A creature has as many equip slots for weapons as it has hands. A weapon or shield without the Two-Handed weapon type takes 1 equip slot, while a weapon with the Two-Handed weapon type takes 2 equip slots. A creature may only have 1 weapon equipped at once unless they have the Dual Wielder boon.
A weapon has a number of properties (listed both at the bottom of this page and on the individual rules page) as well as one weapon ability, shown below the weapon. A weapon ability can only be applied if a creature is wielding the weapon in question.
Weapons:
Longsword: One-Handed. 2d4 slash damage, reach 1 unit. Durability 6. 12c
Sword and Board: When you successfully block an attack with a shield while wielding a longsword, you may immediately make a longsword attack against the attacking creature for 3 TS. This attack gains a +1 bonus to hit and damage and does sharp damage instead of slash.
War Axe: One-Handed. 1d6 slash damage, reach 1 unit. Rend 2. Durability 3. 7c
Throwing Hatchet: As an attack, you may throw an equipped war axe. A thrown war axe has range 5 units, but the attack only deals 1d4 damage.
Rapier: Duelist. 1d4 sharp damage, reach 1 unit. Armor Penetration 4. Durability 2. 15c
Feint: When you hit an attack with a rapier, you may choose to deal no damage. If you do, the target of your next attack with that rapier, if that attack hits, takes double damage from that attack. This damage multiplier does stack with the original critical hit multiplier, but does stack with the called shot multiplier.
Saber: Duelist. 1d8 slash damage, reach 1 unit. Armor Penetration 1. Durability 4. 8c
Swordcatcher: When you successfully parry with a saber, you may attempt to disarm your opponent as an interrupt for 0 TS. When you do so, make a [Q] roll against the triggering attack's roll total; if you succeed, the attacker's weapon is unequipped and falls to the ground in an unoccupied space within 1 unit.
Club: One-Handed. 1d4 blunt damage, reach 1 unit. Durability 1. 2c
Damaging Splinters: When you roll an attack with a club and critically miss, (roll a 0 on both dice) you may deal 1d6 damage to the creature you missed against. If you deal this damage and the weapon breaks as a result of that critical miss, the weapon is completely destroyed and cannot be repaired.
Spear: Polearm. 1d4 sharp damage, reach 2 units. Durability 2. 5c
Dig In Your Heels: You may spend 2 TS to prepare an attack while wielding a spear. Until the end of the round, whenever you could make an attack as an interruption, you may spend 0 TS to do so instead of 3. The effect may only be triggered once a round for each attack you prepare.
Glaive: Two-Handed, Polearm. 1d6 slash damage, reach 2 units. Rend 1. Durability 3. 20c
Pommel Strike: Whenever you hit with an attack with a Glaive, you may make an alternate attack immediately for 2 TS as an interruption. This attack has reach 1 unit and deals 1d4 damage. This attack need not be against the same creature as the triggering attack.
Greatsword: Two-Handed. 2d6 slash damage, reach 1 unit. Durability 3. 15c
Weighty Momentum: After making a greatsword attack, your next greatsword attack that round deals 1d6 additional damage.
Greataxe: Two-Handed. 1d10 slash damage, reach 1 unit. Rend 2. Durability 2. 12c
Heavy Attack: When making an attack with a greataxe, you may spend 1 additional TS to make that attack into a heavy attack. Heavy attacks deal 2d8 slash damage instead of 1d10.
Dagger: Knife. 1d4 slash damage, reach 1 unit. Armor Penetration 1. Durability 10. 5c
Artery Strike: When critically hit with a dagger attack (roll a 9 on both dice) you gain an additional x2 multiplier, stacking with the initial multiplier to x3. This multiplier stacks with both the initial critical hit multiplier as well as the called shot multiplier, for a maximum of x4 damage. In addition, when you make an attack with a dagger, you may choose to deal sharp damage instead of slash.
Knife: Knife. 1d4 stab damage, reach 1 unit. Armor Penetration 1. Durability 10. 5c
Throwing Knife: As an attack, you may throw an equipped knife. A thrown knife has range 6 units, the attack does 1d4 stab damage.
Punch: Brawler. 1d4 blunt damage, reach 1 unit.
Hand-to-hand: Punch attacks cost only 2 TS.
Bow: Ranged. 1d6 sharp damage, range 9 units. Consumes 1 Arrow. Armor Penetration 1. Durability 2. 15c
Hunter's Harvest: You can recover arrows fired by a bow by making a [I] or [Q] roll against the number of arrows fired and patrolling the battlefield after a combat. If you fail the roll, you recover arrows equal to the number rolled. In combat, you may recover arrows embedded in enemy targets after a hit by hitting that target with a melee attack.
