TEXT: Melee Weapons 
  Name 
  Cost 
  Enc 
  Damage 
  Group 
  Qualities 
  Availability 
  Examples 
  Axe 
  6gc 
  45 
  SB 
  Ordinary 
  Impact, Unwieldy 
  Common 
  Bearded Axe 
  Bardiche 
  20gc 
  100 
  SB+1 
  Two-Handed 
  Two-Handed, Impact, Special 
  Scarce 
  Berdysh 
  Braystaff 
  - 
  60 
  SB 
  Two-Handed 
  Two-Handed, Defensive, Impact, 
  Slow 
  - 
  - 
  Buckler 
  2gc 
  10 
  SB-2 
  Parrying 
  Balanced, Defensive (2), 
  Pummeling 
  Average 
  Adarga, Targe 
  Climbing 
  Claws 
  2wt/
  10gc 
  10 
  SB-1 
  Ordinary 
  Special 
  Scarce 
  Rat Claws, 
  Climbing Spikes 
  Comet-Flail 
  20gc 
  95 
  SB+2 
  Flail 
  Two-Handed, Tiring, Unwieldy, 
  Fast, Impact, Special 
  Rare 
  - 
  Dagger 
  1gc 
  10 
  SB-1 
  Ordinary 
  Balanced, Puncturing 
  Common 
  Dirk, Stiletto 
  Eastern 
  Longsword 
  50 gc 
  50 
  SB 
  Ordinary 
  Balanced, Defensive, Fast 
  Very Rare 
  Katana, 
  Changdao 
  Eastern 
  Longsword 
  (2H) 
  - 
  - 
  SB 
  Two-Handed 
  Two-Handed, Armor Piercing, 
  Defensive, Fast, Precise 
  Very Rare 
  - 
  Elven Spear 
  - 
  50 
  SB 
  Ordinary 
  Fast, Armor Piercing 
  Very Rare 
  - 
  Elven Spear 
  (2H) 
  - 
  50 
  SB 
  Two-Handed 
  Two-Handed, Fast, Precise, Armor 
  Piercing 
  - 
  - 
  Elven Spear 
  (Mounted) 
  - 
  50 
  SB+1 
  Cavalry 
  Fast, Armor Piercing, Charge 
  - 
  - 
  Elven Spear 
  (Mounted 2H) 
  - 
  50 
  SB+1 
  Cavalry 
  Two-Handed, Fast, Precise, Armor 
  Piercing, Charge 
  - 
  - 
  Flail 
  15gc 
  95 
  SB+2 
  Flail 
  Two-Handed, Tiring, Unwieldy, 
  Fast, Impact 
  Scarce 
  - 
  Foil 
  18gc 
  40 
  SB-1 
  Fencing 
  Fast, Precise 
  Rare 
  - 
  Gauntlet 
  1gc 
  1 
  SB-1 
  Ordinary 
  Pummeling 
  Common 
  Cestus, Knuckles 
  Great Axe 
  24gc 
  200 
  SB+2 
  Two-Handed 
  Two-Handed, Slow, Impact 
  Average 
  - 
  Great Mace 
  18gc 
  300 
  SB+2 
  Two-Handed 
  Two-Handed, Slow, Pummeling (2) 
  Scarce 
  Warhammer 
  
