Hexgrid items
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
Cutlass (Sword)
- Add 3 to your Might total.
Grants you the following abilities:
- Cut: Deal damage equal to your Might.
- [Weapon focus: Cutlass]:
- +2 additional Might
- Swag: Deal damage equal to your Might + Charisma
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.