Equipments
Common

Halberd

Innate Protection (4+)

Innate Protection (5+)

Repeater Handbow

Shooting Weapon. Range 12", Strength 3, Quick to Fire, Multiple Shots (2).

Repeater Crossbow

Shooting Weapon. Range 24", Strength 3, Armour Piercing (1) , Multiple Shots (2).

Bow

Arcane Shield

An Arcane Engine with an Arcane Shield grants Distracting to all friendly units within 6".
The Engine can cast Know Thy Enemy from Divination as a Bound Spell (Power Level 4).

Handgun

Shooting Weapon. Range 18", Strength 5, Flaming Attacks, Quick to Fire, Multiple Shots (4)

Aspen Bow

Shooting Weapon. Range 24", Strength 3, Volley Fire. This weapon ignores all shooting modifiers to hit.

Longbow

Great Weapon

Volley Gun (4)

Artillery Weapon​ with Range 24", Strength 5, Armour Piercing (1), Quick to Fire

Volley Gun (D6, 2D6 or 3D6)

Bolt Thrower Artillery Weapon​ with Range 48”, Strength 3[6], [Multiple Wounds (D3)], Armour Piercing (6)

Scorpion - Bolt Thrower Artillery Weapon

Range 48", Strength 3[6], [Multiple Wounds (D3+1, Clipped Wings)], Armour Piercing (6).

Infernal Weapon

Close Combat Weapon. Type: Hand Weapon. Attacks with Infernal Weapons gain +1 Strength and Magical Attacks.

Heavy Armour

Weapons of Jet

Paired Weapons

Dragonforged Armour

Type : Heavy Armour. The wearer gains Fireborn and a Ward Save (6+)

Infernal Armour

Plate Armour. The wearer gains a Ward Save (5+) against Flaming Attacks.

Light Armour

Throwing Weapons

Gladiator Weapons

Close Combat Weapon. The bearer gains Weapon Master. This weapon may be used as Hand Weapon & Shield, Flail, Paired Weapons, Spear & Shield, Great Weapon or Halberd.

Plate Armor

Barbed Claws

Close Combat Weapon. Type: Hand Weapon. Attacks made with Barbed Claws gain a +1 to-wound modifier in Close Combat.

Hell Axe

Close Combat Weapon. Type: Hand Weapon. Attacks made with a Hell Axe always have Strength 5 (regardless of modifiers).

Beast Axe

Close Combat Weapon. Attacks made with this weapon gain +1 Strength and strike at Initiative 0 (regardless of the wielder's Initiative). The wielder gains +1 to its Armour Save, unless using another weapon.

Flintlock Axe

Shooting Weapon. Range 18”. Strength 4. Armour Piercing (1).
Counts as a Halberd in Close Combat.

Assassin Throwing Weapon

Range 12". Strength as user, Armour Piercing (1), Quick to Fire, Multiple Shots (3). These attacks are affected by the Poisons of Master Poisoner.

Soothsayer Staff

Close Combat Weapon. Requires two hands. Models armed with a Soothsayer Staff may use this weapon in one of two manners in Close Combat, decided by the player at the start of each Round of Combat. The weapon may be used offensively as a Great Weapon, or defensively as aHand Weapon that grants a +2 modifier to the wielder's Armour Save (for that round of combat).

Crossbow

Shooting Weapon. Range 18", Strength 5, Flaming Attacks, Quick to Fire, Multiple Shots (4)

Ogre Crossbow

Shooting Weapon. Range 30", Strength 2[5], Armour Piercing (1), Penetrating.

Elven Bolt Thrower

This weapon can be fired in two ways:
- As a Bolt Thrower Artillery Weapon ​with Range 48", Strength 3[6], [Multiple Wounds (D3)], Armour Piercing (6)
- As a Volley Gun (6) Artillery Weapon​ with: Range 48", Strength 4, Armour Piercing (1)

Ballista

Bolt Thrower Artillery Weapon with
Range 48", Strength 3[6], [Multiple Wounds (D3)], Armour Piercing (6)

Barding

Bitter Arrows

When fired from a mundane Bow or Longbow, you may choose to exchange Volley Fire for Poisoned Attacks.

