Weapons

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Molecular Sword

Piercing 2 (The target's protection is reduced by 2 before the wounds are determined.)
Concealment 5 (Describes how easy the weapon is to conceal)
Damage Potential 3 (Add 3 dice to the hit roll)

Short Sword

Piercing 1 (The target's protection is reduced by 1 before the wounds are determined.)
Concealment 2 (Describes how easy the weapon is to conceal)
Damage Potential 1 (Add 1 dice to the hit roll)

Chunchunmaru

Shocked 1

Piercing 1 (The target's protection is reduced by 1 before the wounds are determined.)
Concealment 3 (Describes how easy the weapon is to conceal)
Damage Potential 3 (Add 3 dice to the hit roll)

Flammberge

The Flammberge has a serrated blade and causes bleeding 1.

Range 2 (The weapon can be used at a range of 2 meters)
Concealment 6 (Describes how easy the weapon is to conceal)
Damage Potential 3 (Add 3 dice to the hit roll)

Rapier

Concealment 3 (Describes how easy the weapon is to conceal)
Damage Potential 3 (Add 3 dice to the hit roll)

Hunting knife

Piercing 1 (The target's protection is reduced by 1 before the wounds are determined.)
Preparation 0 (The weapon requires 0 actions to ready it)
Reload actions 0 (Reloading the weapon takes 0 actions)
Damage Potential 1 (Add 1 dice to the hit roll)

Two-handed Sword

Piercing 1 (The target's protection is reduced by 1 before the wounds are determined.)
Range 2 (The weapon can be used at a range of 2 meters)
Concealment 8 (Describes how easy the weapon is to conceal)
Damage Potential 3 (Add 3 dice to the hit roll)

Switchblade

Concealment 1 (Describes how easy the weapon is to conceal)
Preparation 0 (The weapon requires 0 actions to ready it)
Damage Potential 2 (Add 2 dice to the hit roll)

Stiletto

A parrying dagger, when wielded, gives the wielder one extra action per combat round, which may only be used for defence.

Concealment 2 (Describes how easy the weapon is to conceal)
Preparation 0 (The weapon requires 0 actions to ready it)
Damage Potential 1 (Add 1 dice to the hit roll)

Ancatir One and a Half Handed

Ancatir one-and-a-half-handed sword. Made of Ancatir steel and characterised by the special hardness of the steel and its lightness.

Concealment 3 (Describes how easy the weapon is to conceal)
Damage Potential 3 (Add 3 dice to the hit roll)

Small sword

Piercing 1 (The target's protection is reduced by 1 before the wounds are determined.)
Concealment 3 (Describes how easy the weapon is to conceal)
Damage Potential 1 (Add 1 dice to the hit roll)

Long Sword

Range 2 (The weapon can be used at a range of 2 meters)
Concealment 5 (Describes how easy the weapon is to conceal)
Damage Potential 2 (Add 2 dice to the hit roll)

Scimitar

Concealment 5 (Describes how easy the weapon is to conceal)
Damage Potential 3 (Add 3 dice to the hit roll)

Poison Dagger

A dagger with a notch for applying poison, particularly good at piercing armour. Poisons with the strength of the poison used.

Piercing 2 (The target's protection is reduced by 2 before the wounds are determined.)
Concealment 2 (Describes how easy the weapon is to conceal)
Preparation 0 (The weapon requires 0 actions to ready it)
Poison Notch 1 (A notch for applying poison. Poisons with the strength of the poison used.)

Ancatir longsword

This weapon is of Ancatir make, few people have ever seen the forests of the Ancatir with their own eyes, even fewer have entered them, of those who have, only a handful have been allowed to wield an Ancatir weapon,

It is not known how the Ancatir forge their weapons, but it is certain that anyone who sees them is surprised by their superior quality.

Piercing 1 (The target's protection is reduced by 1 before the wounds are determined.)
Concealment 3 (Describes how easy the weapon is to conceal)
Damage Potential 3 (Add 3 dice to the hit roll)

Pugio

The pugio (plural: pugiones) was a dagger used by Roman soldiers as a sidearm. It seems likely that the pugio was intended as an auxiliary weapon, but its exact purpose to the soldier remains unknown. Officials of the empire took to wearing ornate daggers in the performance of their offices, and some would wear concealed daggers as a defense against contingencies. The dagger was a common weapon of assassination and suicide; for example, the conspirators who stabbed Julius Caesar used pugiones.The pugio was descended from the daggers used by the Cantabarians.

Damage Potential 1 (Add 1 dice to the hit roll)

Bayonet

Piercing 1 (The target's protection is reduced by 1 before the wounds are determined.)
Range 2 (The weapon can be used at a range of 2 meters)
Concealment 4 (Describes how easy the weapon is to conceal)
Damage Potential 2 (Add 2 dice to the hit roll)

Knife-studded staff

Range 2 (The weapon can be used at a range of 2 meters)
Concealment 7 (Describes how easy the weapon is to conceal)
Damage Potential 3 (Add 3 dice to the hit roll)

Katana

Piercing 1 (The target's protection is reduced by 1 before the wounds are determined.)
Concealment 3 (Describes how easy the weapon is to conceal)
Damage Potential 3 (Add 3 dice to the hit roll)

Sabre

Concealment 3 (Describes how easy the weapon is to conceal)
Damage Potential 3 (Add 3 dice to the hit roll)

One and a half-handed sword

Piercing 1 (The target's protection is reduced by 1 before the wounds are determined.)
Concealment 3 (Describes how easy the weapon is to conceal)
Damage Potential 2 (Add 2 dice to the hit roll)

Left Hand

The left hand is a defensive weapon. Wielded in the left hand, it provides one additional action per combat round that can only be used for defence.

Concealment 2 (Describes how easy the weapon is to conceal)
Preparation 0 (The weapon requires 0 actions to ready it)
Damage Potential 1 (Add 1 dice to the hit roll)

Pocket knife

Preparation 0 (The weapon requires 0 actions to ready it)

Gladius

Gladius (Latin pronunciation: [ˈɡlad̪iʊs̠]) is a Latin word meaning "sword" (of any type), but in its narrow sense, it refers to the sword of Ancient Roman foot soldiers with a length of around 80 centimeters. Early ancient Roman swords were similar to those of the Greeks, called xiphe (plural; singular xiphos). From the 3rd century BC, however, the Romans adopted a sword similar to the one used by the Celtiberians and others late into the Second Punic War, known in Latin as the gladius hispaniensis, or "Hispanic sword".

