precedent / Rulebook page 254 (Siege Rules)]`
Q: Can an army take multiple copies of the same Common Magic Item, such as giving two different characters a Sword of Might?
Ruling: No. With the explicit exception of Dispel Scrolls and Power Stones (which may be duplicated multiple times across the army, and even stacked on a single Wizard), all magic items including Common Magic Items are completely unique. You may only ever have one of each specific magic item in your entire army.
Source: `[The Norn Consensus Historical Precedent / Rulebook pages 152-154]`
Q: Does the Enchanted Shield override the standard restriction that a character may only carry a single piece of Magic Armour?
Ruling: Yes. The Enchanted Shield is the single specific exception to this rule. Its entry explicitly states: "The Enchanted Shield can be worn with other magical armour." This allows a character to legally equip both a magical suit of armour and the Enchanted Shield.
Source: `[The Norn Consensus Historical Precedent / Rulebook page 154 (Common Magic Items)]`
Q: Do all "Swarm" units automatically share a universal set of special rules?
Ruling: No. There is no universal "Swarm" troop type that grants automatic special rules across all armies in 6th Edition. You must follow the specific rules printed in each unit's army book entry. While many swarms are Unbreakable and Skirmishers, you cannot assume a swarm has these rules unless its specific profile says so.
Source: `[The Norn Consensus Historical Precedent]`
Q: Can units or models from later editions, such as 8th Edition monster kits, be used in a 6th Edition game?
Ruling: You may absolutely use newer models as "counts-as" proxies for legal 6th Edition units. However, the later-edition rules profiles for those units do not exist in 6th Edition architecture and cannot be used under any circumstances.
Source: `[The Norn Consensus Historical Precedent / Tournament Proxy Precedents]`
Q: Can I use special characters published in White Dwarf or the Citadel Journal, or rules from 7th Edition, in a 6th Edition tournament?
Ruling: No. Unless a specific tournament pack explicitly lists a White Dwarf or Citadel Journal character as legal, only characters found in the official 6th Edition Army Books and the Storm of Chaos campaign book are permitted. Mixing editions is strictly forbidden; you may not use 7th Edition or 8th Edition army books, unit profiles, or proxy rules in a 6th Edition game. (Note: The later 6th Edition Dwarf book, often referred to by the community as "6.5", is the official legal Dwarf book for late-era 6th Edition games).
Source: `[The Norn Consensus Historical Precedent / GLWL Tournament Precedents]`
Q: When a unit breaks from combat and is forced to flee, how is the exact flee direction determined if it is simultaneously threatened from multiple sources or faces impassable terrain?
Ruling: The unit must attempt to fulfill four strict priorities in order: (1) Move as directly as possible away from the cause. (2) Do not move through an enemy unit. (3) Do not move within 4" of an enemy unit. (4) Do not move through a friendly unit. If it cannot fulfill all of these, it ignores them in ascending order, starting by ignoring priority 4 (going through friends), then priority 3, and so on, until a path is resolved.
Source: `[The Norn Consensus Historical Precedent / Warhammer Annual 2002 page 10]`
Q: When a unit of Flyers declares a charge against a fleeing unit, and the fleeing unit's move places it entirely inside a wood that the Flyer cannot enter, but the Flyer has more than enough distance to catch them - is the fleeing unit caught?
Ruling: Yes, they are caught. The calculation of whether a fleeing unit is run down is based on the speed and distance the pursuers can cover, not the strict terrain limitations at the exact theoretical landing spot. The fleeing unit is caught and removed from play, and the Flyer stops at the edge of the wood.
Source: `[The Norn Consensus Historical Precedent / Tournament Combat Precedents]`
WAR MACHINES
Q: When a bouncing cannonball's path passes through the loose footprint of a Skirmishing unit, does it automatically hit the unit, or only models whose bases are physically crossed by the line?
Ruling: It only hits models whose bases are physically crossed by the cannonball's line. Skirmishers do not form ranks and maintain physical gaps between models. Therefore, if the cannonball's line passes through a gap between Skirmishers without touching any model's base, it scores no hit on the unit and continues its path normally.
Source: `[The Norn Consensus Historical Precedent / White Dwarf 259 / Rulebook Skirmisher and Cannon rules]`
Q: Can a Cannon declare a shot against a Large Target that is visible behind an intervening screen of normal-sized enemy troops? If so, does the bouncing cannonball hit the intervening troops?
Ruling: Yes to both. A Cannon may be fired at any target it has Line of Sight to, and a Large Target is visible over the heads of normal-sized models. When the cannon is fired, the bouncing cannonball line is resolved normally, hitting any and all models whose bases fall under the template's path, including the intervening troops, regardless of whether they were the intended target.
Source: `[The Norn Consensus Historical Precedent / Rulebook page 122 / White Dwarf 259 page 41]`
Q: Does a pre-game movement such as a free move granted by a special rule count as moving for the purposes of shooting in the first turn, or prevent a unit from marching?
Ruling: No. Pre-game movements occur entirely outside of the normal turn sequence, taking place after deployment but before Turn 1 begins. Therefore, when the Movement and Shooting phases of Turn 1 officially commence, the unit has not yet moved in that turn. They may march normally, and missile-armed troops do not suffer the -1 "moved and shooting" penalty.
Source: `[The Norn Consensus Historical Precedent]`
Q: Can troops that rally during their turn fire missile weapons in the subsequent Shooting phase?
Ruling: No. A unit that rallies may not shoot in that turn's Shooting phase. Even Fast Cavalry, which are explicitly permitted to make a free move after rallying from a voluntary Flee charge reaction, are still barred from shooting during that turn.
