WFRP1 - Armory & Equipment Guide (Unofficial)

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Unofficial Armory & Equipment Guide for Warhammer Fantasy Roleplay 1st Edition (WFRP1)

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    Armory Equipment Guide

    Additional Rules

    Blunt Trauma: All attacks have a possibility of doing blunt trauma to the attack's victim. This simply means that a character wpotentially take 1 Wound (to the hit location struck) regardless of Toughness or Armor:1. If a character is struck in an unarmored location, he will always take 1 W of blunt trauma, regardless of

    Toughness.2. If a character is struck in an armored location, he may or may not receive a blunt trauma W (1 Wound). If

    rolled damage (on 1D6) is greater than the number of armor points (including shield) protecting the locatithe character will take a blunt trauma W (1 Wound), regardless of Toughness.

    Examples

    Slovuk is a naked dwarf with T8. He is struck in his unarmored belly. His opponent has a S3 and rolls a 4for 7W. Normally, this is less than Slovuk's T8 and he'd take no damage. However, since he was struck ian unarmored location, he will always take 1W of blunt trauma. Therefore, Slovuk takes 1W.

    Slovuk wises up and puts on some serious armor: 2 armor points in all locations. He gets into a fight andstruck repeatedly by a goblin opponent with a S2. Normally (without a critical), the goblin could never hurSlovuk since his maximum damage is 8, less than the required 11 to get past Slovuk's armor andToughness. However, if the blunt trauma rule is used, Slovuk will take 1W of blunt trauma every time thegoblin rolls a 3, 4, 5, or 6 for damage. If Slovuk also carried a shield, (for 3AP total all over) then the hewould take a blunt trauma Wound whenever the goblin rolled a 4, 5, or 6.

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    Unarmed Combat

    Blows: Creatures which normally use weapons may fight unarmed but are less effective.They suffer a -20 penalty to hit and a -3 penalty on the damage they cause.

    Armor: Unarmed combat damage is also modified by armor. If the target is wearing metal armor, the armor value isdoubled; 1 point of armor counts as 2 points, 2 as 4, etc. If the target is wearing leather armor, 1 point is addeto the armor value; 1 point of armor counts as 2, 2 as 3, 3 as 4, etc.

    Grapples: An unarmed character may elect to grapplerather than cause damage. The -20% modifier to WSstill applies

    (unless the character has Wrestlingskill). If the attack is successful, the opponent must make a successfulDexteritytest or be immobilized in a hold.

    Once the opponent is held, both characters count as pronetargets, and neither may undertake any action excmaintaining or resisting the hold. The holder has the option to loose the hold at any time, but while the hold ismaintained each combatant must make a Strength test every round, modified as follows:

    If the Strength of one combatant is higher than the others, the weaker combatants Strength teis modified by -5% for every point of Strengththey are weaker by.

    If the stronger combatant has Wrestlingskill, and the weaker does not, this is increased to -10%per Strength point.

    If the weaker combatant has Wrestling skill and the stronger does not, this is reduced to -2% peStrength point.

    If both have Wrestlingskill, the modifier remains at -5% per Strength point.

    If the holder has Wrestlingskill and the held combatant does not, the holder reduces the heldcombatants Strength roll by a further -10% in addition to above Strength bonuses/penalties.

    If both combatants succeed or both fail, the hold is maintained for that round, and nothing else happens.

    If the holder succeeds and the held character fails, the holder has the option to apply pressure, causing damaas for a normal blow.

    If the holder fails and the held character succeeds, the hold is broken and the held character escapes.

    Characters with Street Fightingmay ignore the pronestatus when being held. They may also make smallattacks like biting, kicking, gouging eyes, etc. These attacks have a 20% to-hit penalty and damage is calculaas normal. For an eye gouging attack, the person getting their eyes gouged must make an I test or be blindefor d6 rounds. If any damage is done by an attack, or if the opponent is blinded, then they must pass a secontest or release their opponent.

    Fist Weapon: There are a variety of fist weapons, including mailed fists, knuckle-dusters and meat-hooks. For generalpurposes, these weapons have the same effect. Combat with fist weapons is conducted as normal UnarmedCombat, but the penalties are halved, giving a -10 attack modifier and a -1 damage modifier.

    Although not strictly fist weapons, garottes and other strangling weapons have the same modifier (although thwielders will normally have the advantage of surprise). If the attack is successful, the damage is calculated wa normal -1 modifier, but no further attack rolls need be made damage is caused automatically each round uthe victim is dead, or until the victim escapes by making a successful Strength test.

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    Unarmed Combat

    Type Initiative To Hit Damage ParryUnarmed

    ParryArmed

    Special WSkill

    Unarmed Combat +/-0 -20 -3

    Street Fighting +/-0 +/-0 -1 Street Figh

    Wrestling +/-0 +/-0 -3 / grapple Wrestling

    Fist Weapons +/-0 -10 -1 +/-0 +/-0 Fist

    Basic Martial Arts +/-0 +/-0 +/-0 +/-0

    Martial Arts Styles

    Breeze in the Willows Style +/-0 +/-0 -1 +10 +/-0

    Empty Handed Style +/-0 +10 +/-0 +/-0 -10

    Mountain Stream Style +/-0 +10 -1 +/-0 -10

    Heavens Lightning Style +20 +/-0 +/-0 +/-0 -20

    Hooded Cobra Style +10 +10 +/-0 +/-0

    Imperial Dragon Style +10 +/-0 +1 +/-0 -20

    Raging Bear Style -10 +/-0 +2 -10

    Parry Unarmed: The chance to parry an unarmed opponent while unarmed.Parry Armed: The chance to parry an armed opponent while unarmed.Note: a result of means that chance of parry is impossible.

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    Melee Weapons

    There are many different types of weapons, but they all tend to have the same basic purpose and very similar effects. The effect ofmost weapons is dependent on the individual skill of the wielder rather than some property of the weapon itself. However, someweapons are especially difficult to use, and there are called specialist weapons. Specialist weapons can only be successfully emploby characters with the appropriate Specialist Weaponsskill. Unskilled characters attempting to use specialist weapons areconsidered to have a-30 penalty to WS(with a minimum skill of 10), and the Gamesmastercan impose a Risktest or some otherpenalty if there is a chance of the unskilled character being hurt. Weapon modifiers are summarized in the table below.

    Ordinary weaponsinclude the following:

    Hand Weapon: This broad class includes one-handed axes, swords, clubs, maces and hammers. These weapons are allcomparable in use and effect, and no distinction is made between them.

    Knife / Dagger: Knives and daggers have blades less than 18 long, and usually about 6. They are easy-to-use, but cause ledamage than a sword.

    Spear: Spears comprise a pointed head mounted onto a shaft. Spears up to 6 long can be thrown as well as used tothrust and stab. Spears give their user a slight edge in combat so long as the opponent does no slip past thespear point. They are also useful for keeping mounted or aerial opponents at bay.

    Improvised: Where would the adventurers be without bottles, chair legs, crockery, stuffed animals, etc? If they can picksomething up, they can hit somebody with it! Improvised weapons are poorly balanced, and cause less damathan proper weapons.