Damage Potential 3 (Add 3 dice to the hit roll)

Armour Crusher

A heavy dagger which is suitable for damaging armour. For each hit, the victim's armour is damaged by 10% in addition to the wound.

Concealment 3 (Describes how easy the weapon is to conceal)
Damage Potential 1 (Add 1 dice to the hit roll)

Cutlass

Concealment 4 (Describes how easy the weapon is to conceal)
Damage Potential 3 (Add 3 dice to the hit roll)

Spatha

The spatha was a type of straight and long sword, measuring up to 1 m, with a handle length between 18 and 20 cm (7.1 and 7.9 in), in use in the territory of the Roman Empire during the 1st to 6th centuries AD. Later swords, from the 7th to 10th centuries, like the Viking swords, are recognizable derivatives and sometimes subsumed under the term spatha.

Piercing 1 (The target's protection is reduced by 1 before the wounds are determined.)
Range 2 (The weapon can be used at a range of 2 meters)
Damage Potential 2 (Add 2 dice to the hit roll)

Blade crusher

If attacked or parried successfully with this weapon, the opponent's weapon takes 10% damage for each success, in addition to wounds.

Concealment 3 (Describes how easy the weapon is to conceal)
Damage Potential 1 (Add 1 dice to the hit roll)

Molecular Knife

Piercing 2 (The target's protection is reduced by 2 before the wounds are determined.)
Concealment 1 (Describes how easy the weapon is to conceal)
Preparation 0 (The weapon requires 0 actions to ready it)
Damage Potential 2 (Add 2 dice to the hit roll)

Machete

Do not send a message!

Concealment 4 (Describes how easy the weapon is to conceal)
Damage Potential 3 (Add 3 dice to the hit roll)

Laser Sword

Piercing 1 (The target's protection is reduced by 1 before the wounds are determined.)
Concealment 2 (Describes how easy the weapon is to conceal)
Damage Potential 3 (Add 3 dice to the hit roll)

Pata

Piercing 1 (The target's protection is reduced by 1 before the wounds are determined.)
Concealment 3 (Describes how easy the weapon is to conceal)
Damage Potential 3 (Add 3 dice to the hit roll)

Long Knife

Concealment 4 (Describes how easy the weapon is to conceal)
Damage Potential 2 (Add 2 dice to the hit roll)

Scalpel

Concealment 1 (Describes how easy the weapon is to conceal)
Preparation 0 (The weapon requires 0 actions to ready it)
Damage Potential 2 (Add 2 dice to the hit roll)

Foil

Piercing 1 (The target's protection is reduced by 1 before the wounds are determined.)
Concealment 5 (Describes how easy the weapon is to conceal)
Damage Potential 2 (Add 2 dice to the hit roll)

Wakizashi

Concealment 2 (Describes how easy the weapon is to conceal)
Preparation 0 (The weapon requires 0 actions to ready it)
Damage Potential 2 (Add 2 dice to the hit roll)

Sickle

Concealment 4 (Describes how easy the weapon is to conceal)
Damage Potential 2 (Add 2 dice to the hit roll)

Barbarian sword

Range 2 (The weapon can be used at a range of 2 meters)
Concealment 7 (Describes how easy the weapon is to conceal)
Damage Potential 4 (Add 4 dice to the hit roll)

Entrenching Tool

Range 2 (The weapon can be used at a range of 2 meters)
Concealment 4 (Describes how easy the weapon is to conceal)
Damage Potential 1 (Add 1 dice to the hit roll)

Sword cane

Piercing 1 (The target's protection is reduced by 1 before the wounds are determined.)
Damage Potential 1 (Add 1 dice to the hit roll)

Chainsaw

Range 2 (The weapon can be used at a range of 2 meters)
Concealment 6 (Describes how easy the weapon is to conceal)
Preparation 2 (The weapon requires 2 actions to ready it)
Capacity 6 (The weapon can fire 6 times before it needs to be reloaded.)
Damage Potential 3 (Add 3 dice to the hit roll)

Al'bah JiRa Rune Dagger

A quite rare weapon that can be found in the oases of Al'Bah JiRa.

The rune-engraved blade of this weapon is slightly curved and sharp like a razor blade.

Concealment 2 (Describes how easy the weapon is to conceal)
Preparation 0 (The weapon requires 0 actions to ready it)
Damage Potential 2 (Add 2 dice to the hit roll)

Broadsword

Concealment 5 (Describes how easy the weapon is to conceal)
Damage Potential 3 (Add 3 dice to the hit roll)

Dagger

A simple dagger, forged from iron. This item is used both as a tool and as a weapon.

Concealment 1 (Describes how easy the weapon is to conceal)
Preparation 0 (The weapon requires 0 actions to ready it)
Damage Potential 1 (Add 1 dice to the hit roll)

Katar

Piercing 1 (The target's protection is reduced by 1 before the wounds are determined.)
Concealment 2 (Describes how easy the weapon is to conceal)
Damage Potential 2 (Add 2 dice to the hit roll)

Flame dagger

The Flame Dagger has a serrated blade and causes Bleeding 1.

Concealment 2 (Describes how easy the weapon is to conceal)
Preparation 0 (The weapon requires 0 actions to ready it)
Damage Potential 1 (Add 1 dice to the hit roll)
Bleeding 1 (At the beginning of each round, the character rolls for Endurance. If the roll fails, the character takes one wound for each level of this condition. This condition ends when the character is bandaged (e.g. by first aid).)

Francisca

The Francisca (also Franzisca) is a special form of throwing axe, especially common in Yadosia in the first and early second centuries.

Piercing 1 (The target's protection is reduced by 1 before the wounds are determined.)
Preparation 0 (The weapon requires 0 actions to ready it)
Capacity 1 (The weapon can fire 1 times before it needs to be reloaded.)
Damage Potential 2 (Add 2 dice to the hit roll)

Hatchet

Preparation 0 (The weapon requires 0 actions to ready it)
Damage Potential 2 (Add 2 dice to the hit roll)

Long Axe

Range 2 (The weapon can be used at a range of 2 meters)
Concealment 5 (Describes how easy the weapon is to conceal)
Damage Potential 3 (Add 3 dice to the hit roll)

Lumberjack axe

Piercing 1 (The target's protection is reduced by 1 before the wounds are determined.)
Concealment 5 (Describes how easy the weapon is to conceal)
Damage Potential 3 (Add 3 dice to the hit roll)

Orc Splitter

A long war axe that provides the reach to cleave an orc from some distance.

