YE MORDHEIM LEGENDS GAZETTE
18 Angestag, Erntezeit .................................................................................. 2 Groats

Weapons and Armour

Weapons used in Warhammer Skirmish games are by and large the same ones you use in the Warhammer game, though there are several new weapons which suit the style of skirmish fighting.

Apart from the standard weapons there are several more unusual weapons which are rarer or more suited to individual warriors than units of troops. Life and death in Mordheim is decided by the amount and quality of weapons a man (or Dwarf, or Orc) carries. Below we describe the different weapons which warriors may wield as well as other equipment such as armour and shields. It is not unusual to see these much rarer weapons used in the streets of Mordheim.

Hand-to-hand Weapons

Dagger

Daggers and knives are extremely common, and men are allowed to carry them in places where weapns are othersie forbidden. Many a warrior in Mordheim has died with a dagger stuck in his back

Range

Strength

Save Mod.

Special

Close Combat

User - 1

-

None

Axe

The axe is the traditional equipment of the Empire woodsman, and in poorer, rural areas it is also used as a weapon. An axe has a heavy blade and, if swung by a strong man, it is a difficult weapon to parry. The heavy blade of an axe can easily cut through armour, though it requires considerable strength from the wielder.

Range

Strength

Save Mod.

Special

Close Combat

User

-

Extra -1 save mod.

Special Rules

Cutting Edge: A battle axe has an extra save modifier of -1, so a model with S4 using a battle axe has a -2 save modifier when he hits an opponent in hand-to-hand combat.

Hammer / Staff / Mace / Club

Perhaps the simplest type of weapon, a hammer or a mace is brutal but never-the-less effective. These weapons range from the primitive wooden clubs studded with spikes to elaboratley forged Dwarven hammers made from the finest steel. A blow from a mace can easily crush a skull or knock a man unconscious.

Range

Strength

Save Mod.

Special

Close Combat

User

-

Stun on 2-4

Special Rules

Concussion: Hammers and other bludgeoning weapons are excellent at knocking people senseless. When using a hammer, club or mace a roll of 2-4 is treated as a "stunned" result on the injury table.

Sword

The sword is often referred to as the king of weapons. The most common sword avalable, the broadsword of the Empire, is a masterpiece by the standards of any smith- a full four feet of gleaming steel, double-edged and rezor-sharp.

Swords are much more effective weapons than crude clubs and axes, though learning to use a sword is a long and difficult process. It takes years to truly master the way of the sword. Most warriors of Mordheim die long before that.

Range

Strength

Save Mod.

Special

Close Combat

User

-

Parry

Special Rules

Parry: Swords offer an excellent balance of defence and offence. A model armed with a sword may parry blows. When the opponent rolls to hit, a model with a sword may roll 1D6. If the score is greater than the highest "to hit" score of his opponent, then the model has parried the blow, and that attack is discarded. Note that you may parry only one attack in each combat phase, even if you have two swords.

Morning Star

A morning star consists of a wooden or steel shaft with several heavy chains and spiked, steel balls attached to it. It is a very destructive weapon, but requires a great deal of skill from the warrior wielding it.

Range

Strength

Save Mod.

Special

Close Combat

User + 1

-

Heavy, Difficult

Special Rules

Heavy: The morning star is extremely tiring to use and thus the +1 strength bonus applies only in the first hand-to-hand combat phase.

Difficult to use: A model armed with a morning star may not carry a second weapon in his other hand. He requires all his skill to wield the morning star. He can, however, use a shield.

Spear

Spears range from the sharpened sticks used by goblins to the impressive cavalry spears of the Elves. The long range of a spear gives a warrior a considerable advantage in battle.

The best spears available are the broad-bladed, steel spears of the dwarves, though there are several types available in the shanty towns around Mordheim.

Range

Strength

Save Mod.

Special

Close Combat

User

-

Strike First if charged/ +1 S

Special Rules

Strike First if charged: The long shaft of the spear allows a warrior to thrust at oncoming enemies before they have a chance to strike the speaman down. A warrior armed with a Spear will always strike first in the first round of combat, even if charged, unless his opponent has a spear or a lance.

Cavalry bonus: A mounted warrior armed with a spear recieves a +1 Strength bonus when he charges. If the warriors strength is 3, for example, his total strength will be 4 when he charges. Note that this bonus only appies for that turn.

Halberds, Flails, Double-handed weapons and lances work as described in the main Warhammer rules.

Bows and slings have been used in the Old World since time immemorial but blackpowder weapons are a very recent invention. They are unreliable and temperamental weapons, but they have a long range and hit exceedingly hard. Armour offers almost no protection against blackpowder weapons, as the lead bullets can penetrate the strongest steel of a brestplate or shield. The loud noise that blackpowder weapons make is very frightening and that alone can scare off the enemy!