    Specialist weaponsinclude the following:

    Hand-and-a-half Sword orBastard Sword: This is a large sword, capable of being used either I none hand, or in bothands like a double-handed sword. Although a relatively slow and clumsy weapons, it causes considerabledamage.

    Double-handed Sword: As with hand weapons, this is a large category which includes a variety of two-handed weaponsof which have comparable effects. Swords, axes, maces, flails, hammers and picks all have two-handedversions. Note that two-handed flails require both Specialist Weapon Flail Weapons and SpecialistWeapon Double-handed Weaponsskills to use properly.

    Pike: The pike is essentially a very long spear, usually 10-12 ft long, but ranging up to 20ft (the longer ones being uin tight unit formations). It is difficult to use, but effective.

    Halberd: The halberd is a heavy bladed pole-arm that combines the effects and appearance of a pike and double-handaxe, most also incorporate a hooked end designed to dismount riders. It is a difficult weapon to use, but veryeffective.Rules for hook use:

    Against mounted opponents roll to hit at -10 penalty, but the attack does no damage. The halberd user mthen roll Strength to hold the weapon fast. If successful the mounted opponent must roll Ride(notStrength) in order to remain mounted.If the mounted character is galloping/charging both rolls are made at -10.

    Against foot opponents use the above rule but the opponent makes a Strength test to remain standing.

    Quarter Staff: The staff is a useful weapon in the hands of a skilled character. And has the advantage of not appearing to beweapon at all! It also has the following rules:

    -1 damage

    If a person wielding a quarterstaff uses all of his attacks to parry he may still attack once at the end of theround. So if a person with 2 attacks parries twice, he may make a single attack at the end of the round.

    however, he only parries once, he does not get this bonus action and may still only attack once. A quarterstaff adds +10 to stun rolls. This is in addition to bonuses for the strike to stun skill.

    A blow from a quarterstaff has a chance of causing a critical effect if it does wounds to an opponent. Takthe number of wounds caused after subtracting armour & toughness and multiply it by 5. That gives you base % chance of causing a critical effect. Consult the chart below to see what happens:

    a. Head - Opponent is stunned, calculate and roll for stun as normal.b. Body - Blow knocks the wind out of the opponent. He cannot attack this round or next but my p

    at -10.c. Arm - Anything held in that hand is dropped. In addition, using the original % roll at -20, roll to s

    if the arm is broken and incapacitated until medical attention is received.d. Legs - Opponent must make a successful Dex check or fall to the ground. If they fall to the grou

    they may only parry for the next round. Roll a second Dex check, if they fail they drop anything their hands and may only Parry if they have a shield.

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    Flail: The flail consists of one or more pieces of heavy chain fixed to a handle. Some flails incorporate spiked ballsadd to the effect, and are known as morning stars. They are difficult weapons to use, clumsy and dangerousvery deadly indeed. A double-handed flail is a lager, and even more clumsy version of the single-handed flai

    Rapier: The rapier, or foil, is a lightweight sword intended for fencing. It is a very deft and agile weapon in the hands an expert.

    Buckler: The buckler is a very small shield used both to parry an opponents blow and offensively to smash or stab. Mbucklers have spikes or heavy studs for just this purpose.

    Left-hand Dagger: This is a long dagger, used in the off hand. It is popular with Duellists, and can be used either to parry or

    attack.

    Sword-breaker: This is a variant of the left-hand dagger, fitted with a heavily serrated edge intended to catch and break anopponents blade. Successful parries made with this weapon will snap an opponents sword or dagger if thewielder makes a successful Strength test. Broken swords count as daggers, and broken daggers count asimprovised weapons.

    Lance: The lance is a long, weighted spear, used only from horseback. It is a powerful weapon in the charge, but toolarge and clumsy for protracted combat.

    Whip: The whip is a dangerous weapon in the hands of a skilled character, and arguably even more dangerous in thhands of an unskilled character. While It does not cause a great amount of damage, it can entanglea target osuccessful hit. Only a single creature may be hit, and the target must make a successful Initiativetest orbecome entangled. Entangled creatures count as pronetargets for further hits, and may not attack, although

    may attempt a Dexteritytest each round in order to free themselves. Range is 5 yards.

    Net: Nets are made from a heavy cord or rope, and are often used to deflect blows or to confuse or entangle anenemy. They can be used in hand-to-hand combat or thrown up to four yards. In close combat they can beused either as shields (in which case they count exactly as shields), or to entanglean opponent. Only a singlecreature may be hit, and creatures which are hit are entangles unless they make a successful Initiativetest.Entangled creatures count as pronetargets for further hits, and may not attack, although they may attempt aDexteritytest each round to disentangle themselves, or a Strength test to burst their way out of the net. Thiclass of weapon also includes heavy cloaks, which may be used in a similar way.

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    Weapons (Melee Weapons)

    Weapon Initiative To Hit Damage Parry Spec Wp S

    Hand Weapon

    Knife / Dagger +10 -2 -20

    Spear1 +10 / +20 +10

    2

    Improvised Weapons -10 -2 +10

    Bastard Sword -10 +1 2H

    Two-handed Weapon -10 +2 2H

    Pike / Polearm1 10-12ft long

    12-20ft long

    +10 / +20

    +20 / +30

    -10 / 02

    -10 / 02

    +1

    +1

    2H

    2HHalberd / Polearm

    1 +10 / +20 -10 / 0

    2 +2 2H

    Quarter Staff -1 Quarter St

    Flail -10 +1 -10 Flail

    Two-handed Flail -20 -20 +3 -10 Flail, 2H

    Rapier +20 -1 Rapier

    Buckler4 -2 +20 Parrying W

    Left-hand Dagger4 -2 -10 Parrying W

    Sword-breaker4 -2 -10 Parrying W

    Lance3 +20 +10 +2 -20 Lance

    Net -10 -10 Net

    Whip (as melee weapon) -10 -2 -20 Flail / Whi

    Notes1. Spears and polearms (halberds and pikes) receive a +10 Initiativebonus during the first round of combat and during

    subsequent rounds if the user is winning. If their opponent is mounted, they receive a +20 Initiativebonus during the rouncombat and subsequent rounds if winning.Longer pikes (12-20ft long) receive a +20 Initiativebonus during the first round of combat and during subsequent rounds ifuser is winning. If their opponent is mounted, they receive a +30 Initiativebonus during the round of combat and subsequrounds if winning.If needed, the butt end of a polearm is used with the same effect as a hand weapon.

    2. Against aerial combatants only.3. The lance is only fully effective when mounted and charging. In all other circumstances the butt end of the lance is used w

    the same effect as a hand weapon.4. A character with the Specialist Weapon Parry skill can make one free parry with a specialist parrying weapon in addition t

    his normal attacks. Only one such parry is possible, although one or more attacks may also be used as additional parries ifcharacter wishes. The free parry must be made with a specialist parrying weapon (left-hand dagger, sword-breaker orbuckler). The free parry cannot be exchanged for an extra attack of any sort.

