Equipment & Attachments
General gear, weapon attachments, free accessories, and melee weapon traits.
General Equipment
GrenadeschargeWt: 1▶ details
Throwable explosive.
*Explodes for AoE 3 / -2 / L, up to 5 targets. *You need both hands free to use this, one to prime it, the other to throw it immediately after. Grenades cannot be cooked. *Throw up to 5 + STR distances away, exploding on the start of your next turn. *Roll dexterity, on a success, it lands where you wanted it to. On a fail, roll a 1d[DISTANCE THROWN]-1. The result is where the grenade lands. *Ignores cover entirely. *May be pushed inside of vehicles at distance 0 with a dex check, dealing damage to all of its components and crew, ignoring the target limit. Failure drops the grenade by your feet, exploding on the next turn. *When buying this piece of gear, you're paying for charges of it. Each charge is an extra grenade. Each charge has 1 weight.
Smoke grenadeschargeWt: 1▶ details
Throwable smoke.
*You need both hands free to use this, one to prime it, the other to throw it immediately after. Grenades cannot be cooked. *Throw up to 5 + STR distances away, exploding on the start of your next turn. The smoke lasts for 10 turns. *Roll dexterity, on a success, it lands where you wanted it to. On a fail, roll a 1d[DISTANCE THROWN]-1. The result is where the grenade lands. *Anyone shooting into or past the smoke is firing entirely blind; their accuracy is a fixed 1d6, with successes only on 6's. You cannot see past it. *May be pushed inside of vehicles at distance 0 with a dex check, blinding every target inside the vehicle. *When buying this piece of gear, you're paying for charges of it. Each charge is an extra smoke grenade. Each charge has 1 weight.
Anti-tank grenadeschargeWt: 3▶ details
Throwable explosive meant to take out tanks & other armored vehicles!
*Explodes for AoE 9 / -5 / H, up to 10 targets. *You need both hands free to use this, one to prime it, the other to throw it immediately after. Grenades cannot be cooked. *Throw up to 2 + STR distances away, explodes on impact. *Roll dexterity, on a success, it lands where you wanted it to. On a fail, roll a 1d[DISTANCE THROWN]-1. The result is where the grenade lands. *If you are not targetting a vehicle, you need 2 additional successess in order to make it land in its intended target. You may target a module/crew with this. *Ignores cover entirely. *May be pushed inside of vehicles at distance 0 with a dex check, dealing damage to all of its components and crew, ignoring the target limit. Failure drops the grenade by your feet, exploding on the next turn. *When buying this piece of gear, you're paying for charges of it. Each charge is an extra grenade. Each charge has 3 weight.
Sticky anti-tank grenadeschargeWt: 1▶ details
Throwable explosive. Sticks to vehicles before exploding!
*Explodes for AoE 5 / -3 / M, up to 5 targets. *Sticks to whatever it was thrown at, accompanying it until it explodes! *You need both hands free to use this, one to prime it, the other to throw it immediately after. Grenades cannot be cooked. *Throw up to 5 + STR distances away, exploding on the start of your next turn. *Roll dexterity, on a success, it lands where you wanted it to. On a fail, roll a 1d[DISTANCE THROWN]-1. The result is where the grenade lands. *If you are not targetting a vehicle, you need 2 additional successess in order to make it land in its intended target. You may target a module/crew with this. *Ignores cover entirely. *May be pushed inside of vehicles at distance 0 with a dex check, dealing damage to all of its components and crew, ignoring the target limit. Failure drops the grenade by your feet, exploding on the next turn. *When buying this piece of gear, you're paying for charges of it. Each charge is an extra grenade. Each charge has 1 weight.
Bottle of poisonchargeWt: 1▶ details
A bottle full of poison. Definitely illegal!
*Applicable poison - apply it to your melee weapon or bullets. You may coat up to 1 melee weapon or 10 rounds per charge. *When a target is hit, they take 1 damage for every poison hit they've taken. It lasts 5 turns and the duration resets with each additional hit. *The target may roll constitution every turn to withstand the poison, requiring as many successes as they've been hit. *Alternatively, feed the poison to a target. You may force-feed them up to 3 charges as an action, each charge counting as one hit of the poison. *The poison does not kill, at most it incapacitates. *When buying this piece of gear, you're paying for charges of it. Each charge is an extra bottle. Each charge has 1 weight.
