Special equipment and Magical Items (such as Helms), special rules, certain spells, and other rules can further alter a model's Armour Save (up to a maximum total of +6).
Articles containing the tag „Mundane Equipment“
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A model part can only use one instance of Innate Defence (use the best available).
- Innate Defence (6+): +1
- Innate Defence (5+): +2
- Innate Defence (4+): +3
and so on. -
[b]Longbow[/b]
Shooting Weapon
Range 30". Shots 1. Strength 3. AP 0. Volley Fire -
21.F.a [b]Close Combat Weapons[/b]
Close Combat Weapons are used in close combat and can confer various benefits and drawbacks to the model’s Close Combat Attacks. The rules for a Close Combat Weapon are only applied when using the weapon in question (i.e. they don’t apply to Special Attacks , such as Stomp Attacks, or when using a different weapon).
21.F.a.1 [b]Choosing a Close Combat Weapon[/b]
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. -
[b]Spear[/b]
21.F.a.1(Table 9)
Mundane Close Combat Weapon
Attacks made with a Spear gain Fight in Extra Rank and +1 Armour Penetration. Attacks made with a Spear gain +2 Agility and an additional +1 Armour Penetration in the First Round of Combat provided the attacking model’s unit is not Charging and is not Engaged either in its Flank or Rear Facing. Only Infantry can use Spears. -
[b]Light Lance[/b]
21.F.a.1(Table 9)
Mundane Close Combat Weapon
Attacks made with a Light Lance and allocated towards models in the wielders’ Front Facing gain Devastating Charge (+1 Strength, +1 Armour Penetration). Infantry cannot use Light Lances. -
[b]Lance[/b]
[b][/b]
21.F.a.1(Table 9)
Mundane Close Combat Weapon
Attacks made with a Lance and allocated towards models in the wielders’ Front Facing gain Devastating Charge (+2 Strength, +2 Armour Penetration). Infantry cannot use Lances. -
[b]Great Weapon[/b]
21.F.a.1(Table 9)
Mundane Close Combat 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). -
Requires Two Hands. Attacks made with a Flail gain +2 Strength. Close Combat Attacks allocated at a model wielding a Flail gain a +1 modifier when rolling to hit.
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[b]Hand Weapon [/b]
[b][/b]
21.F.a.1(Table 9)
Mundane Close Combat 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. -
21.E Armour Equipment
There are 2 different types of Armour Equipment. A model can only ever be equipped with one piece of armour of each type, i.e. an optional Suit of Armour replaces a model’s default Suit of Armour if applicable. The types of armour below are also referred to as mundane armour:
21.E.a Suits of Armour
• Light Armour: +1 Armour.
• Heavy Armour: +2 Armour.
• Plate Armour: +3 Armour.
21.E.b Shields
• Shield: +1 Armour.
Two-Handed weapons prevent the simultaneous use of a Shield against Melee Attacks (see “Weapons ”, page 106 ). -
21.E Armour Equipment
There are 2 different types of Armour Equipment. A model can only ever be equipped with one piece of armour of each type, i.e. an optional Suit of Armour replaces a model’s default Suit of Armour if applicable. The types of armour below are also referred to as mundane armour:
21.E.a Suits of Armour
• Light Armour: +1 Armour.
• Heavy Armour: +2 Armour.
• Plate Armour: +3 Armour.
21.E.b Shields
• Shield: +1 Armour.
Two-Handed weapons prevent the simultaneous use of a Shield against Melee Attacks (see “Weapons ”, page 106 ). -
21.E Armour Equipment
There are 2 different types of Armour Equipment. A model can only ever be equipped with one piece of armour of each type, i.e. an optional Suit of Armour replaces a model’s default Suit of Armour if applicable. The types of armour below are also referred to as mundane armour:
21.E.a Suits of Armour
• Light Armour: +1 Armour.
• Heavy Armour: +2 Armour.
• Plate Armour: +3 Armour.
21.E.b Shields
• Shield: +1 Armour.
Two-Handed weapons prevent the simultaneous use of a Shield against Melee Attacks (see “Weapons ”, page 106 ). -
[b]Paired Weapons[/b]
21.F.a.1(Table 9)
Mundane Close Combat Weapon
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 modeled as two Hand Weapons, they are considered a separate weapon category for rules purposes)[tt][/tt]