Piercing 2 (The target's protection is reduced by 2 before the wounds are determined.)
Range 2 (The weapon can be used at a range of 2 meters)
Concealment 7 (Describes how easy the weapon is to conceal)
Damage Potential 3 (Add 3 dice to the hit roll)

Axe

Concealment 4 (Describes how easy the weapon is to conceal)
Damage Potential 3 (Add 3 dice to the hit roll)

Tomahawk

Piercing 1 (The target's protection is reduced by 1 before the wounds are determined.)
Range 15 (The weapon can be used at a range of 15 meters)
Concealment 2 (Describes how easy the weapon is to conceal)
Preparation 0 (The weapon requires 0 actions to ready it)
Capacity 1 (The weapon can fire 1 times before it needs to be reloaded.)
Damage Potential 3 (Add 3 dice to the hit roll)

Battle Axe

Piercing 1 (The target's protection is reduced by 1 before the wounds are determined.)
Range 2 (The weapon can be used at a range of 2 meters)
Concealment 8 (Describes how easy the weapon is to conceal)
Damage Potential 4 (Add 4 dice to the hit roll)

Fire axe

Piercing 1 (The target's protection is reduced by 1 before the wounds are determined.)
Concealment 3 (Describes how easy the weapon is to conceal)
Damage Potential 3 (Add 3 dice to the hit roll)

Tss'Krokk

A lizard war axe. The only way to obtain this axe is to take it from the dead hands of a lizard.

Piercing 2 (The target's protection is reduced by 2 before the wounds are determined.)
Range 2 (The weapon can be used at a range of 2 meters)
Concealment 8 (Describes how easy the weapon is to conceal)
Preparation 2 (The weapon requires 2 actions to ready it)
Damage Potential 4 (Add 4 dice to the hit roll)

Tss'Glonx

An lizard warhammer. The only way to obtain this hammer is to take it from the dead hands of a lizard.

Piercing 1 (The target's protection is reduced by 1 before the wounds are determined.)
Range 2 (The weapon can be used at a range of 2 meters)
Concealment 9 (Describes how easy the weapon is to conceal)
Preparation 2 (The weapon requires 2 actions to ready it)
Damage Potential 4 (Add 4 dice to the hit roll)

Nunchaku

If the hit roll is unsuccessful, the wearer of the weapon is wounded for one wound.

Concealment 3 (Describes how easy the weapon is to conceal)
Preparation 0 (The weapon requires 0 actions to ready it)
Damage Potential 3 (Add 3 dice to the hit roll)

Flail

Range 2 (The weapon can be used at a range of 2 meters)
Concealment 5 (Describes how easy the weapon is to conceal)
Damage Potential 1 (Add 1 dice to the hit roll)

Forging hammer

Concealment 4 (Describes how easy the weapon is to conceal)
Damage Potential 3 (Add 3 dice to the hit roll)

Gorash's Argorin Blessed Metal Jug

Gorash, son of Marbor carries this unique beer mug made entirely of metal with a tinned interior, lined on the outside with wide rivet-adorned bands.

Concealment 3 (Describes how easy the weapon is to conceal)
Damage Potential 4 (Add 4 dice to the hit roll)

Nine-tails

If the hit roll is unsuccessful, the nine-tails wounds the wearer with a wound.

Range 2 (The weapon can be used at a range of 2 meters)
Concealment 5 (Describes how easy the weapon is to conceal)
Damage Potential 2 (Add 2 dice to the hit roll)

Haircomb

A haircomb that is worn in the hair made out of hardened steel. The visible top is a rose that also is the grip of this deadly 5 bladed weapon.

Concealment 1 (Describes how easy the weapon is to conceal)
Preparation 0 (The weapon requires 0 actions to ready it)
Damage Potential 1 (Add 1 dice to the hit roll)

Sledgehammer

Piercing 1 (The target's protection is reduced by 1 before the wounds are determined.)
Range 2 (The weapon can be used at a range of 2 meters)
Concealment 6 (Describes how easy the weapon is to conceal)
Damage Potential 2 (Add 2 dice to the hit roll)

Morning Star

Piercing 1 (The target's protection is reduced by 1 before the wounds are determined.)
Concealment 5 (Describes how easy the weapon is to conceal)
Damage Potential 3 (Add 3 dice to the hit roll)

Maul

Concealment 5 (Describes how easy the weapon is to conceal)
Damage Potential 1 (Add 1 dice to the hit roll)

Bec de corbin

A long cutting weapon with a metal hammer head, often made in the shape of a raven's head.

Range 2 (The weapon can be used at a range of 2 meters)
Concealment 6 (Describes how easy the weapon is to conceal)
Damage Potential 3 (Add 3 dice to the hit roll)

Mace

Concealment 5 (Describes how easy the weapon is to conceal)
Damage Potential 3 (Add 3 dice to the hit roll)

Club

Concealment 4 (Describes how easy the weapon is to conceal)
Damage Potential 1 (Add 1 dice to the hit roll)

Pickaxe

Piercing 1 (The target's protection is reduced by 1 before the wounds are determined.)
Concealment 5 (Describes how easy the weapon is to conceal)
Damage Potential 2 (Add 2 dice to the hit roll)

Battle flail

Piercing 2 (The target's protection is reduced by 2 before the wounds are determined.)
Range 2 (The weapon can be used at a range of 2 meters)
Concealment 6 (Describes how easy the weapon is to conceal)
Damage Potential 3 (Add 3 dice to the hit roll)

Bullwhip

Range 3 (The weapon can be used at a range of 3 meters)
Concealment 1 (Describes how easy the weapon is to conceal)
Capacity 1 (The weapon can fire 1 times before it needs to be reloaded.)
Damage Potential 1 (Add 1 dice to the hit roll)

Crowbar

Its a Crowbar.

