Skip to main content

1.11 Arming and Equipping Warriors

⚔️ Weapon and Equipment Rules

Weapon Carrying Limits

  • Each warrior can carry a maximum of two close combat weapons and one missile weapon.
  • Two pistols of the same type count as one missile weapon choice (i.e., take up one weapon slot).
  • Weapons specified as Two-handed count as one close combat weapon.
  • Warriors cannot carry two Two-handed weapons and/or Polearms.
  • Daggers and Lances do not count as close combat weapon choices.
  • Throwing Knives do not count as missile weapon choices.

Close Combat Choice Examples

  • Example 1: Great Weapon and Shield = Two close combat weapon choices
    (Shield cannot be used in close combat.)
  • Example 2: Halberd and Club = Two close combat weapon choices
    (Cannot be used simultaneously.)

Missile Weapon Choice Examples

  • Example 1: Bow and Throwing Knives = One missile weapon choice

Daggers

  • -1 WS on all attacks with daggers.
  • A warrior can only have one Dagger, regardless of how many daggers the model has.
    (Counts as one dagger for game purposes.)
  • Daggers cannot be used as an offhand weapon for dual wielding.

Miscellaneous Equipment

  • Only Heroes can use Miscellaneous Equipment.
  • Cannot buy Miscellaneous Equipment until you have fought at least one battle.
  • No limit to the amount of Miscellaneous Equipment a hero can carry.
  • A hero can carry only one instance of each type of Miscellaneous Equipment at a time.

Weapon Proficiency

  • Warriors may buy any non-unique weapon for their warband.
  • Warriors can only use weapons specified on their equipment list.
  • Training skills allow heroes to use other weapons than those on their equipment list.

Switching Weapons in Close Combat

  • A warrior armed with multiple Close Combat weapons may switch between them at the start of each Close Combat phase.
    (Example: A warrior armed with Halberd and Sword may charge with Halberd, then switch to Sword and Dagger in the enemy’s Close Combat phase.)

Poison and Blackpowder Weapons

  • Poison cannot be applied to Blackpowder weapons, such as:
    Pistol, Duelling Pistols, Warplock Pistol, Blunderbuss, Rfile, Long Rifle.

Mounts & Powdermonkeys

  • You cannot buy Mounts and Powdermonkeys until you have fought at least one battle.

Weapons List

Close Combat Weapons

WeaponCostRarityHandsNotes
DaggerFreeCommonOne-1 WS on attacks. Does not count as a close combat weapon choice. Cannot be used for dual wielding.
Club5 gcCommonOneBash: +1 Weapon Skill roll vs. enemies Knocked Down
Axe5 gcCommonOneArmour Piercing 2
Net5 gcCommonTwoSnare: Enemies within 1” cannot recover from being Stunned. Nets inflict damage as normal. (Not active while wielder is knocked down or stunned.) || (Nets inflict damage just like any other weapon.)
Flail5 gcCommonTwoCircle Swing: Each attack strikes all warriors within 1” (friend or foe). Roll to hit individually. (Warrior won’t hurt self.)
Spear5 gcCommonOne (Unwieldy)Strength Bonus: +1 to WS rolls on mounted charges. Polearm: Strike First unless mounted or armed with missile weapon. Unwieldy: Only shield in off hand.
Sword7 gcCommonOneParry: -2 to Initiative skill for strike order.
Great Weapon10 gcCommonTwoStrength Bonus: +1 to WS rolls
Halberd15 gcCommonTwoStrength Bonus: +1 to WS rolls. Polearm: Strike First unless mounted or armed with missile weapon.
Ithilmar Sword60 gcRareOneSuperior Parry: -4 Initiative skill for strike order.
Gromril Axe60 gcRareOneArmour Piercing 4, Concussion (Ignore No Pain and Jump up). Move or Fire.
Lance30 gcRareOne (Unwieldy)Strength Bonus: +3 WS rolls on mounted charges. Armour Piercing 6 on mounted charges. Concussion: Ignore No Pain and Jump up. Move or Fire. Unwieldy: Only shield in off hand. Does not count as close combat weapon choice.

Missile Weapons

WeaponCostRarityRangeBS ModifierNotes
Short Bow5 gcCommon14”0
Bow7 gcCommon18”0
Long Bow12 gcCommon24”0
Elf Bow35 gcRare30”0
Crossbow25 gcCommon24”+1Armour Piercing 2 (-2 save modifier.) Move or Fire.
Throwing Knives7 gcCommon5”-1Assault: Can Full Move and Fire. Quick Shot: May fire twice with -1 to BS rolls to both shots (does not stack with Quick Shot skill). Does not count as a missile weapon choice.
Pistol15 gcRare 8+5”+1Armour Piercing 2 (-2 save modifier). Assault: Can Full Move and Fire.
Duelling Pistol25 gcRare 11+5”+2Armour Piercing 2 (-2 save modifier). Assault: Can Full Move and Fire.
Blunderbuss20 gcRare 7+Flame Template+2Assault: Can Full Move and Fire. Grapeshot: Fire once per battle. Shrapnel: May fire into friendly warriors.
Rifle30 gcRare 9+18”+2Armour Piercing 4 (-4 save modifier.) Concussion: Ignore No Pain and Jump up. Move or Fire.
Long Rifle75 gcRare 11+24”+3Armour Piercing 4 (-4 save modifier.) Concussion: Ignore No Pain and Jump up. Move or Fire.

