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Armory & Equipment Guide

Additional Rules
Blunt Trauma:

All attacks have a possibility of doing blunt trauma to the attack's victim. This simply means that a character will
potentially take 1 Wound (to the hit location struck) regardless of Toughness or Armor:
1. If a character is struck in an unarmored location, he will always take 1 W of blunt trauma, regardless of
Toughness.
2. If a character is struck in an armored location, he may or may not receive a blunt trauma W (1 Wound). If
rolled damage (on 1D6) is greater than the number of armor points (including shield) protecting the location,
the character will take a blunt trauma W (1 Wound), regardless of Toughness.
Examples

Slovuk is a naked dwarf with T8. He is struck in his unarmored belly. His opponent has a S3 and rolls a 4,
for 7W. Normally, this is less than Slovuk's T8 and he'd take no damage. However, since he was struck in
an unarmored location, he will always take 1W of blunt trauma. Therefore, Slovuk takes 1W.

Slovuk wises up and puts on some serious armor: 2 armor points in all locations. He gets into a fight and is
struck repeatedly by a goblin opponent with a S2. Normally (without a critical), the goblin could never hurt
Slovuk since his maximum damage is 8, less than the required 11 to get past Slovuk's armor and
Toughness. However, if the blunt trauma rule is used, Slovuk will take 1W of blunt trauma every time the
goblin rolls a 3, 4, 5, or 6 for damage. If Slovuk also carried a shield, (for 3AP total all over) then the he
would take a blunt trauma Wound whenever the goblin rolled a 4, 5, or 6.

Unarmed Combat
Blows:

Creatures which normally use weapons may fight unarmed but are less effective.
They suffer a -20 penalty to hit and a -3 penalty on the damage they cause.

Armor:

Unarmed combat damage is also modified by armor. If the target is wearing metal armor, the armor value is
doubled; 1 point of armor counts as 2 points, 2 as 4, etc. If the target is wearing leather armor, 1 point is added
to the armor value; 1 point of armor counts as 2, 2 as 3, 3 as 4, etc.

Grapples:

An unarmed character may elect to grapple rather than cause damage. The -20% modifier to WS still applies
(unless the character has Wrestling skill). If the attack is successful, the opponent must make a successful
Dexterity test or be immobilized in a hold.
Once the opponent is held, both characters count as prone targets, and neither may undertake any action except
maintaining or resisting the hold. The holder has the option to loose the hold at any time, but while the hold is
maintained each combatant must make a Strength test every round, modified as follows:

If the Strength of one combatant is higher than the others, the weaker combatants Strength test
is modified by -5% for every point of Strength they are weaker by.
If the stronger combatant has Wrestling skill, and the weaker does not, this is increased to -10%
per Strength point.
If the weaker combatant has Wrestling skill and the stronger does not, this is reduced to -2% per
Strength point.
If both have Wrestling skill, the modifier remains at -5% per Strength point.
If the holder has Wrestling skill and the held combatant does not, the holder reduces the held
combatants Strength roll by a further -10% in addition to above Strength bonuses/penalties.

If both combatants succeed or both fail, the hold is maintained for that round, and nothing else happens.
If the holder succeeds and the held character fails, the holder has the option to apply pressure, causing damage
as for a normal blow.
If the holder fails and the held character succeeds, the hold is broken and the held character escapes.
Characters with Street Fighting may ignore the prone status when being held. They may also make small
attacks like biting, kicking, gouging eyes, etc. These attacks have a 20% to-hit penalty and damage is calculated
as normal. For an eye gouging attack, the person getting their eyes gouged must make an I test or be blinded
for d6 rounds. If any damage is done by an attack, or if the opponent is blinded, then they must pass a second I
test or release their opponent.
Fist Weapon:

There are a variety of fist weapons, including mailed fists, knuckle-dusters and meat-hooks. For general
purposes, these weapons have the same effect. Combat with fist weapons is conducted as normal Unarmed
Combat, but the penalties are halved, giving a -10 attack modifier and a -1 damage modifier.
Although not strictly fist weapons, garottes and other strangling weapons have the same modifier (although their
wielders will normally have the advantage of surprise). If the attack is successful, the damage is calculated with
a normal -1 modifier, but no further attack rolls need be made damage is caused automatically each round until
the victim is dead, or until the victim escapes by making a successful Strength test.

Unarmed Combat
Type

Initiative

To Hit

Damage
-3
-1
-3 / grapple
-1

Parry
Unarmed

+/-0

Parry
Armed

+/-0

Unarmed Combat
Street Fighting
Wrestling
Fist Weapons

+/-0
+/-0
+/-0
+/-0

-20
+/-0
+/-0
-10

Basic Martial Arts

+/-0

+/-0

+/-0

+/-0

Martial Arts Styles


Breeze in the Willows Style
Empty Handed Style
Mountain Stream Style
Heavens Lightning Style
Hooded Cobra Style
Imperial Dragon Style
Raging Bear Style

+/-0
+/-0
+/-0
+20
+10
+10
-10

+/-0
+10
+10
+/-0
+10
+/-0
+/-0

-1
+/-0
-1
+/-0
+/-0
+1
+2

+10
+/-0
+/-0
+/-0
+/-0
+/-0
-10

+/-0
-10
-10
-20

-20

Parry Unarmed: The chance to parry an unarmed opponent while unarmed.


Parry Armed: The chance to parry an armed opponent while unarmed.
Note: a result of means that chance of parry is impossible.

Special Wp
Skill

Street Fighter
Wrestling
Fist

Melee Weapons
There are many different types of weapons, but they all tend to have the same basic purpose and very similar effects. The effect of
most weapons is dependent on the individual skill of the wielder rather than some property of the weapon itself. However, some
weapons are especially difficult to use, and there are called specialist weapons. Specialist weapons can only be successfully employed
by characters with the appropriate Specialist Weapons skill. Unskilled characters attempting to use specialist weapons are
considered to have a -30 penalty to WS (with a minimum skill of 10), and the Gamesmaster can impose a Risk test or some other
penalty if there is a chance of the unskilled character being hurt. Weapon modifiers are summarized in the table below.
Ordinary weapons include the following:
Hand Weapon:

This broad class includes one-handed axes, swords, clubs, maces and hammers. These weapons are all
comparable in use and effect, and no distinction is made between them.

Knife / Dagger: Knives and daggers have blades less than 18 long, and usually about 6. They are easy-to-use, but cause less
damage than a sword.
Spear:

Spears comprise a pointed head mounted onto a shaft. Spears up to 6 long can be thrown as well as used to
thrust and stab. Spears give their user a slight edge in combat so long as the opponent does no slip past the
spear point. They are also useful for keeping mounted or aerial opponents at bay.

Improvised:

Where would the adventurers be without bottles, chair legs, crockery, stuffed animals, etc? If they can pick
something up, they can hit somebody with it! Improvised weapons are poorly balanced, and cause less damage
than proper weapons.

