All numeric values on this page are playtesting values and may be adjusted.
Related pages: Armor (absorption values) and Shields (defense bonuses and block mechanics).
Some equipment has special properties that modify how combat rules apply. These are defined here, before the tables, so the column headers mean something when you reach them.
Reach determines how many squares away a target can be and still be hit. When an attack resolves, the GM checks if the target is within reach. If the target moved out of reach, the attack misses.
Most melee weapons have
The tactical value of Reach 2 is positional: a character with a spear can stand behind an ally — the party’s tank, for example — and still attack whoever is fighting that ally, as long as there is line of sight to the target. The Reach 2 wielder contributes to the fight without being in the front line.
Weapons with Reach 2: Spear, Halberd, Quarterstaff. All other melee weapons have Reach 1.
An Armor Piercing weapon reduces the target’s combined armor + shield absorption by a flat number of points before the
The narrative logic: blunt force transfers through armor instead of needing to cut through it. A Warhammer (AP 45) against Full Plate (50) and a Round Shield (20) finds 70 combined absorption. After piercing: 70 − 45 = 25.
Weapons with Armor Piercing: Mace (30 points), Warhammer (45 points).
Some melee weapons carry the Thrown property, meaning they can be used as a ranged attack. Thrown attacks use the Throwing
Each throwable weapon has two range bands: Close and Far. At Close range, the weapon deals its full thrown damage factor. At Far range, the damage factor drops — the throw loses force over distance. Beyond Far range, the weapon cannot reach the target.
Throwing a weapon costs the same
| Weapon | Close Range | Close Damage | Far Range | Far Damage |
|---|---|---|---|---|
| Dagger | 3 squares | 8 | 6 squares | 5 |
| Hatchet | 4 squares | 12 | 7 squares | 8 |
| Spear | 5 squares | 18 | 8 squares | 12 |
The crossbow costs 1 AP to fire — pull the trigger, release the bolt. But after firing, it must be reloaded, costing 3 AP before it can fire again. Total cycle: 4 AP per shot.
The crossbow starts combat already loaded. The first shot costs only 1 AP — making it an excellent opening weapon. After that, the reload dominates your round.
This makes the crossbow a “devastating first shot” weapon: its damage factor (35) is the highest in the ranged category, the first shot is cheap, but follow-up shots eat your entire round.
Each weapon's AP column shows its base AP cost to attack. The damage factor is the points of damage per
All values are playtesting values.
| Weapon | AP | Damage Factor | Reach | Hands | Special |
|---|---|---|---|---|---|
| Dagger | 1 | 10 | 1 | One | Thrown (see table) |
| Short Sword | 1 | 15 | 1 | One | — |
| Longsword | 2 | 20 | 1 | One | — |
| Rapier | 1 | 15 | 1 | One | — |
| Bastard Sword | 2 | 30 | 1 | Two | — |
| Greatsword | 3 | 35 | 2 | Two | — |
| Weapon | AP | Damage Factor | Reach | Hands | Special |
|---|---|---|---|---|---|
| Hatchet | 1 | 15 | 1 | One | Thrown (see table) |
| Battle Axe | 2 | 30 | 1 | Two | — |
| Mace | 2 | 15 | 1 | One | Armor Piercing (30) |
| Warhammer | 3 | 25 | 1 | Two | Armor Piercing (45) |
| Flail | 2 | 25 | 1 | Two | — |
The Spear is versatile: it can be used one-handed (lower damage, freeing a hand to use a shield) or two-handed (higher damage). The AP cost and damage factor differ by grip. Both grips have Reach and can be thrown.
| Weapon | AP | Damage Factor | Reach | Hands | Special |
|---|---|---|---|---|---|
| Spear (one-handed) | 1 | 20 | 2 | One | Thrown (see table) |
| Spear (two-handed) | 2 | 25 | 2 | Two | Thrown (see table) |
| Halberd | 3 | 30 | 2 | Two | — |
| Quarterstaff | 1 | 10 | 2 | Two | — |
| Weapon | AP | Damage Factor | Reach | Hands | Special |
|---|---|---|---|---|---|
| Shortbow | 2 | 15 | Ranged | Two | Ranged (15 sq) |
| Longbow | 2 | 25 | Ranged | Two | Ranged (25 sq) |
| Crossbow | 1 | 35 | Ranged | Two | Ranged (20 sq), Reload (3 AP) |
Listed as a reference point. Any character can fight unarmed; skill determines how well.
| Weapon | AP | Damage Factor | Reach | Hands | Special |
|---|---|---|---|---|---|
| Unarmed | 1 | 5 | 1 | — | — |
These examples walk through the
Setup: Bran (Body 4, Melee 3) attacks a Bandit Captain wearing Chain Mail (25 absorption) with
Step 1 —
Step 2 — Weapon damage factor: Battle Axe is 30 per
Step 3 —
Step 4 — Armor absorption: Chain Mail absorbs 25 points. 80 − 25 = 55.
Step 5 — Apply to health: The Bandit Captain takes 55 damage and drops from 100 to 45 — straight into the
Bran surveys the result. The Captain is still standing. This is technically Bran’s fault for not hitting harder. He is already raising the axe again. He is also composing a verse about it.
Now swap the Battle Axe for a Mace (damage factor 15, Armor Piercing 30). Same
Step 4 — Armor absorption (Armor Piercing): Chain Mail has 25 absorption, no shield. The Mace’s AP 30 reduces it: max(25 − 30, 0) = 0. The Captain’s armor absorbs nothing. 35 − 0 = 35 damage. Health: 100 → 65. That’s
Against heavier protection, Armor Piercing gets worse for the defender. Full Plate (50) with no shield: Warhammer AP 45 reduces absorption to 5. Full Plate (50) plus a Round Shield (20) = 70 combined: Warhammer AP 45 reduces it to 25. The Warhammer does not care how much metal you are wearing. It has opinions about bones.
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