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: Medium.
SMGs: Maximum range: 15 tiles. Damage dealt: 4 HP. Ammo used per attack: 1d3 rounds. Weapon Group: Close.
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 (sawn-off rifles: Close).
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 (13 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
SMGs: +1 at close range, -2 at long range
Pistols: -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: Shotguns, SMGs, sawn-off rifles. Traits with a bonus here: Snapshooter, Gunslinger.
Medium: Weapons: Pistols, revolvers. 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).
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 13 with Strong Arm.
Your melee category traits (Hewer, Cutter, etc.) do not apply to throws. Strong Arm's -1 penalty on other attacks does not apply to throws either.
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.
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.
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.
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).
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.
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.
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.
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: Medium.
SMGs: Maximum range: 15 tiles. Damage dealt: 4 HP. Ammo used per attack: 1d3 rounds. Weapon Group: Close.
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 (sawn-off rifles: Close).
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 (13 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.
🎯 Gun Range Groups
Gun traits (Snapshooter, Gunslinger, Rifleman, Dead-Eye, Spotter, Longshot) give extra attack while using guns in a certain group.
Close: Weapons: Shotguns, SMGs, sawn-off rifles. Traits with a bonus here: Snapshooter, Gunslinger.
Medium: Weapons: Pistols, revolvers. 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).
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 13 with Strong Arm.
Your melee category traits (Hewer, Cutter, etc.) do not apply to throws. Strong Arm's -1 penalty on other attacks does not apply to throws either.
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.
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.
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.
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: Medium.
SMGs: Maximum range: 15 tiles. Damage dealt: 4 HP. Ammo used per attack: 1d3 rounds. Weapon Group: Close.
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 (sawn-off rifles: Close).
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 (13 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
SMGs: +1 at close range, -2 at long range
Pistols: -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: Shotguns, SMGs, sawn-off rifles. Traits with a bonus here: Snapshooter, Gunslinger.
Medium: Weapons: Pistols, revolvers. 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).
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 13 with Strong Arm.
Your melee category traits (Hewer, Cutter, etc.) do not apply to throws. Strong Arm's -1 penalty on other attacks does not apply to throws either.
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.
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.
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.
Learn what weapons do what damage and how Hit Points work.
🥊 Melee weapons
Damage Dealt
Unarmed melee combat
1 HP
Improvised melee weapon
2 HP
One handed melee weapon
2 HP
Two handed melee weapon
3 HP
🏹 Ranged weapons
Maximum range
Damage Dealt
Pistols
15 tiles
3 HP
Shotguns
15 tiles
4 HP
Rifles
20 tiles
4 HP
Crossbows *
20 tiles
4 HP
Throwing a weapon
10 tiles
2 HP
Crossbows take 1 turn to reload
All scrap ranged weapons do 1 HP less damage.
💣 Explosives
Area
Maximum range
Damage Dealt
Fire Bomb/Molotov
3x3
10 tiles
1 HP per turn for 3 turns
Aerosol and Pipebomb
4x4
10 tiles
4 HP
🔃 Changing Weapons
Switching from a melee weapon to a ranged weapon, or vice versa, counts as an action. If you change weapons on your turn, you cannot perform any other actions 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 gun does not count as an action.
❌ Dual Wielding
❗You may have one weapon equipped maximum. Wielding more than one weapon is not allowed.
🪃 Throwing weapons
Throwing with Throwable Weapons covers any weapon being tossed, except explosives. Throwing is considered an action. You can throw any weapon a distance of 10 tiles maximum.
To throw a weapon:
Describe your attempt.
Roll 'Throwing'.
Opponent rolls Defend (ranged).
If your roll is higher or equal to the opponent's roll, the throwing attack succeeds. Damage is 2 HP.
Once the weapon has been thrown (succesfully or not), you must OOC move to the opponents tile and drop the weapon. Then return back to your tile.
💣 Explosives
Throwing an explosive has its own mechanics. Throwing is considered an action. You can throw any explosive a distance of 10 tiles maximum.
Explosives can't be used in the first round of combat.
When rolling the throwing dice, the attacker must have the explosive equipped in their primary hand. The game will delete the item once the dice is rolled.
Explosives require two hands. Once an explosive is thrown, the player's hands are empty and they will need to use the "Change Weapon" action next turn in order to have a weapon in hand.
Explosives affect all characters that are participating in combat, including allies, as long as they're in the area of explosion.
