Tabletop Wargames Builder Ch 13.1: Weapons and Equipment
 
UPD (Aug, 26): Latest revisions in weapon and artillery lists, marked with ">>" symbol.

EQUIPMENT PROFILE

CLASS: Equipment classification based on its combat role. An item can belong to more than one Class.

TECH: Every piece of equipment has a tech level from I to VII which determines availability of this item. All lower Tech equipment is available in high Tech games.

ATTRIBUTES: A list of properties specific to the item, conditions of use, etc. Attributes that provide HtH bonuses are not applied if the target is Flanking this model.

CHARGE: Additional bonus this item confers on Charge, if any.

CRITICAL: Additional bonus this item confers on a Critical hit, if any.

ATTACK N: Type of attack, range, attributes specific to this attack. A weapon can have multiple attacks that will be listed one after another.

ATTACK*: Action marked with “*” is a Special Combat Action and follows all rules and restrictions for those.

AMMO: Number of shots before Reloading for role-playing purposes. By general rules ammo is limited only if the weapon has an appropriate attribute.


EQUIPMENT CLASSES

ARTILLERY: This weapon must be either Deployed if used by Infantry, or Mounted on a model of an appropriate Size.

ASSAULT: If a model with this weapon declares an Attack Movement, it can make a normal Ranged Attack with this weapon against the target as part of the same Action. The model can use one-handed equipment even if this weapon occupies both hands: e.g. throw a grenade with a two-handed assault rifle equipped.

BLACK POWDER: Shots fired from this weapon ignore all Average Tech I-III Armour and Shields. A model with this weapon can only make Lucky Shots (see Ch. 5) in the rain or if the model was swimming in this battle.

ENERGY: This weapon ignores Armour and Resilience unless the target is resistant to the appropriate type of energy. Types of energy are as follows: Fire, Cold, Radiation, Electromagnetic.

ENVIRONMENTAL ARMOUR: This armour protects against Environmental weapons and has Energy Resistance (Fire, Cold, Radiation). Unless the attack penetrates the armour, this model is immune to Burst in Flames condition. Environmental Armour has a separate Armour Class.

Example: Hazmat Suit is AC -, Environmental 5, meaning it is AC 5 vs Environmental and Energy damage and offers no protection from other attacks such as physical.

Roleplayer’s Attic: Consider reducing Environmental Armour Class if it suffers physical breach.

ENVIRONMENTAL WEAPON: This weapon ignores Cover, all Shields and all Armour of every Tech level and Size Class unless it also belongs to Environmental Class. Only affects Living targets.

FENCING: This weapon allows to execute special attacks with the Fencing attribute.

FIREARM: Shots fired from this weapon ignore all Average Tech I-IV Armour and Shields.

MAKESHIFT: This weapon confers a -1D6 penalty on all attempts. This class represents objects not intended to be weapons, such as industrial tools, litter and jury-rigged weapon-like objects.

NATURAL WEAPON: This weapon can’t be dropped or taken from the model. It is only discarded if the armed Limb is Injured. Natural weapons are not manufactured and therefore don’t have Tech level.

PRIMITIVE: -1 Armour penetration. You can add Primitive attribute to any Common melee weapon, a bow or a thrown weapon of Tech I-III. All weapons used as Tech I weapons must be Primitive.

POISON (N): This weapon applies N effect if it deals Damage to a Living target.

POLEARM: Models can’t dual wield polearms.

POWER: This Weapon ignores all Armour, Shields and target Resilience, except Force fields.

SIEGE: This weapon deals full damage to elements of Terrain and ignores Armour and Shields of Smaller targets.

SPECIAL AMMO: Replaces the Attributes list of the original weapon with its own. If an attribute is marked with “+”, then it is added to the original list leaving everything else unchanged. You must declare that you are loading a special ammo benefit from it.

Example 1: Massive Damage + means that this weapon now deals extra damage in addition to its original attributes.

Example 2: AP means that the weapon becomes armour piercing by losing its original attributes such as Stopping Power, etc.

WRIST WEAPON: This item counts both as a weapon and a Free Hand. Also a model with this weapon can’t be Disarmed unless the armed Limb is Injured.

WEAPON ADD-ON: This is an add-on to an existing weapon. Add-ons fit to different slots and can be combined freely as long as each occupies a separate slot. E.g. you can have a scope and an underslung grenade launcher, but not a launcher and a bayonet.


EQUIPMENT GRADES

The grade of an item shows how advanced or specialized an item is during the period of its use. Tactical Points value of an item depends on its grade. An item can belong to one of the 4 grades:

Common
Advanced
Superior
Ultimate

The grade of the same item will vary on different Tech levels. If a lower Tech weapon disappeared from the list, it is always treated as Common regardless of its grade back in the time.


EQUIPMENT ATTRIBUTES

ANTI-CAVALRY: A model on Foot fighting with this weapon gains Improved AP vs Charging cavalry if this model isn’t Moving.

Designer’s Note: What does “Model isn’t moving” mean? Since TWB is a “Real Time” game, a model can currently be in motion at a point in time. To remain still, the model/regiment must not declare simultaneous movement such as reaction maneuvers or countercharge, nor benefit from Momentum at the moment of occurrence. If a model moved but had clearly stopped before an action was declared, it won’t count as moving during that action.

AP: Weapon penetrates Armour on an equal roll.
All variations of the AP attribute, such as Improved or target specific, will only affect the armour of the same or lower Tech than this weapon.

AP, IMPROVED: Attacks with this weapon treat target Armour as ½ of the original rounded down. If the original Armour value is 1 or 2, it is ignored completely.

BALANCED: +1D6 to all HtH Attempts with this weapon when the model doesn’t Charge.

BLADE CATCHER: Parrying with this weapon negates the target all advantages from Fencing weapons. On foot only.

BLEED: If this attack inflicts Damage, place Bleeding token (see Ch. 7) on the target. To Bleed a Regiment, you must inflict at least as many casualties as the Breaking threshold.

BULWARK: When this model fights on Foot, this weapon gains Stopping Power attribute and the target doesn’t benefit from any Charge advantages against it. This model mustn’t be moving.