  Great Pick 
  25gc 
  200 
  SB+2 
  Two-Handed 
  Two-Handed, Slow, Armor Piercing 
  (2) 
  Scarce 
  Mattock 
  Great Sword 
  35gc 
  280 
  SB+2 
  Two-Handed 
  Two-Handed, Slow, Defensive 
  Average 
  Claymore 
  Great Sword 
  (Half-Sword) 
  - 
  - 
  SB 
  Two-Handed 
  Two-Handed, Armor Piercing, 
  Precise 
  - 
  - 
  Great Sword 
  (Mordschlag) 
  - 
  - 
  SB 
  Two-Handed 
  Two-Handed, Armor Piercing, 
  Pummeling 
  - 
  - 
  Improvised 
  (Heavy) 
  - 
  300 
  SB+2 
  Two-Handed 
  Two-Handed, Slow, Tiring, 
  Unwieldy 
  - 
  Door, Boulder, 
  Wagon Wheel 
  Improvised 
  (Medium) 
  - 
  200 
  SB+1 
  Two-Handed 
  Two-Handed, Slow, Unwieldy 
  - 
  Scythe, Pitchfork, 
  Shovel, Crowbar 
  Improvised 
  (Standard) 
  - 
  80 
  SB 
  Ordinary 
  Unwieldy 
  - 
  Frying Pan, Chair 
  Leg, Sickle 
  Improvised 
  (Small) 
  - 
  20 
  SB-1 
  Ordinary 
  - 
  - 
  Brick, Pistol, 
  Tongs, Spade 
  Khopesh 
  10gc 
  50 
  SB+1 
  Ordinary 
  Slow 
  Rare 
  - 
  Lance 
  4gc 
  100 
  SB+2 
  Cavalry 
  Impact, Fast, Heavy Charge 
  Rare 
  - 
  Lance (2H) 
  - 
  - 
  SB+2 
  Cavalry 
  Impact, Fast, Heavy Charge 
  - 
  - 
  Mace 
  7gc 
  70 
  SB 
  Ordinary 
  Pummeling 
  Common 
  Hammer, Club 
  Main Gauche 
  4gc 
  15 
  SB-2 
  Parrying 
  Balanced, Defensive, Puncturing 
  Scarce 
  - 
  Man Catcher 
  7wt/
  35gc 
  170 
  SB 
  Two-Handed 
  Two-Handed, Snare 
  Scarce 
  Sasumata, 
  Things-Catcher 
  Military Pick 
  9gc 
  65 
  SB 
  Ordinary 
  Armor Piercing 
  Scarce 
  Crowbill 
  Morningstar 
  15gc 
  60 
  SB+1 
  Flail 
  Impact, Tiring, Unwieldy, Fast 
  Scarce 
  Nunchaku 
  Horns/Tusks 
  - 
  - 
  SB+1 
  Ordinary 
  Charge, Impact 
  - 
  - 
  Natural 
  Weapons 
  (Strong) 
  - 
  - 
  SB 
  Ordinary 
  - 
  - 
  Claws, Carnivore 
  Teeth, Large Tail, 
  Crushing Mass 
  Natural 
  Weapons 
  (Weak) 
  - 
  - 
  SB-1 
  Ordinary 
  - 
  - 
  Talons, Horns, 
  Herbivore Teeth, 
  Beak, Tusks 
  Pike 
  20gc 
  200 
  SB 
  Two-Handed 
  Fast, Special 
  Average 
  - 
  
  Plague Censer 
  10wt 
  85 
  SB+2 
  Flail 
  Two-Handed, Tiring, Unwieldy, 
  Fast, Impact, Special 
  Rare 
  - 
  Polearm 
  (Swing) 
  15gc 
  175 
  SB+1 
  Two-Handed 
  Two-Handed, Impact 
  Common 
  Halberd, Bill, 
  Glaive, Voulge 
  Polearm 
  (Stab) 
  - 
  - 
  SB+1 
  Two-Handed 
  Two-Handed, Fast, Precise 
  - 
  - 
  Polished 
  Shield 
  20gc 
  50 
  SB-1 
  Ordinary 
  Defensive, Pummeling, Special 
  Scarce 
  - 
  Quarterstaff 
  3s 
  50 
  SB 
  Ordinary 
  Two-Handed, Defensive, 
  Pummeling 
  Plentiful 
  - 
  Punch Dagger 
  1wt/
  5gc 
  15 
  SB-1 
  Ordinary 
  Balanced, Defensive 
  Average 
  Pata, Katar, 
  Ironfist, Ulu 
  Rapier 
  18gc 
  40 
  SB 
  Fencing 
  Fast 
  Scarce 
  - 
  Shield 
  10gc 
  50 
  SB-1 
  Ordinary 
  Defensive, Pummeling, Special 
  Common 
  - 
  Spear 
  10gc 
  50 
  SB 
  Ordinary 
  Fast 
  Common 
  - 
  Spear (2H) 
  - 
  - 
  SB 
  Two-Handed 
  Two-Handed, Fast, Precise 
  - 
  - 
  Spear 
  (Mounted) 
  - 
  - 
  SB+1 
  Cavalry 
  Fast, Charge, Impact 
  - 
  - 
  Spear 
  (Mounted 2H) 
  - 
  - 
  SB+1 
  Cavalry 
  Two-Handed, Fast, Precise, Impact 
  - 
  - 
  Sword 
  14gc 
  50 
  SB 
  Ordinary 
  Defensive 
  Common 
  Cutlass, Tulwar 
  Sword-
  Breaker 
  5gc 
  40 
  SB-2 
  Parrying 
  Balanced, Special 
  Scarce 
  - 
  Tail Weapon 
  2wt 
  5 
  SB-1 
  Ordinary 
  Fast, Special 
  Common 
  - 
  Unarmed 
  - 
  - 
  SB-2 
  Ordinary 
  - 
  - 
  - 
   
