TEXT: 1
  
  2
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  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  Personal Weapons
  Dagger / Dirk
  Throwing Knives
  Short Sword
  Spadroon / Broadsword
  Cutlass
  Rapier
  Spear / Harpoon
  Whip
  Hook Hand
  Bow
  Blow Dart
  Boarding Axe / Tomahawk
  Woodcutter’s Axe
  Greatsword
  Pike
  Grenade
  Combat Net / Bolas
  Hooked Chain
  Large Shield
  Martial Training
  Scoundrels
  Thugs
  Rogues
  Riflemen
  Pistol Support
  Musket Support
  Swivel Cannonade Support
  Cannon Support
  Mortar Support
  Summon
  Magic Blast
  Magic Bolt
  Magic Strike
  Small Shield
  Oratory
  Pistol
  Musketoon
  Musket
  Musket with Bayonet
  Small Cannon
  Crossbow
  Outfits
  Naked / Very Little Clothing
  Light Clothing
  Heavy Clothing
  Light Armour
  Heavy Armour
  Acknowledgments
  Table of Contents
  
  3
  This is a very straight forward document; it is a giant list of 
  pre-made personal Weapons and Outfits for the Fragged Seas RPG.
  While this document does not have ‘all’ of the possible options 
  (particularly when it comes to Modifications) it does cover most 
  of them.
  If you have any suggestions, please send me an email:
  contact@fraggedempire.com
  GMs Please Note:
  If you give any of these Weapons to an NPC you need to give that 
  item an additional +2 Hit bonus.
  Introduction
  
  4
  Dagger / Dirk
  Throwing Knives
  +1
  +2
  +0
  -2
  +2*
  -4
  -2*
  -2*
  +1
  -1
  2*
  2*
  2*
  2*
  2**
  2*
  2**
  1**
  2*
  2*
  1 (6)
  1 (6)
  1 (6)
  1 (6)
  1 (6)
  1 (6)
  2 (6)
  1 (6)
  1 (6)
  1 (6)
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  1 (Str)
  1 (Str)
  1 (Str)
  1 (Str)
  1 (Str)
  1 (Str)
  2 (Str)
  1 (Str)
  1 (Str)
  1 (Str)
  - (1)
  - (1)
  - (1)
  - (1)
  - (1)
  - (1**)
  - (1)
  - (1)
  - (1)
  - (1)
  3
  4
  4
  5
  6
  3
  4
  4
  4
  3
  - (0)
  - (0)
  - (0)
  - (0)
  - (0)
  - (0)
  - (0)
  - (0)
  - (0)
  - (0)
  0
  1
  0
  0
  0
  0
  0
  0
  0
  0
  0
  1
  0
  2
  4
  3
  2
  3
  1
  2
  8w
  10w
  9w
  9w, 18t
  9w, 18t
  8w,18t,1Kn
  9w,18t,1Kn
  9w,18t,2Kn
  8w, 14p
  8w, 16p
  Weapons
  Kitchen Knife
  Khanjar Curved Dagger
  Holy Navy Dirk
  Ceremonial Dagger
  Spark
  Kinstrife
  Blue Blade
  Night Blade
  Name Dagger
  Antique Jeweled Stiletto
  Small, *+2 Crit Dmg vs Luck.
  Small, *+2 Crit Dmg vs Luck.
  Small, *+2 Crit Dmg vs Luck.
  Small, *+2 Crit Dmg vs Luck, *Once per Turn when a character takes Attribute Damage from this Weapon you may take 6 End Dmg and gain +1 
  Momentum, Modification: Arcane.
  Small, **+2 Crit Dmg vs Luck, Energy, Burn, Dangerous 1d3 (Small Fire), *-2d6 Hit vs Wet targets. Modification: Arcane.
  Small, *+2 Crit Dmg vs Luck, Dangerous 4 (Cursed Ground), **Ammo is regained at the end of Combat, Modification: Arcane.
  Small, **+2 Crit Dmg vs Luck, Dangerous 1 (Wind), *You suffer -1d6 Hit if you’re Wet, Modification: Arcane.
  Momentum 1: Wind; your next Attack with this Weapon Pushes all non-large targets 2 in any direction (Stacks).
  Strong Hit: Cursed (Attack, Hit) You take 3 End Dmg and your target’s next Attack gains Strong Hit -1 (Stacks).
  Momentum 2: Lighting; your next Attack with this Weapon gains Energy, Pen 3 min 3, Indirect (Above) and *+1d6 Hit vs Wet targets (Stacks),
  Small, **+2 Crit Dmg vs Luck, Blunt, Dangerous 1 (GM defined), *Hit +Luck with Tackle Action, ***You don’t gain Grabbing from this Weapon. 
  Modification: Arcane.
  Small, *+2 Crit Dmg vs Luck, Pen 1 min 3.
  Small, *+2 Crit Dmg vs Luck, Gain +1 Momentum at the end of each of your Turns, You have -2 Armour vs Luck Damage while you own this Weapon.
  Blade, Steel, (Throw).
  Blade, Blood Iron, (Throw).
  Blade, Composite, (Throw).
  Blade, C, (Throw), Magic, Blood.
  Blade, C, (Throw), Magic, Fire.
  Blade, S, (Throw), M, C, Intimidate..
  Blade, C, (Throw), Magic, Storm.
  Blade, C, (T), M, B, Tackle (14)**
  Blade, Monster Bone, (Throw).
  Blade, Ancient, (Throw).
  Hit
  Crit Dmg
  Max Rng
  Draw
  Rng
  Ammo
  End Dmg
  Reload
  Weight
  Resources
  Acquire
  Weapon Type
  +1
  +2
  +0
  -2
  +2*
  -4
  -3
  +1
  -1
  2*
  2*
  2*
  2*
  2**
  1*
  0*
  2*
  2*
  1 (6)
  1 (6)
  1 (6)
  1 (6)
  1 (6)
  1 (6)
  1 (6)
  1 (6)
  1 (6)
  0
  0
  0
  0
  0
  0
  0
  0
  0
  1 (Str)
  1 (Str)
  1 (Str)
  1 (Str)
  1 (Str)
  1 (Str)
  1 (Str)
  1 (Str)
  1 (Str)
  - (12)
  - (12)
  - (12)
  - (12)
  - (12)
  - (12)
  - (12)
  - (12)
  - (12)
  3
  4
  4
  5
  6
  5
  1
  4
  3
  - (0)
  - (0)
  - (0)
  - (0)
  - (0)
  - (0)
  - (0)
  - (0)
  - (0)
  0
  1
  0
  0
  0
  0
  0
  0
  0
  1
  2
  1
  3
  5
  3
  3
  2
  3
  10w
  12w
  11w
  11w, 18t
  11w, 18t
  10w, 18t
  10w, 18t
  10w, 14p
  10w, 16p
  Weapons
  Throwing Blades
  Set of Khanjar Curved Daggers
  Balanced Skull Daggers
  Accursed Daggers
  Fire Darts
  Grave Blades
  Assassin’s Blades
  Spine Shark Teeth
  Old World Main-Gauches
  *+1 Crit Dmg vs Luck.
  *+1 Crit Dmg vs Luck.
  *+1 Crit Dmg vs Luck.
  *+1 Crit Dmg vs Luck, *Once per Turn when a character takes Attribute Damage from this Weapon you may take 6 End Dmg and gain +1 Momentum. 
  Modification: Arcane.
  **+1 Crit Dmg vs Luck, Energy, Burn, Dangerous 1d3 (Small Fire), *-2d6 Hit vs Wet targets, Modification: Arcane.
  *+1 Crit Dmg vs Luck, Blunt, Dangerous 1d3 (Acid Pool), Burn, Modification: Arcane.
  *+1 Crit Dmg vs Luck, Blunt, Dangerous 1d3 (Acid Pool), Blunt, Modification: Arcane.
  Strong Hit: Poisoned (Attack, Hit) Target has 6 End Dmg if they move themselves more than 6 spaces in a Turn (does not Stack).
  *+1 Crit Dmg vs Luck, Pen 1 min 3.
  *+1 Crit Dmg vs Luck, Gain +1 Momentum at the end of each of your Turns, You have -2 Armour vs Luck Damage while you own this Weapon.
  Blade, Steel, (Throw).
  Blade, Blood Iron, (Throw).
  Blade, Composite, (Throw).
  Blade, C, (Throw), Magic, Blood.
  Blade, C, (Throw), Magic, Fire.
  B, C, (Throw), M, M, C, Acid.
  B, S, (Throw), M, M, C, Poison.
  Blade, Monster Bone, (Throw).
  Blade, Ancient, (Throw).
  Hit
  Crit Dmg
  Max Rng
  Draw
  Rng
  Ammo
  End Dmg
  Reload
  Weight
  Resources
  Acquire
  Weapon Type
  
  5
  +1
  +0
  -1
  +2
  +1
  +0
  3
  3
  3
  3
  3
  3
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  -
  -
  -
  -
  -
  -
  4
  5
  4
  5
  5
  4
  -
  -
  -
  -
  -
  -
  2
  2
  2
  3
  2
  2
  2
  2
  1
  3
  3
  4
  12w
  13w
  13w
  14w
  12w, 14p
  12w, 16p
  Naval Spadroon
  Blood Money Broadsword
  Rusty Broadsword
  Boarding Blade
  Kami Scimitar
  Tooth of Fin-Derark
  Max Momentum (+1d6 Hit).
  Max Momentum (+1d6 Hit).
  Max Momentum (+1d6 Hit), Modification: Low Quality.
  Max Momentum (+1d6 Hit).
  Max Momentum (+1d6 Hit), Pen 1 min 3.
  Max Momentum (+1d6 Hit), Gain +1 Momentum at the end of each of your Turns, You have -2 Armour vs Luck Damage while you own this Weapon.
  Blade, Steel.
  Blade, Composite.
  Blade, Composite.
  Blade, Blood Iron.
  Blade, Monster Bone.
  Blade, Ancient.
  Short Sword
  Spadroon / Broadsword
  Weapons
  Weapons
  Hit
  Hit
  Crit Dmg
  Crit Dmg
  Max Rng
  Max Rng
  Draw
  Draw
  Rng
  Rng
  Ammo
  Ammo
  End Dmg
  End Dmg
  Reload
  Reload
  Weight
  Weight
  Resources
  Resources
  Acquire
  Acquire
  Weapon Type
  Weapon Type
  +1
  +0
  -2
  +2*
  -3
  -1*
  +2
  +0
  +1
  -1
  3
  3
  3*
  3
  2
  3
  3
  3
  3
  3
  1
  1
  1
  1
  1
  2
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  2
  1
  1
  1
  1
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  4
  3
  6
  7
  4
  4
  5
  5
  5
  4
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  1
  1
  1
  1
  1
  1
  2
  1
  1
  1
  1
  0
  3
  5
  3
  3
  2
  1
  2
  3
  12w
  12w
  13w, 18t
  12w, 18t
  14w, 18t
  12w,18t,1Kn
  14w
  13w
  12w, 14p
  12w, 16p
  Migi Cutlass
  Two Coin Blade
  Barnacle Blade
  Blistering Blade
  Dragon Sword
  Storm Ripper
  Blood Iron Short Sword
  Quality Short Sword
  Bone Blade
  Heirloom Short Sword
  Pen 1 min 3.
  Modification: Low Quality.
  *Once per Turn when a character takes Attribute Damage from this Weapon you may take 6 End Dmg and gain +1 Momentum, Modification: Arcane.
  Energy, Burn, Dangerous 1d3 (Small Fire), *-2d6 Hit vs Wet targets, Modification: Arcane.
  Blunt, Dangerous 1d3 (Acid Pool), Energy, Burn, Modification: Arcane.
  Strong Hit: Set Alight (Attack, Hit) Target takes 5 End Dmg at the start of each of their Turns until they receive First Aid or become Wet (does not Stack).
  Dangerous 1 (Wind), *You suffer -1d6 Hit if you’re Wet, Modification: Arcane.
  Momentum 1: Wind; your next Attack with this Weapon Pushes all non-large targets 2 in any direction (Stacks).
  Momentum 2: Lighting; your next Attack with this Weapon gains Energy, Pen 3 min 3, Indirect (Above) and *+1d6 Hit vs Wet targets (Stacks),
  Gain +1 Momentum at the end of each of your Turns, You have -2 Armour vs Luck Damage while you own this Weapon.
  Blade, Steel.
  Blade, Steel.
  Blade, Composite, Magic, Blood.
  Blade, Composite, Magic, Fire.
  Blade, S, M, C, Dragon’s Piss.
  Blade, Steel, Magic, Storm.
  Blade, Blood Iron.
  Blade, Composite.
  Blade, Monster Bone.
  Blade, Ancient.
  +0
  +2*
  -3
  -1*
  3*
  3
  2
  3
  1
  1
  1
  2
  1
  1
  1
  1
  1
  1
  1
  2
  -
  -
  -
  -
  6
  7
  4
  4
  -
  -
  -
  -
  2
  2
  2
  2
  4
  6
  4
  4
  12w, 18t
  13w, 18t
  15w, 18t
  12w,18t,1Kn
  Heretical Blood Scimitar
  Brand
  Scorch Sword
  Shock Sword
  Max Momentum (+1d6 Hit), *Once per Turn when a character takes Attribute Damage from this Weapon you may take 6 End Dmg and gain +1 
  Momentum, Modification: Arcane.
  Energy, Burn, Dangerous 1d3 (Small Fire), *-2d6 Hit vs Wet targets, Modification: Arcane.
  Blunt, Dangerous 1d3 (Acid Pool), Energy, Burn, Modification: Arcane.
  Strong Hit: Set Alight (Attack, Hit) Target takes 5 End Dmg at the start of each of their Turns until they receive First Aid or become Wet (does not Stack).
  Dangerous 1 (Wind), *You suffer -1d6 Hit if you’re Wet, Modification: Arcane.
  Blade, Composite, Magic, Blood.
  Blade, Composite, Magic, Fire.
  B, S, M, M, C, Dragon’s Piss.
  Blade, Steel, Magic, Storm
  Momentum 1: Wind; your next Attack with this Weapon Pushes all non-large targets 2 in any direction (Stacks).
  Momentum 2: Lighting; your next Attack with this Weapon gains Energy, Pen 3 min 3, Indirect (Above) and *+1d6 Hit vs Wet targets (Stacks),
  
