Equipment

Equipment

This section deals with Equipment, not only regarding now to use it, but also how to buy it and what it does.

Equipment comes in one of nine types:

  • Weapons. Weapons are used to harm other characters.
  • Armour. Armour is used to keep you safe. Includes Shields.
  • Tools. Tools are miscellaneous items designed to help in sundry situations.
  • Banners. Banners are used to inspire the Warband.
  • Talismans. Talismans are special items that provide defense bonuses.
  • Mounts. Mounts are living creatures that you ride into combat.
  • Magic Implements. Magic Implements are used to assist in Spellcasting.
  • Band Consumables. These are special consumables used before an Encounter that apply their benefits to the entire Warband for the duration of the Encounter.
  • Individual Consumables. These are consumables that are used on an individual basis, and usually have a short term or instantaneous effect.

Using Equipment

This section deals with how to use equipment.

Weapons are used to harm other characters and modify attacks. They must be held in the hand. Some weapons require one hand, others require two. You may have one one-handed weapon in each hand, and may make attacks with either as you like, but this does not increase the number of attacks you can make- it only gives you more options. You may also carry two unequipped weapons on you, which you may swap out with your held weapons during the Utility Phase.

Armour improves your Armour worn. You may only wear one piece of armour at a time. The exception is shields, which may be worn with armour (and their benefits stack), but take up a hand. You can swap a shield out for a weapon in the Utility Phase.

Gear is carried on your person and provide various benefits. For example, a lantern can be lit to produce light, or grappling hooks can be used to climb. Some gear must be held, but others work so long as they are on your person. You can have up to three pieces of gear on you.

Banners are special banners and flags carried into battle to help rally and inspire the Warband. Warbands may only bring a single Banner to an encounter, and take up a hand.

Talismans are special items, such as amulets, that are worn on a person to provide them with some benefit (real or imagined). You do not have to hold Talismans as they hang off your body, but you can only have a single Talisman equipped at a time.

Mounts are living creatures- commonly Horses- that a person rides into combat. Mounts act as their own characters in some ways, but provide special traits to their rider.

Magic Implements are items that Spellcasters can use to improve their spellcasting. Many are held in the hand but some are not. They sometimes double as weapons.

Band Consumables are expendable items that, when used, are used up permanently and you must buy more. However, they are used before an Encounter, and apply to everyone in the Warband, and last until the end of the Encounter, making them powerful.

Individual Consumables are expendable items that, when used, are used up permanently and you must by more. They are carried into battle on the person itself, and only that person can use them (although they can give it to adjacent characters in the Utility Phase). Most Individual Consumables can be used in the Utility Phase.
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Buying Equipment

Buying equipment is common in a Warband. This section deals with how you go about doing so.

All equipment has a gc ('gold crowns') amount, and buying this item costs that much gc. However there's more to buying items than spending money- some items are less common and need to be found.

You purchase equipment during the Acquisitions Phase of the Campaign Cycle. Firstly, you have to make a Location Test, which may either be Insight or Fellowship as you like. This test is modified by an item's Availability:

  • Common Items are easily found anywhere. You automatically pass the test.
  • Uncommon Items are harder to find and require a flat test.
  • Rare Items are very hard to find and apply a -2 penalty to the test.
  • Ultra-Rare Items are almost impossible to find; they apply a -4 penalty to the test.
  • Unique items cannot be acquired off a market and must be found through other means.

Location Tests are commonly modified by the location of the Warband, too: being in Marienburg, centre of commerce, offers a greater chance of finding items than, say, a small burned out Bretonnian village where no one reads.

Once you have found an item, you may then pay the gc to buy it. If for some silly reason you've gone looking for an item but don't have the money, you can reveal its location to an ally, but if it is not bought this Cycle, the test must be repeated later.

Many items can have modifiers applied to them which improves their quality, but makes them harder to find and much more expensive. These modifiers are below, but their effects are included in the item profiles themselves.

  • Superior: Items of the Superior type are obviously extremely well made. They are made more difficult to find by one step (eg. Common becomes Uncommon, etc.) and you must pay an extra 200% of the original price.
  • Gromril: Items made of Dwarfen Gromril are highly desirable but rare. They are made more difficult to find by two steps, and you must pay an extra 400% of the original price.
  • Ithilmar: Ithilmar, the starmetal of the Elves, is very strong but very light and highly desired for weapons and armour. They are made more difficult to find by two steps, and you must pay an extra 400% of the original price.
  • Silver: Silver is pure and a good ward against certain evils, especially the Undead. It is, however, poor for combat. Silver weapons are made more difficult to find by one step, and you must pay an extra 200% of the original price.

Items you are applying these modifiers to have some restriction: namely, an item can only be made of one type of metal, so no items of both Gromril and Ithilmar, or Ithilmar and Silver, and so on.
If you add multiple modifiers (Superior and Gromril, for instance), you only apply the hardest Availability Modifier. You do, however, add the two markup amounts together (so Superior and Gromril would require you to pay an extra 600% of the original price).
If adding a modifier would ever make an Acquisition test harder than Ultra-Rare, the item cannot be found.

You can also sell items back to the market. Items sold to the market only return 50% of their final buying value.
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Weapons

Weapons come in two types: Melee weapons and Ranged weapons.

Melee weapons are used in the Melee phase (obviously) and always have a range of Adjacent (and so range is not listed). Melee weapons modify the user's Strength, meaning a character with Strength 4 who has a weapon that's listed as "Strength: +2" counts their Strength as 6 when using the weapon in melee. They may also have Qualities- special rules-, which are found at the bottom of this page.

Ranged weapons are used in the Ranged phase, and have a variable range listing. Ranged weapons replace the user's Strength, meaning a character with Strength 4 who has a weapon that's listed as "Strength: 3" counts their Strength as 3 when using the weapon. Furthermore, Ranged weapons have an 'Attack Limit', which is the maximum number of attacks you can put into that weapon per Turn; thus, if you have an Attack score of 3, but you have a Pistol (Attack 1), you can only perform a single attack with it per turn. Ranged weapons also have special Qualities.

Some weapons are marked as 'X Only', such as Orc Only etc. This means they can only be bought by those races (although other races may definitely loot them)

You do not need to seek ammo for ranged weapons; it is assumed that the default ammo is plentiful enough for you to simply be able to buy it. Special ammo can be purchased as well.