You can't strap explosives to your body.
If the attacker rolls a critical failure, the explosive detonates in their hands, damaging them and anyone adjacent.
Resolving an Explosive Attack
The attacker chooses a target.
The attacker rolls Throwing.
All characters within the blast radius roll defense against the previous roll.
If the attacker's result is higher than or equal to the defender's result, the explosive lands successfully.
Critical Success
If the attacker rolls a natural 20 and the explosive lands successfully, roll /roll 1d4.
The result is added to the explosive's normal damage.
The bonus damage applies to all characters affected by the blast.
Critical Failure On a critical failure, the throw goes wide.
Roll a 1d3.
The result is the amount of tiles the explosive lands from the aimed target in a random direction.
Everyone in the blast radius does a defense roll.
🔥 Criticals Hits and Fails
Sometimes, a blow lands heavy on your opponent. Other times, their attacks seem more brutal than usual.
When rolling the attack dice, you have a chance to land a critical hit. This can either be a critical success or a critical failure.
Lucky & Unlucky
If you have the ‘Lucky’ trait: a roll of 19 will count as a critical success.
If you have the ‘Unlucky’ trait: a roll of 2 will count as a critical failure.
Critical success (natural 20)
Attacking critical success If you roll a critical success on your attack roll:
Your roll is an instant success: opponent does not roll defend.
You deal additional damage: use /roll 1d4 and add it to the damage your weapon deals.
Critical Failure (Natural 1)
Attacking critical failure If you roll a critical failure on your attack roll:
Your attack is an instant failure: opponent does not roll defend.
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: Medium.
SMGs: Maximum range: 15 tiles. Damage dealt: 4 HP. Ammo used per attack: 1d3 rounds. Weapon Group: Close.
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 (sawn-off rifles: Close).
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 (13 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.
🎯 Gun Range Groups
Gun traits (Snapshooter, Gunslinger, Rifleman, Dead-Eye, Spotter, Longshot) give extra attack while using guns in a certain group.
Close: Weapons: Shotguns, SMGs, sawn-off rifles. Traits with a bonus here: Snapshooter, Gunslinger.
Medium: Weapons: Pistols, revolvers. 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).
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 13 with Strong Arm.
Your melee category traits (Hewer, Cutter, etc.) do not apply to throws. Strong Arm's -1 penalty on other attacks does not apply to throws either.
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.
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.
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.
Learn what weapons do what damage and how Hit Points work.
🥊 Melee weapons
Damage Dealt
Unarmed melee combat
1 HP
Improvised melee weapon
2 HP
One handed melee weapon
2 HP
Two handed melee weapon
3 HP
🏹 Ranged weapons
Maximum range
Damage Dealt
Pistols
15 tiles
3 HP
Shotguns
15 tiles
4 HP
Rifles
20 tiles
4 HP
Crossbows *
20 tiles
4 HP
Throwing a weapon
10 tiles
2 HP
Crossbows take 1 turn to reload
All scrap ranged weapons do 1 HP less damage.
💣 Explosives
Area
Maximum range
Damage Dealt
Fire Bomb/Molotov
3x3
10 tiles
1 HP per turn for 3 turns
Aerosol and Pipebomb
4x4
10 tiles
4 HP
🔃 Changing Weapons
Switching from a melee weapon to a ranged weapon, or vice versa, counts as an action. If you change weapons on your turn, you cannot perform any other actions 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 gun does not count as an action.
❌ Dual Wielding
❗You may have one weapon equipped maximum. Wielding more than one weapon is not allowed.
🪃 Throwing weapons
Throwing with Throwable Weapons covers any weapon being tossed, except explosives. Throwing is considered an action. You can throw any weapon a distance of 10 tiles maximum.
To throw a weapon:
Describe your attempt.
Roll 'Throwing'.
Opponent rolls Defend (ranged).
If your roll is higher or equal to the opponent's roll, the throwing attack succeeds. Damage is 2 HP.
Once the weapon has been thrown (succesfully or not), you must OOC move to the opponents tile and drop the weapon. Then return back to your tile.
💣 Explosives
Throwing an explosive has its own mechanics. Throwing is considered an action. You can throw any explosive a distance of 10 tiles maximum.
Explosives can't be used in the first round of combat.
When rolling the throwing dice, the attacker must have the explosive equipped in their primary hand. The game will delete the item once the dice is rolled.