  6
  +2
  +1
  +2
  +3
  +1
  +2
  +3*
  +4*
  +0*
  +1*
  +0*
  +1*
  +3
  +4
  +1
  +2
  +2
  +3
  +0
  +1
  3
  3
  3
  3
  3*
  3*
  3
  3
  3
  3
  2
  2
  3
  3
  3
  3
  3
  3
  3
  3
  1
  1
  2
  2
  1
  2
  1
  2
  2
  3
  1
  2
  1
  2
  1
  2
  1
  2
  1
  2
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  2
  2
  1
  2
  1
  2
  2
  3
  1
  2
  1
  2
  1
  2
  1
  2
  1
  2
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  6
  5
  3
  4
  8
  6
  9
  7
  6
  4
  6
  4
  7
  5
  7
  5
  7
  5
  6
  4
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  2
  2
  2
  2
  2
  2
  2
  2
  2
  2
  2
  2
  3
  3
  2
  2
  2
  2
  2
  2
  2
  1
  1
  2
  4
  4
  6
  6
  4
  4
  5
  5
  3
  3
  2
  2
  3
  3
  4
  4
  10w
  10w
  12w
  12w
  10w, 18t
  12w, 18t
  11w, 18t
  13w, 18t
  10w,18t,1Kn
  12w,18t,1Kn
  10w,18t,2Kn
  12w,18t,2Kn
  12w
  14w
  12w
  13w
  10w, 14p
  12w, 14p
  10w, 16p
  12w, 16p
  Free Folk Cutlass
  Mercenary Blood
  Rusted Poker
  Poker
  Jinn Sabre
  Sick Rick’s Pustule Poker
  Darkfire Sabre
  Hot Poker
  Cyclone Cutlass
  Gale Blade
  Bad Bob’s BInding Blade
  Cabin Boys Toothpick
  Sharpened Ripper Thock Horne
  Judgement
  Butterfly Blade
  Balanced Rapier
  Sea Gift Blade
  Status Rapier
  Rune Blade
  Hair Needle of Jakrakarla
  *Once per Turn when a character takes Attribute Damage from this Weapon you may take 6 End Dmg and gain +1 Momentum, Modification: Arcane.
  *Once per Turn when a character takes Attribute Damage from this Weapon you may take 6 End Dmg and gain +1 Momentum, Modification: Arcane.
  Energy, Burn, Dangerous 1d3 (Small Fire), *-2d6 Hit vs Wet targets, Modification: Arcane.
  Energy, Burn, Dangerous 1d3 (Small Fire), *-2d6 Hit vs Wet targets, Modification: Arcane.
  Dangerous 1 (Wind), *You suffer -1d6 Hit if you’re Wet, Modification: Arcane.
  Modification: Low Quality.
  Modification: Low Quality.
  Dangerous 1 (Wind), *You suffer -1d6 Hit if you’re Wet, Modification: Arcane.
  Blunt, Dangerous 1 (GM defined), *Hit +Luck with Tackle Action, **You don’t gain Grabbing from this Weapon, Modification: Arcane.
  Blunt, Dangerous 1 (GM defined), *Hit +Luck with Tackle Action, **You don’t gain Grabbing from this Weapon, Modification: Arcane.
  Pen 1 min 3.
  Pen 1 min 3.
  Gain +1 Momentum at the end of each of your Turns, You have -2 Armour vs Luck Damage while you own this Weapon.
  Gain +1 Momentum at the end of each of your Turns, You have -2 Armour vs Luck Damage while you own this Weapon.
  Blade, Steel.
  Blade, Steel.
  Blade, Steel.
  Blade, Steel.
  Blade, Composite, Magic, Blood.
  Blade, Composite, Magic, Blood.
  Blade, Composite, Magic, Fire.
  Blade, Composite, Magic, Fire.
  Blade, Steel, Magic, Storm.
  Blade, Steel, Magic, Storm.
  Blade, S, M, B, Tackle (14)**.
  Blade, S, M, B, Tackle (14)**.
  Blade, Blood Iron.
  Blade, Blood Iron.
  Blade, Composite.
  Blade, Composite.
  Blade, Monster Bone.
  Blade, Monster Bone.
  Blade, Ancient / Star Metal.
  Blade, Star Metal.
  Cutlass
  Rapier
  Weapons
  Weapons
  Hit
  Hit
  Crit Dmg
  Crit Dmg
  Max Rng
  Max Rng
  Draw
  Draw
  Rng
  Rng
  Ammo
  Ammo
  End Dmg
  End Dmg
  Reload
  Reload
  Weight
  Weight
  Resources
  Resources
  Acquire
  Acquire
  Weapon Type
  Weapon Type
  Momentum 1: Wind; your next Attack with this Weapon Pushes all non-large targets 2 in any direction (Stacks).
  Momentum 1: Wind; your next Attack with this Weapon Pushes all non-large targets 2 in any direction (Stacks).
  Momentum 2: Lighting; your next Attack with this Weapon gains Energy, Pen 3 min 3, Indirect (Above) and *+1d6 Hit vs Wet targets (Stacks),
  Momentum 2: Lighting; your next Attack with this Weapon gains Energy, Pen 3 min 3, Indirect (Above) and *+1d6 Hit vs Wet targets (Stacks),
  -2
  -1
  2
  2
  1
  2
  1
  1
  1
  2
  -
  -
  6
  4
  -
  -
  2
  2
  4
  4
  13wt, 18t
  15w, 18t
  Embre Blade
  Inferno Blade
  Blunt, Dangerous 1d3 (Acid Pool), Energy, Burn, Modification: Arcane.
  Blunt, Dangerous 1d3 (Acid Pool), Energy, Burn, Modification: Arcane.
  Strong Hit: Set Alight (Attack, Hit) Target takes 5 End Dmg at the start of each of their Turns until they receive First Aid or become Wet (does not Stack).
  Strong Hit: Set Alight (Attack, Hit) Target takes 5 End Dmg at the start of each of their Turns until they receive First Aid or become Wet (does not Stack).
  B, S, M, M, C, Dragon’s Piss.
  B, S, M, M, C, Dragon’s Piss.
  
  7
  -2* (+3)
  -1* (+4)
  -2* (+3)
  +0* (+5)
  -3* (+2)
  +0* (+5)
  -2* (+3)
  -1* (+4)
  -3* (+2)
  -4*
  +0
  3
  3
  3*
  3
  3
  3
  3
  3
  3
  1
  2
  3 (12)
  3 (12)
  3 (12)
  3 (12)
  4 (13)
  3 (12)
  3 (12)
  3 (12)
  3 (12)
  4
  1
  2
  2
  2
  2
  2
  2
  2
  2
  2
  0
  0
  1* (Str)
  1* (Str)
  1* (Str)
  1* (Str)
  2* (Str+1)
  1* (Str)
  1* (Str)
  1* (Str)
  1* (Str)
  1*
  1
  - (1)
  - (1)
  - (1)***
  - (1)
  - (1)
  - (1)
  - (1)
  - (1)
  - (1)
  -
  -
  2
  3
  5
  6
  3
  4
  4
  4
  3
  0*
  3
  - (2)
  - (2)
  - (2)
  - (2)
  - (2)
  - (2)
  - (2)
  - (2)
  - (2)
  1
  -
  3
  3
  3
  3
  3
  4
  3
  3
  3
  0
  0
  0
  1
  3
  5
  3
  2
  1
  2
  3
  1
  0
  12w
  12w
  12w, 18t
  13w, 18t
  12w,18t,1Kn
  14w
  13w
  12w, 14p
  12w, 16p
  8w
  Free
  Fishing Spear
  Pitchfork
  Goblin Spear
  Pyre Spear
  Trident of the Black Sea
  High Spear
  Coffer Spear
  Stalker Spear
  Mercurial Silver Spear
  Whip
  Hook Hand
  Large, *+2 Hit per Range Increment beyond the first (normally -2), **Two Handed if not Thrown.
  May use Ready Attack against any character as soon as they come within Range (normally at the end of an Action).
  Large, *+2 Hit per Range Increment beyond the first (normally -2), **Two Handed if not Thrown.
  May use Ready Attack against any character as soon as they come within Range (normally at the end of an Action).
  Large, *+2 Hit per Range Increment beyond the first (normally -2), **Two Handed if not Thrown.
  May use Ready Attack against any character as soon as they come within Range (normally at the end of an Action).
  Large, *+2 Hit per Range Increment beyond the first (normally -2), **Two Handed if not Thrown.
  May use Ready Attack against any character as soon as they come within Range (normally at the end of an Action).
  ***Once per Turn when a character takes Attribute Damage from this Weapon you may take 6 End Dmg and gain +1 Momentum, Modification: Arcane.
  Large, *+2 Hit per Range Increment beyond the first (normally -2), **Two Handed if not Thrown.
  May use Ready Attack against any character as soon as they come within Range (normally at the end of an Action),
  Energy, Burn, Dangerous 1d3 (Small Fire), -2d6 Hit vs Wet targets, Modification: Arcane.
  Large, *+2 Hit per Range Increment beyond the first (normally -2), **Two Handed if not Thrown.
  May use Ready Attack against any character as soon as they come within Range (normally at the end of an Action). Modification: Low Quality.
  Large, *+2 Hit per Range Increment beyond the first (normally -2), **Two Handed if not Thrown.
  May use Ready Attack against any character as soon as they come within Range (normally at the end of an Action),
  Dangerous 1 (Wind), You suffer -1d6 Hit if you’re Wet, Modification: Arcane.
  Large, *+2 Hit per Range Increment beyond the first (normally -2), **Two Handed if not Thrown.
  May use Ready Attack against any character as soon as they come within Range (normally at the end of an Action), Pen 1 min 3.
  Large, *+2 Hit per Range Increment beyond the first (normally -2), **Two Handed if not Thrown.
  May use Ready Attack against any character as soon as they come within Range (normally at the end of an Action),
  Gain +1 Momentum at the end of each of your Turns, You have -2 Armour vs Luck Damage while you own this Weapon.
  No Variations or Modifications, You can Swing at almost any time, *+2 Hit and End Dmg per Range Increment beyond the first (normally -2).
  Natural, May be used in place of a lost hand (allows for the use of GM defined Two Handed Items).
  Blade**, (Throw), Steel.
  Blade**, (Throw), Steel.
  Blade**, (Throw), C, M, Blood.
  Blade**, (Throw), C, Magic, Fire.
  Blade**, (Throw), S, M, Storm.
  Blade**, (Throw), Blood Iron.
  Blade**, (Throw), Composite.
  Blade**, (Throw), Monster Bone.
  Blade**, (Throw), Star Metal.
  Tackle (14).
  Blade, Composite.
  Spear / Harpoon
  Whip
  Hook Hand
  Weapons
  Weapons
  Weapons
  Hit
  Hit
  Hit
  Crit Dmg
  Crit Dmg
  Crit Dmg
  Max Rng
  Max Rng
  Max Rng
  Draw
  Draw
  Draw
  Rng
  Rng
  Rng
  Ammo
  Ammo
  Ammo
  End Dmg
  End Dmg
  End Dmg
  Reload
  Reload
  Reload
  Weight
  Weight
  Weight
  Resources
  Resources
  Resources
  Acquire
  Acquire
  Acquire
  Weapon Type
  Weapon Type
  Weapon Type
  Momentum 1: Wind; your next Attack with this Weapon Pushes all non-large targets 2 in any direction (Stacks).
  Momentum 2: Lighting; your next Attack with this Weapon gains Energy, Pen 3 min 3, Indirect (Above) and *+1d6 Hit vs Wet targets (Stacks),
  
