Weaponry Class: Defines Skill to use with the weapon. Common, Martial or Cunning for example. Burden: Increases Burden by rating. Discreet: When hidden, Tests to search for this weapon are made with Disadvantage. Great Reach: Use a Response to prevent opponent without Great Reach from choosing damage in a Clash. Impact: Add Item Burden rating to damage, minimum of +1. Intimate: Weapon rolls damage normally in grapple or other close-quarters engagement. Missile: Weapon can be fired up to Far. Attacks to greater distance are made with Disadvantage. Mounted: Weapon deals +1 die damage when used while mounted. Precise: Weapon can be wielded with Awareness. Sever: When you roll maximum on a damage die roll the die again once and add the result to damage. Slow: Weapon can Attack only once in a Round. Thrown: Weapon can be thrown up to a Close. Attacks to greater distance are made with Disadvantage. Two-handed: Item requires two free hands to wield. Add +1 to damage. Attempts to Disarm are made with Disadvantage. Long Haft: Weapon can be wielded in two hands increasing damage by +1 and imposing Disadvantage on attempts to Disarm.
Weapons
Ammunition
Qualities
Cost
Arrows
Amount: 12
10
Bolts
Amount: 12
10
Bullets
Amount: 20
5
Common Weaponry
Damage
Qualities
Cost
Unarmed
1
Common, Intimate
Improvised
1D4
Common. Tankards, frying pans, light stools, rocks etc.
Heavy Improvised
2D4
Common. Benches, doors, cauldrons, large stones etc.