Specialist weapons include the following:


Hand-and-a-half Sword or Bastard Sword:
This is a large sword, capable of being used either I none hand, or in both
hands like a double-handed sword. Although a relatively slow and clumsy weapons, it causes considerable
damage.
Double-handed Sword:
As with hand weapons, this is a large category which includes a variety of two-handed weapons, all
of which have comparable effects. Swords, axes, maces, flails, hammers and picks all have two-handed
versions. Note that two-handed flails require both Specialist Weapon Flail Weapons and Specialist
Weapon Double-handed Weapons skills to use properly.
Pike:

The pike is essentially a very long spear, usually 10-12 ft long, but ranging up to 20ft (the longer ones being used
in tight unit formations). It is difficult to use, but effective.

Halberd:

The halberd is a heavy bladed pole-arm that combines the effects and appearance of a pike and double-handed
axe, most also incorporate a hooked end designed to dismount riders. It is a difficult weapon to use, but very
effective.
Rules for hook use:

Against mounted opponents roll to hit at -10 penalty, but the attack does no damage. The halberd user must
then roll Strength to hold the weapon fast. If successful the mounted opponent must roll Ride (not
Strength) in order to remain mounted.
If the mounted character is galloping/charging both rolls are made at -10.

Against foot opponents use the above rule but the opponent makes a Strength test to remain standing.

Quarter Staff:

The staff is a useful weapon in the hands of a skilled character. And has the advantage of not appearing to be a
weapon at all! It also has the following rules:

-1 damage

If a person wielding a quarterstaff uses all of his attacks to parry he may still attack once at the end of the
round. So if a person with 2 attacks parries twice, he may make a single attack at the end of the round. If,
however, he only parries once, he does not get this bonus action and may still only attack once.

A quarterstaff adds +10 to stun rolls. This is in addition to bonuses for the strike to stun skill.

A blow from a quarterstaff has a chance of causing a critical effect if it does wounds to an opponent. Take
the number of wounds caused after subtracting armour & toughness and multiply it by 5. That gives you the
base % chance of causing a critical effect. Consult the chart below to see what happens:
a. Head - Opponent is stunned, calculate and roll for stun as normal.
b. Body - Blow knocks the wind out of the opponent. He cannot attack this round or next but my parry
at -10.
c. Arm - Anything held in that hand is dropped. In addition, using the original % roll at -20, roll to see
if the arm is broken and incapacitated until medical attention is received.
d. Legs - Opponent must make a successful Dex check or fall to the ground. If they fall to the ground
they may only parry for the next round. Roll a second Dex check, if they fail they drop anything in
their hands and may only Parry if they have a shield.

Flail:

The flail consists of one or more pieces of heavy chain fixed to a handle. Some flails incorporate spiked balls to
add to the effect, and are known as morning stars. They are difficult weapons to use, clumsy and dangerous, but
very deadly indeed. A double-handed flail is a lager, and even more clumsy version of the single-handed flail.

Rapier:

The rapier, or foil, is a lightweight sword intended for fencing. It is a very deft and agile weapon in the hands of
an expert.

Buckler:

The buckler is a very small shield used both to parry an opponents blow and offensively to smash or stab. Many
bucklers have spikes or heavy studs for just this purpose.

Left-hand Dagger: This is a long dagger, used in the off hand. It is popular with Duellists, and can be used either to parry or
attack.
Sword-breaker: This is a variant of the left-hand dagger, fitted with a heavily serrated edge intended to catch and break an
opponents blade. Successful parries made with this weapon will snap an opponents sword or dagger if the
wielder makes a successful Strength test. Broken swords count as daggers, and broken daggers count as
improvised weapons.
Lance:

The lance is a long, weighted spear, used only from horseback. It is a powerful weapon in the charge, but too
large and clumsy for protracted combat.

Whip:

The whip is a dangerous weapon in the hands of a skilled character, and arguably even more dangerous in the
hands of an unskilled character. While It does not cause a great amount of damage, it can entangle a target on a
successful hit. Only a single creature may be hit, and the target must make a successful Initiative test or
become entangled. Entangled creatures count as prone targets for further hits, and may not attack, although they
may attempt a Dexterity test each round in order to free themselves. Range is 5 yards.

Net:

Nets are made from a heavy cord or rope, and are often used to deflect blows or to confuse or entangle an
enemy. They can be used in hand-to-hand combat or thrown up to four yards. In close combat they can be
used either as shields (in which case they count exactly as shields), or to entangle an opponent. Only a single
creature may be hit, and creatures which are hit are entangles unless they make a successful Initiative test.
Entangled creatures count as prone targets for further hits, and may not attack, although they may attempt a
Dexterity test each round to disentangle themselves, or a Strength test to burst their way out of the net. This
class of weapon also includes heavy cloaks, which may be used in a similar way.

Weapons (Melee Weapons)


Weapon
Hand Weapon
Knife / Dagger
Spear 1
Improvised Weapons
Bastard Sword
Two-handed Weapon
Pike / Polearm 1
Halberd / Polearm 1
Quarter Staff
Flail
Two-handed Flail
Rapier
Buckler 4
Left-hand Dagger 4
Sword-breaker 4
Lance 3
Net
Whip (as melee weapon)

Notes
1.

2.
3.
4.

10-12ft long
12-20ft long

Initiative

+10
+10 / +20
-10
-10
-10
+10 / +20
+20 / +30
+10 / +20

-20
+20

+20

To Hit

+10 2

-10 / 0 2
-10 / 0 2
-10 / 0 2

-10
-20

+10
-10
-10

Damage

-2

-2
+1
+2
+1
+1
+2
-1
+1
+3
-1
-2
-2
-2
+2

-2

Parry

-20

+10

-10
-10

+20
-10
-10
-20
-10
-20

Spec Wp Skill

2H
2H
2H
2H
2H
Quarter Staff
Flail
Flail, 2H
Rapier
Parrying Wp
Parrying Wp
Parrying Wp
Lance
Net
Flail / Whip

Spears and polearms (halberds and pikes) receive a +10 Initiative bonus during the first round of combat and during
subsequent rounds if the user is winning. If their opponent is mounted, they receive a +20 Initiative bonus during the round of
combat and subsequent rounds if winning.
Longer pikes (12-20ft long) receive a +20 Initiative bonus during the first round of combat and during subsequent rounds if the
user is winning. If their opponent is mounted, they receive a +30 Initiative bonus during the round of combat and subsequent
rounds if winning.
If needed, the butt end of a polearm is used with the same effect as a hand weapon.
Against aerial combatants only.
The lance is only fully effective when mounted and charging. In all other circumstances the butt end of the lance is used with
the same effect as a hand weapon.
A character with the Specialist Weapon Parry skill can make one free parry with a specialist parrying weapon in addition to
his normal attacks. Only one such parry is possible, although one or more attacks may also be used as additional parries if the
character wishes. The free parry must be made with a specialist parrying weapon (left-hand dagger, sword-breaker or
buckler). The free parry cannot be exchanged for an extra attack of any sort.

Armor
Armor absorbs damage. When characters are hit, the number of Wounds caused is reduced by any armor they are wearing on the
body area struck. A record of any armor worn should be kept on the character sheet together with any associated reductions to
movement.