Blood Sword

Close Combat Weapon. Type: Hand Weapon. Attacks made with a Blood Sword gain Lethal Strike.

Blowpipe

Shooting Weapon. Range 12", Strength 3, Multiple Shots (2), Poisoned Attacks, +1 to hit against units consisting entirely of Towering Presence.

Blunderbuss

Shooting Weapon. Range 12", Strength 4, Quick to Fire.

Bolt Thrower Artillery Weapon

Type: Paired Weapons. The wielder gains +1 Armour Save, unless using another weapon. The wielder also gains Parry, and can use it even with a magical Iron Fist, and even when riding a mount that is not a Monster or a Ridden Monster.

Hellish Bombard

Catapult (4) Artillery Weapon with Range 12-60", Strength 3[7], [Multiple Wounds (D3, Clipped Wings)].

Shield

Brace of Ogre Pistols

Shooting Weapon. Range 24", Strength 4, Quick to Fire, Armour Piercing (1), Multiple Shots (2), counts as Paired Weapons in Close Combat.

Brace of Pistols

Shooting Weapon, Range 12", Strength 4, Quick to Fire, Armour Piercing (1), Multiple Shots (2) Counts as Paired Weapons in Close Combat.

Brass Cannon

Cannon Artillery Weapon with Range 48", Strength 3[10], [Multiple Wounds (D3+1, Clipped Wings)], Flaming Attacks.
If the Blood Chariot only Pivots (and moves no further) it doesn’t suffer from the Moving and Shooting to-hit modifier.

Hand Cannon

Shooting weapon. Range 24", Strength 4, Multiple Shots (D6), Armour Piercing (1). Hand Cannons do not suffer from negative to-hit modifiers due to Moving and Shooting or Multiple Shots.

Steam Powered Cannon

Cannon Artillery Weapon​ with Range: (see Steam Engine), Strength 2[7], [Armour Piercing (2)], [Multiple Wounds (D3)]

Thunder Cannon

This weapon can be fired in two ways:
– As a Cannon Artillery Weapon with
Range 48", Strength 4[10], Armour Piercing (1), [Multiple Wounds (D3+1, Clipped Wings)].
– As a Volley Gun (2D6) Artillery Weapon with
Range 12", Strength 5, Armour Piercing (2).
A Thunder Cannon that only Pivots (and moves no further) during its owner’s Movement Phase ignores the to-hit modifier from Moving and Shooting in the next Shooting Phase.

Elven Cloak

If combined with Light Armour, the wearer gains Innate Defence (6+).

Repeater Gun

Shooting Weapon. Range 24", Strength 4, Armour Piercing (1), Multiple Shots (3), Unwieldy.

Charnel Catapult

This weapon can be fired in two ways:

– As a Catapult (4) Artillery Weapon with
Range 12 - 60", Strength 3[7] [Multiple Wounds (D3, Clipped Wings)].
This weapon ignores all shooting modifiers to hit.

– As a Catapult (6) Artillery Weapon with
Range 12 - 48", Strength 3, Flaming Attacks and Magical Attacks.
This weapon ignores all shooting modifiers to hit.
Units that suffer at least one casualty from this weapon must take a Panic Test just as if it had suffered 25% casualties. Panic Tests caused by a Charnel Catapult are taken at -1 Leadership.

Cavalry Hammer

Giant Blowpipes

This is a Volley Gun (8) Artillery Weapon​ with: Range 12", Strength 3, Quick to Fire, Poisoned Attacks.

Tail Weapon

When using mundane weapons, the wielder gains +1 Attack.