  8
  +0
  -2
  -2
  -5
  +2*
  +0
  -1
  +2
  +0
  -2
  +0
  +0
  +0
  -2
  3
  3
  3*
  3
  3
  3
  3
  3
  0
  0
  0
  0
  0
  0
  35
  35
  35
  35
  35
  35
  40
  35
  9
  9
  9
  9
  9
  9
  1
  1
  1
  1
  1
  1
  1
  1
  0
  0
  0
  0
  0
  0
  4
  4
  4
  4
  4
  4
  5
  4
  3
  3
  3
  3
  3
  3
  10
  10
  10
  10*
  10
  10
  10
  10
  8
  8
  8
  8
  8
  8
  5
  3
  6
  5
  7
  6
  5
  7
  2
  0
  0
  0
  1
  0
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  3
  3
  3
  3
  3
  3
  3
  3
  1
  1
  1
  1
  1
  1
  2
  1
  4
  5
  6
  3
  2
  4
  1
  1
  1
  1
  1
  1
  12w
  12w / 14t
  12w, 18t
  12w,18t,1Kn
  12w, 18t
  12w, 14p
  14t
  12w, 16p
  12t
  14t
  12t
  12t
  14t
  12t
  Raiding Bow
  Guardsman Bow
  Bow of Suffering
  Dread Bow
  Searing Bow
  Sinew Bow
  Hunters Bow
  Ripper Longbow
  Narrow Reed Dart
  Glug Fish Dart
  Bloat Toad Dart
  Moon Flower Dart
  Dragon’s Piss Dart
  Blinding Powder Dart
  May only preload while Active, Two Handed.
  Momentum 1: Your next Attack gains +2 Hit, Rng, End Dmg (Stacks).
  May only preload while Active, Two Handed, Modification: Low Quality.
  May only preload while Active, Two Handed, *Once per Turn when a character takes Attribute Damage from this Weapon you may take 6 End Dmg 
  and gain +1 Momentum, Modification: Arcane.
  May only preload while Active, Two Handed, Dangerous 4 (Cursed Ground), *Ammo is regained at the end of Combat, Modification: Arcane.
  Strong Hit: Cursed (Attack, Hit) You take 3 End Dmg and your target’s next Attack gains Strong Hit -1 (Stacks).
  May only preload while Active, Two Handed, Energy, Burn, Dangerous 1d3 (Small Fire), *-2d6 Hit vs Wet targets, Modification: Arcane.
  May only preload while Active, Two Handed, Pen 1 min 3.
  May only preload while Active, Two Handed.
  Momentum 1: Your next Attack gains +2 Hit, Rng, End Dmg (Stacks).
  Momentum 1: Your next Attack gains +2 Hit, Rng, End Dmg (Stacks).
  Momentum 1: Your next Attack gains +2 Hit, Rng, End Dmg (Stacks).
  Momentum 1: Your next Attack gains +2 Hit, Rng, End Dmg (Stacks).
  Momentum 1: Your next Attack gains +2 Hit, Rng, End Dmg (Stacks).
  Momentum 1: Your next Attack gains +2 Hit, Rng, End Dmg (Stacks).
  Momentum 1: Your next Attack gains +2 Hit, Rng, End Dmg (Stacks).
  May only preload while Active, Two Handed, You have -2 Armour vs Luck Damage while you own this Weapon.
  Strong Hit (5-6), May only preload while Active, Small, Burn.
  Strong Hit (5-6), May only preload while Active, Small, Blunt, Creates Dangerous Environmental area (6 End Dmg to any target than enters or starts 
  their Turn in that space) in a single space under the target, Modification: Low Quality.
  Strong Hit (5-6), May only preload while Active, Small, Blunt.
  Strong Hit (5-6), May only preload while Active, Small.
  Strong Hit (5-6), May only preload while Active, Small, Energy, Burn.
  Strong Hit (5-6), May only preload while Active, Small, Blunt, Modification: Low Quality.
  Strong Hit: Poisoned (Attack, Hit) Target has 6 End Dmg if they move themselves more than 6 spaces in a Turn (does not Stack).
  Strong Hit: Toxic (Attack, Hit) Target has -2 to all Rolls until they receive Patch-Up or Extended Care (does not Stack).
  Strong Hit: Set Alight (Attack, Hit) Target takes 5 End Dmg at the start of each of their Turns until they receive First Aid or become Wet (does not Stack).
  trong Hit: Flash (Attack, Hit) All Damaged characters are Suppressed.
  Projectile, Bow, Wood.
  Projectile, Bow, Wood.
  P, Bow, Wood, Magic, Blood.
  P, Bow, W, M, C, Intimidate.
  P, Bow, Wood, Magic, Fire.
  Projectile, Bow, Monster Bone.
  Projectile, Bow, Composite.
  Projectile, Bow, Bow, Ancient.
  Projectile, Chemical, Acid.
  P, Chemical, Noxious Cloud.
  Projectile, Chemical, Poison.
  Projectile, Chemical, Toxic.
  P, Chemical, Dragon’s Piss.
  Projectile, Chemical, Flash.
  Bow
  Blow Dart
  Weapons
  Weapons
  Hit
  Hit
  Crit Dmg
  Crit Dmg
  Max Rng
  Max Rng
  Draw
  Draw
  Rng
  Rng
  Ammo
  Ammo
  End Dmg
  End Dmg
  Reload
  Reload
  Weight
  Weight
  Resources
  Resources
  Acquire
  Acquire
  Weapon Type
  Weapon Type
  
  9
  -1
  -2
  -2
  -3
  -3
  -4
  +1*
  +0*
  -4*
  -3
  -4
  -3
  -4
  +0
  -1
  -2
  -3
  +2
  +1
  3
  3
  3
  3
  3*
  3*
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  1 (5)
  2
  1 (5)
  2
  1 (5)
  2
  1 (5)
  2
  3
  1 (5)
  2
  1 (5)
  2
  1 (5)
  2
  1 (5)
  2
  1 (5)
  2
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1 (Str)
  1
  1 (Str)
  1
  1 (Str)
  1
  1 (Str)
  1
  2
  1 (Str)
  1
  1 (Str)
  1
  1 (Str)
  1
  1 (Str)
  1
  1 (Str)
  1
  - (1)
  -
  - (1)
  -
  - (1)
  -
  - (1)
  -
  -
  - (1)
  -
  - (1)
  -
  - (1)
  -
  - (1)
  -
  - (1)
  -
  5
  9
  4
  8
  6
  10
  7
  11
  9
  6
  10
  4
  8
  5
  9
  4*
  8*
  6
  10
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  3
  4
  3
  4
  3
  4
  3
  4
  4
  3
  4
  3
  4
  3
  4
  3
  4
  3
  4
  2
  3
  1
  2
  4
  5
  6
  7
  5
  3
  4
  2
  3
  3
  4
  2
  3
  4
  5
  10w
  12w
  10w
  12w
  10w, 18t
  12w, 18t
  10w, 18t
  12w, 18t
  12w,18t,1Kn
  10w, 14p
  12w, 14p
  10w
  12w
  10w, 14p
  12w, 14p
  8w
  10w
  10w, 16p
  12w, 16p
  Boarding Axe
  Woodcutters Axe
  Tomahawk
  Old Woodcutters Axe
  Henry’s Hated Hatchet
  Cid’s Revenge
  Coal Axe
  Combustion Axe
  Storm Cutter
  Clapper
  Divine Intervention
  Gale Warpick
  Great Pick
  Split Bone Axe
  Sea Dragon Axe
  Kirk Hammer
  Ship Anchor
  Mourne Axe
  Ogdor’s Gaze
  Max Momentum (+1 Crit Dmg).
  Large, Two Handed, Max Momentum (+1 Crit Dmg).
  Max Momentum (+1 Crit Dmg), Modification: Low Quality.
  Large, Two Handed, Max Momentum (+1 Crit Dmg), Modification: Low Quality.
  Momentum 1: Wind; your next Attack with this Weapon Pushes all non-large targets 2 in any direction (Stacks).
  Momentum 2: Lighting; your next Attack with this Weapon gains Energy, Pen 3 min 3, Indirect (Above) and *+1d6 Hit vs Wet targets (Stacks),
  Max Momentum (+1 Crit Dmg), *Once per Turn when a character takes Attribute Damage from this Weapon you may take 6 End Dmg and gain +1 
  Momentum, Modification: Arcane.
  Large, Two Handed, Max Momentum (+1 Crit Dmg), *Once per Turn when a character takes Attribute Damage from this Weapon you may take 6 End 
  Dmg and gain +1 Momentum, Modification: Arcane.
  Max Momentum (+1 Crit Dmg), Energy, Burn, Dangerous 1d3 (Small Fire), *-2d6 Hit vs Wet targets, Modification: Arcane.
  Large, Two Handed, Max Momentum (+1 Crit Dmg), Energy, Burn, Dangerous 1d3 (Small Fire), *-2d6 Hit vs Wet targets, Modification: Arcane.
  Large, Two Handed, Max Momentum (+1 Crit Dmg), Dangerous 1 (Wind), *You suffer -1d6 Hit if you’re Wet, Modification: Arcane.
  Max Momentum (+1 Crit Dmg).
  Large, Two Handed, Max Momentum (+1 Crit Dmg).
  Strong Hit: Thunder Smash (Attack, Hit, Once per Turn) Gain +1 Momentum and knock a non-large target Prone.
  Strong Hit: Thunder Smash (Attack, Hit, Once per Turn) Gain +1 Momentum and knock a non-large target Prone.
  Max Momentum (+1 Crit Dmg), Pen 2 min 3.
  Large, Two Handed, Max Momentum (+1 Crit Dmg), Pen 2 min 3.
  Max Momentum (+1 Crit Dmg), Pen 1 min 3.
  Large, Two Handed, Max Momentum (+1 Crit Dmg), Pen 1 min 3.
  Max Momentum (+1 Crit Dmg), Blunt, *+4 End Dmg vs characters with 3+ Armour.
  Large, Two Handed, Max Momentum (+1 Crit Dmg), Blunt, *+4 End Dmg vs characters with 3+ Armour.
  Max Momentum (+1 Crit Dmg), You have -1 Armour vs Luck Damage while you own this Weapon.
  Large, Two Handed, Max Momentum (+1 Crit Dmg), You have -1 Armour vs Luck Damage while you own this Weapon.
  Axe, (Throw), Steel.
  Axe, Steel.
  Axe, (Throw), Steel.
  Axe, Steel.
  Axe, (Throw), S, Magic, Blood.
  Axe, Steel, Magic, Blood.
  Axe, (Throw), S, Magic, Fire.
  Axe, Steel, Magic, Fire.
  Axe, Steel, Magic, Storm.
  Axe, (Throw), Thunder Stone.
  Axe, Thunder Stone.
  Axe, (Throw), Pick.
  Axe, Pick.
  Axe, (Throw), Monster Bone.
  Axe, Monster Bone.
  Axe, (Throw), Hammer.
  Axe, Hammer.
  Axe, (Throw), Ancient.
  Axe, Ancient.
  Boarding Axe / Tomahawk
  Woodcutter’s Axe
  Weapons
  Weapons
  Hit
  Hit
  Crit Dmg
  Crit Dmg
  Max Rng
  Max Rng
  Draw
  Draw
  Rng
  Rng
  Ammo
  Ammo
  End Dmg
  End Dmg
  Reload
  Reload
  Weight
  Weight
  Resources
  Resources
  Acquire
  Acquire
  Weapon Type
  Weapon Type
  