Source: `[The Norn Consensus Historical Precedent / Warhammer Chronicles 2004 page 114 / White Dwarf 258 page 39]`
Q: If a template weapon such as a Stone Thrower scatters into a close combat, but the template physically only touches models from one side that are not in base contact with the enemy, are hits still divided equally between both sides?
Ruling: No. If a template ends up touching only models from one side, and none of the models it touches are actually in base-to-base contact with the enemy, then all casualties are worked out normally against that single unit. Hits are only distributed equally to both sides if the template touches models from either side that are actively fighting, or touches models from both sides.
Source: `[The Norn Consensus Historical Precedent / Rulebook page 60]`
MAGIC
Q: What happens if two different Wizards cast spells on the same unit with completely contradictory ongoing effects, such as one spell preventing a unit from moving and a subsequent spell obliging it to move?
Ruling: The most recently cast spell always takes precedence. If the effect of one spell contradicts the effect of another, the most recent spell automatically dispels the previous one.
Source: `[The Norn Consensus Historical Precedent / Rulebook page 142]`
Q: Can a unit that has failed its Stupidity or Animosity test in the current turn be moved or forced to charge via a magical movement spell such as Unseen Lurker or The Hand of Gork?
Ruling: No. Any psychological or compulsory condition that prevents a unit from moving, shooting, or charging normally during their turn also prevents them from being moved by magical spells. A unit that has failed Stupidity "can do nothing else that turn," and a unit squabbling from Animosity is similarly restricted. They cannot bypass these debilitating failed tests via the Magic phase.
Source: `[The Norn Consensus Historical Precedent / Gav Thorpe - Warhammer Design Team / Rulebook page 83]`
Q: Do Bound Spells bypass the core rule restriction against casting spells into close combat?
Ruling: No. Bound spells follow all normal targeting restrictions for magic. Unless the specific spell unleashed by the bound item explicitly states in its description that it can be cast onto units engaged in close combat, it cannot target them.
Source: `[The Norn Consensus Historical Precedent / Rulebook page 139]`
Q: If a player has multiple Wizards, must they finish casting all spells with one Wizard before moving to the next, or can they alternate between them?
Ruling: You do not have to cast all spells from one Wizard at a time.
You may freely jump back and forth between your Wizards when casting spells during the Magic phase.
Source: `[The Norn Consensus / Rulebook, page 135]`
Q: Can an army attempt to dispel enemy spells if it currently has no Wizards on the battlefield?
Ruling: Yes. Every army generates a base pool of exactly two Dispel Dice in the enemy's Magic phase, regardless of whether they have any surviving Wizards.
Source: `[The Norn Consensus Historical Precedent / Rulebook page 137]`
Q: Can the same named spell be cast multiple times in a single Magic phase if it comes from different sources, such as two different Wizards who both rolled the same spell, or a Wizard and a Bound Item?
Ruling: Yes. If different Wizards have successfully generated the same spell, or if a Bound Item contains a spell that a Wizard also knows, each individual source may cast it once per phase. Note that Bound Items are still strictly limited by the magic item duplication rules; you may only have one of each specific magic item per army.
Source: `[The Norn Consensus Historical Precedent]`
Q: Can a player use a spell, magic item, or special ability that allows them to "re-roll a D6" to re-roll an Artillery Die or a Scatter Die?
Ruling: No. The Artillery Die and the Scatter Die are entirely separate classes of dice from a standard D6. An ability must explicitly state that it can be used to re-roll an Artillery Die, Scatter Die, or "any single die" to affect them. If an ability specifically allows the re-roll of a "D6", it can only be used on a standard six-sided die.
Source: `[The Norn Consensus Historical Precedent / Rulebook page 37]`
Q: Does Magic Resistance stack if both a character and the unit they have joined possess the rule? Furthermore, does Magic Resistance work against spells that use a line or template rather than targeting a specific unit?
Ruling: No, Magic Resistance does not stack. You simply apply the highest single Magic Resistance value present within the unit, not all values added together. Regarding template or line spells, Magic Resistance does apply, provided the unit with Magic Resistance is an actual potential target or is hit by the spell's area of effect.
Source: `[The Norn Consensus Historical Precedent / White Dwarf 275 page 63]`
Q: Can a fleeing Wizard harvest magic dice from nearby units, generate Power/Dispel Dice, or use a Dispel Scroll?
Ruling: No. Fleeing Wizards are not allowed to cast or dispel spells. They cannot harvest additional dice from nearby units. Furthermore, using a Dispel Scroll legally counts as dispelling a spell, which a fleeing Wizard is explicitly forbidden from doing.
Source: `[The Norn Consensus Historical Precedent / Warhammer Chronicles 2004 page 115]`
ARMY BOOK ADJUDICATIONS
EMPIRE
Q: Are Empire Greatswords within 12" of Volkmar's War Altar still Stubborn?
Ruling: Yes. Greatswords have Stubborn as a printed rule in their own army-list entry. Volkmar's War Altar grants Immune to Psychology to Empire units within 12", but it does not say that it removes existing Stubborn rules.
Therefore, Greatswords within 12" of Volkmar's War Altar are both Immune to Psychology and Stubborn.
They may not choose Flee as a charge reaction while Immune to Psychology. If they are required to take a Break test, they use Stubborn as normal.
This is not the same as the Banner of Sigismund FAQ. The Banner of Sigismund is a Magic Standard trying to grant Stubborn to a unit that is already Immune to Psychology. Volkmar's War Altar grants Immune to Psychology to a unit that already has Stubborn printed in its own entry.
