Ero sivun ”Hexgrid items” versioiden välillä
(Ak: Uusi sivu: ==Weapons== <b>Flintlock pistol</b><br> Grants you the following abilities:<br> Shot: Deal 8 damage. Range 6. CD special. Spend an action to reload this weapon, resetting the cool...) |
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Rivi 1: | Rivi 1: | ||
− | == | + | ==Generic weapons== |
<b>Flintlock pistol</b><br> | <b>Flintlock pistol</b><br> | ||
Rivi 17: | Rivi 17: | ||
Shot: Deal 12 damage. Range 8. CD special. Spend an action to reload this weapon, resetting the cooldown.<br> | Shot: Deal 12 damage. Range 8. CD special. Spend an action to reload this weapon, resetting the cooldown.<br> | ||
− | <b> | + | <b>Rifle</b><br> |
Requires two hands to use.<br> | Requires two hands to use.<br> | ||
Grants you the following abilities:<br> | Grants you the following abilities:<br> | ||
Rivi 27: | Rivi 27: | ||
Attack: Deal damage equal to half your Might. | Attack: Deal damage equal to half your Might. | ||
− | <b> | + | <b>One-handed weapon</b> (various types)<br> |
Add 3 to your Might total.<br> | Add 3 to your Might total.<br> | ||
Grants you the following abilities:<br> | Grants you the following abilities:<br> | ||
Rivi 42: | Rivi 42: | ||
Add 5 to your Magic total.<br> | Add 5 to your Magic total.<br> | ||
− | == | + | |
+ | ===One-handed specialist weapons=== | ||
+ | |||
+ | |||
+ | ==Generic armor== | ||
Absorb X: Ignore first X dice of damage to you. Absorbs stack. When point of absorb is used to reduce damage, it is lost. At the start of your turn, reset the absorb points granted by your armor. | Absorb X: Ignore first X dice of damage to you. Absorbs stack. When point of absorb is used to reduce damage, it is lost. At the start of your turn, reset the absorb points granted by your armor. |
Versio 12. heinäkuuta 2015 kello 11.47
Sisällysluettelo
Generic weapons
Flintlock pistol
Grants you the following abilities:
Shot: Deal 8 damage. Range 6. CD special. Spend an action to reload this weapon, resetting the cooldown.
Blunderbus
Requires two hands to use.
Grants you the following abilities:
Shot: Deal 10 damage. Range 4. CD special. Spend an action to reload this weapon, resetting the cooldown.
Shrapnel blast: deals 8 damage in a T-shaped cone. CD special. Spend an action to reload this weapon, resetting the cooldown. To use Shrapnel blast, shrapnel ammo must be loaded beforehand.
Musket
Requires two hands to use.
Grants you the following abilities:
Shot: Deal 12 damage. Range 8. CD special. Spend an action to reload this weapon, resetting the cooldown.
Rifle
Requires two hands to use.
Grants you the following abilities:
Shot: Deal 14 damage. Range 14. CD 1.
Bayonet: Deal damage equal to your Might.
Improvised weapon (fist, rock, knife, club etc.)
Grants you the following abilities:
Attack: Deal damage equal to half your Might.
One-handed weapon (various types)
Add 3 to your Might total.
Grants you the following abilities:
Cut: Deal damage equal to your Might.
Two-handed weapon (various types)
Requires two hands to use.
Add 3 to your Might total.
Grants you the following abilities:
Slash: Deal damage equal to 1.5 times your Might.
Magical staff
Requires two hands to use.
Add 5 to your Magic total.
One-handed specialist weapons
Generic armor
Absorb X: Ignore first X dice of damage to you. Absorbs stack. When point of absorb is used to reduce damage, it is lost. At the start of your turn, reset the absorb points granted by your armor.
Shield
Add 3 to your Health total.
When you are attacked, you are considered in cover on a roll of 5+.
Light armor
Requires total Might 3 to wear.
Absorb 3.
Cuirass
Requires total Might 6 to wear.
Absorb 6.
Consumables
Potion
Drink: heal yourself for 10 damage.
Life Stone
Use: Revive a knocked out ally to 1 hitpoint and heal them for 10 damage.
Grenade
Requires two hands to use.
Throw: A '+'-shaped explosion of [Fire] damage, 8 damage to the center and 4 damage to other squares. Ignores cover. Range 3.