BURST IN FLAMES: If this attack hits, the target Bursts in Flames (see Ch. 7). For a Regiment to Burst in Flames, you must inflict at least as many casualties as the Breaking threshold. The Regiment doesn’t make a Compulsory movement, but is Broken and suffers DoT until the condition ends.

CAN’T BE PARRIED: Yeah, just like it says.

CONFUSE: If this attack hits, place Confused token (see Ch. 7) on the target. To Confuse a Regiment, you must inflict at least as many casualties as the Breaking threshold.

CRIPPLE: If this attack inflicts Damage, place Crippled token (see Ch. 7) on the target. To Cripple a Regiment, you must inflict at least as many casualties as the Breaking threshold.

DAMAGE OVER TIME: If this attack inflicts Damage, the target continues to suffer damage until it succeeds a Save (see Ch. 7). A Regiment must make as many Saves as models suffered DoT in the previous Round – place an appropriate number of tokens. A Broken Regiment can’t restore order until the effect ends. The Regiment can forcefully end the effect by discarding models from its ranks at the Beginning of the Round before making any saves. Discarded models are removed as Casualties.

FEAR: If this attack hits, the target must succeed a (W) attempt or be Frightened (see Ch. 7).

GETS WET: A model with this weapon can only make Lucky Shots (see Ch. 5) in the rain or if the model was swimming in this battle.

GUIDED: A model making a ranged attempt with this item can declare any target within team FoV (FoF equals team FoV).

GUN REST: As long as the model carries this item, its Black Powder weapons don’t suffer Long Range Penalty. If this item is a weapon, it can be equipped simultaneously with a Black Powder weapon.

HOMING: Roll a D6. A Ranged attack with this weapon hits automatically on 2+ ignoring all Bonuses or Penalties.

HTH SHOT: This weapon can make ranged attacks if the model is engaged in HtH. This model must win the Contest using its (PH) instead of (PE). 

KNOCK DOWN: If this attack hits, the target is Downed (see Ch. 6½, 11) automatically in addition to any other effects conferred by the attack. To Down a Regiment, you must inflict at least as many casualties as the Breaking threshold.

MASSIVE DAMAGE X: Base damage of the weapon is improved by 1 or by X if there is a specific value next to the attribute.

MATCHED PAIR N: A second identical weapon grants “N” Advantage in addition to any other provided by dual wielding. On foot only.

MOVEMENT PENALTY: This model can’t Run and/or benefit from Fast. Movement penalty can prevent the model from performing certain actions such as hiding or swimming. Models with movement penalty always Strike Last when making Ranged attempts, using spells or skills.

NON-LETHAL: This attack doesn’t inflict actual damage, but the target Formation is Broken if you inflict at least as many “casualties” as the Breaking threshold. No casualties are removed.

ONCE PER BATTLE: This action can be used only once per item. Once it is expended, you can still use other actions available.

ONE USE ONLY: After the action has been resolved, discard this item for the remainder of the battle.

PANIC: If this attack inflicts Damage, the target must succeed (W) Attempt or Flee (see Ch. 4, 11). For a Regiment to panic, you must inflict at least as many casualties as the Breaking threshold.

PARRY: Declare that you are Parrying with this weapon before rolling any dice to gain HtH Shield advantage for this action against the declared target. A model can only benefit from one shield at a time. You can’t parry HtH shots, weapons that ignore Shields or deal more Damage than this weapon. If you declare Parry, you obviously can’t attack with this weapon the same action. Two-handed weapons are treated as Large Shields for the purpose of Parrying.

PARRY, IMPROVED: This weapon counts as both a weapon and a shield in HtH, thus the model can benefit from Parry without sacrificing an attack.

POLEARM BREAKER: Attacks with this weapon ignore target Polearms attributes. On foot only.

PUSH: If this attack hits, the target is Pushed (see Ch. 6½) automatically in addition to any other effects conferred by the attack. Regiments treat Push as attacks with Stopping Power attribute.

SHIELD BREAKER: Attacks with this weapon ignore target Shields.

SHORT: Weapon Reach is ½ of the original. This Weapon doesn’t provide Rank Bonus if used in Formation. Small models can equip weapons with this attribute and any weapons with “Short” in their name, treating them as Average.

SIEGE TACTICS: If a model armed with a Crossbow, a Black Powder weapon, or manning artillery also carries a Shield, it will benefit from shield Cover vs Ranged attacks while Reloading and until it makes any other Action after that.

SLOW: If this attack hits, place Slowed token (see Ch. 7) on the target. To Slow down a Regiment, you must inflict at least as many casualties as the Breaking threshold.

SMOKE: This item confers Partial Cover from dense smoke on this model for the remainder of the Round in which it shot. Place Smoke token on this model. A model with the smoke token suffers -1D6 penalty to all of its Ranged attempts. Remove the token if this model Moves.

STOPPING POWER: A hit with this attack interrupts any Action and removes Momentum from the target. To Stop a Regiment, you must inflict at least as many casualties as the Breaking threshold.

STRIKE FIRST: Attacks by this weapon are resolved before Reactions. If this model becomes engaged in HtH, only the initial action benefits from this attribute. All subsequent actions in this combat are resolved as normal.

STRIKE FIRST, ALWAYS: Attacks with this weapon are always resolved before Reactions.

STRIKE LAST: The model resolves actions with this weapon after all other contestants have resolved theirs and casualties have been removed.

STUN: If this attack hits, the target is Stunned (see Ch. 7) in addition to any other effects conferred by the attack. To Stun a Regiment, you must inflict at least as many casualties as the Breaking threshold.

SUPPRESSIVE FIRE: Place Suppression token (see Ch. 5½, 7) on the declared target. Models that are immune to a Damage type because of an attribute or very high Armour also ignore suppressive fire from this attack.

UNHORSE: After winning HtH Contest, forgo Armour Penetration roll. The target is Thrown of the Saddle and Knocked Down.

UNWIELDY: An Individual model suffers -1D6 to HtH Attempts vs an Adjacent target if this model doesn’t Charge.