Body Areas & Armor


The chart below lists the various common types of armor and indicates which body areas they will cover. Shields cover all area, not
necessarily because they are big, but because they are mobile.
Note down on the character record sheet any armor that the character is wearing, and add up the number of armor points for each body
area. Note that characters may not wear more than one of any piece of armor a character cannot wear two helmets, or two mail
coats, etc!

A character can wear leggings as well as having a mail coat which gives two armor points on the legs. At the GMs
option a character may suffer a -10 penalty to I when doing so.
A character can wear a metal breastplate on top of a mail shirt or coat which gives two armor points to the body.
A character can wear a helmet on top of a coif which gives two armor points on the head.
A character can wear plate arm bracers over a sleeved mail shirt or coat, or over mail arm bracers which gives two
armor points on the arms. At the GMs option, a character may suffer a -10 penalty to I when doing so.

These are the only cases in which pieces of armor can be worn over each other.
Armor
Mail Coif
Mail Shirt
Sleeved Mail Shirt
Mail Coat
Sleeved Mail Coat
Mail Leggings

AP
1
1
1
1
1
1

Area(s) Covered
Head
Body
Body/Arms
Body/Legs
Body/Arms/Legs
Leg

Full Mail

All

Shield

All

Armor
Helmet
Breastplate
Plate or Mail Arm Bracer
Plate or Mail Leggings

AP
1
1
1
1

Area(s) Covered
Head
Body
Arm
Leg

Full Plate

All

Full Plate/Mail

All

Leather Armor
Poorer characters may not be able to afford expensive metal armor, in which case they can make do with quilted, padded, or leather
armor. Armor of this kind is quite effective at stopping minor damage by deflecting cuts or absorbing the impact of light blows.
However, it is less effective at stopping heavy blows or penetrating thrusts. To reflect this, leather armor is given variable armor points
written as 0/1 (4). This means blows causing up to 3 points of damage are reduced by 1, but blows causing 4 or more damage points
are not reduced at all. So, a character wearing a leather jack and hit n the body by a blow causing two points of damage would reduce
the damage to one because of the armor but if the same character had been hit for five points, the armor would have given him no
protection.
Studded leather armor improves on the design of standard leather armor by adding metal studs or spikes to the various components,
usually the jack or jerkin. Studded leather armor also includes several other variations on design. For example, instead of studs,
armorers sometimes install metal rings similar to mail armor, while others add a layer of leather over top of the rings, to create
something called brigandine armor; though it functions exactly as studded leather. Armor of this kind is more effective at stopping
minor damage by deflecting cuts or absorbing the impact of light blows. However, like its counterpart, it is less effective at stopping
heavy blows or penetrating thrusts. To reflect this, studded leather armor is given variable armor points written as 0/1 (6). This
means blows causing up to 5 points of damage are reduced by 1, but blows causing 6 or more damage points are not reduced at all.
Armor
Leather Coif
Leather Jack
Leather Jerkin
Leather Leggings

AP
0/1
0/1
0/1
0/1

Area(s) Covered
Head
Body/Arms
Body
Legs

Armor
Studded Leather Coif
Studded Leather Jack
Studded Leather Jerkin
Studded Leather Leggings

AP
0/1
0/1
0/1
0/1

Area(s) Covered
Head
Body/Arms
Body
Legs

Leather armor worn underneath metal armor confers no additional protection; it merely affords a greater level of comfort protecting the
wearer from the chafing of bare metal.

Missile Weapons
Missile weapons are used at a distance. They include any weapon which is thrown (eg: axes, darts and spears) or which fires a
projectile (eg: a bow, crossbow or gunpowder weapons).
As with hand-to-hand weapons, missile weapons fall into the two classes of ordinary and specialist weapons. Specialist weapons can
only be used effectively by characters with the relevant Specialist Weapon skill; unskilled characters attempting to use a specialist
weapon do so with a -30 penalty to BS (with a minimum skill of 10), and the Gamesmaster can impose a Risk test or some other
penalty if there is any chance of the character hurting himself or misusing the weapon.
Accurate Aiming:
Each additional round a character spends aiming and concentrating she receives a +5 bonus to BS
when firing. The archer may aim for no more than one round if the target is running, two rounds if the target is
moving but not running, and three rounds if the target is stationary.
Snap Shooting:

A character who wishes to fire a hail of missiles at a target may do so by not taking the time to
properly aim at the target. The archer may then fire twice as fast as normal with half the normal chance to hit.
Snap shooting may be combined with the Rapid Fire skill (allowing the archer four shots per round with a bow),
but the chance to hit will be greatly reduced: Halve the bowman's BS before applying the Rapid Fire modifiers
(minimum chance to hit is 1%).

Ordinary weapons include the following:


Short Bow:

A small bow used mostly for hunting, or from horseback.

Normal Bow:

A normal, arrow-firing bow made from wood, sinew, horn or mixture of such materials.

Crossbow:

A bolt-firing crossbow employing a winch, or just brute force, to draw back the string. Such weapons are slow to
fire, and clumsy in use, but cause considerable damage.

Javelin:

A short spear, specially balanced for throwing.

Spear:

Spears can be thrown or retained as a close combat weapon. Once thrown, they cannot be used in combat,
although they can be recovered and subsequently used.

Improvised:

Anything that can be thrown is a potential missile. This includes chairs, pottery, bottles, stones and weapons not
designed for throwing, such as swords.

Specialist weapons include the following:


Blowpipe:

Blowpipes are not common weapons in the Old World, but are sometimes used by assassins. They fire a small
dart, often poisoned.

Long Bow:

The long bow is a demanding weapon which requires considerable skill to use. It is, however, very effective and
has a long range compared to normal bows.

Elf Bow:

The elf bow is a specialist weapon that does not require a specialist weapon skill. It can be used only by Wood
Elves in the hands of another race it counts as a short bow.

Repeating Crossbow:
A cunning variation of the crossbow. A lever pulls the string back after each shot, and another bolt
is automatically dropped into place from a hopper at the top of the weapon. The hopper holds 10 bolts at a time.
The weapon is light, and far less powerful than a normal crossbow. It has no long range all ranges beyond
short count as extreme. It has the advantage of fast firing, and a user can fire two shots per round.
Crossbow Pistol:
This is a small crossbow made entirely from steel. It is about the size of a pistol and is used in one hand.
The range is short, and the weapon is very slow to load, the string being drawn back by a screw built into the
body of the weapon.
Sling:

Slings are old fashioned weapons, very simple to make but requiring practice to use effectively.

Staff-sling:

The staff-sling is a double-handed version of the sling, resembling an ordinary sling on a pole. The weapon
delivers a heavier shot than a sling but is slow to use.

Throwing Knife: As well as actual throwing knives, this category includes many small missile weapons, all of which have
comparable effects. These include darts, throwing axes, sharpened coins, and so on.