Damage Potential 1 (Add 1 dice to the hit roll)

Brass Knuckles

Concealment 1 (Describes how easy the weapon is to conceal)
Damage Potential 2 (Add 2 dice to the hit roll)

Battle Scythe

Piercing 1 (The target's protection is reduced by 1 before the wounds are determined.)
Range 2 (The weapon can be used at a range of 2 meters)
Concealment 7 (Describes how easy the weapon is to conceal)
Damage Potential 3 (Add 3 dice to the hit roll)

Warhammer

Range 2 (The weapon can be used at a range of 2 meters)
Concealment 6 (Describes how easy the weapon is to conceal)
Preparation 2 (The weapon requires 2 actions to ready it)
Damage Potential 2 (Add 2 dice to the hit roll)

Metal studded club

Concealment 5 (Describes how easy the weapon is to conceal)
Damage Potential 2 (Add 2 dice to the hit roll)

Baton

Concealment 3 (Describes how easy the weapon is to conceal)
Damage Potential 1 (Add 1 dice to the hit roll)

Scythe

Range 2 (The weapon can be used at a range of 2 meters)
Concealment 7 (Describes how easy the weapon is to conceal)
Damage Potential 3 (Add 3 dice to the hit roll)

Pike

Piercing 2 (The target's protection is reduced by 2 before the wounds are determined.)
Range 2 (The weapon can be used at a range of 2 meters)
Concealment 6 (Describes how easy the weapon is to conceal)
Damage Potential 3 (Add 3 dice to the hit roll)

Angrasch's forge

A dwarven fighting staff with the golden branding "Angrasch's forge". A magical dwarven rune is embedded in the tip.

Piercing 2 (The target's protection is reduced by 2 before the wounds are determined.)
Range 2 (The weapon can be used at a range of 2 meters)
Concealment 5 (Describes how easy the weapon is to conceal)
Damage Potential 2 (Add 2 dice to the hit roll)

Glaive

Piercing 1 (The target's protection is reduced by 1 before the wounds are determined.)
Range 2 (The weapon can be used at a range of 2 meters)
Concealment 6 (Describes how easy the weapon is to conceal)
Damage Potential 3 (Add 3 dice to the hit roll)

Lance

Piercing 2 (The target's protection is reduced by 2 before the wounds are determined.)
Range 2 (The weapon can be used at a range of 2 meters)
Concealment 8 (Describes how easy the weapon is to conceal)
Damage Potential 2 (Add 2 dice to the hit roll)

Battle staff

Range 2 (The weapon can be used at a range of 2 meters)
Concealment 6 (Describes how easy the weapon is to conceal)
Damage Potential 2 (Add 2 dice to the hit roll)

Pitchfork

A simple pitchfork. It hurts when you are stabbed in the face with it.

Piercing 1 (The target's protection is reduced by 1 before the wounds are determined.)
Range 2 (The weapon can be used at a range of 2 meters)
Concealment 1 (Describes how easy the weapon is to conceal)
Reload actions 0 (Reloading the weapon takes 0 actions)
Damage Potential 2 (Add 2 dice to the hit roll)

Spear

Piercing 1 (The target's protection is reduced by 1 before the wounds are determined.)
Range 2 (The weapon can be used at a range of 2 meters)
Concealment 6 (Describes how easy the weapon is to conceal)
Damage Potential 1 (Add 1 dice to the hit roll)

Toranian Boar Spear

Piercing 1 (The target's protection is reduced by 1 before the wounds are determined.)
Range 2 (The weapon can be used at a range of 2 meters)
Concealment 6 (Describes how easy the weapon is to conceal)
Damage Potential 2 (Add 2 dice to the hit roll)

Corseque

Range 2 (The weapon can be used at a range of 2 meters)
Concealment 5 (Describes how easy the weapon is to conceal)
Damage Potential 3 (Add 3 dice to the hit roll)

Battle lance

Piercing 2 (The target's protection is reduced by 2 before the wounds are determined.)
Range 2 (The weapon can be used at a range of 2 meters)
Concealment 7 (Describes how easy the weapon is to conceal)
Damage Potential 3 (Add 3 dice to the hit roll)

Trident

Piercing 1 (The target's protection is reduced by 1 before the wounds are determined.)
Range 2 (The weapon can be used at a range of 2 meters)
Concealment 5 (Describes how easy the weapon is to conceal)
Damage Potential 3 (Add 3 dice to the hit roll)

Dignity wand

An insignia of a priest, not actually intended for combat.

Range 2 (The weapon can be used at a range of 2 meters)
Concealment 7 (Describes how easy the weapon is to conceal)
Preparation 0 (The weapon requires 0 actions to ready it)

Partisan

Piercing 1 (The target's protection is reduced by 1 before the wounds are determined.)
Range 2 (The weapon can be used at a range of 2 meters)
Concealment 6 (Describes how easy the weapon is to conceal)
Damage Potential 3 (Add 3 dice to the hit roll)

Hadbard's staff

The magical fighting staff of the magnificently dilletant illusionist Hadbard Fuzknod. If four equal numbers are rolled on the hit roll, the staff casts a random spell of wizardry.

Range 2 (The weapon can be used at a range of 2 meters)
Concealment 5 (Describes how easy the weapon is to conceal)
Damage Potential 3 (Add 3 dice to the hit roll)

Halberd

Piercing 2 (The target's protection is reduced by 2 before the wounds are determined.)
Range 2 (The weapon can be used at a range of 2 meters)
Concealment 8 (Describes how easy the weapon is to conceal)
Damage Potential 3 (Add 3 dice to the hit roll)

Staff

Range 2 (The weapon can be used at a range of 2 meters)
Concealment 5 (Describes how easy the weapon is to conceal)
Preparation 0 (The weapon requires 0 actions to ready it)
Damage Potential 1 (Add 1 dice to the hit roll)

Tournament lance

Range 3 (The weapon can be used at a range of 3 meters)
Concealment 7 (Describes how easy the weapon is to conceal)
Preparation 2 (The weapon requires 2 actions to ready it)
Damage Potential 3 (Add 3 dice to the hit roll)

Quadruple crossbow

Piercing 1 (The target's protection is reduced by 1 before the wounds are determined.)
Range 45 (The weapon can be used at a range of 45 meters)
Recoil Compensation 1 (The recoil penalty is reduced by 1)
Concealment 8 (Describes how easy the weapon is to conceal)
Preparation 2 (The weapon requires 2 actions to ready it)
Capacity 4 (The weapon can fire 4 times before it needs to be reloaded.)
Reload actions 2 (Reloading the weapon takes 2 actions)
Damage Potential 3 (Add 3 dice to the hit roll)

Hand crossbow

A concealed, easy to tension small crossbow which can be drawn quickly.

