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In the grim and dangerous world of Warhammer, warriors employ many different types of weapons against a multitude of foes. From the fine swords of the Elves or the well-wrought axes of the Dwarfs to less-sophisticated choppas of the Orcs or the huge spiked clubs used by Ogres, every race has weaponry fitted to its preferred style of fighting.

All models in a unit should as much as possible be armed with the same weapon and armour type for ease of distinguishing their armament. Some variation is acceptable, but it should be clear to the opponent what sort of equipment a unit has. In case it might not be
apparent at first glance, this should be clearly declared upon deploying the unit.

If a model has more than one weapon, they must choose which weapon they want to use at the start of the shooting phase or close combat. A model cannot choose to use two different weapons in the same shooting phase or close combat unless clearly specified. However, if the model has multiple crew or riders (like chariots or ridden monsters), each crew or rider may use one weapon each as normal. Whichever weapon they select must then be used for the entire close combat, unless the weapon they are using is somehow destroyed – it's no easy thing to change to a different weapon partway through a fight.

Weapon Profiles

Each weapon confers a number of abilities onto the warrior wielding it. This will sometimes be a bonus to their characteristic profile or perhaps grant the wielder one or more special rules, as detailed in the weapon's rules.

Each weapon has its own characteristic profile. There are three sections to a weapon's profile: Range, Strength and Special Rules.


The range tells you at what distance the weapon can be used. If a weapon's range is 'combat' then it can only be used in close combat. If the range is a number of some kind, it is a missile weapon and the number is its maximum range.


A weapon's Strength can take three forms. If the Strength is shown as a modifier, for example +1, then this is the modifier the weapon applies to the wielding model's strength. If a weapon's Strength is shown as 'as user' then attacks made with the weapon use the wielder's own Strength. Alternatively, if a weapon has a fixed Strength, then all attacks made with that weapon use the Strength value shown – the wielder's Strength is ignored.

Special Rules

Many weapons confer special abilities on the attacks made by the wielder. Sometimes the special rule will be explained immediately after the weapon profile. Otherwise, details on these special rules can be found in the chapter of the same name. Any bonuses applied from a model’s equipment only has an effect in the phases they are actually used. Note that any characteristics bonuses from weapons normally apply when the model actually attacks – they cannot be used for characteristics tests or spell effects etc. When a weapon does not say when the characteristic bonus applies, then it only applies when striking, or being struck, in close combat.

Close Combat Weapons

Melee weapons serve as the core armament for most people in the Old World. From the trusty woodsman’s axe to the knight’s broadsword, they are preferred over unreliable gunpowder weapons, and while missile weapons like crossbows and bows are useful, they often lack the stopping power of a well-placed sword stroke.

Hand Weapon

Hand weapons are a catch-all term for basic weapons without any special rules, and typically includes anything that cuts, stabs, or bludgeons and is held in one hand. It also includes natural weapons, such as claws, teeth and horns. Whenever a unit’s equipment contains an item that is not clearly specified, treat this as a hand weapon. If a model is armed with another close combat weapon besides their hand weapon, they must use this at all times (unless specified).


The polearm is a heavy bladed weapon mounted on a sturdy shaft. The steel blade often has a point like a spear as well as a heavy cutting edge like an axe. It is held in both hands and used to chop as well as thrust. There are many different kinds of polearms, from halberds and bills, to glaives and pole axes.

RangeStrengthSpecial Rules
Combat+1Requires Two Hands

Note: in some army books polearms go under the name of "halberd" instead.

Great Weapon

Great weapons are especially large and heavy weapons wielded with both hands. This includes great hammers, great axes, two-handed swords and suchlike. A blow from a great weapon can cut a foe in half and break apart the thickest armour. 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.

RangeStrengthSpecial Rules
Combat+1-2 InitiativeRequires Two HandsStrength Bonus (1)

Note: Great weapons give +2 Strength in the first round of close combat, and +1 Strength in following rounds.


A flail is a cumbersome, heavy weapon used with both hands. It consists of heavy weights, often spiked, attached to a pole or handle by heavy chains. A flail drains the user's stamina quickly, but is incredibly destructive on the charge, its impact smashing shields and splintering bones.

RangeStrengthSpecial Rules
CombatAs UserRequires Two HandsStrength Bonus (2)

Spears (On Foot)

Spears are long shafts of wood with a sharp metal tip. Because braced spearmen can fight in an additional rank and allow the wielder to keep their opponents at a distance, spears are ideal defensive weapons for infantry.

RangeStrengthSpecial Rules
CombatAs User+1 Initiative*Fight in Extra Ranks (1)Strength Bonus (1)*

*Only applies in turns the model is charged to its front. Strength Bonus only applies against WB, Ca, MI, MB, MC, Ch and Mo.


Twice as long as a normal spear and longer than a cavalryman’s lance, the front of a unit of pikes is an impenetrable wall of steel.

