Weapons and Armor

Below is a list of non-Relic arms and armor.

Throwing Knife

 * Types: Finesse, Small
 * Notes: Once thrown, the knife is considered discarded. It may be picked up on the same square as the target.


 * Stab, Cost: 2, Damage: 1


 * Throw, Cost: 2, Damage: 2, Range: 5


 * Rapid Attack, Cost: 2, Damage: 3, Range: 4


 * Effect: This character may draw knife another knife as a free action without spending TP after making this attack. Increase your initiative to 2, not 10.

Dagger

 * Types: Finesse, Small


 * Stab, Cost: 2, Damage: 2


 * Parry, Cost: 3


 * Effect: Use this only if you are hit by a melee attack. Roll a d10 and add the result to your defense for this attack only. This roll benefits from Dagger Specialization. Recalculate hit.

Throw, Cost: 2, Damage: 2, Range: 5


 * Effect: Once thrown, the knife is considered discarded. It may be picked up on the same square as the target.

Shortsword

 * Type: Finesse


 * Stab, Cost: 3, Damage: 3


 * Step In, Cost: 3


 * Effect: Roll Finesse against target's Will. If you succeed, target does not add Finesse to this roll. Target's initiative is increased to 10. Increase your initiative to 3, not 10.


 * Impale, Cost: 4, Damage: 7

Rapier

 * Type: Finesse


 * Lunge, Cost: 2, Damage: 2


 * Lunge does not allow a character to attack through another target.


 * Feint, Cost: 2


 * Effect: Force target to roll defense. Roll Finesse against target's Will. If you succeed, target does not add Finesse to this roll. Increase your initiative to 2 not 10.


 * Skewer, Cost: 5, Damage: 7


 * Skewer does not allow a character to attack through another target.

Whip

 * Type: Finesse


 * Lash, Cost: 2, Damage: 2


 * Effect: Increase your initative to 3, not 10.


 * Flog, Cost: 2, Damage: 1


 * Effect: Increase your initative to 3, not 10. If the attack was successful, reduce your target's defense for the remainder of the round by one. This stacks with similar abilities.


 * Scourge, Cost: 1, Damage: 2


 * Effect: May attack any number of times in a single action, but only against a single target. Roll all attacks at the same time. Once all attacks resolve, no further actions may be made this round.

Longbow

 * Types: Bow, Finesse


 * Shoot, Cost: 5, Damage: 2, Range: 7


 * Volley, Cost: 10, Damage: 1, Range: 6, Area of Effect


 * Effect: Allows multiple grunts to pool their attack. Instead of making separate attacks, make a singe attack for all grunts. Once this attack resolves, this group may take no further actions this round. Area of effect changes based on number of grunts attacking. If used by a group, all characters in the group must make this attack. Requires a group of 5 grunts or a non-grunt character to use. This ability hits Large Characters once for each square they occupy inside the area of effect.


 * Area of Effect Variations:


 * One Non-Grunt Character


 * Five Grunts


 * Ten Grunts


 * Twenty Grunts


 * Snipe, Cost: 10, Damage: 8, Range: 10

Shortbow

 * Types: Bow, Finesse


 * Shoot, Cost: 4, Damage: 2, Range: 5


 * Volley, Cost: 7, Damage: 1, Range: 5, Area of Effect


 * Effect: Allows multiple grunts to pool their attack. Instead of making separate attacks, make a singe attack for all grunts. Once this attack resolves, this group may take no further actions this round. Area of effect changes based on number of grunts attacking. If used by a group, all characters in the group must make this attack. Requires a group of 5 grunts or a non-grunt character to use. This ability hits Large Characters once for each square they occupy inside the area of effect.


 * Area of Effect Variations:


 * One Non-Grunt Character


 * Five Grunts


 * Ten Grunts


 * Twenty Grunts


 * Swift Shot, Cost: 2, Damage: 1, Range: 4


 * Effect: Increase initative to 2, not 10

Heavy Crossbow

 * Types: Bow, Brutality


 * Notes: Whenever a Heavy Crossbow is fired, the shooter must spend an action that costs 6 TP to reload before it can be fired again.


 * Shoot, Cost: 1, Damage: 3, Range: 6


 * Volley, Cost: 10, Damage: 1, Range: See Below, Area of Effect


 * Effect: Requires a group of at least 10 grunts to use. Instead of making separate attacks, make a singe attack for all grunts. Once this attack resolves, this group may take no further actions this round. Hits everything up to 4 squares away from the furthest over member of the group that is in each row/column.


 * Example:


 * Point Blank Shot, Cost: 3, Damage: 10, Range: 2

Light Crossbow

 * Types: Bow, Brutality


 * Notes: Whenever a Light Crossbow is fired, the shooter must spend an action that costs 3 TP to reload before it can be fired again.


 * Shoot, Cost: 1, Damage: 2, Range: 5


 * Volley, Cost: 10, Damage: 1, Range: See Below, Area of Effect


 * Effect: Requires a group of at least 10 grunts to use. Instead of making separate attacks, make a singe attack for all grunts. Once this attack resolves, this group may take no further actions this round. Hits everything up to 3 squares away from the furthest over member of the group that is in each row/column.


 * Example:


 * Dual Shot, Cost: 1, Damage: 6, Range: 4


 * Effect: Requires 2 light crossbows. Both must be loaded for this ability to be used.

Leather Armor

 * Prerequisite: 2 Finesse
 * Defense: 1

Chainmail Hauberk

 * Prerequisite: 3 Brutality OR 5 Finesse
 * Defense: 2

Plate Mail

 * Prerequisite: 4 Brutality
 * Defense: 3

Buckler

 * Shields are currently a WIP.

Heater Shield

 * Shields are currently a WIP.

Kite Shield

 * Shields are currently a WIP.

Tower Shield

 * Shields are currently a WIP.