Source: `[Empire Army Book / Warhammer Annual 2002 page 60 / Rulebook pages 74, 80, 85 & 112 / Warhammer Chronicles 2004 page 116 / Direwolf FAQ Council Interpretation / The Norn Consensus Historical Precedent]`
Q: Does Volkmar's War Altar suppress Hatred, Stubborn, Frenzy, Stupidity or similar rules already possessed by an Empire unit?
Ruling: No, not by itself. Volkmar's War Altar grants Immune to Psychology. It does not say that it removes other Psychology rules already possessed by affected units.
Therefore, an Empire unit affected by the War Altar keeps any native or permanent non-magic-item Psychology rules it already has.
The War Altar still prevents the unit from being affected by external Psychology effects in the normal way and prevents it from choosing Flee as a charge reaction.
Source: `[Empire Army Book / Warhammer Annual 2002 page 60 / Rulebook pages 84, 85 & 112 / Direwolf FAQ Council Interpretation / The Norn Consensus Historical Precedent]`
Q: Can a unit of Knights led by a Grand Master, and therefore Immune to Psychology, benefit from the Banner of Sigismund?
Ruling: No. This is the direct case answered by the official Empire FAQ and is not changed by the Norn Consensus.
The Banner of Sigismund is a Magic Standard attempting to grant Stubborn to a unit that is Immune to Psychology. There is no Magic vs. Mundane trump. The banner has no effect while the unit is Immune to Psychology.
Source: `[Warhammer Chronicles 2004 page 116]`
Q: Can an Empire Parent unit declare a support-fire or counter-charge reaction if its Detachment is charged by the enemy?
Ruling: No. The special rules for Detachments explicitly allow the Detachment to fire in support or counter-charge when the Parent unit is charged. The rules do not work in reverse; Parent units cannot perform these special reactions when their Detachments are charged.
Source: `[The Norn Consensus Historical Precedent / Empire Army Book]`
Q: How is an Empire Steam Tank affected by spells or magical effects that do not have a defined Strength value, such as the Brass Orb, the Hand of Dust, or the Skaven Screaming Bell?
Ruling: The Steam Tank is completely immune to any spell or magical effect that does not attack it with a given Strength value. Spells that instantly destroy models (like Hand of Dust) or items that force Initiative tests (like the Brass Orb) have no effect on the Steam Tank, as it does not have standard characteristics to test against. For effects like the Skaven Screaming Bell that cause Structure Points damage, translate Structure Points directly to Wounds.
Source: `[The Norn Consensus Historical Precedent / Empire FAQ]`
Q: The Steam Tank's main cannon has a maximum guess range of 16". If a player legally guesses 16" but the subsequent Artillery Dice roll carries the cannonball beyond that maximum, does the cannonball disappear?
Ruling: No. The range limitation dictates the maximum distance the player is allowed to guess. Once a legal guess is made and the first Artillery Die establishes the point of impact, the bounce generated by the second Artillery Die is resolved exactly like a normal cannon, even if it carries the cannonball further than the tank's maximum 16" guess capability.
Source: `[The Norn Consensus Historical Precedent / Empire FAQ]`
ORCS & GOBLINS
Q: When a Night Goblin Fanatic passes through a unit that contains models of two different types - such as a monster ridden by a character, or a Squig Herd containing both Squigs and Handlers - how are the D6 Strength 5 hits distributed between the different model types?
Ruling: Distribute hits proportionally, rounding fractions.
Against a ridden monster: randomize between rider and mount using the standard shooting distribution table (i.e., roll to see whether the hit strikes the rider or the mount, using the ratio of Wounds on the profile). A character with 2 Wounds on a monster with 6 Wounds would give a 2-in-8 (25%) chance of hitting the rider and a 6-in-8 (75%) chance of hitting the monster.
Against a Squig Herd: apportion the Fanatic's hits between Squigs and Handlers according to their ratio in the current unit. For example, a unit with 9 Squigs and 3 Handlers (a 3:1 ratio) distributes 3/4 of hits to Squigs and 1/4 to Handlers, rounding to the nearest whole model. The owning player determines which specific models within each type take the wounds.
This mirrors the shooting distribution rules and prevents either model type from absorbing a disproportionate share of Fanatic casualties.
Source: `[The Norn Consensus Historical Precedent / Rulebook pages 97-98 / Orcs & Goblins Army Book / Direwolf FAQ Council Interpretation]`
DWARFS
Q: If a unit of Dwarf Miners arrives on the battlefield using their Underground Advance rule, can they be struck by the Anvil of Doom's Rune of Oath and Honour in the subsequent Shooting phase to declare a charge?
Ruling: Yes. While the Miners' special rule states they cannot declare a charge on the turn they arrive (as they arrive in the Remaining Moves phase, after standard charges are declared), the Rune of Oath and Honour explicitly allows a unit to make a "normal move (which can be a March or Charge) in the Shooting phase." This magical effect overrides the normal turn sequence and movement restrictions, allowing the newly arrived Miners to declare a charge during the Shooting phase.
Source: `[The Norn Consensus Historical Precedent / Dwarfs Army Book (Revised) page 31]`
Q: Does the Dwarfs' Ancestral Grudge special rule, which causes Dwarfs to hate Orcs and Goblins, also apply to monsters and beasts in an Orcs & Goblins army, such as Trolls, Giants, Squigs, or similar creatures?
Ruling: No. Dwarfs do not hate Trolls, Giants, Squigs, or other non-Orc/non-Goblin beasts merely because those models are selected from the Warhammer Armies: Orcs & Goblins army book.
The Dwarf rule specifically states that Dwarfs hate "Orcs and Goblins of all types". This is a racial/model-type reference, not a blanket reference to every unit chosen from the Orcs & Goblins army list.