Most blackpowder weapons are bought from the Dwarves at great expense, though some of the forges of Nuln and Altdorf have started to experiment in the making of Hand Guns.

Missile Weapons

Duelling Pistol

A Duelling Pistol is a work of art, and a gunsmith labours long and hard on producing a single one. Duelling pistols are often carried by Imperial nobles. They are used to solve disputes over love and honour, and many a noble has died at dawn in a duel over some grievance or other.

Duelling pistols are expensive weapons, and poorer warriors rarely have them, for even though they sometimes manage to steal or buy one, the ammunition is very expensive.

The wealthiest warband leaders and merchants in Mordheim carry pistols as status symbols, commanding great respect, admiration and envy.

Range

Strength

Save Mod.

Special

10"

4

- 2

+1 to hit, fire every other turn

Special Rules

Accuracy: A Duelling pistol is built for accuracy. An accomplished duellist is able to hit a coin from 20 paces. All shots from a duelling pistol have a +1 to hit.

Prepare Shot: A duelling pistol takes a complete turn to reload, so you may fire only every other turn. If you have a brace of pistols (2), you may fire every turn.

Blunderbuss

The Blunderbuss is a primitive blackpowder weapon which fires a hail of lead balls, rusty bolts, bent nails and other assorted scrap metal. A blunderbuss can be a powerful, if erratic, weapon. It takes such a long time to load that most warriors discard it after the first shot.

Range

Strength

Save Mod.

Special

Template

3

-

Fire Once, Template

Special Rules

Template: Take the large teardrop-shaped template from the Warhammer game and place the narrow end at the nozzle of the blunderbuss and the broad end over the target. Any models under the template take 1 S3 hit.

One Shot: It takes a very long time indeed o load a Blunderbuss. You may fire it only once per battle.

Short Bows, Bows, Long Bows, Slings, Crossbows, Repeating Crossbows, Javelins, Hand Guns and Pistols work as described in the main Warhammer rules.

When fighting becomes desperatley close, a good suit of amour may mean the difference between life and death. The finest armour in the known world is made in the forges of the Dwarf Strongholds, where the secrets of steel and fire are well understood.

Hardened leather jackets are often worn by the hunters of Ostland, while the more urban soldiers of the cities prefer mail coats and steel breastplates. The forges of the empire have many skilled smiths capable of forging fine armour, for the humans learned this craft from the dwarf master smiths.

In Mordheim, only the wealthy and powerful are able to afford the luxury of armour, apart from leather tunics, odd helmets and wooden shields. But the richest leaders of the most sucessful warbands wear suits of high-quality armour. A good suit of armour is just as much a symbol of wealth and power as it is protection against the weapons of enemies.

New Armour

Dwarf Armour

Dwarfs make the finest armour in the world, and in this they surpass any humans or even the great Elven smiths. A suit of armour from Karak Kadrin can withstand a blow or turn aside an arrow which would penetratea shoddy suit of armour made by mere humans.

Special Rules

Save: A warrior wearing Dwarf Armour has a basic D6 saving throw of 4, 5 or 6 against a wound.

Initiative: A warrior wearing Dwarf Armour will have his Initiative score halved.

Dwarf-sized: Only dwarves may wear Dwarf Armour.

Buckler

Bucklers are small, round shields designed for parrying or deflecting blows. They are most often made of steel, for they need to be tremendously endurable to survive the brutal blows of hand-to-hand combat.

Using a buckler requires great skill, but a nimble warriors can protect himself from blows which would otherwise cripple him.

Special Rules

Parry: A model armed with a buckler may parry blows. When the opponent rolls to hit, a model with a buckler may roll one die. If the score is greater than the highest "to hit" score of his opponent, then the model has parried the blow, and that attack is discarded.If a warrior is also armed with a sword he may re-roll failed attempts to parry. You may only parry 1 attack in each hand-to-hand combat phase.

Helmet

From the shining, steel helmets of Bretonnian Knights to the leather caps of the Skaven, all sensible warriors try to protect the most vulnerable part of their bodies. Even races like Orcs, who are not too bothered about head wounds, prefer to wear helmets because they can have an impressive array of horns and plumes.

Special Rules

Save: A model equipped with a helmet has a special 4+ save on a D6 against being stunned. If the save is made then treat the "stunned" result as "knocked down" instead. This save is not modified by the opponents strength.

 

Heavy Armour, Light Armour and Shields work as described in the main Warhammer rules.