Piercing 1 (The target's protection is reduced by 1 before the wounds are determined.)
Range 30 (The weapon can be used at a range of 30 meters)
Concealment 1 (Describes how easy the weapon is to conceal)
Preparation 0 (The weapon requires 0 actions to ready it)
Capacity 1 (The weapon can fire 1 times before it needs to be reloaded.)
Damage Potential 2 (Add 2 dice to the hit roll)

Elven Bow

Piercing 2 (The target's protection is reduced by 2 before the wounds are determined.)
Range 70 (The weapon can be used at a range of 70 meters)
Concealment 5 (Describes how easy the weapon is to conceal)
Damage Potential 2 (Add 2 dice to the hit roll)

Taxaro's trail

This is the tail of the Taxaros, a powerful artifact bow that occurs only once. Causes Burning 2.

Piercing 1 (The target's protection is reduced by 1 before the wounds are determined.)
Range 50 (The weapon can be used at a range of 50 meters)
Concealment 5 (Describes how easy the weapon is to conceal)
Capacity 1 (The weapon can fire 1 times before it needs to be reloaded.)
Damage Potential 4 (Add 4 dice to the hit roll)

Battle Bow

Piercing 1 (The target's protection is reduced by 1 before the wounds are determined.)
Range 70 (The weapon can be used at a range of 70 meters)
Concealment 6 (Describes how easy the weapon is to conceal)
Capacity 1 (The weapon can fire 1 times before it needs to be reloaded.)
Damage Potential 4 (Add 4 dice to the hit roll)

Bow of the Elements

While attuned to this bow and holding it, you can spend one minute in meditation focused upon one of the five elemental damage types. At the end of the minute, the bow pulses brightly in the color corresponding to that damage type, and its alignment changes to that element.

This bow is engraved with elaborate swirling designs like swirling clouds, lashing waves, and tongues of fire. The crevices of the designs glow with a slowly pulsing light. The color of this light depends on which elemental damage type the bow is currently aligned with: red for fire, white for cold, green for acid, blue for lightning, purple for thunder.

Range 50 (The weapon can be used at a range of 50 meters)
Concealment 5 (Describes how easy the weapon is to conceal)
Capacity 10 (The weapon can fire 10 times before it needs to be reloaded.)
Damage Potential 3 (Add 3 dice to the hit roll)

Double Crossbow

Piercing 1 (The target's protection is reduced by 1 before the wounds are determined.)
Range 45 (The weapon can be used at a range of 45 meters)
Concealment 4 (Describes how easy the weapon is to conceal)
Preparation 2 (The weapon requires 2 actions to ready it)
Capacity 2 (The weapon can fire 2 times before it needs to be reloaded.)
Damage Potential 3 (Add 3 dice to the hit roll)

Hunting Bow

Piercing 1 (The target's protection is reduced by 1 before the wounds are determined.)
Range 60 (The weapon can be used at a range of 60 meters)
Capacity 1 (The weapon can fire 1 times before it needs to be reloaded.)
Damage Potential 2 (Add 2 dice to the hit roll)

Short bow

Range 40 (The weapon can be used at a range of 40 meters)
Concealment 3 (Describes how easy the weapon is to conceal)
Capacity 1 (The weapon can fire 1 times before it needs to be reloaded.)
Damage Potential 2 (Add 2 dice to the hit roll)

Long Bow

Piercing 1 (The target's protection is reduced by 1 before the wounds are determined.)
Range 60 (The weapon can be used at a range of 60 meters)
Concealment 5 (Describes how easy the weapon is to conceal)
Capacity 1 (The weapon can fire 1 times before it needs to be reloaded.)
Damage Potential 2 (Add 2 dice to the hit roll)

Composite bow

Range 50 (The weapon can be used at a range of 50 meters)
Concealment 5 (Describes how easy the weapon is to conceal)
Preparation 0 (The weapon requires 0 actions to ready it)
Capacity 1 (The weapon can fire 1 times before it needs to be reloaded.)
Damage Potential 3 (Add 3 dice to the hit roll)

Repetier Crossbow

A very easy to tension crossbow, which is quick to load.

Piercing 1 (The target's protection is reduced by 1 before the wounds are determined.)
Range 40 (The weapon can be used at a range of 40 meters)
Concealment 3 (Describes how easy the weapon is to conceal)
Preparation 2 (The weapon requires 2 actions to ready it)
Capacity 2 (The weapon can fire 2 times before it needs to be reloaded.)
Damage Potential 3 (Add 3 dice to the hit roll)

Light Crossbow

Piercing 1 (The target's protection is reduced by 1 before the wounds are determined.)
Range 40 (The weapon can be used at a range of 40 meters)
Concealment 3 (Describes how easy the weapon is to conceal)
Capacity 1 (The weapon can fire 1 times before it needs to be reloaded.)
Damage Potential 2 (Add 2 dice to the hit roll)

Crossbow

Piercing 1 (The target's protection is reduced by 1 before the wounds are determined.)
Range 40 (The weapon can be used at a range of 40 meters)
Concealment 3 (Describes how easy the weapon is to conceal)
Preparation 2 (The weapon requires 2 actions to ready it)
Capacity 1 (The weapon can fire 1 times before it needs to be reloaded.)
Reload actions 2 (Reloading the weapon takes 2 actions)
Damage Potential 3 (Add 3 dice to the hit roll)

Desert Eagle

Piercing 1 (The target's protection is reduced by 1 before the wounds are determined.)
Range 80 (The weapon can be used at a range of 80 meters)
Concealment 3 (Describes how easy the weapon is to conceal)
Capacity 7 (The weapon can fire 7 times before it needs to be reloaded.)
Damage Potential 3 (Add 3 dice to the hit roll)

