Equipment

Melee Weapons

Name Class Dam. Pen. Qualities Value
One-Handed
Knife Melee (Light Blade) 1d5+1 R 0 Compact, Light; Balanced; Primitive 1
Knife Bayonet Melee (Light Blade) 1d5+1 R 0 Bayonet, Compact, Light; Balanced; Primitive 1
Sword Bayonet Melee (Light Blade) 1d10+2 R 0 Bayonet, Light; Balanced; Primitive 1
Sword Cane Melee (Light Blade) 1d10+1 R 0 Concealed, Light; Balanced; Primitive 2
Sword Whip Melee (Light Blade) 1d10 R 0 Light; Devastating (1), Flexible; Primitive 2
Axe Melee (Power) 1d10+3 R 1 Power; Tearing; Unbalanced, Primitive 1
Baton Melee (Power) 1d10+3 I 0 Power; Cracking (1); Primitive 1
Sabre Melee (Power) 1d10+3 R 0 Power; Proven (4); Primitive 1
Unarmed (Human) Melee (Unarmed) 1d5-2 I 0 Unarmed; Disabling; Primitive -
Knuckleduster Melee (Unarmed) +2 0 Glove; Primitive. Removes 'Unarmed'. 1
Light Shield Melee (Shield) 1d5 I 0 Shield (2); Defensive; Primitive 1
Heavy Shield Melee (Shield) 1d5+1 I 0 Shield (4); Defensive; Cumbersome (5), Primitive 2
Two-Handed
Greataxe Melee (Power) 2d10+1R 0 Power; Devastating (1), Tearing; Unwieldy 2
Greatsword Melee (Power) 2d10R 0 Power; Cleaving; Unbalanced 2
Halberd Melee (Power) 2d10+1R 0 Power; Devastating (2), Redoubtable; Unwieldy 2
Warhammer Melee (Power) 2d10 I 3 Power; Concussive, Unstoppable; Unwieldy 2

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Ranged Weapons

Name Class Range Rate of Fire Dam. Pen. Clip Reload Time Qualities Value
Thrown
Throwing Knife Thrown (Hand) SB*5 S/-/- 1d10+SB R 0 1 1 Half Compact; Proven (4); Primitive 1
Pistol
Autopistol Pistol (Assault) Close (30m) S/3/4 1d10+3 I 0 12 1 Half Compact; Reliable 1
Revolver Pistol (Assault) Close (30m) S/2/- 1d10+4 I 0 6 1 Full Compact; Tearing 1
Hand Crossbow Pistol (Manual) Close (30m) S/-/- 1d10+3 R 0 1 1 Half Compact, Quiet; Tearing; Primitive 1
Basic
Flamethrower Basic (Assault) Close (30m) S/-/- 1d10+4 E 3 6 2 Full Spray; Flame; Inaccurate, Overheats 4
Shotgun Basic (Assault) Close (30m) S/-/- 1d10+3 I 0 4 1 Full Scatter 1
Submachine Gun Basic (Assault) Close (30m) S/3/6 1d10+3 I 0 18 1 Full Unreliable 5
Bow Basic (Manual) Medium (60m) S/-/- 1d10+2+SB/2 R 0 1 1 Half Precise; Primitive 1
Crossbow Basic (Manual) Medium (60m) S/-/- 1d10+4R 0 1 1 Half Brutal; Primitive 1
Repeating Crossbow Basic (Manual) Medium (60m) S/2/3 1d10+4R 0 6 1 Full Brutal; Primitive, Unreliable 5
Bolt Action Rifle Basic (Precision) Long (100m) S/2/- 1d10+4 I 1 10 1 Full Precise, Reliable, Snapshot 2
Sniper Rifle Basic (Precision) Extreme (300m) S/-/- 1d10+4 I 2 5 2 Full Accurate; Longshot 4
Heavy
Light Machine Gun Heavy (Assault) Medium (60m) -/5/10 1d10+4 I 0 30 2 Full - 3
Medium Machine Gun Heavy (Assault) Medium (60m) -/6/12 1d10+5 I 1 36 2 Full Storm; Stationary 6
Grenade
Frag Grenade Grenade SB*3 - 2d10X 0 1 - Blast (5); Devastating (4) 3 (Set of 3)
Firebomb Grenade SB*3 - 1d10+3E 6 1 - Blast (3); Flame 2 (Set of 3)
Smoke Grenade Grenade SB*3 - - - 1 - Smoke; Blast (5) 2 (Set of 3)