Therefore, the hatred applies to Orc and Goblin racial subtypes, including recognised Goblin-kin where separately classified as Goblins or Greenskins, but it does not extend to allied monsters, beasts, war machines, chariots, mounts, or handlers' creatures unless those models are themselves Orcs or Goblins.
The Cauldron of Blood precedent does not change this. The Cauldron affects "Any Dark Elf units", which is an army-list/unit identity phrase. By contrast, Ancestral Grudge says Dwarfs hate "Orcs and Goblins of all types", which names specific races or creature types. It therefore applies to Orc and Goblin variants, but not to every creature available in the Orcs & Goblins army list.
Because the rule targets specific races and creature types rather than the army list itself, it universally applies to those racial subtypes wherever they are found. Therefore, Dwarfs will hate Black Orcs and Hobgoblins (which are officially classified as a type of Goblin) serving as troops in a Chaos Dwarf army. Similarly, Dwarfs will always hate Greenskin Mercenaries and Dogs of War, such as Ruglud's Armoured Orcs or other hired Goblinoids, no matter which army has currently paid for their services.
Source: `[Warhammer Armies: Dwarfs / Warhammer Armies: Orcs & Goblins pages 18 & 21 / Warhammer Chronicles 2004 page 127 / The Norn Consensus]`
Q: How do Slayer Doomseekers resolve combat against an enemy model that also inflicts hits before or instead of normal combat, such as a Night Goblin Fanatic or a Skaven Plague Censer Bearer?
Ruling: Both models apply their existing rules simultaneously. Against a Fanatic, the Fanatic inflicts its D6 Strength 5 hits and the Doomseeker simultaneously inflicts his one automatic hit back (at -1 to hit per his special rule). Against a Plague Censer Bearer, the Doomseeker strikes first because his Whirlwind of Death supersedes other special attacks, but he must still take the mandated Toughness test for touching the Censer at the beginning of the phase.
Source: `[The Norn Consensus Historical Precedent / Storm of Chaos Book pages 64 & 67 / Skaven Army Book page 32 / Gav Thorpe - Warhammer Design Team]`
VAMPIRE COUNTS
Q: In variant army lists that include living units such as the Sylvanian Militia, Free Company, or Strigany in Vampire Counts armies, can Undead characters join those living units?
Ruling: No. Undead characters can never join living units, and living characters can never join Undead units. If an army includes living mercenaries or Sylvanian levies, the Vampires and Necromancers must remain entirely separate from them. However, in a Strigoi appendix army, living Mercenary characters (like Marco Colombo or a Dark Emissary) may join living Strigany units, as the restriction only prevents mixing Living and Undead models. Furthermore, if a mercenary champion's unit is destroyed, the surviving character becomes an independent model and may freely join a new eligible unit.
Source: `[The Norn Consensus Historical Precedent / Direwolf FAQ Compilation / Vampire Counts Army Book]`
Q: Can Vampire characters cast spells if they are equipped with mundane or magical armour?
Ruling: Yes. Vampires are a specific, army-wide exception to the core rule that Wizards cannot cast spells while wearing armour. Because Vampires have the innate option to wear mundane armour in their army list profiles, such as Blood Dragons and Von Carsteins, they may cast spells perfectly normally regardless of what mundane or magical armour they are equipped with. Necromancers do not have armour options and therefore cannot wear magic armour or cast in armour.
Source: `[The Norn Consensus Historical Precedent / Vampire Counts Army Book]`
DARK ELVES
Q: Does the Cauldron of Blood's Red Fury rule, which affects "Any Dark Elf units", apply to non-Elf models in the Dark Elf army list, such as Harpies, War Hydras, monster mounts, or the impact hits and mount attacks of a Cold One Chariot?
Ruling: Yes. In this context, "Dark Elf units" is read as an army-list/unit identity, not as a strict racial limitation to models with an Elven profile.
The Cauldron rule does not say "Dark Elf models" or "Elves". It says "Any Dark Elf units", and even adds "including the Guardians", showing that the effect is applied at the unit level rather than by checking the race of each individual model.
Therefore, units selected from the Dark Elf army list are Dark Elf units for this purpose. This includes non-Elf unit profiles and components such as Harpies, War Hydras, Cold Ones, Chariots, ridden monsters, and the Guardians of the Cauldron itself.
Because Red Fury allows affected units to re-roll failed rolls to wound in the first round of any combat, the benefit applies to the whole affected unit footprint. This includes mount attacks and impact hits generated by a Cold One Chariot, provided the unit is within 24" of the Cauldron and otherwise qualifies.
This ruling should not be extended to rules that name a race or creature type directly. A rule that refers to "Orcs and Goblins of all types" is a racial/type reference, not an army-list reference.
Source: `[Warhammer Chronicles 2004 page 127 / The Norn Consensus Historical Precedent]`
HIGH ELVES
Q: Does High Elf Dragon Armour protect the wearer from war machines or attacks that are Flaming but also have a physical component, such as a cannonball from an incendiary or Flaming-enhanced war machine, or the impact hits of a Flaming chariot?
Ruling: No. Dragon Armour grants immunity to Flaming Attacks only where those attacks deliver their damage purely or primarily through flame, such as the Flaming Breath of a Salamander or a spell with the Flaming Attack keyword. Physical attacks that happen to carry the Flaming special rule - such as a cannonball, a chariot's impact hits, or a hand weapon enhanced with the Flaming Attack special rule - still deal their physical damage normally. Dragon Armour does not grant the wearer a ward or immunity against the damage component of such hits.
The Flaming component still applies in the normal sense: Regeneration cannot be used against the wound.
Source: `[The Norn Consensus Historical Precedent / High Elves Army Book / Rulebook Flaming Attacks section]`
SKAVEN
Q: If a Skaven unit pushing a Screaming Bell suffers heavy casualties and drops to 5 models or fewer so the Bell can no longer move, can the Grey Seer voluntarily dismount, or can the remaining Clanrats abandon the Bell to move freely?