Colt 1911

Range 80 (The weapon can be used at a range of 80 meters)
Recoil Compensation 1 (The recoil penalty is reduced by 1)
Concealment 2 (Describes how easy the weapon is to conceal)
Capacity 7 (The weapon can fire 7 times before it needs to be reloaded.)
Damage Potential 2 (Add 2 dice to the hit roll)

Ruger

Piercing 1 (The target's protection is reduced by 1 before the wounds are determined.)
Range 150 (The weapon can be used at a range of 150 meters)
Concealment 2 (Describes how easy the weapon is to conceal)
Capacity 9 (The weapon can fire 9 times before it needs to be reloaded.)
Damage Potential 2 (Add 2 dice to the hit roll)

Blunderbuss

Range 80 (The weapon can be used at a range of 80 meters)
Recoil Compensation 1 (The recoil penalty is reduced by 1)
Concealment 3 (Describes how easy the weapon is to conceal)
Capacity 1 (The weapon can fire 1 times before it needs to be reloaded.)
Damage Potential 1 (Add 1 dice to the hit roll)

Derringer

Range 30 (The weapon can be used at a range of 30 meters)
Recoil Compensation 1 (The recoil penalty is reduced by 1)
Preparation 0 (The weapon requires 0 actions to ready it)
Capacity 2 (The weapon can fire 2 times before it needs to be reloaded.)
Damage Potential 1 (Add 1 dice to the hit roll)

Superperforator

Ask your local weapon trader for the superperforator!

Piercing 2 (The target's protection is reduced by 2 before the wounds are determined.)
Range 20 (The weapon can be used at a range of 20 meters)
Concealment 3 (Describes how easy the weapon is to conceal)
Capacity 12 (The weapon can fire 12 times before it needs to be reloaded.)
Reload actions 2 (Reloading the weapon takes 2 actions)
Damage Potential 3 (Add 3 dice to the hit roll)

HK USP

.45 ACP

Piercing 1 (The target's protection is reduced by 1 before the wounds are determined.)
Range 20 (The weapon can be used at a range of 20 meters)
Recoil Compensation 1 (The recoil penalty is reduced by 1)
Capacity 8 (The weapon can fire 8 times before it needs to be reloaded.)
Damage Potential 2 (Add 2 dice to the hit roll)

Laser Pistol

Piercing 2 (The target's protection is reduced by 2 before the wounds are determined.)
Range 500 (The weapon can be used at a range of 500 meters)
Recoil Compensation 2 (The recoil penalty is reduced by 2)
Concealment 2 (Describes how easy the weapon is to conceal)
Capacity 20 (The weapon can fire 20 times before it needs to be reloaded.)
Damage Potential 2 (Add 2 dice to the hit roll)

Flechette Pistol

Piercing 1 (The target's protection is reduced by 1 before the wounds are determined.)
Range 25 (The weapon can be used at a range of 25 meters)
Recoil Compensation 1 (The recoil penalty is reduced by 1)
Concealment 2 (Describes how easy the weapon is to conceal)
Capacity 1500 (The weapon can fire 1500 times before it needs to be reloaded.)
Damage Potential 4 (Add 4 dice to the hit roll)

Flintlock Pistol

Range 40 (The weapon can be used at a range of 40 meters)
Concealment 2 (Describes how easy the weapon is to conceal)
Capacity 1 (The weapon can fire 1 times before it needs to be reloaded.)
Damage Potential 4 (Add 4 dice to the hit roll)

Glock (9mm)

Range 80 (The weapon can be used at a range of 80 meters)
Recoil Compensation 1 (The recoil penalty is reduced by 1)
Concealment 1 (Describes how easy the weapon is to conceal)
Capacity 17 (The weapon can fire 17 times before it needs to be reloaded.)
Damage Potential 2 (Add 2 dice to the hit roll)

Colt Dragoon

Range 70 (The weapon can be used at a range of 70 meters)
Recoil Compensation 1 (The recoil penalty is reduced by 1)
Concealment 2 (Describes how easy the weapon is to conceal)
Capacity 6 (The weapon can fire 6 times before it needs to be reloaded.)
Damage Potential 2 (Add 2 dice to the hit roll)

Colt Peacemaker

Piercing 1 (The target's protection is reduced by 1 before the wounds are determined.)
Range 150 (The weapon can be used at a range of 150 meters)
Concealment 3 (Describes how easy the weapon is to conceal)
Capacity 6 (The weapon can fire 6 times before it needs to be reloaded.)
Damage Potential 2 (Add 2 dice to the hit roll)

AK 47

Piercing 1 (The target's protection is reduced by 1 before the wounds are determined.)
Range 120 (The weapon can be used at a range of 120 meters)
Concealment 5 (Describes how easy the weapon is to conceal)
Capacity 30 (The weapon can fire 30 times before it needs to be reloaded.)
Damage Potential 3 (Add 3 dice to the hit roll)

G3

Range 200 (The weapon can be used at a range of 200 meters)
Concealment 6 (Describes how easy the weapon is to conceal)
Capacity 20 (The weapon can fire 20 times before it needs to be reloaded.)
Damage Potential 3 (Add 3 dice to the hit roll)

M-16

Piercing 1 (The target's protection is reduced by 1 before the wounds are determined.)
Range 550 (The weapon can be used at a range of 550 meters)
Concealment 6 (Describes how easy the weapon is to conceal)
Capacity 30 (The weapon can fire 30 times before it needs to be reloaded.)
Damage Potential 3 (Add 3 dice to the hit roll)

Steyr AUG

Range 300 (The weapon can be used at a range of 300 meters)
Concealment 5 (Describes how easy the weapon is to conceal)
Capacity 30 (The weapon can fire 30 times before it needs to be reloaded.)
Damage Potential 4 (Add 4 dice to the hit roll)

Sako M95

7,62 × 39 mm

Piercing 1 (The target's protection is reduced by 1 before the wounds are determined.)
Range 400 (The weapon can be used at a range of 400 meters)
Concealment 5 (Describes how easy the weapon is to conceal)
Capacity 30 (The weapon can fire 30 times before it needs to be reloaded.)
Damage Potential 3 (Add 3 dice to the hit roll)

Sling

Range 20 (The weapon can be used at a range of 20 meters)
Preparation 0 (The weapon requires 0 actions to ready it)
Capacity 1 (The weapon can fire 1 times before it needs to be reloaded.)
Damage Potential 1 (Add 1 dice to the hit roll)

