Weapons
Weapons come in a variety of flavors. Each weapon has a special property during a Challenge based on its type.
Most weapons are 1 slot items except for polearms (which take 2 slots). All melee weapons can be wielded two-handed for the purposes of the Two-handed Focus talent except for daggers.
The weapon types are:
- Axes
- Daggers
- Blades
- Flails
- Bows (Arrows stack 12 per slot)
- Hammers and maces
- Crossbows (Bolts stack 12 per slot)
- Polearms (2 slots)
Axe
Axes include all types of chopping weapons, such as battle axes, bardiches, or mattocks. When an axe Attack takes down an enemy, you may use the same Attack value against another opponent in the same zone.
Blade
Blades include all types of swords, from short swords to longswords. When you successfully Riposte with a blade, you deal 2 Wounds instead of 1 Wound.
Bow
Bows are ranged weapons that use arrows. When wielding a bow, you gain access to the special Aim Challenge Action.
- Aim is a Swords action. Declare who you’re targeting and play your card facedown. When you next Attack with your bow, you may reveal the card and add its value to your total Attack.
If you are attacked with a melee weapon while wielding a missile weapon, the attacker has favor against you.
Crossbow
Crossbows are mechanized ranged weapons with a locking mechanism to keep the bowstring taut. All Attacks with a crossbow deal Piercing damage. However, your crossbow must be reloaded and cranked as a miscellaneous action after firing.
If you are attacked with a melee weapon while wielding a missile weapon, the attacker has favor against you.
Arrows and bolts
You must keep track of your arrows and bolts. They come in quivers of 12 per slot. Any arrow that hits a target is Destroyed (your opponent breaks off the shaft in combat, the bolt head is blunted on bone, etc.). Any arrow that misses may be recovered after the Challenge. Use the Fletch Arrows Camp Action to replace Destroyed arrows/bolts.
Dagger
Daggers are short, bladed weapons that include stilettos, gladiuses, and dirks. Daggers deal Piercing damage against targets who are unarmed, Rooted, or Tripped. Daggers may be thrown to Attack targets in your zone without engaging them.
Flail
Flails include any flexible weapon, such as morning stars or ball-and-chain. Flail Attacks cannot be absorbed by shields and always win ties with Initiative.
Hammer or mace
Hammers and maces include any type of smashing weapon. When your Attack value is at least twice that of your opponent’s Initiative, your hammer deals 2 Wounds instead of 1 Wound.
Polearm
Polearms are long-hafted weapons that include spears, halberds, and quarterstaffs. Ripostes are interrupts when wielding a polearm. (2 slots)