Engine of the Ancients

The model gains Telepathic Link. At the beginning of each friendly Player Turn, choose one of the following configurations. The effects last until the beginning of the next friendly Player Turn:
- Choose a Magic Path. Friendly Wizards casting spells from this Path have the casting values decreased by 1.
- During the owner’s Shooting Phase, pick an enemy unit that is not engaged in Close Combat and within 9" of the Engine of the Ancients. That unit suffers D3 Metalshifting hits.
- All friendly units within 6" of the Engine of the Ancients gain a Ward Save (5+), which can only be used against Ranged Attacks.

The last configuration is active starting from before the battle (after moving Vanguarding units) until the first friendly Player Turn.

Daemon Weapon

Close Combat Weapon. Attacks with Daemon Weapons gain +1 Strength and Magical Attacks.

Hellish Bolt

Bolt Thrower Artillery Weapon with Range: 48", Strength 3[6], [Multiple Wounds (D3)], Armour Piercing (6).

Dark Shard

One Use Only. The bearer may use a single Dark Shard when casting a non-bound spell (declare usage before rolling any Magic Dice). Any Dispel Attempt this phase against this spell will have its dispel roll reduced by D3. If a natural ‘1’ is rolled, the Wizard using the Dark Shard suffers 1 hit with Toxic Attacks.

Dark Shard Brew

Before the battle (After deployment, before rolling for first turn), roll a D6 for each unit of Rats-at-Arms or Vermin Guard with one or more Characters with this upgrade, and consult the table below to see what rules the bearer (not any mount) and Rats-at-Arms or Vermin Guard models in the unit gain for the duration of the battle.
1-2: Poisoned Attacks and Stupidity.
3-4: Thunderous Charge.
5-6: Lightning Reflexes. The unit immediately suffers D6 Strength 4 hits with Armour Piercing (6).

Elusive

Units entirely composed of models with this special rule may declare a Flee Charge Reaction despite being Immune to Psychology.

Executioner’s Blade

Great Weapon. Attacks made with this weapon gain Lethal Strike and Multiple Wounds (2, Infantry, War Beast, Cavalry).

Fey Arrows

Fey Arrows are found in 6 different variants that have different effects when fired from a Longbow. Models equipped with Fey Arrows may always choose between the following effects when shooting (all R&F models in a unit must choose the same effect):
1) Use the Longbow’s normal rules
or
2) Ignore penalties for Moving and Shooting, lose Volley Fire, and apply the arrow-specific rules below:
Black Arrow : Strength 4 on Short Range, Armour Piercing (1) on Long Range
Hawthorn Point : Poisoned Attacks
Truemark Arrow : Ignore to-hit modifiers from Cover, Skirmishers and Long Range
Starlight Shaft : Magical Attacks, Flaming Attacks and Divine Attacks
Perforating Tip : Armour Piercing (3)
Jewelweed Shot : Multiple Shots (2)

Fey Arrows (Black Arrow)

Fey Arrows (Black Arrow):
1) Use the Longbow’s normal rules
or
2) Ignore penalties for Moving and Shooting, lose Volley Fire, and apply the arrow-specific rules below:
Black Arrow : Strength 4 on Short Range, Armour Piercing (1) on Long Range

Fey Arrows (Hawthorn Points)

Fey Arrows (Hawthorn Points):
1) Use the Longbow’s normal rules
or
2) Ignore penalties for Moving and Shooting, lose Volley Fire, and apply the arrow-specific rules below:
Hawthorn Point : Poisoned Attacks

Sling

Shooting Weapon. Range 18", Strength 3, Quick to Fire.

Firebolts

Shooting Weapon. Range 24", Strength 3, Quick to Fire.

Firestorm

Shooting Weapon, Range 18", Strength 4, Multiple Shots (D3), Quick to Fire

Plague Flail

Type: Flail. Unless using another weapon, the wielder of a Plague Flail must make a single additional Special Attack with Toxic Attacks against an enemy model in base contact, at Initiative 10. The attack hits automatically.

