Finesse Melee | ||||||
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Unarmed | ||||||
Battle Gauntlet | ||||||
Dagger | ||||||
Club | ||||||
Hand Axe | ||||||
Sap | ||||||
Whip | ||||||
One-Handed Melee | ||||||
Battlesword | ||||||
Spear | ||||||
Mace | ||||||
Battleaxe | ||||||
Two-Handed Melee | ||||||
Great Club | ||||||
Greatsword | ||||||
Polearm | ||||||
Greataxe | ||||||
Quarterstaff |
One-Handed Ranged | ||||||
---|---|---|---|---|---|---|
Sling | ||||||
Blowgun | ||||||
Hand Crossbow | ||||||
Flintlock Pistol | ||||||
Two-Handed Ranged | ||||||
Bow | ||||||
Crossbow | ||||||
Musket | ||||||
Ammunition | ||||||
Arrows (20) | ||||||
Bolts (10) | ||||||
Darts (5) | Firearm Ammunition (1) |
The weapons above follow as examples and specific exceptions for melee and ranged weapons. Players and GMs are encouraged to discuss any alternative weapons and their stats during character creation.
- Melee weapons threaten anyone within 5 ft. of the wielder unless stated otherwise.
- Finesse Melee Weapons require one hand to wield and qualify for offhand dual-wielding.
- Drawing or sheathing a weapon is considered a Utility action.
- All non-thrown ranged weapons require Ammunition to fire. Ammunition is expended with each use.
- Firing a Ranged Weapon provokes an Attack of Opportunity from foes within melee range.
- Damage Dice shows how much damage is added to weapon attacks and weapon-based abilities.
- Critical shows Critical Threat range followed by Critical Multiplier. Any attack roll with a natural result of a weapon's Critical Threat range is a critical hit, in which attacker multiplies Strength or Focus bonus by the Critical Multiplier for that attack.
- - Characters with no damage bonus instead add their [Critical Multipler - 1] to total Damage.
- Damage Type shows the type of damage that a weapon deals. This is useful for bypassing certain types of Hardness.
- Range entries dictate the distance a weapon can be fired accurately. Each ranged weapon can fire up to 10x their first Range rating, but the wielder suffers -2 to Attack for every Range rating beyond the first.
- Properties lists the extra utility or flaws offered by a certain weapon, and they can be seen in the entries below.
Double
A double weapon can be used to dual wield without the Dual Wielding specialization or they can be used as standard weapons. The first Damage Dice listing on these weapons shows the standard damage dice and the second listing shows the off-hand Damage Dice. Characters suffer the standard -2/-2 penalty when dual wielding with a Double Weapon, just as if they had the normal Dual Wielding specialization.
Firearm
Firearm weapons require combustion from black powder to be effective. Any wet firearm suffers a 50% chance to jam, which requires a Deed action to fix, and firearms cannot be fired underwater or in a vacuum.
Non-Lethal
These weapons deal Non-Lethal damage. Non-Lethal damage is counted separately from normal damage and must exceed a character's Health in order to knock them unconscious. Characters recover from Non-Lethal Damage at a rate of [Spirit] per hour. Non-Lethal weapons can be used to deal normal Damage by suffering a Folly.
Range
This number marks the distance a weapon can be fired without issue. Every increment of a weapon's range beyond the first inflicts a -2 penalty on the attacker, to a maximum of -10 at 10 increments. No weapon can fire accurately beyond 10 Range increments.
Reach
Weapons with Reach threaten a +5 ft. area, commonly resulting in 10 ft. reach for Medium creatures. These weapons suffer a Folly when attacking inside their inner range. For example, a Whip threatening 10 ft. would suffer a Folly when attacking an opponent 5 ft. away.
Reload
This number indicates what sort of Action is required to reload a ranged weapon.
Special: Improvised
Many objects can be treated as weapons by applying the Improvised property. Improvised weapons suffer a Folly and deal 1 less total damage (minimum 1, unless 0 successes were scored). These weapons have a Critical Threat of 20 and a Critical Multiplier of x2. Improvised Weapons deal 1 Damage Dice for Finesse sized weapons, 2 for One-Hand sized weapons, and 3 for Two-Handed sized weapons. Broken weapons are treated as Improvised versions of their original entries, keeping their Critical stats and Damage Dice but suffering the Folly and damage roll penalty.
Weapon | ||||||
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Trebuchet | ||||||
Catapult | ||||||
Ballista | ||||||
Cannon |
The siege engine chart encompass devices of destruction that are used for army or anti-fortress warfare more often than personal combat. Though some siege engines are used to fire on areas or objects in bulk, others have been designed to attack specifically resilient targets like warbeasts or other siege engines. The rules for siege engines are treated as Ranged Weapon attack rules with the following additions and exceptions:
- Siege Engines require multiple men to prepare and fire. Engines fired with less than a full crew take +1 Turn to prepare and fire per missing crew member.
- Catapults and Trebuchets are Area of Effect attacks; the primary wielder makes an attack roll and the defenders in the area make an Agility check with a DC of the wielder's Attack roll. Those who succeed only take half damage.
- Catapult and Trebuchet ammunition can be simple rocks from the ground or smoothed rocks/iron costing 5g.
- Ballista and Cannon ammunition costs 10g per piece.