Weapons, Shields and Ammunition

Weapons, Shields and Ammunition all represent Objects which may be used as part of a Character making an Attack.

On this Page, the Properties of Weapons, Shields and Ammunition are discussed, as well as how these effects are applied.

Weapons, Shields and Ammunition available to you will vary by Fantasy, so some options may be may be present in some Fantasies but not others.

Using a Weapon

To use a Weapon as part of an Attack, you must have enough Free Hands with which to use it and it must be within an Equipment or, if it has the Accessory Property, an Accessory Slot.

Most Weapons only require One Free Hand.

Weapons with the Two-Handed Property require you have Two Free Hands in order to use it.

To use a Weapon with the Ammunition Property, a you must have Ammunition you may use with that Weapon, which is stored in an Accessory you are currently wearing.

If you are Skilled with a Weapon (i.e. it’s Type is a Weapon Type you are Skilled in), you may add your Skill Bonus to Attacks Checks you make with that Weapon. You do not however need to be Skilled with a Weapon to use it. See Types of Weapon for more.

Are Shields Weapons?

A Shield is for the purposes of this Game regarded as a Type of Weapon, albeit one which always has the Accessory Property (i.e. it must be placed within an Accessory Slot to be used) and the Shield Property (i.e. it grants a Bonus to your Evasion DC while it is being worn).

You become able to gain the defensive benefits of using a Shield (i.e. it’s Bonus to Evasion DC) by becoming Skilled in Shields and wearing it.

Like other Weapons, Shields may be used as part of an Attack and may also benefit from Weapon Properties.

Damage Rating (DR)

The first and most important property of all Weapons is their Damage Rating. This determines how much Damage a Target may take when Hit by that Weapon.

This is discussed further on the Conflicts Page, but as a recap, on a Successful Hit a Character takes Damage as determined below:

Attack Check Outcomes

Type

The Type of a Weapon represents that it belongs to a set of Weapons which require similar training to be used.

When you are Skilled in a Type of Weapon, you may add your Skill Bonus to any Attack Check which uses a Weapon of that type.

Weapon Types available include: Axes, Bows, Clubs, Daggers, Guns, Improvised, Shields, Spears, Swords, Whips.

TypeExamples
AxesHand Axes, Hatchets, Woodcutter’s Axe, Battle Axes, Great Axes
BowsShort Bows, Long Bows, Crossbows, Sling Shots, Catapults, Trebuchet, Ballista
ClubsHammers, Quarterstaff, Nunchaku, Maces, Knuckle Dusters
DaggersDaggers, Machete, Nekote (Cat’s Claws), Punch Daggers
GunsPistols, Rifles, Bayonets affixed to Guns, Cannons
ImprovisedAny Object not specifically designed to be used as a Weapon, or a Weapon used in a manner inconsistent with it’s intended use
ShieldsShields and Weapons with a Defensive Component
SpearsSpears, Lances, Pikes, Javelins
SwordsShortswords, Rapier, Longswords, Greatswords, Plasma Swords
WhipsChains, Flails, Slings and Whips
Weapon Types and Examples

Melee

The Ability Bonus used for the Attack Checks of Melee Weapons is Might.

Weapons with the Melee Property may be used to make a Melee Weapon Attack.

The Range of Melee Attacks is always 1 Space (Adjacent).

Ranged

The Ability Bonus used for the Attack Checks of Ranged Weapons is Dexterity.

Weapons with the Ranged Property may be used to make a Ranged Attack.

Ranged Weapons will, in addition to the Ranged property have a Range listed (see Range).

Ranged Attacks may be used to against a Target within the a number of Spaces within the Attack’s Range (which is always at least 2 Spaces).

If a Character is Threatened (i.e. there is a Character Adjacent to them who means them harm and has the ability to do so), then Ranged Attacks they make are made with Disadvantage.

A Character may attempt a Long Shot to Hit a Target outside of a Ranged Attack’s Range, up to a Distance equal to twice the Attack’s Range. Making a Long Shot will cause the Attack to have Disadvantage.

