Weapons
Weapons come in 5 sizes which determine the following (with some exceptions):
- Damage
- Stat used to attack
- How many inventory slots it takes up
Encumbrance
- "Unencumbering": Doesn't fill any slots unless an abundance is carried.
- Light: Fills 1/2 of a slot.
- Normal: Fills 1 slot.
- Heavy: Fills 2 slots.
- Awkward: Fills 3 slots.
Weapon Sizes
- Minor
- d4 damage
- MGT or AGI
- Cannot be used to block
- Throwable with MGT or AGI
- Small
- d6 damage
- MGT or AGI
- -2DR when dual wielding with a small weapon
- Medium
- d8 damage
- MGT
- Large
- d10 damage
- MGT
- Two-Handed
- Great
- d12
- MGT
- Two-Handed
Weapon Stats
Weapons below may list the following stats:
Damage: Size of die or dice used to determine damage.
1H/2H: One-Handed or Two-Handed.
Damage Type: Blunt, Pierce, or Slash damage.
Coin: How much the weapon costs on average.
Radius: Area of effect.
Range: For ranged weapons, given in short, medium, and long. Example:
- 50'(600')[900']
- Short Range: Attack is made with advantage.
- Long Range: Attack is made with disadvantage.
Traits: A weapon may have the following special traits.
- Bleed: On a crit, the target takes d4 damage (ignoring armor) per turn until they are healed.
- Cruel: Target always takes at least 1/2 damage, ignoring armor.
- Dazed: On a crit, target becomes stunned for ud6 rounds.
- Disarm: -2DR to disarm a target.
- Firearm: Weapon requires ball and cap ammunition, as well as black powder.
- When fired, creatures with 16 Morale or lower must make a morale test.
- Ignore Tier 1 through Tier 3 armor.
- 2:10 chance of misfire.
- Must be reloaded before being fired again.
- On a botch, the firearm jams.
- [AGI] to fix jam.
- Firing a jammed firearm causes the weapon to explode, dealing max damage to the wielder.
- Point Blank: Deal 2d10 damage to 1 target within short range.
- Reach: Can attack a target up to 10' away without causing a counter attack, unless the target wields a melee weapon with reach as well.
- Reload: Number of rounds it takes to reload the firearm.
- If no number is listed, the weapon can be fired and reloaded in the same round.
- May sacrifice movement to speed up reloading, decreasing rounds needed by 1.
- Scatter: Can hit up to d3 targets at medium range, d6 targets at long range.
- Shots: How many shots available till a firearm need to be reloaded.
- Thrown: Can be thrown without penalty up to 30'.
Melee Weapons
- Battleaxe: 1d10, 2H, Slash, Bleed, 60sd
- Bayonet: 1d4, 1H, Pierce, Bleed, 35sd
- Claymore: 1d10, 2H, Slash, Bleed, 60sd
- Club: 1d6, 1H, Blunt, Dazed, 10sd
- Cutlass: 1d6, 1H, Slash, Bleed, 20sd
- Dagger/Knife: 1d4, 1H, Slash, Thrown, 10sd
- Falchion: 1d8, 1H, Slash, Bleed, 30sd
- Flail: 1d8, 1H, Blunt, Bleed, 35sd
- "Garrote": 1d6, 2H, Blunt, 5sd
- Greataxe: 1d12, 2H, Slash, Bleed, Reach, 100sd
- Greatsword: 1d12, 2H, Slash, Bleed, Reach, 100sd
- Hatchet: 1d6, 1H, Slash, Thrown, 15sd
- Knuckle Dusters: 1d4, 1H, Blunt, Can't be Disarmed, 30sd
- Lance: 1d10, 2H, Pierce, Cruel, Reach, 100sd
- Mace: 1d6, 1H, Blunt, Dazed, 25sd
- Maul: 1d10, 2H, Blunt, Cruel, Dazed, 70sd
- Polearm: 1d8, 2H, Pierce/Slash, Reach, 80sd
- Rapier: 1d6, 1H, Pierce, Disarm, 30sd
- Spear: 1d6, 1H/2H, Pierce, Reach, Thrown, 80sd
- Staff: 1d4, 1H/2H, Blunt, Dazed, 5sd
- Waraxe: 1d8, 1H, Slash, Bleed, 35sd
- Warhammer: 1d8, 1H, Blunt, Dazed, 30sd
- Warpick: 1d6, 1H, Pierce/Blunt, Cruel, 40sd
- Whip: 1d4, 1H, Slash, Reach, 5sd
Ranged Weapons
- Blowgun: See Darts, 1H, Pierce, 20’(50’)[80’], 30sd
- Bow, Long: 1d6, 2H, Pierce, 50’(600’)[900’], 25sd
- Bow, Short: 1d4, 2H, Pierce, 50’(300’)[450’], 13sd
- Carbine: 2d6, 2H, Pierce, Reload: 2, Shots: 1, Firearm, 30’(60’)[360’], 250sd
- Crossbow, Heavy: 1d8, 2H, Pierce, Cruel, Reload, 50’(200’)[600’], 40sd
- Crossbow, Light: 1d6, 2H, Pierce, Cruel, Reload, 50’(300’)[400’], 30sd
- Musket: 2d8, 2H, Pierce, Reload: 2, Shots: 1, Firearm, 50’(100’)[600’], 350sd
- Revolver: 2d4, 1H, Pierce, Reload: 8, Shots: 4, Firearm, 15’(30’)[180’], 200sd
- Scattergun: 2d4, 2H, Pierce, Reload: 4, Shots: 2, Firearm, Point Blank, Scatter, 15’(30’)[180’], 200sd
- Sling: d4, 2H, Blunt, 50’(300’)[450’], 8sd
Explosives
The following are explosives that may be lit/armed and thrown.
- Clay Bomb: 2d8, Slash, Radius: 15', 30sd
- Haint-Jug: d6, Flame, 1d6 each turn: 1-2 spread in all directions or on 6 flames go out, 15sd
- Improvised Bomb: d10, Slash, Radius: 10', 20sd
- Iron Bomb: 3d6, Slash, Radius: 10', 40sd
- Smoke Bomb: Radius: 10', Blinds for 1d4 rounds, 10sd
- Stink Bomb: 2d4, Poison, [STA] or Poisoned, 20sd
- Stunner: [AGI] or Stunned, 25sd