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Welcome to the online rules index for the Warhammer Armies Project (WAP), Warhammer: Unofficial 9th Edition. 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.
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
- 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