Ranged Weapons typically have the Ammunition Property (see Ammunition for more).

Some Ranged Weapons also have the Loading Property (see Loading for more).

Thrown

A Melee Weapon which also has with the Thrown Property may be used to make a Ranged Attack.

Thrown Weapons will, like Ranged Weapons, include a Range (see Range).

They may be used to make Long Shots, and also will have Disadvantage if they are used to make a Ranged Attack while the Character using the Weapon is Threatened.

However, the Weapon is a Melee Weapon, the Ability Bonus for this Ranged Attack is Might.

After a Ranged Attack with a Thrown Weapon Hits a Target, it lands in the Target’s Space.

If the Thrown Weapon Misses the Target, the Weapon lands in a location of the GM’s choosing.

Unless circumstances would suggest otherwise, all Thrown Weapons are assumed to be collected by Characters at the end of a Conflict.

Damage

All Weapons will have at least one Damage Property.

In most cases, this will include just one of the following Physical Damage Types (Bludgeoning, Piercing or Slashing Damage).

When Damage is caused by that Weapon, the Type of that Damage is equal to that Damage Type.

If the Weapon has Alternative Damage Types, the Character may declare they wish to use the Alternative Damage Type when they make an Attack with it.

Range

The Range property is given to Weapons with the Ranged or Thrown Property. It will include a number in parentheses which indicates the number of Spaces it’s Range has.

Reach and Long Reach

The Reach Property is given to Weapons with the Melee property which may allow a Character to Attack another Character from a safer distance.

If a Character makes an Attack with a Weapon with the Reach Property and Misses, the Character they missed may not make a Counter against them with a Melee Weapon if it lacks either the Reach or Long Reach Property.

Similarly a Character which Misses with a Weapon with the Long Reach Property may not be Countered by Weapons which lack the Long Reach Property.

Characters may still choose to attempt to make a Ranged Attack against their Attacker with a Ranged Weapon or a Melee Weapon with the Thrown Weapon. However, such Attack will typically be made with Disadvantage as they will be considered Threatened by the Attacker.

Effects of Size Category

Characters with a different size from Medium or Small have special rules.

Tiny Characters do not gain the benefits of the Reach or Long Reach against Characters which are Larger than themselves.

Large and Huge Characters automatically gain the benefits of the Reach property on all of their Melee Weapon Attacks (including their Unarmed Strikes), and Weapons which would have had the Reach Property already will have the Long Reach Property.

Gargantuan Characters automatically gain the benefits of the Long Reach property on all of their Melee Weapon Attacks.

Finesse

The Finesse Property represents Melee Weapons which are especially nimble and may be used to Attack with precision.

Melee Weapons Weapons with the Finesse Property may use either Might or Dexterity for the Ability Bonus of their Attack Checks.

Finesse Weapons which also have the Thrown Property may also use Dexterity for the Ability Bonus of their Ranged Attack Checks.

Light

Light Weapons are particularly lightweight and agile Weapons. They typically cause much less Damage, but may be used to Attack more frequently.

You have Advantage on any Check made to hide or otherwise conceal a Light Weapon.

Light Weapons may be used as part of the Flurry Combo, which is available to all Characters.

Flurry Combo

If you have two Free Hands and one or more Weapons or Spell Foci with the Light Property, you may use the Flurry Combo Action.

With this Combo Action, you may use the Attack Action twice. However, both Attacks must only use Weapons or Spell Foci with the Light Property, and you must be Skilled with the Weapon or Spell Foci being used.

Heavy

Heavy Weapons represent especially large and cumbersome Weapons, potentially leaving a combatant more exposed to harm. However they also typically have a higher Damage Rating.

If an Attack with a Heavy Weapons Misses, the Attack made as part of a Counter will have Advantage.

Loud

Weapons with the Loud Property are known to be particularly Loud when used.

When a Character makes an Attack with a Loud Weapon, the GM may at their discretion rule that the Weapon may be heard by Characters who are not part of that Scene.