Ruling: No. The rules explicitly state that the Grey Seer can never voluntarily leave the Screaming Bell, nor can the unit pushing it. They are entirely stuck in place. The only time the Bell is abandoned is if the unit breaks and flees in close combat, at which point the Bell and striker are automatically destroyed by the enemy and the Grey Seer flees on foot alongside the broken unit.
Source: `[The Norn Consensus Historical Precedent / Skaven Army Book page 30]`
Q: If a Skaven Tunneling Team marker surfaces directly into base contact with an enemy unit that causes Fear or Terror, must the Tunneling Team immediately take a Fear or Terror test?
Ruling: No. Because a Tunneling Team marker that surfaces under an enemy unit "automatically engages" the enemy in close combat, they count as charging and do not need to take a Fear or Terror test.
Source: `[The Norn Consensus Historical Precedent / Warhammer Chronicles 2004 page 118]`
HORDES OF CHAOS
Q: If a Chaos character bearing the Mark of Chaos Undivided joins a unit that does not have the Mark, does the unit benefit from the Mark's ability to re-roll failed Psychology tests?
Ruling: No. The unit may use the character's Leadership if the normal character-and-unit Leadership rules allow it, but the Psychology test is still being taken by the unit.
A character's specific psychological immunities, re-rolls or special Psychology rules do not transfer to a unit he has joined unless the rule explicitly states that they do. Because the unit itself does not have the Mark of Chaos Undivided, it cannot claim the Mark's re-roll.
For example, a Doombull with the Mark of Chaos Undivided joining an unmarked unit of Bestigors does not give that unit the Mark's Psychology re-roll. The Bestigors may use the Doombull's Leadership where normally permitted, but they do not count as having the Mark of Chaos Undivided.
Source: `[Beasts of Chaos Army Book / Hordes of Chaos Army Book / White Dwarf 252 / White Dwarf 259 / Rulebook page 100 / Direwolf FAQ Council Interpretation / The Norn Consensus Historical Precedent]`
Q: In a Storm of Chaos Daemonic Legion army, Daemons are granted an improved 5+ Daemonic Aura Ward Save. Does this improved save protect them against magical attacks and spells?
Ruling: No. Although the Daemonic Aura is improved to a 5+ Ward Save in a Daemonic Legion list, it still retains the core Daemonic restriction: the Ward Save cannot be used against any magical attacks, including spells and magic items.
Source: `[The Norn Consensus Historical Precedent / Storm of Chaos Book page 27 / Hordes of Chaos Army Book]`
TOMB KINGS
Q: If a Screaming Skull Catapult's crew is reduced by enemy fire, but crew models are restored by the Incantation of Summoning during the Magic phase, can the machine fire in the subsequent Shooting phase?
Ruling: Yes, provided the machine has sufficient restored crew to operate when the Shooting phase begins.
Official errata confirms that the crew of a Screaming Skull Catapult can be restored with the Incantation of Summoning. Because the restored crew models are returned to the war machine during the Magic phase, they are present and functioning before the Shooting phase begins.
This is not the same as a different unit moving to re-crew an abandoned war machine. Magically restored crew return directly to their original machine and do not suffer an additional one-turn operational delay.
Source: `[Warhammer Chronicles 2004 page 118 / Tomb Kings Army Book / The Norn Consensus Turn-Sequencing Precedent]`
Q: Can magic items or runes that destroy a spell on a certain dice roll, such as the Dwarf Spelleater Rune, permanently destroy a Tomb Kings Incantation or the Casket of Souls?
Ruling: No. Tomb Kings Incantations and the Casket of Souls are innate magical abilities, not conventional spells. Items that specifically destroy spells have no effect on the Casket of Souls or a Liche Priest's Incantations, even if those items can normally destroy bound spells.
Source: `[The Norn Consensus Historical Precedent / Warhammer Chronicles 2004 page 116]`
Q: Can a Tomb Kings Liche Priest or High Priest be equipped with Magic Armour such as Scorpion Armour?
Ruling: No. The core rules state that characters who do not have the option to be equipped with mundane armour cannot choose to wear Magic Armour. Because Liche Priests cannot take mundane armour, they are barred from selecting any Magic Armour.
Source: `[The Norn Consensus Historical Precedent / Rulebook page 152 / Tomb Kings Army Book]`
LIZARDMEN
Q: If a Lizardmen character attacks with the Piranha Blade (doubles unsaved wounds) and also has the Bane Head (doubles unsaved wounds against a nominated character), how are the wounds multiplied if he hits the nominated target?
Ruling: The multipliers apply to the original base wound separately rather than compounding sequentially. One unsaved wound is doubled by the Piranha Blade (+1 wound) and doubled by the Bane Head (+1 wound), resulting in a total of 3 wounds inflicted per unsaved hit.
Source: `[The Norn Consensus Historical Precedent / Lizardmen Army Book]`
Q: If a Slann Mage-Priest, which is a Large Target on a 50mm base, joins a unit of Temple Guard or Saurus Warriors, does it benefit from the Look Out, Sir! rule or protection from being individually targeted by shooting?
Ruling: No. Because the Slann is a different size from the models around it, it can be singled out and targeted separately by enemy missiles and magic. Furthermore, it does not benefit from the Look Out, Sir! rule against template weapons such as cannons or stone throwers, though it does grant the +1 To Hit bonus for being a Large Target. Hits on the combined unit from normal shooting that are not specifically targeted at the Slann must be randomized if fewer than 5 rank-and-file models remain in the unit.