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Weapon Upgrades

Weapon upgrades are special modifications that change how a weapon behaves, typically for the better. Like equipment, upgrades have a Value, and need to be acquired through the Purchases phase, and count as using up a Supply usage. However, there are a few differences here which modify the acquisition.

  • When acquiring a weapon, it is possible to acquire a version of the weapon or piece of armour with the desired upgrade already attached. You use the highest Supply Value between weapon and upgrade in this manner.
  • You may attempt to acquire a maximum of 3 pre-existing upgrades on a new weapon, with each upgrade past the first increasing the total Supply Value by one- unless the weapon is of Good Quality, in which case you only count the third upgrade; if the weapon is of Best Quality you count none of them toward the total Supply Value.
  • You may acquire upgrades to attach to a piece of weapon you already possess. In this case you simply acquire the upgrade as you would any other piece of equipment.
    • However, it is assumed that the upgrade's Value also incorporates the cost of installing the upgrade onto the weapon. If you wish, you may decide to install the upgrade yourself. This reduces the Supply Value cost by one, but also requires you to pass a Trade (Armorer) test, with a +20 bonus, -5 per point of Value above 2; on a success, you apply the upgrade, but on a failure you both fail to apply the upgrade and lose the parts in the process, requiring you to reacquire them.
    • Certain upgrades can be recycled (ie removed from a piece of equipment and placed in another), which requires a test just like above. Recyclable upgrades will be marked with '{R}' in their names.
  • Upgrades have an Effect, a Equipment Type and an Upgrade Type. Effect details what the upgrade does, Equipment details the type of equipment it can be applied to, and Upgrade Type details what sort of Upgrade it is- a piece of equipment cannot have more than one Upgrade with the same Upgrade Type (ie. no having two 'barrel' modifications).