Scythe: Two-Handed, Polearm. 1d8 slash damage, reach 2 units. Cleave 1. Durability 2. 25c
Reaping Impulse: When you reduce a creature to 0 hit points with an attack using a scythe, you regain the TS spent on the attack.
Hammer: One-Handed. 2d4 blunt damage, reach 1 unit. Crush 1. Durability 3. 15c
Glancing Blow: Whenever you miss a hammer attack by less than 2, you may deal 1d4 damage to the creature you missed.
Greathammer: Two-Handed. 1d12 blunt damage, reach 1 unit. Crush 2. Durability 3. 22c
Bone Breaker: Whenever you critically hit with a greathammer attack, the target is slowed until your next turn, having their movement cost increased to 2.
Flintlock: Gun. 1d8 ballistic damage, range 7 units. Consumes 1 Bullet. Magazine 1. Reload 12, 2 TS. Durability 2. 35c
Blindside: You can parry with an equipped flintlock, provided it has a full magazine. Parrying with a flintlock costs a bullet. You have +2 to parry with a flintlock. This weapon ability may only be applied if you have at least one level in the Gunslinger boon.
Carbine: Two-Handed, Gun. 1d10 ballistic damage, range 12 units. Consumes 1 Bullet. Magazine 1. Reload 13, 2 TS. Durability 2. 50c
Headshot: The called shot to the head multiplier with a carbine is x3 rather than x2, this stacks with the critical multiplier, to a maximum of x4.
Shotgun: Gun. 1d12 ballistic damage, range 3 units. Consumes 4 Bullets. Magazine 1. Reload 10, 3 TS. Durability 1. 30c
Recoil Blast: When you make a shotgun attack, you may move up to 2 units away from the attack's target for 0 TS. This movement cannot be interrupted.
Revolver Pistol: Gun. 1d8 ballistic damage, range 8 units. Consumes 1 Bullet. Magazine 6. Reload 8, 1 TS. Durability 3. 70c
Fan The Hammer: When you hit with a revolver pistol attack against a creature within 5 units, you may make an additional attack for 0 TS at -3 to hit, with an additional -3 to hit on each subsequent additional attack. (-6 on the second, -9 on the third, -12 on the fourth, etc...)
Revolver Rifle: Two-Handed, Gun. 1d10 ballistic damage, range 13 units. Consumes 1 Bullet. Magazine 6. Reload 9, 1 TS. Durability 3. 100c
Steel Frame: You may make melee attacks and parry
Staff: Two-Handed. 1d6 blunt damage, reach 1 unit. Durability 3. 25c
Sorcerer's Implement: While equipped with a staff, you have a +1 bonus to hit with spells.
Lance: Polearm. Two-Handed. 1d10 sharp damage, reach 2 units. Armor Penetration 1. Durability 3. 15c
Charge!!!: If you move at least 2 units in a straight line in a round before making a Lance attack, you deal 1d6 additional damage on that attack.
Armor:
Leather: Non-Heavy. +1 DR, -0 to hit. -1 to dodge. 20c
Chain Shirt: Non-Heavy. +2 DR, -1 to hit, -2 to dodge. 25c
Breastplate: Non-heavy, +3 DR, -1 to hit, -3 to dodge. 50c
Light Plate: Non-heavy, +4 to DR, -2 to hit, -4 to dodge. 70c
Splint Mail: Non-heavy, +5 to DR, -4 to hit, -6 to dodge. 75c
Chainmail: Heavy, +4 to DR, -3 to hit, -5 to dodge. 50c
Plate Mail: Heavy, +6 to DR, -4 to hit, -7 to dodge. 100c
Plate & Chain: Heavy, +7 to DR, -5 to hit, -8 to dodge. 150c
Heavy Plate & Chain: Heavy, +8 to DR, -10 to hit, -10 to dodge. 200c
Shields:
Buckler: +1 block. Buckler. 5c
Kite Shield: +2 to block. 20c
Greatshield: +6 to block. Greatshield. 30c
Spiked Greatshield: +5 to block. Greatshield. Spiked 2. 35c
Thrown:
Throwing Bomb: (4 TS) You may throw this item to a point within 6 units. You make a [Q] attack roll against all creatures within 1 unit of the point. Each creature that you hit takes 2d6 fire damage and 1d6 blunt damage. This is a thrown weapon. 30c
Alchemist's Fire: (4 TS) You may throw this item to a point within 6 units. You make a [Q] attack roll against all creatures within 1 unit of the point. Each creature that you hit gains 1d6 flame stacks. This is a thrown weapon. 40c
Alchemist's Frost: (4 TS) You may throw this item to a point within 6 units. You make a [Q] attack roll against all creatures within 1 unit of the point. Each creature that you hit gains the frostbite debuff for 2 rounds. If a creature hit is already frostbitten, they become frozen and petrified for 1d4 rounds and lose the frostbite debuff.
