Publicado originalmente el 28‑jun‑2025.
FAQs ToW 1.5 - Rulebook Parte 2: Reglas Especiales.
Games Workshop ha sorprendido con las FAQs v1.5.1, un paquete de erratas que reescribe buena parte de las reglas especiales del reglamento de Warhammer: The Old World. Este segundo análisis se centra en esos retoques: desde peuqeñas aclaraciones sobre que la mayoría de las minis deben tener una regla poder aplicarla, hasta la redefinición de reglas icónicas como envenenados.
Rulebook p. 161 “Heavy Casualties”: “If, during any single phase other than the Combat phase, a unit loses more than a quarter (25 %) of the models it contained at the start of that phase, it must make a Panic test.” REGLA ORIGINAL: “Heavy Casualties: If, during any single phase other than the Combat phase, a unit loses more than a quarter (25 %) of the Unit Strength it had at the start of that phase, it must make a Panic test.”
La errata sustituye Potencia de Unidad por número de miniaturas. Ahora los chequeos de pánico se disparan solo al retirar modelos completos, no por la pérdida de Heridas sueltas: infantería y caballería monstruosa resisten mejor porque mientras no caiga la peana entera no cuentan. La Horda Troll y ogros dragón, evidentes beneficiados de esta modificación de reglas.
Rulebook p. 167 “Chariot Runners”: “Friendly models whose troop type is ‘chariot’ can draw a line of sight over or through models with this special rule and can move through friendly units if they are in Skirmish formation and if the majority of models have this special rule.” REGLA ORIGINAL: “Friendly models whose troop type is ‘chariot’ can draw a line of sight over or through models with this special rule and can move through friendly units of Chariot Runners that are in Skirmish formation.”
La errata limita el beneficio de los Chariot Runners a unidades donde la mayoría de las miniaturas poseen esta regla.
Rulebook p. 168 “Evasive”: “Once per turn, when a unit in which the majority of the models have this special rule is declared the target during the enemy Shooting phase, that unit may choose to Fall Back in Good Order, fleeing directly away from the enemy unit shooting at it.” REGLA ORIGINAL: “Once per turn, when this unit is declared the target during the enemy Shooting phase, it may choose to Fall Back in Good Order and will flee directly away from the enemy unit shooting at it. Once this unit has completed its move, the enemy unit may continue with its shooting as declared.”
La errata limita la maniobra evasivo a unidades donde la mayoría de las miniaturas poseen esta regla.
Rulebook p. 169 “Fire & Flee”: “If the majority of the models in a unit armed with missile weapons have this special rule, the unit may declare that it will ‘Fire & Flee’ as a charge reaction:” REGLA ORIGINAL: “A unit with this special rule that is also armed with missile weapons may declare that it will ‘Fire & Flee’ as a charge reaction:”
La errata limita el uso de la reacción huir y dispara a unidades donde la mayoría de las miniaturas poseen esta regla.
Rulebook p. 170 “Fly (X)”: “Except when following up or pursuing, a model with this special rule can choose to move by flying through the air, rather than moving across the ground as normal. When a model flies it uses a special ‘Fly Movement’ characteristic, shown in brackets after the name of this special rule (shown here as ‘X’). Models that choose to move by flying:” :contentReference[oaicite:0]{index=0} REGLA ORIGINAL: “A model with this special rule can Fly. Models that can Fly can choose either to move normally on the ground (using their Movement characteristic), or to move by flying. How many inches a model can Fly varies from model to model, and will be shown in brackets after the name of this special rule (shown here as ‘X’). Models that choose to move by flying:”
Ahora, las miniaturas que pueden volar, no pueden usar esta regla especial en persecuciones y arrasamientos, lo que impide “saltar” obstáculos gratis al seguir o perseguir. Además, el texto introduce un valor de “Fly Movement” independiente: cualquier efecto que modifique el Movimiento terrestre modifica también ese nuevo atributo, lo que aclara interacciones con hechizos o reglas que aumentan o reducen el M.
Rulebook p. 170 “Frenzy”: “During a turn in which it made a charge move, or during the turn after it made a follow up move, a Frenzied model has a +1 modifier to its Attacks characteristic. However, a Frenzied rider does not confer this modifier to their mount, and vice versa.” REGLA ORIGINAL: “A Frenzied model has a +1 modifier to its Attacks characteristic. This modifier does not apply to the model’s mount (in the case of a cavalry model), to the beasts that draw it (in the case of a chariot), or to its rider (in the case of a monster).