ATTRIBUTE “N” +X
Usually an attribute is applied only to an Average target. In this case Attribute N affects any target up X size classes Bigger than this model. E.g. Bleed +1 weapon used by a Big model will place a Bleeding token on a target up to Huge size.


                                                                          

HAND-TO-HAND WEAPONS

DAGGER

CLASS: Fencing
TECH: I (Common)
ATTRIBUTES: Short, FA to Draw, Parry
STAB: Balanced
THROW: Range = 1-PH, Assault, One use only
SPECIAL: If a model has any other weapon, it can take a dagger for free.


DUELING DAGGER

CLASS: Fencing
TECH: III (Advanced)
ATTRIBUTES: Short, FA to Draw, Parry, Blade Catcher
STAB: Balanced, AP
THROW: Range = 1-PH, Assault, One use only

Roleplayer’s Attic: Blade Catcher. On a Double the target discards an equipped one-handed Fencing weapon of your choice if you also win the Contest.


SHORT SWORD 

CLASS: Fencing
TECH: II (Common)
ATTRIBUTES: FA to Draw, Parry
STAB: Balanced
SWING: Balanced

Roleplayer’s Attic: broken sword. All swords are prone to getting dull quickly and eventually break from extensive use. There is no telling when this might happen and is up to the narrator. In a prolonged adventure carrying spare weapons, preferably of a different class, can be a good idea.


CLEAVER 

TECH: I (Common)
SWING: Bleed
MIGHTY BLOW*: Swing, Bleed, Massive Damage, Strike Last


SWORD

CLASS: Fencing
TECH: III (Common)
ATTRIBUTES: Parry
STAB: Balanced
SWING: Balanced, Polearm Breaker
LUNGE*: Stab, Reach x2, Balanced

Roleplayer’s Attic: Polearm Breaker. Swing: On a Double the target discards an equipped Polearm if you also win the Contest.


BARBARIC SWORD

CLASS: Fencing
TECH: II (Common)
ATTRIBUTES: Parry
STAB: Balanced
SWING: Balanced
LUNGE*: Stab, Reach x2, Balanced

FALCHION

TECH: III (Common)
ATTRIBUTES: Parry
STAB
SWING: AP, Polearm Breaker, Bleed
MIGHTY BLOW*: Swing, AP, Polearm Breaker, Bleed, Massive Damage, Strike Last


FINE SWORD

CLASS: Fencing
TECH: III (Advanced)
ATTRIBUTES: Parry
STAB: Balanced, AP
SWING: Balanced, AP, Polearm Breaker
LUNGE*: Stab, Reach x2, Balanced, AP

SCIMITAR

CLASS: Fencing
TECH: III (Advanced)
ATTRIBUTES: Parry
STAB: Balanced
SWING: Balanced, Polearm Breaker, Bleed
LUNGE*: Stab, Reach x2, Balanced

GREATSWORD

CLASS: Fencing
TECH: III (Advanced)
ATTRIBUTES: Two-handed, On foot only, Parry
STAB: Reach 2, Balanced, AP
SWING: Reach 2, Balanced, AP, Polearm Breaker
MIGHTY BLOW*: Swing, Reach 2, AP, Polearm Breaker, Shield Breaker, Massive Damage

TWO-HANDED SWORD

CLASS: Fencing
TECH: III (Superior)
ATTRIBUTES: Two-handed, On foot only
STAB: Reach 2, Balanced, AP, Improved Parry
SWING: Reach 2, Balanced, AP, Polearm Breaker, Improved Parry
MIGHTY BLOW*: Swing, Reach 2, AP, Polearm Breaker, Shield Breaker, Massive Damage

SHORT SPEAR

CLASS: Polearm
TECH: I (Common)
STAB: Strike First
LUNGE*: Reach x2
THROW: Range = 2PH, Assault, Stopping Power, One use only

SPEAR

CLASS: Polearm
TECH: I (Common)
STAB: Reach 2, Anti-Cavalry, Bulwark +1

PIKE

CLASS: Polearm
TECH: II (Common)
ATTRIBUTES: Two-handed, On foot only, Unwieldy, Movement Penalty
STAB: Reach 3, Anti-Cavalry, Bulwark +2

LANCE

CLASS: Polearm
TECH: III (Advanced)
ATTRIBUTES: Cavalry only
STAB: Reach 2
MOUNTED CHARGE: Stab, Reach 2, Strike First, Massive Damage, Knock Down, One use only

CLUB

CLASS: Primitive
TECH: I (Common)
CRITICAL: Stun
SWING
THROW: Range = 1-PH, Stopping Power, Assault, One use only
MIGHTY BLOW*: Swing, Shield Breaker, Strike Last

GREAT CLUB

TECH: I (Common)
ATTRIBUTES: Two-handed, On foot only
CRITICAL: Stun +1
SWING: Shield Breaker
MIGHTY BLOW*: Swing, Shield Breaker, Massive Damage, Push, Strike Last

Roleplayer’s Attic: Shield Breaker. Swing: On a Double the target discards an equipped Shield if you also win the Contest. With Improved Shield Breaker the target discards a Large Shield.


MACE

TECH: II (Common)
CRITICAL: Stun
SWING: AP
MIGHTY BLOW*: Swing, AP, Shield Breaker, Strike Last

MAUL

TECH: II (Common)
ATTRIBUTES: Two-handed, On foot only
CRITICAL: Stun +1
SWING: AP, Shield Breaker
MIGHTY BLOW*: Swing, AP, Shield Breaker, Massive Damage, Push, Strike Last

MILITARY PICK

TECH: II (Common)
CRITICAL: AP +1
SWING: Improved AP

WAR HAMMER

CLASS: Polearm
TECH: III (Advanced)
ATTRIBUTES: Two-handed, On foot only
STAB: Reach 2, AP
SWING: Reach 2, Shield Breaker, Bypass Resilience (1), Improved AP
UNHORSE*: Reach 2
MIGHTY BLOW*: Swing, Reach 2, Improved Shield Breaker, Bypass Resilience (1), Improved AP +1, Push, Strike Last