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    Armor

    Armor absorbs damage. When characters are hit, the number of Wounds caused is reduced by any armor they are wearing on thebody area struck. A record of any armor worn should be kept on the character sheet together with any associated reductions tomovement.

    Body Areas & Armor

    The chart below lists the various common types of armor and indicates which body areas they will cover. Shields cover all area, not

    necessarily because they are big, but because they are mobile.

    Note down on the character record sheet any armor that the character is wearing, and add up the number of armor pointsfor each barea. Note that characters may not wear more than one of any piece of armor a character cannot wear two helmets, or two mailcoats, etc!

    A character canwear leggings as well as having a mail coat which gives two armor pointson the legs. At the GMsoption a character may suffer a -10 penalty to Iwhen doing so.

    A character canwear a metal breastplate on top of a mail shirt or coat which gives two armor pointsto the body.

    A character canwear a helmet on top of a coif which gives two armor pointson the head.

    A character canwear plate arm bracers over a sleeved mail shirt or coat, or over mail arm bracers which gives twoarmor pointson the arms. At the GMs option, a character may suffer a -10 penalty to Iwhen doing so.

    These are the onlycases in which pieces of armor can be worn over each other.

    Armor AP Area(s) Covered Armor AP Area(s) Cover

    Mail Coif 1 Head Helmet 1 Head

    Mail Shirt 1 Body Breastplate 1 Body

    Sleeved Mail Shirt 1 Body/Arms Plate or Mail Arm Bracer 1 Arm

    Mail Coat 1 Body/Legs Plate or Mail Leggings 1 Leg

    Sleeved Mail Coat 1 Body/Arms/Legs

    Mail Leggings 1 Leg Full Plate 1 All

    Full Mail 1 All Full Plate/Mail 2 All

    Shield 1 All

    Leather Armor

    Poorer characters may not be able to afford expensive metal armor, in which case they can make do with quilted, padded, or leatherarmor. Armor of this kind is quite effective at stopping minor damage by deflecting cuts or absorbing the impact of light blows.However, it is less effective at stopping heavy blows or penetrating thrusts. To reflect this, leather armor is given variable armor poin

    written as 0/1 (4). This means blows causing up to 3points of damage are reduced by 1, but blows causing 4 or moredamage poare not reduced at all. So, a character wearing a leather jack and hit n the body by a blow causing two points of damage would reduthe damage to one because of the armor but if the same character had been hit for five points, the armor would have given him noprotection.

    Studded leather armor improves on the design of standard leather armor by adding metal studs or spikes to the various componentsusually the jack or jerkin. Studded leather armor also includes several other variations on design. For example, instead of studs,armorers sometimes install metal rings similar to mail armor, while others add a layer of leather over top of the rings, to createsomething called brigandine armor; though it functions exactly as studded leather. Armor of this kind is more effective at stoppingminor damage by deflecting cuts or absorbing the impact of light blows. However, like its counterpart, it is less effective at stoppingheavy blows or penetrating thrusts. To reflect this, studded leather armor is given variable armor points written as 0/1 (6). Thismeans blows causing up to 5points of damage are reduced by 1, but blows causing 6 or moredamage points are not reduced at all

    Armor AP Area(s) Covered Armor AP Area(s) Cover

    Leather Coif 0/1 Head Studded Leather Coif 0/1 Head

    Leather Jack 0/1 Body/Arms Studded Leather Jack 0/1 Body/Arms

    Leather Jerkin 0/1 Body Studded Leather Jerkin 0/1 Body

    Leather Leggings 0/1 Legs Studded Leather Leggings 0/1 Legs

    Leather armor worn underneath metal armor confers no additional protection; it merely affords a greater level of comfort protecting twearer from the chafing of bare metal.

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    Missile Weapons

    Missile weapons are used at a distance. They include any weapon which is thrown (eg: axes, darts and spears) or which fires aprojectile (eg: a bow, crossbow or gunpowder weapons).

    As with hand-to-hand weapons, missile weapons fall into the two classes of ordinaryand specialistweapons. Specialist weapons caonly be used effectively by characters with the relevant Specialist Weaponskill; unskilled characters attempting to use a specialistweapon do so with a-30 penalty to BS(with a minimum skill of 10), and the Gamesmastercan impose a Risktest or some otherpenalty if there is any chance of the character hurting himself or misusing the weapon.

    Accurate Aiming: Each additional round a character spends aiming and concentrating she receives a +5 bonus towhen firing. The archer may aim for no more than one round if the target is running, two rounds if the target ismoving but not running, and three rounds if the target is stationary.

    Snap Shooting: A character who wishes to fire a hail of missiles at a target may do so by not taking the time toproperly aim at the target. The archer may then fire twice as fast as normal with half the normal chance to hit.Snap shooting may be combined with the Rapid Fire skill (allowing the archer four shots per round with a bowbut the chance to hit will be greatly reduced: Halve the bowman's BS before applying the Rapid Fire modifiers(minimum chance to hit is 1%).

    Ordinary weaponsinclude the following:

    Short Bow: A small bow used mostly for hunting, or from horseback.

    Normal Bow: A normal, arrow-firing bow made from wood, sinew, horn or mixture of such materials.

    Crossbow: A bolt-firing crossbow employing a winch, or just brute force, to draw back the string. Such weapons are slowfire, and clumsy in use, but cause considerable damage.

    Javelin: A short spear, specially balanced for throwing.

    Spear: Spears can be thrown or retained as a close combat weapon. Once thrown, they cannot be used in combat,although they can be recovered and subsequently used.

    Improvised: Anything that can be thrown is a potential missile. This includes chairs, pottery, bottles, stones and weaponsdesigned for throwing, such as swords.

    Specialist weaponsinclude the following:

    Blowpipe: Blowpipes are not common weapons in the Old World, but are sometimes used by assassins. They fire a smdart, often poisoned.

    Long Bow: The long bow is a demanding weapon which requires considerable skill to use. It is, however, very effective ahas a long range compared to normal bows.

    Elf Bow: The elf bow is a specialist weapon that does not require a specialist weapon skill. It can be used only by WooElves in the hands of another race it counts as a short bow.

    Repeating Crossbow: A cunning variation of the crossbow. A lever pulls the string back after each shot, and another bis automatically dropped into place from a hopper at the top of the weapon. The hopper holds 10 bolts at a timThe weapon is light, and far less powerful than a normal crossbow. It has no long range all ranges beyondshortcount as extreme. It has the advantage of fast firing, and a user can fire two shots per round.

    Crossbow Pistol: This is a small crossbow made entirely from steel. It is about the size of a pistol and is used in one hand

    The range is short, and the weapon is very slow to load, the string being drawn back by a screw built into thebody of the weapon.

    Sling: Slings are old fashioned weapons, very simple to make but requiring practice to use effectively.

    Staff-sling: The staff-sling is a double-handed version of the sling, resembling an ordinary sling on a pole. The weapondelivers a heavier shot than a sling but is slow to use.

    Throwing Knife:As well as actual throwing knives, this category includes many small missile weapons, all of which havecomparable effects. These include darts, throwing axes, sharpened coins, and so on.