The Distance which the noise travels may vary with Location (it will travel less far if used within a building, and further in an open field), and the amount of noise may differ with Weapon (weapon’s with a higher Damage Rating may be assumed to be much louder).

Unarmed Strikes

All Characters are capable of making an Unarmed Strike.

Unarmed Strikes are considered a Melee Weapon which a Character always has access to. They have a Damage Rating of 1 and the Bludgeoning Property.

A Character may make an Unarmed Strike no matter what they are holding: it could be made by punching with a Free Hand, but it could equally be made with any other part of the body, such as feet, knees or head.

Improvised Weapons

Improvised Weapons are Objects which were not designed for use as Weapons, or they are Weapons being used in a manner against their original purpose.

All Improvised Weapons have the Melee, Thrown and Bludgeoning Properties, with a Damage Rating of 1 and a Range of 2.

A GM may at their discretion grant an Improvised Weapon additional Properties as well as a higher Damage Rating and Range if they feel it is appropriate.

A Weapon being wielded as an Improvised Weapon loses it’s current Properties.

Ammunition

The Ammunition Property represents Weapons which rely upon Ammunition to be used.

To use a Weapon with the Ammunition property, the Character must have the Ammunition in their possession.

Ammunition is stored in an Accessory. This Ammunition may be accessed freely while it is being worn by the Character (i.e. it is in an Accessory Slot).

Ammunition is described as either Inexpensive or Expensive.

Ammunition which is Inexpensive is not tracked. The Character is always assumed to have that Ammunition, provided they have an Accessory within which to hold it. Examples of Inexpensive Ammunition may include Arrows and Stones.

Expensive Ammunition however should be tracked. Mark on the Accessory holding the Ammunition when that Ammunition has been expended. Alternatively, if using Cards, place and remove tokens from on top of the Card holding the Ammunition to track when Ammunition has been expended. Expensive Ammunition include such objects as Bullets.

If the Ammunition is tracked, the Accessory it is stored in will have a maximum capacity. All Ammunition Accessories are assumed to come with the full capacity of Ammunition which may be stored in them when acquired.

The Ammunition within that Accessory may be replenished by expending Supplies with the Interact Action. See the Inventory Page for more.

Loading

Loading Weapons take additional time to be used due to the time taken to load Ammunition. This is particularly the case for such Weapons as Crossbows and Firearms.

A Weapon may be Reloaded using the Interact Action.

All Weapons are considered to be Loaded at the start of a Conflict unless otherwise stated.

Do not deduct Ammunition from an Accessory when you Load a Weapon: the loss of Ammunition only needs to be tracked when the Weapon is used to make an Attack.

Two-Handed

Two-Handed Weapons represent Weapons which are especially large, or otherwise require Two Hands to be used.

A Weapon with the Two-Handed property requires a Character have Two Free Hands with which to use it.

Versatile

Versatile Weapons represent Melee Weapons which may be used effectively using either One or Two hands.

A Melee Weapon with the Versatile Property gains a +1 Bonus to it’s Damage Rating when a Character makes an Attack with it while they have Two Free Hands.

Accessory

Versatile Weapons represent Weapons which must be placed in an Accessory Slot to be used.

Such examples include weapons worn on hands, such as Nekote, Knuckle Dusters and Cat’s Claws. They also include all Shields.

While wearing an Accessory Weapon, you are regarded as always having one less free hand (or two less if the weapon has the Two-Handed property).

Accessory Weapons which also have the Thrown Property are automatically removed from their Accessory Slot when they are used for a Ranged Attack.

Shield

A Weapon with the Shield property will grant a Character a Bonus to their Evasion DC.

The Bonus to AC is indicated in parentheses after the property.

You may only gain this benefit while if you are Skilled with the Type of Weapon.

All Shields will include the Shield property, as well as certain specialized Weapons.

All Weapons with the Shield property will also have the Accessory Property (i.e. they must be placed in an Accessory Slot to be used).

You may not wear more than one Shield at a time.

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