Entrenching gearbulkyWt: 1▶ details
Shovel, hatchet, pickaxe, hammer, nails – the minimum required to dig a trench, fortify a position or to break things down!
*It takes hours to build any field fortifications worth a damned thing. Same for breaking things down, based on how big they are! *Bulky kit: If you have a bulky kit, you cannot carry another piece of equipment with this gimmick.
Explosives kitbulkyWt: 1▶ details
Detonator and a whole lot of dynamite. Will destroy anything short of the thickest walls there are.
*Instantly pulverizes cover, vehicles and players on the distance it was planted in and immediate adjacent distances, killing/destroying them immediately. *Afterwards, deals AoE 8 / -4 / I, with no target limit. *Cannot be thrown, explosives must be carefully planted and manually blown with a proper detonator. *Bulky kit: If you have a bulky kit, you cannot carry another piece of equipment with this gimmick.
Radio kitbulkyWt: 2▶ details
A heavy and cumbersome radio kit, shrunken down as much as possible to fit nicely upon your back.
*Has 2 weight instead of 1. *Allows for communication with other radios through the usage of morse-code. *Not at all encrypted, anyone can listen in to your communications if they happen to be listening in at the same frequency. *Bulky kit: If you have a bulky kit, you cannot carry another piece of equipment with this gimmick.
Survivalist's kitbulkyWt: 1▶ details
A set of survival tools. Hunting knife, water purification and filtration kits, premade fuel, salted meats and hardtack.
*Anything one would need to live in the wild for a considerable amount of time. *Without this kit, a normal person is entirely hopeless; this at least gives them a fighting chance! *Bulky kit: If you have a bulky kit, you cannot carry another piece of equipment with this gimmick.
Grappling hookWt: 1▶ details
A grappling hook and a really long rope to go with it!
*Can be thrown up to 3 distances away, requiring a dexterity check. *The rope is only 3 distances long, it cannot be longer. You may climb and move along the rope by using both hands.
CuirassWt: 3▶ details
Body armour, mostly cerimonial, but some still used it during WW1 – mostly the French.
*Considered a damage reduction effect; personal armor, melee attacks deal halved damage to you, rounded down. Unarmed attacks and makeshift melee weapons deal no damage. *You may only bring one full reload of ammo and reloading a weapon takes +1 turn. *Bulky kit: If you have a bulky kit, you cannot carry another piece of equipment with this gimmick.
Full suit of armorWt: 6▶ details
An entirely outdated suit of armoured plates, ultimate protection against melee.
*Considered a damage reduction effect; personal armor, melee attacks deal 1 damage to you. Unarmed attacks and makeshift melee weapons deal no damage. *Beware of the 'Crushing' trait! *You cannot bring any additional ammo, you have no pockets whatsoever! *Bulky kit: If you have a bulky kit, you cannot carry another piece of equipment with this gimmick.
Ballistic armorWt: 6▶ details
A thick set of metal plates meant to deflect bullets! Especially tailored to you.
*Considered a damage reduction effect; personal armor, every 10 distances, gunshots deal -1 damage to you. Damage cannot be brought below 1 through this. *Does nothing against melee: The bulky and inconvenient nature of this armor leaves your legs, arms and head exposed. *It takes 3 turns to put on/remove the armor. Allies can help with it. *If you are pinned by an enemy, they and their allies can deal damage to you by exploiting gaps in your armor. They must be at distance 0 to do this. *If you are set on fire, you cannot put the fire out until you remove the armor in its entirety. *It is tailored for you specifically. Nobody else can wear it.
Signal flares & flare gunchargeWt: 1▶ details
A flare gun and several flares. If it's night, shoot it into the sky!
*When fired into the sky at night, or in a dark place, the whole area is lit up. *Flares last 10 turns before burning out. *When buying this piece of gear, you're paying for charges of it. Each charge is an extra flare. Each charge has 1 weight.
Camouflaged suitWt: 1▶ details
A suit covered in local debris and greenery, making it very hard to spot you!
*When doing stealth checks and ambushes, you gain an additional 3d6, provided it fits the location you're in.
Cyanide pillconcealableWt: 1▶ details
A tiny cyanide pill, which guarantees death if ingested.