Explosives require two hands. Once an explosive is thrown, the player's hands are empty and they will need to use the "Change Weapon" action next turn in order to have a weapon in hand.
Explosives affect all characters that are participating in combat, including allies, as long as they're in the area of explosion.
You can't strap explosives to your body.
If the attacker rolls a critical failure, the explosive detonates in their hands, damaging them and anyone adjacent.
Resolving an Explosive Attack
The attacker chooses a target.
The attacker rolls Throwing.
One defender rolls Defend (Ranged). This is usually the primary target.
If the attacker's result is higher than or equal to the defender's result, the explosive lands successfully.
All characters within the blast radius are affected. Only the primary target rolls defense. Characters caught within the blast radius do not make separate defense rolls.
Critical Success
If the attacker rolls a natural 20 and the explosive lands successfully, roll /roll 1d4.
The result is added to the explosive's normal damage.
The bonus damage applies to all characters affected by the blast.
Critical Failure On a critical failure, the throw goes wide.
Roll a 1d3.
The result is the amount of tiles the explosive lands from the aimed target in a random direction.
Everyone in the blast radius does a defense roll.
🔥 Criticals Hits and Fails
Sometimes, a blow lands heavy on your opponent. Other times, their attacks seem more brutal than usual.
When rolling the attack dice, you have a chance to land a critical hit. This can either be a critical success or a critical failure.
Lucky & Unlucky
If you have the ‘Lucky’ trait: a roll of 19 will count as a critical success.
If you have the ‘Unlucky’ trait: a roll of 2 will count as a critical failure.
Critical success (natural 20)
Attacking critical success If you roll a critical success on your attack roll:
Your roll is an instant success: opponent does not roll defend.
You deal additional damage: use /roll 1d4 and add it to the damage your weapon deals.
Critical Failure (Natural 1)
Attacking critical failure If you roll a critical failure on your attack roll:
Your attack is an instant failure: opponent does not roll defend.
Learn what weapons do what damage and how Hit Points work.
🥊 Melee weapons
Damage Dealt
Unarmed melee combat
1 HP
Improvised melee weapon
2 HP
One handed melee weapon
2 HP
Two handed melee weapon
3 HP
🏹 Ranged weapons
Maximum range
Damage Dealt
Pistols
15 tiles
3 HP
Shotguns
15 tiles
4 HP
Rifles
20 tiles
4 HP
Crossbows *
20 tiles
4 HP
Throwing a weapon
10 tiles
2 HP
Crossbows take 1 turn to reload
All scrap ranged weapons do 1 HP less damage.
💣 Explosives
Area
Maximum range
Damage Dealt
Fire Bomb/Molotov
3x3
10 tiles
1 HP per turn for 3 turns
Aerosol and Pipebomb
4x4
10 tiles
4 HP
🔃 Changing Weapons
Switching from a melee weapon to a ranged weapon, or vice versa, counts as an action. If you change weapons on your turn, you cannot perform any other actions 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 gun does not count as an action.
❌ Dual Wielding
❗You may have one weapon equipped maximum. Wielding more than one weapon is not allowed.
🪃 Throwing weapons
Throwing with Throwable Weapons covers any weapon being tossed, except explosives. Throwing is considered an action. You can throw any weapon a distance of 10 tiles maximum.
To throw a weapon:
Describe your attempt.
Roll 'Throwing'.
Opponent rolls Defend (ranged).
If your roll is higher or equal to the opponent's roll, the throwing attack succeeds. Damage is 2 HP.
Once the weapon has been thrown (succesfully or not), you must OOC move to the opponents tile and drop the weapon. Then return back to your tile.
💣 Explosives
Throwing an explosive has its own mechanics. Throwing is considered an action. You can throw any explosive a distance of 10 tiles maximum.
Explosives can't be used in the first round of combat.
When rolling the throwing dice, the attacker must have the explosive equipped in their primary hand. The game will delete the item once the dice is rolled.
Explosives require two hands. Once an explosive is thrown, the player's hands are empty and they will need to use the "Change Weapon" action next turn in order to have a weapon in hand.
Explosives affect all characters that are participating in combat, including allies, as long as they're in the area of explosion.
You can't strap explosives to your body.
If the attacker rolls a critical failure, the explosive detonates in their hands, damaging them and anyone adjacent.
Resolving an Explosive Attack
The attacker chooses a target.
The attacker rolls Throwing.
All characters within the blast radius roll defense against the previous roll.
If the attacker's result is higher than or equal to the defender's result, the explosive lands successfully.
