Welcome to the online rules index for the Warhammer Armies Project (WAP), Warhammer: Unofficial 9th Edition Version 2.2. It is part of the Warhammer Fantasy Online Rules Index Project and is not affiliated with Games Workshop Limited. Quickly search and find all the rules from the main rulebook and special rules for each army. Ravening Hordes-style army lists are also available here.
Source: Warhammer Armies Project: Unofficial 9th Edition (v2.2)
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Basic Rules
- Measuring Distances
- Dice
- Rolling a D3
- Artillery Dice & Scatter Dice
- Dividing Values
- Modifying Dice Rolls
- Re-roll
- Roll-off
- Randomising
- Templates
- Scatter
- Choosing a Random Direction
- Characteristics Test
- Automatic Pass and Fail
- Leadership Tests
- Unmodified Leadership
- Psychology Tests
- Forming Units
- Removing Casualties
- Unit Facing
- Unit Strength
- Line of Sight
- Sequencing
- Basic Rules and Advanced Rules
- Basic Versus Advanced
- The Most Important Rule
Movement
- Moving Your Units
- 1" Apart
- Manoeuvres
- Wheel
- Reform
- The Movement Phase Sequence
- The First Turn
- Start of Phase
- Charge
- Declare Charge
- Can I Charge?
- Charge Reaction
- Hold
- Stand and Shoot
- Flee
- Redirecting the Charge
- Fleeing Off the Battlefield
- Charging More Than One Unit
- Multiple Charge Reactions
- Roll Charge Range and Move Chargers
- Calculating Charge Range
- Failed Charge
- Move Chargers
- Aligning to the Enemy
- Flank and Rear Charges
- Unusual Situations (Movement)
- Charging a Fleeing Enemy
- Multiple Charges on a Unit
- Compulsory Moves
- Rally Fleeing Units
- Move Fleeing Units (Movement)
- Other Compulsory Moves
- Remaining Moves
- Moving Your Units (Remaining Moves)
- Moving Backwards
- Moving Sideways
- Marching
- Lone Models and Movement
- Moving Off the Board
- Reinforcements
- Movement Summary Chart
Magic
- Wizards
- Wizard Level
- Spells
- Choosing Spells
- Signature Spells
- Lore Attribute
- The Magic Phase Sequence
- Roll for the Winds of Magic
- The Power Pool
- Channeling Power Dice
- The Dispel Pool
- Channeling Dispel Dice
- Cast
- Spell Types
- Direct Damage
- Magic Missiles
- Augment Spells
- Hex Spells
- Magical Vortexes
- Choose Number of Power Dice
- Casting Value
- Casting Bonuses
- Boosted Spells
- Not Enough Power
- Broken Concentration
- Ultimate Power
- Miscasts
- Miscast Table
- Dispel
- Choose Wizard
- Choose Number of Dispel Dice
- Dispel Value
- Dispel Bonuses
- Not Enough Power (Dispel)
- Broken Concentration (Dispel)
- Ultimate Power (Dispel)
- Spell Resolution
- Spells and Panic
- Spell Duration
- Remains In Play Spells
- Spells Lasting More Than One Turn
- Duplicate Spells
- Next Spell
- Bound Spells
- Casting Bound Spells
- Miscasts (Bound Spells)
- Dispelling Bound Spells
Shooting
- The Shooting Phase Sequence
- What is a Missile Attack?
- Nominate Unit to Shoot
- Who Can Shoot?
- Choose a Target
- Fire In Two Ranks
- Check the Target is in Range of the Weapon
- We Can't All Fire!
- Shooting Into Flank or Rear
- Shooting Into Combat
- Roll To Hit (Shooting)
- Shooting Modifiers
- 7+ To Hit
- Moving and Shooting
- Standing and Shooting
- Lone Model
- Cover
- Targets Behind Soft Cover
- Targets Behind Hard Cover
- Special Rules (Shooting)
- Automatic Hits
- Roll To Wound (Shooting)
- Resolving Unusual Attacks
- Saving Throws
- Negative Save Modifiers
- Ward Saves
- Instant Kills
- Remove Casualties (Shooting)
- Models with More than One Wound
- Hits Inflicting Multiple Wounds
- Multi-Wound Models and Multi-Wound Weapons
Close Combat
- The Close Combat Sequence
- What is a Close Combat Attack?
