Weapons are described in the following manner:
- The skill and specialty used (see 2.6 Skills).
- The base chance, which any skill points are added to.
- The damage the weapon does against the target (see 5.12 Damage and Injury). The attacker’s damage bonus (db) is added to this. “½ damage bonus” means roll and divide by 2, rounding up.
- The number of hands needed to use the weapon properly.
- The hit points it has if it is used to parry.
- The range of the weapon provided in meters: below this range the attack chance is not modified, while at up to twice the range the attack becomes Difficult (½ skill chance). At up to three times the range, the attack chance is ¼ the normal chance, and beyond three times the range there is no chance of hitting the target.
Melee Weapons
Weapon | Skill | Specialty | Base | Damage | Hands | Hit Points |
Axe, Battle | Melee Weapon | Axe | 15 | 1D8+2+db | 1H | 15 |
Axe, Great | Melee Weapon | Axe | 15 | 2D6+2+db | 2H | 15 |
Axe, Hand | Melee Weapon | Axe | 15 | 1D6+1+db | 1H | 12 |
Brawl | Brawl | – | 25 | 1D3+db | 1H | n/a |
Club, Heavy | Melee Weapon | Club | 25 | 1D8+db | 2H | 22 |
Club, Light | Melee Weapon | Club | 25 | 1D6+db | 1H | 15 |
Dagger | Melee Weapon | Dagger | 25 | 1D4+db | 1H | 15 |
Halberd | Melee Weapon | Polearm | 15 | 3D6+db | 2H | 25 |
Hammer | Melee Weapon | Hammer | 25 | 1D6+db | 1H | 15 |
Hammer, Great | Melee Weapon | Hammer | 25 | 1D10+3+db | 2H | 15 |
Knife | Melee Weapon | Dagger | 25 | 1D3+1+db | 1H | 15 |
Mace, Heavy | Melee Weapon | Mace | 25 | 1D8+2+db | 2H | 10 |
Mace, Light | Melee Weapon | Mace | 25 | 1D6+2+db | 1H | 6 |
Pike | Melee Weapon | Polearm | 15 | 1D10+2+db | 2H | 12 |
Staff, Quarter- | Melee Weapon | Staff | 25 | 1D8+db | 2H | 8 |
Spear, Long | Melee Weapon | Spear | 15 | 1D10+db | 2H | 10 |
Sword, Broad | Melee Weapon | Sword | 15 | 1D8+1+db | 1H | 12 |
Sword, Great | Melee Weapon | Sword | 05 | 2D8+db | 2H | 12 |
Sword, Short | Melee Weapon | Sword | 15 | 1D6+1+db | 1H | 12 |
Missile Weapons
Weapon | Skill | Specialty | Base | Damage | Hands | Hit Points | Range |
Axe, Hand (thrown) | Missile Weapon | Throwing Axe | 10 | 1D6+½db | 1H | 12 | 20 meters |
Bow, Long | Missile Weapon | Bow | 05 | 1D8+1+½db | 2H | 10 | 90 meters |
Crossbow, Heavy* | Missile Weapon | Crossbow | 25 | 2D6+2 | 2H | 18 | 55 meters |
Crossbow, Light* | Missile Weapon | Crossbow | 25 | 1D6+2 | 2H | 10 | 40 meters |
Dagger (thrown) | Missile Weapon | Throwing Dagger | 15 | 1D4+½db | 1H | 15 | 10 meters |
Knife, (thrown) | Missile Weapon | Throwing Dagger | 15 | 1d3+1+½db | 1H | 10 | 10 meters |
Pistol** | Firearm | Pistol | 20 | 1D8 | 1H | 8 | 20 meters |
Pistol, Laser** | Energy Weapon | Laser Pistol | 20 | 1D8 | 1H | 14 | 20 meters |
Rifle** | Firearm | Rifle | 25 | 2D6 | 2H | 12 | 80 meters |
Rifle, Laser** | Energy Weapon | Laser Rifle | 15 | 2D8 | 2H | 20 | 100 meters |
Rock (thrown) | Throw | Throw | Throw | 1D2+½db | 1H | n/a | 20 meters |
Sling | Missile Weapon | Sling | 05 | 1D8+½db | 2H | 2 | 80 meters |
* Crossbows are slower to fire than most missile weapons; each takes a full combat round to reload, so they can only be fired on every other round.
** Pistols and rifles hold 6 shots apiece; laser pistols and rifles have charges for 20 shots.
Sections
- 5.1 The Combat Round
- 5.2 Statement of Intent
- 5.3 Movement
- 5.4 Actions
- 5.5 Attacking
- 5.6 Parrying
- 5.7 Dodging
- 5.8 Combat Summary
- 5.10 Armor
- 5.11 Shields
- 5.12 Damage and Injury
- 5.13 Special Successes
- 5.14 Healing