CLOSE COMBAT WEAPONS
Dagger 1gc
Strength Penalty: -1 S
NB: No free Daggers.
Club 3gc
Concussive: Any enemy taken an unsaved wound from a Club is reduced to Initiative 1 until the end of the next Close Combat phase.
Axe 5gc
Armour Piercing (1): Additional -1 to enemy armour save.
Gromril Axe 20gc rare 11+
Armour Piercing (2).
Sword 7gc
Parry: If warrior has double WS or more, he may force his opponent to re-roll 1 successful roll to hit each turn.
Can only parry 1 roll each turn.
Cannot parry attacks that are double or more his own S.
Ithilmar Sword 20gc rare 11+
+1 Initiative when determining strike order.
Parry (See Sword.)
Great Club 10gc
Concussive (See Club)
+2 S in all rounds of combat
Always strike last
Two-handed
Great Axe 10gc
Armour Piercing (1) (See Axe)
+1 to all rolls on the Critical Wound chart
+2 S in all rounds of combat
Always strike last
Two-handed
Gromril Great Axe 50gc rare 11+
Ignores Enemy Armour Saves.
+1 to all rolls on the Critical Wound chart
+2 S in all rounds of combat
Always strike last
Two-handed
Great Sword 15gc
Sweep Aside: Enemies cannot use the ‘Strike First’ ability of Spears and Halberds against this warrior.
+2 S in all rounds of combat
Always strike last
Two-handed
Ithilmar Great Sword 50gc 11+
Parry (See Sword)
Sweep Aside: Enemies cannot use the ‘Strike First’ ability of Spears and Halberds against this warrior.
+2 S in all rounds of combat
(Does not have ‘Always strike last’)
Two-handed
Morning Star 10gc
Concussive first round of combat (See Club)
+1 S first round of combat
Only Shield in off hand. (Not Buckler.)
Flail 10gc
Concussive first round of combat (See Club)
+2 S first round of combat
Two-handed
Spear 5gc
Strike First in first round of combat
Only shield in off-hand. (Not Buckler.)
Halberd 15gc
Strike First in first round of combat
+1 S in all rounds of combat
Two-handed
ARMOUR
Light Armour 10gc
Save: 6+
Heavy Armour 25gc
Save: 5+
Initiative Penalty: -1
Helmet 10gc
4+ save vs. Being Stunned. If succesful, treat as Knock Down instead.
4+ save vs. Concussion effects. (See Club.)
Shield 5gc
Save 6+ (or 5+ with Hand Weapon)
Buckler 5gc
Save 6+ if combined with Hand Weapon. Otherwise no save.
Wielder gains Parry (see Sword – his WS must still be double or more his opponent’s).
If he already has Parry, he may re-roll 1 failed armour save roll each turn.
No effect against attacks that completely negate this warrior’s armour save.
Ithilmar Heavy Armour 50gc rare 11+
Save: 5+
No Initiative Penalty
Gromril Heavy Armour 90gc rare 11+
Save 4+
Initiative Penalty: -1
SHOOTING
Sling 3gc
Range: 18″
Strength: 2
Cannot be Poisoned
Quick to Fire: No -1 for Moving and Shooting
Short Bow 3gc
Range: 18″
Strength: 3
Bow 5gc
Range: 24″
Strength: 3
Long Bow 10gc
Range: 30″
Strength: 3
Crossbow 25gc
Range: 30″
Strength: 4
Move or Fire
Javelins 10gc rare 7+
Range: 12″
Strength: 3
No Penalties for Long Range
Quick to Fire: No -1 for Moving and Shooting
Throwing Stars / Knives 5gc rare 6+
Range: 6″
Strength: 2
Multiple Shots x2
Assault: May run and fire.
No Penalties for Long Range
Throwing Axes 10gc rare 6+
Range: 6″
Strength: 4
Armour Piercing (1)
Assault: May run and fire.
No Penalties for Long Range
Crossbow Pistol 10gc rare 8+
Range: 6″
Strength: 3
No Penalties for Long Range
Assault: May run and fire.
Quick to Fire: No -1 for Moving and Shooting
Multiple Shots x2 if armed with two of these
BLACKPOWDER SHOOTING
ALL BLACKPOWDER WEAPONS
* Cannot be poisoned.
* Misfire whenever they roll a natural 1 to hit.
Handgun 30gc rare 8+
Range: 24″
Strength: 4
Armour Piercing (1)
+1 to Injury Rolls.
Move or Fire.
Long Rifle 50gc rare 11+
Same as Handgun but with Range: 36″
May also re-roll natural 1s on the misfire and critical hit charts.
Blunderbuss 25gc rare 8+
Range: Flame Template
Strength: 3
Assault: May run and fire.
Fire only once per battle.
May fire so that friendly warriors are also hit.
Pistol 15gc rare8+
Range: 6″
Strength: 4
Armour Piercing (1)
No Penalties for Long Range
Assault: May run and fire.
Multiple Shots x2 if armed with two of these
Duelling Pistol 30gc rare 10+
Same as Pistol but may re-roll natural 1s on the misfire and critical hit charts.