Weapon Upgrades

Name Effect Weapon Type Upgrade Type Value
Melee Upgrades
Fitted Design This modifies the weapon to be perfectly fitted to the user's grip and style. On acquiring this upgrade, the weapon becomes fitted for one person: when they wield this weapon they upgrade its Handling, but anyone else who wields it actually degrades its Handling. Any - 4
Master-Crafted This represents the weapon being remade, perhaps from scratch, using the cutting edge of modern, hand-made techniques and materials. As a result, the weapon loses the Primitive Quality. Any - 4
Sacred Inscriptions This inscribes holy symbols and passages of the user's faith onto the weapon's edge. This makes the weapon difficult to touch or even fearful to certain fell creatures. Furthermore, if the user it was designed for is also an Intercessor, they may count the weapon as a Holy Focus. Any - 3
Serrated Edge This crafts the weapon's edge into a wicked serrated design. The weapon gains the Tearing Quality; if it already has the Tearing Quality, then it gains the Brutal Quality instead. Any Rending Blade 4
Needle Point This hones the weapon's point to be fine and sharp. The weapon gains the Precise Quality. Any Light Blade Blade 4
Collapsible Blade This redesigns the weapon so that the blade can collapse into itself and then into the handle. The weapon gains the Concealed Quality, and a +10 bonus to hit during Surprise Rounds. 1H Light Blades and Sabres Design 4
Grip Guards This modifies the weapon's grip, adding guards and even straps that bind the weapon to the wielding hand. Attempts to disarm this weapon take a -20 penalty, and if you are in a situation where you would accidentally drop the weapon (such as through a critical damage effect) you instead retain it. Any Grip 2
Cold Iron Although poetically a term for any weapons-grade metal, nowadays cold iron refers specifically to pure iron weaponry instead of modern steel. The weapon reduces its damage and (if any,) penetration by 1, but gains the Bane (Fae) Quality. Any Material 3
Silver Pure silver is too soft to hold a good edge and is highly expensive to boot, but the material is popular when hunting certain types of monster. The weapon reduces its damage and (if any) Penetration by 1 and gains the Brittle Quality, but gains the Bane (Maledict) Quality. Any Material 5
Orichalcum {R} A legendary metal said to hail from lost Atlantis, orichalcum (often confused for brass), once worked, provides for a practically indestructable weapon. Acquiring this upgrade requires the acquirer to possess both orichalcum and a smithy who knows how to work it. The weapon gains +1 Damage, +2 Penetration and the Unbreakable and Bane (Abyssal) Qualities. Any Material N/A
Shortened Form This shortens the weapon, reducing its striking force but making it easier to conceal and throw. The weapon reduces its damage by 1, but now gains the Compact Quality and can be thrown at Assault Range (10m). 1H Non-Compact Weapons Size 2
Expanded Size This expands a shield's cover area, increasing its Shield quality by 1. Furthermore, the shield now covers against hits against the head and body as well as the arm. However, the wielder takes a -10 penalty to WS and BS tests with both hands. Shields Size 2
Heavier Model The weapon's pure weight is increased, increasing its sheer stopping power at the cost of handling. It gains +2 damage, but degrades its handling (gaining Unbalanced if it doesn't have any handling-type Qualities.) Any Weight 2
Lighter Model The weapon is lightened, making it easier to wield but diminishing its killing power. It loses -2 damage, but improves its handling (gaining Balanced if it doesn't have any handling-type Qualities.) Non-Shield Weight 2
Ranged Upgrades
Master-Crafted This represents the weapon being remade, perhaps from scratch, using the cutting edge of modern, hand-made techniques and materials. As a result, the weapon loses the Primitive Quality. Any - 4