Acid Flask: (4 TS) You may throw this item to a point within 6 units. You make a [Q] attack roll against all creatures within 1 unit of the point. Each creature that you hit loses 1d6 DR, decaying at a rate of 1 per round. This is a thrown weapon. 15c
Edible:
Healing Potion: (2 TS). A creature who drinks this gains 2d6 hit points. 10c
Poison Potion: (2 TS) A creature who drinks this gains 1d6 poison stacks that last for 1d6 rounds. 20c
Mana Potion: (2 TS) A creature who drinks this regains 1d4 MP. 20c
Rations: If eaten, rations count as a single meal. 5c
Magic Rations: A creature who eats this can go a day without becoming hungry. 10c
Antidote: (2 TS) A creature who drinks this removes each poison stack they have. 15c
Ammunition:
Arrow: Arrow. Can be fired by a bow. 0.25c
Bullet: Bullet. Can be fired by a gun. 1c
Fire Arrow: Arrow. If a shot using this arrow hits, the creature it hits gains 1d4 flame stacks. 10c
Other:
Medical Kit: (3 TS) A medical kit can be used to stop a dying creature from bleeding out, consuming 1 charge. It has 3 charges and becomes useless when it has none.
Waterskin: (2 TS) A waterskin can hold 1 day worth of water for 1 creature and can be refilled at any source of water.
Flame: (stacking debuff) At the end of each round, a creature with a flame stack takes 1 damage for each flame stack they have and makes a [U] roll against 12, if they succeed they remove 1 flame stack and may roll again.
Poison: (stacking debuff) At the beginning of each round, creature with a poison stack takes 1 damage for each poison stack they have.
Gun: (weapon type) Guns work differently from other weapons, and anyone without the Gunslinger boon is at -3 to use them and cannot reload. So long as a creature has the Gunslinger boon, guns are ranged weapons for it and all modifiers that creature has to ranged weapons may be applied.
Reach vs. Range: (terminology) Some weapons have reach, while others have range. Reach weapons can be parried as normal, but any roll to parry against a ranged attack is at -4 unless another feature says otherwise. You cannot parry with ranged weapons, guns included.
Magazine: (weapon modifier) A trait only possessed by weapons with Reload. The level of Magazine indicates how many times a weapon can be fired before is has to be reloaded. Each attack with the weapon consumes the amount of ammo indicated by the Consumes trait. (MG)
Reload: (weapon modifier) The number immediately after Reload is what kind of check the character using it must make to successfully reload, and the number after that is how much TS it costs. A reload roll is a [Q] roll. (RL)
Armor Penetration: (weapon modifier) This weapon ignores 1 of the target's DR for each level of Armor Penetration. (AP)
Crush: (weapon modifier) This weapon does damage to armor, reducing its DR by the level Crush for 1d4 rounds. An armor that has been damaged by Crush cannot take damage from another weapon with Crush until the duration ends. This DR reduction applies after attack damage.
Rend: (weapon modifier) This weapon deals 1 additional damage to unarmored targets for each level of Rend. (RD)
Buckler: (shield modifier) This shield can be used while a weapon is equipped in the same hand! Weapons used in the same hand as a buckler have -1 to hit with attacks. (BK)
Greatshield: (shield modifier) While this shield is equipped you are at -2 to hit with weapons. (GS)
Spiked: (shield modifier) While this shield is equipped, any time an enemy attacks you they take 1 damage point for each level of Spiked. (SP)
Cleave: (weapon modifier) If there is another creature within a number of units equal to the level of Cleave from the target of an attack with this weapon, you may have that creature also be the target of an attack with this weapon.
Frostbite: (debuff) creatures with this debuff gain 1 less TS at the start of each round.
Frozen: (status condition) creatures that are frozen cannot spend TS and have 0 TS until this condition ends. If a creature that is frozen is also petrified, the petrify condition ends when the frozen condition does if they come from the same source. Frozen creatures take half damage from all sources. (round down) The frozen condition may end if the creature is exposed to enough heat or hit by a fire-based attack. (GM's discretion)
Petrified: (status condition) Petrified creatures cannot make defense rolls, the defense for a petrified creature is automatically 10.