  10
  -1
  -3
  +0
  -3
  -2
  -4
  -1
  3
  3*
  3
  3
  3
  3
  3
  2
  2
  2
  2
  2
  2
  2
  2
  2
  2
  2
  2
  2
  2
  1
  1
  1
  1
  1
  1
  1
  -
  -
  -
  -
  -
  -
  -
  6
  7
  7
  6
  7
  6
  7
  -
  -
  -
  -
  -
  -
  -
  5
  5
  6
  5
  5
  5
  5
  3
  5
  4
  5
  3
  2
  4
  14w
  14w, 18t
  16w
  14w, 16p
  15w
  15w
  14w, 14p
  Spin ‘n Kick
  Kraken Tooth
  Great Storm Blade
  Bastion Blade
  Quality Greatsword
  Unbalanced Greatsword
  Tithe Greatsword
  Large, Two Handed.
  Large, Two Handed, *Once per Turn when a character takes Attribute Damage from this Weapon you may take 6 End Dmg and gain +1 Momentum, 
  Modification: Arcane.
  Large, Two Handed.
  Large, Two Handed, Gain +1 Momentum at the end of each of your Turns, You have -2 Armour vs Luck Damage while you own this Weapon.
  Large, Two Handed.
  Large, Two Handed, Modification: Low Quality.
  Large, Two Handed, Pen 1 min 3.
  Momentum 1: Your next Attack with this Weapon gains -1 Max Rng, -2 End Dmg and Splash +1 (does not Stack).
  Momentum 1: Your next Attack with this Weapon gains -1 Max Rng, -2 End Dmg and Splash +1 (does not Stack).
  Momentum 1: Your next Attack with this Weapon gains -1 Max Rng, -2 End Dmg and Splash +1 (does not Stack).
  Momentum 1: Your next Attack with this Weapon gains -1 Max Rng, -2 End Dmg and Splash +1 (does not Stack).
  Momentum 1: Your next Attack with this Weapon gains -1 Max Rng, -2 End Dmg and Splash +1 (does not Stack).
  Momentum 1: Your next Attack with this Weapon gains -1 Max Rng, -2 End Dmg and Splash +1 (does not Stack).
  Momentum 1: Your next Attack with this Weapon gains -1 Max Rng, -2 End Dmg and Splash +1 (does not Stack).
  Blade, Steel.
  Blade, Steel, Magic, Blood.
  Blade, Blood Iron.
  Blade, Ancient.
  Blade, Composite.
  Blade, Composite.
  Blade, Monster Bone.
  Greatsword
  Weapons
  Hit
  Crit Dmg
  Max Rng
  Draw
  Rng
  Ammo
  End Dmg
  Reload
  Weight
  Resources
  Acquire
  Weapon Type
  Pike
  Weapons
  Hit
  Crit Dmg
  Max Rng
  Draw
  Rng
  Ammo
  End Dmg
  Reload
  Weight
  Resources
  Acquire
  Weapon Type
  -2*
  +1*
  -3*
  -4*
  -4*
  -1*
  -3*
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  2
  2
  2
  2
  2
  2
  2
  1*
  1*
  1*
  1*
  1*
  1*
  1*
  -
  -
  -
  -
  -
  -
  -
  5**
  6**
  4
  6
  4**
  5
  4**
  -
  -
  -
  -
  -
  -
  -
  4
  4
  4
  4
  4
  4
  4
  2
  4
  1
  3
  2
  3
  2
  14w
  14w, 16p
  14w
  14w, 14p
  14w
  14w, 14p
  12w
  Chapel Pike
  Marid Pike
  City Guard Pike
  Griffin Pike
  War Scythe
  Glory Spear
  Long Maul
  Large, Two Handed, *+2 Hit per Range Increment beyond the first (normally -2), **+6 End Dmg with Ready Attack vs Charging targets.
  Large, Two Handed, *+2 Hit per Range Increment beyond the first (normally -2), **+6 End Dmg with Ready Attack vs Charging targets, May use Ready Attack 
  against any character as soon as they come within Range (normally at the end of an Action), You have -1 Armour vs Luck Damage while you own this Weapon.
  May use Ready Attack against any character as soon as they come within Range (normally at the end of an Action).
  Large, Two Handed, *+2 Hit per Range Increment beyond the first (normally -2), **+6 End Dmg with Ready Attack vs Charging targets.
  Large, Two Handed, *+2 Hit per Range Increment beyond the first (normally -2), **+6 End Dmg with Ready Attack vs Charging targets.
  May use Ready Attack against any character as soon as they come within Range (normally at the end of an Action), Modification: Low Quality.
  May use Ready Attack against any character as soon as they come within Range (normally at the end of an Action).
  Large, Two Handed, *+2 Hit per Range Increment beyond the first (normally -2), **+6 End Dmg with Ready Attack vs Charging targets.
  Large, Two Handed, *+2 Hit per Range Increment beyond the first (normally -2), **+6 End Dmg with Ready Attack vs Charging targets.
  Large, Two Handed, *+2 Hit per Range Increment beyond the first (normally -2), **+6 End Dmg with Ready Attack vs Charging targets.
  Strong Hit: Thunder Smash (Attack, Hit, Once per Turn) Gain +1 Momentum and knock a non-large target Prone.
  May use Ready Attack against any character as soon as they come within Range (normally at the end of an Action), Pen 2 min 3.
  May use Ready Attack against any character as soon as they come within Range (normally at the end of an Action)., Pen 1 min 3.
  May use Ready Attack against any character as soon as they come within Range (normally at the end of an Action), Blunt, **+4 End Dmg vs 
  characters with 3+ Armour.
  Axe, Steel.
  Axe, Ancient.
  Axe, Steel.
  Axe, Thunder Stone.
  Axe, Pick.
  Axe, Monster Bone.
  Axe, Hammer.
  
  11
  -1
  -2
  -3
  -2
  +1*
  -3*
  -4
  -4
  -4
  -1d6-4
  -4
  2
  2
  2*
  2
  2
  1
  1
  0
  0
  1
  0
  12
  12
  12
  12
  12
  12
  12
  12
  12
  12
  12
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  Str+1
  Str+1
  Str+1
  Str+1
  Str+1
  Str+1
  Str+1
  Str+1
  Str+1
  Str+1
  Str+1
  2
  2
  2
  2
  2
  2
  2
  1
  2
  2
  2
  8
  8
  9
  9
  10
  8
  8
  6
  6
  6
  8
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  1
  2
  2
  1
  4
  3
  1
  1
  2
  1
  2
  12t
  12t, 1Kn
  12t, 1Kn
  12t
  12t, 1Kn
  12t, 3Kn
  14t
  12t
  14t
  12t
  12t
  Odds & Ends Bomb
  Bottle of Dragon Powder
  Ol’ Smith’s Parrot Bomb
  Grenade
  Pete’s Big ol’ Explody Thing
  Captain’s Hangover
  Jureat Alnaar
  Sharab Almalik
  Jar of Bees
  Mystery Drink
  Strongbox Surprise
  Small, Splash 1d3-1.
  Small, Splash 1d3-1, Splash +1, Dangerous 2 (Small Fire).
  Momentum 1: Destroy three spaces of destructible terrain that you have just damaged.
  Small, Splash 1d3-1, *Once per Turn when a character takes Attribute Damage from this Weapon you may take 6 End Dmg and gain +1 Momentum.
  Small, Splash 1d3-1.
  Small, Splash 1d3-1, Energy, Burn, Dangerous 1d3 (Small Fire), *-2d6 Hit vs Wet targets.
  Small, Splash 1d3-1, Blunt, Dangerous 1 (GM defined), *Hit +Luck with Tackle Action, **You don’t gain Grabbing from this Weapon.
  Small, Splash 1d3-1, Dangerous 2 (GM defined), Energy, Burn.
  Small, Splash 1d3-1, Dangerous 2 (GM defined), Blunt.
  Small, Splash 1d3-1, Dangerous 2 (GM defined), Blunt, Creates Dangerous Environmental area (6 End Dmg to any target than enters or starts their 
  Turn in that space) equal in size to this Weapon’s Splash area or a single space (if it does not have Splash).
  Small, Splash 1d3-1, Dangerous 2 (GM defined).
  Small, Splash 1d3-1, Dangerous 2 (GM defined), Blunt.
  Momentum 1: Destroy two spaces of destructible terrain that you have just damaged.
  Strong Hit: Set Alight (Attack, Hit) Target takes 5 End Dmg at the start of each of their Turns until they receive First Aid or become Wet (does not Stack).
  Strong Hit: Poisoned (Attack, Hit) Target has 6 End Dmg if they move themselves more than 6 spaces in a Turn (does not Stack).
  Strong Hit: Toxic (Attack, Hit) Target has -2 to all Rolls until they receive Patch-Up or Extended Care (does not Stack).
  Strong Hit: Flash (Attack, Hit) All Damaged characters are Suppressed.
  Explosive, Throw, Shrapnel.
  Explosive, Throw, Dragon Powder.
  E, Throw, Potion, Magic, Blood.
  Explosive, Throw, Black Powder.
  E, Throw, Potion, Magic, Fire.
  E, Throw, P, M, Bind, Tackle (14)**.
  E, Throw, Elixir, C, Dragon’s Piss.
  E, Throw, Elixir, C, Poison.
  E, Throw, E, C, Noxious Cloud.
  E, Throw, Elixir, C, Toxic.
  E, Throw, Elixir, C, Flash.
  Grenade
  Weapons
  Hit
  Crit Dmg
  Max Rng
  Draw
  Rng
  Ammo
  End Dmg
  Reload
  Weight
  Resources
  Acquire
  Weapon Type
  +1
  -
  Str
  2
  2
  1
  4
  2
  2
  1
  10w
  Combat Net / Bolas
  Large, Two Handed, *You don’t gain Grabbing from this Weapon, *Can only be used to Grab.
  Momentum 2: Splash 1 (does not Stack).
  Tackle-Grabbed (14)*.
  Combat Net / Bolas
  Weapons
  Hit
  Crit Dmg
  Max Rng
  Draw
  Rng
  Ammo
  End Dmg
  Reload
  Weight
  Resources
  Acquire
  Weapon Type
  