Bolas:

Bolas consists of two or three stone or metal weights, joined together by cords. As well as causing damage, a
bolas will entangle a victim on a successful hit; victims may attempt a Dexterity test each round to free
themselves, but count as prone targets while entangled. A bolas never causes additional damage, and critical
hits are always at -10% on the chart. A negative critical hit result indicates that there is no critical hit.

Lasso:

The lasso causes no damage but entangles the opponent in a loop of rope. Only a single creature may be hit,
and creatures which are caught are entangled unless they make a successful Initiative test. Entangled
creatures roll a D6:
1-3

One arm pinned (equal chance of either)

4-5

Both arms pinned

Both arms free

A character with both arms free can attack normally, although if the character using the lasso is continually
pulling at the rope, the victim receives a -10 penalty on his WS. Character with one arm free can only use that
arm, and so with a -20 penalty on their WS. Characters with both arms pinned may do nothing except attempt to
escape.
Characters who are entangled by a lasso may attempt a Dexterity test each round to free themselves.
Whip:

Whips are usually comprised of long, tightly-wound strips of leather or hide. While useful as a tool for animalherding or as an implement of torture against restrained or unmoving targets, it makes a poor weapon in the heat
of combat and against armoured enemies.
Whips have long handles, usually 1 yard in length, to which is affixed a length of hard cord. Whipcord material
must be made from a very hard animal skin or gut - rope and similar fibrous material are not suitable. The best
whips are imported into The Empire and are made from rhinoceros skin, although troll gut (if you can get it) is a
good alternative.
Whips are rare and cost 15 GCs plus 4 GCs per yard of whipcord. Whipcord varies between 3 and 7 yards
(lengths above 7 yards are too unwieldy) and whipcord length is taken to be the striker-target maximum distance.
Someone wielding a whip uses his BS (like a lasso) to determine his chance of hitting. Hit location is determined
normally. The effects of location hits are important and are detailed on the table below:
Location

Effect

Head

If any damage is caused, the victim must make a successful Dex test or be blinded
with pain for 1 round.
If the character is holding anything and the blow causes damage, the target must
make a successful T check or drop the item.
There is a 50% chance that both arms are pinioned. If this happens, the victim can
do nothing but attempt a Dex test each round in order to free himself.
If the whip-user makes a successful S test, the victim can be dragged to the ground
and treated as a prone target. This is in addition to the usual entanglement chances
(see below). A target cannot be dragged to the ground, however, if its S exceeds
that of the whip-user by more than 1 point.

Arm
Body
Legs

A whip has an Effective Strength of 1 and any hit from a whip, whether it causes damage or not (that is if a
successful roll is made), may entangle the target unless it makes a successful Dex test with a -10 penalty, which
must be made each round.
Of course, only one creature may be entangled by the whip at a time. An entangled creature fights with a -10
penalty to relevant skills, which may be increased to -20 if the whip-wielder does nothing other than continue to
pull hard on the whip handle.
All this makes the whip a formidable weapon indeed in the hands of a skilled specialist; you may therefore want
to amend its effects in certain circumstances.
For example, a Halfling who is lashing a whip around the knees of an Ogre is very unlikely to be able to pull the
creature to the ground, even if the Halfling does make a S test, and a suitable modifier may be imposed as you
see fit.
To properly use whips, Specialist Weapon: Whip is required.

Weapons (Missile Weapons)


Weapon
Short Bow
Normal Bow
Long Bow 1
Elf Bow
Crossbow

BS

+5

Short / ES
16 / 4
24 / 4
32 / 4
32 / 5
32 / 5

Long / ES
32 / 3
48 / 3
64 / 4
64 / 4
64 / 4

Extreme / ES
150 / 3
250 / 3
300 / 3
300 / 4
300 / 4

Heavy Crossbow

+5

40 / 8

80 / 7

400 / 7

Crossbow Pistol

16 / 1

32 / 1

50 / 1

Repeating Crossbow 2

+5

32 / 2

100 / 1

Sling
Staff Sling

10

24 / 3
24 / 4

36 / 2
36 / 3

150 / 2
200 / 3

Javelin
Spear
Dart 3
Throwing Knife
Throwing Star

+5
5

10
+10

8/C
4/C
4/1
4 / C-2 6
2 / C-3 6

16 / C
8/C
8/0
8 / C-3 6
8 / C-4 6

50 / C
25 / C
20 / 0
20 / C-4 6
15 / C-5 6

Throwing Axe
Warhammer
Blowpipe 3
Lasso 4

10
10

10

4/C
4/C
12 / 0
8/

8 / C-1 6
8 / C-1 6
24 / 0
16 /

20 / C-2 6
20 / C-2 6
50 / 0
30 /

10
10
10 to
10 to

12 / 1
2/1
2 / C-2 6
2/C

24 / 0
4/1
6 / C-3 6
6 / C-1 6

50 / 0
7/1
10 / C-4 6
10 / C-2 6

Bolas 5
Whip (as missile weapon)
Improvised (Small)
Improvised (Large)

Load/Fire
1 rnd
1 rnd
1 rnd
1 rnd
1 rnd Load,
1 rnd Fire
3 rnds Load,
1 rnd Fire
1 rnd Load,
1 rnd Fire
2 shots/rnd
Holds 10
8 rnds Refill
1 rnd
1 rnd Load,
1 rnd Fire
1 rnd
1 rnd
1 rnd
1 rnd
1 rnd Throw,
May throw
twice if stars
available
1 rnd
1 rnd
1 rnd
1 rnd Throw,
2 rnds Coil
1 rnd
1 rnd
1 rnd
1 rnd Pickup,
1 rnd Throw

Spec Wp Skill

Long Bow

Xbow Pistol
Rep.Xbow

Slings
Slings

Throwing
Throwing
Throwing

Throwing
Throwing
Blowpipe
Lasso
Throwing
Whip

BS This represents the stability and balance of the weapon, and how easy or difficult it is to use. It is used as a modifier to the BS roll.
ES The Effective Strength of the weapon, varying depending on the range to the target.
C The Strength of the thrower should be used in place of the Effective Strength of the weapon.
Notes
1. Firing the Longbow requires the firer to remain stationary.
2. The Repeating Crossbow has no long range; any target over sort range is taken as Extreme.
3. Roll 1D4 instead of 1D6 for the damage roll.
4. Lassos entangle as whip, although head hits cause suffocation damage that can be calculated by using the rules for drowning.
For arm hits test against Dex instead of T to see if the target drops any handheld objects. The test is modified by a penalty
equal to the attacker's Strength times 5.
5. Bolas entangle as whip. If the Bolas hits the target's legs, roll damage (ES 0) and apply this as normal, and then multiply the
damage by 5. The target must now make an I test with this penalty or fall over. For arm hits test against Dex instead of T
(again modified by a damage roll times 5) to see if the target drops any handheld objects.
6. ES is never reduced below 0.