Melee Weapons

Name Hands To-Hit Mod Strength Penetration Qualities Availability Cost Notes
Fists - -1 As User 0 Enemy Defense Bonus (1) - - Everyone may use their fists. People with the Natural Weapons trait ignore the To-Hit penalty and the Enemy Defense Bonus Quality.
Improvised 1 or 2 - As User 0 - - - Improvised is a catch-all term for an item not designed to be used as a weapon (chairs, poles, etc) being used as one.
Axe 1 - As User 1 - Common 20 gc -
Knife 1 - As User 0 Enemy Defense Bonus (1), Parry Common 5 gc -
Mace 1 - As User 0 Concussion Common 15 gc -
Spear 1 - As User 0 Brace, Anti-Large (1), Mounted Bonus (1) Common 15 gc -
Sword 1 - As User 0 Parry, Swift (2) Common 20 gc -
Flail 2 - As User 0 Flexible, Charge Bonus (2) Common 20 gc -
Whip 1 - As User 0 Flexible, Ranged (3m) Common 20 gc -
Halberd 2 - +1 1 Brace, Anti-Large (2) Common 40 gc -
Lance 1 - +2 2 Mounted Only, Mounted Bonus (2) Uncommon 60 gc -
Greataxe 2 - +2 3 Heavy (1), Slow (4) Uncommon 60 gc -
Greatsword 2 - +2 2 Parry, Heavy (1), Slow (2) Uncommon 60 gc -
Warhammer 2 - +2 2 Concussion, Heavy (1), Slow (4) Uncommon 60 gc -
Chaos Only Weapons
Hellscourge 1 - As User 0 Flexible, Swift (2), Charge Bonus (2) Rare 140 gc -
Chaos Ensorcelled Axe 1 - +1 2 Magical Ultra Rare 200 gc -
Chaos Ensorcelled Sword 1 - +1 1 Parry, Swift (2), Magical Ultra Rare 200 gc -
Hellblade 1 - As User 1 Parry, Swift (2), Anti-Large (2), Magical Unique - Wielded by Bloodletters.
Plaguesword 1 - As User 0 Parry, Swift (2), Poisoned, Magical Unique - Wielded by Plaguebearers.
Orc Only Weapons
Choppa 1 -1 +1 0 Parry Common 10 gc Choppas count as Axes for talent purposes.
Skaven Only Weapons
Fighting Claws 2 +1 As User 0 Parry, Extra Attack (1), Locked Rare 60 gc The Claws count as two weapons, one on each hand, and if you are missing a hand, remove the +1 to-hit bonus. You can use throwing knives with the Claws, but no other ranged weapon.
Weeping Blades 2 - As User 1 Parry, Extra Attack (1), Magical, Poisoned Ultra Rare 200 gc The Weeping Blades are bought in pairs, one in each hand, and if you are only wielding one, remove the Extra Attack (1) Quality. They count as Swords for talent purposes.
Plague Censer 2 - As User 1 Flexible, Charge Bonus (2), Poisoned, Plague Fume Ultra Rare 250 gc -
Doom Glaive 2 - +2 2 Magical Unique - Only usable by the Vermin Lords.

Weapon Modifiers:

  • Superior Weapons allow you to reroll a single to-hit test with that weapon per turn. Pay 200% extra of original price, worsen Availability by one step.
  • Gromril Weapons gain +1 Penetration. Pay 400% of the original price. Pay 400% of the original price, worsen Availability by two steps.
  • Ithilmar Weapons remove the Heavy and Slow Qualities. If they do not have those, then they gain Swift (+2). Pay 400% of the original price, worsen Availability by two steps.
  • Silver Weapons take a -1 penalty to To-Hit. They count as being made of Silver and thus are especially effective against those weak to silver. Pay 200% of the original price, worsen Availability by one step.

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Ranged Weapons

Name Hands Range Attack Limit To-Hit Mod Strength Penetration Qualities Availability Cost Notes
Throwing Weapons
Throwing Knives/Stars 1 6m 1 - As User 0 - Common 10 gc -
Javelin 1 10m 1 - As User +1 1 Limited Shot (4) Common 15 gc -
Bow Weapons
Bow 2 20m 2 - 3 0 - Common 5 gc -
Sling 1 10m 2 - 3 0 - Common 5 gc -
Longbow 2 30m 2 - 4 0 - Uncommon 40 gc -
Elf Bow 2 40m 3 +1 4 0 - Rare 100 gc Elves locate this weapon at Uncommon availability instead of Rare.
Crossbow Weapons
Hand Crossbow 1 10m 1 - 4 0 Melee-Safe, Steady Uncommon 60 gc -
Repeater Handbow 1 10m 2 - 4 0 Melee-Safe Rare 120 gc Dark Elves locate this weapon at Uncommon availability instead of Rare.
Crossbow 2 30m 1 - 4 1 - Uncommon 50 gc -
Repeater Crossbow 2 20m 2 -1 4 1 - Rare 100 gc Dark Elves locate this weapon at Uncommon availability instead of Rare.
Blackpowder Weapons
Pistol 1 6m 1 - 4 1 Melee-Safe Rare 80 gc -
Blunderbuss 2 10m 1 Special 3 0 Wave Attack, Limited Shot (1) Uncommon 50 gc -
Handgun 2 20m 1 - 4 2 - Uncommon 60 gc -
Long Rifle 2 50m 1 +1 5 2 Move or Shoot Rare 100 gc -
Skaven Only Weapons
Warplock Pistol 1 6m 1 - 5 3 Melee-Safe, Unreliable Rare 120 gc Count as Blackpowder weapons for talent purposes.
Poisoned Wind Globe 1 6m 1 - 4 Ignores Armour Blast Attack (3), Poisoned, Unreliable Rare 150 gc Count as Throwing weapons for talent purposes.
Warpfire Thrower 2 6m 1 - 6 4 Move or Shoot, Wave Attack, Unreliable Rare 150 gc Count as Blackpowder weapons for talent purposes.
Warplock Jezzail 2 25m 1 - 6 3 Move or Shoot, Unreliable Rare 150 gc Count as Blackpowder weapons for talent purposes.
Ratling Gun 2 20m 1 - 4 2 Move or Shoot, Ratling Attacks Ultra Rare 300 gc Count as Blackpowder weapons for talent purposes. This weapon is too big to be used by one character alone, so the wielder is assumed to have an aide behind them (-1 to movement speed).

