Combat

Skills and customisations that relate to hitting or shooting things with traditional weaponry

Skills

SkillDescription
Two Weapon Fighting

This skill is used to make attacks and to defend while you are wielding a weapon in each hand. You apply the qualities of both weapons to any checks you make with this skill.

Single Weapon Fighting

This skill is used to make attacks and to defend while you are wielding a weapon in your favoured hand. When using this skill your other hand is free, making it easy to grab items or people, cast spells, throw devices or fire small ranged weapons.

Ranged

This skill is used to make attacks with a ranged or thrown weapon.

Shield Fighting

This skill is used to fight and defend with a weapon and shield. While using a shield you can use this skill to defend against ranged attacks.

Two Handed Weapon Fighting

This skill is used to make attacks and to defend while you are wielding a two handed weapon in both hands. Two handed weapons usually have either the Powerful quality, granting +1 on all checks made with them or the Reach quality which means you can't be counter attacked on a bad offensive check.

Customisations

CustomisationRequirementsDescription
Armour Training None

You increase your minimum defence by 1 while wearing any armour, and reduce the concealment and agility penalties of heavy armour by 1.

Armour Training - Superheavy Armour Training

You can effectively wear and use superheavy armour.

Axe specialist Any combat Skill

You treat attack checks made with axes as one point higher than they actually are when working out if a successful attack causes a critical wound.

Bastion None

If you make a successful reaction attack against an enemy who is moving away from you, it stops them moving.

Brawler None

You can use the Agility and/or Toughness skills to make melee attacks while unarmed.

Additionally, your unarmed strikes have the blunt quality, making them pretty dangerous and allowing them to inflict critical wounds.

Combat Sense None

You know if an attack will be stopped by your armour, and can choose not to react. You may still want to react for the chance to counter. A Guardian with this customisation also knows if an attack against an adjacent ally would be stopped by their armour or not.

Deflect One Weapon Skill

You can use the One Weapon skill to defend against ranged attacks.

Duelist None

When you win a a combat check against an opponent using a weapon with the fast quality you gain a reaction.

Elusive target Archetype: Agile

When using a reaction to defend against an attack, if you don't like the result you can spend another reaction to make an agility check to defend against it instead.

Fast Feet None

When you win a melee combat check while defending, you may choose to swap places with your attacker.

Feint None

If you start your turn with one or more unspent reactions, instead of gaining advantage you can instead force an enemy who's next to you to spend a reaction.

Good with Shields Shield Fighting skill

You gain an additional reaction in combat while you have a shield equipped.

Good with Two Handed Weapons Two Handed Weapon Fighting Skill

When you wound another character with a two handed melee attack you may immediately make a two handed weapon attack against a different target.

Good with Two Weapons Two Weapon Fighting skill

You gain an additional reaction while in combat with a weapon in each hand.

Grab Brawler Customisation

You can choose to grab an enemy instead of inflicting a wound on them when making an unarmed attack. A grabbed enemy moves into your character's square and can be held or released into any adjacent square.

While holding an enemy, your character may set their minimum defence as if they were in heavy armour, and any incoming attacks that score at least 9 but fail to hit you strike the held character instead. Attacks by your allies against the held character are made at advantage.

You move at half your normal speed with a held character, and dragging them past your allies does not allow your allies to take opportunity attacks against them.

You may release a held enemy into an adjacent square at any time. A held enemy may attack you while held at disadvantage, or attempt to escape your grab with an appropriate check opposed by your character's unarmed attack.

Heavy strikes None

When you score a hit on a target with a powerful melee attack you may move that target into an adjacent square. If there is already someone in the square they are being moved into, both the target and whoever they are now sharing a square with are disadvantaged until one of them moves away.

Opportunity Shot Ranged skill

When an enemy moves into a space where there is nothing between you and them, you may use your reaction to make an attack with disadvantage against them.

Precise Strikes None

You get +1 to hit armoured targets when making an attack with the precise quality.

Rapid Fire Ranged skill

If you would get advantage from having an unspent reaction you can instead make a ranged attack with disadvantage. If you make any other attacks this turn they also have disadvantage.

Reaction Attack None

Instead of defending yourself, when you are attacked in melee you can use your reaction to strike your attacker. The attacks happen at the same time unless one is being made with a fast weapon, in which case that happens first.

Sharpshooter Ranged skill

You aren't disadvantaged shooting into combat.

Shield Specialist Shields skill

You increase your minimum defence by 1 point while you have a shield equipped

Spear Specialist None

You add the melee and reach qualities to any check you make with any kind of spear.

