@ pumpkin: You're absolutely correct, "Ordinary", not "Hand Weapons".
Maybe it's just my personal taste but I love the massive flexibility of the game as opposed to games that nickle and dime you with "rules minutia", like huge lists of modifiers and various movement rates. The players in the game I'm running have already switched gears from going through a list of numeric modifiers and an alloted number of "actions", to simply describing what all they're doing on their turn. The narrative description not only adds more "roleplaying" and immersion to the experience but also builds the dice pool while describing things. No need to consult a book or a GM's screen.
As far as the rule presentation goes maybe I'm more forgiving of the layout because I started gaming back in the early 80's. There wasn't a game produced in that decade that was anywhere close to as easy to understand as Warhammer 3E. Take a look at the original AD&D Players Handbook, or Boot Hill, or Rolemaster. Many of us have fond memories of those games but when you objectively look at the rules and the rules presentations, they completely sucked. But it is an evolving art. I do expect more from a game produced these days then I did in the 80's or 90's. Still I don't see where FFG dropped the ball, especially when considering their amount of RPG experience. All things considered they are still relatively new to the RPG world (in terms of game systems of their own design and number of products).
Of all the new games I've played in the past couple of years my players and I have had the least number of questions with Warhammer. And whenever we encounter something that isn't spelled out, the core mechanic really shines by easily and intuitively offering a solution. I think part of the problem for some people is that so much is left open on purpose. I find that refreshing but others may find it incomplete. Earlier this year we tried playing Alpha*Omega. Awesome setting (one of my favorites), gorgeous art and layout, and fantastic rule set. However the problem for us with the game was execution. Virtually every aspect of the game was mechanically spelled out in way too much detail. Each PC had several different move rates (each with different modifers to different types of actions), they could all assume any of several stances (each with different modifers to different types of actions) and only certain stances could be accessed by other stances. Just to determine the basic ability to hit a target several different charts needed to be consulted and at least 6 different modifiers were automatically coming into play, and that was before you looked at things like enviromental conditions and circumstances. Making everything worse the system is so "tightly" constructed that you can't simply ignore parts of it for a more streamlined game, it effects outcomes way to radically. The system become "all or nothing".
Now with Warhammer FRP you have a system that is more "loose". Even if you can't find an exact ruling (say for using your off-hand) it is simple to just throw in a Misfortune die to the pool. Not only is it simple to decide how many dice to add, the system itself is more forgiving (in case you've added too many or too few). Unlike a system where you add a +2 or a -4, the dice in Warhammer can always come up blank, meaning that the bonus or penalty had no impact on the roll. I've also found that this system has changed "table-talk", my players spend less time talking about the rules and more time talking about the story, thier characters, NPC's, and the world around them. Even my "rules lawyer" simply perused the rule book and when I offered to let him take it home to read he said "No, I'm good. It's all pretty straight forward." All of which I find refreshing and exciting.
