Equipment
Melee Weapons
Warriors' Wall Craft Qty Cost Enc Group Dmg Qualities
Bastard Sword Poor 1 12gc 150 Two-handed SB Slow (one-handed) or Impact & Slow (two-handed)
Bill Hook Average 1 16gc 170 Two-handed SB Fast or Impact & Slow
Brass-hilted Cutlass Average 1 12gc 50 Ordinary SB None
Brass Knuckles Average 2 pairs 1gc 1 Ordinary SB-3 Pummelling
Broadsword Average 3 9gc 50 Ordinary SB None
Cavalry Spear Average 2 18gc 75 Cavalry SB Fast & Impact & Tiring
Claymore Average 1 30gc 150 Two-handed SB Slow (one-handed) or Impact & Slow (two-handed)
Crow-headed Mace Average 1 8gc 55 Ordinary SB None
Daggers & Knives Average 2d10 1gc 10 Ordinary SB-3 None
Flail Average 2 15gc 95 Flail SB+1 Impact & Tiring
Imperial Hammer Average 1 11gc 50 Ordinary SB None
Imperial Pavise Average 1 20gc 120 Ordinary 0 Special (see Old World Armoury p.32)
Infantry Halberd Average 2 15gc 175 Two-handed SB Fast or Impact & Slow
Lance Average 2 40gc 100 Cavalry SB+1 Fast & Impact & Tiring
Large Shield Good 2 30gc 45 Ordinary SB-2 Defensive
Leaf-bladed Broadsword Good 1 35gc 45 Ordinary SB None
Longsword Average 2 11gc 50 Ordinary SB None
Marlinspike Average 2 5gc 45 Parrying SB-1 Balanced
Meat Hook Poor 1 10s 1 Ordinary SB-3 Pummelling
Norscan Great Axe Good 1 60gc 90 Two-handed SB Impact & Slow
Pike Average 2 17gc 200 Two-handed SB Fast & Special (see Old World Armoury p.32)
Pit Fighter’s Halberd Good 1 50gc 155 Two-handed SB Fast or Impact & Slow
Quarterstaff Average 1d10 2s 50 Ordinary SB-2 Defensive & Pummelling
Round Shield Average 1d10 8gc 50 Ordinary SB-2 Defensive
Rusted Pick-axe Poor 1 4gc 50 Ordinary SB None
Smallsword Good 1 30gc 35 Fencing SB-1 Precise
Shortsword Average 3 8gc 40 Ordinary SB-1 None
Spear Average 1d10 8gc 50 Ordinary SB Fast
Ulrican Warhammer Average 1 13gc 50 Ordinary SB None
Unrimmed Shield Poor 3 3gc 50 Ordinary SB-2 Special (see Old World Armoury p.32)
Voulge Average 1 13gc 180 Two-handed SB Fast or Impact & Slow
Wooden Club Poor 3 3gc 50 Ordinary SB None
Wooden Lance Poor 1d10 20gc 100 Cavalry SB+1 Fast & Impact & Tiring
Wooden Staff Poor 1d10 1s 50 Ordinary SB-2 Defensive & Pummelling
Woodsman’s Axe Poor 2 10gc 200 Two-handed SB Impact & Slow

Ranged Equpment
Archers' Rack Craft Qty Cost Enc Group Dmg Range Reload Qualities
Bola Average 2 8s 20 Entangling 1 8/16 Half Snare
Borderman’s Bow Good 1 40gc 60 Ordinary SB 24/48 Half None
Bullwhip Average 4 2gc 40 Entangling SB-4 6/- Half Fast & Snare
Competition Bow Good 1 30gc 60 Ordinary 2 30/60 Half None
Creaky Longbow Poor 2 8gc 90 Longbow 3 30/60 Half Armour Piercing
Farmer’s Bow Poor 4 8gc 80 Ordinary 3 24/48 Half None
Halfling Staff Sling Good 1 18gc 45 Sling 4 24/48 Full None
Hunting Bow Average 3 11gc 80 Ordinary 3 24/48 Half None
Javelin Average 6 20s 30 Ordinary SB-1 8/16 Half None
Kislevian Shortbow Poor 1 12gc 80 Ordinary 3 24/48 Half None
Lasso Average 4 1gc 10 Entangling 0 8/- Half Snare
Muleskinner’s Whip Good 2 7gc 35 Entangling SB-4 6/- Half Fast & Snare
Outlaw’s Crossbow Poor 2 11gc 120 Ordinary 3 30/60 Full None
Rope Net Average 4 2gc 60 Entangling 0 4/8 Full Snare
Shortbow Average 3 9gc 80 Ordinary 3 24/48 Half None
Sling Average 5 4gc 10 Sling 3 16/32 Half None
Smallbow Poor 1 3gc 35 Ordinary 3 20/40 Half None
Staff Sling Average 3 5gc 50 Sling 4 24/48 Full None
Targeteer’s Bow Good 1 35gc 70 Ordinary 3 24/48 Half None
Throwing Hammer Good 3 13gc 35 Throwing SB-2 8/- Half None
Throwing Knife Average 5 3gc 10 Throwing SB-3 6/12 Half None
War Quoits Average 12 5gc 25 Throwing SB-2 6/12 Full None
Watchman’s Crossbow Average 1 27gc 120 Ordinary 4 30/60 Full None
Weighted Net Good 2 5gc 55 Entangling 0 4/8 Full Snare
Yew Longbow Average 2 17gc 90 Longbow 3 30/60 Half Armour Piercing