RangeStrengthSpecial Rules
CombatAs User+3 Initiative*Fight in Extra, Ranks (3)Requires Two HandsStrength Bonus (1)*

*Only applies in turns the model is charged to its front. Strength Bonus only applies against WB, Ca, MI, MB, MC, Ch and Mo.

Spears (Mounted)

Riders armed with spears ride down footmen, spitting them as they gallop into their ranks.

RangeStrengthSpecial Rules
CombatAs User+1 Initiative*Strength Bonus (1)*

*Only applies in turns that the model charges, and only against the unit they charged.

Lance (Mounted)

Lances are long, heavy spears used by mounted shock troops to rip through armour and fling their foes to the ground. They are the chosen weapons of Knights and other wealthy warriors. To use a lance requires great skill and strength, and only the richest warriors ride the heavy warhorses needed to wield these mighty weapons effectively.

RangeStrengthSpecial Rules
CombatAs User+2 Initiative*Strength Bonus (2)*

*Only applies in turns that the model charges, and only against the unit they charged.

Two/Additional Hand Weapons

Some warriors carry two hand weapons, one in each hand, and can rain down even more blows on their enemy while parrying their strikes.

RangeStrengthSpecial Rules
CombatAs User+1 AttackParry (6+)Requires Two Hands

Missile Weapons

Missile weapons are an important part of any warrior’s arsenal. They allow combatants to attack from a distance, possibly allowing a few hits before opponents close for melee. Missile weapons include any weapon that is thrown like throwing knives, bottles, or spears; or fired, like bows, crossbows and handguns.


Shortbows are small, short-ranged bows that are cheap and require little strength to use. Some cavalry carry a shortened bow which is easier to shoot from horseback than a larger bow.

RangeStrengthSpecial Rules
18"3Multiple Shots (2)*Volley Fire

*Only applies in turns the model has not moved. Cannot be used as a charge reaction.


The bow is carried by most races and used extensively in warfare. It is a compact yet powerful weapon, that is cheap to make and easy to maintain.

RangeStrengthSpecial Rules
24"3Multiple Shots (2)*Volley Fire

*Only applies in turns the model has not moved. Cannot be used as a charge reaction.


A longbow is made of alternating layers of either yew or elm. A skilled archer can hit a chosen leaf on a tree from three hundred paces with this weapon. The long bow is favoured by experienced archers due to its great reach and accuracy.

RangeStrengthSpecial Rules
30"3Multiple Shots (2)*Volley Fire

*Only applies in turns the model has not moved. Cannot be used as a charge reaction.


A crossbow consists of a short, strong bow stave mounted on a wooden or metal stock. It takes a long time to load and wind a crossbow, but each shot has tremendous range and power.

RangeStrengthSpecial Rules
30"4Move or Fire


The blowpipe is a short hollow tube which can be used to shoot poisoned darts. While the darts by themselves are too small to cause significant damage, the poison used can cause searing agony and eventual death.

RangeStrengthSpecial Rules
12"1Multiple Shots (2)Quick to FirePoisoned Attacks


A handgun is a simple firearm consisting of a metal barrel mounted on a wooden stock. Some of the more advanced versions have levers and springs that hold the burning match or flint and release the firing mechanism to trigger the gun. Handguns have a long range and hit very hard, making them valued weapons indeed.

RangeStrengthSpecial Rules
24"4Armour Piercing (1)Move or Fire


Pistols are small weapons that employ a noxious and unreliable form of gunpowder to propel a small lead or stone ball. They can also be used as a weapon in close combat in combination with a hand weapon.

RangeStrengthSpecial Rules
12"4+1 Attack*Armour Piercing (1)Quick to FireRequires Two Hands*

*If combined with a hand weapon.

Brace of Pistols

If a models carries two or more pistols (a 'brace'), it uses them simultaneously, both in combat and when shooting.

RangeStrengthSpecial Rules
12"4+1 AttackArmour Piercing (1)Multiple Shots (2)Quick to FireRequires Two Hands


Javelins are short throwing spears specially weighted to travel quite a distance. Although they have a much reduced range when compared to an arrow they can cause quite considerable damage when thrown by a person of great strength.

RangeStrengthSpecial Rules
12"As userArmour Piercing (1)Quick to FireVolley Fire

Throwing Weapons

Throwing weapons, such as stars and knives, are small, easily concealed weapons and, consequently, they are favoured by assassins and lightly armed infiltrators.

RangeStrengthSpecial Rules
8"As userMultiple Shots (2)Quick to Fire

Throwing Axes

These weapons are keenly balanced so they can be thrown accurately despite their weight. Even so, the strongest warrior cannot throw such a weapon very far, but if a throwing axe hits its target, the effect is devastating.

RangeStrengthSpecial Rules
6"As user +1Quick to Fire


A sling is little more than a looped strip of cloth or leather into which a stone is placed. The sling is whirled about the slinger’s head and the sling stone is then released towards the target with surprising strength and accuracy, crushing bones beneath armour.

RangeStrengthSpecial Rules
18"3Armour Piercing (1)Multiple Shots (2)*

*Only applies in turns the model has not moved. Cannot be used to Stand and Shoot.

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