Pilum with Amentum

Piercing 1 (The target's protection is reduced by 1 before the wounds are determined.)
Range 80 (The weapon can be used at a range of 80 meters)
Capacity 1 (The weapon can fire 1 times before it needs to be reloaded.)
Damage Potential 1 (Add 1 dice to the hit roll)

Slingshot

Range 25 (The weapon can be used at a range of 25 meters)
Concealment 1 (Describes how easy the weapon is to conceal)
Preparation 0 (The weapon requires 0 actions to ready it)
Capacity 1 (The weapon can fire 1 times before it needs to be reloaded.)
Damage Potential 2 (Add 2 dice to the hit roll)

Blowpipe

Piercing 1 (The target's protection is reduced by 1 before the wounds are determined.)
Range 25 (The weapon can be used at a range of 25 meters)
Concealment 5 (Describes how easy the weapon is to conceal)
Preparation 0 (The weapon requires 0 actions to ready it)
Capacity 1 (The weapon can fire 1 times before it needs to be reloaded.)

Long Rifle

Piercing 2 (The target's protection is reduced by 2 before the wounds are determined.)
Range 150 (The weapon can be used at a range of 150 meters)
Concealment 5 (Describes how easy the weapon is to conceal)
Capacity 1 (The weapon can fire 1 times before it needs to be reloaded.)
Damage Potential 2 (Add 2 dice to the hit roll)

Springfield Rifle

Piercing 2 (The target's protection is reduced by 2 before the wounds are determined.)
Range 80 (The weapon can be used at a range of 80 meters)
Concealment 6 (Describes how easy the weapon is to conceal)
Damage Potential 2 (Add 2 dice to the hit roll)

M1

Piercing 1 (The target's protection is reduced by 1 before the wounds are determined.)
Range 270 (The weapon can be used at a range of 270 meters)
Concealment 5 (Describes how easy the weapon is to conceal)
Capacity 8 (The weapon can fire 8 times before it needs to be reloaded.)
Damage Potential 4 (Add 4 dice to the hit roll)

Winchester '76

Piercing 1 (The target's protection is reduced by 1 before the wounds are determined.)
Range 60 (The weapon can be used at a range of 60 meters)
Concealment 5 (Describes how easy the weapon is to conceal)
Capacity 7 (The weapon can fire 7 times before it needs to be reloaded.)
Damage Potential 3 (Add 3 dice to the hit roll)

Gewehr 98

Piercing 2 (The target's protection is reduced by 2 before the wounds are determined.)
Range 200 (The weapon can be used at a range of 200 meters)
Concealment 5 (Describes how easy the weapon is to conceal)
Capacity 5 (The weapon can fire 5 times before it needs to be reloaded.)
Damage Potential 2 (Add 2 dice to the hit roll)

Laser Rifle

Piercing 2 (The target's protection is reduced by 2 before the wounds are determined.)
Range 800 (The weapon can be used at a range of 800 meters)
Recoil Compensation 2 (The recoil penalty is reduced by 2)
Concealment 4 (Describes how easy the weapon is to conceal)
Capacity 30 (The weapon can fire 30 times before it needs to be reloaded.)
Damage Potential 4 (Add 4 dice to the hit roll)

O'Grut Blunderbuss

If a hit roll shows 4 of the same dice, the O'Grut blunderbuss inflicts 2 wounds on the wearer.

Piercing 1 (The target's protection is reduced by 1 before the wounds are determined.)
Range 45 (The weapon can be used at a range of 45 meters)
Concealment 5 (Describes how easy the weapon is to conceal)
Capacity 1 (The weapon can fire 1 times before it needs to be reloaded.)
Damage Potential 5 (Add 5 dice to the hit roll)

Barrett

Piercing 1 (The target's protection is reduced by 1 before the wounds are determined.)
Range 1400 (The weapon can be used at a range of 1400 meters)
Concealment 5 (Describes how easy the weapon is to conceal)
Capacity 11 (The weapon can fire 11 times before it needs to be reloaded.)
Damage Potential 3 (Add 3 dice to the hit roll)

Brown Bess

Piercing 2 (The target's protection is reduced by 2 before the wounds are determined.)
Range 100 (The weapon can be used at a range of 100 meters)
Concealment 6 (Describes how easy the weapon is to conceal)
Capacity 1 (The weapon can fire 1 times before it needs to be reloaded.)
Damage Potential 1 (Add 1 dice to the hit roll)

Kar98

Piercing 2 (The target's protection is reduced by 2 before the wounds are determined.)
Range 1200 (The weapon can be used at a range of 1200 meters)
Concealment 7 (Describes how easy the weapon is to conceal)
Capacity 5 (The weapon can fire 5 times before it needs to be reloaded.)
Damage Potential 2 (Add 2 dice to the hit roll)

MP5

Range 200 (The weapon can be used at a range of 200 meters)
Concealment 4 (Describes how easy the weapon is to conceal)
Capacity 30 (The weapon can fire 30 times before it needs to be reloaded.)
Damage Potential 2 (Add 2 dice to the hit roll)

MP40

Range 320 (The weapon can be used at a range of 320 meters)
Concealment 4 (Describes how easy the weapon is to conceal)
Capacity 32 (The weapon can fire 32 times before it needs to be reloaded.)
Damage Potential 3 (Add 3 dice to the hit roll)

Tommy Gun

Piercing 1 (The target's protection is reduced by 1 before the wounds are determined.)
Range 200 (The weapon can be used at a range of 200 meters)
Concealment 5 (Describes how easy the weapon is to conceal)
Capacity 50 (The weapon can fire 50 times before it needs to be reloaded.)
Damage Potential 3 (Add 3 dice to the hit roll)

Uzi

Range 120 (The weapon can be used at a range of 120 meters)
Concealment 3 (Describes how easy the weapon is to conceal)
Capacity 32 (The weapon can fire 32 times before it needs to be reloaded.)
Damage Potential 2 (Add 2 dice to the hit roll)

Double-Barrel Shotgun

Piercing 1 (The target's protection is reduced by 1 before the wounds are determined.)
Range 15 (The weapon can be used at a range of 15 meters)
Concealment 6 (Describes how easy the weapon is to conceal)
Capacity 2 (The weapon can fire 2 times before it needs to be reloaded.)
Damage Potential 3 (Add 3 dice to the hit roll)