  Missile Weapons 
  Name 
  Cost 
  Enc 
  Damage 
  Group 
  Qualities 
  Range 
  Reload 
  Availability 
  Blowgun 
  2wt/ 
  2gc 
  10 
  2 
  Blowgun 
  - 
  12/24 
  Half 
  Very Rare 
  
  Blunderbuss 
  7gc 
  50 
  3 
  Gunpowder 
  Two-Handed, Armor Piercing, 
  Shrapnel, Unreliable 
  24/- 
  3 Full 
  Average 
  Bola 
  7s 
  20 
  1 
  Entangling 
  Snare 
  6/12 
  Half 
  Scarce 
  Bomb/Grenade 
  8gc 
  20 
  6 
  Explosive 
  Unreliable, Special 
  4/20 
  Full 
  Rare 
  Bow 
  10gc 
  80 
  3 
  Ordinary 
  Two-Handed 
  24/48 
  Half 
  Common 
  Crossbow 
  25gc 
  120 
  4 
  Crossbow 
  Two-Handed 
  30/60 
  Full 
  Average 
  Crossbow-Pistol 
  35gc 
  25 
  4 
  Crossbow 
  - 
  15/30 
  Full 
  Rare 
  Duck-Foot 
  50gc 
  30 
  4 
  Experimental 
  Unstable, Impact, Special 
  15/- 
  4 Full 
  Rare 
  Elven Bow 
  70gc 
  75 
  3 
  Longbow 
  Two-Handed, Armor Piercing, 
  Precise 
  30/60 
  Half 
  Very Rare 
  Firearm 
  30gc 
  60 
  4 
  Gunpowder 
  Two-Handed, Impact, Unreliable 
  24/48 
  2 Full 
  Scarce 
  Hand Mortar 
  30gc 
  60 
  6 
  Explosive 
  Two-Handed, Special (Bomb) 
  15/30 
  4 Full 
  Rare 
  Improvised (Heavy) 
  - 
  70 
  SB+1 
  Throwing 
  Two-Handed, Unwieldy 
  6/- 
  Full 
  - 
  Improvised (Medium) 
  - 
  40 
  SB 
  Throwing 
  Unwieldy 
  8/- 
  Half 
  - 
  Improvised (Light) 
  - 
  10 
  SB-1 
  Throwing 
  Unwieldy 
  6/12 
  Half 
  - 
  Incendiary 
  5gc 
  20 
  4 
  Explosive 
  Special 
  4/20 
  Full 
  Scarce 
  Javelin 
  25s 
  30 
  SB 
  Throwing 
  - 
  12/24 
  Half 
  Average 
  Jezail 
  45gc 
  60 
  4 
  Gunpowder 
  Two-Handed, Impact, Unreliable 
  36/72 
  2 Full 
  Very Rare 
  Lasso 
  1gc 
  10 
  - 
  Entangling 
  Two-Handed, Snare 
  6/- 
  Half 
  Plentiful 
  Long Rifle 
  60gc 
  70 
  4 
  Experimental 
  Two-Handed, Unreliable, Impact, 
  Precise 
  48/96 
  2 Full 
  Very Rare 
  Longbow 
  15gc 
  90 
  3 
  Longbow 
  Two-Handed 
  30/60 
  Half 
  Average 
  Net 
  3gc 
  60 
  - 
  Entangling 
  Snare 
  3/6 
  Full 
  Plentiful 
  Pistol 
  20gc 
  25 
  4 
  Gunpowder 
  Impact, Unreliable 
  12/24 
  2 Full 
  Scarce 
  Poisoned Wind Globe 
  6wt 
  5 
  - 
  Throwing 
  Special 
  4/20 
  Full 
  Scarce 
  Ratling Gun 
  30wt 
  10 
  4 
  Engineer 
  Armor Piercing, Unstable, 
  Shrapnel 
  18/36 
  10 Full 
  Very Rare 
  Repeater Crossbow 
  50gc 
  150 
  3 
  Crossbow 
  Two-Handed, Armor Piercing, 
  Magazine (10) 
  24/48 
  1 Full 
  Very Rare 
  Repeater Crossbow-
  Pistol 
  60gc 
  35 
  3 
  Crossbow 
  Magazine (5) 
  12/24 
  1 Full 
  Very Rare 
  
