Equipment

Armour
Weapon

Armour

Armour Value

Base Armour value

Barding

A model that rides a barded mount improves its armour value by 1. For example, a cavalry model equipped with heavy armour has an armour value of 5+. Should that model’s mount be barded, its armour value would be improved by 1 by lowering the target number from 5+ to 4+.

Full Plate Armour

Armour Value 4+

Heavy Armour

Armour Value 5+

Light Armour

Armour Value 6+

Shield

A model that carries a shield improves its armour value by 1. For example, a model equipped with light armour has an armour value of 6+. Should that model also carry a shield, its armour value would be improved by 1 by lowering the target number from 6+ to 5+. Note that if a model uses a weapon that has the Requires Two Hands special rule in combat, it cannot also use a shield.

Weapon

Additional Hand Weapon

RangeStrengthAPSpecial Rules
CombatS-Extra Attacks (+1), Requires Two Hands

Bolt Thrower

RangeStrengthAPSpecial Rules
48"6-3Cumbersome, Move or Shoot, Multiple Wounds (2), Through & Through

Brace of Pistols

RangeStrengthAPSpecial Rules
12"4-1Armour Bane(1), Multiple Shots (2), Quick Shot

In combat: Extra Attacks (+1), Requires Two Hands

Brace of Repeater Handbows

RangeStrengthAPSpecial Rules
12"3-Multiple Shots (4), Quick Shot

Cannon

RangeStrengthAPSpecial Rules
48"8-2Armour Bane (2), Cannon Fire, Cumbersome, Move or Shoot, Multiple Wounds (D3)

Cannon (of any type) do not use their crew’s Ballistic Skill. Instead, they shoot using the ‘Cannon Fire’ special rule. This weapon uses the Black Powder Misfire table.

Cavalry Spear

RangeStrengthAPSpecial Rules
CombatS+1-1Fight in Extra Rank

Models whose troop type is ‘cavalry’, ‘monster’ or ‘chariot’ only. A cavalry spear’s Strength and Armour Piercing modifiers apply only during a turn in which the wielder charged. A model wielding a cavalry spear cannot make a supporting attack during a turn in which it charged.

Crossbow

RangeStrengthAPSpecial Rules
30"4-Armour Bane (2), Ponderous

Fire Thrower

RangeStrengthAPSpecial Rules
12"5-1Column of Fire, Cumbersome, Flaming Attacks, Move or Shoot

Fire throwers do not use their crew’s Ballistic Skill. Instead, they shoot using the ‘Column of Fire’ special rule. This weapon uses the Black Powder Misfire table.

Flail

RangeStrengthAPSpecial Rules
CombatS+2-2Armour Bane (1), Requires Two Hands

A flail’s Strength modifier and Armour Bane (1) special rule apply only against enemy models the wielder charged this turn.

Great Cannon

RangeStrengthAPSpecial Rules
60"10-3Armour Bane (2), Cannon Fire, Cumbersome, Move or Shoot, Multiple Wounds (D3+1)

Cannon (of any type) do not use their crew’s Ballistic Skill. Instead, they shoot using the ‘Cannon Fire’ special rule. This weapon uses the Black Powder Misfire table.

Great Weapon

RangeStrengthAPSpecial Rules
CombatS+2-2Armour Bane (1), Requires Two Hands, Strike Last

Halberd

RangeStrengthAPSpecial Rules
CombatS+1-1 (-2)Armour Bane (1), Requires Two Hands

A halberd has an AP of -2 against enemy models the wielder charged this turn.

Hand Weapon

RangeStrengthAPSpecial Rules
CombatS--

Unless specified otherwise, all models are assumed to be equipped with a hand weapon.

Handgun

RangeStrengthAPSpecial Rules
24"4-1Armour Bane (1), Ponderous

Ironfist

RangeStrengthAPSpecial Rules
CombatS-Extra Attacks (1), Requires Two Hands

An Ironfist is an additional hand weapon. In addition, a model equipped with an Ironfist improves its armour value by 1. An Ironfist cannot be used alongside a magic weapon to gain an extra attack, or to improve the wielder’s armour value.

Javelin

RangeStrengthAPSpecial Rules
12"S-Move & Shoot, Quick Shot

Lance

RangeStrengthAPSpecial Rules
CombatS+2-2Armour Bane (1)

Models whose troop type is 'cavalry' or 'monster' only. A lance can only be used during a turn in which the wielder charged, and its Strength and Armour Piercing modifiers apply only against enemy models the wielder charged that turn.