- Fight a Round of Close Combat
- First Round of Close Combat
- Who Can Strike?
- How Many Attacks?
- Supporting Attacks
- Incomplete Ranks
- Striking Order
- Split Profiles and Striking Order
- Roll To Hit (Close Combat)
- Roll To Wound (Close Combat)
- Take Saving Throws
- Remove Casualties (Close Combat)
- Calculate Combat Result
- Wounds Inflicted
- Charge! (Combat Resolution)
- Extra Ranks
- Disruption
- Outnumber
- Standard (Combat Resolution)
- Battle Standard (Combat Resolution)
- Flank Attack
- Rear Attack
- High Ground
- Overkill
- Who is the Winner?
- Wipeout!
- Loser Takes a Break Test
- Taking a Break Test
- Steadfast
- Combat Reform
- Reforming from Victory
- Reforming from Defeat
- Unusual Situations (Combat Reform)
- Flee and Pursue
- Restrain or Pursue
- Roll to Flee
- Roll to Pursue
- Caught!
- Move Fleeing Unit (Close Combat)
- Restraining Units Reform
- Move Pursuers
- Pursuit into an Obstruction
- Pursuit into a New Enemy
- Pursuit into Fleeing Foes
- Overrun!
- Pursuit Off the Battlefield
- Multiple Close Combats
- Multiple Combats and Break Tests
- Steadfast (Multiple Combats)
- Multiple Combats and Pursuit
- Pursuit (Multiple Combats)
- Flee! (Multiple Combats)
- Direction of Flight (Multiple Combats)
- Direction of Pursuit (Multiple Combats)
- Shrinking Units and Multiple Fights
- No More Foes
Special Rules
- Always Strikes First
- Always Strikes Last
- Ambushers
- Animated Construct
- Aquatic
- Armour Piercing (*)
- Breath Weapons
- Devastating Charge
- Dodge (*)
- Ethereal
- Expendable
- Fast Cavalry
- Fear
- Fight in Extra Ranks (*)
- Flaming Attacks
- Flammable
- Fly (*)
- Frenzy
- Hatred
- Heroic Killing Blow
- Hidden
- Ice Attacks
- Ignores Armour Saves
- Ignores Cover
- Immunity (*)
- Impact Hits (*)
- Killing Blow
- Large Target (*)
- Lightning Attacks
- Loremaster (*)
- Magic Resistance (*)
- Magical Attacks
- Mixed Unit
- Move or Fire
- Multiple Shots (*)
- Multiple Wounds (*)
- Natural Armour (*)
- Parry (*)
- Poisoned Attacks
- Quick to Fire
- Random Attacks (*)
- Random Movement (*)
- Regeneration (*)
- Requires Two Hands
- Scouts
- Skirmishers
- Slow to Fire
- Sniper
- Stomp
- Strength Bonus (*)
- Strider
- Stubborn
- Stupidity
- Swiftstride
- Terror
- Unbreakable
- Unstable
- Vanguard
- Volley Fire
Command Groups
- Fielding Command Groups
- What's in a Name?
- Position Within a Unit
- Command Groups and Casualties
- Champions
- Champion Profile
- Arms and Armour
- Champions and Shooting
- "Follow Me!"
- Standard Bearers
- Profile and Wargear (Standard Bearer)
- Combat Resolution Bonus (Command Groups)
- Musicians
- Profile and Wargear (Musician)
- "Stand Fast!"
- "Form On Me!"
- Swift Reform
Characters
- Character Models
- Characters and Units
- What Unit Can I Join?
- Joining A Unit
- Position in the Unit
- Different Sized Bases
- Spells (Characters)
- Characters in Fleeing Units
- Combined Units
- Movement (Characters)
- Shooting (Characters)
- "Look Out, Sir!"
- Close Combat
- Make Way!
- Leadership Tests (Characters)
- Special Rules (Characters)
- Leaving a Unit
- Unit Casualties
- Lone Characters
- Shooting at Lone Characters
- Challenges
- Issuing a Challenge
- Accepting a Challenge
- Refusing a Challenge (Boo! Hiss!)
- Nowhere to Run, Nowhere to Hide
- Fighting A Challenge
- Overkill (Challenges)
- Further Rounds
- The General (Characters)
- Inspiring Presence
- The Battle Standard Bearer
- Combat Result Bonus
- Hold Your Ground!