Pump Action

Piercing 1 (The target's protection is reduced by 1 before the wounds are determined.)
Range 15 (The weapon can be used at a range of 15 meters)
Concealment 4 (Describes how easy the weapon is to conceal)
Capacity 6 (The weapon can fire 6 times before it needs to be reloaded.)
Damage Potential 2 (Add 2 dice to the hit roll)

Sawed-Off

Range 15 (The weapon can be used at a range of 15 meters)
Concealment 3 (Describes how easy the weapon is to conceal)
Preparation 0 (The weapon requires 0 actions to ready it)
Capacity 2 (The weapon can fire 2 times before it needs to be reloaded.)
Damage Potential 3 (Add 3 dice to the hit roll)

Throwing Spear

Piercing 1 (The target's protection is reduced by 1 before the wounds are determined.)
Range 20 (The weapon can be used at a range of 20 meters)
Concealment 6 (Describes how easy the weapon is to conceal)
Capacity 1 (The weapon can fire 1 times before it needs to be reloaded.)
Damage Potential 1 (Add 1 dice to the hit roll)

Throwing Axe

Range 10 (The weapon can be used at a range of 10 meters)
Concealment 3 (Describes how easy the weapon is to conceal)
Capacity 1 (The weapon can fire 1 times before it needs to be reloaded.)
Damage Potential 3 (Add 3 dice to the hit roll)

Shuriken

Range 20 (The weapon can be used at a range of 20 meters)
Preparation 0 (The weapon requires 0 actions to ready it)
Capacity 1 (The weapon can fire 1 times before it needs to be reloaded.)
Reload actions 0 (Reloading the weapon takes 0 actions)
Damage Potential 2 (Add 2 dice to the hit roll)

Gatling

Piercing 1 (The target's protection is reduced by 1 before the wounds are determined.)
Range 300 (The weapon can be used at a range of 300 meters)
Concealment 10 (Describes how easy the weapon is to conceal)
Preparation 3 (The weapon requires 3 actions to ready it)
Capacity 100 (The weapon can fire 100 times before it needs to be reloaded.)
Reload actions 3 (Reloading the weapon takes 3 actions)
Damage Potential 4 (Add 4 dice to the hit roll)

M2 Browning

Piercing 1 (The target's protection is reduced by 1 before the wounds are determined.)
Range 600 (The weapon can be used at a range of 600 meters)
Concealment 10 (Describes how easy the weapon is to conceal)
Preparation 2 (The weapon requires 2 actions to ready it)
Capacity 200 (The weapon can fire 200 times before it needs to be reloaded.)
Damage Potential 3 (Add 3 dice to the hit roll)

M60

Piercing 1 (The target's protection is reduced by 1 before the wounds are determined.)
Range 400 (The weapon can be used at a range of 400 meters)
Concealment 9 (Describes how easy the weapon is to conceal)
Preparation 3 (The weapon requires 3 actions to ready it)
Capacity 250 (The weapon can fire 250 times before it needs to be reloaded.)
Damage Potential 3 (Add 3 dice to the hit roll)

MG34

Piercing 2 (The target's protection is reduced by 2 before the wounds are determined.)
Range 400 (The weapon can be used at a range of 400 meters)
Concealment 6 (Describes how easy the weapon is to conceal)
Preparation 3 (The weapon requires 3 actions to ready it)
Capacity 200 (The weapon can fire 200 times before it needs to be reloaded.)
Damage Potential 4 (Add 4 dice to the hit roll)

MG42

Piercing 2 (The target's protection is reduced by 2 before the wounds are determined.)
Range 200 (The weapon can be used at a range of 200 meters)
Concealment 6 (Describes how easy the weapon is to conceal)
Preparation 2 (The weapon requires 2 actions to ready it)
Capacity 200 (The weapon can fire 200 times before it needs to be reloaded.)
Damage Potential 4 (Add 4 dice to the hit roll)

PKM

Piercing 1 (The target's protection is reduced by 1 before the wounds are determined.)
Range 100 (The weapon can be used at a range of 100 meters)
Concealment 9 (Describes how easy the weapon is to conceal)
Capacity 200 (The weapon can fire 200 times before it needs to be reloaded.)
Damage Potential 3 (Add 3 dice to the hit roll)

Flamethrower

The flamethrower acts in a cone of 45 degrees. Hits are distributed by the shooter among all enemies in the cone.

Causes all those hit to have the status Burning 1.

Range 20 (The weapon can be used at a range of 20 meters)
Concealment 1 (Describes how easy the weapon is to conceal)
Preparation 2 (The weapon requires 2 actions to ready it)
Capacity 100 (The weapon can fire 100 times before it needs to be reloaded.)
Reload actions 20 (Reloading the weapon takes 20 actions)
Damage Potential 8 (Add 8 dice to the hit roll)

HK GMW

Die HK GMW ist ein Maschinengranatwerfer im Kaliber 40x53mm mit 32er Munitionsgurtzuführung.

Piercing 1 (The target's protection is reduced by 1 before the wounds are determined.)
Range 40 (The weapon can be used at a range of 40 meters)
Concealment 5 (Describes how easy the weapon is to conceal)
Preparation 2 (The weapon requires 2 actions to ready it)
Capacity 32 (The weapon can fire 32 times before it needs to be reloaded.)
Reload actions 3 (Reloading the weapon takes 3 actions)
Damage Potential 4 (Add 4 dice to the hit roll)

M79 (Grenade launcher)

Der Granatwerfer M79, wegen seines besonderen Mündungsgeräusches auch Thumper, Thump-Gun, Bloop Tube oder Blooper genannt, wurde 1961 bei der US Army eingeführt. Es ist ein schultergestütztes System zum Abfeuern von 40 mm Granaten und soll die Lücke zwischen 50 m (maximale Wurfweite von Handgranaten) und 300 m (minimale Mörserentfernung) abdecken.

Piercing 1 (The target's protection is reduced by 1 before the wounds are determined.)
Range 150 (The weapon can be used at a range of 150 meters)
Concealment 4 (Describes how easy the weapon is to conceal)
Capacity 1 (The weapon can fire 1 times before it needs to be reloaded.)
Damage Potential 4 (Add 4 dice to the hit roll)