  Repeater Handgun 
  45gc 
  120 
  4 
  Experimental 
  Impact, Unreliable, Magazine (6) 
  24/48 
  2 Full 
  Rare 
  Repeater Pistol 
  40gc 
  30 
  4 
  Experimental 
  Impact, Unreliable, Magazine (6) 
  12/24 
  2 Full 
  Rare 
  Short Bow 
  7gc 
  75 
  3 
  Ordinary 
  Two-Handed 
  18/36 
  Half 
  Common 
  Sling 
  4gc 
  10 
  3 
  Sling 
  Armor Piercing 
  18/36 
  Half 
  Common 
  Smoke Bomb 
  3wt/ 
  15gc 
  5 
  - 
  Throwing 
  Special 
  6/12 
  Full 
  Scarce 
  Staff Sling 
  10gc 
  50 
  4 
  Sling 
  Two-Handed, Armor Piercing 
  24/48 
  Full 
  Rare 
  Swivel Gun (Round 
  Shot) 
  75gc 
  200 
  6 
  Gunpowder 
  Two-Handed, Impact, Unstable 
  36/72 
  3 Full 
  Very Rare 
  Swivel Gun 
  (Grapeshot) 
  - 
  - 
  5 
  Gunpowder 
  Two-Handed, Armor Piercing, 
  Shrapnel, Unstable 
  24/- 
  4 Full 
  Very Rare 
  Throwing Axes 
  5gc 
  40 
  SB+1 
  Throwing 
  - 
  8/- 
  Half 
  Average 
  Throwing Daggers 
  3gc 
  10 
  SB 
  Throwing 
  - 
  6/12 
  Half 
  Common 
  Warpfire Thrower 
  39wt 
  10 
  5 
  Engineer 
  Unstable, Special 
  - 
  10 Full 
  Very Rare 
  Warplock Jezzail 
  (Warpstone) 
  12wt 
  60 
  6 
  Experimental 
  Two-Handed, Unstable, Armor 
  Piercing 
  36/72 
  3 Full 
  Rare 
  Warplock Jezzail 
  (Gunpowder) 
  - 
  - 
  4 
  Gunpowder 
  Two-Handed, Unreliable, Armor 
  Piercing 
  30/60 
  3 Full 
  - 
  Warplock Pistol 
  (Warpstone) 
  10wt 
  25 
  4 
  Experimental 
  Unstable, Armor Piercing 
  15/30 
  2 Full 
  Rare 
  Warplock Pistol 
  (Gunpowder) 
  - 
  - 
  3 
  Gunpowder 
  Unreliable, Armor Piercing 
  9/18 
  2 Full 
  - 
  Warpmusket 
  (Warpstone) 
  10wt 
  60 
  5 
  Experimental 
  Two-Handed, Unstable, Armor 
  Piercing 
  24/48 
  2 Full 
  Rare 
  Warpmusket 
  (Gunpowder) 
  - 
  - 
  3 
  Gunpowder 
  Two-Handed, Unreliable, Armor 
  Piercing 
  18/36 
  2 Full 
  - 
  Whip 
  2gc 
  40 
  SB-2 
  Entangling 
  Fast, Snare 
  6/- 
  Half 
  Average 
   
  Ammunition 
  Name 
  Cost 
  Encumbrance 
  Availability 
  
  Arrows (5) 
  1s 
  10 
  Common 
  Bolts (5) 
  2s 
  10 
  Average 
  Bomb (1) 
  8gc 
  20 
  Rare 
  Darts (5) 
  10s 
  5 
  Very Rare 
  Firearm Shot (10) 
  4s 
  5 
  Scarce 
  Gunpowder (per shot/per 
  quarter Swivel gun shot) 
  3p 
  0.5 
  Scarce 
  Swivel gun Shot (5) 
  8s 
  10 
  Scarce 
  Warpstone Shot (10) 
  1/5 wt 
  10 
  Very Rare 
  Warpdust (per shot) 
  1/30 wt 
  1 
  Very Rare 
   
  Armor 
  Name 
  Body-Parts 
  Traits 
  AP 
  Enc 
  Availability 
  Cost (gp) 
  Layer Code 
  Examples 
  Under-layer 
   
   
   
   
   
   
   