Sword Specialist Single Weapon Fighting skill

You add the deadly quality to checks you make with one handed swords.

Tough Must have taken and recovered from a serious or critical wound

You can ignore the first serious wound or critical wound you take each combat, but only until the end of that combat, after which the wound and all associated penalties apply.

Items

ItemCost)Description
Armour - Heavy 250

Usually metal, heavy armour covers most of the body, grants the wearer a minimum defence of 13 and all locations are considered armoured. It's harder to sneak around in, applying a -2 penalty to concealment and agility checks.

Armour - Heavy (Advanced) 1500

Custom made from high quality materials and tailored to fit perfectly, this armour covers most of body, but is easy enough to move in that it doesn’t cause significant disadvantage for agility or concealment, applying only a -1 penalty. Wearing this armour sets minimum defence to 13.

Armour - Light 50

While exact materials and appearance vary, light armour covers the torso and comes with a helmet that protects the head. Wearing light armour sets a character's minimum defence to 11. Wounds to covered areas apply the same initial penalty but heal faster.

Armour - Light (Advanced) 1000

This armour covers the torso and limbs. It's not obviously armour, it’s either designed to be worn under clothes, or is clothing treated with a variety of kemic preparations and re-enforced with silksteel. Wearing this armour sets minimum defence to 11.

Armour - Superheavy 2000

MD15. Covers everything. Tortured steel joint re-enforcements support the weight and mean it creaks while the wearer is moving making it impossible to steak around while wearing it. Need training (ie customisation) to use effectively, and help to don and remove it. A number of upgrades are available and can be added to an existing suit or included with a new one. Superheavy Augments:

  • Silenced - replaces the tortured steel with higher quality materials that don't squeak all the time. 750 PR
  • Mobility enhancement - Customizations and improvements to the joint reinforcements allow a trained user to run and jump more easily. A proficient wearer can safely land almost any fall, can jump three times as far as usual while running and can run twice as fast as usual in a straight line. 750 PR
  • Quick Release - Cunning catches and attachments allow this armour to be put on without assistance in under a minute and removed in moments. 500 PR
  • Nullsteel Infusion - Nullsteel is used liberally throughout the armour, rendering the wearer immune to direct magical attack, but unable to use any magic themselves. 1000 PR
Bow 20

A strung length of seasoned wood that fires arrows. While it lacks the punch of a springbow it's much quieter and you can keep firing it until you run out of arrows. Attacks made with a bow have the sharp and projectile qualities.

Club 1

A simple stout length of wood. Attacks made with a club have the blunt quality

Dagger 5

A small blade built for fighting. Attacks with a dagger have the sharp, fast, melee and thrown qualities

Duellists Sword 25

A long, thin blade with a basket hilt. Attacks with a duellists sword have the sharp, fast, precise and melee qualities.

Hand Axe 10

A single axe blade on a stout length of wood. Attacks made with a hand axe have the sharp, deadly, melee and thrown qualities.

Shield 10

A solid shield designed for defensive use in combat. Increases the minimum defence of the wielder by 1.

Silksteel re-enforced hat 50

A stylish hat, re-enforced with silksteel to provide protection. The wearer's head counts as armoured.

Springbow - Basic 50

A marvellous and terrifying juncture of the tinkering and kemic arts, springbows use tortured steel springs to propel metal bolts at tremendous speeds. Springbows look like fat, bowless crossbows with a variety of springs and mechanisms down each side used to store and release the energy used to fire them. Basic models can fire twice before they need to be re-wound and re-loaded, which takes two rounds per shot.

Attacks made with springbows have the sharp, powerful, deadly and projectile qualities. They also make a hellish shriek as the tortured steel springs unwind.

Springbow - Triple 100

An upgrade on the basic springbow, this model can fire three times before they need to be re-wound and re-loaded, each of which takes an action but doing both fully reloads the weapon.

Attacks made with springbows have the sharp, powerful, deadly and projectile qualities. They also make a hellish shriek as the tortured steel springs unwind.

Staff 5

A stout length of wood requiring two hands to use effectively, easy to use defensively. Attacks with a staff have the blunt, fast and melee qualities.

Sword 20

An arm's length of sharpened steel. Attacks made with a sword have the sharp, deadly and melee qualities.

Two Handed Sword 50

A large sword that requires two hands to wield effectively. Attacks made with a two handed sword have the sharp, powerful, deadly and melee qualities.

Wristbow 150

A small, one shot springbow designed to be worn strapped to the forearm the wristbow is easy to conceal, although it lacks the stopping power of the larger models. Attacks made with a wristbow have the sharp and projectile qualities.