Source: `[The Norn Consensus Historical Precedent / Warhammer Chronicles 2004 page 119]`
Q: If a Skink Character is riding a Stegadon, may the unit take Stubborn Break tests using the Leadership characteristic of the Skink character?
Ruling: Yes. The Lizardmen army book explicitly states that "Stegadons AND THEIR RIDERS are Stubborn." Because the Skink Character is now a Stubborn character part of a Stubborn unit, the unit may utilize the Stubborn character's higher Leadership value when taking its Break tests.
Source: `[The Norn Consensus Historical Precedent / Lizardmen Army Book page 31 / Rulebook page 85]`
Q: What Lores of Magic can a Slann Mage-Priest legally choose from? Can they choose High Magic, Dark Magic, or Skaven magic?
Ruling: No. Slann Mage-Priests may only choose their spells from the eight standard Lores of Magic found in the core Warhammer Rulebook (Fire, Heavens, Metal, Shadow, Death, Beasts, Life, Light). They do not have access to any race-specific lores such as High Magic, Dark Magic, Waaagh! Magic, or Necromancy.
Source: `[The Norn Consensus Historical Precedent / Lizardmen Army Book]`
Q: What Toughness value is used when rolling to wound a unit of Skink Horned One Riders - the Skink rider's T2 or the Horned One's T4?
Ruling: You use the Skink rider's Toughness of 2. In Warhammer 6th Edition, standard cavalry models always use the Toughness of the rider for the purposes of resolving incoming attacks, regardless of how tough the mount's profile is.
Source: `[The Norn Consensus Historical Precedent / Rulebook (Cavalry rules)]`
BEASTS OF CHAOS
Q: Can a Beasts of Chaos Herd arriving via Ambush deploy in a single-file line stretched along the board edge to maximize its footprint and set up selective charges?
Ruling: No. Ambushing units enter the board from a marked point "in the same way as if they had pursued an enemy off the table".
Official design intent dictates that the unit must physically expend its Movement characteristic to pull its models onto the table from that specific entry point.
Because they arrive during the Remaining Moves phase, the window to declare a charge has already closed for that turn.
Furthermore, if the unit has a massive footprint and lacks the movement to fully bring its entire skirmish formation onto the board from that single point, the remaining models are "fudged" into the back of the formation, rather than being illegally strung out along the table edge.
Source: `[Beasts of Chaos Army Book page 18 / Gav Thorpe - Warhammer Design Team / Direwolf FAQ Council / The Norn Consensus Historical Precedent]`
Q: When a Dragon Ogre Shaggoth is upgraded to a Shaggoth Champion, does it become a Character for rules purposes, or is the upgrade only a profile enhancement? Can it carry Magic Items?
Ruling: A Shaggoth Champion is treated as a Character, but it cannot take Magic Items.
The Beasts of Chaos rules state that a Shaggoth Champion is treated exactly like a Lord character. It therefore counts as a Lord choice, may be the army General if otherwise eligible, and may issue and accept challenges as a character.
However, the same rules state that a Shaggoth Champion cannot take any Magic Items.
Source: `[Beasts of Chaos Army Book pages 26 & 70 / The Norn Consensus Historical Precedent]`
Q: Is a Braystaff always considered a two-handed weapon?
Ruling: No. The Braystaff is a versatile weapon. A character must choose how to wield it at the start of close combat. It can be used offensively as a two-handed weapon, granting +1 Strength and requiring both hands, or it can be used defensively alongside a normal hand weapon, granting a +1 Armour Save in close combat and functioning mechanically like a shield.
Source: `[The Norn Consensus Historical Precedent / Beasts of Chaos Army Book page 62]`
Q: Does the Beasts of Chaos magic item Fur of Sharrgu replace a character's mundane armour or stack with it? Can a Bray-Shaman wear it?
Ruling: Magic Armour always replaces mundane armour unless explicitly stated otherwise in the item's description, as with the Enchanted Shield. Therefore, the Fur of Sharrgu does not stack with mundane armour. Furthermore, because Bray-Shamans do not have the option to wear mundane armour in their profile, they are legally barred from selecting the Fur of Sharrgu or any other Magic Armour.
Source: `[The Norn Consensus Historical Precedent / Rulebook page 152 / Beasts of Chaos Army Book]`
Q: If a Beastmen combat character such as a Wargor is given the Mark of Tzeentch, making him a Sorcerer, does this grant him access to Bray-Shaman-specific equipment such as the Braystaff or the Staff of Darkoth?
Ruling: No. The Mark of Tzeentch grants the character spellcasting abilities and the Sorcerer classification but does not change his fundamental character class. He remains a Wargor or Doombull and therefore may not select magic items specifically restricted to Bray-Shamans.
Source: `[The Norn Consensus Historical Precedent / Beasts of Chaos Army Book]`
Q: How does the "Storm Rage" special rule for Dragon Ogres and Shaggoths interact with lightning-based spells and attacks, and which specific attacks trigger this immunity?
Ruling: Dragon Ogres and Shaggoths are immune to all lightning-based attacks and spells. When targeted or hit by one, they suffer no damage or effects from the attack and immediately become frenzied. In the case of the Shaggoth, it becomes frenzied even though it normally has the Immune to Psychology special rule. Based on the rules and descriptions across the army books, the following specific attacks and spells are considered lightning-based and will trigger Storm Rage:
- Lore of Heavens: Forked Lightning and Storm of Cronos (explicitly named in the Storm Rage rule), as well as Uranon's Thunder Bolt (which strikes the unit with a thunder bolt).
- Skaven (Clan Skryre): The Warp-lightning Cannon, the Warp Lightning spell, and the Storm Daemon arcane item (which casts a bound Warp Lightning spell). The rule explicitly names "Skaven warp-lightning attacks".