Critical Success
If the attacker rolls a natural 20 and the explosive lands successfully, roll /roll 1d4.
The result is added to the explosive's normal damage.
The bonus damage applies to all characters affected by the blast.
Critical Failure On a critical failure, the throw goes wide.
Roll a 1d3.
The result is the amount of tiles the explosive lands from the aimed target in a random direction.
Everyone in the blast radius does a defense roll.
🔥 Criticals Hits and Fails
Sometimes, a blow lands heavy on your opponent. Other times, their attacks seem more brutal than usual.
When rolling the attack dice, you have a chance to land a critical hit. This can either be a critical success or a critical failure.
Lucky & Unlucky
If you have the ‘Lucky’ trait: a roll of 19 will count as a critical success.
If you have the ‘Unlucky’ trait: a roll of 2 will count as a critical failure.
Critical success (natural 20)
Attacking critical success If you roll a critical success on your attack roll:
Your roll is an instant success: opponent does not roll defend.
You deal additional damage: use /roll 1d4 and add it to the damage your weapon deals.
Critical Failure (Natural 1)
Attacking critical failure If you roll a critical failure on your attack roll:
Your attack is an instant failure: opponent does not roll defend.
Learn what weapons do what damage and how Hit Points work.
🥊 Melee weapons
Damage Dealt
Unarmed melee combat
1 HP
Improvised melee weapon
2 HP
One handed melee weapon
2 HP
Two handed melee weapon
3 HP
🏹 Ranged weapons
Maximum range
Damage Dealt
Pistols
15 tiles
3 HP
Shotguns
15 tiles
4 HP
Rifles
20 tiles
4 HP
Crossbows *
20 tiles
4 HP
Throwing a weapon
10 tiles
2 HP
Crossbows take 1 turn to reload
All scrap ranged weapons do 1 HP less damage.
💣 Explosives
Area
Maximum range
Damage Dealt
Fire Bomb/Molotov
3x3
10 tiles
1 HP per turn for 3 turns
Aerosol and Pipebomb
4x4
10 tiles
4 HP
🔃 Changing Weapons
Switching from a melee weapon to a ranged weapon, or vice versa, counts as an action. If you change weapons on your turn, you cannot perform any other actions 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 gun does not count as an action.
❌ Dual Wielding
❗You may have one weapon equipped maximum. Wielding more than one weapon is not allowed.
🪃 Throwing weapons
Throwing covers any weapon being tossed, except explosives. Throwing is considered an action. You can throw any weapon a distance of 10 tiles maximum.
To throw a weapon:
Describe your attempt.
Roll 'Throwing'.
Opponent rolls Defend (ranged).
If your roll is higher or equal to the opponent's roll, the throwing attack succeeds. Damage is 2 HP.
Once the weapon has been thrown (succesfully or not), you must OOC move to the opponents tile and drop the weapon. Then return back to your tile.
💣 Explosives
Throwing an explosive has its own mechanics. Throwing is considered an action. You can throw any explosive a distance of 10 tiles maximum.
Explosives can't be used in the first round of combat.
When rolling the throwing dice, the attacker must have the explosive equipped in their primary hand. The game will delete the item once the dice is rolled.
Explosives require two hands. Once an explosive is thrown, the player's hands are empty and they will need to use the "Change Weapon" action next turn in order to have a weapon in hand.
Explosives affect all characters that are participating in combat, including allies, as long as they're in the area of explosion.
You can't strap explosives to your body.
If the attacker rolls a criticial failure, the explosive detonates in their hands, damaging them and anyone adjacent.
Resolving an Explosive Attack
The attacker chooses a target.
The attacker rolls Throwing.
One defender rolls Defend (Ranged). This is usually the primary target.
If the attacker's result is higher than or equal to the defender's result, the explosive lands successfully.
All characters within the blast radius are affected. Only the primary target rolls defense. Characters caught within the blast radius do not make separate defense rolls.
Critical Success
If the attacker rolls a natural 20 and the explosive lands successfully, roll /roll 1d4.
The result is added to the explosive's normal damage.
The bonus damage applies to all characters affected by the blast.
Critical Failure
If the attacker rolls a natural 1, the explosive detonates prematurely.
The thrower automatically suffers the explosive's normal damage, only the thrower is affected.
No defense rolls are made.
🔥 Criticals Hits and Fails
Sometimes, a blow lands heavy on your opponent. Other times, their attacks seem more brutal than usual.