Ammunition

Bretonnian Barbs
“Who knows how these things get their names. Young men go off to war, see some things that warp their minds and come back with new names for everything. Call it a feather pillow, I still wouldn’t want one hurling my way.”
These cruel arrows have barbs designed to make removal especially painful and difficult. The fletching feathers are bright red, making them easy to distinguish among the other arrows in one’s quiver.
These arrows inflict +1 damage but are poorly weighted and treat all shots as Long range (-20% BS).
Bretonnian Barbs: Craft Good, Qty 6, Cost 5 s, Enc 2, Qual Special (see above)

Ammunition Craftsmanship
The following may be used in place of the notes about ammunition in WFRP in the Weapons Craftsmanship sidebar on page 28:
Poor Craftsmanship ammunition doesn’t fly very straight, so that Aiming gives just a +1% BS bonus.
Average Craftsmanship ammunition gives just a +5% BS bonus when Aimed.
Good Craftsmanship ammunition flies truer, giving +1% BS for all shots, and the full +10% BS bonus for Aiming.
Best Craftsmanship ammunition gives +5% BS for all shots and the full +10% when Aimed.


Damaging Weapons

In combat, weapons take a lot of abuse, from parrying and blocking attacks to punching through armour. Worse, weaponry that's not maintained, left out in the rain, not cleaned after a battle, or any number of other elements that erode a weapon, can weaken it and make it unreliable. No weapon made by mundane means, except for perhaps gromril weapons, lasts forever.
For the purposes of the following rules magical weapons are immune to damage.
Weapons can be damaged in combat when any of the following occur:

  • Successfully parry an All Out Attack
  • Parry an attack that's Damage 7 or greater
  • Roll a natural 100 on an attack roll

Any time a condition for damaging a weapon ocurs, the wielder of the eapon must roll 1d10. On a roll of a 1, the weapon breaks. Broken weapons count as improvised weapons.

Shields
Designed to take heavy abuse, shields can last somewhat longer as parrying weapons. The first time a shield takes damage as noted above it is treated as 'damaged'. A damaged shield loses it's defensive quality. If it takes damage again it is destroyed.
Unrimmed shields do no get this bonus and are destroyed as soon as they take damage.

Damaging Armour

Armour can take all sorts of abuse from falls, magic attacks and weapon blows. A character is assumed to spend a little time and effort into maintaining his equipment.
Armour, like the person it protects, has only a limited ability to block blows. Certainly, it takes dents, loses a few links in the mail, or the leather splits, and in these instances its protective qualities are not reduced in any way. However in certain circumstances, armour can fail, be damaged, or even be destroyed.
For the purposes of the following rules magical armour is immune to damage.

Armour can be damaged in combat when any of the following occur:

  • The character takes a Critical Hit
  • The character takes a hit with Damage 7 or greater
  • The character is hit with an attack that unleashes Ulric's Fury

Whenever armour is potentially damaged, only the top most layer is affected. Any time a character is struck and one of the conditions for armour damage occurs, the target of the attack must roll 1d10. On a roll of a 1, any non-magical armour protecting the hit location reduces the AP in the location by -1.

Unusual Damage
Non-magical fire - Damaged on a roll of 1-2
Falling - Damaged on a roll of a 1-3
Energy Attacks (Magical fire, ect) - Damaged on a roll of 1-5
Bombs, misfires - Damaged on a roll of 1-8

Repairing Armour
Damaged armour components are not always destroyed. The armour can be repaired with a successful Trade (Armourer) Test. Each successful test restores 1 AP to one damged armour component. A failed test means the armour component cannot be repaired further.

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