Weapon Modifiers:

  • Superior Weapons allow you to reroll a single to-hit test with that weapon per turn. Pay 200% extra of original price, worsen Availability by one step.

Armour

Armour comes in three types: Light Armour, Heavy Armour and Shield. Armour gives bonuses to your Armour score, which is added to your Defense Save tests during combat. Armour can also give Ward score bonuses (which is rare) and possess special Qualities, the definition of each being found in a list at the bottom of this page.

Light and Heavy armour work similarly. All characters can wear any type of armour, unless forbidden to do so by a race, culture or class trait, eg. The Berserker class cannot wear Heavy Armour at all. You can only have one suit of Light or Heavy armour on at once.

Shields provide the same bonuses, which stack with worn armour, but shields are not worn; they are carried in a hand. If you wield a shield and Heavy Armour at the same time, you reduce your Agility score by 1.

Wizards, unless they have a trait or talent that permits them to do so, cannot cast spells whilst wearing any form of armour, including shields.

Name Type Armour bonus Ward bonus Qualities Availability Cost Notes
General Armour
Light Armour Light Armour +1 - - Common 15 gc -
Heavy Armour Heavy Armour +2 - Slow (4) Uncommon 30 gc -
Buckler Shield - - Parry Common 10 gc Bucklers do not count as shields for the purposes of the Heavy Armour+Shield penalty.
Shield Shield +1 - - Common 15 gc -
Pavise Shield Shield +1 - Pavise Common 20 gc -
Chaos Only Armour
Chaos Armour Heavy Armour +2 +1 Spell-Friendly Rare 150 gc Chaos Armour moulds its shape to that of the wearer, even if it changes (eg. Mutations)

Armour Modifiers:

  • Superior Armour allows you to reroll a single defense test per turn. Pay 200% extra of original price, worsen Availability by one step.
  • Gromril Armour increases its Armour bonus by +1. Pay 400% of the original price, worsen Availability by two steps.
  • Ithilmar Armour removes the Heavy and Slow Qualities, and you do not take the Agility score penalty for wearing it and wielding a shield at the same time. If it does not have the Slow Quality, it becomes Swift (2) instead. Pay 400% of the original price, worsen Availability by two steps.

Shield Modifiers:

  • Superior Shields gain the Parry Quality. If they already have the Parry Quality, they allow you to reroll a single Parry test per turn. Pay 200% extra of original price, worsen Availability by one step.
  • Gromril Shields gain a +1 Ward bonus. Pay 400% of the original price, worsen Availability by two steps.
  • Ithilmar Shields gain the Swift (2) Quality, and you do not take the Agility score penalty for wearing one and wearing Heavy Armour at the same time. Pay 400% of the original price, worsen Availability by two steps.

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Gear

Gear is a list of sundry items that are used to improve your situation. They are divided, broadly, into two categories: worn gear and held gear. Worn gear can be worn on your body, whilst held gear needs at least one hand to be useful.

You can only have up to three pieces of gear on you at once, including both worn and held.
Name Hands Effect Availability Cost Notes
Held Gear
Caltrops 1 Caltrops may be thrown down up to Strength score metres away. The square it lands on, plus all squares around it, become Difficult Terrain. Uncommon 30 gc -
Crowbar 1 Crowbars can be used to help prise open doors and chests, granting a +1 bonus to Strength tests to do so. They count as improvised weapons. Common 5 gc -
Lantern 1 Lanterns banish any non-magic darkness for 20m around the carrier. Common 10 gc -
Lockpicks 1 Lockpicks are required to pick locks. Superior lockpicks provide a +1 bonus to the test. Common 5 gc -
Net 1 Nets are thrown during the Shooting Phase and take up an attack. They roll to-hit using Ranged, and anyone struck must pass a Strength test or be Knocked Down. Targets who are incapacitated on the same turn they were ensnared in a net always count as Captured (as well as rolling on the Incident table) unless their warband won. Uncommon 20 gc -
Rope and Hook 1 Allow you to climb at full speed instead of half. Common 5 gc -
Torch 1 Torches generate light for 10m around the carrier. They can be used as an improvised weapon in combat, where they are -1 penalty to hit tests and gain the Flaming Quality if lit. Common 5 gc -
Musical Instrument 2 A musical instrument may be played during the Utility Phase to grant a +1 bonus to Rally tests, and to increase the max movement of all Warband members for this turn by +2m. Instruments may not be unequipped in the same turn in which they were played. Common 20 gc -
Ladder 2 Ladders can be set down against any surface during the Utility Phase. A person can climb a ladder at full speed with no climb tests, up to a max distance of 5m. Common 10 gc You can increase the length of a ladder by paying 2 extra gc per metre, to a max of 20m.
Worn Gear
Bandolier - Once per encounter, you can use your Bandolier to increase a Blackpowder Weapon's attack limit by 1 for the duration of this turn. Uncommon 40 gc -
Cathayan Silk Robe - No battle effect unless worn by a Leader, in which case all members of the Warband may reroll their first failed Morale test of the encounter. Rare 250 gc -
Elven Cloak - Non-magical Ranged Attacks against the wearer of an Elven cloak take a -1 penalty to hit. Rare 100 gc Uncommon Availability for Elves
Fierce Fur Cloak - Enemies engaged in melee with you take a -1 penalty to Morale tests. Uncommon 60 gc -
White Lion Pelt - Non-magical Ranged Attacks against the wearer of a White Lion Pelt take a -1 penalty. Enemies engaged in melee with you take a -1 penalty to Morale tests. Unique 150 gc Available only to Asur, who must slay the lion themselves.
  • Superior gear rarely has any special mechanical value, but are generally more durable and easier to use and more impressive.

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Banners

Banners are special items carried into battle to inspire and aid the Warband. A Warband may only carry one Banner into an encounter. All banners require one hand to hold. Banners do not apply their effects if the user is knocked down, stunned or incapacitated. Banners may be given to other characters mid-battle.

If the bearer of a Banner is incapacitated, then the Warband takes a -1 penalty to all Morale tests for the rest of the Encounter.

Magical banners are extremely rare, but a common enough sight on great battlefields. The most common magical banners are shown here.

