Close Combat Weapons

(Rule)
Description: Close Combat Weapons are used in close combat and can confer various benefits and drawbacks to the bearer while using the weapon. Mundane Close Combat Weapons are listed below.

Great 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).

Halberd


Two-Handed. Attacks made with a Halberd gain +1 Strength and +1 Armour Penetration.

Hand 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.

Lance


Attacks made with a Lance and allocated towards models in the wielder's Front Facing gain Devastating Charge (+2 Strength, +2 Armour Penetration). Infantry cannot use Lances.

Light Lance


Attacks made with a Light Lance and allocated towards models in the wielder's Front Facing gain Devastating Charge (+1 Strength, +1 Armour Penetration). Infantry cannot use Light Lances.

Paired Weapons


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 modelled as two Hand Weapons, they are considered a separate weapon category for rules purposes).

Spear


Attacks made with a Spear gain Fight in Extra Rank and +1 Armour Penetration. In addition, unless the attacking model’s unit is Charging or is Engaged in any Flank or Rear Facing, attacks made with a Spear gain +2 Agility and an additional +1 Armour Penetration in the First Round of Combat. Only Infantry can use Spears.

Choosing a Close Combat Weapon

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.