Master Warhammer: How To Read Warhammer Weapon Stats

What is the most important part of a Warhammer weapon’s stats? A weapon’s stats are crucial for determining its effectiveness in battle. They dictate how likely it is to hit, wound, and bypass enemy defenses. Weapon Skill (WS) and Ballistic Skill (BS) are key for accuracy, while Strength (S) and Toughness (T) determine wounding potential. Armour Save (AS) and Damage (D) define how much harm a hit inflicts.

Navigating the battlefield in Warhammer 40,000 or Age of Sigmar involves more than just moving your miniatures. To truly master the game, you need to comprehend the numerical language that governs your army’s capabilities. This language is found in Weapon Profiles, which detail everything from how accurately a weapon strikes to how much damage it inflicts. Whether you’re wielding a mighty power sword in close combat or unleashing a hail of las-fire from afar, grasping these stats is paramount to victory.

This guide will break down the core components of Warhammer weapon stats, empowering you to make informed decisions on the tabletop. We’ll delve into the intricacies of Melee Weapon Stats and Ranged Weapon Stats, exploring each crucial number and what it means for your army’s performance.

Deciphering the Core Combat Stats

At the heart of every weapon’s profile are a few key statistics that govern its success. These Combat Stats are universal across most weapon types, though their specific application can vary between melee and ranged engagements.

Weapon Skill (WS) and Ballistic Skill (BS)

  • Weapon Skill (WS): This stat represents a unit’s proficiency in close combat. It’s a number between 1 and 6. A higher WS means the unit is more likely to hit their target in melee. To hit, you roll a D6 and need to equal or exceed the target’s WS. For example, a unit with WS 3 needs a roll of 3 or higher to hit.
  • Ballistic Skill (BS): This stat measures a unit’s accuracy with ranged weapons. Like WS, it’s a number between 1 and 6. A higher BS means the unit is more likely to hit their target with a firearm or other ranged attack. To hit, you roll a D6 and need to equal or exceed the target’s BS. A unit with BS 4 hits on a 4, 5, or 6.

Key takeaway: These are your “to hit” rolls. A lower number is better, as it means you hit more easily.

Strength (S) and Toughness (T)

These stats are fundamental to determining whether your attack will wound the enemy.

  • Strength (S): This represents the raw power behind an attack. It’s compared against the target’s Toughness. A higher Strength value means the weapon is more potent and more likely to wound.
  • Toughness (T): This signifies a unit’s resilience and ability to withstand damage. It’s a measure of how difficult a unit is to wound.

The interaction between Strength and Toughness dictates the “to wound” roll. You’ll compare your Strength value to the target’s Toughness value. A common way to represent this comparison is through a modifier to your D6 roll.

Here’s how it generally works:

  • S = T: You need a 4+ to wound.
  • S > T (by 1-2): You need a 3+ to wound.
  • S > T (by 3+): You need a 2+ to wound.
  • S < T (by 1-2): You need a 5+ to wound.
  • S < T (by 3+): You need a 6+ to wound.

Table: Strength vs. Toughness – Wound Roll Chart

Your Strength (S) Target’s Toughness (T) Required Roll to Wound
Equal to T T 4+
Greater than T T – 1 3+
Greater than T T – 2 3+
Greater than T T – 3 3+
Less than T T + 1 5+
Less than T T + 2 5+
Less than T T + 3 5+

Important Note: Some weapons have a specific “Strength bonus” (e.g., S+1, S+2). This bonus is added to your unit’s base Strength value before comparing it to the target’s Toughness. A weapon with S+1 means if your unit has a Strength of 3, its effective Strength for wounding purposes is 4.

Armour Save (AS)

This stat determines how likely an enemy is to ignore your damage based on their protective gear.

  • Armour Save (AS): This represents the quality of a unit’s armor. It’s a number between 1 and 6. A lower AS means better protection. After you have successfully wounded an enemy, they roll a D6. If the roll is equal to or higher than their AS, the wound is negated. For example, a unit with an AS of 3+ ignores wounds on a roll of 3, 4, 5, or 6.

Invulnerable Saves: Some units have an “invulnerable save.” These saves are typically fixed (e.g., 5+ or 6+) and cannot be modified by the attacking weapon’s Strength or the attacker’s abilities. They are invaluable against powerful weapons that might otherwise punch through conventional armor.

Damage (D)

This is the final step in the damage dealing process.

  • Damage (D): This is the amount of wounds a successful hit inflicts on the target. If a weapon has a Damage value of 1, each successful wound deals 1 wound. If a weapon has a Damage value of 2, each successful wound deals 2 wounds. Some weapons have variable damage (e.g., D3, D6), meaning you roll a die to determine the damage dealt for each wound.