Notes:

  • Two pistols of the same type count as one missile weapon choice.
  • Throwing Knives do not count as a missile weapon choice.
  • Assault: May Full Move and Fire (see rules).
  • Polearm: Strike First in first round unless mounted or armed with missile weapon.
  • Unwieldy: Only shield in off hand.
  • Concussion: Ignore No Pain and Jump up.
  • Quick Shot: May fire twice with -1 BS to both shots (does not stack with the Quick Shot skill).

Armour and Mounts

Armour

Armour TypeCostRaritySaveNotes
Shield5 gcCommon11+Counts as one close combat weapon choice. Only benefits in close combat if also armed with missile weapons. Warriors with Pistols never benefit from Shields. Nimble applies if paired with Club, Axe, or Sword.
Light Armour25 gcCommon11+
Heavy Armour50 gcCommon9+Burdensome: +2 Initiative on profile
Ithilmar Armour100 gcRare 10+9+Heavy Armour type, not burdensome. Usable by warriors who can wear Heavy Armour.
Gromril Armour120 gcRare 11+9+Heavy Armour type. Burdensome (+2 Initiative). Grants ‘Gritbastard’ skill.
Sigmarite Armour120 gcRare 11+9+Heavy Armour type. Burdensome (+2 Initiative). Seal of Sigmar: wearer unaffected by spells (even if knocked down or stunned). Prayers are not spells.

Mounts and Animals

Mount/AnimalCostRarityMovementWSBSTWIALdNotes
Horse35 gcRare 8+M10-------Mount: Cannot Climb, Cannot Hide, No Weapons or Armour, No Experience, Rider +1 W
Bretonnian Horse50 gcRare 11+M12-------Mount: Cannot Climb, Cannot Hide, No Weapons or Armour, No Experience, Rider +1 W
Powdermonkey20 + 3D6 gcRare 10+M88+-+015+19+Animal: Cannot Climb, Hide, use Leader’s Ld, No scenario objectives, no weapons or armour, no fighting unarmed penalty, no experience. Counts toward max warband size.

Shields & Nimble

  • Warriors with two close combat weapons: Shield + Club, Axe or Sword gain a 9+ save from Shields instead of normal save.
  • Nimble also applies when fighting with:
    • Shield + Lance
    • Ithilmar Swords
    • Gromril Axes
  • Nimble applies against:
    • Close Combat attacks
    • Spells/Prayers
  • If the warrior does not have a Missile Weapon equipped, Nimble also applies versus Shooting attacks.
    • Carrying a missile weapon counts as equipped, even if not actively using it.

Miscellaneous Equipment

ItemCostRarityEffect / Notes
Dwarven Ale7 gcCommonDrug: One hero immune to Fear for one battle. Side effect: +2 Initiative this game.
Cathayan Silks40 + 2D6 gcRare 9+Wearer gains +1 to rarity rolls.
Crimson Shade3 + D6 gcRare 9+Drug: -4 Initiative for one battle. Side effect: If taken out of action, permanently +2 Initiative (stackable).
Dark Venom7 gcRare 6+Poison: Apply to Dagger, Sword, Spear, Halberd, Fighting Claw or non-Blackpowder missile weapon for one battle. Re-roll natural 1s to wound.
Elven Cloak75 + D6 × 10 gcRare 12+Wearer gains the ‘Dodge’ skill.
Hunting Falcon150 gcRare 10+Owner can shoot at hidden enemies as if they were visible (others still see target as hidden).
Shackles7 gcCommonNext enemy hero rolling Dead (11-14) becomes Captured (15) instead. One use only. Lost if owner is taken out.
Religious Relic15 + 2D6 gcRare 7++1 Leadership on fear tests.
Holy Tome80 gcRare 8++1 to all prayer casting rolls.
Elven Wine7 gcRare 7+Drug: One hero may ignore a single Chest Wound, Melancholia, or Hysteria for one battle.
Telescope30 + 2D6 gcRare 11+Critical wounds inflicted with Rifle or Long Rifle are tripled (x3 wounds). ‘Gritbastard’ skill negates tripling.
Serrated Bolts20 + 2D6 gcRare 10++1 to all injury rolls with Crossbow. Lasts entire campaign.
Mad Mushrooms7 + D6 gcRare 9+Drug: Immune to Fear and Panic for one battle. Side effect: 2D6 roll after battle, 2-5 = stupidity next game.
Mandrake Root7 + D6 gcRare 9+Drug: +1 Strength for one battle. Side effect: 2D6 roll after battle, 2-5 = -1 Toughness next game.
Mordheim Map50 + 3D6 gcRare 9+Roll D6 when acquired: 1-4 = fake (discard and miss next battle), 5-6 = real (gain ‘Streetwise’ skill).
Rope & Hook7 gcCommonOwner rolls 2D6 for climb tests, picks either result.
Superior B.Powder30 + 2D6 gcRare 11++1 Strength to all shots with Rifle or Long Rifle. Lasts entire campaign.
Tears of Shallaya7 gcCommonDrug: Immune to Poison for one battle.
Power Scroll7 + D6 gcRare 8+Cast one spell on 3D6. One use only.
Talisman15 + 3D6 gcRare 9++1 to all spellcasting rolls if armed with a Staff (Club). Counts as a missile weapon choice.
Tome of Magic120 gcRare 12+One Wizard gains a random spell from own list. Or non-wizard with Academic skills gains a random spell (becomes Wizard). One use only.
Pit F. Manual80 gcRare 10+One hero permanently gains access to Combat skills in addition to other skills. One use only.
Witch.H. H.Book30 + 2D6 gcRare 9+Owner hates wizards.
Toad Tongue20 + 2D6 gcRare 8+Owner’s dagger attacks are poisonous.
Troll Hide280 gcRare 12+Grants ‘Regeneration’ special rule (replaces normal armour save).