// Source Reference

Core Rulebook

Fantasy Battles in the World of Legend — the full core rules PDF, kept here as the source reference, plus the Troop Type Table transcribed below since every army page on this site links to it.

Status

// most of the core rulebook isn't transcribed yet

The core rulebook here isn't fully transcribed into stat cards and rules text — it's a large book (turn sequence, movement, shooting, combat, psychology, magic, terrain, scenarios) and that pass hasn't been done. The Troop Type Table below is the first piece, added because it's referenced constantly from the army pages. Until the rest is done, use the embedded PDF below or open it directly in Google Drive.

Troop Types

// summarises rank/formation and Unit Strength info per troop type — hover any troop type mention on the army pages to see this table
Troop TypeModels/RankMax Rank BonusUnit Strength/Model
Regular Infantry5+21
Heavy Infantry4+21
Monstrous Infantry3+23
Swarms3
Light Cavalry5+12
Heavy Cavalry4+12
Monstrous Cavalry3+13
War Beasts5+11
Light Chariots3+13
Heavy Chariots5
Monstrous CreaturesStarting Wounds
BehemothsStarting Wounds
War MachinesStarting Wounds

"Models/Rank" is the minimum a rank needs to count toward Rank Bonus — ranks can hold more or fewer models, they just don't contribute to Rank Bonus below this minimum. Rank Bonus maximums can be increased by special rules, and reduced by formation, spell effects or terrain. Unit Strength (used to compare unit sizes, e.g. to check if a side is outnumbered) is the unit's current model count multiplied by its Unit Strength/Model above.

Weapons of War

// generic weapon profiles from the core rulebook — hover any weapon mention in an Equipment/Options line on the army pages to see its profile

Every weapon has a profile: Range (R) — "Combat" means combat-only, a single number is a missile weapon's maximum range, two numbers are minimum–maximum range. Strength (S) — a number for missile weapons, or "S" (optionally with a modifier like "S+2") meaning the wielder's own Strength for combat weapons. Armour Piercing (AP) — a negative modifier to the target's Armour Save roll. Special Rules — any universal special rules the weapon grants its wielder.

Combat Weapons
WeaponRSAPSpecial Rules
Hand weaponCombatS
Additional hand weaponCombatSExtra Attacks (+1), Requires Two Hands
FlailCombatS+2*-2Requires Two Hands
Great weaponCombatS+2-2Armour Bane (1), Requires Two Hands, Strike Last
HalberdCombatS+1-1Armour Bane (1), Requires Two Hands
Morning starCombatS+1*-1
WhipCombatSFight in Extra Rank, Strike First
LanceCombatS+2-2Armour Bane (1)†
Cavalry spearCombatS+1‡-1‡Fight in Extra Rank§
Throwing spearCombatSFight in Extra Rank¶
Thrusting spearCombatSFight in Extra Rank**

* Strength modifier applies only during the first round of combat. † Cavalry/monster only; can only be used on a turn the wielder charged, hand weapon otherwise. ‡ Bonuses apply only on a turn the wielder charged. § Cavalry/monster/chariot only; no supporting attack on a charge turn. ¶ Charge-turn-only weapon (hand weapon otherwise). ** Infantry only; no supporting attack on a charge turn; +1 Initiative against a charge in its front arc.

Missile Weapons
WeaponRSAPSpecial Rules
Longbow30″3Armour Bane (1), Volley Fire
Shortbow18″3Quick Shot, Volley Fire
Warbow24″SVolley Fire
Handgun24″4-1Armour Bane (1), Ponderous
Pistol12″4-1Armour Bane (1), Quick Shot
Repeater handgun24″4-1Armour Bane (1), Multiple Shots (3), Ponderous
Repeater pistol12″4-1Armour Bane (1), Multiple Shots (3), Quick Shot
Crossbow30″4Armour Bane (2), Ponderous
Repeater crossbow24″3Armour Bane (1), Multiple Shots (2)
Repeater handbow12″3Multiple Shots (2), Quick Shot
Throwing weapon9″SMultiple Shots (2), Move & Shoot, Quick Shot
Javelin12″SMove & Shoot, Quick Shot
Sling18″3Multiple Shots (2)
Throwing axe9″S+1Quick Shot

A model equipped with two-or-more combat (or missile) weapons picks which to use when its combat (or shooting) is chosen — the whole unit (including command) must use the same one, but joined characters and champions with distinct equipment options may choose separately. Weapons can't be swapped mid-combat once a fight has started, unless the weapon itself says otherwise (lances, for example).

Armour
ArmourArmour Value
No armour7+
Light armour6+
Heavy armour5+
Full plate armour4+

A shield or a barded mount each improve armour value by 1 (e.g. light armour + shield = 5+). A model can never have an armour value better than 2+, regardless of source. A weapon with Requires Two Hands can't be combined with a shield. Wizards can't wear armour or carry a shield (magical or otherwise) without losing the ability to make Casting/Dispel rolls — barding on their mount is unaffected, since the mount wears it, not the Wizard.