Damage Reduction: Some abilities or weapon profiles might allow a unit to reduce incoming damage. If a unit can reduce damage by 1, then a weapon with D3 damage would inflict D3-1 wounds per successful hit.

Fathoming Melee Weapon Stats

Melee weapons are designed for close-quarters combat. Their profiles focus on accuracy, the force of the blow, and the resulting harm.

Here’s a typical look at Melee Weapon Stats:

  • Weapon Name: The identifier of the weapon.
  • ATTACKS: The number of dice you roll for this weapon when making an attack. This is usually tied to the unit’s equipped melee weapon.
  • STRENGTH (S): As discussed, the base power of the weapon or the user.
  • ARMOUR PENETRATION (AP): This is a crucial stat for melee. AP modifies the target’s Armour Save. A higher AP value makes it easier for your attack to penetrate the enemy’s armor. For example, if a weapon has an AP of -1, and the target has an AS of 3+, your attack will treat their save as a 4+. AP -2 would treat it as a 5+, and so on.
  • DAMAGE (D): The amount of damage dealt per wound.

Let’s break down an example of a melee weapon profile:

Power Sword:
* ATTACKS: +1
* STRENGTH (S): User’s S
* ARMOUR PENETRATION (AP): -2
* DAMAGE (D): 1

In this example:
* The “+1” under ATTACKS means this weapon grants the wielder one additional attack compared to their base number of attacks.
* “User’s S” means the Strength of the weapon is the same as the Strength characteristic of the unit wielding it.
* “AP -2” means that any successful wound made with this sword will reduce the target’s Armour Save by 2. So, a unit with a 3+ save would effectively have a 5+ save against this attack.
* “D 1” means each successful wound deals 1 damage.

Key Melee Considerations:

  • Attacks Characteristic: This number is usually tied to the unit itself, but some weapons might modify it. The total number of attacks you get in melee is the unit’s base attacks plus any modifiers from its weapon.
  • Weapon Skill vs. Ballistic Skill: In melee, it’s always Weapon Skill (WS) that determines if you hit.
  • Strength vs. Toughness: As detailed earlier, this determines the wound roll.
  • Armour Penetration: This is vital for overcoming enemy defenses. High AP weapons are excellent against heavily armored targets.

Comprehending Ranged Weapon Stats

Ranged weapons allow you to engage your opponent from a distance. Their profiles include statistics related to accuracy, range, and the impact of their projectiles.

Here’s a common structure for Ranged Weapon Stats:

  • Weapon Name: The name of the firearm or projectile weapon.
  • RANGE: The maximum distance in inches (or other unit of measurement) at which the weapon can be fired.
  • FIREARM: This indicates the type of weapon. Common types include Assault, Heavy, Rapid Fire, and Pistols. Each has specific rules for when and how they can be used.
  • AMMO: The number of shots the weapon can fire before it runs out.
  • STRENGTH (S): The power of the projectile.
  • ARMOUR PENETRATION (AP): Similar to melee, this modifies the target’s Armour Save.
  • DAMAGE (D): The damage dealt by each successful hit.

Let’s examine a typical ranged weapon profile:

Bolt Rifle:
* RANGE: 24″
* FIREARM: Assault 1
* AMMO: 3
* STRENGTH (S): 4
* ARMOUR PENETRATION (AP): -1
* DAMAGE (D): 1

Interpreting this Bolt Rifle profile:
* RANGE 24″: The weapon can be fired accurately up to 24 inches away.
* FIREARM Assault 1: “Assault” weapons can be fired even if the unit that carries them has moved. The “1” indicates the number of shots fired per model with this weapon.
* AMMO 3: This weapon can fire 3 shots before it needs to be replaced or runs out of ammunition. (Note: Some game systems might have different mechanics for Ammo, but this is a common interpretation).
* STRENGTH (S): The Bolt Rifle has a Strength of 4.
* ARMOUR PENETRATION (AP): It has an AP of -1, meaning it reduces the target’s Armour Save by 1.
* DAMAGE (D): Each successful shot deals 1 damage.

Key Ranged Considerations:

  • Range: Always check the range to ensure your unit is within the weapon’s effective distance.
  • Firearm Type: Different firearm types have different movement and firing rules. For instance, “Heavy” weapons are penalized if the unit moves, while “Assault” weapons are not. “Rapid Fire” weapons often double their shots when fired at half range.
  • Ballistic Skill: This is the primary stat for determining if a ranged attack hits.
  • Strength vs. Toughness: Again, this dictates the wound roll.
  • Armour Penetration: Crucial for dealing with armored targets.
  • Special Weapon Rules: Many weapons have unique rules printed alongside their stats, such as “Ignores Cover,” “Blast,” or “Toxic.” Always read these carefully!