AXE

TECH: I (Advanced)
SWING: AP, Bleed +1
THROW: Range = 1-PH, AP, Bleed +1, Stopping Power, Assault, One use only
MIGHTY BLOW*: Swing, AP, Bleed +1, Massive Damage, Strike Last

GREAT AXE

TECH: I (Advanced)
ATTRIBUTES: Two-handed, On foot only
SWING: AP, Bleed +1, Massive Damage
MIGHTY BLOW*: Swing, AP, Bleed +1, Massive Damage, Shield Breaker, Strike Last

POLEAXE

CLASS: Polearm
TECH: II (Common)
ATTRIBUTES: Two-handed, On foot only, Movement Penalty, Unwieldy
SWING: Reach 2, Bleed +1, Massive Damage
UNHORSE*: Reach 2
MIGHTY BLOW*: Swing, Reach 2, Bleed +1, Massive Damage, Shield Breaker, Strike Last

Roleplayer’s Attic: by Odin! It’s stuck! The downside of all axes, poleaxes and halberds is that they can easily get stuck in a shield, armour or body. There is no telling when this might happen and it’s up to the narrator. If your axe gets stuck, the model wielding it must succeed a (PH) Attempt or discard the weapon – both actions are FA. If the attempt is failed, the model can spend another action to try again… and again. The model is Immobilized until it either pulls the weapon out or lets go of it.


BARDICHE

TECH: III (Advanced)
ATTRIBUTES: Two-handed, On foot only, Gun Rest
SWING: Reach 2, Bleed +1, Massive Damage
MIGHTY BLOW*: Swing, Reach 2, Bleed +1, Massive Damage, Shield Breaker, Strike Last

GLAIVE 

CLASS: Polearm
TECH: II (Common)
ATTRIBUTES: Two-handed, On foot only, Parry
STAB: Reach 2, Balanced
SWING: Reach 2, Balanced
LUNGE*: Stab, Reach 2, Balanced, Strike First

HALBERD

CLASS: Polearm
TECH: III (Advanced)
ATTRIBUTES: Two-handed, On foot only, Movement Penalty
STAB: Reach 2, AP, Anti-Cavalry, Bulwark +1
SWING: Reach 2, AP, Massive Damage, Bleed +1
UNHORSE*: Reach 2
MIGHTY BLOW*: Swing, Reach 2, AP, Massive Damage, Bleed +1, Shield Breaker, Strike Last

FLAIL

TECH: II (Common)
ATTRIBUTES: Unwieldy
CRITICAL: Stun
SWING: Reach 2, AP, Can’t be Parried
MIGHTY BLOW*: Swing, Reach 2, AP, Shield Breaker, Can’t be Parried, Strike Last

GREAT FLAIL

TECH: II (Common)
ATTRIBUTES: Two-handed, On foot only, Unwieldy
CRITICAL: Stun +1
SWING: Reach 2, AP Shield Breaker, Can’t be Parried
MIGHTY BLOW*: Swing, Reach 2, AP Shield Breaker, Massive Damage, Push, Can’t be Parried, Strike Last

WHIP

TECH: II (Common)
ATTRIBUTES: Unwieldy
STAB: Reach 3, Balanced, Strike First
UNHORSE*: Reach 3, Balanced, Strike First

STAFF

CLASS: Primitive, Polearm
TECH: I (Common)
ATTRIBUTES: Two-handed, On foot only
STAB: Reach 2, Balanced
SWING: : Reach 2, Balanced

KNUCKLES

CLASS: Wrist Weapon
TECH: I (Common)
ATTRIBUTES: Short
CRITICAL: Stun
STAB
SWING

SPIKED KNUCKLES

CLASS: Wrist Weapon
TECH: I (Common)
ATTRIBUTES: Short
STAB: AP
SWING: AP

WRIST CLAW

CLASS: Wrist Weapon
TECH: I (Common)
ATTRIBUTES: Short, Parry, Matched Pair (Blade Catcher)
STAB: Balanced
SWING: Balanced, Bleed

WRISTBLADE

CLASS: Wrist Weapon
TECH: I (Common)
ATTRIBUTES: Short, Parry
STAB: Balanced, Matched Pair (Improved Parry)

HATCHET BLADE

CLASS: Wrist Weapon
TECH: I (Common)
ATTRIBUTES: Short
STAB
SWING: Bleed
MIGHTY BLOW: Swing, Bleed, Massive Damage, Strike Last

BLADED GAUNTLET

CLASS: Wrist Weapon
TECH: III (Common)
ATTRIBUTES: Short
STAB: Balanced, AP, Improved Parry

                                                                       

RANGED WEAPONS

THROWING BLADES

CLASS: Assault
TECH: I (Common)
ATTRIBUTES: FA to Draw
RANGE: 1-PH
STAB: Short
THROW: Range = 1-PH

THROWING SPEARS

CLASS: Assault
TECH: I (Common)
RANGE: 1-2PH
STAB
THROW: Stopping Power
INDIRECT FIRE: Range 6-MAX, Stopping Power

JAVELINS

CLASS: Assault
TECH: II (Common)
RANGE: 1-2PH
STAB
THROW: Stopping Power, AP
INDIRECT FIRE: Range 6-MAX, Stopping Power, AP


PILA

CLASS: Assault
TECH: II (Advanced)
RANGE: 1-2PH
STAB
THROW: Stopping Power, Improved Shield Breaker, AP
INDIRECT FIRE: Range 6-MAX, Stopping Power, Improved Shield Breaker, AP

HARPOONS

CLASS: Assault
TECH: I (Advanced)
RANGE: 1-2PH
STAB
THROW: Stopping Power, Cripple +1
INDIRECT FIRE: Range 6-MAX, Stopping Power, Cripple +1

THROWING AXES

CLASS: Assault
TECH: I (Advanced)
RANGE: 1-PH
SWING: Short, AP
THROW: AP, Stopping Power, Bleed +1

BOOMERANGS

CLASS: Assault
TECH: I (Common)
ATTRIBUTES: FA to Draw
RANGE: 1-2PH
SWING: Short
THROW
SPECIAL: If the attack misses, ammo is not spent.