Con la errata, el bono de +1 Ataque solo se aplica mientras la unidad carga o justo después de un “follow up”**; desaparece el aumento permanente. Nerfeo sorprendente a esta regla que no era particularmente problemática.
Rulebook p. 172 “Impact Hits (X)”: “Impact Hits are resolved against the charged unit when the combat is chosen during Step 1.1 of the Choose Combat & Fight sub-phase, before issuing challenges. They hit automatically and use the unmodified Strength of the model making them.” REGLA ORIGINAL: Impact hits are attacks made in combat that always strike at Initiative 10 (regardless of modifiers), and that hit automatically using the unmodified Strength characteristic of the model.”
Con esta corrección, los Impact Hits ya no se resuelven en el momento del impacto ni en orden de Iniciativa 10, sino al principio de la sub-fase 1.1, antes de declarar desafíos. De este modo siempre afectan a la unidad cargada, evitando que los desafíos anulen estos golpes automáticos.
Rulebook p. 172 “Impetuous”: “If during the Declare Charges & Charge Reactions sub-phase of its turn, a unit that includes one or more Impetuous models is able to declare a charge, it must make a Leadership test. If this test is failed, the unit must declare a charge. If this test is passed, the unit may act as normal.” REGLA ORIGINAL: The eagerness of brash and brave warriors can lead them into foolish charges. If during the Declare Charges & Charge Reactions sub-phase of its turn, a unit that includes one or more Impetuous models is able to declare a charge, roll a D6. On a roll of 1-3, the unit must declare a charge. On a roll of 4+, the unit may act as normal.”
El rasgo impetuoso deja de depender de azar puro y pasa a un chequeo de Liderazgo: unidades disciplinadas podrán contenerse, mientras que tropas con Ld bajo lo sufrirán más.
Rulebook p. 172 “Large Target”: “Large Targets do not benefit from partial or full cover. In addition, a unit can draw a line of sight to a Large Target over or through another unit, and vice versa, provided that unit is not also a Large Target. Finally, a unit that shoots at a Large Target can shoot with one additional rank. For example, a unit armed with crossbows can shoot with its first two ranks when shooting at a Large Target, or with its first three if also standing on a hill.” REGLA ORIGINAL: Monstrous creatures tower above the battlefield, visible to all for leagues around. Enemy models never suffer To-Hit modifiers for full or partial cover when shooting at models with this special rule. In addition, a model can draw a line of sight to a model with this special rule over or through other models, and vice versa.”
Los Large Targets siguen sin beneficiarse de cobertura, y sin que nada bloquee la línea de visión (salvo otro objetivo grande). Pero el gran cambio es ahora los enemigos sólo obtienen una fila extra de disparo contra ellos. Primer gatorrazo a los bloques de arqueros con envenenados y primera ventaja que ganan los monstruos grandotes.
Rulebook p. 173 “Monster Handlers”: “On a roll of 1-4 the monster loses a Wound, but on a roll of 5+ one of the handlers is removed instead.” REGLA ORIGINAL:On a roll of 1-4 the monster loses a Wound, but on a roll of 5+ a handler model suffers the wound instead.”
La errata sustituye “sufre la herida” por “es retirado”: ahora, cuando se obtenga 5 +, el cuidador se elimina automáticamente en lugar de recibir simplemente la herida. Esto salvar la herida de ningún modo, ya que no ha sufrido una herida, ha sido retirado del juego.
Rulebook p. 175 “Poisoned Attacks”: “For each roll To Hit of a natural 6 a model with Poisoned Attacks makes, they may apply a +2 modifier to one of their rolls To Wound.” REGLA ORIGINAL: If a model with Poisoned Attacks rolls a natural 6 when making a roll To Hit, that hit will wound automatically.
La errata cambia por completo la mecánica del veneno: el 6 natural ya no provoca herida automática, sino un +2 a Herir. Esto reduce drásticamente la eficacia de las “death star” de arqueros con veneno, porque contra criaturas de Resistencia alta (T 6-8) siguen necesitando una tirada de herir (p.ej., pasan de herir siempre a hacerlo solo a 4+ o 5+). Segundo garrotazo que se llevan, en beneficio de los monstruos de R alta.