Sacred Inscriptions This inscribes holy symbols and passages of the user's faith onto the weapon's edge. This makes the weapon difficult to touch or even fearful to certain fell creatures. Furthermore, if the user it was designed for is also an Intercessor, they may count the weapon as a Holy Focus. Any - 3
Extended Barrel The weapon's barrel is lengthened, which extends its range but makes it that much more awkward in close quarters. The weapon increases its range by one step and gains the Longshot Quality. Non-Manual Barrel 2
Sawn Off The weapon's barrel is shortened, which can give it an extra 'kick' at the cost of shorter range. The weapon deals +2 damage at Short Distance or closer, but reduces its range by one step. Non-Manual Barrel 2
Fluid Action The weapon's components have been carefully designed for precise action and cleanly lubricated. When fired on Burst, the weapon gains +2 DoS, but takes an extra half action to load. Non-Manual Design 2
Alt-Firing Selector {R} This modifies both the magazine to hold a specially prepared 'hybrid' clip as well as adding a lever allowing the user to select which clip to draw on. The gun may now be loaded with 'two' clips at once, albeit two clips at half usual capacity. The user may, before making their attack, decide which clip they're drawing from. Non-Manual or Flame Magazine 4
Expanded Magazine {R} This replaces the usual magazine with a larger one (often something like a drum magazine), increasing the clip's size. This doubles the ammo clip, but requires two normal clips to fill. Reload time is unchanged. Non-Pistol, Energy or Manual Magazine 2
Pack Ammo Supply {R} This is a large pack of ammo that feeds into a weapon, sometimes worn on the back. A gun connected to this supply has a clip five times the usual size, but reloading the pack takes five whole minutes (and so cannot be done mid-combat) and takes up five normal clips. If the gun jams, it loses only a normal clip's amount of ammo and doesn't jam. Non-Pistol, Energy or Manual Magazine 3
Quick Release Mechanism The weapon's magazine has been master-modelled to be quickly ejected and accept reloads quickly. The weapon's reload time drops by a whole Full Action, to a minimum of Half Action. Any Magazine 4
Reflex Sight {R} A newfangled and rare sight that uses optics and lenses to superimpose a targeting aid over a target in the sight. The weapon gains the Accurate Quality. Any Basic Sight 6
Telescopic Sight {R} The weapon's been fitted with a telescopic sight, which allows it to make longer shots that much easier. The weapon reduces the penalty for firing at Long or longer range by 10, so long as it is benefitting from an Aim action first. Any Basic Sight 3
Cut-Down Form This reduces the weapon's size and the calibre of its shots, making it both easier to conceal and quieter but reducing its killing power. The weapon reduces its damage by 1, but now gains the Compact Quality. Non-Compact Size 2
Bipod {R} A two-legged stand that can be attached to a weapon, improving its accuracy at the cost of mobility. The weapon can be braced essentially anywhere. When the weapon is braced, it has a firing arc of 90 degrees and its range increases by one step (to a max of Extreme). Basic or Heavy Stand 2
Tripod {R} A two-legged stand that can be attached to a weapon, improving its accuracy at the cost of mobility. The weapon can be braced essentially anywhere. When the weapon is braced, it has a firing arc of 180 degrees, its range increases by one step (to a max of Extreme) and it gains the Rapid Fire Quality. Basic or Heavy Stand 4
Extra Grip The weapon has been modelled with an extra or 'pistol' grip, making it easier to wield with one hand. The weapon can now be fired one-handed without penalty. However, it also gains the Inaccurate quality. Any Stock 2
Fitted Stock The weapon's stock has been exactingly fitted to match the intended user's arm and aim. On acquiring this upgrade, the weapon becomes fitted for one person; when they wield this weapon, it gains the Precise Quality or an extra step of range (to a max of Extreme) if it already has Precise. Any Stock 4