Universal Special Rules

// the generic special rules any army can use — hover any special rule mention on the army pages to see its gist here. Army-specific/unique special rules (Ensorcelled Weapons, Mark of Chaos Undivided, Gaze of the Gods, etc.) aren't covered by this list — those are explained inline on their own army page instead.

Ambushers: may start held in reserve instead of deploying; from round 2, roll a D6 each of your Start of Turn sub-phases — 1-3 delayed, 4+ arrives (any table edge, 8"+ from enemy models); arrives automatically by round 5 if still in reserve.

Armour Bane (X): on a natural 6 To Wound, that hit's Armour Piercing improves by X.

Armoured Hide (X): natural armour — improves the model's (and its rider's) armour value by X.

Breath Weapon: usable once per round in the Shooting phase; flame template from the model's base edge within its front/vision arc; can't be used on a Stand & Shoot or while engaged in combat.

Chariot Runners: friendly chariots can draw line of sight through them and (in Skirmish formation) move through them without being blocked; a chariot within 1" counts as part of the unit for coherency.

Close Order: may adopt a Close Order formation.

Counter Charge: an unengaged, non-fleeing all-Counter-Charge unit charged in its front arc by cavalry/chariot/monster may pivot and move D3+1" to meet the charge instead of the normal reaction (both sides count as charging); once per turn.

Cumbersome: can't be used to Stand & Shoot.

Detachment: this unit can be fielded as a detachment of a larger regiment.

Dragged Along: if it starts its move within 1" of a friendly, non-fleeing 10+ model infantry unit, it may use that unit's Movement instead of its own.

Drilled: free Redress the Ranks immediately before moving (if not fleeing); can march within 8" of an enemy without a Leadership test. A character joining a Drilled unit counts as Drilled too.

Ethereal: treats all terrain as open ground and can pass through (but not end inside) impassable terrain; can only be wounded by Magical attacks; can't join or be joined by non-Ethereal units.

Evasive: once per turn, when targeted in the enemy Shooting phase, may Fall Back in Good Order (flee away) before that shooting is resolved.

Extra Attacks (+X): +X Attacks characteristic; a randomly-generated X is rolled when the model's combat is chosen.

Fast Cavalry: an all-qualifying Open Order unit may Quick Turn even after marching.

Fear: charging a Fear-causing enemy with higher Unit Strength needs a passed Leadership test first; fighting one without passing that test gives -1 To Hit against it; Fear-causing models are immune to Fear.

Feigned Flight: a Flee/Fire & Flee charge reaction automatically rallies at the end of its move.

Fight in Extra Rank: may make a supporting attack from the rank behind the fighting rank.

Fire & Flee: with missile weapons and line of sight, may Stand & Shoot then flee as a charge reaction, rolling 2D6 and discarding the lowest (or either, if tied) for the Flee roll.

First Charge: if the unit's first charge of the game connects, the target becomes Disrupted until the end of that Combat phase.

Flaming Attacks: its attacks/hits count as "Flaming"; causes Fear in War Beasts/Swarms troop types.

Flammable: can't make a Regeneration save against a wound from a Flaming attack.

Fly (X): may move on the ground or fly up to X″; flying passes over other models/units/terrain freely and allows marching within 8" of enemies without a test, but can't end on impassable terrain, atop another unit, or within 1" of an enemy, and must start/end its move on the ground. A Flying character can't join a non-Flying unit, or vice versa.

Frenzy: +1 Attacks (not to mounts/chariot beasts/riders); a majority-Frenzied unit auto-passes Fear/Panic/Terror, must charge whenever able, and can't Flee as a reaction or make a Restraint test. Lost after losing a round of combat.

Furious Charge: +1 Attacks on a turn it charged 3" or more.

Hatred (X): may re-roll failed To Hit rolls against a hated enemy (X) in the first round of combat.

Horde: +1 to the unit's maximum Rank Bonus.

Howdah: represents an armoured firing platform and crew atop a behemoth (split-profile/firing-platform rules apply).

Ignores Cover: ignores To Hit penalties from cover when shooting.

Immune to Psychology: a majority-affected unit auto-passes Fear/Panic/Terror but can't Flee as a charge reaction; doesn't grant immunity to other Leadership tests.

Impact Hits (X): X automatic hits at Initiative 10 using unmodified Strength, made by a charging model (3"+ move) in base contact.

Impetuous: when able to charge, roll a D6 — 1-3 must charge, 4+ optional.

Killing Blow: on a natural 6 To Wound in combat, infantry/cavalry targets get no armour or Regeneration save (Ward still allowed); an unsaved wound removes all their remaining Wounds.

Large Target: enemies shooting at it ignore cover penalties; line of sight can be drawn through/over it.

Levies: can't benefit from the General's Inspiring Presence or a Battle Standard's Hold Your Ground; other units don't Panic when a friendly Levies unit breaks and flees.

Loner: can't be your General and can't join (or be joined by) a non-Loner unit.

Magical Attacks: its attacks/hits count as "Magical" (all spells and magic item hits already count as this).

