A new Warhammer Old World FAQ is here with Cathay Sky Lantern nerfs, Empire leadership buffs, core rule clarifications, and changes for most army lists.
The new Warhammer Old World FAQ is a “clean up the mess” update, not a “burn your army list” update. Games Workshop basically says they are avoiding big revisions and instead said they are answering the questions that keep popping up, plus tightening a few problem spots.
If you’ve been waiting for a Warhammer FAQ that clarifies core rules and tones down a couple of spicy builds without nuking factions, this one comes close to what we wanted.
- It’s a stability patch, not a reset: GW says this FAQ is about clarifying repeat-argument rules and nudging problem spots, not rewriting armies.
- Grand Cathay takes the headline hit: Sky Lanterns get brought back to earth (less durable, lose Unbreakable, gain Flammable), and a few “stack it forever” interactions get shut down.
- Core rules clarifications will save real time: Unstable, Stupidity timing, champ targeting vs Impact Hits/Stomps, casualty removal/fighting ranks, mixed troops + rank bonus, and other table-debate staples get tightened up.
- Meta impact: less “unkillable nonsense,” more consistent games, fewer rules pauses, plus a handful of points nudges that tweak lists at the margins.
Warhammer Old World FAQ: New Changes
Updated January 28th, 2026, by Rob Baer with new information, the latest Old World FAQ, and links to relevant content.
GW’s intent is simple: no major reworks, no sweeping army redesigns. The last update was huge, and people are still adapting. This round is about:
- Clarifying confusing rules in the core book and across armies
- Tweaking points and profiles where balance needed a nudge
- Answering FAQs that were causing repeated table disputes
Treat this new Old World FAQ like a stability patch. Re-read your most-used rules, not your whole library. The value is in removing friction, not chasing a brand-new meta. And from what it sounds like, GW wants to keep this the theme for FAQs moving forward.
Old World FAQ Grand Cathay Changes: The Big Picture (and Why It Matters)

What GW is doing here:
- Sky Lanterns lose durability and safety tricks. Toughness drops, Unbreakable goes away, Flammable shows up, and the Commander stops being a champion. Translation: they are more interactable, and opponents can actually punish them.
- Bombing Run gets cleaner. Once per game, and only into units not in combat. Less corner-case nonsense.
- Stacking gets shut down. Key modifiers and effects are explicitly not cumulative (Sky Lantern beacon stuff, Grand Cannon movement debuff).
- Support pieces get clarified. Ogre Loader becomes “extra crew” instead of a character-shaped headache.
- Some points and items get nudged. Several banners and trinkets shift in cost, and a couple become simple Bound spell utility tools.
If your Cathay plan was “Sky Lanterns do everything and also refuse to die,” you might need a new plan. Use them as support and disruption, not as a centerpiece that expects to tank the world.
Warhammer FAQ Empire Changes: Cleaner Leadership, Clearer Tools

What changes in practice:
- Priests lead better. Leadership bumps for Sigmar and Ulric priests make command checks and prayer-style actions feel less like a coin flip.
- Cover interaction gets defined. The “soot and smoke” rule is clearer, and it rewards keeping key pieces near war machines.
- Polearms get a real choice point. You pick a profile when you fight, and charging with polearms has a built-in limiter (no supporting attacks that turn). That is a meaningful tradeoff instead of a vague weapon entry.
Empire players should lean into disciplined positioning. Your support pieces got steadier, and your weapons got more “choose the job” play.
Old World FAQ Core Rules and Chaos and Everything Else: The Useful Stuff

Chaos and Beastmen highlights:
- No double Herdstone nonsense. It is 0-1 per army even with allied contingents (doubles games are a different story).
- Dark Coven and Plague Chalice gets spelled out. You can get both outcomes, which means the risk is real, not theoretical.
- Chaos Spawn movement shifts to 2D6+1. Still random.
- A pile of points adjustments across factions (Wood Elves, Battle Pilgrims, and more). This is list tuning, not reinvention.

- Unstable: those wounds cannot be regenerated back.
- Stupidity: clearer timing and what a stupid unit can and cannot do.
- Champions and Impact Hits/Stomps: you cannot snipe champions unless the unit is small enough.
- Casualty removal and fighting ranks: front rank goes first, no gaming the second rank.
- Mixed troop types and rank bonus: majority troop type decides it.
- Evasive in combat: no.
- Timmmberrr! wounds count for combat res: yes.
- Matched play bits like baggage train line of sight and a couple Settra’s Fury map measurements get cleaned up.
Print the core clarifications for your group. These are the ones that stop “wait, how does that work again?” moments from eating your night.
Warhammer Old World FAQ Meta Impact: What Changes On the Table

- Less unkillable nonsense. Cathay tools get brought back into the realm of “strong, but answerable.”
- More consistency. Empire support pieces and leadership checks feel steadier.
- Faster games. Core rule clarifications reduce debates around targeting, ranks, and weird edge cases.
- Small list shifts. Points nudges will change a few common builds, mostly at the margins where lists were already tight.
Quick prep before your next match:
- Recheck any unit you lean on every game.
- Look for anything that stacked effects or relied on champion targeting tricks.
- Adjust lists for points changes before you show up, not mid-game.
Final Thoughts on the Latest Warhammer Old World FAQ

Bring a printout, update your list, and enjoy the rare gift of a Warhammer FAQ that mostly just makes the game play better.
Download All the Changes Here!