Name Magical? Effect Availability Cost Notes
Universal Banners
Company Standard No All Warband members take a +1 bonus to Morale tests. Uncommon 50 gc -
Scarecrow Banner Yes All enemies with the Flyer trait treat the Warband's members as though they had the Fear trait. Ultra Rare 350 gc -
Gleaming Pennant Yes All Warband members take a +1 bonus to Morale tests and may reroll a single morale test per Encounter. Ultra Rare 400 gc -
Banner of Eternal Flame Yes At the start of the Utility Phase, select two members of the Warband. All of their attacks this turn are Fire Attacks. Ultra Rare 500 gc -
Standard of Discipline Yes All Warband members take a +2 bonus to Morale tests. Ultra Rare 550 gc -
Lichebone Pennant Yes All Warband members gain the Magic Resistance (+1) trait. Unique 600 gc -
Banner of Swiftness Yes All Warband members increase their Agility scores by +1. Unique 700 gc -
Razor Standard Yes All Warband members' attacks gain the Armour Piercing (+1) Quality. Unique 800 gc -
Rampaging Standard Yes All Warband members take a +1 bonus to Morale tests and move at double speed during Charges. Unique 850 gc -
Ranger's Standard Yes All Warband members' attacks gain the Strider (choose at the start of the Encounter) Quality. Unique 850 gc -
Wailing Banner Yes The banner-holder gains the Terror trait. Unique 850 gc -
Chaos Only Banners
Flayed Man No All enemies take a -1 penalty to Morale tests. Uncommon 75 gc -

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Talismans

Talismans are special items worn on characters in the hope of gaining some boon; they are usually protective in nature. Talismans are worn, and a character can only have one Talisman at a time.

Most talismans worth noting are magical, and thus extremely rare.

Name Magical? Effect Availability Cost Notes
Universal Talismans
Lucky Charm No The wearer may reroll their first failed Defense test of the encounter. Uncommon 40 gc -
Religious Icon No Roll a 1d10 at the start of the Encounter. On a result of 1, the icon's god has looked favourably on the wearer, who gains a +1 Ward score for the rest of the encounter. Uncommon 40 gc -
Luckstone Yes The wearer may reroll a single failed test per encounter. Ultra Rare 250 gc -
Pidgeon Plucker Pendant Yes The wearer gains +2 Ward score against attacks from enemies with the Flyer trait. Ultra Rare 350 gc -
Seed of Rebirth Yes The wearer gains the Regeneration (1) trait. Ultra Rare 350 gc -
Talisman of Protection Yes The wearer gains +1 Ward score. Ultra Rare 450 gc -
Obsidian Trinket Yes The wearer gains Magic Resistance (+2). Ultra Rare 500 gc -
Opal Amulet Yes The wearer gains a +5 bonus to a single Ward save per encounter. Ultra Rare 500 gc -
Dawnstone Yes The wearer rerolls failed Defense tests. Unique 600 gc -
Obsidian Amulet Yes The wearer gains Magic Resistance (+4). Unique 600 gc -
Talisman of Endurance Yes The wearer gains +2 Ward score. Unique 600 gc -
Obsidian Lonestone Yes The wearer gains Magic Resistance (+5). Unique 700 gc -
Talisman of Preservation Yes The wearer gains +3 Ward score. Unique 800 gc -

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Mounts

Mounts are living (or unliving) animals or vehicles characters ride on.

There are various reasons to ride a Mount. Firstly, mounts usually make characters faster. Secondly, most mounts can attack, even though these attacks are often weak. Thirdly, mounts help make the rider tougher. However, mounted characters are easier to hit in combat.

Mounts have some special rules, which help streamline them.

  • Mounts are characters in and of themselves, and have their own Ability scores.
  • However, Mounts do not have their own turns and do everything on their rider's Initiative.
  • Riders and Mounts act as a single character on the battlefield in most ways. They cannot be individually shot at (eg. You cannot shoot at a Mount instead of the Rider), and instead use the Wound score of whichever has the most wounds. If one is incapacitated, both are.
  • Riders move using their Mount's Agility.
  • Mounts may make attacks after their rider's, using the Mount's own Melee/Ranged scores, strength and attacks.
  • Mounts possess traits. It transfers some of these traits to its rider; traits it doesn't transfer are ignored unless they affect the Mount's attacks. Traits that are transferred are marked with (M) in their names.
  • A rider may dismount during the Utility Phase. A Mount is treated as following its rider around, and makes no attacks or other actions. A rider may remount, so long as they are on the same level as they were when they dismounted (ie. You can't dismount, climb a ladder, then remount) unless the Mount has the Flyer trait.
  • Mounts may provide an Armour value to their rider, based on their rules.
  • Mounts count as Henchmen for the purposes of Incident rolls.

Common mounts and mounts used by Henchmen are shown below.

Horse

Availability and cost: Uncommon, 40 gc. Not usable by Dwarfs, Goblins and Skaven.

Ability Scores:
Melee Ranged Strength Toughness Agility Insight Willpower Fellowship Spellcasting
3 0 4 4 4 1 2 1 0
Combat Scores:
Attacks Wounds Armour Ward
1 1 0 0
Traits:
Name Subname Effect
Animal - You are an animal, relying on instinct and your physical gifts. You do not gain Experience. You can survive in your natural habitat easily enough to not require any tests to do so.
Fast (M) - You're very fast (at least compared to a human!). You double your Agility for the purpose of determining your base movement speed.
Large (M) - You are particularly large, at least half again on a man. This is often people on horseback, but of course horrifying monsters can be Large too. Attacks against you take a +1 to hit.

Armour bonus:
Horses provide a +1 to a rider wearing either Light nor Heavy armour, but no value otherwise.
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Great Wolf

Availability and cost: Uncommon, 70 gc. Only available to Goblins.

Ability Scores:
Melee Ranged Strength Toughness Agility Insight Willpower Fellowship Spellcasting
5 0 5 4 4 1 2 1 0
Combat Scores:
Attacks Wounds Armour Ward
1 0 0 0
Traits:
Name Subname Effect
Animal - You are an animal, relying on instinct and your physical gifts. You do not gain Experience. You can survive in your natural habitat easily enough to not require any tests to do so.
Fast (M) - You're very fast (at least compared to a human!). You double your Agility for the purpose of determining your base movement speed.
Large (M) - You are particularly large, at least half again on a man. This is often people on horseback, but of course horrifying monsters can be Large too. Attacks against you take a +1 to hit.
Natural Weapon - You possess a natural weapon. You take no penalties with unarmed attacks.