Magic Resistance (-X): enemy spells (including Bound spells) targeting a unit with this suffer a -X Casting roll modifier; not cumulative — use the highest value present.

Mercenaries: units drawn from another army list gain this; can't use the General's Inspiring Presence or a Battle Standard's Hold Your Ground, and can't be joined by characters from a different list.

Monster Handlers: a monster with handler models placed at deployment; handlers add their attacks to the monster's in combat; on an unsaved wound to the monster, roll a D6 — 1-4 the monster loses the Wound, 5+ a handler takes it instead. Handlers are removed if the monster is.

Monster Slayer: on a natural 6 To Wound in combat, Monster-type targets get no armour or Regeneration save (Ward still allowed); an unsaved wound removes all their remaining Wounds.

Motley Crew: a unit may mix differently-equipped or different-type models; different weapons are rolled separately in Initiative order, armour value in combat/shooting follows the majority model type, and casualties are divided proportionally.

Move & Shoot: can shoot even after marching this turn.

Move Or Shoot: can't shoot if the model moved for any reason this turn.

Move Through Cover: no Movement penalty in difficult/dangerous terrain; may re-roll 1s on Dangerous Terrain tests.

Multiple Shots (X): may fire once normally, or X times at an extra -1 To Hit per shot if firing multiple.

Multiple Wounds (X): each unsaved wound is multiplied by X; excess wounds don't carry over to other models (except Overkill against characters).

Open Order: may adopt an Open Order formation.

Poisoned Attacks: a natural 6 To Hit wounds automatically (unless the attack needs 7+ To Hit or already hits automatically).

Ponderous: -2 To Hit (instead of the usual -1) for Moving and Shooting.

Quick Shot: no -1 To Hit penalty for Moving and Shooting; can Stand & Shoot regardless of the charger's distance.

Rallying Cry: in the Command sub-phase (if not engaged), may force an immediate Rally test on one fleeing friendly unit in Command range.

Random Attacks: Attacks is a dice roll (e.g. D3+1) instead of a fixed number, re-rolled every time the model fights; multiple such models in a rank roll separately unless stated otherwise.

Random Movement: Movement is a dice roll (e.g. 2D6); moves in the Compulsory Moves sub-phase, can't march or deliberately charge, but counts as charging if contact is made while moving (target must Hold). Mixed values in one unit use the lowest roll for everyone.

Regeneration (X+): an extra save (X+) on top of armour/Ward saves, never modified by a weapon's AP; wounds it prevents still count toward the combat result.

Regimental Unit: this unit can be accompanied by detachments.

Requires Two Hands: can't be used alongside a shield in the Combat phase (the shield still works against shooting/magic).

Reserve Move: if it didn't charge, march or flee this turn, may make an extra move (no marching) at the end of the Shooting phase.

Scouts: deploys after all other units, anywhere 12"+ from the enemy; can't charge on its first turn if deployed this way.

Shieldwall: once per game, when charged (in Close Order, using shields), may Give Ground instead of Falling Back in Good Order.

Skirmishers: may adopt a Skirmish formation.

Stomp Attacks (X): X automatic hits at Initiative 1 using unmodified Strength, made by a model in base contact with the enemy.

Strike First: Initiative becomes 10 in combat before other modifiers; cancels out with Strike Last if a model somehow has both.

Strike Last: Initiative becomes 1 in combat before other modifiers; cancels out with Strike First if a model somehow has both.

Stubborn: the first Break test the unit is required to make may instead auto-convert to Falling Back in Good Order, even against 2x+ enemy Unit Strength.

Stupidity: unless engaged, must pass a Leadership test each turn or become Stupid — moves straight ahead only, can't march or charge. Contagious: a unit/mount without this rule gains it while joined/ridden by a model that has it.

Swiftstride: +3" to maximum charge range; +D6 modifier on Charge, Flee or Pursuit rolls.

Terror: also causes Fear; a charge against it needs a passed Leadership test or the charger must Flee instead; if the winning side of a combat caused Terror, the losing side gets -1 Leadership on its Break test. Terror-causers are immune to Terror.

Timmm-berrr!: on death, the opponent picks a fall arc (front/flank/rear) — units in that arc in base contact suffer D6 Strength hits, AP -1.

Unbreakable: never makes a Break test after losing a round of combat — automatically Gives Ground instead.

Unstable: after losing a round of combat, loses one extra Wound per combat-result point it lost by, resolved before Break tests.

Vanguard: an extra move after deployment (no marching); if both sides have Vanguard units, a roll-off decides move order.

Veteran: a majority-Veteran unit may re-roll failed Leadership tests (not Break tests).

Volley Fire: extra models from rear ranks (half of each, rounding up) may also shoot; can't be used after moving/reforming this turn, or on a Stand & Shoot.

Warband: gains +Leadership equal to its current Rank Bonus (max 10) unless fleeing (not usable for a Restraint test); a majority-Warband unit may re-roll its Charge roll.

Warp-spawned: can't make a Regeneration save against wounds from Magical attacks; can't join or be joined by non-Warp-spawned units.