Rulebook p. 176 “Random Movement”: “When a model with this special rule moves, roll the dice to determine its maximum movement.” REGLA ORIGINAL: “Whenever a model with this special rule moves (for any reason), roll the dice to determine how far it must move.”
Ahora, la tirada marca el movimiento máximo, no la distancia obligatoria. Aclarando que la unidad puede mover menos de lo obtenido.
Rulebook p. 176 “Regeneration (X+)”: “Immediately after a Wound is lost, but before models with zero Wounds remaining are removed from play, a model with this special rule may make a ‘Regeneration save’ roll by rolling a D6 and comparing the result to its ‘Regeneration value’, shown in brackets after the name of this special rule (shown here as ‘X+’). If the Regeneration save roll equals or exceeds the model’s Regeneration value, the lost Wound is recovered, but is still counted for the purposes of calculating the combat result. Rules that affect armour values do not affect Regeneration values unless stated otherwise.” REGLA ORIGINAL: A model with this special rule can make a ‘Regeneration’ save. The armour value of a Regeneration save is shown in brackets after the name of this special rule (shown here as ‘X+’). A Regeneration save can never be modified by the AP characteristic of a weapon and can be made in addition to an armour save and a Ward save. However, any wounds saved by a Regeneration save are still counted for the purposes of calculating the combat result.”
Con la errata, la tirada de Regeneración se realiza inmediatamente después de perder cada herida. Esto significa que ahora se aplica también a heridas causadas por terreno peligroso, por inestabilidad de No-Muertos, Khemri o Demonios y, sobre todo, que cambia la forma de interactuar con las armas con Daño Múltiple (X): primero calculas cuántas heridas se pierden y luego haces una salvación independiente por cada una de ellas. Antes, al ser una salvación previa al daño, no protegía frente a terrenos peligrosos y se hacía una sola tirada contra todo el potencial del Daño Múltiple. Las heridas regeneradas siguen contando para el resultado del combate.
Rulebook p. 177 “Reserve Move”: “Unless it charged, marched or fled during the Movement phase, a unit in which the majority of the models have this special rule may make a Reserve move at the end of the Shooting phase of its turn, after all shooting has been resolved.” REGLA ORIGINAL: “Unless it charged, marched or fled during the Movement phase of its turn, a unit with this special rule may make a Reserve move at the end of the Shooting phase of its turn, after all shooting has been resolved.”
La errata limita el uso del movimiento de reserva a unidades donde la mayoría de las miniaturas poseen esta regla.
Rulebook p. 177 “Stomp Attacks (X)”: “Stomp Attacks are attacks made in combat that must be made last, after all other attacks have been made, including attacks made at Initiative 1. They hit automatically and use the unmodified Strength of the model making them.” REGLA ORIGINAL: “Stomp Attacks (X) Some creatures are so massive that their sheer bulk is a threat all of its own. The number of Stomp Attacks caused varies from model to model, and will be shown in brackets after the name of this special rule (shown here as ‘X’). Often, this is determined by the roll of a dice. Resolving Stomp Attacks: Stomp Attacks can only be made by a model that is in base contact with the enemy. Stomp Attacks are attacks made in combat that always strike at Initiative 1 (regardless of modifiers), and that hit automatically using the unmodified Strength characteristic of the model.”