Armour bonus:
Great Wolves provide a +1 Armour bonus.
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Warhorse

Availability and cost: Uncommon, 80 gc. Not usable by Dwarfs, Goblins and Skaven.

Ability Scores:
Melee Ranged Strength Toughness Agility Insight Willpower Fellowship Spellcasting
4 0 5 4 4 1 3 1 0
Combat Scores:
Attacks Wounds Armour Ward
1 1 0 0
Traits:
Name Subname Effect
Animal - You are an animal, relying on instinct and your physical gifts. You do not gain Experience. You can survive in your natural habitat easily enough to not require any tests to do so.
Fast (M) - You're very fast (at least compared to a human!). You double your Agility for the purpose of determining your base movement speed.
Large (M) - You are particularly large, at least half again on a man. This is often people on horseback, but of course horrifying monsters can be Large too. Attacks against you take a +1 to hit.
Natural Weapon - You possess a natural weapon. You take no penalties with unarmed attacks.

Armour bonus:
Warhorses (who are often barded) provide a +1 Armour bonus.
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Chaos Steed

Availability and cost: Rare, 120 gc. Not usable by non-Chaos, and not by Chaos Dwarfs.

Ability Scores:
Melee Ranged Strength Toughness Agility Insight Willpower Fellowship Spellcasting
4 0 6 4 4 2 3 1 0
Combat Scores:
Attacks Wounds Armour Ward
1 1 0 0
Traits:
Name Subname Effect
Animal - You are an animal, relying on instinct and your physical gifts. You do not gain Experience. You can survive in your natural habitat easily enough to not require any tests to do so.
Fast (M) - You're very fast (at least compared to a human!). You double your Agility for the purpose of determining your base movement speed.
Large (M) - You are particularly large, at least half again on a man. This is often people on horseback, but of course horrifying monsters can be Large too. Attacks against you take a +1 to hit.
Natural Weapon - You possess a natural weapon. You take no penalties with unarmed attacks.

Armour bonus:
Chaos Steeds provide a +1 Armour bonus.
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Elven Steed

Availability and cost: Rare, 120 gc. Not usable by Dwarfs and Skaven.

Ability Scores:
Melee Ranged Strength Toughness Agility Insight Willpower Fellowship Spellcasting
4 0 5 4 5 2 3 1 0
Combat Scores:
Attacks Wounds Armour Ward
1 0 0 0
Traits:
Name Subname Effect
Animal - You are an animal, relying on instinct and your physical gifts. You do not gain Experience. You can survive in your natural habitat easily enough to not require any tests to do so.
Fast (M) - You're very fast (at least compared to a human!). You double your Agility for the purpose of determining your base movement speed.
Large (M) - You are particularly large, at least half again on a man. This is often people on horseback, but of course horrifying monsters can be Large too. Attacks against you take a +1 to hit.
Natural Weapon - You possess a natural weapon. You take no penalties with unarmed attacks.

Armour bonus:
Elven Steeds provide a +1 Armour bonus.
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Giant Spider

Availability and cost: Rare, 120 gc. Usable by Gobins.

Ability Scores:
Melee Ranged Strength Toughness Agility Insight Willpower Fellowship Spellcasting
4 0 4 4 4 1 3 1 0
Combat Scores:
Attacks Wounds Armour Ward
1 1 0 0
Traits:
Name Subname Effect
Animal - You are an animal, relying on instinct and your physical gifts. You do not gain Experience. You can survive in your natural habitat easily enough to not require any tests to do so.
Fast (M) - You're very fast (at least compared to a human!). You double your Agility for the purpose of determining your base movement speed.
Large (M) - You are particularly large, at least half again on a man. This is often people on horseback, but of course horrifying monsters can be Large too. Attacks against you take a +1 to hit.
Natural Weapon - You possess a natural weapon. You take no penalties with unarmed attacks.

Armour bonus:
Giant Spiders provide a +1 bonus.

Natural Weapon:
Giant Spiders possess a bite, which counts as an Axe with the Poisoned quality.
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Skeletal Steed

Availability and cost: Rare, 120 gc. Usable by Wights.

Ability Scores:
Melee Ranged Strength Toughness Agility Insight Willpower Fellowship Spellcasting
3 0 5 4 4 1 3 1 0
Combat Scores:
Attacks Wounds Armour Ward
1 1 0 0
Traits:
Name Subname Effect
Animal - You are an animal, relying on instinct and your physical gifts. You do not gain Experience. You can survive in your natural habitat easily enough to not require any tests to do so.
Fast (M) - You're very fast (at least compared to a human!). You double your Agility for the purpose of determining your base movement speed.
Fear - You are especially intimidating. Characters who wish to charge you must pass a Willpower test first; on a failure, their charge falters, and they end 2m away from you. When you charge an enemy, they must pass a Willpower test; on a failure, they suffer a -2 penalty to their to-Hit tests on their next melee turn. You are also immune to Fear from others.
Immune to Poison - Poisons have no effect on you. You treat poisoned attacks as though they were normal attacks.
Immune to Psychology - Your mind is simply your own, and nothing will shake that. You are immune to Psychology effects that compel behaviour, such as Fear, Terror, Frenzy, Stupidity and Animosity.
Large (M) - You are particularly large, at least half again on a man. This is often people on horseback, but of course horrifying monsters can be Large too. Attacks against you take a +1 to hit.
Natural Weapon - You possess a natural weapon. You take no penalties with unarmed attacks.
Undead - You are one of the living dead- a skeleton, a zombie, perhaps even a mighty Vampire. You gain the Fear, Painless, Immune to Psychology and Immune to Poison traits. Furthermore, you never Rout on failing a Morale test. This is true for Heroes and Henchmen, but Henchmen Undead who fail a Morale test take a single S3 hit, no defense saves allowed.

Armour bonus:
Skeletal Steeds provide a +1 bonus.

Special Rule:
Skeletal Steeds ignore Difficult Terrain.
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War Boar

Availability and cost: Rare, 120 gc. Usable by Orcs.