War Machines
- Split Profile
- Characteristics Tests
- The Crew
- The War Machine
- Movement (War Machines)
- Charging a War Machine
- Shooting at War Machines
- Shooting with War Machines
- War Machines in Close Combat
- War Machines and Panic
- Bolt Throwers
- Firing a Bolt Thrower
- Resolving Bolt Thrower Hits
- Bolt Throwers and Characters
- Cannons
- Firing a Cannon
- Choose Target (Cannon)
- Fire!
- Bounce
- Who's Been Hit? (Cannon)
- Direct Hit (Cannon)
- Grapeshot
- Firing Grapeshot
- Black Powder Misfire Chart
- Stone Throwers
- Firing a Stone Thrower
- Scatter (Stone Thrower)
- Damage (Stone Thrower)
- Firing Indirectly
- Stone Thrower Misfire Chart
- Fire Throwers
- Firing a Fire Thrower
Battlefield Terrain
- Types of Terrain
- Open Ground
- Impassable Terrain
- Dangerous Terrain
- Hills
- Hills and Line of Sight
- Hills and Movement
- Hills and Shooting
- Hills and Close Combat
- Examples of Hills
- Anvil of Vaul
- Scree Slope
- Temple of Skulls
- Forests
- Forests and Line of Sight
- Forests and Movement
- Forests and Shooting
- Forests and Close Combat
- Examples of Forests
- Ancient Forest
- Abyssal Wood
- Blood Forest
- Fungus Forest
- Venom Thicket
- Wildwood
- Rivers
- Rivers and Line of Sight
- Rivers and Movement
- Rivers and Close Combat
- Bridges and Other Crossings
- Examples of Rivers
- Boiling Flood
- Necrotic Ooze
- Raging Torrent
- River of Blood
- River of Light
- Marshland
- Marshland and Line of Sight
- Marshland and Movement
- Examples of Marshland
- Earthblood Mere
- Khemrian Quicksand
- Mist-Wreathed Swamp
- Obstacles
- Obstacles and Movement
- Obstacles as Cover
- Obstacles and Close Combat
- Examples of Obstacles
- Blazing Barricade
- Blessed Bulwark
- Fences and Hedges
- Ghost Fence
- Wall
- Mystical Monuments
- Examples of Mystical Monuments
- Altar of Khaine
- Arcane Ruins
- Bane Stone
- Charnel Pit
- Elven Waystone
- Idol of Gork (or possibly Mork)
- Magic Circle
- Sinister Statue
- Sorcerous Portal
- Wyrding Well
- Buildings
- Buildings and Line Of Sight
- Buildings and Movement
- Garrisoning a Building
- Only Room for One
- Abandoning a Building
- Buildings and Magic
- Buildings and Shooting
- Five Per Floor
- Shooting at a Garrison Unit
- Template Weapons (Buildings)
- Assaulting a Building
- Charge Reactions (Buildings)
- Fighting the Assault
- Who Can Strike? (Buildings)
- Allocating Attacks (Buildings)
- Challenges (Buildings)
- Special Attacks (Buildings)
- Combat Resolution (Buildings)
- Defender Loses
- Other Outcomes
- Sally Forth!
- Buildings and Panic
- Multipart Buildings
- Arcane Architecture
- Examples of Arcane Architecture
- Acropolis of Heroes
- Dwarf Brewhouse
- Grail Chapel
- Haunted Mansion
- Nehekharan Sphynx
- Sigmarite Shrine
- Tower of Blood
- Wizard's Tower
Army Index
- Albion
- Amazons
- Araby
- Beastmen
- Bretonnia
- Chaos Dwarfs
- Cult of Ulric
- Daemons of Chaos
- Dark Elves
- Dogs of War
- Dwarfs
- The Empire
- Estalia
- Grand Cathay
- Halflings
- High Elves
- Hobgoblins
- Kingdoms of Ind
- Kislev
- Lizardmen
- Nippon
- Norsca
- Ogre Kingdoms
- Orcs & Goblins
- Pirates of Sartosa
- Regiments of Renown
- Skaven
- Tomb Kings
- Vampire Counts
- Warriors of Chaos
- Wood Elves
- Zombie Pirates of the Vampire Coast
- Magic Items