Specialty Weapon Stats and Rules

Beyond the core stats, many weapons have special rules that significantly alter their performance. These are often listed in a dedicated section of the weapon profile or in the army’s rules.

Examples of Special Rules:

  • Heavy: If the unit moves, the Ballistic Skill is reduced by 1.
  • Assault: Can shoot even if the unit has moved.
  • Rapid Fire: If the unit is within half the weapon’s range, it can shoot twice the number of times indicated by its number of shots.
  • Pistol: Can be fired in the same turn a unit charges into combat.
  • Blast: If this weapon is fired at a unit that has 6 or more models, you roll a D6 to determine the number of shots fired. If the unit has fewer than 6 models, it fires its standard number of shots.
  • Ignores Cover: Attacks made with this weapon ignore any defensive bonuses provided by cover.
  • Master-crafted: Reroll one failed hit roll or one failed wound roll when firing this weapon.
  • Melta: When rolling to wound, if the Strength of the weapon is double or more than the Toughness of the target, the Armour Penetration characteristic is improved by a significant amount (e.g., -4 instead of -1).

It’s essential to read these special rules carefully, as they can dramatically change how a weapon performs on the battlefield.

Putting It All Together: A Tactical Approach

Knowing the stats is one thing; using them effectively is another. Here’s how to apply your newfound knowledge:

1. Know Your Army’s Strengths and Weaknesses

Does your army have high Ballistic Skill but low Strength? You’ll want to focus on targeting weaker enemies where your accuracy matters most. If you have high Strength and AP but lower accuracy, you might want to get closer or use abilities that improve your hit rolls.

2. Target Prioritization

  • High Toughness, High Armour Save: These targets require high Strength, good Armour Penetration, and multiple Damage to overcome. Weapons with S+2, AP-2 or -3, and D2 or D3 are ideal.
  • Low Toughness, Low Armour Save: These targets can be dispatched with moderate Strength weapons and even low AP values. Accuracy (high BS) becomes more important here to ensure you get as many hits as possible.
  • Units with Many Models: Weapons with “Blast” or high shot counts are effective.
  • Single, High-Toughness Models (like Monsters or Vehicles): Weapons with high Damage per shot and good AP are critical.

3. Synergizing Units and Weapons

Some units have abilities that improve their weapon stats. For example, a Lieutenant might provide a bonus to hit rolls for nearby units. A Techmarine might repair a vehicle’s weapons. Look for these synergistic effects to maximize your army’s potential.

4. Adapting to the Battlefield

Don’t be afraid to adjust your strategy based on the situation. If your opponent deploys a heavily armored unit, switch your focus to weapons with high AP. If they have many low-armor units, unleash your rapid-fire weapons.

Frequently Asked Questions (FAQ)

Q: What is the difference between Weapon Skill and Ballistic Skill?
A: Weapon Skill (WS) is used for hitting targets in close combat (melee), while Ballistic Skill (BS) is used for hitting targets with ranged weapons.

Q: Can I shoot my heavy weapons after moving?
A: Generally, no. Weapons with the “Heavy” keyword have their Ballistic Skill reduced by 1 if the unit they are equipped on moves before firing. Some abilities or unit types might bypass this.

Q: What does “AP” mean in Warhammer weapon stats?
A: AP stands for Armour Penetration. It’s a modifier that reduces the target’s Armour Save, making your attacks more likely to wound and deal damage. For example, AP -1 means the target’s Armour Save is reduced by 1 (a 3+ save becomes a 4+).

Q: How do I determine if I wound a target?
A: You compare your weapon’s Strength (S) against the target’s Toughness (T). You then roll a D6, needing a specific result to wound, based on the S vs. T comparison. Generally, S=T needs a 4+, S>T needs a better roll (3+ or 2+), and S<T needs a worse roll (5+ or 6+).

Q: What does “User’s S” mean for a melee weapon?
A: “User’s S” means the weapon’s Strength is equal to the Strength characteristic of the unit wielding it.

Q: How does Damage work if I roll multiple wounds?
A: Each successful wound roll is resolved individually against the target’s Armour Save. For each wound that is not saved, you apply the weapon’s Damage value. If a weapon has D3 Damage, you roll a D3 for each successful wound that bypasses the save.

By diligently studying and applying these weapon statistics, you will significantly enhance your tactical acumen. Mastering these numbers is a key step on your journey to becoming a true Warhammer champion.