  12
  Hooked Chain
  Weapons
  Hit
  Crit Dmg
  Max Rng
  Draw
  Rng
  Ammo
  End Dmg
  Reload
  Weight
  Resources
  Acquire
  Weapon Type
  -2*
  -3*
  -4*
  -1*
  -3*
  +1*
  2
  2
  2
  2
  2
  2
  3
  3
  3
  3
  3
  3
  2
  2
  2
  2
  2
  2
  1*
  1*
  1*
  1*
  1*
  1*
  -
  -
  -
  -
  -
  -
  5
  4
  6
  5
  4*
  6
  -
  -
  -
  -
  -
  -
  3
  3
  3
  3
  3
  3
  1
  0
  2
  2
  1
  3
  10w
  10w
  10w, 14p
  10w, 14p
  8w
  10w, 16p
  Hooked Chain
  Rusty Chain
  Storm Whip
  Living Tentacle
  Prisoner’s Chains
  Golden Rope
  *+2 Hit and per Range Increment beyond the first.
  *+2 Hit and per Range Increment beyond the first, You have -1 Armour vs Luck Damage while you own this Weapon.
  *+2 Hit and per Range Increment beyond the first, Pen 1 min 3.
  *+2 Hit and per Range Increment beyond the first.
  *+2 Hit and per Range Increment beyond the first, Blunt, *+4 End Dmg vs characters with 3+ Armour.
  Momentum 1: Your next Attack with this Weapon gains -1 Max Rng and Splash +1 (does not Stack).
  Momentum 1: Your next Attack with this Weapon gains -1 Max Rng and Splash +1 (does not Stack).
  Momentum 1: Your next Attack with this Weapon gains -1 Max Rng and Splash +1 (does not Stack).
  Momentum 1: Your next Attack with this Weapon gains -1 Max Rng and Splash +1 (does not Stack).
  Momentum 1: Your next Attack with this Weapon gains -1 Max Rng and Splash +1 (does not Stack).
  *+2 Hit and per Range Increment beyond the first, Modification: Low Quality.
  Momentum 1: Your next Attack with this Weapon gains -1 Max Rng and Splash +1 (does not Stack),
  Strong Hit: Thunder Smash (Attack, Hit, Once per Turn) Gain +1 Momentum and knock a non-large target Prone.
  Axe, Steel, Tackle-Trip.
  Axe, Steel, Tackle-Trip.
  Axe, T Stone, Tackle-Trip.
  Axe, M Bone, Tackle-Trip.
  Axe, Hammer, Tackle-Trip.
  Axe, Ancient, Tackle-Trip.
  -4*
  +0*
  -4*
  -7*
  -4*
  2**
  2
  2
  2
  1
  3
  3
  4
  3
  3
  2
  2
  2
  2
  2
  1*
  1*
  2*
  1*
  1*
  -
  -
  -
  -
  -
  6
  7
  5
  5
  5
  -
  -
  -
  -
  -
  3
  3
  3
  3
  3
  3
  5
  3
  4
  4
  10w, 18t
  10w, 18t
  10w,18t,1Kn
  10w,18t,1Kn
  10w,18t,2Kn
  Dread Hooks of Captain Shale
  Torture Hooks
  Elemental Chain
  Goul Tongue
  Keelhauler
  *+2 Hit and per Range Increment beyond the first, **Once per Turn when a character takes Attribute Damage from this Weapon you may take 6 
  End Dmg and gain +1 Momentum., Modification: Arcane.
  *+2 Hit and per Range Increment beyond the first, Energy, Burn, Dangerous 1d3 (Small Fire), *-2d6 Hit vs Wet targets., Modification: Arcane.
  *+2 Hit and per Range Increment beyond the first, Dangerous 1 (Wind), *You suffer -1d6 Hit if you’re Wet, Modification: Arcane.
  *+2 Hit and per Range Increment beyond the first,Dangerous 4 (Cursed Ground), Modification: Arcane.
  *+2 Hit and per Range Increment beyond the first, Blunt, Dangerous 1 (GM defined), *Hit +Luck with Tackle Action, **You don’t gain Grabbing from 
  this Weapon, Modification: Arcane.
  Momentum 1: Your next Attack with this Weapon gains -1 Max Rng and Splash +1 (does not Stack).
  Momentum 1: Your next Attack with this Weapon gains -1 Max Rng and Splash +1 (does not Stack).
  Momentum 1: Your next Attack with this Weapon gains -1 Max Rng and Splash +1 (does not Stack).
  Momentum 1: Your next Attack with this Weapon gains -1 Max Rng and Splash +1 (does not Stack).
  Momentum 1: Your next Attack with this Weapon gains -1 Max Rng and Splash +1 (does not Stack).
  Momentum 1: Wind; your next Attack with this Weapon Pushes all non-large targets 2 in any direction (Stacks).
  Strong Hit: Cursed (Attack, Hit) You take 3 End Dmg and your target’s next Attack gains Strong Hit -1 (Stacks).
  Momentum 2: Lighting; your next Attack with this Weapon gains Energy, Pen 3 min 3, Indirect (Above) and *+1d6 Hit vs Wet targets (Stacks),
  Axe, S, M, Blood, Tackle-Trip.
  Axe, S, M, Fire, Tackle-Trip.
  Axe, S, M, Storm, Tackle-Trip.
  A, S, M, C, Tackle-Trip, Intimidate.
  A, S, M, B, T-Trip, Tackle (14)**.
  
  13
  +X
  3
  1
  -
  1
  -
  5
  -
  -
  3
  X Kn
  Martial Training
  Natural, Small, Blunt.
  Strong Hit: Dramatic Victory (Hit) If your target has 2 or more Attributes reduced to 1 or below OR is a Crew, Henchmen or Summon; you may 
  choose to disable them in a dramatic way of your choice (eg: you disarm them by flicking their weapon into one of your spare hands and 
  holding their weapon against their neck, or by knocking them unconscious).
  Tackle.
  +3
  1
  1
  3
  1
  -
  4
  -
  5
  2
  12w
  Large Shield
  While you’re not Suppressed you have Heavy Front Cover, Large, -2 Swimming.
  Tackle-Push.
  Large Shield
  Martial Training
  Weapons
  Weapons
  Hit
  Hit
  Crit Dmg
  Crit Dmg
  Max Rng
  Max Rng
  Draw
  Draw
  Rng
  Rng
  Ammo
  Ammo
  End Dmg
  End Dmg
  Reload
  Reload
  Weight
  Weight
  Resources
  Resources
  Acquire
  Acquire
  Weapon Type
  Weapon Type
  
  14
  +1
  +1
  +2
  +2
  +1
  +0
  +1
  +0
  +1
  +1
  +1
  +2
  +1
  +3
  +5
  +3
  +3
  +3
  +3
  -3
  +3*
  -1*
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  2
  3
  3
  1
  1
  2
  2
  1
  1
  1
  1
  1
  1
  1
  9
  9
  9
  10
  9
  9
  9
  9
  11
  11
  12
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  3
  3
  3
  3
  3
  3
  3
  3
  5
  5
  6
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  Bodies
  Bodies
  Bodies
  Bodies
  Bodies
  Bodies
  Bodies
  Bodies
  Bodies
  Bodies
  Bodies
  3
  3
  5
  5
  3
  2
  3
  3
  3
  3
  3
  2
  0
  1
  4
  1
  1
  2
  2
  3
  4
  2
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  0
  0
  2
  4
  0
  0
  1
  2
  2
  4
  2
  Free
  Free
  Free
  Free
  Free
  Free
  Free
  Free
  4Kn
  4Kn
  5Kn
  Card Cheats
  Black Bay Scoundrels
  Deckhands
  Murdering Vagabonds
  Wannabes
  Useless Scoundrels
  Holy Navymen
  Armed Slaves
  Rot Magi
  Troublesome Pyromaniacs
  Storm Accoltists
  Defence: 12 Armour: 1 Movement: 7 Bodies: 5, May carry 8 Equipment Slots of gear for you.
  Defence: 10 Armour: 1 Movement: 5 Bodies: 5, May carry 14 Equipment Slots of gear for you.
  Defence: 10 Armour: 0 Movement: 9 Bodies: 7, May carry 4 Equipment Slots of gear for you.
  Defence: 12 Armour: 1 Movement: 9 Bodies: 5, May carry 0 Equipment Slots of gear for you.
  Defence: 10 Armour: 0 Movement: 7 Bodies: 7, May carry 8 Equipment Slots of gear for you.
  Defence: 8 Armour: 0 Movement: 7 Bodies: 9, May carry 8 Equipment Slots of gear for you.
  Defence: 8 Armour: 2 Movement: 5 Bodies: 5, May carry 8 Equipment Slots of gear for you.
  Defence: 4 Armour: 3 Movement: 3 Bodies: 5, May carry 8 Equipment Slots of gear for you.
  Defence: 10 Armour: 1 Movement: 7 Bodies: 5, May carry 4 Equipment Slots of gear for you, You may have Summons if you also have this Crew 
  present (Summons lost if all Crew die), Blunt, Dangerous 1d3 (Acid Pool),
  Blunt, Dangerous 1d3 (Acid Pool), Burn.
  Energy, Burn, Dangerous 1d3 (Small Fire), *-2d6 Hit vs Wet targets.
  Dangerous 1 (Wind), *You suffer -1d6 Hit if you’re Wet.
  Momentum 1: Wind; your next Attack with this Weapon Pushes all non-large targets 2 in any direction (Stacks).
  Momentum 2: Lighting; your next Attack with this Weapon gains Energy, Pen 3 min 3, Indirect (Above) and *+1d6 Hit vs Wet targets (Stacks),
  Defence: 10 Armour: 1 Movement: 7 Bodies: 5, May carry 4 Equipment Slots of gear for you, You may have Summons if you also have this Crew 
  present (Summons lost if all Crew die).
  Defence: 10 Armour: 1 Movement: 7 Bodies: 5, May carry 4 Equipment Slots of gear for you, You may have Summons if you also have this Crew 
  present (Summons lost if all Crew die).
  Crew, Well Armed, Blade, C.
  Crew, W Armed, Blade, C.
  Crew, Vicious, Blade, C.
  Crew, Vicious, Blade, C.
  Crew, Well Armed, Blade, C.
  Crew, C Fodder, Blade, C.
  Crew, W Armed, Blade, C.
  Crew, Armoured, Blade, C.
  Crew, W Armed, Blade, C.
  Crew, W Armed, Blade, C.
  Crew, W Armed, Blade, C.
  C, W Armed, Firearm, Flintlock.
  Crew, Pack, Firearm, Flintlock.
  C, C Fodder, Firearm, Flintlock.
  C, Vicious, Firearm, Flintlock.
  C, C Fodder, Firearm, Flintlock.
  C, C Fodder, Firearm, Flintlock.
  C, Armoured, Firearm, Flintlock.
  C, Armoured, Firearm, Flintlock.
  C, A, Firearm, F, Magic, M, C, Acid.
  C, A, Firearm, F, Magic, Fire.
  C, A, Firearm, F, Magic, Storm.
  Scoundrels
  Weapons
  Hit
  Crit Dmg
  Max Rng
  Draw
  Rng
  Ammo
  End Dmg
  Reload
  Weight
  Resources
  Acquire
  Weapon Type
  
  15
  -1
  -1
  +0
  +0
  -1
  -2
  -1
  -2
  -1
  -1
  -1
  +0
  -1
  +1
  +3
  +1
  +1
  +1
  +1
  -5
  +1*
  -3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  1
  3
  2
  1
  1
  2
  2
  1
  1
  1
  1
  1
  1
  1
  8
  8
  8
  9
  8
  8
  8
  8
  10
  10
  10
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  3
  3
  3
  3
  3
  3
  3
  3
  5
  5
  5
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  Bodies
  Bodies
  Bodies
  Bodies
  Bodies
  Bodies
  Bodies
  Bodies
  Bodies
  Bodies
  Bodies
  5
  5
  7
  7
  5
  4
  5
  5
  5
  5
  5
  3
  1
  2
  5
  2
  2
  3
  3
  1
  5
  3
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  2
  2
  4
  6
  2
  2
  3
  4
  4
  6
  5
  13w
  13w
  31w
  13w
  13w
  13w
  13w
  13w
  13w, 4Kn
  13w, 4Kn
  13w, 6Kn
  Bruisers
  Ralkara Brutes
  Nasty Pieces of Work
  Eager Killers
  Expendable Thugs
  Fin-Derark’s Chosen
  Immortal Guards
  Cowardly Bullies
  Acolytes of Ogdor
  Purge Monks
  Ralkara Hunters
  Defence: 10 Armour: 3 Movement: 5 Bodies: 3, May carry 8 Equipment Slots of gear for you.
  Defence: 8 Armour: 3 Movement: 3 Bodies: 3, May carry 14 Equipment Slots of gear for you.
  Defence: 8 Armour: 2 Movement: 7 Bodies: 5, May carry 4 Equipment Slots of gear for you.
  Defence: 10 Armour: 3 Movement: 9 Bodies: 3, May carry 0 Equipment Slots of gear for you.
  Defence: 8 Armour: 2 Movement: 5 Bodies: 5, May carry 8 Equipment Slots of gear for you.
  Defence: 6 Armour: 1 Movement: 5 Bodies: 7, May carry 8 Equipment Slots of gear for you.
  Defence: 6 Armour: 4 Movement: 3 Bodies: 3, May carry 8 Equipment Slots of gear for you.
  Defence: 2 Armour: 5 Movement: 1 Bodies: 3, May carry 8 Equipment Slots of gear for you.
  Defence: 8 Armour: 3 Movement: 5 Bodies: 3, May carry 4 Equipment Slots of gear for you, You may have Summons if you also have this Crew 
  present (Summons lost if all Crew die).
  Defence: 8 Armour: 3 Movement: 5 Bodies: 3, May carry 4 Equipment Slots of gear for you, You may have Summons if you also have this Crew 
  present (Summons lost if all Crew die).
  Defence: 8 Armour: 3 Movement: 5 Bodies: 3, May carry 4 Equipment Slots of gear for you, You may have Summons if you also have this Crew 
  present (Summons lost if all Crew die).
  Blunt, Dangerous 1d3 (Acid Pool),
  Strong Hit: Poisoned (Attack, Hit) Target has 6 End Dmg if they move themselves more than 6 spaces in a Turn (does not Stack).
  Energy, Burn, Dangerous 1d3 (Small Fire), *-2d6 Hit vs Wet targets.
  Blunt, Dangerous 1 (GM defined), *You don’t gain Grabbing from this Weapon.
  Crew, Well Armed, Blade, C.
  Crew, W Armed, Blade, C.
  Crew, Vicious, Blade, C.
  Crew, Vicious, Blade, C.
  Crew, Well Armed, Blade, C.
  Crew, C Fodder, Blade, C.
  Crew, W Armed, Blade, C.
  Crew, Armoured, Blade, C.
  Crew, W Armed, Blade, C.
  Crew, W Armed, Blade, C.
  Crew, W Armed, Blade, C.
  C, W Armed, Firearm, Flintlock.
  Crew, Pack, Firearm, Flintlock.
  C, C Fodder, Firearm, Flintlock.
  C, Vicious, Firearm, Flintlock.
  C, C Fodder, Firearm, Flintlock.
  C, C Fodder, Firearm, Flintlock.
  C, Armoured, Firearm, Flintlock.
  C, Armoured, Firearm, Flintlock.
  C, A, Firearm, F, M, M, C, Poison.
  C, A, Firearm, F, Magic, Fire.
  C, A, Firearm, F, M, B, Tackle (14)*.
  Thugs
  Weapons
  Hit
  Crit Dmg
  Max Rng
  Draw
  Rng
  Ammo
  End Dmg
  Reload
  Weight
  Resources
  Acquire
  Weapon Type
  
