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WEAPON RANGE STRENGTH SPECIAL

Unarmed (Fist)* Close Combat User -1 +1 to Enemy Armour Save


Dagger Close Combat User +1 to Enemy Armour Save
Hammer/Mace/Club Close Combat User Concussion (Treat 2-4 as ‘Stunned’)
Axe Close Combat User Cutting Edge (Additional -1 Save Modifier)
Sword Close Combat User Parry (Roll D6 to exceed opponent’s Attack roll)
Flail Close Combat User +2* *Heavy (Strength bonus applies only in first turn of
combat), Two-Handed (occupies both hands)
Morning Star Close Combat User +1* *Heavy (Strength bonus applies only in first turn of
combat), Difficult to Use (May only wield Shield in
opposite hand)
Halberd Close Combat User +1 Two-Handed (occupies both hands)
Spear Close Combat User Strike First (Always strikes first during first turn of
combat – only applies to Spear), Cavalry Bonus (+1
Strength bonus if charging while mounted – first
turn only)
Lance Close Combat User +2* Cavalry Weapon (May only be used while
mounted), *Cavalry Bonus (Strength bonus applies
if charging when mounted – first turn only)
Double Handed Weapon Close Combat User +2 Two-Handed (occupies both hands), Strike Last
(Always strike last, even when charging)
Steel Whip 4” (CC) User Cannot be Parried (enemies may not parry attacks
made with this weapon), Reach (This model may
engage in close-combat up to 4” away without fear
of being struck back – must engage models in base-
to-base first)
Sigmarite Warhammer Close Combat User +1 Concussion (Treat 2-4 as ‘Stunned’), Holy
Weapon (+1 to wound Undead or Possessed models
– does not increase Critical chance)
Fighting Claws Close Combat User Pair (+1 Attack), Climb (+1 to initiative rolls when
climbing), Parry (Roll D6 to exceed opponent’s
Attack roll), Cumbersome (May not use any other
weapons during the game)
Weeping Blades Close Combat User Pair (+1 Attack), Parry (Roll D6 to exceed
opponent’s Attack roll), Venomous (Roll of natural
‘6’ to hit will automatically wound target – may still
roll to see if critical hits occur)

GROMRIL WEAPON: Additional -1 Save Modifier. Four times the normal cost of a weapon.

ITHILMAR WEAPON: Additional +1 to user’s Initiative during combat. Three times the normal cost of a
weapon.
WEAPON RANGE STRENGTH SPECIAL
Short Bow 16” 3 -
Bow 24” 3 -
Long Bow 30” 3 -
Elf Bow 36” 3 -1 Armour Save Modifier
Crossbow 30” 4 Move or Fire (May pivot or stand-up freely)
Sling 18” 3 May fire twice at half range (9”)
Throwing Knife/Star 6” User Thrown Weapon (Does not suffer Move or Range
penalties)
Repeater Crossbow 24” 3 Fire Twice (May fire twice with a -1 to-hit penalty)
Crossbow Pistol 10”/CC 4 Shoot Hand-to-Hand (May be fired at beginning of
hand-to-hand combat as a Bonus attack resolved at
-2 to-hit penalty)
Pistol 6”/CC 4 Prepare Shot (May only fire every other turn),
Save Modifier (-2 Armour Save Modifier), Hand-
to-Hand (A pistol grants +1 attack as normal, may
be fired once per combat using normal melee rolls –
resolve damage as normal)
Dueling Pistol 10”/CC 4 Accuracy (All shots and close combat attacks from
this pistol gain +1 to-hit bonus), Prepare Shot
(May only fire every other turn), Save Modifier (-2
Armour Save Modifier), Hand-to-Hand (A pistol
grants +1 attack as normal, may be fired once per
combat using normal melee rolls – resolve damage
as normal)
Blunderbuss 16”* 3 Shot (May fire in a 16”x1” straight line – all models
touched suffer a single Strength 3 hit), One Shot
(May only be fired once per game)
Handgun 24” 4 Prepare Shot (May only fire every other turn),
Save Modifier (-2 Armour Save Modifier), Move or
Fire (May pivot or stand-up freely)
Hochland Long Rifle 48” 4 Prepare Shot (May only fire every other turn),
Save Modifier (-2 Armour Save Modifier), Move or
Fire (May pivot or stand-up freely), Pick Target
(May target any model in sight)
Blowpipe 8” 1 Poison (A natural roll of ‘6’ inflicts automatic
wound), Cannot cause critical hit, +1 to Armour
Save Modifier
Warplock Pistol 8” 5 Prepare Shot (May only fire every other turn),
Save Modifier (-3 Armour Save Modifier)

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