Ability Scores:
Melee Ranged Strength Toughness Agility Insight Willpower Fellowship Spellcasting
3 0 5 5 3 1 4 1 0
Combat Scores:
Attacks Wounds Armour Ward
1 1 0 0
Traits:
Name Subname Effect
Animal - You are an animal, relying on instinct and your physical gifts. You do not gain Experience. You can survive in your natural habitat easily enough to not require any tests to do so.
Fast (M) - You're very fast (at least compared to a human!). You double your Agility for the purpose of determining your base movement speed.
Large (M) - You are particularly large, at least half again on a man. This is often people on horseback, but of course horrifying monsters can be Large too. Attacks against you take a +1 to hit.
Natural Weapon - You possess a natural weapon. You take no penalties with unarmed attacks.

Armour bonus:
War Boars provide a +2 bonus.

Natural Weapon:
War Boars attack with tusks, which count as Axes with the Charge Bonus (2) Quality.
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Nightmare

Availability and cost: Rare, 120 gc. Usable by Vampires.

Ability Scores:
Melee Ranged Strength Toughness Agility Insight Willpower Fellowship Spellcasting
4 0 5 4 5 1 3 1 0
Combat Scores:
Attacks Wounds Armour Ward
2 1 0 0
Traits:
Name Subname Effect
Animal - You are an animal, relying on instinct and your physical gifts. You do not gain Experience. You can survive in your natural habitat easily enough to not require any tests to do so.
Fast (M) - You're very fast (at least compared to a human!). You double your Agility for the purpose of determining your base movement speed.
Fear - You are especially intimidating. Characters who wish to charge you must pass a Willpower test first; on a failure, their charge falters, and they end 2m away from you. When you charge an enemy, they must pass a Willpower test; on a failure, they suffer a -2 penalty to their to-Hit tests on their next melee turn. You are also immune to Fear from others.
Immune to Poison - Poisons have no effect on you. You treat poisoned attacks as though they were normal attacks.
Immune to Psychology - Your mind is simply your own, and nothing will shake that. You are immune to Psychology effects that compel behaviour, such as Fear, Terror, Frenzy, Stupidity and Animosity.
Large (M) - You are particularly large, at least half again on a man. This is often people on horseback, but of course horrifying monsters can be Large too. Attacks against you take a +1 to hit.
Natural Weapon - You possess a natural weapon. You take no penalties with unarmed attacks.
Undead - You are one of the living dead- a skeleton, a zombie, perhaps even a mighty Vampire. You gain the Fear, Painless, Immune to Psychology and Immune to Poison traits. Furthermore, you never Rout on failing a Morale test. This is true for Heroes and Henchmen, but Henchmen Undead who fail a Morale test take a single S3 hit, no defense saves allowed.

Armour bonus:
Nightmares provide a +1 bonus.
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Steed of Slaanesh

Availability and cost: Ultra Rare, 200 gc. Usable by those Marked by Slaanesh.

Ability Scores:
Melee Ranged Strength Toughness Agility Insight Willpower Fellowship Spellcasting
5 0 4 4 4 2 3 3 0
Combat Scores:
Attacks Wounds Armour Ward
1 1 0 0
Traits:
Name Subname Effect
Animal - You are an animal, relying on instinct and your physical gifts. You do not gain Experience. You can survive in your natural habitat easily enough to not require any tests to do so.
Very Fast (M) - You're absurdly, unnaturally fast. You triple your Agility for the purpose of determining your base movement speed.
Large (M) - You are particularly large, at least half again on a man. This is often people on horseback, but of course horrifying monsters can be Large too. Attacks against you take a +1 to hit.
Natural Weapon - You possess a natural weapon. You take no penalties with unarmed attacks.

Armour bonus:
Steeds of Slaanesh provide a +1 Armour bonus.

Natural Weapon:
Steeds of Slaanesh attack as though they had a Flail with +2 Penetration and the Poisoned and Magical qualities.
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Juggernaut of Khorne

Availability and cost: Rare, 200 gc. Usable by those Marked by Khorne.

Ability Scores:
Melee Ranged Strength Toughness Agility Insight Willpower Fellowship Spellcasting
4 0 6 4 3 2 4 1 0
Combat Scores:
Attacks Wounds Armour Ward
3 3 0 0
Traits:
Name Subname Effect
Animal - You are an animal, relying on instinct and your physical gifts. You do not gain Experience. You can survive in your natural habitat easily enough to not require any tests to do so.
Daemon - You are an unholy Daemon from the Realms of Chaos. You gain the Fear, Terror and Unbreakable traits.
Fast (M) - You're very fast (at least compared to a human!). You double your Agility for the purpose of determining your base movement speed.
Large (M) - You are particularly large, at least half again on a man. This is often people on horseback, but of course horrifying monsters can be Large too. Attacks against you take a +1 to hit.
Natural Armour 3 You possess a natural armour, such as scaly skin. You gain X Armour score, which stacks with other sources of armour.
Natural Weapon - You possess a natural weapon. You take no penalties with unarmed attacks.

Armour bonus:
Juggernauts provide a +2 Armour bonus.

Natural Weapon:
Juggernauts attack as though they had a Warhammer with the Magical and Charge Bonus (2) Qualities.
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Rot Fly

Availability and cost: Rare, 200 gc. Usable by those Marked by Nurgle.

Ability Scores:
Melee Ranged Strength Toughness Agility Insight Willpower Fellowship Spellcasting
4 0 5 5 4 2 4 1 0
Combat Scores:
Attacks Wounds Armour Ward
3 3 0 0
Traits:
Name Subname Effect
Animal - You are an animal, relying on instinct and your physical gifts. You do not gain Experience. You can survive in your natural habitat easily enough to not require any tests to do so.
Daemon - You are an unholy Daemon from the Realms of Chaos. You gain the Fear, Terror and Unbreakable traits.
Fast (M) - You're very fast (at least compared to a human!). You double your Agility for the purpose of determining your base movement speed.
Flyer (M) 15 You can fly, due to possessing wings or such things. In place of a normal Move action, you can choose to fly, moving X metres, ignoring difficult terrain and landing at the target spot. You cannot land or take off in heavily wooded/blocked terrain, and cannot land on top of an enemy.
Immune to Poison - Poisons have no effect on you. You treat poisoned attacks as though they were normal attacks.
Large (M) - You are particularly large, at least half again on a man. This is often people on horseback, but of course horrifying monsters can be Large too. Attacks against you take a +1 to hit.
Natural Weapon - You possess a natural weapon. You take no penalties with unarmed attacks.