BOLAS

CLASS: Assault
TECH: I (Superior)/II (Advanced)/III (Advanced)
ATTRIBUTES: FA to Draw
RANGE: 1-PH (Short)
THROW: Range = 1-2PH, Assault, Non-Lethal, Knock Down, Immobilize

GREEK FIRE BOMBS

CLASS: Assault, Energy (Fire)
TECH: II (Ultimate)/ III (Superior)
ATTRIBUTES: Gets Wet
RANGE: 1-PH (Short)
THROW: Burst in Flames +1, Panic
INDIRECT FIRE: Range 6-MAX, Burst in Flames +1, Panic

INSECT HIVES

CLASS: Environmental, Primitive
TECH: I (Superior)/II (Advanced)/III (Advanced)
RANGE: 1-PH (Short)
THROW: Non-Lethal, Suppressive Fire, Panic
INDIRECT FIRE: Range 6-MAX, Non-Lethal, Suppressive Fire, Panic

BLOWGUN

CLASS: Primitive, Assault
TECH: I (Common)
RANGE: 1-8 (Short)
AIMED: Non-Lethal, Poison (Slow)

SLING

TECH: I (Common)
RANGE: 1-16 (Short), 17-24 (Long)
AIMED
INDIRECT FIRE: Range 17-24

SHORT BOW

TECH: I (Common)
ATTRIBUTES: Two-handed
RANGE: 1-16 (Short)
AIMED

BOW

TECH: II (Common)
ATTRIBUTES: Two-handed
RANGE: 1-16 (Short), 17-24 (Long)
AIMED: Range 1-16
INDIRECT FIRE: Range 17-24

>> LONGBOW

TECH: III (Superior)
ATTRIBUTES: Two-handed, On foot only
RANGE: 1-16 (Short), 17-30 (Long)
AIMED: Range 1-24, AP
INDIRECT FIRE: Range 17-30, AP

RECURSIVE BOW

TECH: III (Ultimate)
ATTRIBUTES: Two-handed
RANGE: 1-16 (Short), 17-40 (Long)
AIMED: Range 1-24, AP
INDIRECT FIRE: Range 17-40, AP

>> CROSSBOW

TECH: III (Common)
ATTRIBUTES: Two-handed, Move or Fire, Single Shot, Siege Tactics
RANGE: 1-24 (Short), 25-36 (Long)
AIMED: Range 1-32, Improved AP
INDIRECT FIRE: Range 16-36, Improved AP
RELOAD: RA

>> SIEGE CROSSBOW

TECH: III (Advanced)
ATTRIBUTES: Two-handed, On foot only, Move or Fire, Single Shot, Siege Tactics
RANGE: 1-24 (Short), 25-40 (Long)
AIMED: Range 1-32, Improved AP, Shield Breaker
INDIRECT FIRE: Range 16-40, Improved AP, Shield Breaker
RELOAD: CA

REPEATER CROSSBOW

TECH: III (Superior)
ATTRIBUTES: Two-handed
RANGE: 1-16 (Short), 17-24 (Long)
AIMED: Range 1-24
INDIRECT FIRE: Range 17-24
BURST 2/-: Range 1-24
AMMO: 10

HANDBOW

CLASS: Assault
TECH: III (Advanced)
ATTRIBUTES: FA to Draw
RANGE: 0-8 (Short), 9-16 (Long)
AIMED: HtH Shot, AP


>> HAND CANNON

CLASS: Black Powder
TECH: III (Common)
ATTRIBUTES: Two-handed, Move or Fire, Single Shot
RANGE: 1-8 (Short), 9-12 (Long)
AIMED: CA, Stopping Power +1, Smoke
RELOAD: CA
SWING: Makeshift

BLUNDERBUSS

CLASS: Black Powder
TECH: III (Advanced)
ATTRIBUTES: Two-handed, Move or Fire, Single Shot
SPRAY 8”: CA, Stopping Power +1, Smoke, Once per battle
SWING: Makeshift
RELOAD: -


>> ARQUEBUS

CLASS: Black Powder
TECH: III (Advanced)
ATTRIBUTES: Two-handed, Move or Fire, Single Shot
RANGE: 1-12 (Short), 13-20 (Long)
AIMED: Range 1-20, Stopping Power, Smoke
RELOAD: CA
STAB: Makeshift

>> MUSKET

CLASS: Black Powder
TECH: III (Superior)
ATTRIBUTES: Two-handed, Move or Fire, On foot only, Single Shot
RANGE: 1-18 (Short), 19-30 (Long)
AIMED: Range 1-30, Stopping Power +1, Smoke
RELOAD: CA
STAB: Makeshift

>> FIRE SIPHON

CLASS: Energy (Fire)
TECH: II (Ultimate)/ III (Advanced)
ATTRIBUTES: Two-handed, Gets Wet
AIMED: AoE Line 6”, Burst in Flames+1, Panic


RANGED SPECIAL AMMO

HEAVY SLING BULLETS

CLASS: Special Ammo (Sling)
TECH: II (Common)
CRITICAL: Stun
RANGE: MAX -8
AIMED: +Stopping Power

AP SLING BULLETS

CLASS: Special Ammo (Sling)
TECH: II (Common)
AIMED: +AP
INDIRECT FIRE: +AP

BROADHEAD ARROWS

CLASS: Special Ammo (Bow)
TECH: III (Advanced)
AIMED: +Stopping Power
INDIRECT FIRE: +Stopping Power

BODKIN ARROWS

CLASS: Special Ammo (Bow and Repeater Crossbow)
TECH: III (Advanced)
AIMED: +AP
INDIRECT FIRE: +AP
SPECIAL: if the original weapon already has AP, shots with Bodkin Arrows benefit from Improved AP at Short Range.