*You have a tiny cyanide pill on your person, hidden away in some tiny compartment. *It takes one action to pull the pill out, and another to swallow it. *Once swallowed, you die within 3 turns. This cannot be stopped in any way. *Alternatively, feed it to someone else somehow. That's what a sane person would do. *Don't forget! You are disarmed when swallowed by a predator. No dropping this into their stomach after you're eaten!
Injectable pilz-aidchargeWt: 1▶ details
A syringe full of a rapidly-acting agent.
*Only works on Pilzfrauns and their variants; baseliners be damned! *On injection, immediately heal 5 HP. Afterwards, heal 5 HP at the end of the next 3 subsequent turns. *Every stat is reduced by 3 for the next 20 turns. The user is immediately made exhausted and hungry. *When buying this piece of gear, you're paying for charges of it. Each charge has 1 weight. Regenerates at scene end.
Gelified pilz-aidWt: 1▶ details
A gel, meant for rubbing onto wounds.
*Only works on Pilzfrauns and their variants; baseliners be damned! *Each charge has 5 applications. Must be applied immediately - it goes bad in a few minutes after opening! *On application, heal 1 HP at the end of the next 20 subsequent turns. You may apply up to 5 units in one go. *When buying this piece of gear, you're paying for charges of it. Each charge has 1 weight. Regenerates at scene end.
WarhorseWt: 0▶ details
A warhorse! Meant to be mounted and charged into battle!
*The warhorse can be mounted. The person mounting it has full control over the animal's movement. Riding it doesn't use the rider's own movement action(s). *The Warhorse can hold 8 weight unencumbered, has 7 HP, and has 3 movement actions, allowing it to move up to 3 distances per turn. *You you can load 'stowed away' equipment upon your animal and access it, provided the animal is present within the scene. *The animal follows typical rules for weight and HP. Each encumbrance levels decreases how many distances it can move by 1. *If the animal dies, you can get it back for free at the end of the scene. *Does not attack of its own volition - also remarkably dumb, anyone can mount it and run off, even if they're not its owner! *Cannot pull a wagon.
Draft horseWt: 0▶ details
A draft horse, meant to pull a heavy wagon behind itself.
*The Draft horse can hold 5 weight unencumbered, has 4 HP, and has 2 movement actions, allowing it to move up to 2 distances per turn. *You you can load 'stowed away' equipment upon your animal and access it, provided the animal is present within the scene. *The animal follows typical rules for weight and HP. Each encumbrance levels decreases how many distances it can move by 1. *If the animal dies, you can get it back for free at the end of the scene. *Does not attack of its own volition - also remarkably dumb, anyone can pull it away, even if they're not its owner! *Cannot be mounted.
DonkeyWt: 0▶ details
A donkey, meant to carry a lot of things upon itself!
*The donkey can hold 12 weight unencumbered, has 4 HP, and has 2 movement actions, allowing it to move up to 2 distances per turn. *You you can load 'stowed away' equipment upon your animal and access it, provided the animal is present within the scene. *The animal follows typical rules for weight and HP. Each encumbrance levels decreases how many distances it can move by 1. *If the animal dies, you can get it back for free at the end of the scene. *Does not attack of its own volition - also remarkably dumb, anyone can pull it away, even if they're not its owner! *Cannot be mounted. *Cannot pull a wagon.
WagonWt: 0▶ details
A huge wagon, meant to carry whatever you need it to carry!
*The wagon can carry 50 weight maximum. *So long as your wagon is around, you can access your stowed-away equipment. *The animal pulling this wagon can only move 1 distance per turn, regardless of weight.
Weapon Attachments
BayonetLong gunsWt: 1▶ details
6 damage when attached to the end of a long gun; 4 damage otherwise.
*-2d6 to shooting if attached. Usable by any rifle and most other long guns. *It takes 1 turn to put the bayonet on the gun, or to remove it.
ScopeLong gunsWt: 1▶ details
*-3d6 to hit targets 9 distances away or closer.
*-1d6 to shoot targets every 10 distances away, instead of -3d6. *If a weapon modifies the ranging penalty with its gimmicks, use the weapon's ranging rather than the scope's. *Automatic/semiautomatic fire is impossible – you're firing single shots. *Damage transference effects do not apply ( veteran, defender, etc ) - you ignore them. *It takes 1 turn to put the scope on the gun, or to remove it.