When rolling the attack dice, you have a chance to land a critical hit. This can either be a critical success or a critical failure.
Lucky & Unlucky
If you have the ‘Lucky’ trait: a roll of 19 will count as a critical success.
If you have the ‘Unlucky’ trait: a roll of 2 will count as a critical failure.
Critical success (natural 20)
Attacking critical success If you roll a critical success on your attack roll:
Your roll is an instant success: opponent does not roll defend.
You deal additional damage: use /roll 1d4 and add it to the damage your weapon deals.
Defending critical success If you roll a critical success on your defense roll:
Your roll is the winner no matter if the attacker rolls higher than you with modifiers.
Critical Failure (Natural 1)
Attacking critical failure If you roll a critical failure on your attack roll:
Your attack is an instant failure: opponent does not roll defend.
Defending critical failure If you roll a critical failure on your defense roll:
You take additional damage: your opponent uses /roll 1d4 to add it to the damage their weapon deals.
Learn what weapons do what damage and how Hit Points work.
🥊 Melee weapons
Damage Dealt
Unarmed melee combat
1 HP
Improvised melee weapon
2 HP
One handed melee weapon
2 HP
Two handed melee weapon
3 HP
🏹 Ranged weapons
Maximum range
Damage Dealt
Pistols
15 tiles
3 HP
Shotguns
15 tiles
4 HP
Rifles
20 tiles
4 HP
Crossbows *
20 tiles
4 HP
Throwing a weapon
10 tiles
2 HP
Crossbows take 1 turn to reload
All scrap ranged weapons do 1 HP less damage.
💣 Explosives
Area
Maximum range
Damage Dealt
Fire Bomb/Molotov
3x3
10 tiles
1 HP per turn for 3 turns
Aerosol and Pipebomb
4x4
10 tiles
4 HP
🔃 Changing Weapons
Switching from a melee weapon to a ranged weapon, or vice versa, counts as an action. If you change weapons on your turn, you cannot perform any other actions 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 gun does not count as an action.
❌ Dual Wielding
❗You may have one weapon equipped maximum. Wielding more than one weapon is not allowed.
🪃 Throwing weapons
Throwing with Throwable Weapons covers any weapon being tossed, except explosives. Throwing is considered an action. You can throw any weapon a distance of 10 tiles maximum.
To throw a weapon:
Describe your attempt.
Roll 'Throwing'.
Opponent rolls Defend (ranged).
If your roll is higher or equal to the opponent's roll, the throwing attack succeeds. Damage is 2 HP.
Once the weapon has been thrown (succesfully or not), you must OOC move to the opponents tile and drop the weapon. Then return back to your tile.
💣 Explosives
Throwing an explosive has its own mechanics. Throwing is considered an action. You can throw any explosive a distance of 10 tiles maximum.
Explosives can't be used in the first round of combat.
When rolling the throwing dice, the attacker must have the explosive equipped in their primary hand. The game will delete the item once the dice is rolled.
Explosives require two hands. Once an explosive is thrown, the player's hands are empty and they will need to use the "Change Weapon" action next turn in order to have a weapon in hand.
Explosives affect all characters that are participating in combat, including allies, as long as they're in the area of explosion.
You can't strap explosives to your body.
If the attacker rolls a critical failure, the explosive detonates in their hands, damaging them and anyone adjacent.
Resolving an Explosive Attack
The attacker chooses a target.
The attacker rolls Throwing.
One defender rolls Defend (Ranged). This is usually the primary target.
If the attacker's result is higher than or equal to the defender's result, the explosive lands successfully.
All characters within the blast radius are affected. Only the primary target rolls defense. Characters caught within the blast radius do not make separate defense rolls.
Critical Success
If the attacker rolls a natural 20 and the explosive lands successfully, roll /roll 1d4.
The result is added to the explosive's normal damage.
The bonus damage applies to all characters affected by the blast.
Critical Failure On a critical failure, the throw goes wide.
Roll a 1d3.
The result is the amount of tiles the explosive lands from the aimed target in a random direction.
Everyone in the blast radius does a defense roll.
🔥 Criticals Hits and Fails
Sometimes, a blow lands heavy on your opponent. Other times, their attacks seem more brutal than usual.
When rolling the attack dice, you have a chance to land a critical hit. This can either be a critical success or a critical failure.
Lucky & Unlucky
If you have the ‘Lucky’ trait: a roll of 19 will count as a critical success.
