Each weapon has a profile listed on the following chart. There are five pieces of critical information with each weapon, and they can be found below.


This is the name of the weapon. This term must be made apparent on the model and listed on the Party Roster for easy reference. You cannot be ambiguous when displaying a weapon on the battlefield.


This is the point value of the weapon. Remember that this is doubled in the event that the model is Large, and quadrupled if the model purchasing the weapon is Huge.


This is the effective range of the weapon. If it is marked as N/A, the weapon is a Melee Weapon and the range of this weapon is the model’s threat range. If a model that you are targeting is equal or less than this distance, the model is considered within Short Range. If the model is 6” or more past this distance, the model is considered at long range, and incurs a -1 penalty to Marksmanship (MRK) for each 6” increment afterwards.

For example, a Longbow has an effective range of 16”. If a model is being targeted at 16” or less, the model is considered at Point Blank Range and adds +1 die to the attack. If the target is over 16”, but under 22”, the model is within normal range and no bonus or penalty are applied. If the target is 22” to 28”, a longbow suffers a -1 penalty to the model’s Marksmanship (MRK). If the target is 29” to 32”, the model suffers a -2 penalty, and so on and so forth. There is no “maximum” range for ranged attacked.


This is the effective damage that a weapon inflicts Wounds. If a weapon does not have a number indicated, then the weapon uses the model’s Damage attribute, plus any bonuses indicated.


These are notes that are important to the use of the weapon. If there is anything in this field, further details can be found in the equipment’s description.

Weapon Cost Range Damage Special
Hand Weapon N/A
Second Hand Weapon 5 N/A Cannot use a Shield.
Great Weapon 10 N/A +1 Two Handed.
Spear 10 N/A Reach.
Polearm 20 N/A +1 Reach.
Lance 10 N/A +2 Mounted Only.
Throwing Weapons 5 6”
Sling 5 8” 3
Short bow 5 12” 3
Longbow 10 16” 4
Crossbow 15 24” 5 Slow to Load.
Flintlock Pistol 15 8” 5 Slow to Load.
Second Flintlock Pistol 10 8” 5 Slow to Load.
Flintlock Rifle 20 16” 6 Slow to Load.

Hand Weapon

This is any weapon that is held in one hand, whether it is a club, sword, mace, axe, or hammer. Every model in play is assumed to have a one-handed weapon with them to use in close combat. If you want to equip a model with a second one to use in their off hand, the second point value is applied. Note that you cannot carry a shield if you are equipped with two one-handed weapons.

Great Weapon

This is a weapon that is wielded in two hands. As you can imagine, double handed weapons are great for busting hard to crack, heavily armoured troops. As a result, when using a Double Handed Weapon, a model receives a +1 bonus to their Damage (DAM) Attribute, though they cannot use a shield.


A spear is a one handed polearm that is a thrusting weapon, and is often used in conjunction with a shield. Using a spear doubles the model’s effective threat range. A model wielding a spear can use a shield along with it.


A polearm is a double handed weapon, usually consisting of a blade or hammer at the end of a long shaft – such as a halberd or glaive. It is an effective weapon for line infantry, and commonly used among professional soldiers. Using a polearm grants the wielder +1 Damage (DAM) value and also effectively doubles their threat range.


A lance is essentially a large spear that is used while mounted. It can be used to execute a devastating charge, though if the model is not vanquished within that charge – it must be abandoned for a more conventional weapon such as a sword or axe. A model armed with a lance inflicts +2 Damage (DAM) on the charge while mounted, but it is a one use weapon. It can be taken in addition to a one-handed weapon or a double handed weapon, and can be used in conjunction with a shield.Thrown Weapon

A model equipped with thrown weapons typically is armed with daggers, hand axes, or spears. They are only effective at extremely short range, but are well suited as an equalizer when charged by enemy forces.


A sling is a simple leather strap designed to throw stones or bullets at a high velocity. Models armed with a sling do not need to spend an Action Point (AP) to reload their weapon before firing.

Short Bow

This is a compact ranged weapon, sometimes referred to as a self bow. It is most commonly used by hunters and those who need to be mobile while still dangerous from a distance.


This is an archer’s weapon – a bow as large as a man, and used to deadly effectiveness. It should be noted that longbows are too unwieldy to be used by models smaller than medium sized. It also cannot be used while mounted.


This is a powerful bow mounted on a stock. They pack a huge amount of punch, but they are also difficult to load. A model wishing to reload a crossbow is required to spend 2 Action Points (AP) to do so.

Flintlock Pistol

This is a black powder weapon that is commonly used in pairs. When using two ranged weapons, you attack with them the same way that you would attack with a pair of melee weapons – though you use your Marksmanship Attribute instead of your Attack. Once fired, Flintlock pistols require the expenditure of 2 Action Points (AP) to reload one, or 3 Action Points (AP) to reload both if a model is carrying a pair of them.

Flintlock Rifle

One of the most devastating weapons one can possess – a black powder rifle is the bane of most heavily armoured soldiers. It also takes an extremely long time to reload once it has been fired – requiring the expenditure of 3 Action Points (AP), as the weapon must be cleaned before being fired once again.