   
  Padded Coif 
  Head 
  - 
  1 
  5 
  Common 
  3 
  A 
  - 
  Arming Doublet 
  Body, Arms 
  - 
  1 
  30 
  Common 
  12 
  A 
  - 
  Padded Jerkin 
  Body 
  - 
  1 
  20 
  Common 
  6 
  A 
  - 
  Padded Jack 
  Body, Arms, Legs 
  - 
  1 
  45 
  Common 
  22 
  A 
  Gambeson 
  Arming Hose 
  Legs 
  - 
  1 
  15 
  Average 
  10 
  A 
  - 
  Hide Armor 
  Body, Arms, Legs 
  Hindering, 
  Restrictive 
  2 
  80 
  Scarce 
  30 
  A, B, C, D, 
  E, F 
  - 
   
   
   
   
   
   
   
   
   
  Over-layer 
   
   
   
   
   
   
   
   
  Helm 
  Head 
  - 
  1 
  10 
  Average 
  10 
  B 
  Morion, Kettle Hat 
  Helm w/ Face Protection 
  Head 
  Impairing 
  2 
  20 
  Scarce 
  25 
  B 
  Houndskull, Great Helm 
  Bevor 
  Head 
  - 
  1 
  10 
  Scarce 
  15 
  C 
  Gorget 
  Full Helm 
  Head 
  Impairing 
  4 
  30 
  Rare 
  50 
  B, C 
  Armet, Closehelmet 
   
   
   
   
   
   
   
   
   
  Breastplate 
  Body 
  - 
  1 
  25 
  Scarce 
  35 
  B 
  - 
  Back plate 
  Body 
  - 
  1 
  25 
  Scarce 
  35 
  C 
  - 
  
  Full Cuirass 
  Body 
  Hindering 
  4 
  115 
  Rare 
  130 
  B, C 
  - 
  Brigandine 
  Body 
  - 
  2 
  60 
  Average 
  60 
  B, C 
  Coat of Plates 
  Fur/Scale Mantle 
  Head, Body 
  Cloak 
  2 
  25 
  Average 
  15 
  E 
  - 
   
   
   
   
   
   
   
   
   
  Gauntlets 
  Arms 
  - 
  1 
  5 
  Average 
  20 
  B 
  Mitten 
  Vambraces 
  Arms 
  Restrictive 
  1 
  10 
  Scarce 
  30 
  C 
  - 
  Rerebraces 
  Arms 
  Restrictive 
  1 
  10 
  Rare 
  30 
  D 
  - 
  Pauldrons 
  Arms 
  - 
  1 
  5 
  Average 
  15 
  E 
  Spaulder, Munnions 
   
   
   
   
   
   
   
   
   
  Sabatons 
  Legs 
  Hindering 
  1 
  25 
  Scarce 
  35 
  B 
  - 
  Greaves 
  Legs 
  - 
  1 
  20 
  Average 
  10 
  C 
  Schynbauld 
  Cuisses 
  Legs 
  - 
  1 
  25 
  Rare 
  35 
  D 
  - 
  Tassets 
  Legs 
  Hindering 
  1 
  15 
  Average 
  10 
  E 
  Faulds, Tonlet 
   
   
   
   
   
   
   
   
   
  Mail Coif 
  Head 
  - 
  1 
  15 
  Average 
  10 
  D 
  Aventail, Pixane 
  Hauberk 
  Body, Arms 
  Restrictive 
  1 
  70 
  Average 
  90 
  B, C, D/F 
  - 
  Plated Mail 
  Body 
  - 
  2 
  260 
  Scarce 
  150 
  B, C, D 
  Scale/Lamellar Hauberk 
  Byrnie 
  Body 
  - 
  1 
  50 
  Average 
  60 
  F 
  - 
  Chausses 
  Legs 
  Hindering 
  1 
  40 
  Scarce 
  30 
  F 
  Mail Skirt 
   
   
   
   
   
   
   
   
   
  Ithilmar Coif 
  Head 
  - 
  1 
  10 
  - 
  - 
  D 
  - 
  Ithilmar Hauberk 
  Body, Arms 
  - 
  1 
  45 
  - 
  - 
  B, C, D/F 
  - 
  Ithilmar Scale-mail 
  Body 
  - 
  2 
  175 
  - 
  - 
  B, C, D 
  - 
  Ithilmar Byrnie 
  Body 
  Hindering 
  1 
  35 
  - 
  - 
  F 
  - 
  Ithilmar Chausses 
  Legs 
  Hindering 
  1 
  25 
  - 
  - 
  F 
  Ithilmar Skirt 
   
   
   
   
   
   
   
   
   
  Mounts 
   
   
   
   
   
   
   
   
  Under-layer 
   
   
   
   
   
   
   
