Armory for AHQ
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Hand-to-Hand Weapons
The damage inflicted by a hand-to-hand weapon depends upon the wielder's Strength. To determine the number of damage dice rolled upon a successful hit with a weapon, consult the following chart, cross-referencing your Hero's Strength against the type of weapon. This chart also shows how likely a given attack is to Fumble or score a Critical hit. (Unarmed attacks -- either Fists, or Claws and Fangs -- neither Fumble, nor Critical, so no rolls are listed.) If no damage dice are listed for a given Strength rating, then the weapon cannot be used effectively with that low of Strength.

Weapon Strength
1-2 3-4 5 6 7 8 9 10 11 12
Fumble Critical
- 1 1 1 2 3 4 5 6 7
- -
1 1 1 2 3 4 5 6 7 8
1 12
1 1 1 2 3 4 5 6 7 8
1 -
- 1 2 3 4 5 6 7 8 9
1 12
Axe, Sword, Hammer
- 2 3 4 5 6 7 8 9 10
1 12
Halberd, Scythe, Polearm
- 2 3 4 5 6 7 8 9 10
1-2 11-12
Crossbow Pistol
4 4 4 4 4 4 4 4 4 4
1 12
- - 4 4 4 4 4 4 4 4
1 12
Double-Handed Sword/Axe
- - - 5 6 7 8 9 10 11
1-2 11-12
Claws and Fangs
1 2 3 4 5 6 7 8 9 10
- -
Massive Club
- - - - 7 8 9 10 11 12
1-2 11-12

Fists: This covers all forms of unarmed attacks made by Heroes and Henchmen.

Claws and Fangs: This covers all forms of attacks with natural weapons, including horns, spiked tails, and so forth.

Reach Weapons: Staves, spears, halberds, polearms and scythes are reach weapons, and may attack targets up to two spaces, so long as there are no obstacles or intervening enemies in the way. (It is permissible to attack over the shoulder of a friendly model, but a fumble indicates that you hit the friendly model instead.)

  Pistols: Pistols and pistol crossbows may be fired in hand-to-hand combat, using Weapon Skill instead of Bow Skill to determine a hit.

Double-Handed Weapons: The wielder may not use a shield while using a double-handed weapon.

Massive Club: This includes axes, maces and other large weapons used by Large Creatures.

Lance: This is treated as a Spear, but cannot be thrown. When used in a Charge, it inflicts +2 damage dice.

Ranged Weapons
Ranged weapons depend upon the wielder's Bow Skill (BS) rather than Weapon Skill (WS) to hit. Normally, it takes an entire turn to use a ranged weapon, so unless it is specified otherwise, a model cannot move and shoot a ranged weapon in the same turn. (Weapons marked as "move and throw", however, can be thrown immediately after moving. Models cannot, however, throw such a weapon, then move in the same turn.)

Weapon Max. Range Damage Dice Notes
Thrown Dagger, Shuriken 3 2 Move and throw
Thrown Axe 3 3 Move and throw
Thrown Spear 6 3 Move and throw
Short Bow 24 3  
Bow 36 3  
Long Bow 48 4 Min. 5 Strength
Great Bow 48 5 Min. 7 Strength
Pistol Crossbow 24 4 Turn to reload
Crossbow 48 5 Turn to reload
Repeating Crossbow 36 4 Dark Elves only
Black Powder Pistol 10 4 Exploration reload

Thrown Weapons: Thrown weapons, including shuriken, daggers, spears, and axes, can be thrown in the same turn that one moves, though only if the model moves, then throws, not vice versa. The damage listed for the weapon is the maximum damage. If the melee damage for the same weapon is less than the damage dice listed for the ranged attack, then use the lower value. (In the case of shuriken, calculate this by looking up the hand-to-hand damage for a dagger.)

Crossbows: Crossbows are easier for those with lesser strength to use, but take longer to load and fire. When a crossbow is fired, the user must spend an entire turn to reload the weapon, during which time he may not be in the Death Zone of an enemy, and may not move or attack or perform any other action.

Repeating Crossbows: The "repeating crossbows" of the Dark Elves bypass the reload problem of most crossbows by using cartridges. The user only needs to stop to reload the crossbow after every 6th shot.

Black Powder: Black Powder weapons are useful against armored enemies, but are awkward to reload under pressure. The Black Powder Special Skill is required to reload a Black Powder weapon; it takes one exploration turn or four consecutive (uninterrupted) combat turns to reload a Black Powder weapon, and the loader may not be in the Death Zone of any enemy.

Up to 2 points of Toughness gained from armor are ignored by a shot from a Black Powder weapon. If the target does not wear armor, then this confers no special effect.

Armor increases the Toughness of the wearer, but at the expense of Bow Skill and Speed. Some professions (such as Wizards) are not allowed to use shields or armor at all. Some are only allowed to use "light" armor, such as the
High Elf Ranger. (In this case, Leather and Mithril would qualify as "light".) Warrior Priests may only wear special ornamental Breastplates (with statistics and cost as below) as armor, as part of their vestments.

Armor Bow Skill Toughness Speed
Shield -1 +1 -
Leather Armor -1 +1 -1
Breastplate -1 +1 -
Chain Armor -1 +2 -2
Plate Armor -2 +3 -2
Mithril Armor -1 +3 -1

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