Dice Combat - Weapons & Damage
Other dice rule sections
- Dice Combat - A basics guide
- Dice Combat - Actions: Hostile
- Dice Combat - Actions: Movement
- Dice Combat - Actions: Self-preservation
- Dice Combat - Weapons & Damage (you're here!)
🩸 Damage, Weapons and HP
Learn which weapons deal what damage and how Hit Points work.
Everyone starts with 12 HP. At 0 HP you are knocked out (see Basics guide → Hit Points).
🔎 How the system decides your weapon class
The system looks at the item in your primary hand at the moment you roll:
- Nothing, or an item that is not a weapon: Unarmed
- An explosive (pipe bomb, aerosol bomb, grenade): Bomb
- A fire weapon (Molotov, fire bomb): Molotov
- A gun firing shotgun shells: Shotgun
- A weapon firing bolts: Crossbow
- One-handed automatic guns: SMG
- Any other two-handed gun: Rifle
- Any other one-handed gun (pistols, revolvers, machine pistols): Pistol
- A two-handed melee weapon: Two-handed melee
- A one-handed melee weapon: One-handed melee
🥊 Melee weapons
- Unarmed: Damage dealt: 1 HP. Defender rolls: Defend (close).
- One-handed melee: Damage dealt: 2 HP. Defender rolls: Defend (close).
- Two-handed melee: Damage dealt: 3 HP. Defender rolls: Defend (close).
Melee range is 1 tile, which includes the diagonal tiles.
🏹 Ranged weapons
- Pistols (and revolvers): Maximum range: 15 tiles. Damage dealt: 3 HP. Ammo used per attack: 1d3 rounds. Weapon Group: Close.
- SMGs: Maximum range: 15 tiles. Damage dealt: 4 HP. Ammo used per attack: 1d3 rounds. Weapon Group: Medium.
- Shotguns: Maximum range: 15 tiles. Damage dealt: 4 HP. Ammo used per attack: 1 shell. Weapon Group: Close.
- Rifles: Maximum range: 20 tiles. Damage dealt: 4 HP. Ammo used per attack: 1d3 rounds. Weapon Group: Long.
- Crossbows *: Maximum range: 20 tiles. Damage dealt: 4 HP. Ammo used per attack: 1 bolt. Weapon Group: Long.
- Throwing a weapon: Maximum range: 10 tiles (15 with Strong Arm). Damage dealt: 2 HP (3 with Strong Arm).
* Reloading a crossbow counts as an action.
- Guns must be loaded. You cannot attack with an empty gun. The system removes the rounds from your gun for you; if fewer are loaded than it rolled, it fires what is left.
- Range: press Gun range to see your throw range, 15 tiles and 20 tiles as rings. A tile counter shows the exact distance to where you hover.
🪛 Scrap weapons
All scrap ranged weapons do 1 HP less damage. The weapon's tooltip in the tracker shows when this applies.
📏 Range modifiers
Guns get a bonus or penalty on the attack roll depending on how far away your target is.
Close range: 1 to 5 tiles
Medium range: 6 to 12 tiles
Long range: 13 tiles or more
Shotguns: +2 at close range, -4 at long range
Pistols: +1 at close range, -2 at long range
SMGs: -2 at long range
Rifles: -4 at close range, +1 at long range
Crossbows: -2 at close range, +1 at long range
🎯 Gun Range Groups
Gun traits (Snapshooter, Gunslinger, Rifleman, Dead-Eye, Spotter, Longshot) give extra attack while using guns in a certain group.
- Close: Weapons: Pistols, revolvers, shotguns, hand crossbows. Traits with a bonus here: Snapshooter, Gunslinger.
- Medium: Weapons: SMGs, machine guns, all sawn-off guns. Traits with a bonus here: Rifleman, Dead-Eye.
- Long: Weapons: Crossbows, rifles. Traits with a bonus here: Spotter, Longshot.
💣 Explosives
- Fire bomb / Molotov: Area: 3x3 (target tile + 1 around). Maximum range: 10 tiles. Damage dealt: 1 HP right away, then 1 HP at the start of each of the victim's next 2 turns (3 HP over 3 turns).
- Aerosol bomb, pipe bomb, grenade: Area: 5x5 (target tile + 2 around). Maximum range: 10 tiles. Damage dealt: 4 HP.
Lucky shortens the burning by 1 turn and Unlucky lengthens it by 1 turn. A scrap Molotov or bomb deals 1 less, never below 1.
