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Weapons

Weapons are used when making attack actions and come in two variants: melee weapons and ranged weapons. A fighter may be equipped with up to two melee weapons and one ranged weapon.

Dual Wielding​

A fighter that is equipped with two melee weapons are considered to be dual wielding, and may use both weapons when making melee attack actions.

Unarmed fighters​

A fighter that isn't equipped with any melee weapon is considered to be unarmed, and uses the Unarmed weapon profile.

Natural Weapons​

Some fighters (such as BEASTS) cannot be equipped with weapons, and instead have natural weapons listed directly on their fighter profile, representing claws, jaws, and other physical features.

Melee weapons​

Weapon
R
A
D
Special
Axe
1"
3
2/4
—
Club
1"
3
2/3
—
Dagger
1"
3
1/3
—
Fighting Claws
1"
4
2/3
Great Weapon
1"
3
3/5
Halberd
2"
3
2/4
Ithilmar Axe
1"
3
3/4
Ithilmar Spear
2"
3
2/4
Ithilmar Sword
1"
3
2/4
Morning Star
1"
3
2/3
Sigmarite Warhammer
1"
3
2/3
Spear
2"
3
2/3
Steel Whip
3"
3
1/3
Sword
1"
3
2/3
Unarmed
1"
2
1/2
—
Warhammer
1"
3
2/3
Weeping Blade
1"
3
2/4

Ranged weapons​

Weapon
R
A
D
Special
Blunderbuss
6"
5
1/3
Bow
18"
2
2/3
—
Crossbow
18"
2
3/5
Crossbow Pistol
6"
2
3/4
Elven bow
18"
2
2/4
—
Handgun
18"
2
4/6
Sling
12"
2
2/3
—
Throwing Dagger
6"
2
2/3
—
Throwing Stars
6"
2
1/3
Warplock Pistol
6"
2
4/7

Weapon rules​

Blast​

When making an attack action with this weapon, for each critical hit, make an additional hit roll against a visible enemy fighter within 1" of the target.

Blessed​

When making attack action with this weapon targeting a VAMPIRE, DAEMON or THRALL, add 1 to the Critical Damage characteristic of this weapon.

Brace​

When determining how many ranged weapons a fighter is equipped with, two weapons with this special rule count as one.

Brutal​

Melee attack actions made with this weapon ignore the Parry weapon rule.

Cumbersome​

When the bearer is the target of a melee attack action, subtract 1 from their Fight characteristic.

One-use​

This weapon can only be used for one attack action each battle.

Parry​

When the bearer is the target of a melee attack action, add 1 to their Fight characteristic.

Piercing 1​

When making an attack action with this weapon, subtract 1 from the target’s Armour characteristic (to a minimum of 0).

Piercing 2​

When making an attack action with this weapon, subtract 2 from the target’s Armour characteristic (to a minimum of 0).

Piercing 3​

When making an attack action with this weapon, subtract 3 from the target’s Armour characteristic (to a minimum of 0).

Point Blank​

This ranged weapon may be used for melee attack actions: set the weapon's Range characteristic to 1" and use the bearer’s Fight characteristic for the hit rolls.

Poisoned​

When making an attack action with this weapon, if any damage is allocated to the target, they are poisoned. When a poisoned fighter is activated, roll a dice. On a 1, the fighter is no longer poisoned. On a 2+, allocate 2 damage points to that fighter.

Reload​

This weapon must be reloaded after being used for an attack action. A fighter can reload one of their weapons with this special rule when making the wait action.

Two Handed​

When determining how many melee weapons the bearer is equipped with, this weapon counts as two.

Unreliable​

When making an attack action with this weapon, if any hit rolls result in a 1, all hit rolls are discarded and the attack action ends.

Unwieldy​

The bearer cannot use this weapon as part of a dual wielding attack, either as the main hand or the off-hand weapon.

Whipcrack​

When making an attack action with this weapon, unless used as an off-hand weapon, the target cannot make reactions.