   
  Caparison 
  Head, Body 
  - 
  1 
  130 
  Scarce 
  50 
  A 
  - 
   
   
   
   
   
   
   
   
   
  Over-layer 
   
   
   
   
   
   
   
   
  
  Mail Barding 
  Head, Body 
  Restrictive 
  1 
  230 
  Rare 
  110 
  B 
  - 
  Scale Barding 
  Head, Body 
  Restrictive 
  2 
  855 
  Very Rare 
  185 
  B, C, D 
  Lamellar/Plated Mail 
  Ithilmar Barding 
  Head, Body 
  - 
  1 
  155 
  - 
  - 
  B 
  - 
  Ithilmar Scale Barding 
  Head, Body 
  - 
  2 
  605 
  - 
  - 
  B, C, D 
  - 
  Crieniere 
  Head 
  Restrictive 
  2 
  120 
  Very Rare 
  150 
  C 
  - 
  Chanfron 
  Head 
  - 
  2 
  100 
  Rare 
  100 
  D 
  - 
  Croupiere 
  Body 
  Hindering 
  2 
  180 
  Very Rare 
  100 
  C 
  - 
  Peytral 
  Body 
  Hindering 
  2 
  180 
  Very Rare 
  150 
  D 
  - 
  Leg Guards 
  Legs 
  Hindering 
  2 
  100 
  Very Rare 
  150 
  A 
  - 
   
  Traits 
  Armor Piercing 
  Attacks from Armor Piercing weapons ignore 1 Armor Point. 
  Balanced 
  When wielding a Balanced weapon in your secondary hand, you don’t suffer the normal –20% penalty to your 
  Weapon Skill. 
  Charge 
  This weapon profile can only be used on the turn that the character charges. 
  Cloak 
  The AP bonus from this Armor only applies against ranged attacks that the target is aware of. 
  Defensive 
  You gain a +10% bonus on parry attempts while wielding a Defensive weapon. 
  Fast 
  Enemies suffer a -10% penalty when trying to parry or dodge a Fast weapon. 
  Heavy Charge 
  When used on a turn that the user didn’t charge, this weapon’s damage is SB and it has the Unwieldy and Slow traits. 
  Hindering 
  Armor with this trait cause a -1 penalty to Movement. Multiple instances of this rule do not stack. Ignore if using the 
  rules for encumbrance. 
  Impact 
  If you hit with an Impact weapon, you may roll two d10 for damage and pick the higher result. 
  Impairing 
  Full Helms and Helms with Face Protections cause a -10% penalty to all perception tests while worn. If the helm has 
  a visor, it can be flipped up. When flipped up, the character no longer suffers a penalty to perception but reduces 
  the AP value on their head by 1. 
  Magazine 
  Weapons with this trait have a number in brackets next to the Magazine Trait. This indicates how many shots the 
  weapon can hold. The weapon can fire these many shots without needing to reload and despite not having Reloading 
  be a free action, it can be used to make Swift Attacks. When the weapon gets reloaded, it restores one shot to its 
  magazine rather than being fully loaded. 
  Precise 
  When using a Precise weapon, the Critical Value of any Critical Hits is increased by 1. 
  
  Pummeling 
  You gain a +10% bonus to your Strength when using the Strike to Stun talent. 
  Restrictive 
  Armor with this trait causes a -10% penalty to Agility. Multiple instances of this rule do not stack. 
  Shrapnel 
  Firing a Shrapnel weapon does not require a Ballistic Skill Test to hit. Simply measure out a line as long as the 
  weapon’s maximum range, 2 yards (1 square) wide. Anyone caught in this area must make a successful Agility Test 
  or suffer the weapon’s damage. 
  Slow 
  Enemies gain a +10% bonus when trying to parry or dodge a Slow weapon. 
  Snare 
  A weapon with this quality is designed to entangle enemies. On a successful hit, the target is trapped unless he 
  succeeds on an Agility Test. If this test is failed, the target is restricted to free actions or actions that enable his 
  escape, of which there are two. The target may attempt to break the bonds by making a Strength Test or wriggle 
  free by making an Agility Test. These tests are Full Actions. If another character assists the entangled character (also 
  a Full Action), the Difficulty improves to Routine. For as long as the character remains entangled, attacks gain a +20% 
  bonus to WS or BS as appropriate to the attack. 
  Special 
  See weapon description for additional special rules. 
  Tiring 
  After the first round of melee, this weapons damage is reduced to SB. 
  Two-Handed 
  This weapon requires two hands to wield effectively. If ever wielded one-handed, it gains the Unwieldy, Slow and 
  Tiring traits if a melee weapon and the Unwieldy trait if it is a ranged weapon. If it is a ranged weapon, it also 
  automatically counts as firing at long range. If it already has these traits, does not roll To Hit, cannot be fired at long 
  range or possesses a one-handed profile, the profile can never be used one-handed. 
  Unreliable 
  On an attack roll of 96-99, the weapon jams and cannot be fire again until a successful Trade (Gunsmith) Skill Test is 
  made. On an attack roll of 00, the weapon explodes, inflicting its normal damage on the wielder and destroying itself 
  in the process. 
  Unstable 
  On an attack roll of 93-97, the weapon jams and cannot be fire again until a successful Trade (Gunsmith) Skill Test is 
  made. On an attack roll of 98-00, the weapon explodes, inflicting a Damage 8 hit on the wielder and destroying itself 
  in the process. 
  Unwieldy 
  Attacks made with this weapon suffer a -10% To Hit penalty. 
  Puncturing 
  This weapon ignores all armor if the foe is grappled, prone or unaware. It can be used when grappling an opponent. 
   