- Dwarfs: The Anvil of Doom's runic power Rune of Air (which causes a storm of lightning to cascade down upon the unit).
- Hordes of Chaos: The Banner of Wrath magic standard (which contains a bound spell that lashes the enemy with forks of magical lightning).
- Lizardmen: The Rod of the Storm arcane item (which unleashes crackling branches of lightning).
(Note: Magic items from other armies that contain bound spells or attacks explicitly described as projecting lightning will follow this exact same rule).
Source: `[Warhammer Armies: Beasts of Chaos page 26 / Warhammer Armies: Skaven pages 28, 35 & 38 / Warhammer Armies: Dwarfs page 9 / Warhammer Armies: Hordes of Chaos page 53 / Warhammer Armies: Lizardmen page 55 / Warhammer Chronicles 2004 page 94]`
BRETONNIANS
Q: Can a Bretonnian character benefit from both the Grail Vow and the Virtue of the Penitent?
Ruling: Yes, if the character is otherwise legally built.
The Grail Vow makes the character Immune to Psychology. The Virtue of the Penitent makes the character Stubborn and imposes its own restrictions.
The Virtue is not a Magic Item. It is a permanent Bretonnian army-list ability purchased for the character.
Therefore, the character is both Immune to Psychology and Stubborn. The character takes Break tests on unmodified Leadership while ignoring Psychology as normal.
Source: `[Bretonnia Army Book / Rulebook pages 74, 80, 85 & 112 / Direwolf FAQ Council Interpretation / The Norn Consensus Historical Precedent]`
Q: Does the official Empire FAQ concerning the Banner of Sigismund prevent a Grail character with the Virtue of the Penitent from being Stubborn?
Ruling: No. The Empire FAQ concerns a Magic Standard granting Stubborn to a unit that is already Immune to Psychology.
A Bretonnian character with the Grail Vow and the Virtue of the Penitent is not receiving Stubborn from a Magic Standard. Both rules are permanent army-list choices belonging to the character.
This is treated as a permanent non-magic-item army-list combination, not as a Magic Item overriding Immune to Psychology.
Source: `[Bretonnia Army Book / Warhammer Chronicles 2004 page 116 / Direwolf FAQ Council Interpretation / The Norn Consensus Historical Precedent]`
Q: What equipment is a Bretonnian Paladin Battle Standard Bearer legally allowed to take? Can they take a lance, shield, or magic weapons?
Ruling: A Bretonnian BSB cannot be equipped with mundane two-handed weapons, a lance, or a mundane shield. They may only carry a hand weapon and heavy armour. However, they may purchase Magic Weapons and Magic Armour, including Magic Shields, from their magic item allowance, provided they are not carrying a Magic Standard. They may also take Virtues and Vows normally.
Source: `[The Norn Consensus Historical Precedent / Bretonnia Army Book page 66 / Rulebook page 102]`
Q: In small games such as 500-point Border Patrol games, Bretonnian armies are still required to take a Battle Standard Bearer. Does this character take up the single Hero slot allowed in these formats, or are they a free addition?
Ruling: The Battle Standard Bearer is a mandatory inclusion for any Bretonnian army. In low-point formats restricted to a single Hero character, the BSB is that single Hero choice. They do not receive a free extra Hero slot simply because the BSB is mandatory; the Bretonnian player must field the BSB as their designated Hero and army commander.
Source: `[The Norn Consensus Historical Precedent / Bretonnia Army Book]`
Q: If a Bretonnian Lance formation moves forward and its geometric footprint contacts a small, unengaged unit of Skirmishers or a lone character with Unit Strength 1 or 2 that the leader could not see, is the Lance blocked?
Ruling: No. To prevent light units from artificially trapping the cumbersome Lance formation, the official "Make Way, Peasants!" rule applies. The light unit is simply moved slightly aside to create just enough space for the Lance to pass through. If a unit of Skirmishers is split in two by this, they must reform into a legal formation in their next Movement phase.
Source: `[The Norn Consensus Historical Precedent / Warhammer Chronicles 2001 (White Dwarf 260) / Bretonnia Errata]`
STORM OF CHAOS - CULT OF SLAANESH
Q: If Cold One Knights or a character riding a Cold One are given the Mark of Slaanesh in a Cult of Slaanesh army, does the resulting Immune to Psychology rule cancel out their Stupidity?
Ruling: No. They remain subject to Stupidity.
The Cult of Slaanesh special rules explicitly state that units or characters with the Mark of Slaanesh and riding Cold Ones are still subject to Stupidity.
This also aligns with the Norn Consensus ruling on Immune to Psychology: native or permanent army-list Psychology rules are not suppressed merely because the model or unit also gains Immune to Psychology from a permanent non-magic army-list upgrade. In this case, the Cold One's Stupidity remains in force despite the Mark of Slaanesh.
Source: `[Storm of Chaos Cult of Slaanesh Special Rules / The Norn Consensus Psychology Ruling]`
OGRE KINGDOMS
Q: Can Ogre Gut Magic be dispelled immediately when it is cast, or can it only be dispelled later as a Remains in Play spell? If dispelled later, does the original casting roll matter?
Ruling: Gut Magic can be dispelled immediately during the Ogre player's Magic phase just like any normal spell, requiring your dispel roll to beat the Ogre player's casting roll. If it is not dispelled immediately, it successfully casts and becomes a Remains in Play spell. In any subsequent Magic phase, you may use excess Dispel Dice to remove it; when dispelling it in subsequent turns the original casting roll is ignored and the Gut Magic spell is always treated as having a Power Level of 7.