SERRATED ARROWS

CLASS: Special Ammo (Bow and Repeater Crossbow)
TECH: III (Advanced)
AIMED: +Cripple
INDIRECT FIRE: +Cripple

FLAMING ARROWS

CLASS: Special Ammo (Bow)
TECH: I (Superior)/ II (Advanced)/ III (Advanced)
ATTRIBUTES: +Single Shot, +Gets Wet
RANGE: MAX -8
AIMED: +Burst in Flames
INDIRECT FIRE: +Burst in Flames
RELOAD: RA

STEEL BOLTS

CLASS: Special Ammo (Single shot Crossbow)
TECH: III (Advanced)
RANGE: MAX -8
AIMED: Improved AP, Shield Breaker, Stopping Power +1
INDIRECT FIRE: Improved AP, Shield Breaker, Stopping Power +1

                                                                

EQUIPMENT


ADVANCED CAMOUFLAGE

TECH: I (Superior)/II (Superior)/III (Superior).    See Ch. 8.


GRAPPLING HOOK

TECH: I (Advanced)/II (Advanced)/III (Advanced)
This model can Climb vertical surfaces up to its Movement distance per action. The model can be Deployed on top of terrain features that can be accessed by climbing. 


MIND FOG POISON

TECH: I (Superior)/ II (Superior)/ III (Superior)
All attacks by this model’s weapons gain +Poison (Confuse).


SLEEPING POISON

TECH: I (Superior)/ II (Superior)/ III (Superior)
All attacks by this model’s weapons gain +Poison (Stun).


NERVE POISON

TECH: I (Superior)/ II (Superior)/ III (Superior)
All attacks by this model’s weapons gain +Poison (Cripple).

                                                                

ARTILLERY


>> BALLISTA

CLASS: Big, Artillery
TECH: II (Common)
ATTRIBUTES: Single Shot
RANGE: 2-24 (Short), 25-48 (Long)
AIMED: AP, Stopping Power, Bypass Resilience (1)
RELOAD: CA


>> HEAVY BALLISTA

CLASS: Huge, Artillery
TECH: II (Common)
ATTRIBUTES: Single Shot
RANGE: 3-24 (Short), 25-48 (Long)
AIMED: AP, Stopping Power, Bypass Resilience (1)
RELOAD: CA


REPEATING BALLISTA

CLASS: Big, Artillery
TECH: II (Advanced)/III (Advanced)
RANGE: 2-24 (Short), 25-36 (Long)
AIMED: AP, Stopping Power


CATAPULT

CLASS: Big, Artillery, Siege
TECH: II (Common)
ATTRIBUTES: Single Shot
CRITICAL: Stun +1
RANGE: 12-48 (Long)
INDIRECT FIRE: Massive Damage
RELOAD: CA


>> HEAVY CATAPULT

CLASS: Huge, Artillery, Siege
TECH: II (Common)
ATTRIBUTES: Single Shot
CRITICAL: Stun +1
RANGE: 12-48 (Long)
INDIRECT FIRE: Massive Damage
RELOAD: CA   

Designer’s Note: If you are guessing distance for an Indirect shot, you place the template on the spot you guessed. However, certain models such as Siege Engineers can assist your targeting and allow to declare a target and attempt to hit as normal using the model’s (PE) with all bonuses and penalties. This is what Template Deviation and Long Range are included for. The same goes not only for artillery but for other models as well. For example, Archer Captains can aid your archers which, by the way, can’t make AoE attacks, so there is nothing to deviate. If you miss – you miss


>> TREBUCHET

CLASS: Gigantic, Artillery, Siege
TECH: III (Common)
ATTRIBUTES: Single Shot, Siege Tactics
CRITICAL: Stun +1
RANGE: 16-60 (Long)
INDIRECT FIRE: Massive Damage
RELOAD: CA


>> BOMBARD

CLASS: Big, Artillery, Black Powder, Siege
TECH: III (Advanced)
ATTRIBUTES: Single Shot, Siege Tactics
RANGE: 2-24 (Short), 25-48 (Long)
AIMED: CA, Massive Damage 2, Stopping Power +1, Bypass Resilience (1), Smoke
SPRAY 10”: CA, Massive Damage, Stopping Power +1, Suppressive Fire, Once per battle
RELOAD: CA


>> GREAT BOMBARD

CLASS: Huge, Artillery, Black Powder, Siege
TECH: III (Advanced)
ATTRIBUTES: Single Shot, Siege Tactics
RANGE: 3-24 (Short), 25-60 (Long)
AIMED: CA, Massive Damage 3, Stopping Power +1, Bypass Resilience (1), Smoke
SPRAY 14”: CA, Massive Damage, Stopping Power +1, Suppressive Fire, Once per battle
RELOAD: CA


>> IMPERIAL BOMBARD

CLASS: Gigantic, Artillery, Black Powder, Siege
TECH: III (Advanced)
ATTRIBUTES: Single Shot, Siege Tactics
RANGE: 4-24 (Short), 25-72 (Long)
AIMED: CA, Massive Damage 6, Stopping Power +1, Bypass Resilience (1), Smoke
SPRAY 18”: CA, Massive Damage, Stopping Power +1, Suppressive Fire, Once per battle
RELOAD: CA


>> BASILISK CANNON

CLASS: Huge, Artillery, Black Powder, Siege
TECH: III (Superior)
ATTRIBUTES: Single Shot, Siege Tactics
RANGE: 3-36 (Short), 37-72 (Long)
AIMED: CA, Massive Damage 4, Stopping Power +1, Bypass Resilience (1), Smoke
SPRAY 18”: CA, Massive Damage, Stopping Power +1, Suppressive Fire, Once per battle
RELOAD: CA


>> MORTAR

CLASS: Huge, Artillery, Black Powder, Siege
TECH: III (Advanced)
ATTRIBUTES: Single Shot, Siege Tactics
CRITICAL: Stun +1
RANGE: 16-72 (Long)
INDIRECT: CA, Massive Damage 3, Smoke
RELOAD: CA


ORGAN GUN

CLASS: Big, Artillery, Black Powder
TECH: III (Superior)
RANGE: 1-24 (Short), 25-36 (Long)
BURST 6/1: Damage 1, Bypass Resilience (1), Suppressive Fire, Smoke, One shot per Round
AMMO: 36
RELOAD: -


