Warhammer Fantasy Roleplay

Chapter V: Equipment

w eapon C rafTsmanshIp All weapons presented in the chapter are of common craftsmanship. For weapons of better or worse construction, use the following modifiers, unless otherwise mentioned in the weapon’s description. Best: This weapon is one of the best of its kind. When wielding such a weapon in combat, you gain a +5% bonus to your Weapon Skill or Ballistic Skill (as appropriate). In addition, it is less cumbersome than a standard weapon, reducing the overall encumbrance of the weapon by 10% (to a minimum of 1). Ammunition of the best craftsmanship does not give you a bonus to BS, but its encumbrance is reduced. Weapons of the best craftsmanship are often beautiful, with gemstones set into the pommel, or extra detail in the workmanship. Some weapons of this level of craftsmanship may be plain, but exquisite in its performance. Good: This weapon is of high quality, with good balance and reliability. It is less cumbersome than a standard weapon, reducing the overall encumbrance of the weapon by 10% (to a minimum of 1). Ammunition of good craftsmanship confers no benefits. Poor: Weaponry of poor craftsmanship is shoddy and unreliable. When wielding such a weapon in combat, you take a –5% penalty to your Weapon Skill or Ballistic Skill (as appropriate). Poor quality ammunition applies this penalty to the weapon with which it is used. If a poor missile weapon is used with poor ammunition, the wielder takes a –10% penalty to their Weapon Skill.

w eapon d esCrIpTIons The weapons found on Table 5–4: Melee Weapons and Table 5–5: Missile Weapons are described here along with any special rules that arise as a result of wielding them in combat. Arrow and Bolt: Arrows (for bows) and bolts (for crossbows) come in bundles of five. At the end of an encounter, you can retrieve fired ammunition, but each has a 50% chance of being ruined or lost. For the desperate, arrows and bolts can serve as melee weapons (treat them as improvised weapons, see page 109), but they have a 50% chance of breakage with each successful attack. Blunderbuss: A blunderbuss is a larger version of the Firearm (see page 109). You can load it with nails, broken glass, small rocks or just about anything else on hand, though shot is preferred. A blunderbuss requires to hands to wield. It does not require a Ballistic Skill Test to fire but wielders must spend 6 Full Actions to reload it if they do not have the Specialist Weapon Group (Gunpowder) Talent. Bola: A bola is a set of two to four weighted spheres connected by a cord. A bola of the best craftsmanship does not grant a bonus to Weapon Skill Tests. Instead, the subject of a successful attack must succeed a Challenging (–10%) Strength or Agility Test. Bow: A bow is usually constructed with wood, horn, and sinew. Readily available in most places, the bow is a staple weapon in communities of every size. Buckler: A buckler is a small shield used for blocking attacks, but is suitable for attacks as well. Some bucklers feature studs or spikes. Crossbow Pistol: A crossbow pistol looks like a small crossbow, but it is constructed entirely from steel. About the size of a pistol, you can fire it with one hand. Even with the advantages of its size, it is as slow to load as a regular crossbow, requiring you to draw back the bowstring by a screw built into the weapon’s stock. Dagger: The dagger includes all smaller bladed weapons, from the stiletto to the knife. The length of blade ranges from about 18 inches to just under 6 inches. Daggers are common as they are the principle form of cutlery in the Old World. Demilance: A demilance is a short spear or a half pike used by cavalry. Though not as large as a lance, it is still capable of delivering impressive amounts of damage, without being as cumbersome as the full lance. Challenging (–10% to WS) when on foot.

Name The most common name for the weapon; some weapons are known by other names by different races and cultures. Cost This entry lists the common costs for an item. This value fluctuates depending on the item’s availability (GM’s discretion), craftsmanship, or upon the success or failure of a Haggle Test. Encumbrance This column describes the approximate weight and bulkiness of the weapon. See page 103 for details on Encumbrance. Group This entry denotes the Weapon Group (see page 105). Damage This entry denotes the base damage of the weapon. When a hit is scored, the weapon deals this amount plus 1d10 damage (see Chapter 6: Combat, Damage, and Movement ). Melee weapon damage is based on the wielder’s Strength Bonus. Range Every missile weapon has a range, given as two numbers divided by a slash. The first number is its short range, and the second is its long range. Long range is fired at a –20% BS penalty. Ranges are in yards (if you are using squares, simply halve the given number). For example, a bow has a short range of 24 yards and a long range of 48 yards. If you shoot up to 24 yards away, you take no BS penalty. If you shoot at an enemy between 25 and 48 yards away, you take a –20% BS penalty. Some weapons have no long range. Reload This is the type (and sometimes number) of actions it takes to reload the weapon. For more information on action types and the reload action, see Chapter 6: Combat, Damage, and Movement. Qualities This entry denotes any Weapon Qualities (see pages 105-106). Availability This entry describes a weapon’s general availability (see page 104).

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