The Mechanical Structure of Weapons

Arms Race

Weapons come with a collection of qualities which enable you to activate actions which require those qualities. The most basic and inexpensive actions and effects apply to the general qualities a weapon has; Will it Cut? Will it Beat? Will it Chop? or Will it Stab?


Weapon Qualities

Weapon Types: Weapon Types determine what types of damage the weapon is capable of doing. It also determines the basic actions the weapon grants its wielder. Many weapons have multiple types.

  • Blunt: Blunt melee weapon actions deal Blunt Force damage and apply Blunt Force Injury Cards. They also grant the Beat action.

  • Edged: Edged melee weapon actions deal Split Force damage and apply Split Force Injury Cards. They also grant the Chop action.

  • Sharp: Sharp melee weapon actions deal Sharp Force damage and apply Sharp Force Injury Cards. They also grant the Cut action.

  • Tipped: Tipped melee weapon actions deal Puncturing Force damage and apply Puncturing Force Injury Cards. They also grant the Stab action.

  • Weaponless: Weaponless actions cost Vitality in stead of Durability. They deal Raw Force Damage and apply Raw Force Injury Cards. All characters and units have access to Weaponless Attack and Evade.

The Weapon Types grant the basic actions for each weapon, and the basic actions can be upgraded with potential. The basic actions serve weapon size and weight the same, a Claymore and a Featherite both get the same Cut action. Weapon Styles on the other hand unlock the theme and mechanical function of larger, smaller, and stranger weapons which are not covered by the basics.

Loadout Equipped Slots: Weapons follow the normal rules for Loadout Equipped Slots, like any other item. They will only take one hand slot without regard for their grip requirements. Grip requirements only apply to the activation of actions and effects. Certain items which are not weapons may require both hand slots to even pick up.

Grip: Some actions require a specific grip on the weapon. One Handed, Two Handed, Sheathed, Open Hand are all the basic grips. Regrip takes no action slots to ready and is considered part of the action. If a weapon has a specific grip restriction, it can not be used to activate actions which require the specific grip. If your character is missing an arm, you can not activate (Grip: Two Handed) actions. Though a two handed weapon can still be used to activate other actions like Cut which does not require two hands.


Ranged Weapons: Ranged Weapons are not granted the same actions as Melee Weapons unless their description includes the Weapon Type. Ranged Weapons usually only gain their actions from weapon styles and ammunition itemization. Some ranged weapons have upgrades which allows the use of some melee actions.


Weapon Style: Weapon Style actions are granted to specific weapons and have their own effect tree progressions. There are very few examples of weapons having multiple styles.

Reach Bonus: +1

Reach Bonus increases the Reach of Actions and Effects you activate with the weapon.


War Blade (Weapon Entry Sample)

Additional descriptive overview, lore, or flavor text.

Weapon Type: BluntEdgedSharpTipped
Weapon Style: Claymore
Enchantment Surface: 4 Superficies
Reach Adjustment: 0

Durability: 93

Special Entries, if any.

Cost: c3,400
Materials: Nitristeel • Canvas Micarta
Load Weight: 2 Load
Loadout Equipped Slot: Hand: Right or Hand: Left
Containment: Strap




Ulm Lloyd, Who Died by the Blade, was an honor to know. In death, he finally shed the burdens he held.
— Voric, The Tyrant


The Developer

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