Specialty Arrows & Bolts


Apart from ordinary arrows and bolts there are a number of missiles made for specific uses. The variants are available both as arrows
and bolts, except for Light arrows which can only be effectively fired from a longbow.
Armour-Piercing:
Armour-piercing arrows are designed to punch through thick and strong surfaces (such as armour and
shields). When hitting a protected hit location roll 2D6 for damage and keep the highest die when calculating
actual damage caused to the target. Armour-piercing arrows have their ES reduced by 2 for all range bands.
Bleeder:

These horrible missiles are outlawed almost everywhere in the Old World, except for the Border Princes and
the Dwarf kingdoms. (Bleeder bolts for crossbows made from thin sheets of metal are favoured by many Dwarf
clans.) Bleeder arrows are hollow, and once imbedded into the target's flesh (by inflicting more wounds than the
target has T) continue to drain the victim as the blood pumps out through the hollow stick. Those hit by a Bleeder
arrow (which is imbedded in their body) must make a T test every round or lose a Wound as a result of bleeding.
(Critical results caused by this should be rolled on the Sudden Death Critical Chart.) Once the arrow has been
removed (requiring the HealWound skill) the victim must still test against T or lose 1 Wound per round, but once
the T test is succeeded the wound stops bleeding. Bleeder arrows have their Extreme Range reduced by 10%,
their ES reduced by 1, and their BS reduced by 5%.

Explosive:

Arrows and or bolts can be fitted with a small cylinder filled with gunpowder or other explosive material.
Exploding arrows must either be fired into a fire of some kind or may be fitted with a fuse that is lit before firing.
These arrows and bolts have the BS reduced by -5% and Extreme Range reduced by 25%. They have an 85%
chance of detonating, and then do S6 points of explosive damage with a blast radius of 1 yard.
The fuse can be cut to various lengths corresponding to the three missile weapon ranges. It is, however,
quite difficult to calculate how long the fuse should be, and there is a percentage chance that an exploding arrow
detonates prematurely: Short Range 10%; MediumRange 20%; Extreme Range 40%. On a roll of 96-100, the
missile fails to detonate the round it is fired and in the following round the target may try to remove the missile
before it explodes by making a Dex test.
Making an exploding arrow requires an Int test, and characters must also have both Chemistry and
Specialist Weapon - Bomb skills, as well as having access to gunpowder. To manufacture gunpowder requires
the Chemistry skill (also see Warpstone issue 12 page 39).

Flammable:

A small cylinder of paper, light wood, dried leaves or other flammable material is fastened around the stick
and filled with gunpowder or other flammable or explosive material. Flammable arrows do additional fire damage
to the target if it hits (pg. 80 WFRP1). It takes one full round to ignite a missile, and such missiles cannot be
rapidly fired.

Light:

By using lighter than normal arrows, archers can maximize the range potential of their longbows (only). Their
Extreme Range increased by 50% (to 450 yards), but ES is reduced by 1 for all range bands.

Line-Cutter:

These special arrows are used for cutting ropes and lines. They are rarely used, but can sometimes prove
very useful. The arrowhead on line-cutter arrows extend outwards from the stick in a Y-shape designed to catch
lines and ropes. The inside edges of the arrowhead are sharp so as to cut ropes and lines. These arrows have
their ES reduced by 3 for all range bands, and their Extreme Range is halved. The archer, however, suffers no
"small target" penalty when firing at ropes or lines, etc. Rope and lines have from 1 to 6 wound points and 1 to 4
points of T, depending on the type and quality of the rope or line (ordinary rope has W3 and T 3).

Signalling:

These arrows have holes drilled into their arrowheads which make a whistling sound as they fly through the
air. The sound is quite high-pitched (and doesn't carry far); the arrows are therefore used to signal to friendly
troops on the battle field. Goblins have also been known to flee in panic as they hear the whistling of Signalling
arrows, believing them to be angry spirits or forest demons. (Extreme Range reduced by 10%.)

Firearms
Specialist weapons include the following:
Arquebus:

The arquebus is similar to a blunderbuss, but lacks the flaring barrel and fires a single ball similar to a pistol ball
but heavier. It is coming into vogue as a replacement for the crossbow in Tilea, Estalia and Bretonnia, but it is
still unreliable and prone to misfires, which makes it less popular with the troops than with their masters.
An arquebus is generally used with a rest a forked stick which keeps the long barrel level, making it easier to
aim and fire. A character using an arquebus with a rest must spend a round setting up the rest before firing. On
the other, a character using an arquebus without a rest suffers a -20 to hit penalty. However, improvised rests
may be used, such as the top of a wall, a rock, a window-frame, etc.

Blunderbuss:

The blunderbuss is a larger version of the pistol; it is a cumbersome and ineffective weapon which makes a lot of
noise but rarely causes much damage. Like the pistol, it is subject to misfires.
A blunderbuss may be loaded with a variety of projectiles, from a number of pistol balls to stones, broken glass,
rusty nails and anything else that comes to hand. Because of this, a shot from a blunderbuss may spread, and
may be able to affect a number of creatures which are close together. The following is an optional rule, to take
into account the spread of shot from a blunderbuss:
If firing into a group (as defined in WFRP P126), roll a D4 to determine the amount of spread in the shot. The
die roll indicates the number of creatures which can be hit by the shot. Roll to hit each one individually. Each
creature hit takes damage as normal. When firing at a single creature who is not part of a group, determine hits
and damage normally.
A blunderbuss requires only a single shot of powder per firing, but fires 4 balls at once when loaded with
standard shot.

Duck-Foot:

The duck-foot is basically an ordinary pistol, but it has four (sometimes five or seven) barrels, in a splayed
pattern like the toes of a ducks foot. While not a sharpshooters weapon, it is fairly intimidating, and popular with
ships Captains for dealing with mutinous crews. Certainly it is a useful weapon when firing on a group (see
WFRP P126).
Assuming a 45 degree fire arc, decide how many creatures may be hit (one per barrel). Roll to hit for each
barrel, then randomly determine which potential target is hit.
As an example, five targets are within the fire arc. The weapon is the commonest type of duck-foot, with four
barrels. Four to hit rolls are made, one for each barrel. Three hits are successful. Since there are five possible
targets, a D6 is rolled, re-rolling results of 6. On the first hit, a 2 is rolled, indicating target number 2 is hit. On
the second hit, a 6 is rolled. Because there are only five targets, this is re-rolled, and a result of 4 indicates that
target number 4 is hit. On the third hit, a 2 is rolled target number 2 is it twice!
A duck-foot requires one shot of powder and one ball per barrel, per salvo.

Duelling Pistol: Some of the most talented gunsmiths in the Old World have spent long hours in the pay of spoiled fops and rich
duelists, refining and improving the basic design of the pistol. The result is the dueling pistol very similar to an
ordinary pistol, but more finely-crafted and reliable. Characters with Specialist Weapon Firearms skill gain a
+10 to hit bonus when using a dueling pistol, and all users benefit from the weapons increased reliability. It is
only half as likely to misfire as a normal pistol check for misfire only when the to hit roll is an even number (ie:
22, 44, 66, 88, 00).
Pike Gun:

One problem with a firearm is the time it takes to reload. In many cases, this can mean that it is only usable
once before hand-to-hand combat is joined. The pike gun is an attempt to get the best of both worlds. The gun
barrel also forms the shaft of a polearm or battle-axe. In practice, it is a compromise which does neither weapon
any favors. In both its uses it suffers from a -10 to hit modifier, and the gun adds +20 to misfire effect rolls
owing to the strain involved in using its barrel as a polearm.