Source: `[The Norn Consensus Historical Precedent / Ogre Kingdoms Army Book / Direwolf FAQ Compilation]`
WOOD ELVES
Q: Does a Treeman natively benefit from both Stubborn and Immune to Psychology via the Forest Spirit rule in close combat?
Ruling: Yes. A Treeman has Forest Spirit and Stubborn in its own unit entry. Forest Spirit makes it Immune to Psychology, and Stubborn is also part of its printed rules.
Because both rules are native to the creature's profile and not the result of a Magic Item or Magic Standard, they do not trigger the Magic vs. Mundane cancellation principle from the Empire FAQ. The Treeman takes Stubborn Break tests on unmodified Leadership while simultaneously ignoring Psychology tests as normal.
Source: `[Rulebook pages 85 & 112 / Wood Elves Army Book / Warhammer Chronicles 2004 page 116 / Direwolf FAQ Council Interpretation / The Norn Consensus Historical Precedent]`
Q: Does the Treeman ruling contradict the official Empire FAQ concerning the Banner of Sigismund?
Ruling: No. The Banner of Sigismund FAQ concerns a Magic Standard granting Stubborn to a unit that is already Immune to Psychology.
A Treeman has both Forest Spirit and Stubborn in its own unit entry. Neither rule is being imposed by a Magic Item or Magic Standard.
The Treeman is therefore both Immune to Psychology and Stubborn.
Source: `[Wood Elves Army Book / Warhammer Chronicles 2004 page 116 / Direwolf FAQ Council Interpretation / The Norn Consensus Historical Precedent]`
Q: Wood Elves natively ignore movement penalties for moving through woods. Does this mean a ranked unit of Wood Elf infantry can declare a march move through a wood, or charge through a wood without penalty?
Ruling: No. While they ignore the distance penalty of moving at half rate, they are still subject to the core structural rules governing difficult terrain. Ranked units of Wood Elves still cannot declare a march move if their path goes through a wood, and if they charge through a wood they lose their rank bonuses as normal for fighting in difficult terrain. Only models with the Skirmishers special rule are permitted to march through woods.
Source: `[The Norn Consensus Historical Precedent / Wood Elves Army Book / Rulebook]`
DOGS OF WAR
Q: Can special mercenary characters such as Truthsayers or Dark Emissaries join normal units in the army that hired them? Can the hiring army use their Leadership, or the Leadership of a Mercenary General such as Marco Colombo?
Ruling: Yes, they may join normal units following the standard rules for characters. However, as Dogs of War or Mercenary models, they are strictly bound by mercenary character restrictions: units from the main army can never use the Leadership of a mercenary character. Furthermore, a mercenary character can never be the army's General unless the entire army is a dedicated Dogs of War army. Therefore, Marco Colombo's Leadership 10 cannot be passed on to Empire or Tilean units in a standard army.
Source: `[The Norn Consensus Historical Precedent / Warhammer Chronicles 2004 (Dark Shadows) / Dogs of War Army List]`
CHAOS DWARFS
Q: Do Hobgoblins count as Greenskins for the effects of the Waaagh! spell, The Hand of Gork, or other Greenskin magic?
Ruling: Yes. Hobgoblins are classified as a type of Goblin and therefore count as Greenskins for rules and spells that affect Orc and Goblin units of any type.
They may therefore be affected by Greenskin-targeting magic such as The Hand of Gork and the Waaagh! spell, where those spells refer to Orcs, Goblins, or Greenskin units.
However, Greenskins in a Chaos Dwarf army are slave troops rather than members of a free Orcs & Goblins Waaagh!. They may not use magic banners from the Orcs & Goblins army book unless a specific Chaos Dwarf rule or approved event ruling allows it.
Source: `[Warhammer Chronicles 2004 / Ravening Hordes / Direwolf FAQ / The Norn Consensus]`
Q: Do Hobgoblin Wolf Riders lose the Fast Cavalry rule if their armour save is improved to 5+ or better?
Ruling: No. Hobgoblin Wolf Riders do not lose Fast Cavalry because of their armour save.
The Ravening Hordes Chaos Dwarf list states that if Hobgoblins are mounted on wolves, they are Fast Cavalry. No armour-save exception is given.
Therefore, Hobgoblin Wolf Riders may be equipped with light armour and shields without losing Fast Cavalry.
Source: `[Ravening Hordes / The Norn Consensus]`
Q: Can a Chaos Dwarf character join a Hobgoblin unit, and can a Hobgoblin character join a Chaos Dwarf unit? Can either also join Bull Centaur units?
Ruling: Yes, unless a specific rule forbids it.
Characters may normally join units regardless of race, mount, or base size unless the rulebook, army book, or unit entry creates a specific restriction.
A Chaos Dwarf character may join a Hobgoblin unit, and a Hobgoblin character may join a Chaos Dwarf unit. A character may also join Bull Centaurs unless prevented by a specific rule.
If a Chaos Dwarf character on foot joins a cavalry-speed unit such as Hobgoblin Wolf Riders or Bull Centaurs, the combined unit moves at the speed of its slowest model.
If a Bull Centaur Hero joins an infantry unit, he is placed in the unit according to his base size and displaces the appropriate number of rank-and-file models. This does not by itself make the infantry unit cavalry, nor does it grant the Bull Centaur any protection or benefit beyond the normal rules for joined characters and model size.
Source: `[Rulebook / Warhammer Chronicles 2004 / Beasts of Chaos Army Book / The Norn Consensus]`
The Archivists' Vow: The scribes of Karak Norn continuously monitor the veteran forums and battlefields of the Old World for mechanical disputes and edge-case anomalies. Past rulings are not simply copied; they are rigorously re-reviewed by the council to ensure mechanical compatibility with the modern digital dataset.