Weapons
Unarmed – Brawl – BB – Grapple, Less Lethal
Small Weapon – Brawl or Combat, 2 +FB – Grapple, Stealthy, +10 against unarmed
Medium Weapons – Combat, 4+BB, +10 against small and unarmed
Large Weapons – Combat, 5 + BB, Reach, +10 against medium/small/unarmed, two handed
Shield – Combat – 1+BB, +10 when Defending in combat
Sling – Ranged, 1+FB, 40m
Short Bow, Ranged, 3+FB, 100m, two-handed
Bow, ranged, 4+fb, 140m, two-handed
Crossbow, ranged, 6+FB, 60m, R/ap2, Two-handed
Pistol, ranged, 4+fb, 10m, R/ap 2, grapple, counts as small weapon
Carbine, ranged, 6+fb, 30m, R/ap 3, two-handed
Musket, ranged, 10+fb, 50m, R/ap 4, two-handed
Base Damage: Each weapon has base damage. This can be a specific damage output and/or the value of the relevant stat bonus.
Grapple: The weapon can be used in a grapple
Reach: As long as you maintain 1 meter from your target, attacks can only be opposed by Dodging or Defending
Less Lethal: target at 0 wounds has advantage on the death check
R/AP (Reload/Armor Piercing): This represents the number of actions required to reload the weapon and the amount of damage reduction ignored by the weapon.
Stealthy: If the target is surprised, you have Advantage to hit. Use either Finesse Bonus or Body Bonus for damage.
Two-handed: Requires two hands to wield
Effective Range:
- Within EF: roll as normal
- Over EF: -10 penalty to hit
- Over EF X 2: -2 penalty to hit, -3 damage