  16
  Rogues
  Weapons
  Hit
  Crit Dmg
  Max Rng
  Draw
  Rng
  Ammo
  End Dmg
  Reload
  Weight
  Resources
  Acquire
  Weapon Type
  +5
  +5
  +6
  +6
  +5
  +4
  +5
  +4
  +5
  +5
  +5
  +4
  +3
  +5
  +7
  +5
  +5
  +5
  +5
  +5*
  +1
  +1*
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  2
  3
  2
  2
  3
  3
  2
  2
  2
  2
  2
  2
  2
  9
  9
  9
  10
  9
  9
  9
  9
  11
  11
  12
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  4
  4
  4
  4
  4
  4
  4
  4
  6
  6
  7
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  Bodies
  Bodies
  Bodies
  Bodies
  Bodies
  Bodies
  Bodies
  Bodies
  Bodies
  Bodies
  Bodies
  3
  3
  5
  5
  3
  2
  3
  3
  3
  3
  3
  3
  1
  2
  5
  2
  2
  3
  3
  5
  3
  3
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  2
  2
  4
  6
  2
  2
  3
  4
  6
  5
  4
  13w
  13w
  13w
  13w
  13w
  13w
  13w
  13w
  13w, 4Kn
  13w, 6Kn
  13w, 4Kn
  Trusted Rogues
  Ya Mates
  Low Lifes
  Runners
  Mob
  Thieves
  Burly Brutes
  Cutpurses
  Zealots
  Ladies of Jakrakarla
  Sea Witches
  Defence: 16 Armour: 2 Movement: 10 Bodies: 3, May carry 8 Equipment Slots of gear for you.
  Defence: 14 Armour: 2 Movement: 8 Bodies: 3, May carry 14 Equipment Slots of gear for you.
  Defence: 14 Armour: 1 Movement: 12 Bodies: 5, May carry 4 Equipment Slots of gear for you.
  Defence: 16 Armour: 2 Movement: 14 Bodies: 3, May carry 0 Equipment Slots of gear for you.
  Defence: 14 Armour: 1 Movement: 10 Bodies: 5, May carry 8 Equipment Slots of gear for you.
  Defence: 12 Armour: 0 Movement: 10 Bodies: 7, May carry 8 Equipment Slots of gear for you.
  Defence: 12 Armour: 3 Movement: 8 Bodies: 3, May carry 8 Equipment Slots of gear for you.
  Defence: 8 Armour: 4 Movement: 6 Bodies: 3, May carry 8 Equipment Slots of gear for you.
  Defence: 14 Armour: 2 Movement: 10 Bodies: 3, May carry 4 Equipment Slots of gear for you, You may have Summons if you also have this Crew 
  present (Summons lost if all Crew die).
  Defence: 14 Armour: 2 Movement: 10 Bodies: 3, May carry 4 Equipment Slots of gear for you, You may have Summons if you also have this Crew 
  present (Summons lost if all Crew die).
  Defence: 14 Armour: 2 Movement: 10 Bodies: 3, May carry 4 Equipment Slots of gear for you, You may have Summons if you also have this Crew 
  present (Summons lost if all Crew die).
  Energy, Burn, Dangerous 1d3 (Small Fire), *-2d6 Hit vs Wet targets.
  Blunt, Dangerous 1 (GM defined), *You don’t gain Grabbing from this Weapon.
  Dangerous 1 (Wind), *You suffer -1d6 Hit if you’re Wet.
  Momentum 1: Wind; your next Attack with this Weapon Pushes all non-large targets 2 in any direction (Stacks).
  Momentum 2: Lighting; your next Attack with this Weapon gains Energy, Pen 3 min 3, Indirect (Above) and *+1d6 Hit vs Wet targets (Stacks),
  Crew, Well Armed, Blade, C.
  Crew, W Armed, Blade, C.
  Crew, Vicious, Blade, C.
  Crew, Vicious, Blade, C.
  Crew, Well Armed, Blade, C.
  Crew, C Fodder, Blade, C.
  Crew, W Armed, Blade, C.
  Crew, Armoured, Blade, C.
  Crew, W Armed, Blade, C.
  Crew, W Armed, Blade, C.
  Crew, W Armed, Blade, C.
  C, W Armed, Firearm, Flintlock.
  Crew, Pack, Firearm, Flintlock.
  C, C Fodder, Firearm, Flintlock.
  C, Vicious, Firearm, Flintlock.
  C, C Fodder, Firearm, Flintlock.
  C, C Fodder, Firearm, Flintlock.
  C, Armoured, Firearm, Flintlock.
  C, Armoured, Firearm, Flintlock.
  C, A, Firearm, F, Magic, Fire.
  C, A, F, F, M, Blind, Tackle (14)*..
  C, A, Firearm, F, Magic, Storm.
  
  17
  Riflemen
  Weapons
  Hit
  Crit Dmg
  Max Rng
  Draw
  Rng
  Ammo
  End Dmg
  Reload
  Weight
  Resources
  Acquire
  Weapon Type
  +1
  +1
  +2
  +2
  +1
  +0
  +1
  +0
  +1
  +1
  +0
  -1
  +1
  +3
  +1
  +1
  +1
  +1
  +1*
  -6
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  1d2+2
  1d2+2
  1d2+2
  1d2+2
  1d2+2
  1d2+2
  1d2+2
  1d2+2
  1d2+2
  1d2+2
  1
  1
  2
  2
  1
  1
  1
  1
  1
  1
  30
  30
  30
  31
  30
  30
  30
  30
  32
  32
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  6
  6
  6
  6
  6
  6
  6
  6
  8
  8
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  Bodies+2
  Bodies+2
  Bodies+2
  Bodies+2
  Bodies+2
  Bodies+2
  Bodies+2
  Bodies+2
  Bodies+2
  Bodies+2*
  5
  5
  7
  7
  5
  4
  5
  5
  5
  5
  7
  5
  6
  9
  6
  6
  7
  7
  9
  7
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  4
  4
  6
  8
  4
  4
  5
  6
  8
  7
  12t, 13w
  12t, 13w
  12t, 13w
  12t, 13w
  12t, 13w
  12t, 13w
  12t, 13w
  12t, 13w
  12t,13w,4Kn
  12t,13w,5Kn
  Navy Marksmen
  Looters
  Black Powder Scallywags
  Well-Paid Assassins
  Shooting Buddies
  Navy Officers
  Armoured Marksmen
  God Borne Hunters
  Initiates of the Sickly Flame
  Undead Magi
  Defence: 10 Armour: 2 Movement: 5 Bodies: 2, May carry 8 Equipment Slots of gear for you, Strong Hit (5-6).
  Defence: 8 Armour: 2 Movement: 3 Bodies: 2, May carry 14 Equipment Slots of gear for you, Strong Hit (5-6).
  Defence: 8 Armour: 1 Movement: 7 Bodies: 4, May carry 4 Equipment Slots of gear for you, Strong Hit (5-6).
  Energy, Burn, Dangerous 1d3 (Small Fire), *-2d6 Hit vs Wet targets.
  Dangerous 4 (Cursed Ground), *Ammo is regained at the end of Combat.
  Strong Hit: Cursed (Attack, Hit) You take 3 End Dmg and your target’s next Attack gains Strong Hit -1 (Stacks).
  Defence: 10 Armour: 2 Movement: 9 Bodies: 2, May carry 0 Equipment Slots of gear for you, Strong Hit (5-6).
  Defence: 8 Armour: 1 Movement: 5 Bodies: 4, May carry 8 Equipment Slots of gear for you, Strong Hit (5-6).
  Defence: 6 Armour: 0 Movement: 5 Bodies: 6, May carry 8 Equipment Slots of gear for you, Strong Hit (5-6).
  Defence: 6 Armour: 3 Movement: 3 Bodies: 2, May carry 8 Equipment Slots of gear for you, Strong Hit (5-6).
  Defence: 2 Armour: 4 Movement: 1 Bodies: 2, May carry 8 Equipment Slots of gear for you, Strong Hit (5-6).
  Defence: 8 Armour: 2 Movement: 5 Bodies: 2, May carry 4 Equipment Slots of gear for you, You may have Summons if you also have this Crew 
  present (Summons lost if all Crew die), Strong Hit (5-6).
  Defence: 8 Armour: 2 Movement: 5 Bodies: 2, May carry 4 Equipment Slots of gear for you, You may have Summons if you also have this Crew 
  present (Summons lost if all Crew die), Strong Hit (5-6).
  Crew, Well Armed, Blade, C.
  Crew, W Armed, Blade, C.
  Crew, Vicious, Blade, C.
  Crew, Vicious, Blade, C.
  Crew, Well Armed, Blade, C.
  Crew, C Fodder, Blade, C.
  Crew, W Armed, Blade, C.
  Crew, Armoured, Blade, C.
  Crew, W Armed, Blade, C.
  Crew, W Armed, Blade, C.
  C, W Armed, Firearm, Flintlock.
  Crew, Pack, Firearm, Flintlock.
  C, C Fodder, Firearm, Flintlock.
  C, Vicious, Firearm, Flintlock.
  C, C Fodder, Firearm, Flintlock.
  C, C Fodder, Firearm, Flintlock.
  C, Armoured, Firearm, Flintlock.
  C, Armoured, Firearm, Flintlock.
  C, A, Firearm, F, Magic, Fire.
  C, A, F, F, M, Curse, Intimidate.
  