BipodLong gunsWt: 1▶ details
*-1d6 to accuracy when not set up, +2d6 when set up.
*It takes 1 turn to put the bipod on the gun, or to remove it.
Strong slingLong gunsWt: 1▶ details
A strong sling around your person that keeps your weapon held in place should you let go of it.
*Dropping a weapon becomes a free action and it stays with you. *-1d6 to STR or DEX while the weapon is dangling off of you.
QuickloaderRevolversWt: 1▶ details
Revolvers no longer need to be reloaded bullets one-by-one, they're reloaded in one go.
*Replaces the 'cylinder' gimmick from revolvers with itself.
Armor piercing roundsLong gunsWt: 0▶ details
*Armor piercing ammo, meant to handle the cowards hiding behind steel.
*Has light armor piercing, allowing you to pierce lightly armored vehicles. Deals the weapon's full damage to it. *Shooting at a target without a damage reduction effect causes overpenetration, decreasing damage by 1. *Ignores damage reduction effects, such as a lizardgirl's scales or personal armor. *Ignores damage transference effects, such as veteran or prey-as-armour, by dealing damage to the original target and the transferee. *You may only damage the original target and one single transferee. If there'd be multiple transferees, the one with the highest initiative is hit. *Only the main target can roll their cover, the transferee is hit if the target fails.
BirdshotShotgunsWt: 0▶ details
Alternative ammo type for Shotguns.
*Deals 6 damage to targets up to 1 distance away. *Deals 2 damage to targets between 1-3 distances away. *Deals 1 damage to targets between 4-9 distances away. *Deals no damage to targets at distance 10 or beyond. *Flying targets always take 6 damage regardless of distance. When hit and damaged, they start falling. Must stabilize themselves as a dex check mid-air to stop falling. *If the target has a cuirass, shield, lizardgirl's scales - or *any* kind of damage reduction effect - birdshot deals no damage at all.
SlugShotgunsWt: 0▶ details
Alternative ammo type for Shotguns.
*Has light armor piercing. Ignores damage reduction effects, ignore damage transference effects, damages the original target and a single transferee with the highest initiative. *Only the main target can roll their cover, the transferee is hit if the target fails. *Deals 4 damage to targets at distance 8 and beyond. *Deals 2 damage to targets at distance 7 or closer. *Weak cover (2d6) is destroyed upon being hit.
Buck 'n ballShotgunsWt: 0▶ details
Alternative ammo type for Shotguns.
*Deals 3 damage to targets at all ranges.
Shotgun chokeShotgunsWt: 1▶ details
Attachment applicable to all shotguns.
*Difficult to remove mid battle due to extensive modifications done to the firearm. *Birdshot has all of its effective ranges raised by 1. *Buckshot has its effective range increased by 2. *Cannot use slugs nor buck and ball; doing so makes the weapon explode in your hands, dealing 4 damage and making the weapon unusable.
Shotgun riflingShotgunsWt: 1▶ details
Attachment applicable to all shotguns.
*Cannot be removed mid-battle, you'd need to replace the entire barrel. *Slugs effective range is changed from 8 to 6. *If any other shell is fired at any point, the weapon has -3d6 to attack from there on out, as the rifling is ruined. *Ranged penalties apply at every 15 distances instead of the typical 10.
Double-barrel shotgun: Single barrelDouble-barrel shotgunCivilianWt: 0▶ details
*Modification is free.
*Ammo is reduced to 1. Weight is reduced by 1. *Can be used alongside this weapon's other attachments.
Double-barrel shotgun: Sawn-offDouble-barrel shotgunCivilianWt: 0▶ details
*Modification is free.
*Can be fired even at distance 0. Can be unholstered and holstered at no action cost. *Worse ranging: *Deals 4 damage to enemies 2 distances or closer. Deals 2 damage to enemies 3 distances or beyond. *Deals no damage to enemies 10 distances or beyond. *Can be used alongside this weapon's other attachments.
Double-barrel shotgun: Alofs DeviceDouble-barrel shotgunCivilianWt: 1▶ details
*Shotgun must be single-barelled in order to fit this attachment.
*Extends the ammo capacity of the Double-barrel shotgun, from 1 to 5.
Crossbow: ShortenedcrossbowCivilianWt: 0▶ details
*Modification is free.
