Warhammer Fantasy Roleplay

Chapter V: Equipment

supplies. The best staves are made of hickory or oak, with metal caps to prevent splitting at the ends, and a leather grip about midway along the shaft. Rapier: A rapier is similar to a foil, but with a broader straight blade and long quillions in addition to the cup. Though not as precise as the smaller weapon, its broader blade and its capacity to slash as well as pierce allows this weapon to deal more damage. A sabre has the same statistics as a rapier. Repeater Crossbow: A repeater crossbow looks like a standard crossbow, but it features a 10-bolt magazine, allowing the wielder to make several attacks before having to reload the magazine. The reload time on Table 5-5: Missile Weapons only applies when there are bolts in the magazine. Once it’s empty, it takes 4 full actions to refill the magazine and make the weapon ready to fire again. Repeater Firearm and Pistol: These weapons are similar in appearance to the non-repeater varieties, except they have six barrels. The reload time on Table 5-5: Missile Weapons only applies when barrels have not yet been discharged. Once six shots have been taken, it takes 6 full actions to refill the magazine and make the weapon ready to fire again. Normally only used by Imperial engineers, repeater weapons are consequently quite rare. opponents. They come in a variety of forms, such as round, square, and diamond shaped. Due to the large size of the shield, ranged attacks made against you suffer a –10% Ballistic Skill penalty if you are aware of the attack. Shortbow: Smaller than the standard bow, it is cheap and easy to manufacture. The only drawback is that it has a reduced range. Some horsemen use shortbows because they are easier to manage while riding a horse, and Halflings typically employ these weapons due to their size. Sling: A sling is a loop of cloth or leather into which the stone is placed. Though not as impressive as a bow, it lacks the range of bows and longbows, but it has a range equivalent to a shortbow, and deals the same amount of damage. Furthermore, ammunition is free because any small rock will do. In the right hands, a sling can be a dangerous weapon. Slings do not have variations of craftsmanship; any quality differences are negligible. Spear: As one of the oldest weapons in history, it has not gone out of style mainly because of its versatility. Spears are decent melee weapons, but are also viable for missile combat. If you use it as a melee weapon, it has the fast quality (see page 106), but has no special qualities when used as a missile weapon. Staff Sling: A staff sling is a short staff with a sling on one end. The staff section allows you to launch stones with greater speed. However, because it is larger and more cumbersome than the regular sling, it has a longer reload time. Sword-breaker: The Sword-breaker was designed to render bladed weapons useless. If you make a successful attack with it, you can try to break your opponent’s dagger, foil, main gauche, rapier, or sword. This is resolved as an Opposed Strength Test. If you win, your opponent’s blade is broken, counting now as an improvised weapon. Throwing Axe/Hammer: These weapons are usually hand axes or regular hammers that, when thrown, deal greater damage than other thrown hand weapons. If used in melee combat, they deal the same damage as if thrown. Throwing Dagger/Star: Encompassing darts, knives, daggers, stars, Shield: Shields are used to block enemy attacks and to bash

and other small bladed or piercing weapons, these items are smaller and less deadly than the larger throwing axe or hammer. However, they have the benefit of a longer range. Unarmed: Unarmed attacks include punches, kicks, head-butts and so on. Armour Points count double against unarmed attacks. See Unarmed Combat on page 131 for more information. Whip: A whip is a thick leather or rope cord dealing negligible damage, but with it, you can entangle your foes. When combat begins with a whip readied, roll two 10-sided dice taking the better. a rmour The Old World is a dangerous place and oftentimes the only thing between you and jagged metal death is a well-crafted piece of armour. Armour works much like your Toughness Bonus, reducing the damage dealt to you by your enemies’ attacks. Each piece of protective equipment has an Armour Point rating. This indicates the degree of protection offered. You add your Armour Points and your Toughness Bonus together to determine how much damage you resist when struck by an attack. b asIC Vs . a dVanCed There are two different methods for handling armour in WFRP , Basic and Advanced. It is recommended that you start with the Basic method when first learning the game. Once you’ve mastered the essentials of the system, you can integrate the Advanced rules if you want added realism. b asIC a rmour The Basic method for handling armour in WFRP is fairly abstract. You don’t need to keep an exhaustive tally of each piece of armour worn; you only need to know the general level of protection your armour affords. In this system, characters have four choices: • No Armour: You either can’t afford armour or choose not to wear it. You have 0 Armour Points. • Light Armour: Your armour is predominantly leather. You have 1 Armour Point. • Medium Armour: Your armour is predominantly mail. You have 3 Armour Points. • Heavy Armour: Your armour is predominantly plate. You have 5 Armour Points. o pTIonal : a dVanCed a rmour While the Basic method works well for most situations, it is quite abstract. The Advanced method is a bit more complicated, but allows you greater control in armouring up your character. The Advanced method works hand in hand with the Hit Location system (see Chapter 6: Combat, Damage, and Movement ). In brief, each character has six locations: head, right arm, left arm, body, right leg, and left leg. The Advanced system allows you to keep track of the armour on each location separately (allowing you to layer extra protection on certain areas, for instance). You might have 3 APs on your head, 1 on your body, and none on your legs. The location of each attack is thus much more important in this system. Table 5–6: Advanced Armour details the different types of armour

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