Hochland Long Rifle:


The Hochland long rifle was developed from the long rifles used by the hunters of Hochland. These
weapons use barrels which have been rifled or grooved, which makes the lead shot spin in flight, in turn making
the weapons highly accurate and giving them a range unsurpassed by most other handguns. On the battlefield it
is often used by marksmen as a sniper rifle, where it is particularly effective at neutralising specific targets from
afar.

Jezail:

This long-barrelled light arquebus is the main firearm in Araby, but as yet few have found their way to the old
World, and nearly all of these are in the hands of collectors and rulers. It has a longer range than an arquebus,
but has less stopping power.
A jezail is generally used with a rest a forked stick which keeps the long barrel level, making it easier to aim
and fire. A character using a jezail with a rest must spend a round setting up the rest before firing. On the other,
a character using a jezail without a rest suffers a -20 to hit penalty. However, improvised rests may be used,
such as the top of a wall, a rock, a window-frame, etc.

Henricus Salus: Named after its inventor, Dirty Henrico Tagliatelli of Sartosa, this fearsome weapon is best described as large
pistol or a small cannon. Firing shot as large as an arquebus, it causes fearsome damage to a target, but can be
almost as dangerous to its wielder owing to its terrific recoil, which is focused on the wrist of the hand holding the
gun. Every time it is fired, the firer must make a Strength test; on a failed test, consult the following table:
S + D6
2-3
4-5
6-7
8-9
10+

Result
Broken wrist arm is incapacitated until medical attention is received.
Strained wrist arm is incapacitated for D4 hours; medical attention halves this
time.
Strained wrist arm is incapacitated for 6D10 minutes; medical attention halves
this time
Strained wrist arm is incapacitated for D10 minutes; medical attention halves this
time
Jarred wrist gun leaps from users hand; user may do nothing for the next round.

The Henricus Salus requires 2 shots of powder per shot but it doesnt need two bullets!
Pistol:

The pistol is a new weapon in the arsenals of the Old World. It is not a weapon manufactured or used in large
numbers. Pistols take a long time to load, and require expensive gunpowder. They are subject to misfires.

Swivel Gun:

The swivel gun is a larger version of the blunderbuss; designed to be fixed to a swivel mounting on a ships rail
or the roof of a coach. Like the pistol, it is subject to misfires.
A swivel gun may be loaded with a variety of projectiles, from a number of pistol balls to stones, broken glass,
rusty nails and anything else that comes to hand. Because of this, a shot from a swivel gun may spread, and
may be able to affect a number of creatures which are close together. The following is an optional rule, to take
into account the spread of shot from a swivel gun:
If firing into a group (as defined in WFRP P126), roll a D6 to determine the amount of spread in the shot. The
die roll indicates the number of creatures which can be hit by the shot. Roll to hit each one individually. Each
creature hit takes damage as normal. When firing at a single creature who is not part of a group, determine hits
and damage normally.
The swivel gun requires three shots of powder per firing, and is loaded with 6 balls at once when loaded with
standard shot.
Creatures with a Strength score of 5 or more may use a swivel gun hand-held, without the mounting; however,
this imposes a -10 to hit penalty, and each time the gun is fired, the firer must make a successful I test or be
knocked down by the recoil, spending the next round prone. A character who is knocked down must make a
successful T test or lose 1 W point, regardless of armor; if the character falls below zero W as a result, use the
Sudden Death Critical Hit Table.

Volley Gun:

The volley gun is based on a simple piece of Dwarven logic:


Q.
A.

Whats better than a gun?


Lots of guns.

The weapons consists of a number of arquebus-like barrels mounted side-by-side or in a pepper-box


configuration. However, few Dwarven smiths are made enough to build such a weapon with more than ten
barrels theres always the possibility of an explosion to consider! Because of its size and weight, it is invariably
mounted on a wheeled frame, and is similar in appearance to the early Nordenfelt and Gatling guns of our own
world. All the barrels are fired by a single trigger.
Roll once for each barrel to hit the designated target, then re-roll all the misses once. Any which hit on the
second chance as targeted according to the following table:

D6

Result

1-2

Nearest creature to left of target.

3-4

Nearest creature to right of target.

5-6

Nearest creature behind target.

When a creature behind the target is hit, it is assumed to be because the target creature has moved slightly,
exposing them to fire. You may not fire one of these guns at a wall in the hope of getting this result and hitting
someone who is hiding behind the wall.
Needless to say, a volley gun requires one shot of powder and one ball per barrel per salvo.
Bomb:

Bombs are simple hollow shells of ceramic or thin metal containing explosives. Bombs can be placed (in which
case an attack roll is unnecessary), but they are dealt with here because in direct combat they are normally
thrown. Fuses can be cut to various lengths, but for most purposes they are treated as being in units of 10
seconds (one round). Bombs affect all creatures (and buildings) within an eight yard radius. A creature throwing
a bomb rolls to hit as normal. If the throw misses, roll a D8 and consult this chart:
1

Target

The separation between the miss locations is 2D6 feet; thus, a result of 1 indicates that the missile has landed
2D6 feet behind the target and 2D6 to the left, a result of 2 indicates that it has landed 2D6 feet directly behind
the target, a result of 3 indicates that it has landed 2D6 feet behind and 2D6 feet to the right, and so on.
If the attack roll is failed by 30% or more, no roll is made for miss location; the bomb lands at the throwers feet.
Bombs are subject to misfires.
Incendiaries:

Incendiaries, or Molotov Cocktails, are glass or ceramic containers filled with an inflammable liquid. The neck of
the container is stopped with a piece of rag, which is lit just before the incendiary is thrown. If the throw misses,
roll a D8 and consult this chart:
1

Target

The separation between the miss locations is 2D6 feet; thus, a result of 1 indicates that the missile has landed
2D6 feet behind the target and 2D6 to the left, a result of 2 indicates that it has landed 2D6 feet directly behind
the target, a result of 3 indicates that it has landed 2D6 feet behind and 2D6 feet to the right, and so on.
If the attack roll is failed by 30% or more, no roll is made for miss location; the incendiary lands at the throwers
feet.
Incendiaries cause fire damage. If an incendiary causes additional damage, there is a 50% chance that the
additional damage will be on a location directly adjacent to the location first struck. An incendiary will burn for D4
rounds after it is ignited.