*Damage and weight are both reduced to 1. Allows the crossbow to be used one-handed. *Can be used alongside this weapon's other attachments.
Crossbow: Chi-ko-nucrossbowWt: 2▶ details
A chi-ko-nu Chinese invention for your crossbow!
*The Crossbow now has a magazine of 10 bolts. *This attachment has 2 weight, instead of the typical 1.
Bow & Arrow: LongbowbowWt: 1▶ details
A longbow, instead of a typical bow and arrow. Much larger, much harder-hitting, but less wieldy!
*Deals 1 additional point of damage. *The bow is now 1 weight heavier. *-3d6 to shoot targets at distance 3 or closer. *The ranging penalties now apply every at every 15 distances, instead of the typical 10.
Musket: RifledFlintlock MusketCivilianWt: 0▶ details
*Replaces the 'Musket' gimmick with this gimmick instead.
*Reloading takes 30 turns. *Accuracy penalty returns to normal.
Musket: Breech LoaderFlintlock MusketCivilianWt: 0▶ details
*Reloading the musket now only takes 1 turn.
Derringer: Buckshot shellsDerringerCivilianWt: 1▶ details
*Extensive modification to the weapon, requiring it to be rebuild entirely.
*Adds the 'buckshot' trait - you're firing shotgun shells now. *When firing, roll strength. On 0 succcesses, you take 3 damage and your wrist breaks - you can no longer use that hand. *On 1-2 successes, you take 1 damage and the gun falls to the ground. You hurt your wrist! *On 3+ successes, you hold onto the gun safely. *Cannot be removed mid combat - your gun is entirely rebuilt. *You can only fire buckshot. The bore is too big for standard rounds, and other shells would be too unwieldy.
Lee-Enfield: Grenade launcherLee-Enfield No.1 Mk IIIBritainchargeWt: 1▶ details
*Takes 1 turn to put the grenade launcher on/off. Cannot fire normally without removing it first, even if no grenade is slotted.
*Roll DEX to hit your target, you only need 1 success regardless of cover. If you fail, roll 1d[DISTANCE TO TARGET]-1 - that is where the grenade lands. *Reloading a grenade after firing takes 1 turn. *Fires a grenade, which explodes on impact, so long as the enemy is 3 distances away or more. Explodes like a regular grenade: AoE 3 / -2 / L, up to 5 targets. *Does not detonate if the enemy is within 2 distances. Deals 2 damage to the target instead. *When buying this piece of gear, you're paying for charges of it. Each charge is an additional grenade. Each charge has 1 weight.
Lewis gun: ShieldLewis Automatic Machine GunBritainWt: 2▶ details
*Has 2 weight. When in cover, +2d6 to cover rolls.
Lewis gun: Extended magazineLewis Automatic Machine GunBritainchargeWt: 1▶ details
*Has 97 rounds and 1 weight.
*When buying this piece of gear, you're paying for charges of it. Each charge is an additional 97 round magazine. Each charge has 1 weight.
Lebel M1886: Grenade launcherLebel M1886FrancechargeWt: 1▶ details
*Takes 1 turn to put the grenade launcher on/off. Cannot fire normally without removing it first, even if no grenade is slotted.
*Roll DEX to hit your target, you only need 1 success regardless of cover. If you fail, roll 1d[DISTANCE TO TARGET]-1 - that is where the grenade lands. *Reloading a grenade after firing takes 1 turn. *Fires a grenade, which explodes on impact, so long as the enemy is 3 distances away or more. Explodes like a regular grenade: AoE 3 / -2 / L, up to 5 targets. *Does not detonate if the enemy is within 2 distances. Deals 2 damage to the target instead. *When buying this piece of gear, you're paying for charges of it. Each charge is an additional grenade. Each charge has 1 weight.
Berthier M1916: Chauchat MagazinesBerthier M1916FrancechargeWt: 1▶ details
*Has 20 rounds. Reloading with standard stripper clips becomes impossible. Must be reloaded with another magazine.
*Loses the Half-agile gimmick. *Difficult to remove mid battle due to extensive modifications done to the firearm in order to accomodate these magazines. *When buying this piece of gear, you're paying for charges of it. Each charge is an additional 20 round magazine. Each charge has 1 weight.