If you have the ‘Unlucky’ trait: a roll of 2 will count as a critical failure.
Critical success (natural 20)
Attacking critical success If you roll a critical success on your attack roll:
Your roll is an instant success: opponent does not roll defend.
You deal additional damage: use /roll 1d4 and add it to the damage your weapon deals.
Critical Failure (Natural 1)
Attacking critical failure If you roll a critical failure on your attack roll:
Your attack is an instant failure: opponent does not roll defend.
Learn what weapons do what damage and how Hit Points work.
🥊 Melee weapons
Damage Dealt
Unarmed melee combat
1 HP
Improvised melee weapon
2 HP
One handed melee weapon
2 HP
Two handed melee weapon
3 HP
🏹 Ranged weapons
Maximum range
Damage Dealt
Pistols
15 tiles
3 HP
Shotguns
15 tiles
4 HP
Rifles
20 tiles
4 HP
Crossbows *
20 tiles
4 HP
Throwing a weapon
10 tiles
2 HP
Crossbows take 1 turn to reload
All scrap ranged weapons do 1 HP less damage.
💣 Explosives
Area
Maximum range
Damage Dealt
Fire Bomb/Molotov
3x3
10 tiles
1 HP per turn for 3 turns
Aerosol and Pipebomb
4x4
10 tiles
4 HP
🔃 Changing Weapons
Switching from a melee weapon to a ranged weapon, or vice versa, counts as an action. If you change weapons on your turn, you cannot perform any other actions 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 gun does not count as an action.
❌ Dual Wielding
❗You may have one weapon equipped maximum. Wielding more than one weapon is not allowed.
🪃 Throwing weapons
Throwing covers any weapon being tossed, except explosives. Throwing is considered an action. You can throw any weapon a distance of 10 tiles maximum.
To throw a weapon:
Describe your attempt.
Roll 'Throwing'.
Opponent rolls Defend (ranged).
If your roll is higher or equal to the opponent's roll, the throwing attack succeeds. Damage is 2 HP.
Once the weapon has been thrown (succesfully or not), you must OOC move to the opponents tile and drop the weapon. Then return back to your tile.
💣 Explosives
Throwing an explosive has its own mechanics. Throwing is considered an action. You can throw any explosive a distance of 10 tiles maximum.
Explosives can't be used in the first round of combat.
When rolling the throwing dice, the attacker must have the explosive equipped in their primary hand. The game will delete the item once the dice is rolled.
Explosives require two hands. Once an explosive is thrown, the player's hands are empty and they will need to use the "Change Weapon" action next turn in order to have a weapon in hand.
Explosives affect all characters that are participating in combat, including allies, as long as they're in the area of explosion.
You can't strap explosives to your body.
If the attacker rolls a criticial failure, the explosive detonates in their hands, damaging them and anyone adjacent.
Resolving an Explosive Attack
The attacker chooses a target.
The attacker rolls Throwing.
One defender rolls Defend (Ranged). This is usually the primary target.
If the attacker's result is higher than or equal to the defender's result, the explosive lands successfully.
All characters within the blast radius are affected. Only the primary target rolls defense. Characters caught within the blast radius do not make separate defense rolls.
Critical Success
If the attacker rolls a natural 20 and the explosive lands successfully, roll /roll 1d4.
The result is added to the explosive's normal damage.
The bonus damage applies to all characters affected by the blast.
Critical Failure
If the attacker rolls a natural 1, the explosive detonates prematurely.
The thrower automatically suffers the explosive's normal damage, only the thrower is affected.
No defense rolls are made.
🔥 Criticals Hits and Fails
Sometimes, a blow lands heavy on your opponent. Other times, their attacks seem more brutal than usual.
When rolling the attack dice, you have a chance to land a critical hit. This can either be a critical success or a critical failure.
Lucky & Unlucky
If you have the ‘Lucky’ trait: a roll of 19 will count as a critical success.
If you have the ‘Unlucky’ trait: a roll of 2 will count as a critical failure.
Critical success (natural 20)
Attacking critical success If you roll a critical success on your attack roll:
Your roll is an instant success: opponent does not roll defend.
You deal additional damage: use /roll 1d4 and add it to the damage your weapon deals.
Defending critical success If you roll a critical success on your defense roll:
Your roll is the winner no matter if the attacker rolls higher than you with modifiers.
