Weapons

Heroic

Basic Categories

Name Hands Melee Reach Melee Damage Range Range Damage
Dagger 1 1 3 N/A N/A
Short Sword 1 or 2 1 3 N/A N/A
Bastard Sword 2 1 3 N/A N/A
Polearm 2 2 3 N/A N/A
Pistol 1 1 2 10/20 3
Rifle 2 1 2 30/60 3

Enhancements

Name Weapons Effect
Bayonet Pistol, Rifle Add +1 to melee damage
Piercing Any Add +1 to damage

Standard Brawl Weapon ($)

Range: Melee: 1
Damage: Brawn+2

Standard Melee Weapon ($)

Range: Melee: 1
Damage: 4

Standard Range Weapon ($)

Range: 10/20
Damage: 4

Weapon Attributes

Heavy Thrown
A Ranged Basic attack using this weapon uses your Brawn instead of you Agility as the damage modifier.
High Crit
When a hit with this weapon reveals an uncancelled , this weapon gains 2 extra in addition to the one that a normally gives.
Light Thrown N/M
This weapon can be used with a Ranged Basic attack. Its range is denoted by the N/M.
Load action
The action required to reload the weapon. If it says Load free, the action to load the weapon is the same as the action to fire the weapon.
Reach N
Reach N is the maximum distance a target can be for the melee weapon to be used. Be default, a melee weapon has reach 1, meaning it can only be used against adjacent targets. Longer reaches do not effect which squares you threaten, just which squares you can hit.
Versitile
While this weapon is normally weilded in only 1 hand, it can be weilded in 2. When using 2 hands, the damage it deals is increased by an additional .
Defensive
While weilding this weapon, your soak vs melee weapon increases by 1.

Implements

Implements are sigils, totems, tomes, holy symbols, or other focuses a character may use in conjunction with their magical powers. Implements tend to modify a power, rather than make it more powerful.

You can only gain the benefit of one implement at a time. To change which implement is active takes a short rest, as you must re-tune yourself it.

Sigil of Frost

Your powers with the arcane keyword that do not have the weapon keyword deal cold damage instead of it’s normal type.

Sigil of Fire

Your powers with the arcane keyword that do not have the weapon keyword deal fire damage instead of it’s normal type.

Sigil of Acid

Your powers with the arcane or nature keyword that do not have the weapon keyword deal acid damage instead of it’s normal type.

Holy Amulet

Your powers with the divine keyword that do not have the weapon keyword deal holy damage instead of it’s normal type.

Unholy Ahnk

Your powers with the divine keyword that do not ahve the weapon keyword deal unholy damage instead of it’s normal type.