RSC M1917: Chauchat MagazinesRSC M1917FrancechargeWt: 1▶ details
*Has 20 rounds. Reloading with standard stripper clips becomes impossible. Must be reloaded with another magazine.
*Loses the Walking fire gimmick. *Difficult to remove mid battle due to extensive modifications done to the firearm in order to accomodate these magazines. *When buying this piece of gear, you're paying for charges of it. Each charge is an additional 20 round magazine. Each charge has 1 weight.
C96 Mauser: Extended stockC96 MauserGermanyWt: 1▶ details
*It takes 1 turn to put the stock on/off.
*While the stock is on becomes two-handed. *Gains the 'inconvenient' gimmick. *+1 rate of fire.
C96: Extended MagazineC96 mauserGermanychargeWt: 1▶ details
*Holds 20 rounds instead of the default.
*When buying this piece of gear, you're paying for charges of it. Each charge is a magazine. Each charge has 1 weight. *Magazines can be unloaded without dumping the ammunition within them. *Once out of charges, you must reload with stripper clips once more! Only loads 10 bullets at a time, and you can only reload if you are at 10 rounds or below. *Blame the last line on how the gun worked, it was very finnicky and gimmicky. You can ask me about it.
C96: Extended BarrelC96 mauserGermanyWt: 1▶ details
*An extended barrel for the C96 mauser, required in order to properly utilize its special ammunition.
*The barrel allows for more effective powder burning and accuracy for a pistol round: Accuracy penalties apply every 15 ranges instead of the typical 10. *Requires the extended stock in order to be used.
C96: 9x25mm MauserC96 mauserGermanyWt: 0▶ details
*Special ammunition for the C96 mauser. Weightless attachment.
*Larger, harder hitting, but more difficult to control. A longer barrel is required for proper usage. *Deals +1 damage.
MP18: Extended magazinesmp-18GermanychargeWt: 1▶ details
*Holds 50 rounds instead of the default.
*When buying this piece of gear, you're paying for charges of it. Each charge is an extended magazine. Each charge has 1 weight. *Once out of charges, you must swap back into standard magazines.
Thompson: Drum magazinesThompsonUnited StateschargeWt: 1▶ details
*Holds 50 rounds instead of the default.
*When buying this piece of gear, you're paying for charges of it. Each charge is a drum magazine. Each charge has 1 weight. *Once out of charges, you must swap back into standard magazines.
Springfield: Pedersen deviceM1903 SpringfieldUnited StateschargeWt: 1▶ details
*It takes 3 turns to put the pedersen on/off.
*The Springfield deals 2 damage instead of 3. *The Springfield gains +2 rate of fire. *The Springfield has 40 rounds whilst the device is on. *When buying this piece of gear, you're paying for charges of it. Each charge is an additional 40 round magazine. Each charge has 1 weight.
Springfield: Flyboy deviceM1903 SpringfieldUnited StatesWt: 2▶ details
*Your rifle gets a 25 round magazine.
*The magazine cannot be removed easily mid-combat. *The spring tension prevents usage of stripper clips; you're loading shots one by one. *The spring tension would cause the Pedersen Device to malfunction. *2 weight instead of the typical 1.
Springfield: SuppressorM1903 SpringfieldUnited StatesWt: 1▶ details
*It takes 1 turn to put the suppressor on/off.
*Shots are inaudible at distance 5 or beyond. Closer than that and they can be heard. *You remain hidden even after firing, enemies attacked by you must roll twice, taking the lower set, in order to spot you. *May be used alongside this weapon's other attachments.
Colt M1917: moon clipsColt M1917United StatesWt: 0▶ details
*Weightless.
*A half-quickloader, which loads three shots at a time, instead of all six.
Nagant-revolver: SuppressorNagant M1895 RevolverRussiaWt: 1▶ details
*It takes 1 turn to put the suppressor on/off.
*Shots are inaudible at distance 5 or beyond. Closer than that and they can be heard. *You remain hidden even after firing, enemies attacked by you must roll twice, taking the lower set, in order to spot you.
Maxim M1910: ShieldPM M1910 MaximRussiaWt: 2▶ details
*Has 2 weight. When in cover, +2d6 to cover rolls.
Steyr M1912: Automatic fireSteyr M1912Austria-HungaryWt: 0▶ details
*Attachment has no weight.