Weapons (Firearms)
Weapon

BS

PtBlank / ES

Short / ES

Long / ES

Extreme / ES

Load/Fire

Arquebus

+10
-20

3/4

30 / 4

60 / 4

300 / 3

without prop
Blunderbuss

3/5

24 / 3 (24 / 4)

48 / 3

250 / 2

Duck-foot *

10

3/4

8/3

16 / 3

50 / 2

Duelling Pistol

+10

3/4

8/3

16 / 3

50 / 2

Henricus Salus

10

3/4

8/4

16 / 4

50 / 3

Hochland Long Rifle


without prop
Jezail
without prop
Pike Gun

+10
-20
+10
-20
10

3/4

36 / 4

72 / 4

450 / 3

3 / 4 (3 / 6)

36 / 3 (36 / 5)

72 / 3 (72 / 4)

400 / 2 (400 / 3)

3/4

12 / 3

24 / 3

50 / 2

Pistol

3 / 3 (3 / 4)

12 / 3

24 / 3

50 / 2

Swivel Gun

3 / 6 (3 / 8)

24 / 4 (24 / 7)

48 / 3 (48 / 6)

100 / 2 (100 / 5)

Volley Gun *

3/4

12 / 3 (12 / 4)

24 / 3

50 / 3

Bomb

1/6

2/6

6/6

10 / 6

Incendiary

1/F

2/F

6/F

10 / F

2 rnds Load,
1 rnd Fire
3 rnds Load,
1 rnd Fire
2 rnds per
barrel Load,
1 rnd Fire
2 rnds Load,
1 rnd Fire
2 rnds Load,
1 rnd Fire
3 rnds Load,
1 rnd Fire
3 rnds Load,
1 rnd Fire
2 rnds Load,
1 rnd Fire
2 rnds Load,
1 rnd Fire
4 rnds Load,
1 rnd Fire
2 rnds per
barrel Load,
1 rnd Fire
1 rnd to
Light/Throw
1 rnd to
Light/Throw

ES The Effective Strength of the weapon.


F This weapon causes normal fire damage.
* These weapons fire multiple shots see individual weapon description.
Values in parentheses denote alternate Effective Strength values.

Spec Wp
Skill
Firearms
Firearms
Firearms

Firearms
Firearms
Firearms
Firearms
Firearms
Firearms
Firearms
Firearms

Bombs
Incendiaries

Unusual Weapons
Weapons (Unusual Weapons Skaven Weapons)
Weapon

BS

PtBlank / ES

Short / ES

Long / ES

Extreme / ES

Load/Fire

Warplock Jezail 1

+10

3/5

36 / 5

72 / 4

350 / 4

Warplock Pistol 1

3/6

8/5

16 / 4

50 / 3

Poison Wind Globe 2

1/

2/

6/

10 /

+10

3/6

12 / 5

2 rnds Load,
1 rnd Fire
2 rnds Load,
1 rnd Fire
1 rnd to
Light/Throw
1 rnd, Move
or Fire

Warpfire Thrower 3

Spec Wp
Skill
Special
Special
Special
Special

BS This represents the stability and balance of the weapon, and how easy or difficult it is to use. It is used as a modifier to the BS roll.
ES The Effective Strength of the weapon, varying depending on the range to the target.
Notes
1.

2.

3.

These weapons fire slugs fashioned from lead and warpstone, and causes one point of taint to the target for every wound suffered. See
Warpstone issue 11 for more information on the corrupting effects of warpstone. Also note that the Warplock Jezail cause 2D6 Wounds with a
Strength of 5. A crew of two is needed to operate a Warplock Jezail efficiently (unless the firer remains stationary and has a weapon rest); a
lone gunman suffers -10 to BS.
When the globe lands it breaks and releases a cloud of poisonous warp gas covering an area of 5 yards (which disperses within 1D6 rounds,
less if windy). Anyone caught in the gas must make a T test each round until the gas disperses (+20 for Skaven). If the test is successful the
creature becomes Drowsy. If the test fails the creature is Paralysed. If the creature remains in the cloud and fails a second T test it will die.
Wearing a cloth over one's face (or holding one's breathe before the globe brakes) does not give the character much protection (+10) as the
gas also works though the skin. A creature caught in the poisonous warp cloud gains 1D6 points of taint (1D10 if the T test was failed).
The Skaven Warpfire Thrower launches a cone-shaped burst of fire, 12 yards long and 4 yards wide at its widest point. All targets within this
area are hit automatically for 2D6 Wounds with a Strength of 5 (flammable targets take additional damage as per page 80 in WFRP1). A crew
of two is needed to operate a Warpfire Thrower (one to fire and one to carry the warpfire fuel barrels) unless the firer remains stationary.
Anyone suffering wounds from a Warpfire Thrower must make a Ld test or flee the area.

Skaven Poison Wind Globe Misfire Table


If the thrower fails the BS test and rolls a double (55, 66, 77, etc.) a misfire occurs. Use the standard misfire table for bombs on page
129 in WFRP1 to see what happens.

Skaven Warpfire Thrower Misfire Table


If the firer fails the BS test and rolls a double (55, 66, 77, etc.) a misfire occurs. Roll 1D100 on the table below to see what happens.
01 30
31 50
51 60
61 70

71 80
81 90
91 00

The fuel does not ignite. No damage done to the weapon.


The warpfire thrower isn't fed enough fuel for an efficient burst of fire. Halve all ranges and damage caused this
round.
Out of fuel!
The warpfire thrower is fed too much fuel causing an unstable outburst of fire. Multiply all ranges by 1.5 and roll an
additional 1D6 for damage. There is a 50% chance that the firer is also hit (suffering normal damage). If the firer is hit
there is a 25% chance that the fuel barrel carrier is also hit (suffering normal damage) in which case the fuel barrel
will catch fire 75% of the time (see below).
The fuel barrels catch fire and will explode in 1D6 rounds.
The warpfire thrower's nozzle blocks and squirts burning fuel over its crew. Work out the effect as if the crew had
been hit by the warpfire thrower.
The warpfire thrower explodes in a lurid mushroom cloud of flame. The blast reaches out 10 yards in all directions
causing damage as normal to everyone caught in the blast.

Weapons (Unusual Weapons Ogre Weapons)


Weapon
Ogre Crossbow 1

BS

PtBlank / ES

Short / ES

Long / ES

Extreme / ES

Load/Fire

32 / 6

64 / 5

300 / 4

1 rnd Load
per bolt,
1 rnd Fire

Spec Wp
Skill

BS This represents the stability and balance of the weapon, and how easy or difficult it is to use. It is used as a modifier to the BS roll.
ES The Effective Strength of the weapon, varying depending on the range to the target.
Notes
1.

This is an Over/Under Crossbow capable of firing 2 bolts per round (either both at the same target and at the same initiative, with a -10 penalty
to BS, or at separate targets (The first shot is fired at normal I, and a penalty of -20 to BS. The second shot is fired at half the normal I and with
a -30 penalty to BS.)). It can hold up to 2 bolts, and it takes 2 rounds to reload (one round per bolt). This weapon is taken from "Your Money
and Your Life" by Spencer Wallace, in Warpstone 6.

Artillery Weapons
Artillery weapons are normally reserved for large set battles or siege actions, and though the skills are available there should be little
reason for characters to need to interact with such powerful weaponry.
Artillery weapons include the following:
Bolt Thrower:

A bolt thrower is a siege engine designed to throw a projectile like a large crossbow bolt. A character with this
Specialist Weapon skill can command a bolt thrower. Bolt throwers are normally only used in mass battles.