>> ROCKET LAUNCHER

CLASS: Big, Artillery, Black Powder, Energy (Fire), Siege
TECH: III (Ultimate)
RANGE: 24-72 (Long)
BARRAGE 6: CA, AoE 3/2D6, Bypass Resilience (1), Burst in Flames, Panic, Smoke
AMMO: 36
RELOAD: -


GREEK FIRE THROWER

CLASS: Big, Artillery, Energy (Fire), Siege
TECH: II (Superior)/ III (Advanced)
SPRAY 8”: Burst in Flames +1, Panic  


ARTILLERY SPECIAL AMMO

>> CALTROPS

CLASS: Special Ammo (Catapult), Medium, Artillery
TECH: II (Advanced)/III (Advanced)
CRITICAL: -
RANGE: MAX -12
INDIRECT FIRE: AoE 5/2D6, Damage 1, Suppressive Fire


>> FLAMING SHOTS

CLASS: Special Ammo (Catapult and Trebuchet), Size as original, Artillery, Siege
TECH: II (Advanced)/III (Advanced)
ATTRIBUTES: +Gets Wet
RANGE: MAX -12
INDIRECT FIRE: +Burst in Flames


>> POWDER KEGS

CLASS: Special Ammo (Trebuchet), Huge, Black Powder, Artillery, Siege
TECH: III (Advanced)
RANGE: MAX -12
INDIRECT FIRE: AoE 5/2D6, Blast, Damage 2, Bypass Resilience (1), Panic, Always Deviates (D6)


>> BURNING OIL

CLASS: Special Ammo (Trebuchet), Huge, Energy (Fire), Artillery, Siege
TECH: III (Advanced)
RANGE: MAX -12
CRITICAL: -
INDIRECT FIRE: AoE 5/2D6, Damage 2, Burst in Flames, Panic, Always Deviates (D6)


>> MASSIVE BOULDERS

CLASS: Special Ammo (Trebuchet), Gigantic, Artillery, Siege
TECH: III (Advanced)
RANGE: MAX -12
INDIRECT FIRE: Massive Damage 2


>> PLAGUE BODIES

CLASS: Special Ammo (Trebuchet), Huge, Artillery
TECH: III (Advanced)
RANGE: MAX -12
CRITICAL: -
INDIRECT FIRE: Damage 1, Suppressive Fire, Fear


BRANDSKUGEL AMMO

CLASS: Special Ammo (Bombard, Cannon and Mortar), Size as original, Artillery, Black Powder, Siege
TECH: III (Advanced)
ATTRIBUTES: +Burst in Flames

                                                            

ARMOUR


SHIELD

TECH: I (Common)
ATTRIBUTES: HtH Cover, Ranged Cover (Partial)


LARGE SHIELD

TECH: I (Common)
ATTRIBUTES: HtH Cover, Ranged Cover (Full), Movement Penalty, On foot only


BUCKLER

TECH: I (Common)
ATTRIBUTES: HtH Cover, Free Hand


SPIKED BUCKLER

CLASS: Wrist Weapon
TECH: II (Common)
ATTRIBUTES: HtH Cover
STAB

Designer’s Note: You can use the spiked buckler profile for the technique when a dagger is held in the shield arm.


PRIMITIVE ARMOUR

TECH: I (Advanced)
AC: 2
OBSOLETE: AC 1 starting Tech II


PRIMITIVE HEAVY ARMOUR

TECH: I (Superior)
AC: 4
ATTRIBUTES: Movement Penalty
OBSOLETE: AC 2 starting Tech II


BRONZE HELMET

TECH: II (Common)
AC: -
ATTRIBUTES: Critical Immunity
OBSOLETE: No bonus starting Tech III


GLADIATOR ARMOUR

TECH: II (Common)
AC: -
ATTRIBUTES: Limb Damage Immunity
OBSOLETE: No bonus starting Tech III


LEATHER ARMOUR

TECH: II (Advanced)
AC: 2


BRONZE BREASTPLATE

TECH: II (Advanced)
AC: 3 (Front)/- (Rear)
OBSOLETE: AC 2/- starting Tech III


BRONZE ARMOUR

TECH: II (Advanced)
AC: 3
ATTRIBUTES: Movement Penalty
OBSOLETE: AC 2 starting Tech III


MAIL ARMOUR

TECH: II (Superior)/III (Advanced)
AC: 3


HEAVY MAIL

TECH: II (Superior)/III (Advanced)
AC: 4
ATTRIBUTES: Movement Penalty


HALF PLATE

TECH: III (Superior)
AC: 5
ATTRIBUTES: Movement Penalty


FULL PLATE

TECH: III (Ultimate)
AC: 6
ATTRIBUTES: Movement Penalty

                                                               

MOUNTS

MOUNT CLASSES

CHARACTER: This mount has its own Attributes and Actions separate from those of the rider. It can act independently from the rider, including choosing different targets, and uses its personal Ability scores for Combat Attempts. The rider is not Thrown off the Saddle if this model is Suppressed or Frightened. The Character mount becomes a separate model if the rider Dismounts or is OoA. It behaves exactly as your other models: grants Team bonuses, can declare Actions, give/receive Orders, etc.

MOUNT: This is the common mount which comprises a single Cavalry model with the rider. It shares Armour and Attributes such as “Armour Piercing” with the rider, and all
of the rider’s weapons are treated as Mounted weapons. In Regiments, Mount and rider have shared HP unless the latter Dismounts. Mounts make combat attempts using the rider’s Ability scores. If the rider is OoA, the Mount is removed as well.

WARBEAST: This mount has its own Attributes and Actions separate from those of the rider. It can act independently from the rider, including choosing different targets, and uses its personal Ability scores for Combat Attempts. It becomes a separate model if the rider Dismounts or is OoA. However, if the rider is removed from the table for any reason, the Warbeast becomes Confused for the remainder of the Battle. 


MOUNT ATTRIBUTES

ADVANCED CAMOUFLAGE: see Ch. 8. Remember that Cavalry can only Hide when Dismounted.

GALLOP: This model is Fast (see Ch. 4).