La errata redefine el momento en que se resuelven los Stomp Attacks: ya no se consideran ataques a Iniciativa 1 que se ejecutan junto con el resto de golpes a esa velocidad, sino que deben hacerse después de que todos los demás ataques —incluidos los de Iniciativa 1— se hayan resuelto. Esto significa que, si la miniatura con Stomp muere antes, aunque sea en el paso de I1, pierde la oportunidad de pisotear. La regla sigue exigiendo estar en contacto peana con peana, mantiene el impacto automático y la Fuerza sin modificar, pero su potencia se reduce porque ahora depende de que el portador sobreviva a toda la secuencia de ataques ante
Rulebook p. 178 “Stupidity”: “Unless it is fleeing or engaged in combat, a unit with this special rule must make a Stupidity test by testing against its Leadership during the Start of Turn sub-phase of each of its turns. If this test is failed, the unit succumbs to Stupidity until its next Start of Turn sub-phase. A unit that has succumbed to Stupidity: • Cannot move. • Cannot shoot or cast spells. • Cannot attempt a Wizardly dispel. • Must ‘Hold’ if charged by an enemy.” REGLA ORIGINAL: “Unless it is engaged in combat, a unit with this special rule must make a ‘Stupidity’ test during the Start of Turn sub-phase of its turn. To make a Stupidity test, test against the unit’s Leadership characteristic. If this test is failed, the unit becomes Stupid. A Stupid unit: • Moves during the Compulsory Moves sub-phase. • Must move straight ahead, without performing any manoeuvres. • Cannot march or declare a charge. A unit or mount that does not have this special rule becomes subject to it when joined or ridden by a character that does (Stupidity is contagious).”
La errata convierte la Estupidez en un estado de parálisis total que dura hasta la siguiente subfase de inicio de turno: la unidad ya no avanza automáticamente, sino que queda inmóvil, no dispara ni lanza magia y, si la cargan, sólo puede aguantar. Esto hace que fallar la prueba sea mucho más severo y, a la vez, elimina movimientos involuntarios que podían desbaratar planes. Es un buen garrotazo a la horda Troll y obliga a jugadores del caos y bestias a sopesar los riesgos de tirar en la Tabla de la Mirada de los Dioses. El contagio a la unidad y la pérdida del efecto cuando el personaje la abandona siguen siendo idénticos según la propia FAQ.
Rulebook p. 178 “Swiftstride”: “A unit which consists entirely of models with this special rule increases its maximum possible charge range by 3" and, before making a Charge, Flee or Pursuit roll, may choose to apply a +D6 modifier to the result.” REGLA ORIGINAL: “A unit with this special rule increases its maximum possible charge range by 3” and, when it makes a Charge, Flee or Pursuit roll, may apply a +D6 modifier to the result.”
Aclara que el beneficio sólo se aplica si todos los miembros de la unidad tienen Swiftstride y el +D6 se decide antes de tirar, no después de ver el resultado.
Rulebook p. 180 “Vanguard”: “Units that make a Vanguard move cannot declare a charge during their first turn.” REGLA ORIGINAL: No modifica nada. Añade texto.
Ahora la regla impide cargar en el primer turno tras realizar el movimiento de vanguardia, cosa que antes era posible y volvía la lista de exiliados de bretonia un dolor. La unidad sigue pudiendo maniobrar y no marchar, pero debe esperar a la segunda ronda para declarar una carga, lo que frena aperturas muy agresivas y diferencia menos a Vanguard de Scouts, que ya tenían la misma restricción.
ERRATA (FAQ v1.5.1, p. 180 “Warband”): “However, a Warband cannot use this modifier to its Leadership should it ever choose to make a Restraint test or, if it is Impetuous, when testing to see if it must declare a charge or may act as normal.” REGLA ORIGINAL (Rulebook p. 180 “Warband”): However, a Warband cannot use this modifier to its Leadership should it ever choose to make a Restraint test.
El cambio amplía las situaciones en que el bono de Liderazgo no se aplica: además de las pruebas de Restraint, ahora tampoco cuenta cuando una unidad chequea por impetuoso para ver si está obligado a cargar.
Rulebook p. 186 “Skirmishers & Charging”: “Change the first sentence of the first paragraph as follows: ‘A unit of Skirmishers may charge an enemy unit that is visible to more than half (50 %) of its models when charges are declared.’ Add the following to the end of the second paragraph: ‘If any Skirmishers are unable to form up, the unit is considered to have lost its coherency, as described on page 184.’” REGLA ORIGINAL: “A unit of Skirmishers may charge an enemy that is visible to at least one of its models when charges are declared. In which arc the enemy is charged is determined as normal. When a unit of Skirmishers charges, each model is moved individually, starting with the model closest to the charge target, as shown in Fig 186.1. Each model moves as directly as possible towards the charge target in order to make base contact with it and form a fighting rank. Models that cannot make base contact with the charge target must form up behind the fighting rank, as shown in Fig 186.2.”
