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Arms

Weapon Damage

The damage caused by a weapon is rolled against the target’s resistance. If the target’s resistance is overcome, it suffer a single wound. In case of a massive success, the target suffers two wounds.

Weapon Categories

There are two broad categories that weapons fall under; melee weapons and ranged weapons. In addition, causing harm without using weapons falls under unarmed combat.

Damage Type

A weapon’s damage type indicate the amount of bonus dice that is added to the physical damage roll.

Light

Light weapons add 1B to the physical damage roll. Most are one-handed and in general they tend to be much more inconspicuous than their heavier counterparts.

Medium

Medium weapons add 2B to the physical damage roll. Many are hand-and-a-half gripped.

Heavy

Heavy weapons add 3B to the physical damage roll. They are almost always two-handed and of a very obvious martial nature.

Grip

A weapon’s grip determine whether one or two hands are needed to use the weapon. Wielding a weapon in both hands makes it impossible to also use a shield at the same time.

One-Handed (1H)

One-handed weapons require a single hand to be used.

Two-Handed (2H)

Two-handed weapons require both hands to be used.

Hand-and-a-half (1-2H)

Hand-and-a-half weapons can be used either one-handed or two-handed.

Additional Weapon Properties

Some weapons have a number of additional properties further defining them.

Missile

Missile weapons are ranged weapons that are loaded with missiles that are launched.

Powerful

Powerful weapons only requires to succeed against the target’s resistance by 5 or more to result in a massive success that causes two wounds.

Slow

Slow weapons can only be used once per round. They require time to be readied before the next attack.

Thrown

Thrown weapons are ranged weapons with limited range.

Weak

Weak weapons inflicts fatigue rather than a wound. A massive success results in a single wound.

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