Longbow

RangeStrengthAPSpecial Rules
30"3-Armour Bane (1), Volley Fire

Morning star

RangeStrengthAPSpecial Rules
CombatS+1-1Armour Bane (1)

A morning star’s Strength modifier and Armour Bane (1) special rule apply only against enemy models the wielder charged this turn.

Mortar

RangeStrengthAPSpecial Rules
12-48"2 (6)-2 (-3)Armour Bane (1), Bombardment, Cumbersome, Move or Shoot, Multiple Wounds (D3)

This weapon does not use its crew’s Ballistic Skill. Instead, it shoots like a stone thrower, using the Bombardment special rule. This weapon uses a 5" blast template and the Black Powder Misfire table. The Multiple Wounds (D3) special rule applies only to a single model whose base lies underneath the central hole of the blast template.

Organ gun

RangeStrengthAPSpecial Rules
30"5-1Armour Bane (2), Cumbersome, Move or Shoot, Multi-Barrelled

This weapon uses the Black Powder Misfire table.

Pistol

RangeStrengthAPSpecial Rules
12"4-1Armour Bane (1), Quick Shot

Rapid Fire

RangeStrengthAPSpecial Rules
48"4-1Armour Bane (1), Cumbersome, Move or Shoot, Multiple Shots (D3+3)

Instead of shooting normally, a repeater bolt can 'rapid fire' a number of small bolts with the profile given below. If this special rule is used, all shots must be at the same target.

Repeater Bolt Thrower

RangeStrengthAPSpecial Rules
48"6-3Cumbersome, Move or Shoot, Multiple Wounds (2), Rapid Fire, Through & Through

Repeater Pistol

RangeStrengthAPSpecial Rules
12"4-1Armour Bane (1), Multiple Shots (3), Quick Shot

Repeater crossbow

RangeStrengthAPSpecial Rules
24"3-Armour Bane (1), Multiple Shots (2)

Repeater handbow

RangeStrengthAPSpecial Rules
12"3-Multiple Shots (2), Quick Shot

Repeater handgun

RangeStrengthAPSpecial Rules
24"4-1Armour Bane (1), Multiple Shots (3), Ponderous

Serrated Maw

RangeStrengthAPSpecial Rules
CombatS-Armour Bane (2), Multiple Wounds (2)

In combat, this model must make one of its attacks each turn with this weapon.

Serrated Maw

RangeStrengthAPSpecial Rules
CombatS-Armour Bane (1), Multiple Wounds (2)

In combat, this model must make each attack granted by the Extra Attacks (+remaining Wounds) special rule with this weapon.

Shortbow

RangeStrengthAPSpecial Rules
18"3-Quick Shot, Volley Fire

Sling

RangeStrengthAPSpecial Rules
18"3-Multiple Shots (2)

Stone Thrower

RangeStrengthAPSpecial Rules
12-60"4 (8)-1 (-3)Bombardment, Cumbersome, Move or Shoot, Multiple Wounds (D3+1)

Throwing Axe

RangeStrengthAPSpecial Rules
9"S+1-Quick Shot

Throwing Spear

RangeStrengthAPSpecial Rules
CombatS-Fight in Extra Rank

A throwing spear can only be used during a turn in which the wielder charged. In subsequent turns (or if the wielder did not charge) the model must use its hand weapon instead.

Throwing Weapon

RangeStrengthAPSpecial Rules
9"S-Multiple Shots (2), Move & Shoot, Quick Shot

Thrusting Spear

RangeStrengthAPSpecial Rules
CombatS-Fight in Extra Rank

Models whose troop type is ‘infantry’ only. A model wielding a thrusting spear cannot make a supporting attack during a turn in which it charged. During a turn in which it was charged in its front arc, a model wielding a thrusting spear gains a +1 modifier to its Initiative against the charging unit(s).

Troll Vomit

RangeStrengthAPSpecial Rules
Combat3-2-

A troll that is in base contact with an enemy model may make one additional attack each turn with this weapon. This attack must be made last, after all other attacks have been made (including Stomp Attacks), but hits automatically.

Two Hand Weapon

RangeStrengthAPSpecial Rules
CombatS-Extra Attacks (+1), Requires Two Hands

Warbow

RangeStrengthAPSpecial Rules
24"S-Volley Fire

Whip

RangeStrengthAPSpecial Rules
CombatS-Fight in Extra Rank, Strike First

Wicked Claws

RangeStrengthAPSpecial Rules
CombatS-2-