La errata obliga a que la unidad sólo pueda declarar carga si el objetivo es visible para más de la mitad de sus modelos, dejando atrás la antigua condición de “al menos uno”. Esto restringe el aprovechamiento de la visión de 360° de los hostigadores y exige colocarse con cuidado antes de lanzarse al combate. Además, si tras mover no todos los skirmishers logran formar la fila de combate, la unidad pierde coherencia y se retiran miniaturas automáticamente, penalizando las cargas mal medidas. En conjunto, la regla hace más arriesgada la agresividad de los hostigadores, premia un posicionamiento preciso y penaliza el uso de unidades demasiado grandes en las que puede estar complicado trazar visión con más de la mitad de las miniaturas.
Rulebook p. 190 “Regular Infantry Rules: Press of Battle”: “In the heat of battle, orderly ranks become a swirling melee. Except during a turn in which it charged, the fighting rank of a unit that has this rule and is arrayed in combat order is not one, but two ranks deep. In other words, models that are directly behind and in base contact with models in the unit’s actual fighting rank are also considered to be within its fighting rank.” REGLA ORIGINAL: “Due to their ubiquity, the basic rules of Warhammer: the Old World are written around regular infantry, so no additional rules apply to this troop type.”
La errata otorga a la infantería regular (más adelante lo aplica tb a pesada) una segunda fila de combate, doblando su pegada frontal, siempre que no cargue y esté en formación de combate, haciendo más peligrosas las líneas densas en combates prolongados.
Rulebook p. 190 “Regular Infantry Rules: Massed Infantry”: “When determining combat results, if one side has a higher Unit Strength than the other and includes one or more units with this rule, that side may claim a bonus of +1 combat result point.” REGLA ORIGINAL: “Due to their ubiquity, the basic rules of Warhammer: the Old World are written around regular infantry, so no additional rules apply to this troop type.”
Ahora se obtiene +1 al resultado de combate si se tiene mayor PU que el bando enemigo y se tiene en el combate una o más unidades con esta regla (no es necesario que la unidad con esta regla tenga más PU que el bando enemigo necesariamente. 10 orcos básicos y un carro orco de PU 5 sumarían PU 15, por lo que ganarían el bono enfrentándose a una unidad de 14 lanceros elfos.
Rulebook p. 190 “Regular Infantry Rules: Parry” “Whilst engaged in close combat, a model with this rule that is equipped with and chooses to use a hand weapon and shield improves its armour value by 1, to a maximum of 3+.” REGLA ORIGINAL: “Due to their ubiquity, the basic rules of Warhammer: the Old World are written around regular infantry, so no additional rules apply to this troop type.” tow_rulebook
Se introduce una mejora defensiva siempre activa para infantería regular con arma de mano y escudo, proporcionando +1 a la salvación por armadura hasta un máximo de 3+; haciendo más resistentes los bloques que optan por esta combinación clásica. Deprecia un poco la armadura de placas, impidiéndonos ver bloques que salven al 2+.
Rulebook p. 190 “Heavy Infantry – Press of Battle, Massed Infantry, Parry”: Añade las tres reglas anteriores a las unidades de Heavy Infantry (“See Regular Infantry entry, above”). REGLA ORIGINAL: No modifica texto. Entrada nueva
Con la actualización, la infantería pesada conserva Steady in the Ranks y además gana las nuevas reglas de doble fila, bono por superioridad y mejora de escudo, combinando resistencia con más pegada y capacidad para puntuar el combate.
Conclusiones sobre las reglas de infantería
Estas cuatro erratas tratan de transformar a la infantería regular y pesada (F por la horda Troll, aunque sea razonable) en el auténtico núcleo táctico de los ejércitos. La doble fila de Press of Battle incrementa significativamente el daño que puede llegar a hacer una unidad. Massed Infantry premia los grandes números, o al menos la presencia de infantería en los combates múltiples. Y Parry convierte al clásico combo arma-mano + escudo en una opción defensiva competitiva para tropas baratas que buscan aguantar. Al extenderse estas ventajas también a la Heavy Infantry, se refuerzan los regimientos veteranos no limitando a tropas numerosas y baratas. El meta resultante favorece los bloques grandes de infantería que tanto echábamos de menos con líneas densas, escudos y sinergias de mando que capitalicen la nueva economía de heridas y puntos de combate, obligando a caballería y tropas de choque a invertir más en romper esos muros o buscar flancos reales para neutralizar su renovada eficacia.
