Arms and Armor Honor Intrigue
Arms and Armor Honor Intrigue
Arms and Armor Honor Intrigue
Swords
Weapon Damage Notes
Backsword 1d6 +1 Damage with Quick Cut (after halving)
Broadsword 1d6+1 Requires 2 hands if Might is 0 or lower, +1 Beat
Epee 1d6 +1 Parry
Greatsword 1d6+2 -1 Parry, +1 Moulinet
Small Sword 1d3+1 +1 Parry, +1 Quick Draw, Able to Split Actions singly
1d3+3 Damage to resist Sword Break
Other Weapons
Weapon Damage Notes
Axe 1d6 10’ range increment when thrown, -1 Parry, +1 Bind
“”Two-Handed 1d6+2 -2 Parry, +1 Bind
Bayonet 1d6+2 1 Minor Action to affix to a musket, -1 Parry when affixed,
1d3+1 damage when wielded in hand (un-affixed)
Bow 1d6 60’ range increment, 1 Minor Action to knock arrow
“” Longbow 1d6+2 100’ range increment, 1 Minor Action to knock arrow
Buckler 1d6-1 +1 to Parry (stacks with other Parry bonuses)
Cloak N/A +1 to Feint, Bind; usable with Cloak Parry
Club 1d6-1 10’ range increment when thrown
“” Two-Handed 1d6+1 -1 Parry
Crossbow 1d6+1 80’ range increment, +1 with Called Shots,
2 Minor Actions to Load
“” Arbalest 1d6+3 100’ range increment, +1 with Called Shots,
3 Minor Actions to Load with “goat’s foot” or Might 2 or more;
otherwise 4 Minor Actions
“” Grenade See Grenade 30’ range increment, 3 Minor Actions to load
“” Hand 1d3 20’ range increment, +1 with Called Shots,
1 Minor Action to load
Armor
Type Protection Notes
Light 1d3 1 less Advantage without Armor Familiarity, -1 to stealth,
acrobatics, Initiative; -2 to swimming
Heavy 1d6 Cannot Yield Advantage without Armor Familiarity, 1 less
Advantage with Armor Familiarity, -1 and Penalty Die to stealth,
acrobatics, Initiative; Swimming is impossible; Quick removal
requires 2 consecutive Hard (-2) Savvy + Soldier task rolls.
Helmet +1 Adds to existing Protection (otherwise, gives Protection of 1).
Grants 1d6 Protection to attacks on the head. -1 Savvy to notice.
Gauntlet N/A Grants 1d6 Protection to attacks on the hand
Heavy Glove N/A Grants 1d3 Protection to attacks on the hand
Cannon
Weapon Damage Notes
Swivel Gun 2d6+4 50’ range increment, 10 Minor Actions to load between 2 crew
Penalty Die vs. individual target. Vs. Pawns hits 1d6+1
Cannon GM decides 300’ range increment, 20 Minor Actions to load between 4 crew
Artillery GM decides 600’ range increment, 40 Minor Actions to load between 6 crew,
Cannot be moved from mounting