The Warhammer Armies Project index is now updated to the latest edition (2.3). The legacy version (2.2) is available here: 9th.whfb.app. Army specific rules are pending, and links to PDFs are listed where applicable.
Source: Warhammer Armies Project
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Welcome to the online rules index for the Warhammer Armies Project (WAP). 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.
Basic Rules
- Measuring Distances
- Dice (Basic Rules)
- Rolling A D3
- Artillery Dice & Scatter Dice
- Dividing Values
- Modifying Dice Rolls
- Re-roll
- Roll-off
- Randomising
- Templates (Basic Rules)
- Scatter
- Choosing a Random Direction
- Characteristic Tests
- Automatic Pass and Fail
- Leadership Tests
- Unmodified Leadership
- Psychology Tests
- Forming Units
- Removing Casualties
- Unit Facing
- Unit Strength
- Line of Sight
- Sequencing
- Take-Backs & Forgotten Rules
- 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
- Start of Phase
- Charge
- Declare Charge
- Can I Charge?
- Charge Reaction
- Hold
- Stand & 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
- Other Compulsory Moves
- Remaining Moves
- Moving Backwards
- Moving Sideways
- Marching
- Nearby Enemies
- Lone Models and Movement
- Moving off the Board
- Reinforcements
Magic
- Wizards & Spells
- Wizard Level
- Spells
- Signature Spells
- Lore Attribute
- Area of Effect Spells
- Losing Wizard Levels
- Spell Types
- Augment Spells
- Conveyance Spells
- Direct Damage
- Hex Spells
- Magical Vortexes
- Magic Missiles
- Summoning Spells
- The Magic Phase Sequence
- Roll for the Winds of Magic
- The Power Pool
- The Dispel Pool
- Channeling Dice
- Cast
- Choose Number of Power Dice
- Casting Value
- Casting Bonuses
- Overcast Spells
- Broken Concentration
- Ultimate Power
- Miscasts
- Dispel
- Choose Number of Dispel Dice
- Dispel Value
- Dispel Bonuses
- 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
- Nominate Unit to Shoot
- Who Can Shoot?
- What is a Missile Attack?
- Choose a Target
- Fire in Two Ranks
- Check the Target is in Range
- We Cannot All Fire
- Shooting into Flank or Rear
- Shooting into Combat
- Roll To Hit (Shooting)
- 7+ To Hit
- Ballistic Skill of 6+
- Shooting Modifiers
- Moving and Shooting
- Standing and Shooting
- Lone Model
- Cover
- Soft Cover
- Hard Cover
- Special Rules
- Automatic Hits
- Roll To Wound (Shooting)
- Resolving Unusual Attacks
- Saving Throws (Shooting)
- Negative Armour 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
- What is a Close Combat Attack?
- Close Combat Phase Sequence
- 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 (Close Combat)
- Remove Casualties(Close Combat)
- Calculate Combat Result
- Wounds Inflicted
- Charge (Combat Resolution)
- Extra Ranks
- Disruption
- Outnumber
- Standard
- Flank Attack
- Rear Attack
- High Ground
- Overkill (Close Combat)
- 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 (Close Combat)
- Flee and Pursue
- Restrain or Pursue
- Caught!
- Move Fleeing Unit
- 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
- Animated Construct
- Armour Piercing (*)
- Aquatic
- Breath Weapons
- Cold-Blooded
- Devastating Charge
- Dodge (*)
- Ethereal
- Expendable
- Fear
- Fight In Extra Ranks (*)
- Flaming Attacks
- Flammable
- Frenzy
- Hatred
- Hidden
- Hold Your Ground (*)
- Ice Attacks
- Ignores Armour Saves
- Immunity (*)
- Impact Hits (*)
- Inspiring Presence (*)
- Killing Blow
- Lightning Attacks
- Loner
- Loremaster (*)
- Magical Attacks
- Magic Resistance (*)
- Mighty Blow (*)
- Mixed Unit
- Move or Fire
- Multiple Shots (*)
- Multiple Wounds (*)
- Natural Armour (*)
- Parry (*)
- Poisoned Attacks
- Ponderous
- Quick to Fire
- Random Attacks (*)
- Random Movement (*)
- Rapid Fire
- Regeneration (*)
- Requires Two Hands
- Slow To Fire
- Sniper
- Stomp (*)
- Strider
- Stubborn
- Stupidity
- Swiftstride
- Terror
- Unbreakable
- Unstable
- Volley Fire
- Weapon Team
- Deployment Special Rules
- Ambushers
- Scouts
- Vanguard
- Formation Special Rules
- Fast Cavalry
- Skirmishers
- Fly (*)
Weapons & Armour
- Weapon Profiles
- Close Combat Weapons
- Hand Weapon
- Two/Additional Hand Weapons
- Polearm
- Great Weapon
- Flail
- Spear
- Pike
- Light Lance
- Heavy Lance
- Missile Weapons
- Shortbow
- Bow
- Longbow
- Warbow
- Greatbow
- Crossbow
- Handgun
- Blunderbuss
- Pistol
- Javelins
- Throwing Weapons
- Throwing Axes
- Sling
- Blowpipe
- Armour
- Light Armour
- Medium Armour
- Heavy Armour
- Shields
- Buckler
- Barding
- Artillery
- Bolt Throwers
- Cannons
- Black Powder Misfire Chart
- Grapeshot
- Fire Throwers
- Organ Guns
- Stone Throwers
- Stone Thrower Misfire Chart
Characters
- Characters and Units
- What Unit Can I Join?
- Joining a Unit
- Position In The Unit
- Spells (Characters)
- Characters in Fleeing Units
- Different Sized Bases
- Combined Units
- Movement (Characters)
- Shooting (Characters)
- "Look Out, Sir!"
- Close Combat (Characters)
- 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 (Characters)
- Further Rounds
Battlefield Terrain
- Open Ground
- Impassable Terrain
- Dangerous Terrain
- Hills
- Scree Slope
- Marshland
- Earthblood Mere
- Khemrian Quicksand
- Mist-Wreathed Swamp
- Forests
- Ancient Forest
- Abyssal Wood
- Blood Forest
- Fungus Forest
- Venom Thicket
- Wildwood
- Rivers
- Boiling Flood
- Necrotic Ooze
- Raging Torrent
- River of Blood
- River of Light
- Obstacles
- Obstacles as Cover
- Obstacles and Combat
- Blazing Barricade
- Blessed Bulwark
- Fences and Hedges
- Ghost Fence
- Wall
- Mystical Monuments
- Altar of Khaine
- Anvil of Vaul
- Arcane Ruins
- Bane Stone
- Bad Moon Loonshrine
- Charnel Pit
- Elven Waystone
- Feculent Gnarlmaw
- Gnawhole
- Idol of Gork (or Possibly Mork)
- Herdstone
- Magic Circle
- Sinister Statue
- Sorcerous Portal
- Wyrding Well
- Arcane Architecture
- Acropolis of Heroes
- Balewind Vortex
- Dreadfire Portal
- Dreadstone Blight
- Dwarf Brewhouse
- Eternity Stair
- Garden of Morr
- Grail Chapel
- Haunted Mansion
- Magewrath Throne
- Nehekharan Sphynx
- Sigmarite Shrine
- Temple of Skulls
- Tower of Blood
- Wizard's Tower
- 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
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