  Rule Changes 
  Armor Limit (Optional): Maximum limits on armor could be removed, resulting in a maximum of 7 AP on all body parts without magical 
  improvement. It is HIGHLY recommended that the rules for encumbrance are used. Reaching this value without exceeding maximum 
  
  encumbrance requires both a very strong character and many armor pieces being Best Quality which is unlikely unless the GM is extremely 
  generous. If this option is used, Chaos Armor grants AP6 to all body parts instead of 5 and has an encumbrance value of 375 instead of 
  250. 
  Armor Weight Classes: AP values of 1 are Light Armor, AP values of 2-3 are Medium Armor and AP values of 4 or higher are Heavy. For 
  the purposes of career trappings, a wearer must reach the armor weight corresponding to their vanilla equipment. For example, if an 
  advanced career lists one of its trappings as Medium Armor (Sleeved Mail Shirt, Mail Coif, and Full Leather Armor), then they must instead 
  have at least 2 AP on their head, body and arms and 1 AP on their legs. 
  Art of Silent Death: A character with this talent counts as wearing Gauntlets when making Unarmed attacks. If they are wearing Gauntlets 
  then successful attacks deal SB damage and have the Pummeling (2) trait (replacing the first instance of Pummeling). If wearing Climbing 
  Claws then successful attacks deal SB damage and have the Pummeling trait. 
  Chaos Armor - Chaos Armor has the following properties: 
   
  Chaos Armor is a full suit of armor covering all body parts. It grants an AP value of 5 to those body parts and fills all Layer Codes 
  but still allows the wearer to wear Fur/Scale Mantles. 
   
  Chaos Armor cannot be removed upon being worn. Since it fuses with the wearer, the wearer subtracts 1 from the value of all 
  Critical Hits made against themselves. 
   
  The full set has an encumbrance value of 250. 
   
  No version of Chaos Armor has the Restrictive or Hindering rules. Its helmet still has the Impairing trait, lacking a visor. 
   
  Chaos Armor does not cause penalties to casting of any sort. 
   
  Every week, the wearer must take a Willpower test. If failed, they are compelled to journey to the Chaos Wastes unless they have 
  already made such a pilgrimage. 
   
  If using the rules for armor damage, Chaos Armor does not suffer damage. It automatically repairs itself. 
  Gromril: Melee weapons made of Gromril deal one additional damage in the first round of combat and cost 4 times as much. Gromril 
  Plate Armor grants +1 AP to the point it protects if all the Layer Codes that it can cover are covered with Gromril armor. This can take the 
  AP value of a Body Part above the limit of 5 AP. Gromril plate components also have double the Encumbrance value. 
  Ithilmar: Melee weapons made of Ithilmar lose the Slow trait if they have it. If they don’t have the Slow trait, they gain the Fast trait. 
  Layer Codes: Each piece of armor has 1 or more layer codes associated with it. Two pieces of armor with the same layer code cannot be 
  worn on the same body part. 
  