Armour bonus:
Rot Flies provide +1 Armour bonus.

Natural Weapon:
Rot Flies have a large venomous stinger, which acts as though it were a halberd with the Magical and Poisoned Qualities.
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Disc of Tzeentch

Availability and cost: Rare, 200 gc. Usable by those Marked by Tzeentch.

Ability Scores:
Melee Ranged Strength Toughness Agility Insight Willpower Fellowship Spellcasting
4 0 4 4 5 2 4 1 0
Combat Scores:
Attacks Wounds Armour Ward
3 1 0 1
Traits:
Name Subname Effect
Animal - You are an animal, relying on instinct and your physical gifts. You do not gain Experience. You can survive in your natural habitat easily enough to not require any tests to do so.
Daemon - You are an unholy Daemon from the Realms of Chaos. You gain the Fear, Terror and Unbreakable traits.
Fast (M) - You're very fast (at least compared to a human!). You double your Agility for the purpose of determining your base movement speed.
Flyer (M) 20 You can fly, due to possessing wings or such things. In place of a normal Move action, you can choose to fly, moving X metres, ignoring difficult terrain and landing at the target spot. You cannot land or take off in heavily wooded/blocked terrain, and cannot land on top of an enemy.
Large (M) - You are particularly large, at least half again on a man. This is often people on horseback, but of course horrifying monsters can be Large too. Attacks against you take a +1 to hit.
Natural Weapon - You possess a natural weapon. You take no penalties with unarmed attacks.

Armour bonus:
Discs of Tzeentch provide +1 Armour bonus.

Natural Weapon:
Discs of Tzeentch have razor-sharp edges that count as an Axe with +1 Penetration and the Magical Quality.
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Magic Implements

Magic Implements are special items that may only be equipped by spellcasters, and arcane spellcasters at that. They exist to improve a caster's abilities.

Magic Implements are divided broadly into two categories: Grimoires and Staves. Both must be equipped to a hand, but Staves count as improvised weapons. Grimoires do not count as weapons, and you should refrain from hitting enemies with them.

Despite their designation, Magic Implements are not always strictly 'magical'. Many are simply made of a normal material and style that reacts to magic in a certain way. The most common implements are below.

Name Magical? Effect Availability Cost Notes
Grimoires
Book of Memorisation No At the start of the encounter, you may select one spell you know. So long as you have the Book of Memory equipped, you can cast that spell without it being memorised. Uncommon 30 gc -
Staves
Golden Staff of Channelling No You gain a +1 bonus to tests as part of the "Channel Winds" action. Uncommon 30 gc -
Leaden Staff of Stability No Once per turn, you may add a +1 bonus to a Dispel test. Uncommon 30 gc -
Duelling Wand No You gain a +1 bonus to tests to cast Magic Missile-type spells. Uncommon 30 gc -

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Band Consumables

Band Consumables are special items that may only be used once; this expends them permanently, and more must be bought if you intend to use them again.

You declare that you are using a Band Consumable at the start of an Encounter, before deployment (or after your opponent's deployment if you have Advantage). Band Consumables affect every member of the Warband, and last for the duration of the encounter.

All Band Consumables belong to a category. You can only use one Band Consumable from each category per Encounter.

Name Category Effect Availability Cost Notes
Bodkin Arrows Bow Ammo The Warband's bows all gain +1 Penetration. Uncommon 35 gc -
Flaming Arrows Bow Ammo The Warband's bows all gain the Flaming Quality, but -1 to hit. Uncommon 35 gc -
Silver Arrows Bow Ammo The Warband's bow attacks count as being made of silver (for the purposes of hurting those weak to silver). Uncommon 60 gc -
Moonfire Arrows Bow Ammo The Warband's bows all gain the Flaming Quality, and a +1 to hit and damage against High Elves, Humans, and and Dwarfs, unless they serve Chaos. Rare 100 gc Only craftable by Wood Elves or those with special training
Starfire Arrows Bow Ammo The Warband's bows all gain the Flaming Quality, and a +1 to hit and damage against Greenskins, Dark Elves, the Undead and Chaos. Rare 100 gc Only craftable by Wood Elves or those with special training
Arcane Bodkins Bow Ammo The Warband's bows all gain +2 Penetration. Ultra Rare 140 gc Only craftable by Wood or High Elves or those with special training
Swiftshiver Shards Bow Ammo The Warband's bows all gain +1 to attack limit, and those wielding the bows may make one extra attack with them per turn. Ultra Rare 140 gc Only craftable by Wood Elves or those with special training
Trueflight Arrows Bow Ammo The Warband's bows all gain +2 to hit. Ultra Rare 110 gc Only craftable by Wood Elves or those with special training
Barbed Bolts Crossbow Ammo When a Warband's crossbow forces a target to take an Injury roll, they add +1 to the result. Uncommon 50 gc -
Splinter Bolts Crossbow Ammo The Warband's crossbows now land a Critical Hit on a roll of 1 or 2. Rare 80 gc Dark Elves locate this consumable at Uncommon availability instead of Rare
Obsidian Bolts Crossbow Ammo The Warband's crossbows gain +1 to hit, strength and penetration. Ultra Rare 160 gc Dark Elves locate this consumable at Rare availability instead of Ultra Rare. Only craftable by Dark Elves or those with special training
Silver Bolts Crossbow Ammo The Warband's crossbow attacks count as being made of silver (for the purposes of hurting those weak to silver). Ultra Rare 160 gc Dark Elves locate this consumable at Rare availability instead of Ultra Rare. Only craftable by Dark Elves or those with special training
Silver Bullets Blackpowder Ammo The Warband's blackpowder attacks count as being made of silver (for the purposes of hurting those weak to silver). Uncommon 60 gc -
Superior Gunpowder Blackpowder Ammo The Warband's Blackpowder weapons gain +1 to strength. Uncommon 50 gc -
Blessed Water Coatings Undead and Chaos enemies take a -1 penalty to defense tests against the Warband's melee weapons. Rare 80 gc Cannot be used by Chaos or Undead.
Dwarf Beer Food and Drink The Warband is immune to Fear, but each must make a Toughness test at the start of the Encounter. On a failure, they gain the Stupidity trait for a number of turns equal to the degrees of failure (min 1). Uncommon 40 gc Dwarfs locate this consumable at Common availability instead of Uncommon.
Halfling Feast Food and Drink The Warband gains +2 to Initiative. Uncommon 30 gc A feast made in the Halfling style. Not made of Halflings.
Tears of Shallaya Food and Drink The Warband is immune to poisoning. Rare 80 gc Cannot be used by Chaos or Undead.
Bugman's XXXXXX Food and Drink The Warband is immune to Fear and Terror, but each must make a Toughness -1 test at the start of the Encounter. On a failure, they gain the Stupidity trait for a number of turns equal to the degrees of failure (min 1). Ultra Rare 100 gc -

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Individual Consumables

Individual Consumables are special items that may only be used once; this expends them permanently, and more must be bought if you intend to use them again.