Flail

Foresight

An Arcane Engine with Foresight grants Lighting Reflexes to all friendly units within 6".
The Engine can cast Fate’s Judgement from Divination as a Bound Spell (Power Level 4).

Forge Gun

Shooting Weapon. Range 18", Strength 5, Flaming Attacks, Quick to Fire

Forge Repeater

Shooting Weapon. Range 18", Strength 5, Flaming Attacks, Quick to Fire, Multiple Shots (4)

Moonlight Arrows

When fired from a mundane Bow or Longbow, Moonlight Arrows gain Strength 4, Magical Attacks and Flaming Attacks.

Long Rifle

Shooting Weapon. Range 48", Strength 5, Multiple Wounds (2, Infantry, Cavalry, War Beast), Unwieldy, Armour Piercing (1), Accurate.

Gas Globes

Shooting Weapon. Range 12", Quick to Fire, Volley Fire, Magical Attacks, Armour Piercing (6). Attacks made with this weapon ignore the target's Toughness and instead wound on 4+. On a natural to-hit roll of ‘1’, the wielder suffers 1 hit with Toxic Attacks.

Rotary Gun

Shooting Weapon. Range 24", Strength 4, Multiple Shots (2D6*2) or Multiple Shots (3D6*2) (the owner chooses which to use). Reload!, Magical Attacks, Volatile.
This weapon never suffers from negative to-hit modifiers due to Moving and Shooting or Multiple Shots. If a double is obtained when rolling for the number of shots, the weapon misfires.

Naphtha Thrower

Shooting Weapon. Range 12", Strength 5, Multiple Shots (2D6), Multiple Wounds (D3), Flaming Attacks, Magical Attacks, Volatile, Reload!.
This weapon never suffers from negative to-hit modifiers due to Moving and Shooting, Multiple Shots, Cover or shooting at skirmishers . If a double is obtained when rolling for the number of shots, the weapon misfires.

Poisoned Javelin

Shooting Weapon. Range 12", Strength as user, Poisoned Attacks, Quick to Fire.

Globe Launcher

Shooting Weapon. Range 18", Toxic Attacks, Multiple Shots (2D6*2), Reload!, Magical Attacks, Volley Fire, Volatile.
This weapon never suffers from negative to-hit modifiers due to Moving and Shooting or Multiple Shots. If a double is obtained when rolling for the number of shots, the weapon misfires.

Great Bow

This is a Bolt Thrower Artillery Weapon​ with: Range 36", Strength 3[5], [Multiple Wounds (D3)], Armour Piercing (6), Quick to fire

Great Aspen Bow

Shooting Weapon. Range 36", Strength 5, Volley Fire; This weapon ignores all shooting modifiers to hit.
During the Close Combat Phase, this weapon counts as a Close Combat Weapon, and attacks made with it suffer a -1 Strength modifier when the enemy rolls for Armour Saves (this does not affect to-wound rolls).

Grim Resolve

The model gains +1 Attack for each enemy model in Base Contact with it.

Guild-Crafted Handguns

Shooting Weapon. Type: Handgun. Accurate
A unit with this weapon cannot be armed with Great Weapons and cannot be the Veteran Standard Bearer.

Harpoon Launcher

Shooting Weapon with Range 24", Strength 7, Reload!, Quick to Fire and Multiple Wounds (D3).

Hellish Breath

Flame Thrower Artillery Weapon with Range 8", Strength 5, Flaming Attacks. Ignore the -1 modifier on the Misfire Table.

Hellish Reaper

Volley Gun (2D6) Artillery Weapon with Range 12", Strength 4, Armour Piercing (3).

Hellish Whip

Shooting Weapon, Range 6", Strength as user, Quick to Fire.
Units that suffer one or more hits from this weapon reduce their Initiative value to 1 during the Combat Phase and gain Stupidity. The effect lasts until the start of the Hell Rider’s next Shooting Phase.