HEAVYWEIGHT: This model can Gallop while wearing Heavy Armour. 

NO CHARGE BONUS: This model can’t benefit from Charge bonuses such as weapon, Formation or the Mounted Charge special rule.

PATHFINDER: This model treats specified Difficult terrain as Open Ground. Movement Penalties, such as due to armour, prevent the use of this attribute. 

PREDATOR: This model must attack with the Mount’s weapon using the mount’s Ability scores for the attempt. A Predator can’t voluntarily choose to disengage from HtH. 

TOUGH: If this model is OoA, it is only removed after resolving its declared action. 

TRAINED: +1D6 to all HtH Attempts when this model doesn’t Charge. Instead of making a regular attack with the rider’s weapon, the model can declare an attack with the Mount’s weapon using the mount’s Size class to calculate Armour Penetration bonus and Base Damage and the rider’s Ability score for the attempt. The rider is not Thrown off the Saddle if this model is Suppressed or Frightened.

TRANSPORT: This mount can transport specified number of Medium-sized passengers besides the rider controlling it. 

WALK ON WALLS: This model treats vertical surfaces as Open Ground. Any penalty that prohibits Climbing prevents the use of this attribute.


LIST OF MOUNTS

HORSE

CLASS: Big, Mount
TECH: I (Common)
PH 9(4)
PE 5(2)
W 2(1)
ATTRIBUTES: Gallop
WEAPON: Hooves


WARHORSE

CLASS: Big, Mount
TECH: II (Advanced) /III (Advanced)
PH 9(4)
PE 5(2)
W 5(2)
ATTRIBUTES: Gallop, Trained
WEAPON: Hooves 


DESTRIER

CLASS: Big, Mount
TECH: III (Superior)
PH 9(4)
PE 5(2)
W 5(2)
ATTRIBUTES: Gallop, Trained, Tough, Heavyweight
WEAPON: Hooves 


WAR PONY

CLASS: Mount
TECH: II (Superior) /III (Advanced)
PH 9(4)
PE 5(2)
W 5(1)
ATTRIBUTES: Gallop, Trained
WEAPON: Hooves


ELF STALLION

CLASS: Big, Mount
TECH: I (Superior)/ II (Superior) /III (Superior)
PH 9(4)
PE 5(2)
W 5(2)
ATTRIBUTES: Gallop, Trained, Pathfinder (Forest)
WEAPON: Hooves 


DROMEDARY CAMEL

CLASS: Big, Mount
TECH: I (Common)
PH 7(3)
PE 5(2)
W 2(1)
ATTRIBUTES: No Charge Bonus, Pathfinder (Desert), Advanced Camouflage (Desert), Frightens Horses
WEAPON: Bite 


BACTRIAN CAMEL

CLASS: Big, Mount
TECH: I (Common)
PH 7(3)
PE 5(2)
W 2(1)
ATTRIBUTES: No Charge Bonus, Pathfinder (Desert), Advanced Camouflage (Desert), Frightens Horses, Transport 1
WEAPON: Bite 


BOAR

CLASS: Mount
TECH: I (Common)
PH 7(3)
PE 5(2)
W 2(1)
ATTRIBUTES: Pathfinder (Forest), Frightens Horses, Bleed
WEAPON: Tusks 


DIRE BOAR

CLASS: Big, Warbeast
TECH: I
PH 9(4)
PE 5(2)
W 2(1)
ATTRIBUTES: Resilience 0.5, Tough, Pathfinder (Forest), Frightens Horses, Bleed
WEAPON: Tusks 


WOLF

CLASS: Mount
TECH: I (Common)
PH 7(3)
PE 5(2)
W 2(1)
ATTRIBUTES: Gallop, Predator, Pathfinder (Forest), Frightens Horses
WEAPON: Bite


DIRE WOLF

CLASS: Big, Warbeast
TECH: I
PH 9(4)
PE 5(2)
W 2(1)
ATTRIBUTES: Gallop, Predator, Pathfinder (Forest), Frightens Horses
WEAPON: Bite


RAPTOR

CLASS: Big, Mount
TECH: I (Superior)/II (Superior)/III (Superior)
PH 9(4)
PE 5(2)
W 2(1)
ATTRIBUTES: Gallop, Predator, Pathfinder (Forest), Frightens Horses, AP
CHARGE: Massive Damage
WEAPON: Talons, Bite 


SPIDER

CLASS: Mount
TECH: I (Advanced)/II (Advanced)/III (Advanced)
PH 9(4)
PE 5(2)
W 2(1)
ATTRIBUTES: Predator, Pathfinder (All), Walk on Walls, Frightens Horses, Poison (Cripple) +1
WEAPON: Bite


MONSTROUS SPIDER

CLASS: Big, Warbeast
TECH: I
PH 9(4)
PE 5(2)
W 2(1)
ATTRIBUTES: Predator, Pathfinder (All), Frightens Horses, Poison (Cripple) +1
WEAPON: Bite 
SPIT POISON: Range = PH, Natural


ELEPHANT

CLASS: Huge, Warbeast
TECH: I
PH 9(4)
PE 5(2)
W 2(1)
ATTRIBUTES: Resilience 0.9, Pathfinder (Swamp, Shallow Water), Frightens Horses, Transport 3
WEAPON: Tusks 


MOUNT EQUIPMENT

WAR HOWDAH

CLASS: Mount Equipment (Huge or Bigger)
TECH: II (Advanced)/III (Advanced)
Passengers of the Mount with Transport attribute gain Full Cover. 


TUSK SWORDS

CLASS: Mount Equipment
TECH: II (Advanced)/III (Advanced) 
Tusk or Horn-type Natural weapons of the mount gain AP attribute.


NATURAL WEAPONS 

HOOVES

ATTRIBUTES: Short
CRITICAL: Stun
STAB


TUSKS/HORNS

ATTRIBUTES: Short
STAB: AP


BITE

ATTRIBUTES: Short, Grapple/Grab
CRITICAL: Stun
STAB


TALONS

ATTRIBUTES: Short
STAB: Bleed

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