WHQ 2.0 Mordheim style(Weapons) https://bwarhammerquest.runboard.com/t89885 Runboard| WHQ 2.0 Mordheim style(Weapons) en-us Fri, 29 Mar 2024 04:57:41 +0000 Fri, 29 Mar 2024 04:57:41 +0000 https://www.runboard.com/ rssfeeds_managingeditor@runboard.com (Runboard.com RSS feeds managing editor) rssfeeds_webmaster@runboard.com (Runboard.com RSS feeds webmaster) akBBS 60 WHQ 2.0 Mordheim style(Weapons)https://bwarhammerquest.runboard.com/p556999,from=rss#post556999https://bwarhammerquest.runboard.com/p556999,from=rss#post556999Bet you all were looking forward to this one. quote: Weapons and Armor Life and death in the Warhammer world is decided by the quality of the weapons a warriors carries. This section describes the different weapons and other equipment such as armor and shields. Fist The truly desperate, who don't even own a knife, have to fight with their bare hands. Needless to say, their chances of survival are comparable to Halflings going without food for either hours. Note: The following rule only apply to warriors who have lost their weapons. Creatures such as zombies, animals, etc, ignore these rules. Warriros using their fists can only ever make 1 attack Range: Close Combat Strength: As user -1 Special Rule: +1 Enemy armor save. Special Rule +1 Enemy armor save: An enemy wounded by a fist gains +1 bonus to his armor save, and a 6+ armor save if he normally has none. Dagger Daggers and knives are extremely common, and men are allowed to carry them in enclaves where other weapons are otherwise forbidden Range: Close Combat Strength: As user Special Rule: +1 Enemy armor save. Special Rule +1 Enemy armor save: Daggers are not the best weapons to use for penetrating enemy model's armor. An enemy wounded by a fist gains +1 bonus to his armor save, and a 6+ armor save if he normally has none. Hammer, staff, mace or club Perhaps the simplest type of weapon, these brutal, bludgeoning instruments range from primitive wooden clubs to elaborately forged Dwarf hammers made from the finest steel. A blow from a mace can easily crush a skull or knock a man unconscious. Range: Close Combat Strength: As user Special Rule: Concussion Special Rule Cocussion: Hammers and other bludgeoning weapons are excellent to use for striking your enemy senseless. When using a hammer, club or mace, a roll of 2-4 is treated as stunned when rolling to see the extend of then model's injuries. Axe The axe is the traditional weapon of Empire woodsmen, and is also used as a weapon in poorer rural areas. Axes have a heavy blade and, if swung by a strong man, can cause a lot of damage. The blade of an axe can easily cut through armor, though it requires considerable strength from the wielder. Of all the warriors in the Old World, Dwarfs are the most adept at making axes. Their axes are invaluable to the warriors of the Old World and are some of the most sought after weapons. Range: Close Combat Strength: As user Special Rule: Cutting Edge Special Rule Cutting Edge: An axe has an extra save modifier of -1, so a model with a Strength 4 using an axe has a -2 save modifier when he hits an opponent in hand-to-hand combat. Sword Thw sword is often referred to as the 'king of weapons'. The most common sword available, the broadsword of the Empire, is a masterpiece by the standards of any smith: four full feet of gleaming steel, double-edged and razor-sharp. Swords are much more effective weapons then crude clubs and axes, though learning to use a sword is a long and difficult process. It takes years to truly master this weapon - most warriors die long before they get this far! Range: Close Combat Strength: As user Special Rule: Parry Special Rule Parry: Swords offer an excellent balance of defense on offence. A model armed with a sword may parry blows. When his opponent rolls to hit, the model armed with a sword may roll a D6. If the score is greater then the highest to hit score of his opponent, the model has parried the blow, and that attack is discarded. A model may not parry attacks made with double or more its own Strength - they are simply too powerful to be stopped. Flail The flail is a heavy weapon wielded with both hands. It normally consists of heavy weights, often spiked, attached to a pole or handle by means of heavy chains. Flails drain the user's stamina quickly, but are awesomely destructive in the hands of a skilled (or unhinged) warrior. Range: Close Combat Strength: As user +2 Special Rule: Heavy, Twp-handed Special Rule Heavy: A flail is extremely tiring to use and thus the + Strength bonus applies only in the first turn of each hand-to-hand combat. Two-handed: As a flail requires two hands to use, a model using a flail may not use a shield, buckler or additional weapon in close combat. If the model has a shield he still gets a +1 bonus to his armor save against shooting. Morning Star A morning star consists of a wooden or steel shaft with heavy chains that have spiked balls attached. It is very destructive and requires great skill to wield effectively. Range: Close Combat Strength: As user +1 Special Rule: Heavy, DIfficult to use Special Rule Heavy: The morning star is extremely tiring to use, so its +1 Strength bonus applies only in the first turn of each hand-to-hand combat. Difficult to use: A model with a morning star may not use a second weapon or buckler in his other hand because it requires all his skill to wield it. He may carry a shield as normal though. Halbred The halberd's heavy blade is mounted upon a sturdy shaft of oak or steel and has a point like a spear and a cutting edge like an axe. Since it can be used to chop as well as thrust, it is an adaptable weapon, but is difficult to use inside buildings. Range: Close Combat Strength: As user +1 Special Rule: Two-handed Special Rule Two-handed: As a flail requires two hands to use, a model using a flail may not use a shield, buckler or additional weapon in close combat. If the model has a shield he still gets a +1 bonus to his armor save against shooting. Spear Spears range from sharpened sticks used by goblins to the impressive cavalry spears typical of the Elves. Range: Close Combat Strength: As user Special Rule: Strike first Special Rule Strike first: A warrior with a spear strikes first, because the long shaft of the spear allows him to thrust it at incoming enemies before they have a chance to hit him. Note that this only applies in the first turn of hand-to-hand combat. Double-handed sword, hammer, etc A blow from a double-handed axe or sword can cut a foe in half and break armor apart. It takes a long time to learn how to use these weapons and even then only extremely strong men are able to wield them effectively. Range: Close Combat Strength: As user +2 Special Rule: Two-handed, strike last Special Rule Two-handed: As a flail requires two hands to use, a model using a flail may not use a shield, buckler or additional weapon in close combat. If the model has a shield he still gets a +1 bonus to his armor save against shooting. Strike last: Double-handed weapons are so heavy that the model using them always strikes last. Gromril weapon Only a Dwarf Runesmith can forge a weapon from gromril, a rare meteoric iron. A blade fashioned form this metal will stay keen for a thousand years. A gromril weapon has an extra -1 save modifier, and costs four times the price of a normal weapon of its kind. Ithilmar weapon Elven blades are forged from priceless Ithlimar, an extremely light but strong metal, found only in the fabled Elven kingdoms. A few of these weapons are occasionally found in the Old World and these are normally spoils of war, taken by the Norse raiders who pillage the coastal settlements of the Elves. An Ithlimar weapon gives its user +1 Initiative in hand-to-hand combat, and costs three times the price of a normal weapon of its kind. nondisclosed_email@example.com (golembane)Fri, 29 Jul 2005 15:01:26 +0000