Hellscream Cannon

This weapon can be fired in two ways:
– As a Catapult (4) Artillery Weapon
with the Move or Fire special rule and:

Range 12-60", Strength 4[7],
Armour Piercing (1), [Multiple Wounds (D3, Clipped Wings)]
A unit which suffers 1 or more casualties from this attack must immediately take a Panic Test, just as if it had suffered 25% casualties.


– As a Catapult (4) Artillery Weapon with:

Range 6-24", Strength 3,
Armour Piercing (1)
A unit which suffers 1 or more casualties from this attack must immediately take a Panic Test, just as if it had suffered 25% casualties.

Hunting Spear

Shooting Weapon. Range 12", User Strength +1, Quick to Fire, Multiple Wounds (D3, Monsters, Ridden Monsters).

Hurl Attack

Catapult (4) Artillery Weapon with: Range 6-36", Strength 3[7], [Multiple Wounds (D3, Clipped Wings)], Magical Attacks, Divine Attacks. A Cyclops that only Pivots (and moves no further) during its owner's Movement Phase ignores the to-hit modifier from Moving and Shooting in the next Shooting Phase.

Impaling Roots

Shooting Weapon. Range 12", Multiple Shots (D6+1), Strength 4 (Strength 5 if its target is in contact with a Forest), Quick to Fire, may March and Shoot, ignores to-hit modifiers from Cover.

Innate Protection (3+)

Iron Fist

Type: Paired Weapons. The wielder gains +1 Armour Save, unless using another weapon. The wielder also gains Parry, and can use it even with a magical Iron Fist, and even when riding a mount that is not a Monster or a Ridden Monster.

Jezail

Shooting Weapon. Range 36", Strength 6, Armour Piercing(1), Unwieldy, Magical Attacks, Accurate.
If rolling a natural ‘1’ when rolling to hit the bearer suffers 1 hit with Toxic Attacks.

Jezails

Sylvan Blades

Close Combat Weapon. Type: Paired Weapons. Attacks made by Sylvan Blades gain Armour Piercing (1).

Lance

Light Lance

Sylvan Lance

Close Combat Weapon. Type: Light Lance. Attacks made by a Sylvan Lance gain Armour Piercing (1).

Lion’s Fur

The wearer gains Innate Defence (6+), which is improved to Innate Defence (5+) against Shooting Attacks.

Mammoth Stabber

Units with this upgrade and with at least one Full Rank count as having Impact Hits (D3) with Strength 5 and Multiple Wounds (D3+1, Towering Presence). These ImpactHits are applied by the unit, not by individual models in the unit (the Impact Hits do not gain additional Strength from more additional Ranks).

Meat Grinder

Type: Hand Weapon. The wielder gains Impact Hits (2D6) and Grinding Attacks (2D6) when using this weapon.
These Impact Hits and Grinding Attacks are resolved at Strength 4 with Armour Piercing (1).

Monster Seeker

The model gains Multiple Wounds (2, Monstrous Infantry, Monstrous Beast, Monstrous Cavalry, Monster and Ridden Monster).

Mount’s Protection (5+)

Mount’s Protection (6+)

Pavise

The wearer gains a 4+ Armour Save against Ranged Attacks.

Spear

Pistol

Shooting Weapon. Range 18", Strength 5, Flaming Attacks, Quick to Fire, Multiple Shots (4)

Repeater Pistol

Shooting Weapon. Range 12", Strength 4, Armour Piercing (1), Multiple Shots (3), Quick to Fire. When combined with a Pistol, it gains Multiple Shots (4).

Poison Bloodroot

Attacks made with this Poison gain a +1 to-wound modifier and Multiple Wounds (2, Characters, Ridden Monsters).

Poison Nightshade​

Attacks made with this Poison are not resolved with wearer’s Strength, but instead at a Strength equal to the target's Toughness +1, up to a maximum of Strength 6. If the Strength would be higher without this rule, ignore it.

Poison Wolfsbane​

Attacks made with this Poison gain Lethal Strike and may reroll failed to-wound rolls.