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    Bolas: Bolas consists of two or three stone or metal weights, joined together by cords. As well as causing damage, bolas will entanglea victim on a successful hit; victims may attempt a Dexteritytest each round to freethemselves, but count as pronetargets while entangled. A bolas never causes additional damage, and criticahits are always at -10% on the chart. A negative critical hit result indicates that there is no critical hit.

    Lasso: The lasso causes no damage but entangles the opponent in a loop of rope. Only a single creature may be hiand creatures which are caught are entangledunless they make a successful Initiativetest. Entangledcreatures roll a D6:

    1-3 One arm pinned (equal chance of either)

    4-5 Both arms pinned

    6 Both arms free

    A character with both arms free can attack normally, although if the character using the lasso is continuallypulling at the rope, the victim receives a -10 penalty on his WS. Character with one arm free can only use thaarm, and so with a -20 penalty on their WS. Characters with both arms pinned may do nothing except attempescape.

    Characters who are entangled by a lasso may attempt a Dexteritytest each round to free themselves.

    Whip: Whips are usually comprised of long, tightly-wound strips of leather or hide. While useful as a tool for animal-herding or as an implement of torture against restrained or unmoving targets, it makes a poor weapon in the h

    of combat and against armoured enemies.

    Whips have long handles, usually 1 yard in length, to which is affixed a length of hard cord. Whipcord materiamust be made from a very hard animal skin or gut - rope and similar fibrous material are not suitable. The beswhips are imported into The Empire and are made from rhinoceros skin, although troll gut (if you can get it) isgood alternative.

    Whips are rare and cost 15 GCs plus 4 GCs per yard of whipcord. Whipcord varies between 3 and 7 yards(lengths above 7 yards are too unwieldy) and whipcord length is taken to be the striker-target maximum dista

    Someone wielding a whip uses his BS(like a lasso) to determine his chance of hitting. Hit location is determinnormally. The effects of location hits are important and are detailed on the table below:

    Location Effect

    Head If any damage is caused, the victim must make a successful Dextest or be blindedwith pain for 1 round.

    Arm If the character is holding anything and the blow causes damage, the target mustmake a successful Tcheck or drop the item.

    Body There is a 50% chance that both arms are pinioned. If this happens, the victim cando nothing but attempt a Dextest each round in order to free himself.

    Legs If the whip-user makes a successful Stest, the victim can be dragged to the groundand treated as a prone target. This is in addition to the usual entanglement chances(see below). A target cannot be dragged to the ground, however, if its Sexceedsthat of the whip-user by more than 1 point.

    A whip has an Effective Strengthof 1 and any hit from a whip, whether it causes damage or not (that is if asuccessful roll is made), may entangle the target unless it makes a successful Dextest with a -10 penalty, whmust be made each round.

    Of course, only one creature may be entangled by the whip at a time. An entangled creature fights with a -10penalty to relevant skills, which may be increased to -20 if the whip-wielder does nothing other than continue pull hard on the whip handle.

    All this makes the whip a formidable weapon indeed in the hands of a skilled specialist; you may therefore wato amend its effects in certain circumstances.

    For example, a Halfling who is lashing a whip around the knees of an Ogre is very unlikely to be able to pull thcreature to the ground, even if the Halfling does make a Stest, and a suitable modifier may be imposed as yosee fit.

    To properly use whips, Specialist Weapon: Whipis required.

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    Weapons (Missile Weapons)

    Weapon BS Short / ES Long / ES Extreme / ES Load/Fire Spec Wp S

    Short Bow 16 / 4 32 / 3 150 / 3 1 rnd

    Normal Bow 24 / 4 48 / 3 250 / 3 1 rnd

    Long Bow1 32 / 4 64 / 4 300 / 3 1 rnd Long Bow

    Elf Bow 32 / 5 64 / 4 300 / 4 1 rnd

    Crossbow +5 32 / 5 64 / 4 300 / 4 1 rnd Load,1 rnd Fire

    Heavy Crossbow +5 40 / 8 80 / 7 400 / 7 3 rnds Load,

    1 rnd Fire

    Crossbow Pistol 16 / 1 32 / 1 50 / 1 1 rnd Load,1 rnd Fire

    Xbow Pist

    Repeating Crossbow2 +5 32 / 2 100 / 1 2 shots/rnd

    Holds 108 rnds Refill

    Rep.Xbow

    Sling 24 / 3 36 / 2 150 / 2 1 rnd Slings

    Staff Sling 10 24 / 4 36 / 3 200 / 3 1 rnd Load,1 rnd Fire

    Slings

    Javelin +5 8 / C 16 / C 50 / C 1 rnd

    Spear 5 4 / C 8 / C 25 / C 1 rnd

    Dart3 4 / 1 8 / 0 20 / 0 1 rnd Throwing

    Throwing Knife 10 4 / C-26 8 / C-3

    6 20 / C-4

    6 1 rnd Throwing

    Throwing Star +10 2 / C-36 8 / C-4

    6 15 / C-5

    6 1 rnd Throw,

    May throwtwice if starsavailable

    Throwing

    Throwing Axe 10 4 / C 8 / C-16 20 / C-2

    6 1 rnd Throwing

    Warhammer 10 4 / C 8 / C-16 20 / C-2

    6 1 rnd Throwing

    Blowpipe3 12 / 0 24 / 0 50 / 0 1 rnd Blowpipe

    Lasso4 10 8 / 16 / 30 / 1 rnd Throw,

    2 rnds CoilLasso

    Bolas5 10 12 / 1 24 / 0 50 / 0 1 rnd Throwing

    Whip (as missile weapon) 10 2 / 1 4 / 1 7 / 1 1 rnd Whip

    Improvised (Small) 10 to 2 / C-26 6 / C-3

    6 10 / C-4

    6 1 rnd

    Improvised (Large) 10 to 2 / C 6 / C-16 10 / C-2

    6 1 rnd Pickup,

    1 rnd Throw

    BS This represents the stability and balance of the weapon, and how easy or difficult it is to use. It is used as a modifier to the BS ES The Effective Strengthof the weapon, varying depending on the range to the target.C The Strengthof the thrower should be used in place of the Effective Strengthof the weapon.Notes

    1. Firing the Longbow requires the firer to remain stationary.2. The Repeating Crossbow has no long range; any target over sort range is taken as Extreme.3. Roll 1D4 instead of 1D6 for the damage roll.4. Lassos entangle as whip, although head hits cause suffocation damage that can be calculated by using the rules for drown

    For arm hits test against Dex instead of T to see if the target drops any handheld objects. The test is modified by a penaltyequal to the attacker's Strength times 5.

    5. Bolas entangle as whip. If the Bolas hits the target's legs, roll damage (ES 0) and apply this as normal, and then multiply thdamage by 5. The target must now make an I test with this penalty or fall over. For arm hits test against Dex instead of T(again modified by a damage roll times 5) to see if the target drops any handheld objects.

    6. ES is never reduced below 0.

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    Specialty Arrows Bolts

    Apart from ordinary arrows and bolts there are a number of missiles made for specific uses. The variants are available both as arrowand bolts, except for Light arrows which can only be effectively fired from a longbow.