Bombard:

A bombard is a small cannon firing an iron ball. A character with this Specialist Weapon skill can command a
bombard. Bombards are normally only used in mass battles. Because of its lightness, it can be carried and set
up in 1D3 rounds by its two-man crew. A bombard can be operated (but not moved) by a crew of one, but
reload times are doubled.

Firethrower:

A firethrower is a copper-lined barrel bound with iron lops. One crewmember holds the barrel of the firethrower,
which contains an inflammable chemical mix. The other crewmember carries the trigger and ignition mechanism.
The two parts are connected by a flexible pipe. When the weapon is fired, a jet of combustible liquid shoots frm
the barrel, becoming a searing sheet of flame. Targets receive 1D2 hits at S4, with flammable targets receiving
an additional 1D4 Wounds for each hit. A character with this Specialist Weapon skill can command a
firethrower. Firethrowers are normally only used in mass battles. It can be carried and fired by its two-man
crew, it can be operated (but not moved) by a crew of one, but prime times are doubled.

Mortar:

A mortar is a short-barrelled gun shaped something like a heavy iron pot. It fires a standard sized cannonball in
a high arc, and is able to shoot over obstacles such as walls and hills to hit targets behind them. A mortar can
fire without having a direct line of sight to its target, but unless its fire is directed by a spotter who does have a
line of sight to the target and can relay instructions back to its crew, the mortar suffers a -50 BS penalty for
shooting blind. A character with this Specialist Weapon skill can command a mortar. Mortars are normally only
used in mass battles. It can be carried and set up in 1D3 rounds by its two-man crew. A mortar can be
operated (but not moved) by a crew of one, but reload times are doubled.

Stone Thrower: A bolt thrower is a siege engine, like a mangonel and trebuchet, designed to throw a rock or other heavy
projectile stone. A character with this Specialist Weapon skill can command a stone thrower. Stone throwers
are normally only used in mass battles.
Swivel Gun:

The field swivel gun is a two-piece weapon (the gun and its stand) that can be moved anywhere by its two-man
crew. The weapon can be assembled very quickly (1D3 rounds) and then loaded with small lead balls, nails,
gravel or other projectiles. The swivel gun can be operated by a crew of one, but reload times are doubled. It
can be moved by one person but movement rates are halved. A character with the Specialist WeaponFirearms skill can command or utilize a swivel gun. See rules above in Firearms.

Volley Gun:

The volley gun is a smaller version of the organ gun, with a crew of two. Its barrels are narrower, firing a ball
less than an inch in diameter, but up to ten barrels can be mounted on the same frame. The volley gun can be
operated by a crew of one, but reload times are doubled. It can only be moved by one person if it is mounted on
a wheeled frame, and even then movement rates are halved. A character with the Specialist WeaponFirearms skill can command or utilize a swivel gun. See rules above in Firearms.
Light Artillery
Short / ES
Long / ES
24 / 4
48 / 3

Weapon
Swivel Gun
Crew 2, M as per crew
Volley Gun *
Crew 2, M as per crew

PtBlank / ES
3/6

Weapon
Bombard (T 7, W 15)
Crew 2, M as per crew
Firethrower (T 5, W 12)
Crew 2, M as per crew

Short
32
16

32

150

Mortar (T 6, W 15)
Crew 2, M as per crew

24

48

250

3/4

12 / 3

24 / 3

Medium Artillery
Long
Extreme
64
300

Extreme / ES
100 / 2
50 / 3

ES
6
1D2 x S4
Flammable +
1D4 Wnds
6

Load/Fire
4 rnds Load,
1 rnd Fire
2 rnds per
barrel Load,
1 rnd Fire

Spec Wp Skill
Firearms

Load/Fire
3 rnds Load,
1 rnd Fire
2 rnds Prime,
1 rnd Fire

Spec Wp Skill
Bombard

3 rnds Load,
1 rnd Fire

Mortar

Firearms

Firethrower

Weapon
Bolt Thrower (T 7, W 15)
Crew 3, Can be moved 2yds
per Rnd per crewmember
Breaker Cannon (T 7, W 17)
Crew 3, Can be moved 2yds
per Rnd per crewmember
Field Cannon (T 7, W 20)
Crew 3, Can be moved 2yds
per Rnd per crewmember
Flame Cannon (T 7, W 20)
Crew 3, Can be moved 2yds
per Rnd per crewmember
Organ Gun 3-5 barrels *
(T 7, W 20)
Crew 3, Can be moved 2yds
per Rnd per crewmember
Stone Thrower (T 7, W 15)
Crew 3, Can be moved 2yds
per Rnd per crewmember

Weapon
Bolt Thrower (T 8, W 25)
Crew 6, Can be turned 45
degrees per Rnd
Cannon (T 8, W 30)
Crew 6, Can be turned 45
degrees per Rnd
Stone Thrower (T 8, W 25)
Crew 8, Can be turned 45
degrees per Rnd

Short
32

Heavy Artillery
Long
Extreme
64
300

ES
5

Load/Fire
2 rnds Load,
1 rnd Fire

Spec Wp Skill
Bolt Thrower

64

128

600

3 rnds Load,
1 rnd Fire

Cannon

64

128

600

10

3 rnds Load,
1 rnd Fire

Cannon

16

32

150

3 rnds Load,
1 rnd Fire

Flame Cannon

32

64

300

1D3 x S6
Flammable +
1D4 Wnds
10

3 rnds Load
per Barrel,
1 rnd Fire

Cannon

Min Rng 24

--

Max Rng 96

1D3 x S5
2yd radius

2 rnds Load,
1 rnd Fire

Stone Thrower

ES
8

Load/Fire
4 rnds Load,
1 rnd Fire

Spec Wp Skill
Bolt Thrower

Short
64

Emplaced Artillery
Long
Extreme
128
600

128

256

1200

10

5 rnds Load,
1 rnd Fire

Cannon

Min Rng 48

--

Max Rng 288

1D3 x S10
4yd radius

4 rnds Load,
1 rnd Fire

Stone Thrower

Notes: Changes from WFRP rulebook:


Numerous additional items of equipment and updates
Many thanks to:

The following websites for their ideas and contributions to expanding the career lists over the years
Ive played this game: Critical Hit, The Snotling Foundation, Ye Olde Den of Iniquity, Clo & Charles'
personal pages
Forgive me if I missed anyone, please let me know if this is so and Ill make note.

This document is completely unofficial and is in no way endorsed by Games Workshop Ltd., Hogshead Publishing, Black Industries or
Fantasy Flight Games.
Games Workshop, Hogshead Publishing, Black Industries, Fantasy Flight Games, Warhammer Fantasy Roleplay, Warhammer 40,000
and all associated trademarks and intellectual property used or referred to in this document are the property of Games Workshop Ltd.,
Hogshead Publishing, Black Industries or Fantasy Flight Games and are used without permission.
No challenge to any such intellectual property is implied or intended.