Weapons

(Rule)
Description: Weapons are divided into three categories: Close Combat Weapons, Shooting Weapons, and Artillery Weapons. The weapons listed in the following pages are also referred to as mundane weapons.

Close Combat Weapons

Close Combat Weapons are used in close combat and can confer various benefits and drawbacks to the bearer while using the weapon. Mundane Close Combat Weapons are listed below.

Great Weapon


Two-Handed. Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration, and strike at Initiative Step 0 (regardless of the wielder's Agility).

Halberd


Two-Handed. Attacks made with a Halberd gain +1 Strength and +1 Armour Penetration.

Hand Weapon


All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon, unless specifically stated otherwise. Models on foot wielding a Hand Weapon alongside a Shield gain Parry.

Lance


Attacks made with a Lance and allocated towards models in the wielder's Front Facing gain Devastating Charge (+2 Strength, +2 Armour Penetration). Infantry cannot use Lances.

Light Lance


Attacks made with a Light Lance and allocated towards models in the wielder's Front Facing gain Devastating Charge (+1 Strength, +1 Armour Penetration). Infantry cannot use Light Lances.

Paired Weapons


Two-Handed. The wielder gains +1 Attack Value and +1 Offensive Skill when using Paired Weapons. Attacks made with Paired Weapons ignore Parry (while Paired Weapons are often modelled as two Hand Weapons, they are considered a separate weapon category for rules purposes).

Spear


Attacks made with a Spear gain Fight in Extra Rank and +1 Armour Penetration. In addition, unless the attacking model’s unit is Charging or is Engaged in any Flank or Rear Facing, attacks made with a Spear gain +2 Agility and an additional +1 Armour Penetration in the First Round of Combat. Only Infantry can use Spears.

Choosing a Close Combat Weapon

If a model has more than one Close Combat Weapon, it must choose which one to use in the First Round of Combat, at step 2 of the Round of Combat Sequence. It must then continue to use the same weapon for the duration of that combat. All R&F models in a unit must always choose the same Close Combat Weapon, unless they are forced to use enchanted weapons.

Shooting Weapons

Shooting Weapons are used for making Shooting Attacks. Each model part can normally only use one Shooting Weapon per phase even if it is equipped with more than one, and all non-Champion R&F models in a unit must use the same Shooting Weapon. Each Shooting Weapon has a maximum range, a number of shots fired, a Strength, and an Armour Penetration value, and can have one or more Attack Attributes. Attack Attributes listed for a Shooting Weapon only apply to the Shooting Attacks made with that weapon. Mundane Shooting Weapons are listed in table table/shooting_weapons.

Artillery Weapons

Artillery Weapons are a special kind of Shooting Weapon. These weapons are often installed on War Machines, but can on other occasions be carried by Chariots or Gigantic Beasts or contained within Special Items.

Artillery Weapons are Shooting Weapons that always have the Reload! Attack Attribute, and they may have specific profiles for range, shots, Strength, Armour Penetration, and other Attack Attributes, which you will find in their description. Some Artillery Weapons may have further rules as detailed below.

Cannon

Artillery Weapon

This Artillery Weapon can be fired in two ways:
Cannon, Range 72", Shots 1, Str 4 [10], AP 0 [10], Area Attack (1×5), [Multiple Wounds (D3+1)]
Volley Gun, Range 12", Shots 2D6, Str 4, AP 4

Catapult

Catapult attacks ignore to-hit modifiers from Soft Cover and Hard Cover. Resolve Catapult attacks as follows:


• On a natural to-hit roll of ‘1’, it Misfires: roll on the Misfire Table (table table/misfire, page table/misfire) and apply the corresponding result (a to-hit roll resulting in a Misfire cannot be rerolled).

• On a successful to-hit roll, the attack gains Area Attack (X×Y). Resolve the attack with the Strength and Armour Penetration stated in the Catapult's description.

• On any other to-hit result, roll to hit with a new Catapult attack, referred to as Partial Hit, and ignore any Misfire. If it hits, this attack gains Area Attack (X×Y), but you reduce both X and Y by 1. If either value reaches 0, no hits are inflicted. All hits are at half Strength and half Armour Penetration, rounding fractions up. In addition, the attack loses all benefits from the Strength, Armour Penetration, and/or Attack Attributes written in square brackets (if any; see Area Attack). If it misses, no further attack can be generated this way.

Flamethrower

Flamethrowers do not roll to hit. Instead, roll a D6 (this is not considered a to-hit roll). On a natural roll of ‘1’, it Misfires: roll on the Misfire Table (table table/misfire, page table/misfire) with a -1 modifier and apply the corresponding result. On any other natural result the attack is successful.

Determine which Arc of the target the attacker is Located in:


• If the attacker is Located in the Front or the Rear Arc, the attack causes D6 hits, +D3 hits for each rank after the first up to a maximum of +4D3.

• If the attacker is Located in either Flank Arc, the attack causes D6 hits, +D3 hits for each file after the first up to a maximum of +4D3.

The total number of hits cannot exceed the number of models in the unit.

Some Flamethrowers have a higher Strength, Armour Penetration, and/or additional Attack Attributes stated in curly brackets (such as Strength 4 {5}, Armour Penetration 1 {2}, {Multiple Wounds (D3)}). If so, use the Strength, Armour Penetration, and Attack Attributes in curly brackets when shooting at a target within Short Range.

Volley Gun

Artillery Weapon

Volley Gun, Range 24", Shots 3D6×2, Str 5, AP 3.

Misfire Table

A to-hit roll resulting in a Misfire cannot be rerolled. When an Artillery Weapon Misfires, roll a D6 and consult table table/misfire below (a result of ‘0’ or less may happen when there is a negative modifier to the roll, as for Flamethrowers).


Result : Misfire Effect
0
(or less)
: Explosion! All models within D6" of the Misfiring model suffer a hit with Strength 5 and Armour Penetration 2. These hits are not considered to be made with the Shooting Weapon. The shooting model is then destroyed and removed as a casualty.
1--2 : Breakdown. The model cannot shoot with the weapon for the rest of the game.
3--4 : Jammed. The Artillery Weapon may not shoot in the owner's next Player Turn. If the model is a War Machine, the model is Shaken until the end of the owner's next Player Turn instead.
5+ : Malfunction. The shooting model loses a Health Point with no saves of any kind allowed.

Misfire Table.