  18
  +1
  +3
  +1
  +4*
  +2
  +2
  -1
  -1
  +1
  +3
  3
  3
  1d2+2
  1d2+2*
  1d2+2
  2
  1d2+1
  3
  1d2+2
  3
  1d2+2
  1d2+2
  1d2+2
  12
  14
  30
  30
  30
  8
  26
  12
  30
  12
  30
  30
  32
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  3
  4
  6
  6
  6
  2
  5
  3
  6
  3
  6
  6
  7
  Inf
  Inf
  4
  4
  4
  Inf
  4
  Inf
  4
  Inf
  4
  6
  4
  5
  4
  7
  8
  9
  8
  10
  6
  8
  5
  7
  7
  6
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  0
  2
  1
  3
  5
  1
  2
  1
  2
  2
  3
  3
  3
  Free
  2Kn
  14t
  14t, 18t
  14t, 18t
  Free
  14t
  Free
  16w
  16p
  14t, 16p
  14t, 16w
  14t, 2Kn
  Useless Shipmates
  Rowdy Cheer
  Riflemen
  Blighted Magi
  Desert Warlocks
  Wild Shots
  Shoot Everything!
  Lucky Support
  Trained Sharpshooters
  Encouraging Support
  Call out Insults
  Well-Paid Shipmats
  Loyal Shipmates
  Splash 1d3-1.
  Splash 1d3-1, All of your other Weapons gain +2 Hit while you’re within sight of your Ship.
  *Once per Turn when a character takes Attribute Damage from this Weapon you may take 6 End Dmg and gain +1 Momentum, Modification: Arcane.
  Energy, Burn, Dangerous 1d3 (Small Fire), *-2d6 Hit vs Wet targets, Modification: Arcane.
  Splash 1d3-1.
  Splash 1d3-1, Works if Wet (but not if submerged).
  Works if Wet (but not if submerged).
  Splash 1d3-1, Once per Turn gain +2 Momentum after you Attack with this Weapon, You have -2 Armour vs Luck Damage while you own this Weapon.
  Once per Turn gain +2 Momentum after you Attack with this Weapon, You have -2 Armour vs Luck Damage while you own this Weapon.
  All of your other Weapons gain +2 Hit while you’re within sight of your Ship.
  Ship Support, Rag, Firearm, F.
  Ship Support, Spot, Firearm, F.
  Ship Support, Rag, Firearm, F.
  S S, R, F, F, Magic, Blood.
  S S, R, F, F, Magic, Fire.
  Ship Support, R, Firearm, B.
  Ship Support, R, Firearm, B.
  Ship Support, R, Firearm, D S.
  Ship Support, R, Firearm, D S.
  Ship Support, Rag, Firearm, A
  Ship Support, Rag, Firearm, A
  S S, Well Supplied, F, F.
  S S, Spotters, Firearm, F.
  Pistol Support
  Weapons
  Hit
  Crit Dmg
  Max Rng
  Draw
  Rng
  Ammo
  End Dmg
  Reload
  Weight
  Resources
  Acquire
  Weapon Type
  Musket Support
  Weapons
  Hit
  Crit Dmg
  Max Rng
  Draw
  Rng
  Ammo
  End Dmg
  Reload
  Weight
  Resources
  Acquire
  Weapon Type
  
  19
  -4
  -6
  -4
  -6
  +2
  -2
  -4
  1d2+3
  1d2+4
  1d2+3
  1d2+3
  1d2+4
  1d2+3
  1d2+3
  1d2+4
  1d2+3
  40
  120
  200
  40
  120
  200
  42
  122
  202
  -
  -
  -
  -
  -
  -
  -
  -
  -
  4
  10
  20
  4
  10
  20
  5
  11
  21
  1
  2
  2
  3
  4
  4
  1
  2
  2
  9
  11
  9
  9
  11
  9
  8
  10
  8
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  1
  3
  3
  3
  5
  5
  3
  5
  5
  14t
  1Kn
  2Kn
  14t, 16w
  1Kn, 16w
  2Kn, 16w
  14t, 2Kn
  3Kn
  4Kn
  Just in Time
  Bombard
  Blast
  Quarter Deck Swivel Cannonade
  Barrage
  Siege
  Loyal Helmsman
  Long Nines
  Pound into Dust
  Splash 1d2, Destroy two spaces of damaged Terrain.
  Momentum 1: Destroy all damaged Terrain.
  Splash 1d3+1, Indirect (Above), Destroy two spaces of damaged Terrain.
  Momentum 1: Destroy all damaged Terrain.
  Momentum 1: Destroy all damaged Terrain.
  Momentum 1: Destroy all damaged Terrain.
  Splash 1d2, Destroy two spaces of damaged Terrain.
  Momentum 1: Destroy all damaged Terrain.
  Momentum 1: Destroy all damaged Terrain.
  Splash 1d3+1, Indirect (Above), Destroy two spaces of damaged Terrain.
  All of your other Weapons gain +2 Hit while you’re within sight of your Ship.
  Splash 1d2, Destroy two spaces of damaged Terrain., All of your other Weapons gain +2 Hit while you’re within sight of your Ship.
  Splash 1d3+1, Indirect (Above), Destroy two spaces of damaged Terrain, All of your other Weapons gain +2 Hit while you’re within sight of your Ship.
  Ship Support, Ragtag.
  Ship Support, Ragtag.
  Ship Support, Ragtag.
  Ship Support, Well Supplied.
  Ship Support, Well Supplied.
  Ship Support, Well Supplied.
  Ship Support, Spotters.
  Ship Support, Spotters.
  Ship Support, Spotters.
  Swivel Cannonade Support
  Weapons
  Hit
  Crit Dmg
  Max Rng
  Draw
  Rng
  Ammo
  End Dmg
  Reload
  Weight
  Resources
  Acquire
  Weapon Type
  Cannon Support
  Mortar Support
  Weapons
  Weapons
  Hit
  Hit
  Crit Dmg
  Crit Dmg
  Max Rng
  Max Rng
  Draw
  Draw
  Rng
  Rng
  Ammo
  Ammo
  End Dmg
  End Dmg
  Reload
  Reload
  Weight
  Weight
  Resources
  Resources
  Acquire
  Acquire
  Weapon Type
  Weapon Type
  
  20
  *
  -2*
  -2
  -5
  *
  *
  -1d6-3
  +6*
  +2
  3*
  2
  3**
  1
  3*
  3
  2
  2
  0
  3
  3*
  2
  2
  3
  3
  9
  9
  3
  4
  4
  3
  3
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  1
  1
  1
  1
  3
  3
  1
  2
  1
  1
  1
  Inf
  Inf
  Inf
  Inf
  Inf
  Inf
  Inf
  Inf
  Inf
  Inf
  Inf
  3
  2
  4*
  1*
  4
  3
  9
  7
  1d6+1
  6
  5
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  2
  3
  2
  2
  2
  3
  5
  3
  3
  4
  2
  1Kn
  3Kn
  1Kn
  1Kn
  2Kn
  3Kn
  3Kn
  4Kn
  3Kn
  2Kn
  2Kn
  Skeleton Warriors
  Zombies
  Floating Claw Fish
  Giant Bloat Toads
  Devils
  Imps
  Burned Alive Ghosts
  Drowned Ghosts
  Insect Swarm
  Nightmare Fire Hounds
  Wolves
  Defence: 12 Armour: 1 Movement: 4 Bodies: 5, You start each Combat with 0 Bodies, Natural, You may only regain lost or gain new Bodies if you 
  have available corpses or if you choose to lose 5 Endurance, *Once per Turn when a character takes Attribute Damage from this Weapon 
  you may take 6 End Dmg and gain +1 Momentum.
  Defence: 12 Armour: 1 Movement: 4 Bodies: 5, You start each Combat with 0 Bodies, Natural, You may only regain lost or gain new Bodies if you 
  have available corpses or if you choose to lose 5 Endurance, Blunt, Dangerous 1 (GM defined), *You don’t gain Grabbing from this Weapon.
  Defence: 12 Armour: 1 Movement: 5*** Bodies: 3, You start each Combat with 0 Bodies, Natural, *+2 Hit and End Dmg vs Wet characters, 
  ***Amphibious: Native Environments: water and land (see pg: 107), **Once per Turn when a character takes Attribute Damage from this 
  Weapon you may take 6 End Dmg and gain +1 Momentum.
  Defence: 12 Armour: 1 Movement: 5** Bodies: 3, You start each Combat with 0 Bodies, Natural, *+2 Hit and End Dmg vs Wet characters, 
  **Amphibious: Native Environments: water and land (see pg: 107), Blunt, Dangerous 1d3 (Acid Pool).
  Defence: 12 Armour: 1 Movement: 4 Bodies: 3, You start each Combat with 0 Bodies, Natural, *Once per Turn when a character takes Attribute 
  Damage from this Weapon you may take 6 End Dmg and gain +1 Momentum.
  Defence: 12 Armour: 1 Movement: 4 Bodies: 3, You start each Combat with 0 Bodies, Natural, Dangerous 4 (Cursed Ground),
  Defence: 14 Armour: 3 Movement: 4** Bodies: 2, You start each Combat with 0 Bodies, Natural, **May Teleport, Fly, and are Incorporeal, Energy, 
  Burn, Dangerous 1d3 (Small Fire), *-2d6 Hit vs Wet targets.
  Defence: 14 Armour: 3 Movement: 4** Bodies: 2, You start each Combat with 0 Bodies, Natural, **May Teleport, Fly, and are Incorporeal, Dangerous 
  1 (Wind), *You suffer -1d6 Hit if you’re Wet.
  Momentum 1: Gain 1 Body (up to your maximum).
  Momentum 1: Gain 1 Body (up to your maximum).
  Momentum 1: Wind; your next Attack with this Weapon Pushes all non-large targets 2 in any direction (Stacks).
  Momentum 1: Lighting; your next Attack with this Weapon gains Energy, Pen 3 min 3, Indirect (Above) and *+1d6 Hit vs Wet targets (Stacks),
  Momentum 1: Gain 1 Body (up to your maximum).
  Momentum 1: Gain 1 Body (up to your maximum).
  Momentum 1: Gain 1 Body (up to your maximum).
  Momentum 1: Gain 1 Body (up to your maximum).
  Momentum 1: Gain 1 Body (up to your maximum).
  Momentum 1: Gain 1 Body (up to your maximum).
  Strong Hit: Poisoned (Attack, Hit) Target has 6 End Dmg if they move themselves more than 6 spaces in a Turn (does not Stack).
  Strong Hit: Toxic (Attack, Hit) Target has -2 to all Rolls until they receive Patch-Up or Extended Care (does not Stack).
  Momentum 1: Gain 1 Body (up to your maximum).
  Defence: 20 Armour: 1 Movement: 4* Bodies: 3, You start each Combat with 0 Bodies, Natural, *May Fly, Blunt, Dangerous 1d3 (Acid Pool),
  Defence: 14 Armour: 1 Movement: 8 Bodies: 3, You start each Combat with 0 Bodies, Natural, Energy, Burn, Dangerous 1d3 (Small Fire), *-2d6 Hit 
  vs Wet targets.
  Defence: 14 Armour: 1 Movement: 8 Bodies: 3, You start each Combat with 0 Bodies, Natural, *Once per Turn when a character takes Attribute 
  Damage from this Weapon you may take 6 End Dmg and gain +1 Momentum.
  Momentum 1: Gain +1 Body (may go above your maximum, additional Bodies are lost at the end of Combat).
  Momentum 1: Gain +1 Body (may go above your maximum, additional Bodies are lost at the end of Combat).
  Strong Hit: Dark Pact (Attack, Hit, Once per Turn) Gain +2 Momentum and reduce your Max Momentum by 1 until the end of Combat (Stacks).
  Strong Hit: Dark Pact (Attack, Hit, Once per Turn) Gain +2 Momentum and reduce your Max Momentum by 1 until the end of Combat (Stacks).
  Strong Hit: Cursed (Attack, Hit) You take 3 End Dmg and your target’s next Attack gains Strong Hit -1 (Stacks).
  Summon, Undead, Magic, Blood.
  Summon, U, M, B, Tackle (14)*.
  S, Aquatic Monsters, M, Blood.
  S, A Monsters, M, M, C, Poison.
  Summon, Fiends, Magic, Blood.
  Summon, F, M, Curse, Intimidate.
  Summon, Ghosts, Magic, Fire.
  Summon, Ghosts, Magic, Storm.
  S, Insect Swarm, M, M, C, Toxic.
  Summon, Beasts, Magic, Fire.
  Summon, Beasts, Magic, Blood.
  Summon
  Weapons
  Hit
  Crit Dmg
  Max Rng
  Draw
  Rng
  Ammo
  End Dmg
  Reload
  Weight
  Resources
  Acquire
  Weapon Type
  