🔃 Changing Weapons
- Switching from a melee weapon to a ranged weapon, or the other way round, counts as an action. If you change weapons on your turn, you cannot take any other action that turn.
- If you begin combat unarmed, you may equip a weapon without it counting as an action.
🏹 Reloading
- Reloading a crossbow counts as an action.
- Reloading a rifle, pistol or any other gun does not count as an action.
❌ Dual Wielding
❗ You may have one weapon equipped at most. Wielding more than one weapon is not allowed. The system only ever reads your primary hand.
🪃 Throwing weapons
Throwing is an action. What you can throw:
- Explosives: Molotov, fire bomb, pipe bomb, aerosol bomb, grenade: Everyone
- Short blades and short blunt weapons: Only characters with Strong Arm
To throw a weapon:
- Describe your attempt.
- Select the target and press Throw weapon.
- The system rolls your attack and the target's Defend (ranged).
- If your roll is higher than or equal to your opponent's, the throw hits for 2 HP. Strong Arm adds +1, and scrap weapons deal 1 less.
- Maximum range is 10 tiles, or 15 with Strong Arm.
- Your melee category traits (Hewer, Cutter, etc.) do not apply to throws.
- After the throw, hit or miss, you must move OOC to your opponent's tile, drop the weapon there, then return to your tile. The system does not remove a thrown weapon for you.
💣 Explosives
Throwing an explosive has its own mechanics.
Throwing an explosive is an action. You can throw any explosive up to 10 tiles.
- Explosives cannot be used in the first round of combat.
- Hold the explosive in your primary hand and use Attack / Throw or Throw weapon on a target. The item is deleted as soon as you roll.
- Explosives require two hands. After throwing, your hands are empty, and you must use the Change Weapon action on a later turn to hold a weapon again.
- Explosives affect everyone in the combat inside the blast area, including allies, yourself, and knocked-out or surrendered combatants.
- You cannot strap explosives to your body.
Resolving an explosive attack
- The attacker chooses a target. The explosion is centred on that target's tile.
- The attacker rolls once.
- Everyone inside the blast area rolls their own Defend (ranged) against that roll. Cover gives +2.
- Anyone whose defense is equal to or lower than the attack is hit and takes the explosive's damage. A Molotov also sets them on fire.
- Your turn ends.
Critical success: explosives never deal critical-success damage. A victim who fumbles their defense still takes +1d4 (see Critical failure (defending)).
Critical failure: the throw goes wide.
- The system rolls 1d3: the explosive lands that many tiles from the target, in one of 8 random directions.
- It goes off there. Everyone inside the new blast area rolls Defend (ranged) against your original roll, including you and your own side.
- Roleplay the bad throw: a slipped grip, a bad bounce, a panicked lob.
🔥 Critical Hits and Fails
Sometimes a blow lands heavy on your opponent. Other times, their attacks seem more brutal than usual.
Criticals are based on the natural die: the kept d20, before any modifiers. The system spots them and rolls the extra damage for you.
- Normal: Critical success: Natural 20. Critical failure: Natural 1.
- Wildcard: Critical success: 19-20. Critical failure: 1-2.
- Even Keel: Critical success: Never. Critical failure: Never.
Lucky and Unlucky do not change criticals; they change how long status effects last.
Critical success (attacking)
If your natural roll is a critical success and your attack hits, the system adds 1d4 bonus damage to your weapon's damage.
- Your opponent still rolls to defend. A critical success does not guarantee a hit: a defender with a high roll plus defense bonuses can still beat it (for example, 19 + 2 = 21 beats a natural 20).
- It does not apply to explosives.
Critical failure (attacking)
If your natural roll is a critical failure:
- Your attack misses automatically. Your opponent does not roll to defend, and your turn ends.
- The log shows CRITICAL FAILURE.
- Explosives: the throw goes wide (see Explosives).
Critical failure (defending)
If your defense roll is a critical failure, the attack hits no matter what the totals say, and 1d4 is added to its damage. This applies to normal attacks, explosions and attacks of opportunity.
A defense fumble and an attacker's critical success can happen together, adding both 1d4 bonuses.
Roleplaying a critical failure
- The player who rolled describes the outcome of their critical failure.
- A critical failure may only affect your own character. You cannot accidentally hit, injure or otherwise negatively affect other players or their characters.
- Stay realistic. If you describe an injury, it must be reasonable for the situation.
- Not allowed: hitting or injuring another character because of your failed roll, or any outcome that removes another player's agency or forces them to react in a specific way.