    Armour-Piercing: Armour-piercing arrows are designed to punch through thick and strong surfaces (such as armour andshields). When hitting a protected hit location roll 2D6 for damage and keep the highest die when calculatingactual damage caused to the target. Armour-piercing arrows have their ES reduced by 2 for all range bands.

    Bleeder: These horrible missiles are outlawed almost everywhere in the Old World, except for the Border Princes

    the Dwarf kingdoms. (Bleeder bolts for crossbows made from thin sheets of metal are favoured by many Dwaclans.) Bleeder arrows are hollow, and once imbedded into the target's flesh (by inflicting more wounds than ttarget has T) continue to drain the victim as the blood pumps out through the hollow stick. Those hit by a Bleearrow (which is imbedded in their body) must make a T test every round or lose a Wound as a result of bleedi(Critical results caused by this should be rolled on the Sudden Death Critical Chart.) Once the arrow has beenremoved (requiring the HealWound skill) the victim must still test against T or lose 1 Wound per round, but onthe T test is succeeded the wound stops bleeding. Bleeder arrows have their Extreme Range reduced by 10%their ES reduced by 1, and their BS reduced by 5%.

    Explosive: Arrows and or bolts can be fitted with a small cylinder filled with gunpowder or other explosive material.Exploding arrows must either be fired into a fire of some kind or may be fitted with a fuse that is lit before firingThese arrows and bolts have the BS reduced by -5% and Extreme Range reduced by 25%. They have an 85chance of detonating, and then do S6 points of explosive damage with a blast radius of 1 yard.

    The fuse can be cut to various lengths corresponding to the three missile weapon ranges. It is, however,quite difficult to calculate how long the fuse should be, and there is a percentage chance that an exploding ar

    detonates prematurely: Short Range 10%; MediumRange 20%; Extreme Range 40%. On a roll of 96-100, themissile fails to detonate the round it is fired and in the following round the target may try to remove the missilebefore it explodes by making a Dex test.

    Making an exploding arrow requires an Int test, and characters must also have both Chemistry andSpecialist Weapon - Bomb skills, as well as having access to gunpowder. To manufacture gunpowder requirethe Chemistry skill (also see Warpstone issue 12 page 39).

    Flammable: A small cylinder of paper, light wood, dried leaves or other flammable material is fastened around the sticand filled with gunpowder or other flammable or explosive material. Flammable arrows do additional fire damato the target if it hits (pg. 80 WFRP1). It takes one full round to ignite a missile, and such missiles cannot berapidly fired.

    Light: By using lighter than normal arrows, archers can maximize the range potential of their longbows (only). TExtreme Range increased by 50% (to 450 yards), but ES is reduced by 1 for all range bands.

    Line-Cutter: These special arrows are used for cutting ropes and lines. They are rarely used, but can sometimes provvery useful. The arrowhead on line-cutter arrows extend outwards from the stick in a Y-shape designed to catlines and ropes. The inside edges of the arrowhead are sharp so as to cut ropes and lines. These arrows havtheir ES reduced by 3 for all range bands, and their Extreme Range is halved. The archer, however, suffers n"small target" penalty when firing at ropes or lines, etc. Rope and lines have from 1 to 6 wound points and 1 topoints of T, depending on the type and quality of the rope or line (ordinary rope has W3 and T 3).

    Signalling: These arrows have holes drilled into their arrowheads which make a whistling sound as they fly through tair. The sound is quite high-pitched (and doesn't carry far); the arrows are therefore used to signal to friendlytroops on the battle field. Goblins have also been known to flee in panic as they hear the whistling of Signallinarrows, believing them to be angry spirits or forest demons. (Extreme Range reduced by 10%.)

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    Firearms

    Specialist weaponsinclude the following:

    Arquebus: The arquebus is similar to a blunderbuss, but lacks the flaring barrel and fires a single ball similar to a pistol bbut heavier. It is coming into vogue as a replacement for the crossbow in Tilea, Estalia and Bretonnia, but it istill unreliable and prone to misfires, which makes it less popular with the troops than with their masters.

    An arquebus is generally used with a rest a forked stick which keeps the long barrel level, making it easier taim and fire. A character using an arquebus with a rest must spend a round setting up the rest before firing. O

    the other, a character using an arquebus without a rest suffers a -20 to hit penalty. However, improvised resmay be used, such as the top of a wall, a rock, a window-frame, etc.

    Blunderbuss: The blunderbuss is a larger version of the pistol; it is a cumbersome and ineffective weapon which makes a lonoise but rarely causes much damage. Like the pistol, it is subject to misfires.

    A blunderbuss may be loaded with a variety of projectiles, from a number of pistol balls to stones, broken glasrusty nails and anything else that comes to hand. Because of this, a shot from a blunderbuss may spread, anmay be able to affect a number of creatures which are close together. The following is an optional rule, to takinto account the spread of shot from a blunderbuss:

    If firing into a group (as defined in WFRPP126), roll a D4 to determine the amount of spread in the shot. Thdie roll indicates the number of creatures which can be hit by the shot. Roll to hit each one individually. Eachcreature hit takes damage as normal. When firing at a single creature who is not part of a group, determine hand damage normally.

    A blunderbuss requires only a single shot of powder per firing, but fires 4 balls at once when loaded withstandard shot.

    Duck-Foot: The duck-foot is basically an ordinary pistol, but it has four (sometimes five or seven) barrels, in a splayedpattern like the toes of a ducks foot. While not a sharpshooters weapon, it is fairly intimidating, and popular ships Captains for dealing with mutinous crews. Certainly it is a useful weapon when firing on a group (seeWFRPP126).

    Assuming a 45 degree fire arc, decide how many creatures may be hit (one per barrel). Roll to hit for eachbarrel, then randomly determine which potential target is hit.

    As an example, five targets are within the fire arc. The weapon is the commonest type of duck-foot, with fourbarrels. Four to hit rolls are made, one for each barrel. Three hits are successful. Since there are five poss

    targets, a D6 is rolled, re-rolling results of 6. On the first hit, a 2 is rolled, indicating target number 2 is hit. Onthe second hit, a 6 is rolled. Because there are only five targets, this is re-rolled, and a result of 4 indicates thtarget number 4 is hit. On the third hit, a 2 is rolled target number 2 is it twice!

    A duck-foot requires one shot of powder and one ball per barrel, per salvo.

    Duelling Pistol: Some of the most talented gunsmiths in the Old World have spent long hours in the pay of spoiled fops and riduelists, refining and improving the basic design of the pistol. The result is the dueling pistol very similar to ordinary pistol, but more finely-crafted and reliable. Characters with Specialist Weapon Firearmsskill gain+10 to hit bonus when using a dueling pistol, and all users benefit from the weapons increased reliability. It only half as likely to misfireas a normal pistol check for misfireonly when the to hit roll is an even number 22, 44, 66, 88, 00).

