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Rivi 12: |
Rivi 12: |
| [[Hexgrid rules]] | | [[Hexgrid rules]] |
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− | ==Weapons==
| + | [[Hexgrid items]] |
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− | <b>Flintlock pistol</b><br>
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− | Grants you the following abilities:<br>
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− | Shot: Deal 8 damage. Range 6. CD special. Spend an action to reload this weapon, resetting the cooldown.<br>
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− | <b>Blunderbus</b><br>
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− | Requires two hands to use.<br>
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− | Grants you the following abilities:<br>
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− | Shot: Deal 10 damage. Range 4. CD special. Spend an action to reload this weapon, resetting the cooldown.<br>
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− | 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.<br>
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− | <code></code>
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− | <b>Musket</b><br>
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− | Requires two hands to use.<br>
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− | Grants you the following abilities:<br>
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− | Shot: Deal 12 damage. Range 8. CD special. Spend an action to reload this weapon, resetting the cooldown.<br>
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− | <b>Military rifle</b><br>
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− | Requires two hands to use.<br>
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− | Grants you the following abilities:<br>
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− | Shot: Deal 14 damage. Range 14. CD 1.
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− | Bayonet: Deal damage equal to your Might.
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− | <b>Improvised weapon (fist, rock, knife, club etc.)</b><br>
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− | Grants you the following abilities:<br>
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− | Attack: Deal damage equal to half your Might.
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− | <b>Sword</b> (various types)<br>
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− | Add 3 to your Might total.<br>
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− | Grants you the following abilities:<br>
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− | Cut: Deal damage equal to your Might.
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− | <b>Two-handed weapon</b> (various types)<br>
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− | Requires two hands to use.<br>
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− | Add 3 to your Might total.<br>
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− | Grants you the following abilities:<br>
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− | Slash: Deal damage equal to 1.5 times your Might.
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− | <b>Magical staff</b>
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− | Requires two hands to use.<br>
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− | Add 5 to your Magic total.<br>
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− | ==Armor==
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− | 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.
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− | <b>Shield</b><br>
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− | Add 3 to your Health total.<br>
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− | When you are attacked, you are considered in cover on a roll of 5+.<br>
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− | <b>Light armor</b>
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− | Requires total Might 3 to wear.<br>
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− | Absorb 3.<br>
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− | <b>Cuirass</b>
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− | Requires total Might 6 to wear.<br>
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− | Absorb 6.<br>
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− | ==Consumables==
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− | <b>Potion</b><br>
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− | Drink: heal yourself for 10 damage.<br>
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− | <b>Life Stone</b><br>
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− | Use: Revive a knocked out ally to 1 hitpoint and heal them for 10 damage.<br>
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− | <b>Grenade</b><br>
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− | Requires two hands to use.<br>
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− | Throw: A '+'-shaped explosion of [Fire] damage, 8 damage to the center and 4 damage to other squares. Ignores cover. Range 3.
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