Unlike Band Consumables, Individual Consumables are carried on a character, and may be used during the Utility Phase, so long as the user is not Engaged in Melee. Their effects only apply to the user unless otherwise specified, and you can only use one consumable per turn. Their effects are usually short-term and immediate.

A character may carry three consumables with them.

Name Effect Availability Cost Notes
Healing Draught The first time you consume a Draught per combat, you regain one lost wound. Further consumptions have no effect. Common 10 gc No effect on the Undead.
Madcap Mushroom Lasts whole encounter. You gain the Frenzy trait, but must pass a Toughness test after the encounter; on a failure, you gain the Stupidity trait for the entirety of the next Cycle. Uncommon 40 gc Goblins locate this consumable at Common availability and pay 20 gc instead of 40.
Potion of Foolhardiness You become Fearless for one turn. Uncommon 20 gc -
Potion of Strength You gain +1 Strength for one turn. Uncommon 20 gc -
Potion of Toughness You gain the Regeneration trait and +1 Toughness for one turn. Uncommon 20 gc -
Black Lotus Lasts whole encounter, applies to a single melee weapon. Whenever a character is wounded by that weapon, they suffer a permanent -1 penalty to Willpower for the rest of the encounter. Rare 60 gc -
Crimson Shade Lasts whole Cycle, consumed before encounters. You gain +1 Agility and Attack score, but after the encounter you must pass a Toughness test. On a failure, you become addicted. You must repeat this Toughness test every Cycle; if you fail -and- do not consume Crimson Shade, you suffer Stupidity for that entire Cycle. If you pass your Toughness test with 3 DoS, you shake your addiction. Rare 50 gc No effect on the Undead.
Dispel Scroll Caster only. Use to automatically pass a Dispel test. Cannot dispel Irresistable Force. Rare 40 gc -
Mandrake Root Lasts whole encounter. You gain +1 to Toughness and the Painless trait, but at the end of the Encounter, roll a 1d10; on a roll of 9-10 you must roll on the Incident table. Rare 30 gc No effect on the Undead.
Power Scroll Caster only. Use before casting a spell of 2 Spell Dice or more; if any two dice return the same result, even if it is a failure, the spell is cast at Irresistable Force and is a Miscast at the same time. Rare 40 gc -
Power Stone Caster only. Use before casting a spell; you add 2 extra Spell Dice to the spell. Rare 50 gc -
Scroll of Leeching Caster only. Use instead of trying to dispel a spell at the moment of its casting. The spell is cast, but you gain Spell Dice equal to the number of dice spent on its casting. This can exceed your maximum. Rare 90 gc -
Trickster's Shard Caster only. Use before casting a spell. If the spell is dispelled at the moment of casting, the dispeler suffers a single auto-hitting Strength 5 hit, no defense save allowed. Rare 50 gc -

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Equipment Qualities

Name Subname Effect
Universal
Parry - This item, when held, lets you make Parry tests. If you have two items with this Quality, one in each hand, you gain a +2 bonus to Parry tests.
Slow X This item decreases your Initiative by X.
Swift X This item increases your Initiative by X.
Weapons
Anti-Large X This weapon gains a +X to hit and damage against Large and Huge targets.
Blast Attack X This weapon affects everything within x metres of the attack's target point.
Brace - This weapon lets you use the Brace action.
Charge Bonus X This weapon gains a X to damage tests when used as part of a successful (non-braced, essentially) charge.
Concussion - Enemies Injured by this weapon treat rolls of 3-7 on the Injury roll as Stunned, instead of 5-7.
Enemy Defense Bonus X Enemies gain a +X bonus to Defense tests against this weapon.
Extra Attack X You gain free attacks with this weapon per turn, equal to X.
Flaming - This weapon's attacks count as Flaming.
Flexible - Enemies may not make Parry tests against this weapon's attacks.
Heavy X You reduce your Attack score by X, to a minimum of 1, whilst wielding this weapon.
Limited Shot X You may only fire this weapon X times per encounter.
Locked - This weapon may not be dropped, disarmed or exchanged for the duration of the combat.
Magical - This weapon's attacks count as Magical.
Melee-Safe - You can use this ranged weapon even if Engaged in Melee.
Mounted Bonus X This weapon gains a +X to hit and damage, so long as you are mounted.
Mounted Only - You must be mounted to use this weapon.
Move or Shoot - You may not use this weapon if you move in any way (except to brace or turn around) during the Movement Phase.
Multiple Hits X Whenever you land a hit with this weapon, you inflict X hits instead.
Plague Fume - This weapon emits a wretched plague fume that applies a -1 penalty to Willpower and Toughness tests to all enemies within 3 metres.
Poisoned - This weapon's attacks count as Poisoned.
Ranged X This melee weapon has a range of X metres. You (or your opponent) do not count as being Engaged in Melee for attacking with it.
Ratling Attacks - Whenever you choose to attack with the Ratling Gun, you must designate between 1d5 and 4d5. You make a number of attacks equal to the sum of all dice. If you roll doubles, however, the gun explodes, dealing 1d5 hits to yourself as well.
Steady - You do not suffer any penalties for using this weapon as part of the Stand and Shoot action.
Unreliable - When you roll a 10 on a to-hit test with this weapon, it explodes, dealing a single hit to you. It may not be used for the rest of the Encounter.
Wave Attack - Attacks with this weapon are done with the 'wave attack' pattern, hitting everything in range within a 45 degree radius.
Armour
Fireproof X You gain a +X to Ward tests against fire attacks.
Spell-Friendly - Arcane casters can cast spells whilst wearing this armour.
Pavise Shield - Pavise Shields are large shields that work well with Crossbows. Crossbows count as one-handed weapons when you are wielding a Pavise Shield.

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