Critical Failure (Natural 1)
Attacking critical failure If you roll a critical failure on your attack roll:
Your attack is an instant failure: opponent does not roll defend.
Defending critical failure If you roll a critical failure on your defense roll:
You take additional damage: your opponent uses /roll 1d4 to add it to the damage their weapon deals.
Learn what weapons do what damage and how Hit Points work.
🥊 Melee weapons
Damage Dealt
Unarmed melee combat
1 HP
Improvised melee weapon
2 HP
One handed melee weapon
2 HP
Two handed melee weapon
3 HP
🏹 Ranged weapons
Maximum range
Damage Dealt
Pistols
15 tiles
3 HP
Shotguns
15 tiles
4 HP
Rifles
20 tiles
4 HP
Crossbows *
20 tiles
4 HP
Throwing a weapon
10 tiles
2 HP
Crossbows take 1 turn to reload
All scrap ranged weapons do 1 HP less damage.
💣 Explosives
Area
Maximum range
Damage Dealt
Fire Bomb/Molotov
3x3
10 tiles
1 HP per turn for 3 turns
Aerosol and Pipebomb
4x4
10 tiles
4 HP
🔃 Changing Weapons
Switching from a melee weapon to a ranged weapon, or vice versa, counts as an action. If you change weapons on your turn, you cannot perform any other actions 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 gun does not count as an action.
❌ Dual Wielding
❗You may have one weapon equipped maximum. Wielding more than one weapon is not allowed.
🪃 Throwing weapons
Throwing covers any weapon being tossed, except explosives. Throwing is considered an action. You can throw any weapon a distance of 10 tiles maximum.
To throw a weapon:
Describe your attempt.
Roll 'Throwing'.
Opponent rolls Defend (ranged).
If your roll is higher or equal to the opponent's roll, the throwing attack succeeds. Damage is 2 HP.
Once the weapon has been thrown (succesfully or not), you must OOC move to the opponents tile and drop the weapon. Then return back to your tile.
💣 Explosives
Throwing an explosive has its own mechanics. Throwing is considered an action. You can throw any explosive a distance of 10 tiles maximum.
Explosives can't be used in the first round of combat.
When rolling the throwing dice, the attacker must have the explosive equipped in their primary hand. The game will delete the item once the dice is rolled.
Explosives require two hands. Once an explosive is thrown, the player's hands are empty and they will need to use the "Change Weapon" action next turn in order to have a weapon in hand.
Explosives affect all characters that are participating in combat, including allies, as long as they're in the area of explosion.
You can't strap explosives to your body.
If the attacker rolls a criticial failure, the explosive detonates in their hands, damaging them and anyone adjacent.
Resolving an Explosive Attack
The attacker chooses a target.
The attacker rolls Throwing.
One defender rolls Defend (Ranged). This is usually the primary target.
If the attacker's result is higher than or equal to the defender's result, the explosive lands successfully.
All characters within the blast radius are affected. Only the primary target rolls defense. Characters caught within the blast radius do not make separate defense rolls.
Critical Success
If the attacker rolls a natural 20 and the explosive lands successfully, roll /roll 1d4.
The result is added to the explosive's normal damage.
The bonus damage applies to all characters affected by the blast.
Critical Failure
If the attacker rolls a natural 1, the explosive detonates prematurely.
The thrower automatically suffers the explosive's normal damage, only the thrower is affected.
No defense rolls are made.
🔥 Criticals Hits and Fails
Sometimes, a blow lands heavy on your opponent. Other times, their attacks seem more brutal than usual.
When rolling the attack dice, you have a chance to land a critical hit. This can either be a critical success or a critical failure.
Lucky & Unlucky
If you have the ‘Lucky’ trait: a roll of 19 will count as a critical success.
If you have the ‘Unlucky’ trait: a roll of 2 will count as a critical failure.
Critical success (natural 20)
Attacking critical success If you roll a critical success on your attack roll:
Your roll is an instant success: opponent does not roll defend.
You deal additional damage: use /roll 1d4 and add it to the damage your weapon deals.
Defending critical success If you roll a critical success on your defense roll:
Your roll is the winner no matter if the attacker rolls higher than you with modifiers.
Critical Failure (Natural 1)
Attacking critical failure If you roll a critical failure on your attack roll:
Your attack is an instant failure: opponent does not roll defend.
Defending critical failure If you roll a critical failure on your defense roll:
You take additional damage: your opponent uses /roll 1d4 to add it to the damage their weapon deals.