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Weapons are the main way of dealing damage to another character, below is a list of profiles of weapons that characters can acquire and use. Anyone may take any of these weapon profiles and use it for a different weapon that is not on the list as long as theyโre somewhat similar. All weapons can use oneโs choice between Strength or Dexterity for attacks unless limited by a specific weapon property.
In the table the Damage section dictates how much damage the weapon does upon hitting a target, the Grip section dictates how many hands are needed to wield the weapon, the Range section dictates from how many blocks away you can attack a target from with that weapon and the Properties section shows the properties that apply for that weapon and change how it is used.
Weapon | Damage | Grip | Range (Blocks) | Properties |
|---|---|---|---|---|
Unarmed | D2 | / | 1b | Light |
Shield | D2 | 1h | 1b | Defensive |
Greatshield | 2D2 | 2h | 1b | Defensive, Heavy |
Shortsword / Handaxe | 3D2 | 1h | 2b | Light |
Longsword / Battleaxe | 5D2 | 2h | 3b | Heavy |
Rapier | 4D2 | 1h | 2b | Piercer |
Dagger | 2D2 | 1h | 1b | Light, Thrown |
Spear / Trident | 4D2 | 1h | 4b | Thrown |
Warhammer | 3D2 | 2h | 2b | Heavy, Piercer, Breacher |
Shortbow | 3D2 | 2h | 20b | Ranged |
Longbow | 4D2 | 2h | 20b | Heavy, Ranged |
Crossbow | 3D2 | 2h | 15b | Piercer, Ranged |
Handpistol | 3D2 | 1h | 15b | Ranged, Light, Inaccurate |
Blunderbuss | 11 | 2h | 10b | Heavy, Ranged, Inaccurate, Scatter |
Musket | 4D2 | 2h | 20b | Heavy, Breacher, Ranged, Inaccurate |
Weapon Properties
Weapon properties change how a weapon is used, this can be both advantageous or disadvantageous to the wielder of the weapon, they serve to make each weapon feel somewhat unique and offer plenty of variation in strategies.
Property | Affected weapons | Description |
Light | Unarmed, Shortsword/Handaxe, Dagger | Whilst wielding a light weapon in each hand you may make an attack within range of the weapon as a bonus action, this attack deals D2 damage. |
Defensive | Shield, Greatshield | Whilst wielding this weapon you gain a bonus to your AC equal to the amount of hands required to wield this weapon. (This effect can only be applied by one source.) |
Heavy | Greatshield, Longsword/Waraxe, Warhammer, Longbow, Musket | This weapon requires at least 10 Strength to be wielded properly, otherwise the wielder receives a -2 penalty on their attack rolls.ย Attacks with melee weapons with this property must be rolled with Strength. |
Piercer | Rapier, Warhammer, Crossbow | When targeting an armoured target you gain an additional +1 on your attack roll. |
Thrown | Dagger, Spear/Trident | This weapon can be thrown as a ranged attack with a range of 10 blocks, after which it needs to be picked up again. |
Breacher | Warhammer, Musket | This weapon deals additional damage equal to the tier of armour the target is wearing. |
Ranged | Shortbow, Longbow, Crossbow, Handpistol, Blunderbuss, Musket | This weapon must use Dexterity to attack and its attacks count as ranged attacks. |
Inaccurate | Handpistol, Blunderbuss, Musket | This weapon doesnโt always fire accurately and receives a -1 penalty on its attack rollย when attacking a target further than 5 blocks from you. |
Scatter | Blunderbuss | This weaponโs ammunition spreads out upon firing, its damage is reduced by the distance of the target. |
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Armor tier | AC | Strength requirement |
Tier 1 Armor | +2 | 8 |
Tier 2 Armor | +3 | 10 |
Tier 3 Armor | +4 | 12 |
Tier 4 Armor | +5 | 14 |
Separate from weapons a character can wear armor to increase their AC and make it harder for an attack to hit them but unlike weapons armor cannot be freely equipped or removed during an ongoing combat encounter. Wearing armor also has an effect on movement that depends on the tier of armor, additionally each tier of armor has a unique strength requirement and if armor is worn without the character meeting that strength requirement their attack rolls and movement are reduced by the tier of armor theyโre wearing.
For example: a character is wearing Tier 3 armor but has a Strength stat lower than 12 then their movement and attack roll modifier are reduced by -3.
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Whilst being on a mount your movement is set to a number unique to that which corresponds to that of the mount listed below. A mount can be targeted separately with attacks, spells and techniques and it has its own HP and AC, the AC of a mount is 11 without modifications.
Each mount also has a unique feature that benefits the rider.
Mount | Movement | HP | Feature |
|---|---|---|---|
Horse | 15 | 15 | Can wear armor for a +4 to its AC. |
Donkey/Mule | 12 | 20 | Can make a single bite attack as a bonus action with a +2 to hit, dealing D2 damage on hit. |
Camel | 12 | 15 | Can mount 2 people, the front rider is the only one that can move the camel on their turn. |