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Equipment

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Melee WeaponsEdit

Hand Weapon- 6+ ward or 'parry' save when used with a shield

Spear- Unit fights in two ranks on the turn the unit charges, three the turn after

or +1 strength in first round of combat (when mounted)

Two Hand Weapons- +1 attack per model

Great Weapon- +2 strength, requires two hands, strikes last

Halberd- +1 strength, requires two hands

Flail- +2 strength during first round of combat

Morning Star- +1 strength during first round of combat

Lance (Mounted Only)- +2 strength when charging

Pistol- Counts as hand weapon

Brace of Pistols: Extra Attack, Requires Two Hands

Brace of Pistols including Repeater Pistol (Empire only): Extra Attack, Requires Two Hands

Choppa (Orcs and Goblins only)- +1 strength in the first round of combat.

Iron Fist (Ogre Kingdoms only)- Acts as an additional hand weapon and shield.

Armour Edit

Light Armor- 6+ Armor Save

Heavy Armor- 5+ Armor Save

Full Plate Armor- 4+ Armor Save (Empire only)

Gromril Armor- 4+ Armor Save (Dwarfs only)

Chaos Armor- 4+ Armor Save (Warriors of Chaos only)

Shield- +1 to Armor Save. In close combat, 6+ ward or 'parry' save if used with a handweapon.

Sea Dragon Cloak- Scaly Skin (5+) (Dark Elves only)

White Lion Cloak- +2 to Armor Save against ranged attacks (High Elves only)

Dragon Armor- Counts as Heavy Armor, and gives a 6+ ward save except for flaming attacks then it is 2+ ward save (High Elves only)

Ranged Weapons Edit

Shortbow: Maximum Range- 18, Strength- 3

Bow: Maximum Range- 24, Strength- 3

Longbow: Maximum Range- 30, Strength- 3

Glade Guard Longbow Maximum Range- 30, Strength-3, Special Rules- +1 S at Short Range (Wood Elves only)

Asrai Longbow: Maximum Range 30, S- 3 Armour Piercing, Volley Fire (Wood Elves Only)

Crossbow: Maximum Range- 30, Strength- 4, Special Rules- Move or Shoot

Repeater Crossbow (Dark Elves only): Maximum Range- 24, Strength- 3, Special Rules- Armour Piercing, 2x Multiple Shots

Repeater Handbow (Dark Elves only): Maximum Range- 12, Strength- 3, Special Rules- 2x Multiple Shots, Quick to Fire

Brace of Repeater  Handbow  (Dark Elves only): Maximum Range- 12, Strength- 3, Special Rules- 4x Multiple Shots, Quick to Fire, Requires Two Hands

Javelin: Maximum Range- 12, Strength- As User, Thrown weapoon

Throwing Axe: Maximum Range- 6, Strength- As User +1, Thrown weapon

Dwarf Handguns (Dwarfs only): Maximum Range- 24, Strength- 4, Special Rules- Armour Piercing, Move or Shoot, Dwarf Crafted (You don't take the -1 to hit penalty when doing a Stand and Shoot reaction)

Handgun: Maximum Range- 24, Strength- 4, Special Rules- Armour Piercing, Move or Shoot

Repeater Handgun (Empire only): Maximum Range- 24, Strength- 4, Special Rules- Armour Piercing, Move or Shoot, 3x Multiple Shots

Pistol: Maximum Range- 12, Strength- 4, Special Rules- Armour Piercing, Quick to Fire

Repeater Pistol (Empire only): Maximum Range- 8, Strength- 4, Special Rules- Armour Piercing, Always Stand and Shoot, 3x Multiple Shots, Quick to Fire

Brace of Pistols including Repeater Pistol (Empire only): Maximum Range- 8, Strength- 4, Special Rules- Armour Piercing, Always Stand and Shoot, 4x Multiple Shots, Quick to Fire

Sling: Maximum Range- 18, Strength- 3, Special Rules- 2x Multiple Shots if target is at short range

Blowpipes (Lizardmen only): Maximum Range- 12, Strength- 3, Special Rules- 2x Multiple Shots

Sharp stuff (Ogre Kingdoms only): maximum range 8,Strength 2, Special Rules 2x Multiple Shots

Common Magic Items Edit

Common Magic Items : Are magic items which can be found around the Warhammer world which all races can take over there own magic items in a battle.

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