    Pike Gun: One problem with a firearm is the time it takes to reload. In many cases, this can mean that it is only usableonce before hand-to-hand combat is joined. The pike gun is an attempt to get the best of both worlds. The g

    barrel also forms the shaft of a polearm or battle-axe. In practice, it is a compromise which does neither weaany favors. In both its uses it suffers from a -10 to hit modifier, and the gun adds +20 to misfire effect rollsowing to the strain involved in using its barrel as a polearm.

    Hochland Long Rifle: The Hochland long rifle was developed from the long rifles used by the hunters of Hochland. Thweapons use barrels which have been rifled or grooved, which makes the lead shot spin in flight, in turn makithe weapons highly accurate and giving them a range unsurpassed by most other handguns. On the battlefieis often used by marksmen as a sniper rifle, where it is particularly effective at neutralising specific targets froafar.

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    Jezail: This long-barrelled light arquebus is the main firearm in Araby, but as yet few have found their way to the oldWorld, and nearly all of these are in the hands of collectors and rulers. It has a longer range than an arquebubut has less stopping power.

    A jezail is generally used with a rest a forked stick which keeps the long barrel level, making it easier to aimand fire. A character using a jezail with a rest must spend a round setting up the rest before firing. On the otha character using a jezail without a rest suffers a -20 to hit penalty. However, improvised rests may be usedsuch as the top of a wall, a rock, a window-frame, etc.

    Henricus Salus: Named after its inventor, Dirty Henrico Tagliatelli of Sartosa, this fearsome weapon is best described as largpistol or a small cannon. Firing shot as large as an arquebus, it causes fearsome damage to a target, but can

    almost as dangerous to its wielder owing to its terrific recoil, which is focused on the wrist of the hand holdinggun. Every time it is fired, the firer must make a Strength test; on a failed test, consult the following table:

    S + D6 Result

    2-3 Broken wrist arm is incapacitated until medical attention is received.

    4-5Strained wrist arm is incapacitated for D4 hours; medical attention halves thistime.

    6-7Strained wrist arm is incapacitated for 6D10 minutes; medical attention halvesthis time

    8-9Strained wrist arm is incapacitated for D10 minutes; medical attention halves thistime

    10+ Jarred wrist gun leaps from users hand; user may do nothing for the next round.

    The Henricus Salus requires 2 shots of powder per shot but it doesntneed two bullets!

    Pistol: The pistol is a new weapon in the arsenals of the Old World. It is not a weapon manufactured or used in largenumbers. Pistols take a long time to load, and require expensive gunpowder. They are subject to misfires.

    Swivel Gun: The swivel gun is a larger version of the blunderbuss; designed to be fixed to a swivel mounting on a ships raor the roof of a coach. Like the pistol, it is subject to misfires.

    A swivel gun may be loaded with a variety of projectiles, from a number of pistol balls to stones, broken glassrusty nails and anything else that comes to hand. Because of this, a shot from a swivel gun may spread, andmay be able to affect a number of creatures which are close together. The following is an optional rule, to takinto account the spread of shot from a swivel gun:

    If firing into a group (as defined in WFRPP126), roll a D6 to determine the amount of spread in the shot. Thdie roll indicates the number of creatures which can be hit by the shot. Roll to hit each one individually. Eachcreature hit takes damage as normal. When firing at a single creature who is not part of a group, determine hand damage normally.

    The swivel gun requires three shots of powder per firing, and is loaded with 6 balls at once when loaded withstandard shot.

    Creatures with a Strength score of 5 or more may use a swivel gun hand-held, without the mounting; howevethis imposes a -10 to hit penalty, and each time the gun is fired, the firer must make a successful Itest or beknocked down by the recoil, spending the next round prone. A character who is knocked down must make asuccessful Ttest or lose 1 Wpoint, regardless of armor; if the character falls below zero Was a result, use thSudden Death Critical Hit Table.

    Volley Gun: The volley gun is based on a simple piece of Dwarven logic:

    Q. Whats better than a gun?A. Lots of guns.

    The weapons consists of a number of arquebus-like barrels mounted side-by-side or in a pepper-boxconfiguration. However, few Dwarven smiths are made enough to build such a weapon with more than tenbarrels theres always the possibility of an explosion to consider! Because of its size and weight, it is invariamounted on a wheeled frame, and is similar in appearance to the early Nordenfelt and Gatling guns of our owworld. All the barrels are fired by a single trigger.

    Roll once for each barrel to hit the designated target, then re-roll all the misses once. Any which hit on thesecond chance as targeted according to the following table:

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    D6 Result

    1-2 Nearest creature to left of target.

    3-4 Nearest creature to right of target.

    5-6 Nearest creature behind target.

    When a creature behind the target is hit, it is assumed to be because the target creature has moved slightly,exposing them to fire. You may notfire one of these guns at a wall in the hope of getting this result and hittinsomeone who is hiding behind the wall.

    Needless to say, a volley gun requires one shot of powder and one ball per barrel per salvo.

    Bomb: Bombs are simple hollow shells of ceramic or thin metal containing explosives. Bombs can be placed (in whiccase an attack roll is unnecessary), but they are dealt with here because in direct combat they are normallythrown. Fuses can be cut to various lengths, but for most purposes they are treated as being in units of 10seconds (one round). Bombs affect all creatures (and buildings) within an eight yard radius. A creature throwa bomb rolls to hit as normal. If the throw misses, roll a D8 and consult this chart:

    1 2 3

    4 Target 5

    6 7 8

    The separation between the miss locations is 2D6 feet; thus, a result of 1 indicates that the missile has landed2D6 feet behind the target and 2D6 to the left, a result of 2 indicates that it has landed 2D6 feet directly behinthe target, a result of 3 indicates that it has landed 2D6 feet behind and 2D6 feet to the right, and so on.

    If the attack roll is failed by 30% or more, no roll is made for miss location; the bomb lands at the throwers fee

    Bombs are subject to misfires.

    Incendiaries: Incendiaries, or Molotov Cocktails, are glass or ceramic containers filled with an inflammable liquid. The neckthe container is stopped with a piece of rag, which is lit just before the incendiary is thrown. If the throw misseroll a D8 and consult this chart:

    1 2 3

    4 Target 5

    6 7 8

    The separation between the miss locations is 2D6 feet; thus, a result of 1 indicates that the missile has landed2D6 feet behind the target and 2D6 to the left, a result of 2 indicates that it has landed 2D6 feet directly behinthe target, a result of 3 indicates that it has landed 2D6 feet behind and 2D6 feet to the right, and so on.

    If the attack roll is failed by 30% or more, no roll is made for miss location; the incendiary lands at the throwerfeet.

    Incendiaries cause fire damage. If an incendiary causes additional damage, there is a 50% chance that the

    additional damage will be on a location directly adjacent to the location first struck. An incendiary will burn forrounds after it is ignited.

