Except where noted, all of the following changes apply to both Warbands and Rogues.
Ignore the requirement to include a Paladin Battle Standard Bearer.
Ignore the requirement for a unit of the same type and size to be included for Beastman Ambush. Instead, up to half the units of any type with the Beastman Ambush rule (rounding up) may ambush.
Use the two lowest dice rolled for Winds of Magic for determining the result on the Reign of Chaos table instead of the two highest.
Treat results of 11 or 12 on the Reign of Chaos table as 10 instead.
Whenever a Reign of Chaos result requires a D6 roll for each unit, roll once for the entire Warband and apply any affects to the model with the highest Leadership that fulfils the roll requirements.
Assassins may only choose to be deployed using the Hidden rule in units that are of at least Standard Size.
The Personal Vendetta result of the Ancestral Grudge rule grants Hatred against the opposing Warband’s Leader, or against the opposing Rogue.
Characters with the Slayer Cult rule may be the Warband Leader.
Use the highest D6 of the two remaining Winds of Magic dice for determining the effects of the Phoenix’s Attuned to Magic special rule, not the highest of all four dice rolled.
A Bastiladon in a Rogue force may also include up to 3 Jungle Swarms.
Ignore the requirement for at least one Butcher or Slaughtermaster to choose spells from the Lore of the Great Maw.
Animosity applies as normal.
Units must be of minimum size before they can be concealing units for Nasty Skulkers or Fanatics.
A Screaming Bell or Plague Furnace in a Rogue force may also include a single unit of Clanrats, Stormvermin, or Plague Monks as required to push the model.
Assassins may only choose to be deployed using the Hidden rule in units that are of at least Standard Size.
Weapon Teams may only be purchased if the unit to which it is attached is of at least Standard Size.
The Detachment system works as normal. In addition, if a Regimental Unit is of less than minimum size, the unit and all its Detachments may join together to form a single unit with a mix of weaponry:
The Regimental unit must form the front ranks of the unit.
The units then count as a single unit for all rules purposes.
When combined, the unit may exceed the Standard Size of the Regimental Unit, but if it does it loses the Free Reform rule.
Archers that join a combined unit lose the Skirmishers rule.
If they remain seperate, Detachments may make Support Fire and Counter-Charge actions as normal. They may also take an initiative test to gain Quick to Fire, and therefore can Support Fire at any distance, unless they are also Slow to Fire.
The Warband does not need to include a Heirophant, but if it doesn’t it must test at the start of every friendly turn in the same way as if the Heirophant had been slain. Note that the Leader’s Inspiring Presence can be used for this test.
In a Rogue force, assume the Rogue is being kept animated from afar, and don’t test at the start of each turn. However, if the owning player’s roll for Winds of Magic is less than the Leadership of the Rogue, it must take a Leadership test as though the Heirophant had just been slain.
The Warband does not need to include a Wizard, but if it doesn’t it must test at the start of every friendly turn in the same way as if the General had been slain. Note that the Leader’s Inspiring Presence can be used for this test.
In a Rogue force, assume the Rogue is being kept animated from afar, and don’t test at the start of each turn. However, if the owning player’s roll for Winds of Magic is less than the Leadership of the Rogue, it must take a Leadership test as though the General had just been slain.
Corpse Carts may be include in a Warband even though they are Chariots.
Re-roll results of 2 and 12 on the Eye of the Gods table. However, if the re-roll results in the same number, it must be applied as normal.
The Ambush from the Worldroots special rule only applies if the Wood Elves are not part of an allied Warband.
For the Ambush from the Worldroots special rule, only place a forest if the Wood Elf player wins the roll to choose deployment zones. Otherwise, no forest is placed.