Poisoned Thorn

This is a Shooting Weapon with the following profile: Range 12", Strength 3, Quick to Fire, Armour Piercing (1), Poisoned Attacks

Power ‘Shroom

One Use Only. The bearer may use a single Power ‘Shroom when casting a non-bound spell (declare usage before rolling any Magic Dice). Any Dispel Attempt this phase against this spell will have its dispel roll reduced by D3. If a natural ‘1’ is rolled, the wizard using the Power ‘Shroom suffers 1 hit with Toxic Attacks.

Ratlock Pistol

Shooting Weapon. Range 12", Strength 5, Quick to Fire, Armour Piercing (1), Magical Attacks.
In Close Combat a Ratlock Pistol counts as Paired Weapons.

Wyrm-Slayer Rocket

Shooting Weapon. Range 24", Strength 6, Multiple Wounds (D3), Flaming Attacks, Reload!

Shoot Spikes

Shooting Weapon with:
Range 18", Strength 4, Multiple Shots (2D6), Armour Piercing (1) , Quick to Fire.

This weapon may not be used if the model performed a March Move in this Player Turn. Spearbacks must declare Stand & Shoot as a Charge Reaction if possible, but they do not suffer the -1 to-hit modifier for it.

Scratapult

Catapult (6) Artillery Weapon with Range 12-48", Strength 3, Lethal Strike.
A Scratapult that only Pivots (and moves no further) during its owner’s Movement Phase ignores the to-hit modifier from Moving and Shooting in the next Shooting Phase.

Spout Flames

Flame Thrower Artillery Weapon with
Range 12", Strength 4, Flaming Attacks.

This weapon may not be used if the model performed a March Move in this Player Turn. If a Misfire is rolled, the Salamander always counts as rolling the 5+ Malfunction result.

Swap Shield for Halberd

Totems

Totems are special upgrades that certain BeastHerds Characters and Champions may take. Each Totem contains one or more Totem Bound Spells (Power Level 3) with Duration: Last One Turn that can be cast by its bearer.
List of Totems :
Gnarled Hide Totem : The unit gains Innate Defence (6+) and Distracting.
Blooded Horn Totem : The unit gains +1 Attack and Armour Piercing (2).
Clouded Eye Totem : The unit gains Hard Target and Magic Resistance (3).
Black Wing Totem : The unit gains +3 Initiative and adds D3+1" to its Charge Range.
An army cannot attempt to cast Totem Bound Spells of the same kind more than twice in the same Magic Phase, regardless of which model is the caster. Only one Totem Bound Spell can affect a unit at a time (the one most recently successfully cast).

Champions and Characters bear different kinds of Totems:

Totem Bearers :
Totems born by Champions contain a single Bound Spell chosen from the list above that must be written down on the Army List, and that has type: Caster's Unit.

Greater Totem Bearers :
Greater Totems born by Characters contain all four Bound Spells from the list above, that have type: Augment and Range 18".

Whirling Chains of Doom

Close Combat Weapon. Attacks made with this weapon gain +1 Strength and strikes at Initiative 10, and the wielder gains Random Attacks (3D3). A model with this weapon cannot be joined by Characters.

Wall of Lead

When firing this weapon in the Shooting Phase, the player may choose to use it in the following way instead of firing normally: Range 8”, Strength 4, Reload!
Do not calculate the number of shots nor rollto hit as normal.Instead, any modelthatis straightin front of one or more models with this weapon, within the weapon’s range and within Line of Sight ofthe unitis a potentialtarget(see figure below). Roll a D6 for each potentialtarget model(this is not a to-hit roll, disregard any “to-hit” modifier).On a roll of 6+ the model suffers a hit. Add a +1 modifier for each Full Rank in the shooting unit after the first.If any friendly unit or a unit Engaged in Combat is a potential target, then the ability cannot be used. This Shooting Attack may be used even if the unit has Marched.