Rulebook p. 197 “Weapon of War”: “However, a war machine can freely pivot about its centre immediately before shooting (the better to face the enemy) and may make a follow up move as normal.” REGLA ORIGINAL: “However, a war machine can pivot freely at any time during its turn (the better to face the enemy) and may make a follow up move as normal. Should a war machine pivot, it does not count as having moved.”
Con este ajuste el giro de la máquina deja de ser una maniobra flexible del sub-fase de Movimiento y pasa a realizarse únicamente justo antes de disparar. Pierdes la opción de reorientar el frente para cubrir ángulos de carga o líneas de visión durante la fase de Movimiento; si un enemigo te flanquea, ya no puedes girar a tiempo para negar la carga lateral o para sacar la pieza de su arco. A efectos prácticos la pieza sigue girando gratis y no cuenta como movimiento, pero ahora la decisión queda ligada al momento de disparar, lo que exige prever mejor la colocación inicial de los cañones y dificulta las correcciones oportunas tras mover otra unidad o tras medir distancias.
Rulebook p. 209 “Enemy Shooting” párrafo inicial: “A character that has joined a unit of models of the same troop type as them (i.e., infantry or cavalry), cannot be targeted by enemy shooting unless:” REGLA ORIGINAL: “A character that has joined a unit cannot be hit by enemy shooting unless: • They are targeted by an attack that allows a specific model within a unit to be targeted. • They find themselves lying underneath a template. • There are fewer than five rank and file models in the unit.”
Esta corrección introduce el requisito de mismo tipo de tropa para que el personaje se beneficie del blindaje del regimiento. Así, un héroe de caballería camuflado dentro de infantería pasa a ser un blanco válido, lo que dificulta esconder perfiles distintos y obliga a planear mejor la escolta de personajes mixtos.
Rulebook p. 209 “Enemy Shooting”, 2.º párrafo, 1.ª frase: “If there are fewer than five rank and file models of the same troop type as the character in the unit, the controlling player must first allocate hits to the unit until one hit has been allocated to each model it contains.” REGLA ORIGINAL: “If there are fewer than five rank and file models in the unit, the controlling player must first allocate hits to the unit until one hit has been allocated to each model it contains.”
Ahora el umbral de “menos de cinco” se cuenta sólo con miniaturas del mismo tipo de tropa que el personaje. Si el héroe va con aliados de otra categoría, los impactos saltan hacia él antes, reduciendo la inmunidad de unidades mixtas pequeñas y facilitando eliminar líderes aislados tras algunas bajas iniciales.
Rulebook p. 209 “Look Out, Sir!”: “If a character is hit by a shooting attack, and if there are five or more rank and file models of the same troop type as the character in the unit, the character can make a ‘Look Out, Sir!’ roll.” REGLA ORIGINAL: “If a character is hit by a shooting attack, and if there are five or more rank and file models in the unit, the character can make a ‘Look Out, Sir!’ roll.” tow_rulebook
La regla ¡Cuidado señor! también exige ahora cinco compañeros del mismo tipo de tropa, con lo que un personaje montado que acompañe a infantes, o viceversa, ya no recibe la tirada protectora. Esto incrementa el riesgo al incrustar héroes dispares y refuerza la coherencia visual y táctica de mantener tropas homogéneas para proteger a sus líderes.
Rulebook p. 211 “Challenges & Mounts”: “Note that, if either participant is slain before their rival or a mount can make an attack, those attacks are lost.” *REGLA ORIGINAL: “If either participant in a challenge is mounted, their mount (including the crew of a chariot) must direct its attacks against the other participant. If the rival participant is slain before a mount’s attacks are made (because the mount has a lower Initiative, for example), the mount’s attacks may be made against the rival as normal for the purposes of Overkill.” *
Ahora, cuando uno de los duelistas muere antes de que la montura tenga la oportunidad de golpear, esos ataques se pierden y ya no generan heridas ni puntos de Overkill. También hace que se pierdan los stomps si el enemigo ha muerto antes de que estos se produzcann. Desaparece la táctica de “rematar” con la montura tras la muerte del oponente, lo que iguala el riesgo entre héroes a pie y jinetes y hace más valiosa la iniciativa del propio personaje.