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Weapons, armor and ammunition

Weapon traits like Recoil, Scoped and Cleave, aiming, bracing and charging, range, ammunition and reloading, thrown weapons, oils and poisons, and how armor soaks a hit.

For players

On sims that use weapon rules, your weapon is more than its damage: traits change how it hits, guns need reloading, bows need arrows, and armor soaks blows before they reach you. Your sim decides which of these rules it uses, and staff can change the numbers below. Each weapon’s description lists its traits.

Weapon traits

Traits show in your roll, for example - 1 (Recoil) or + 1 (Aim).

Trait What it does
Recoil -1 to every attack roll
Cumbersome -2 to every attack roll
Scoped Aiming gives +2 instead of +1, but outside the best range it’s -5 instead of -3
Tracking A sprinting target gets no cover from sprinting
CQC Ignores the cover someone gets from being in melee
Defensive A hit gives the target -2 to their attacks until your next turn
Concealable A missed Sneak Attack doesn’t give you away
Nimble After attacking with it, you get one free short move that turn (not if you aimed)
Spread Outside its best range, it also hits everyone within 4 m of the target, all at half damage
Knockdown Knocks the target Prone
Crush Each point of damage counts twice against armor
Penetrating Goes through Armor Reduction and counts twice against armor
Keen +1 damage per hit once the target’s armor is gone, or if they wear none
Hook Pulls a shield aside until the target’s next turn, or drags someone without one 1 m closer
Ignores shields The target’s shield doesn’t help their defense
Two-handed +1 damage per hit with nothing in your other hand
Cleave If the strike downs its target, you roll once more, free, at the nearest other enemy in reach
Brace against a charge When an enemy charges into your reach, you’re asked whether to strike first (1 AP)
Cone Also catches everyone in a 60° cone toward the target, allies too
Thrown You throw it, and it stays where it lands until you pick it up

Some weapons need the right thing in hand: “needs a shield”, “needs a bow, crossbow or firearm in hand”, or “needs a weapon in each hand”.

Aim, brace and charge

You’ll find these under Tactics on your fight page, or use @party aim, @party brace and @party charge.

  • Aim (1 Energy): your next attack this turn rolls at +1, or +2 with a Scoped weapon. It doesn’t help against a sneaking target, and you can’t aim while Burning.
  • Brace (free): declare it before you move or spend anything. Your next ranged attack rolls at +1, and your turn ends right after it.
  • Charge (1 AP a press): loads a weapon that has to be charged, such as a gun or a charged energy weapon. The charge carries over between your turns but not between fights, and some weapons start each fight loaded. A charged attack uses its charged damage, and firing empties it, hit or miss.

@status shows each weapon’s charge: “charged”, “1/2 AP”, “not charged” or “jammed”.

Range

Each attack has a best range. Inside it there’s no penalty; further out, but still in range, it’s -3 to hit. Past its maximum or closer than its minimum, it can’t be used: “Goblin is 23m away - Longbow reaches 20m.” Distances come from where the fight has everyone placed, so move before you shoot.

With front and back rows, melee from the back row does half damage, and melee can’t reach someone in the back row while their front row still stands. See Rows, cover and range.

Several attacks and one attack a turn

Some weapons roll more than once, and some hits are automatic: “Rourke makes 3 attacks on Goblin: 2 hits (1 automatic).” Each hit rolls its own damage, and armor takes the total once.

Your sim may allow only one attack action a turn: “You’ve already made your Attack Action this turn.” Reactions don’t count, but ordering a drone to attack counts as yours.

On some sims a critical hit adds half again to the damage and goes through Armor Reduction. A fumble ends your action and costs you 1 Energy next turn.

Ammunition

Bows, crossbows and guns use up ammunition: arrows, bolts, or powder and shot. These are ordinary items in your inventory. Each attack roll uses one, hit or miss, so a two-roll shot uses two.

  • Without enough, the attack is stopped before anything is spent: “The Longbow needs Arrow x2 for that - you carry none.”
  • When you’re down to 5, you’re warned (“Arrow: 4 left.”), and again at the last one.
  • A gun with no shot can’t be loaded.

Thrown weapons

A thrown dagger, axe or javelin lands by its target, hit or miss: “Rourke’s Dagger lands by Goblin - Pick Up within 2m of it to get it back.” To use it again, go within 2 m and use Pick Up. You start every fight with it back in hand.

Blackpowder guns

A gun is loaded with Charge: a pistol takes 3 AP, a long gun 4, a crossbow 1. They start each fight loaded, and each shot empties them.

  • Misfires: on a critical fail the gun jams and the shot is lost: “Rourke’s Pistol misfires - 1 AP to clear it before reloading.” Your next Charge clears it. Better-made guns misfire less.
  • Loud: firing a gun gives away a sneaking shooter at once.
  • Grenades can slip on a very bad roll and land at your own feet.

Oils, poisons and balms

These work only in a fight, on whoever you use them on.

  • Fire oil: your next few hits each add 1 Burning.
  • Frost oil: your next few hits each add Slowed.
  • Keen oil: +1 damage per hit for the next few hits.
  • Poison: your next hit adds 1 to 3 Poisoned, depending on the poison.
  • Burn balm: less fire damage per hit for 2 rounds.

Only one oil at a time, but a poison can go on with it. Better-made oils last more hits, and spoiled ones work at half strength; see Quality, wear and enchanting. Some need a level to use: “The Fire oil needs Level 10 (you have 8).”

Tonic sickness: a third healing draught in one fight hurts you and halves healing on you for the rest of it.

Armor

Armor has two numbers:

  • Armor Value (AV) is the armor’s own health. It soaks damage before your HP does, and it’s full again at the start of every fight.
  • Armor Reduction (AR) comes off each hit while you have any AV left.

The damage line shows where a hit went. For 24 damage against AR 4 and AV 20: (−4 AR, 20 to 🛡 0/20, 0 to HP), then “X’s armor is broken.” In a fight your titler shows your armor as 🛡 12/20. Damage over time and falls go straight past armor.

Some attacks get around it:

  • Pierce always gets at least half through.
  • Rend and True damage skip Armor Reduction, but armor still soaks them.
  • Spells skip Armor Reduction.
  • Crush and Penetrating weapons wear armor down twice as fast.

Heavy armor can be made stronger with Might. On some sims it also makes some spells cost more, or stops them altogether: “Fireball can’t be cast in heavy armor.”

Gear wears out with use and needs repairs; see Quality, wear and enchanting.

Equipping

  • Requirements: gear can need a level, a stat or a skill: “The Longsword needs Might 2 (you have 1).” Gear you already wear counts toward these, but buffs don’t. You can’t take off an item that another one depends on.
  • Slots: each slot holds one item, such as main hand, off hand, armor or amulet. “You have no free slot for the Ring.” Some sims allow two rings or a weapon in each hand.
  • Weight: your sim may limit what you carry. Too much slows your movement.