*Weapon gains +5 rate of fire. *Gain the 'uncontrollable' gimmick. *May be used alongside the other attachments of this weapon.
Steyr M1912: Extended magazineSteyr M1912Austria-HungaryWt: 0▶ details
*Holds 16 rounds instead of the default. Weightless attachment.
*Stripper clips can only load 8 shots at a time. The magazine is not detachable. *May be used alongside the other attachments of this weapon.
Steyr M1912: Extended stockSteyr M1912Austria-HungaryWt: 0▶ details
*It takes 1 turn to put the stock on/off. Weightless attachment
*The 'automatic fire' attachment's accuracy from extra shots now return to normal. *Gains the 'inconvenient' gimmick. *May be used alongside the other attachments of this weapon.
Lewis gun drum magazineWeapon magazineschargeWt: 1▶ details
A drum magazine for the Lewis gun. Choose how many to bring at scene start.
MG08 box magazineWeapon magazineschargeWt: 3▶ details
A box magazine for the MG08. Choose how many to bring at scene start.
MG08/15 drum magazineWeapon magazineschargeWt: 1▶ details
A drum magazine for the MG08/15. Choose how many to bring at scene start.
Browning M1917 box magazineWeapon magazineschargeWt: 3▶ details
A box magazine for the Browning M1917. Choose how many to bring at scene start.
Maxim M1910 magazineWeapon magazineschargeWt: 3▶ details
A box magazine for the Maxim M1910. Choose how many to bring at scene start.
Vickers magazineWeapon magazineschargeWt: 3▶ details
A box magazine for the Vickers machinegun. Choose how many to bring at scene start.
Schwarzlose M.07/12 magazineWeapon magazineschargeWt: 3▶ details
A box magazine for the Schwarzlose. Choose how many to bring at scene start.
Fiat revelli modello 1914Weapon magazineschargeWt: 3▶ details
A box magazine for the Fiat Revelli. Choose how many to bring at scene start.
MG11 box magazineWeapon magazineschargeWt: 3▶ details
A box magazine for the MG11. Choose how many to bring at scene start.
Schmidt–Rubin magazineWeapon magazineschargeWt: 1▶ details
A detachable magazine for the Schmidt–Rubin Model 1911. Choose how many to bring at scene start.
Fuel CanisterWeapon magazineschargeWt: 1▶ details
A canister full of fuel for a flamethrower. Very dangerous! Handle with care!.
Free Accessories
Items that come bundled with certain weapons at scene start.
A drum magazine for the Lewis gun. Choose how many to bring at scene start.
A box magazine for the MG08. Choose how many to bring at scene start.
A drum magazine for the MG08/15. Choose how many to bring at scene start.
A box magazine for the Browning M1917. Choose how many to bring at scene start.
A box magazine for the Maxim M1910. Choose how many to bring at scene start.
A box magazine for the Vickers machinegun. Choose how many to bring at scene start.
A box magazine for the Schwarzlose. Choose how many to bring at scene start.
A box magazine for the Fiat Revelli. Choose how many to bring at scene start.
A box magazine for the MG11. Choose how many to bring at scene start.
A detachable magazine for the Schmidt–Rubin Model 1911. Choose how many to bring at scene start.
A canister full of fuel for a flamethrower. Very dangerous! Handle with care!.
Melee weapons now live on the weapons wiki.
Melee Weapon Traits
Traits that describe how a melee weapon behaves in combat.
One-handed▶ details
Can be held in one hand, with another tool or weapon in your free hand.
Two-handed▶ details
Weapon must be two-handed in order to be used properly.
Bastard weapon▶ details
Can be used with either one hand or two hands. +2 damage if used with two hands.
Crushing▶ details
Weapon is meant to bludgeon enemies dead. Ignores damage penalties such as armor, or a lizardgirl's scales. Has light armor piercing ( can damage lightly armored vehicles ). Deals +2 damage against enemies that'd otherwise give you a damage penalty.
Extra long▶ details
This melee weapon is much longer than its contemporaries. If attacked in melee, can use your action to attack them first, taking your action if it hasn't been used yet.
Ridiculously long▶ details
Weapon is extremely long. Can attack enemies 1 distance away, but not on the same distance as you. Cannot be used in cramped spaces (indoors, inside ships, tanks, etc.).