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    Weapons (Firearms)

    Weapon BS PtBlank / ES Short / ES Long / ES Extreme / ES Load/Fire Spec WSkill

    Arquebuswithout prop

    +10-20

    3 / 4 30 / 4 60 / 4 300 / 3 2 rnds Load,1 rnd Fire

    Firearm

    Blunderbuss 3 / 5 24 / 3 (24 / 4) 48 / 3 250 / 2 3 rnds Load,1 rnd Fire

    Firearm

    Duck-foot * 10 3 / 4 8 / 3 16 / 3 50 / 2 2 rnds perbarrel Load,

    1 rnd Fire

    Firearm

    Duelling Pistol +10 3 / 4 8 / 3 16 / 3 50 / 2 2 rnds Load,1 rnd Fire

    Firearm

    Henricus Salus 10 3 / 4 8 / 4 16 / 4 50 / 3 2 rnds Load,1 rnd Fire

    Firearm

    Hochland Long Riflewithout prop

    +10-20

    3 / 4 36 / 4 72 / 4 450 / 3 3 rnds Load,1 rnd Fire

    Firearm

    Jezailwithout prop

    +10-20

    3 / 4 (3 / 6) 36 / 3 (36 / 5) 72 / 3 (72 / 4) 400 / 2 (400 / 3) 3 rnds Load,1 rnd Fire

    Firearm

    Pike Gun 10 3 / 4 12 / 3 24 / 3 50 / 2 2 rnds Load,1 rnd Fire

    Firearm

    Pistol 3 / 3 (3 / 4) 12 / 3 24 / 3 50 / 2 2 rnds Load,1 rnd Fire

    Firearm

    Swivel Gun 3 / 6 (3 / 8) 24 / 4 (24 / 7) 48 / 3 (48 / 6) 100 / 2 (100 / 5) 4 rnds Load,1 rnd Fire

    Firearm

    Volley Gun * 3 / 4 12 / 3 (12 / 4) 24 / 3 50 / 3 2 rnds perbarrel Load,1 rnd Fire

    Firearm

    Bomb 1 / 6 2 / 6 6 / 6 10 / 6 1 rnd toLight/Throw

    Bomb

    Incendiary 1 / F 2 / F 6 / F 10 / F 1 rnd toLight/Throw

    Incendia

    ES The Effective Strengthof the weapon.F This weapon causes normal fire damage.* These weapons fire multiple shots see individual weapon description.

    Values in parentheses denote alternate Effective Strengthvalues.

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    Unusual Weapons

    Weapons (Unusual Weapons Skaven Weapons)

    Weapon BS PtBlank / ES Short / ES Long / ES Extreme / ES Load/Fire Spec WSkill

    Warplock Jezail1 +10 3 / 5 36 / 5 72 / 4 350 / 4 2 rnds Load,

    1 rnd FireSpecia

    Warplock Pistol1 3 / 6 8 / 5 16 / 4 50 / 3 2 rnds Load,

    1 rnd FireSpecia

    Poison Wind Globe 2 1 / 2 / 6 / 10 / 1 rnd toLight/Throw

    Specia

    Warpfire Thrower3 +10 3 / 6 12 / 5 1 rnd, Move

    or FireSpecia

    BS This represents the stability and balance of the weapon, and how easy or difficult it is to use. It is used as a modifier to the BS ES The Effective Strengthof the weapon, varying depending on the range to the target.Notes

    1. These weapons fire slugs fashioned from lead and warpstone, and causes one point of taint to the target for every wound suffered. SeeWarpstone issue 11 for more information on the corrupting effects of warpstone. Also note that the Warplock Jezail cause 2D6 Wounds wiStrength of 5. A crew of two is needed to operate a Warplock Jezail efficiently (unless the firer remains stationary and has a weapon rest);lone gunman suffers -10 to BS.

    2. When the globe lands it breaks and releases a cloud of poisonous warp gas covering an area of 5 yards (which disperses within 1D6 rounless if windy). Anyone caught in the gas must make a T test each round until the gas disperses (+20 for Skaven). If the test is successful th

    creature becomes Drowsy. If the test fails the creature is Paralysed. If the creature remains in the cloud and fails a second T test it will dieWearing a cloth over one's face (or holding one's breathe before the globe brakes) does not give the character much protection (+10) as thgas also works though the skin. A creature caught in the poisonous warp cloud gains 1D6 points of taint (1D10 if the T test was failed).

    3. The Skaven Warpfire Thrower launches a cone-shaped burst of fire, 12 yards long and 4 yards wide at its widest point. All targets within tharea are hit automatically for 2D6 Wounds with a Strength of 5 (flammable targets take additional damage as per page 80 in WFRP1). A cof two is needed to operate a Warpfire Thrower (one to fire and one to carry the warpfire fuel barrels) unless the firer remains stationary.

    Anyone suffering wounds from a Warpfire Thrower must make a Ld test or flee the area.

    Skaven Poison Wind Globe Misfire TableIf the thrower fails the BS test and rolls a double (55, 66, 77, etc.) a misfire occurs. Use the standard misfire table for bombs on page129 in WFRP1 to see what happens.

    Skaven Warpfire Thrower Misfire Table

    If the firer fails the BS test and rolls a double (55, 66, 77, etc.) a misfire occurs. Roll 1D100 on the table below to see what happens.

    01 30 The fuel does not ignite. No damage done to the weapon.31 50 The warpfire thrower isn't fed enough fuel for an efficient burst of fire. Halve all ranges and damage caused this

    round.51 60 Out of fuel!61 70 The warpfire thrower is fed too much fuel causing an unstable outburst of fire. Multiply all ranges by 1.5 and roll an

    additional 1D6 for damage. There is a 50% chance that the firer is also hit (suffering normal damage). If the firer isthere is a 25% chance that the fuel barrel carrier is also hit (suffering normal damage) in which case the fuel barrewill catch fire 75% of the time (see below).

    71 80 The fuel barrels catch fire and will explode in 1D6 rounds.81 90 The warpfire thrower's nozzle blocks and squirts burning fuel over its crew. Work out the effect as if the crew had

    been hit by the warpfire thrower.91 00 The warpfire thrower explodes in a lurid mushroom cloud of flame. The blast reaches out 10 yards in all directions

    causing damage as normal to everyone caught in the blast.

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    Weapons (Unusual Weapons Ogre Weapons)

    Weapon BS PtBlank / ES Short / ES Long / ES Extreme / ES Load/Fire Spec WSkill

    Ogre Crossbow1 32 / 6 64 / 5 300 / 4 1 rnd Load

    per bolt,1 rnd Fire

    BS This represents the stability and balance of the weapon, and how easy or difficult it is to use. It is used as a modifier to the BS

    ES The Effective Strengthof the weapon, varying depending on the range to the target.Notes

    1. This is an Over/Under Crossbow capable of firing 2 bolts per round (either both at the same target and at the same initiative, with a -10 peto BS, or at separate targets (The first shot is fired at normal I, and a penalty of -20 to BS. The second shot is fired at half the normal I anda -30 penalty to BS.)). It can hold up to 2 bolts, and it takes 2 rounds to reload (one round per bolt). This weapon is taken from "Your Moneand Your Life" by Spencer Wallace, in Warpstone 6.

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    Artillery Weapons

    Artillery weapons are normally reserved for large set battles or siege actions, and though the skills are available there should be littlereason for characters to need to interact with such powerful weaponry.