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Ammunition

Ranged weapons require ammunition to operate. Often, each ranged weapon has a standard type of ammunition it uses, which is treated as the default for the weapon, ie. The weapon, fired with that ammunition, produces effects as per its standard profile. However, many specialised ammunition types exist, allowing weapons to expand and fill a greater role to suit the need.

  • Like weapons, ammo has to be acquired through the Purchases phase and count as using up a Supply usage. However, each purchase usually acquires multiple clips of the desired ammo type. When purchasing an ammo type, you need to select the specific weapon type as well (eg. Bolt Action Rifle).
  • On purchasing a ranged weapon, you can also purchase custom ammo for it, which follows the same rules for purchasing upgrades, treating the ammo as an upgrade.
  • It's assumed that you can replenish your stocks of 'regular' ammo more or less endlessly between Chapters, so you don't need to expend purchases buying new regular bullets for your guns.
  • Ammo has an Effect, a Weapon Type and a Value. Effect details what the upgrade does, Weapon details the type of Weapon it can be applied to, and Value details both the Supply Level you need to buy it as well as the number of clips you get per purchase.
  • A weapon's clip must consist of only one type of ammo- it can't be mixed. Switching the type of ammo being used mid-combat requires reloading the weapon.
Name Effect Weapon Type Value
Regular Ammo The standard ammunition varies from weapon to weapon, but nonetheless is considered plentiful enough to acquire without trouble. This varies from weapon to weapon. Any -
Blessed Propellant This replaces the standard canister of a flamethrower with specially blessed holy oils and sacred water. The weapon loses the Overheats quality. It gains the Bane (Undead, Fiend, Maledict) Qualities, and furthermore, is completely harmless to anyone except those covered by the Banes. Flamethrower 5 (1 clip)
Barbed Arrow Barbed Arrows have wicked barbed, broad heads that twist and rip as they enter a target, causing massive internal bleeding. The weapon gains the Crippling Quality and loses Primitive. Manual 3 (20 arrows)
Blunt Arrow Blunt Arrows have a flat, blunt head, which minimises the damage it can deal. The weapon loses 1 damage and gains the Disabling Quality. Manual 1 (Unlimited)
Cold Iron Arrow Cold iron arrows are used to kill fae creatures from a distance. The weapon gains the Bane (Fae) Quality. Manual 2 (20 arrows)
Explosive Arrow Explosive Arrows are designed to penetrate a target before exploding. They're unreusable, but devastating. The weapon gains the Tearing Quality, loses Primitive and changes it damage type to Explosive. Manual 3 (20 arrows)
Fire Arrow Fire Arrows use chemical mixtures (instead of crude oil and hay) to ignite on impact. The weapon gains the Flame Quality. Manual 3 (10 arrows)
Rope Arrow Rope Arrows are attached to a spool of rope (with a length equal to the weapon's stated range). The weapon gains the Inaccurate Quality, but now trails a rope behind it that, should it hit a stationary target (eg top of a wall) allows for easy climbing. Manual 3 (20 arrows)
Signal Arrow Signal Arrows have normal tips, but rather the shaft of the arrow is designed to ignite and burn brightly using chemicals. On striking a target, the arrow burns very brightly, illuminating the area around it for about ten metres and is easily visible. Manual 3 (10 arrows)
Silver Arrow Silver arrows are used to put down cursed creatures such as Maledicts. The weapon gains the Bane (Maledict) Quality. Manual 3 (10 arrows)
Toxic Arrow Toxic Arrows are treated with one of the various poisons lethal to humans- they have limited effect on more exotic targets, but left untreated they can easily kill a man. The weapon gains the Toxic (20) Quality. Manual 3 (20 arrows)
Water Arrow Water Arrows are fitted with a blunt, water-filled capsule that explodes on impact. It does no damage to targets, but splashes whatever it hits with water, allowing it to put out small fires or other such things. Manual 2 (30 arrows)
Armour-Piercing Bullets Armour-Piercing bullets are expensive and rare, using non-standard techniques and materials; nonetheless they perform excellently against armoured targets. Armour-Piercing bullets gain +3 Penetration. Non-Manual 4 (2 clips)
Cold Iron Jackets Bullets with cold iron jackets are used to combat hostile forms of fey creatures. The weapon gains the Bane (Fae) Quality. Non-Manual 2 (3 clips)
Expanding Bullets Expanding bullets expand on impact with the target, causing massive internal damage and reducing the chance of overpenetration. Their use in international warfare is restricted by the Hague Conventions. Expanding Rounds gain +2 damage, and never accidentally hit another target due to a Critical Damage effect. Non-Manual 2 (3 clips)
Exploding Bullets Exploding bullets are risky, finnicky things, equipped with a small explosive charge that is triggered momentarily after impact, theoretically exploding within the target. Exploding rounds gain +1 damage and penetration, the Tearing and Unreliable Qualities and change the damage type to X. Non-Manual 4 (1 clip)
Incendiary Bullets Incendiary bullets use a charge of white phosphorus to ignite targets on impact. Incendiary bullets gain the Flame Quality. Non-Manual 4 (1 clip)
Silver Jackets Silver Jacket bullets are expensive and difficult to make, but use a jacket of silver to penetrate the skin of cursed creatures. The weapon gains the Bane (Maledict) Quality. Non-Manual 3 (1 clip)
Tracers Tracers ignite when fired, allowing the shooter to correct their aim as they fire. They also have a mild incendiary effect and can ignite flammable materials on impact. Burst attacks with tracer rounds increase the total DoS by half, rounded up. Non-Manual 4 (3 clips)
Solid Slugs Solid Slugs replace the standard shotgun cartridge with a heavier slug round, reducing its spread but increasing its brutality. Solid Slugs grant +2 Damage and Penetration, but lose the Scatter quality. Shotgun 2 (3 clips)

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Armour

Armour is worn by characters, providing them with additional defense against attack. Armour of the time was a trade off between weight, expense and quality- the cheapest, most common armour was heavy metal plates, but they were of limited use against guns, whilst advanced 'bulletproof vests' were light and effective, but considerably more expensive.

