Equipment List
Melee Weapons
| Name | Inj | Prc | Mel | Effect | Cost | Slots |
|---|---|---|---|---|---|---|
| Dagger | 0 | 0 | 0 | 2 | 1 | |
| Sword | 0 | 3 | 0 | 5 | 1 | |
| Spear | 0 | 0 | 2 | Cannot be dual-wielded, but may be used with a shield. | 5 | 1 |
| Hammer | 4 | 0 | 0 | 5 | 1 | |
| Pike | 3 | 0 | 7 | 10 | 2 | |
| Great Sword | 3 | 3 | 5 | 10 | 2 | |
| Great Hammer | 7 | 0 | 5 | 10 | 2 | |
| Shield | 0 | 0 | 0 | +4 Def. Cannot be equipped with a Ranged Weapon that is not 'Light' or without a Melee Weapon. | 5 | 1 |
| Tower Shield | 0 | 0 | 0 | +6 Def. Cannot be equipped with a Ranged Weapon that is not 'Light' or without a Melee Weapon. | 15 | 1 |
| Divine Hammer | 4 | 3 | 0 | Advantage against Undead. Only heroes can dual-wield. | 15 | 1 |
| Divine Great Hammer | 7 | 3 | 5 | Advantage against Undead. Only heroes can wield. | 30 | 2 |
| Fighting Claws | 0 | 3 | 0 | +1 Attack. This unit makes Agility Checks with Advantage. | 20 | 2 |
| Torch | 0 | 0 | 0 | This unit has Advantage on Out-Of-Sight Rolls when attempting to Engage. | 10 | 1 |
Ranged Weapons
| Name | Rng | Inj | Prc | Effect | Cost | Slots |
|---|---|---|---|---|---|---|
| Crossbow | 30" | 2 | 0 | Long Reload | 20 | 1 |
| Hand Crossbow | 10" | 2 | 0 | Long Reload, Close Quarters, Dual-Wield, Light | 15 | 1 |
| Pistol | 10" | 2 | 3 | Long Reload, Close Quarters, Dual-Wield, Blackpowder, Light | 15 | 1 |
| Bow | 25" | 0 | 0 | 10 | 1 | |
| Long Bow | 30" | 0 | 0 | 15 | 1 | |
| Rifle | 30" | 2 | 3 | Long Reload, Blackpowder | 25 | 1 |
| Blunderbuss | 5" | -2 | 0 | Long Reload, Buckshot, Blackpowder | 30 | 1 |
| Sling | 15" | 0 | 0 | Light | 5 | 1 |
| Short Bow | 20" | 0 | 0 | Light | 5 | 1 |
| Throwing Stars | 10" | 0 | 0 | Light, Close Quarters | 10 | 1 |
| Elvish Bow | 35" | 0 | 0 | 20 | 1 |
Ranged Weapon Effects
Blackpowder
Whenever a 1 is rolled during a Ranged Attack, the weapon misfires. Immediately make an Injury Roll against yourself (applying the weapon's Injury modifier). You may no longer use the weapon for the rest of the game (resolving any remaining targets from the current attack first). After the game, it is repaired at no cost. If you have Advantage and either dice rolls a 1 you still misfire. If the higher roll still hits the enemy, resolve it as normal.
Long Reload
You may not use this weapon if it was fired in the previous turn.
Close Quarters
Your target does not receive a bonus to their Defence if you Moved before Shooting this turn.
Dual-Wield
You may purchase this weapon up to two times and wield both at once without using an additional weapon slot. If you do, you have Advantage on attacks with the weapon.
Light
This weapon may be used with a Shield.
Buckshot
Select a point within line-of-sight and within this weapon's range. Target ALL units within 1.5" of this point. If any unit Engaged in Melee Combat is targeted, ALL units within that Melee Combat are targeted. Resolve each target separately, following the usual rules for Ranged Attacks. This weapon ignores cover.
Armour
| Name | Def | Cost |
|---|---|---|
| Light Armour | 1 | 10 |
| Heavy Armour | 2 | 20 |
| Mithril Armour | 3 | 40 |