  Master Rune of the Adamant: The wearer of a suit of armor engraved with the Master Rune of the adamant grants the wearer a Toughness 
  Bonus of 10. It does not affect the toughness stat of the wearer. 
  Runic Magic: Armor runes are applied to the whole suit of armor worn (the rule of form still applies), except for the underlayer. If any 
  pieces are missing or a non-underlayer component is added, the rune doesn’t have any effect. In addition, the following runes may be 
  applied multiple times with the effects stacking (the rule of three and the rule of mastery still apply): 
   
  Rune of Cleaving 
   
  Rune of Fire 
   
  Rune of Fortitude 
   
  Rune of Fury 
   
  Rune of Iron 
   
  Rune of Luck 
   
  Rune of Speed 
   
  Rune of Striking 
   
  Rune of Warding 
  Sturdy: This talent instead allows the wearer to ignore the Hindering trait of any piece of armor if not using the rules for encumbrance. 
  Trait Stacking: If there is a set of brackets with a number next to the trait, then the trait takes effect multiple times. 
  Reasons for Changes 
  Armor Variety: Pure leather armor is a myth, cloth was instead used and quite effectively for a long time. Plate Armor had a variety of 
  parts as well, this new system better represents historical armor and the armor worn by Games Workshop models. The homebrew that 
  this was based on had Mail and all forms of plate be mutually exclusive. This is also inaccurate as mail and plate were used in combination 
  for a decent period though the Mail was phased out more and more as plate articulation became more advanced. Nonetheless, though 
  full plate wasn’t combined with full mail due to weight constraints, in a world filled with giant monsters, large beasts and large humanoids, 
  some people would surely decide that the weight is worth the increased protection so I’ve given that option to players and GMs. An 
  incredibly strong character with many parts of their armor being well-crafted armor would be needed to do this without exceeding the 
  encumbrance limits. 
  Gromril and Ithilmar: I’ve doubled the encumbrance values for these armors since the book says that armor made of these are always 
  Best Quality which I’m assuming has been factored into the given encumbrance values. This allows for Ithilmar and Gromril armor of 
  
  inferior quality such as being cobbled together from other suits, shoddily refitted for someone else or unearthed after being left to rust 
  for centuries. Feel free to correct me. 
  Gunpowder Weapons: Gunpowder weapons are prohibitively expensive, for example, a Firearm costs 12 times as much as a Crossbow 
  despite both being equipment of the core of entire armies. I’ve dropped the cost of firearms to a 10th of the vanilla cost and reduced the 
  rarity to most of them. Not enough so that they are more common than crossbows but slightly costlier and less available to represent 
  the higher technology base required. Since Repeater Crossbows are a staple of the Dark Elves and Cathay (if you ever decide to go there) 
  I have halved the cost of those. Lastly I see no reason that Long Rifles or Repeater weapons would be more dangerous than their 
  conventional counterparts. I have replaced Experimental with the more generic Unstable rule, to represent weapons that are dangerous 
  to use but might not even be experimental weapons. 
  Rune Magic: The armor runes system seems to only consider the simplest versions of the armor rules where the only sets are Full Leather, 
  Full Mail, Full Ithilmar Mail, Full Gromril Plate and Full Plate. For example, RAW, one could apply the Master Rune of the Adamant to all 
  the plate and mail components of their armor to gain absurd toughness or other overpowered combinations. Making it that a rune must 
  be applied to the entire suit and only works if the entire suit is together will prevent this major problem. I’ve also made it that certain 
  runes can be stacked multiple times since that has always been possible on the tabletop. 
  Skaven Equipment: The Skaven have many unique equipment that they can use but several things such as Things-Catchers, Rat Claws and 
  Smoke Bombs can feasibly be made by other species, probably even more effectively than Skaven-built versions. The pattern appears to 
  be that 1wt is of similar cost to 5gc so that’s what I have done. 
  Weapon Ranges and Damage: This is to more closely approximate the tabletop. 1 square of range roughly corresponds to 1” of range and 
  many throwing weapons are incredibly weak even though they should, by all logic, hit as hard or harder than arrows due to a heavier 
  mass, this being offset by having half or less the range of such weapons. In many cases, the harder hits due to using a two-handed weapon 
  are represented by Impact instead of a Strength bonus. By replacing this trait with an increase to damage, the weapons should still 
  regularly deal the same damage, just less affected by the whims of the dark dice gods. 
  Weapon Variety: All weapons described in the Old-World armory have been added here, including differentiating the various forms that 
  hand weapons and great weapons can take. In addition, Improvised weapons have gained variety. Hitting someone with a broken door, 
  boulder or equally large implement should be very different from hitting someone with a glass bottle. However, all Improvised Weapons 
  have been given traits that make them far poorer as weapons than a dedicated instrument of killing in roughly the same mass class. 
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/2nd Edition/Homebrew & Fan Material/TG/New Weapons.pdf