  • All armour offers AP. When a character wearing armour is attacked, they take the Armour Points (AP) of the location hit, subtract the attack's Penetration value (Pen), and add the remainder to their Toughness Bonus (TB). They then reduce the damage value of the attack by their TB. Any remaining is damage after soak, and reduces the character's wounds.
  • AP Values do not stack. If wearing multiple types of armour on the same location, you only ever use the highest AP value; the other AP values have no effect.
  • If a location is left blank, then the armour does not cover that spot.
  • The list below outlines examples of easily obtained armour manufactured by mundane human hands. Note that if an AP location is listed as "WS(X)" (eg 4 WS(2)) then that notation means that that location has the Weak Spot (X) Quality.
  • The list below is also divided into 'Basic Pieces' and 'Sets', where basic pieces represents an individual piece of armour that covers a single area, whilst 'Sets' are collective sets made up of multiple pieces. There's no mechanical difference between the two- it is simply a matter of organisation. Sets are as a rule more expensive, but easier to purchase (requiring only a single use of supply purchases) and tend to be slightly superior.
  • As noted, the list below is not exhaustive. Furthermore, it doesn't cover the many potential armours that might be made from the flesh of various monstrosities or the effects of magic.

Armour

Armour is worn by characters, providing them with additional defense against attack. Armour of the time was a trade off between weight, expense and quality- the cheapest, most common armour was heavy metal plates, but they were of limited use against guns, whilst advanced 'bulletproof vests' were light and effective, but considerably more expensive.

  • All armour offers AP. When a character wearing armour is attacked, they take the Armour Points (AP) of the location hit, subtract the attack's Penetration value (Pen), and add the remainder to their Toughness Bonus (TB). They then reduce the damage value of the attack by their TB. Any remaining is damage after soak, and reduces the character's wounds.
  • AP Values do not stack. If wearing multiple types of armour on the same location, you only ever use the highest AP value; the other AP values have no effect.
  • If a location is left blank, then the armour does not cover that spot.
  • The list below outlines examples of easily obtained armour manufactured by mundane human hands. Note that if an AP location is listed as "WS(X)" (eg 4 WS(2)) then that notation means that that location has the Weak Spot (X) Quality.
  • The list below is also divided into 'Basic Pieces' and 'Sets', where basic pieces represents an individual piece of armour that covers a single area, whilst 'Sets' are collective sets made up of multiple pieces. There's no mechanical difference between the two- it is simply a matter of organisation. Sets are as a rule more expensive, but easier to purchase (requiring only a single use of supply purchases) and tend to be slightly superior.
  • As noted, the list below is not exhaustive. Furthermore, it doesn't cover the many potential armours that might be made from the flesh of various monstrosities or the effects of magic.
Name Body Legs Arms Head Qualities Value
Basic Pieces
Metal Breastplate 4 - - - Primitive 1
Metal Greaves - 3 (WS2) - - Primitive 1
Metal Gauntlets - - 3 (WS2) - Primitive 1
Metal Helmet - - - 3 (WS3) Primitive 1
Flak Jacket 2 - 2 - Flak 4
Flak Vest 3 - - - Flak, Light 3
Silk Jacket 3 - 3 - Light 6
Silk Vest 4 - - - Light 5
Sets
Cuirasser Set 5 - - 4 (WS3) Primitive 3
Shocktrooper Armour 6 4 (WS2) 4 (WS2) 4 (WS3) Heavy (5); Awkward (20) 6
Flak Suit 2 2 2 - Flak 5
Silk Suit 3 3 3 - Light 8

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