Braceable▶ details
This melee weapon can be braced against incoming cavalry. You automatically brace at the end of your action as a free action. While bracing, a mounted enemy AND their mount moving into attacking distance will take an unavoidable instance of damage, they will be stopped on the distance they're attacked at and negates the "cavalry-weapon" trait of a weapon. This can target only one mounted enemy.
Flourishing▶ details
Does not apply against mounted enemies or their mounts, they'd just run you over. This weapon can be used to make incredibly wide swings, which make it difficult for enemies to approach. If you flourish, an enemy moving into distance 0 will take an unavoidable instance of damage. You cannot flourish in cramped spaces (indoors, inside ships, tanks, etc.).
Rapid shanking▶ details
This weapon can be used to quickly shank enemies. If you choose to take a -2d6 when attacking, having an additional success over your opponent deals an additional instance of damage. If you are grappling your target, you have no penalty when rapid shanking.
Duelling▶ details
This weapon is meant for duels and one-on-one's. If a single enemy is in melee range, gain +3d6 to attack and defend yourself against them. If there's more than one, instead gain -1d6 for each enemy, up to -3d6. If you're holding an item in your other hand, gain -3d6 to any attack/defense, disregarding the positive effect of this trait.
Parrying▶ details
This weapon is meant to assist your duelling weapon. You may hold this weapon and the 'duelling' trait will still work. If this is held alongside a duelling weapon, the duelling weapon no longer has a penalty for additional enemies being in range.
Multi-headed▶ details
Weapon has multiple heads for different purposes. Has multiple traits depending on the head. It takes 1 turn to swap between each head.
Cavalry-weapon▶ details
Weapon is meant to be used whilst atop a horse or mount. If not atop a horse, gain -3d6 to hit enemies. If atop a horse, you can choose to charge with it! If charging, when moving to distance 0 of an enemy, an enemy may not roll to defend themselves in melee. Must be started at 2 distances away from your enemy, or further. If you hit your enemy while charging, they do not get to attack you freely if you move away within that same turn.
Concealable▶ details
The weapon is remarkably tiny, one can hide it away with ease. So long as it is holstered, enemies are not aware of it. Ambushing someone makes no noise and deals triple the damage.
Throwable▶ details
The weapon is meant, first and foremost, to be thrown. You can throw it 5 + STR distances away, hitting the target is a DEX vs Cover contested check. Deals -2 damage when used as a melee weapon, damage cannot be brought to 0 through this.
Barbed/hooked▶ details
The weapon is barbed OR has a nasty hook, making it stick to things. When the target is hit, they're unable to move in their next turn. If used on a throwable weapon, when the target is hit, they gain the weapon's weight until it is removed.
Binding▶ details
The weapon binds its foe when attacking! Optionally, when attacking, bind a target's arms to their sides, preventing them from being used. You cannot attack with the whip as long as a target is bound. To break free or to pull the target closer is a contested STR vs STR check.
Breaching▶ details
The weapon is primarily a tool, meant to break through things. Can destroy certain types of cover and obstacles entirely as an action.
Razor bladed▶ details
The weapon is extremely sharp, like a razor. If you have 3 successes over your opponent, roll a 1d6 to disable (NOT cut off!) a limb. 1-2, left or right arm respectively. 3-4, left or right leg respectively. 5, the torso, and 6, the head. Losing an arm makes the opponent drop their item; losing both means they can hold nothing. Losing a leg kicks the player down to the bottom of initiative; losing both makes them immobile and knocks them to the floor. Hitting the torso makes the target take +1 damage from all sources. Losing the head is instant death.
Path clearer▶ details
The weapon is primarily a tool, meant to cut through things. Can destroy certain types of cover and obstacles entirely as an action.
Buckler shield▶ details
You may hold this weapon and the 'duelling' trait will still work. You roll +2d6 to defend yourself in melee.
Shield▶ details
You roll +4d6 to defend yourself in melee. If slung over your back, roll +2d6 instead when attacked from behind.
Board shield▶ details
You roll +4d6 to defend yourself in melee. If slung over your back, roll +2d6 instead when attacked from behind. Can be planted onto the ground, serving as 2d6 cover.
Chainsaw▶ details
Can pierce light armor. Each consecutive successful attack against the same target increases damage by 4. The bonus lasts even after your turn ends - it lasts until you fail an attack or do not perform an attack against the same target.