    Arti llery weaponsinclude the following:

    Bolt Thrower: A bolt thrower is a siege engine designed to throw a projectile like a large crossbow bolt. A character with thiSpecialist Weaponskill can command a bolt thrower. Bolt throwers are normally only used in mass battles.

    Bombard: A bombard is a small cannon firing an iron ball. A character with this Specialist Weaponskill can command bombard. Bombards are normally only used in mass battles. Because of its lightness, it can be carried and up in 1D3 rounds by its two-man crew. A bombard can be operated (but not moved) by a crew of one, butreload times are doubled.

    Firethrower: A firethrower is a copper-lined barrel bound with iron lops. One crewmember holds the barrel of the firethrowwhich contains an inflammable chemical mix. The other crewmember carries the trigger and ignition mechanThe two parts are connected by a flexible pipe. When the weapon is fired, a jet of combustible liquid shoots fthe barrel, becoming a searing sheet of flame. Targets receive 1D2 hits at S4, with flammable targets receivian additional 1D4 Wounds for each hit. A character with this Specialist Weaponskill can command afirethrower. Firethrowers are normally only used in mass battles. It can be carried and fired by its two-mancrew, it can be operated (but not moved) by a crew of one, but prime times are doubled.

    Mortar: A mortar is a short-barrelled gun shaped something like a heavy iron pot. It fires a standard sized cannonbala high arc, and is able to shoot over obstacles such as walls and hills to hit targets behind them. A mortar ca

    fire without having a direct line of sight to its target, but unless its fire is directed by a spotter who doeshave aline of sight to the target and can relay instructions back to its crew, the mortar suffers a -50 BS penalty forshooting blind. A character with this Specialist Weaponskill can command a mortar. Mortars are normally oused in mass battles. It can be carried and set up in 1D3 rounds by its two-man crew. A mortar can beoperated (but not moved) by a crew of one, but reload times are doubled.

    Stone Thrower: A bolt thrower is a siege engine, like a mangonel and trebuchet, designed to throw a rock or other heavyprojectile stone. A character with this Specialist Weaponskill can command a stone thrower. Stone throweare normally only used in mass battles.

    Swivel Gun: The field swivel gun is a two-piece weapon (the gun and its stand) that can be moved anywhere by its two-macrew. The weapon can be assembled very quickly (1D3 rounds) and then loaded with small lead balls, nails,gravel or other projectiles. The swivel gun can be operated by a crew of one, but reload times are doubled. Ican be moved by one person but movement rates are halved. A character with the Specialist Weapon-Firearms

    skill can command or utilize a swivel gun. See rules above inFirearms

    .

    Volley Gun: The volley gun is a smaller version of the organ gun, with a crew of two. Its barrels are narrower, firing a ballless than an inch in diameter, but up to ten barrels can be mounted on the same frame. The volley gun can boperated by a crew of one, but reload times are doubled. It can only be moved by one person if it is mounteda wheeled frame, and even then movement rates are halved. A character with the Specialist Weapon-Firearmsskill can command or utilize a swivel gun. See rules above in Firearms.

    Light Artillery

    Weapon PtBlank / ES Shor t / ES Long / ES Extreme / ES Load/Fire Spec Wp S

    Swivel GunCrew 2, M as per crew

    3 / 6 24 / 4 48 / 3 100 / 2 4 rnds Load,1 rnd Fire

    Firearms

    Volley Gun *Crew 2, M as per crew

    3 / 4 12 / 3 24 / 3 50 / 3 2 rnds perbarrel Load,1 rnd Fire

    Firearms

    Medium Artillery

    Weapon Short Long Extreme ES Load/Fire Spec Wp S

    Bombard (T 7, W 15)Crew 2, M as per crew

    32 64 300 6 3 rnds Load,1 rnd Fire

    Bombard

    Firethrower (T 5, W 12)Crew 2, M as per crew

    16 32 150 1D2 x S4Flammable +

    1D4 Wnds

    2 rnds Prime,1 rnd Fire

    Firethrowe

    Mortar (T 6, W 15)Crew 2, M as per crew

    24 48 250 6 3 rnds Load,1 rnd Fire

    Mortar

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    Heavy Artillery

    Weapon Short Long Extreme ES Load/Fire Spec Wp S

    Bolt Thrower (T 7, W 15)Crew 3, Can be moved 2ydsper Rnd per crewmember

    32 64 300 5 2 rnds Load,1 rnd Fire

    Bolt Throw

    Breaker Cannon (T 7, W 17)Crew 3, Can be moved 2ydsper Rnd per crewmember

    64 128 600 8 3 rnds Load,1 rnd Fire

    Cannon

    Field Cannon (T 7, W 20)Crew 3, Can be moved 2yds

    per Rnd per crewmember

    64 128 600 10 3 rnds Load,1 rnd Fire

    Cannon

    Flame Cannon (T 7, W 20)Crew 3, Can be moved 2ydsper Rnd per crewmember

    16 32 150 1D3 x S6Flammable +

    1D4 Wnds

    3 rnds Load,1 rnd Fire

    Flame Cann

    Organ Gun 3-5 barrels *(T 7, W 20)

    Crew 3, Can be moved 2ydsper Rnd per crewmember

    32 64 300 10 3 rnds Loadper Barrel,1 rnd Fire

    Cannon

    Stone Thrower (T 7, W 15)Crew 3, Can be moved 2ydsper Rnd per crewmember

    Min Rng 24 -- Max Rng 96 1D3 x S52yd radius

    2 rnds Load,1 rnd Fire

    Stone Throw

    Emplaced Artillery

    Weapon Short Long Extreme ES Load/Fire Spec Wp S

    Bolt Thrower (T 8, W 25)Crew 6, Can be turned 45degrees per Rnd

    64 128 600 8 4 rnds Load,1 rnd Fire

    Bolt Throw

    Cannon (T 8, W 30)Crew 6, Can be turned 45degrees per Rnd

    128 256 1200 10 5 rnds Load,1 rnd Fire

    Cannon

    Stone Thrower (T 8, W 25)Crew 8, Can be turned 45degrees per Rnd

    Min Rng 48 -- Max Rng 288 1D3 x S104yd radius

    4 rnds Load,1 rnd Fire

    Stone Throw

    Notes: Changes from WFRP rulebook:

    Numerous additional items of equipment and updates

    Many thanks to: The following websites for their ideas and contributions to expanding the career lists over the yeIve played this game: Critical Hit, The Snotling Foundation, Ye Olde Den of Iniquity, Clo & Charpersonal pages

    Forgive me if I missed anyone, please let me know if this is so and Ill make note.

    This document is completely unofficial and is in no way endorsed by Games Workshop Ltd., Hogshead Publishing, Black Industries Fantasy Flight Games.Games Workshop, Hogshead Publishing, Black Industries, Fantasy Flight Games, Warhammer Fantasy Roleplay, Warhammer 40,0

    and all associated trademarks and intellectual property used or referred to in this document are the property of Games Workshop LtHogshead Publishing, Black Industries or Fantasy Flight Games and are used without permission.No challenge to any such intellectual property is implied or intended.