  21
  -2
  -4
  -1d6-4
  -4
  -4
  -4
  -2*
  +2*
  -2*
  -5
  2*
  1
  1
  0
  0
  1
  1
  2
  2
  2
  8
  8
  8
  8
  8
  8
  8
  8
  9
  8
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  2
  2
  2
  2
  2
  2
  2
  2
  3
  2
  Inf
  Inf
  Inf
  Inf
  Inf
  Inf
  Inf
  Inf
  Inf
  Inf*
  3
  3
  0
  0
  0
  2
  2
  4
  2
  2
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  1
  1
  1
  2
  1
  1
  2
  3
  1
  2
  1Kn
  1Kn
  1Kn
  1Kn
  1Kn
  1Kn
  3Kn
  1Kn
  2Kn
  2Kn
  Whisper of the Gods
  Hull Rot
  Rot Breath
  Burt’s Bad Breath
  Sigil of Sickness
  Combust
  Doldrums’ Grip
  Fire Bolt
  Sailor’s Lament
  Rums End
  Natural, *Once per Turn when a character takes Attribute Damage from this Weapon you may take 6 End Dmg and gain +1 Momentum.
  Natural, Blunt, Dangerous 1d3 (Acid Pool), Burn.
  Natural, Blunt, Dangerous 1d3 (Acid Pool).
  Strong Hit: Toxic (Attack, Hit) Target has -2 to all Rolls until they receive Patch-Up or Extended Care (does not Stack).
  Natural, Blunt, Dangerous 1d3 (Acid Pool), Blunt, Creates Dangerous Environmental area (6 End Dmg to any target than enters or starts their Turn 
  in that space) equal in size to this Weapon’s Splash area or a single space (if it does not have Splash).
  Natural, Blunt, Dangerous 1d3 (Acid Pool), Blunt.
  Strong Hit: Poisoned (Attack, Hit) Target has 6 End Dmg if they move themselves more than 6 spaces in a Turn (does not Stack).
  Natural, Blunt, Dangerous 1d3 (Acid Pool), Energy, Burn.
  Strong Hit: Set Alight (Attack, Hit) Target takes 5 End Dmg at the start of each of their Turns until they receive First Aid or become Wet (does not Stack).
  Natural, Blunt, Dangerous 1 (GM defined), *Hit +Luck with Tackle Action, **You don’t gain Grabbing from this Weapon.
  Natural, Energy, Burn, Dangerous 1d3 (Small Fire), *-2d6 Hit vs Wet targets.
  Natural, Dangerous 1 (Wind), *You suffer -1d6 Hit if you’re Wet.
  Natural, Dangerous 4 (Cursed Ground), *Ammo is regained at the end of Combat.
  Momentum 1: Wind; your next Attack with this Weapon Pushes all non-large targets 2 in any direction (Stacks).
  Strong Hit: Cursed (Attack, Hit) You take 3 End Dmg and your target’s next Attack gains Strong Hit -1 (Stacks).
  Momentum 2: Lighting; your next Attack with this Weapon gains Energy, Pen 3 min 3, Indirect (Above) and *+1d6 Hit vs Wet targets (Stacks),
  Magic, Blood.
  Magic, Muck, Chemical, Acid.
  Magic, Muck, Chemical, Toxic.
  Magic, Muck, C, Noxious Cloud.
  M, Muck, Chemical, Poison.
  M, Muck, C, Dragon’s Piss.
  Magic, Bind, Tackle (14)**.
  Magic, Fire.
  Magic, Storm.
  Magic, Curse, Intimidate.
  Magic Blast
  Weapons
  Hit
  Crit Dmg
  Max Rng
  Draw
  Rng
  Ammo
  End Dmg
  Reload
  Weight
  Resources
  Acquire
  Weapon Type
  -4
  0
  8
  -
  2
  Inf
  2
  0
  -
  2
  1Kn
  Mighty Cry
  Blunt, Dangerous 1d3 (Acid Pool).
  Strong Hit: Flash (Attack, Hit) All Damaged characters are Suppressed.
  Magic, Muck, Chemical, Flash.
  
  22
  Magic Bolt
  Weapons
  Hit
  Crit Dmg
  Max Rng
  Draw
  Rng
  Ammo
  End Dmg
  Reload
  Weight
  Resources
  Acquire
  Weapon Type
  -2
  -4
  -1d6-4
  -4
  -4
  -4
  -2*
  +2*
  -2*
  -5
  3*
  2
  2
  1
  1
  2
  2
  3
  3
  3
  32
  32
  32
  32
  32
  32
  32
  32
  33
  32
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  4
  4
  4
  4
  4
  4
  4
  4
  5
  4
  12**
  12*
  12*
  12*
  12*
  12*
  12**
  12**
  12**
  12*
  3
  3
  0
  0
  0
  2
  2
  4
  2
  2
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  2
  2
  2
  3
  2
  2
  3
  4
  2
  3
  2Kn
  2Kn
  2Kn
  2Kn
  2Kn
  2Kn
  4Kn
  2Kn
  3Kn
  3Kn
  Cut of Power
  Sigil of Rot
  Scurvy Cloud
  Mad Monogle’s Mistake
  Scorpion Sting
  Fire Ball
  Sigil of the Crushing Depths
  Firestorm
  Mermaid Song 
  Mutineers Woe
  Natural, Small, Max Momentum (Splash 1), **Ammo is regained after a good night’s sleep, *Once per Turn when a character takes Attribute Damage 
  from this Weapon you may take 6 End Dmg and gain +1 Momentum.
  Natural, Small, Max Momentum (Splash 1), *Ammo is regained after a good night’s sleep, Blunt, Dangerous 1d3 (Acid Pool), Burn.
  Natural, Small, Max Momentum (Splash 1), *Ammo is regained after a good night’s sleep, Blunt, Dangerous 1d3 (Acid Pool).
  Strong Hit: Toxic (Attack, Hit) Target has -2 to all Rolls until they receive Patch-Up or Extended Care (does not Stack).
  Natural, Small, Max Momentum (Splash 1), *Ammo is regained after a good night’s sleep, Blunt, Dangerous 1d3 (Acid Pool), Blunt, Creates Dangerous 
  Environmental area (6 End Dmg to any target than enters or starts their Turn in that space) equal in size to this Weapon’s Splash area or a 
  single space (if it does not have Splash).
  Natural, Small, Max Momentum (Splash 1), *Ammo is regained after a good night’s sleep, Blunt, Dangerous 1d3 (Acid Pool), Blunt.
  Strong Hit: Poisoned (Attack, Hit) Target has 6 End Dmg if they move themselves more than 6 spaces in a Turn (does not Stack).
  Natural, Small, Max Momentum (Splash 1), *Ammo is regained after a good night’s sleep, Blunt, Dangerous 1d3 (Acid Pool), Energy, Burn.
  Strong Hit: Set Alight (Attack, Hit) Target takes 5 End Dmg at the start of each of their Turns until they receive First Aid or become Wet (does not Stack).
  Natural, Small, Max Momentum (Splash 1), **Ammo is regained after a good night’s sleep, Blunt, Dangerous 1 (GM defined), *Hit +Luck with Tackle 
  Action, ***You don’t gain Grabbing from this Weapon.
  Natural, Small, Max Momentum (Splash 1), **Ammo is regained after a good night’s sleep, Energy, Burn, Dangerous 1d3 (Small Fire), *-2d6 Hit 
  vs Wet targets.
  Natural, Small, Max Momentum (Splash 1), **Ammo is regained after a good night’s sleep, Dangerous 1 (Wind), *You suffer -1d6 Hit if you’re Wet.
  Natural, Small, Max Momentum (Splash 1), Dangerous 4 (Cursed Ground), *Ammo is regained at the end of Combat.
  Momentum 1: Wind; your next Attack with this Weapon Pushes all non-large targets 2 in any direction (Stacks).
  Strong Hit: Cursed (Attack, Hit) You take 3 End Dmg and your target’s next Attack gains Strong Hit -1 (Stacks).
  Momentum 2: Lighting; your next Attack with this Weapon gains Energy, Pen 3 min 3, Indirect (Above) and *+1d6 Hit vs Wet targets (Stacks),
  Magic, Blood.
  Magic, Muck, Chemical, Acid.
  Magic, Muck, Chemical, Toxic.
  Magic, Muck, C, Noxious Cloud.
  M, Muck, Chemical, Poison.
  M, Muck, C, Dragon’s Piss.
  Magic, Bind, Tackle (14)***.
  Magic, Fire.
  Magic, Storm.
  Magic, Curse, Intimidate.
  -4
  0
  32
  -
  4
  12*
  2
  1
  -
  3
  2Kn
  Glimpse of the Afterlife
  Natural, Small, Max Momentum (Splash 1), *Ammo is regained after a good night’s sleep, Blunt, Dangerous 1d3 (Acid Pool).
  Strong Hit: Flash (Attack, Hit) All Damaged characters are Suppressed.
  Magic, Muck, Chemical, Flash.
  
  23
  Magic Strike
  Weapons
  Hit
  Crit Dmg
  Max Rng
  Draw
  Rng
  Ammo
  End Dmg
  Reload
  Weight
  Resources
  Acquire
  Weapon Type
  -4
  -6
  -1d6-6
  -6
  -6
  -6
  -4*
  +0*
  -4*
  -7
  3*
  2
  2
  1
  1
  2
  2
  3
  3
  3
  50
  50
  50
  50
  50
  50
  50
  50
  51
  50
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  10
  10
  10
  10
  10
  10
  10
  10
  11
  10
  5**
  5*
  5*
  5*
  5*
  5*
  5**
  5**
  5**
  5*
  5
  5
  2
  2
  2
  4
  4
  6
  4
  4
  2
  2
  2
  2
  2
  2
  2
  2
  2
  2
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  3
  3
  3
  4
  3
  3
  4
  5
  3
  4
  4Kn
  4Kn
  4Kn
  4Kn
  4Kn
  4Kn
  6Kn
  4Kn
  5Kn
  5Kn
  Black Spot
  Waste Away
  Seafarers Peril
  Conjure Swamp
  Mark of Sickness
  Fire Gaze
  Gaze if Jakrakarla
  Divine Conflagration
  Vile Storm
  Lure of the Deep
  Natural, Large, Splash 1d2, Indirect (Above), Max Momentum (+1 Crit Dmg, Splash +1), **Ammo is regained after a good night’s sleep, *Once per 
  Turn when a character takes Attribute Damage from this Weapon you may take 6 End Dmg and gain +1 Momentum.
  Natural, Large, Splash 1d2, Indirect (Above), Max Momentum (+1 Crit Dmg, Splash +1), *Ammo is regained after a good night’s sleep, Blunt, Dangerous 
  1d3 (Acid Pool), Burn.
  Natural, Large, Splash 1d2, Indirect (Above), Max Momentum (+1 Crit Dmg, Splash +1), *Ammo is regained after a good night’s sleep, Blunt, Dangerous 
  1d3 (Acid Pool).
  Strong Hit: Toxic (Attack, Hit) Target has -2 to all Rolls until they receive Patch-Up or Extended Care (does not Stack).
  Natural, Large, Splash 1d2, Indirect (Above), Max Momentum (+1 Crit Dmg, Splash +1), *Ammo is regained after a good night’s sleep, Blunt, Dangerous 
  1d3 (Acid Pool), Blunt, Creates Dangerous Environmental area (6 End Dmg to any target than enters or starts their Turn in that space) equal 
  in size to this Weapon’s Splash area or a single space (if it does not have Splash).
  Natural, Large, Splash 1d2, Indirect (Above), Max Momentum (+1 Crit Dmg, Splash +1), *Ammo is regained after a good night’s sleep, Blunt, Dangerous 
  1d3 (Acid Pool), Blunt.
  Strong Hit: Poisoned (Attack, Hit) Target has 6 End Dmg if they move themselves more than 6 spaces in a Turn (does not Stack).
  Natural, Large, Splash 1d2, Indirect (Above), Max Momentum (+1 Crit Dmg, Splash +1), *Ammo is regained after a good night’s sleep, Blunt, Dangerous 
  1d3 (Acid Pool), Energy, Burn.
  Strong Hit: Set Alight (Attack, Hit) Target takes 5 End Dmg at the start of each of their Turns until they receive First Aid or become Wet (does not Stack).
  Natural, Large, Splash 1d2, Indirect (Above), Max Momentum (+1 Crit Dmg, Splash +1), **Ammo is regained after a good night’s sleep, Blunt, 
  Dangerous 1 (GM defined), *Hit +Luck with Tackle Action, ***You don’t gain Grabbing from this Weapon.
  Natural, Large, Splash 1d2, Indirect (Above), Max Momentum (+1 Crit Dmg, Splash +1), **Ammo is regained after a good night’s sleep, Energy, Burn, 
  Dangerous 1d3 (Small Fire), *-2d6 Hit vs Wet targets.
  Natural, Large, Splash 1d2, Indirect (Above), Max Momentum (+1 Crit Dmg, Splash +1), ***Ammo is regained after a good night’s sleep, Dangerous 
  1 (Wind), *You suffer -1d6 Hit if you’re Wet.
  Natural, Large, Splash 1d2, Indirect (Above), Max Momentum (+1 Crit Dmg, Splash +1), Dangerous 4 (Cursed Ground), *Ammo is regained at the end 
  of Combat.
  Momentum 1: Wind; your next Attack with this Weapon Pushes all non-large targets 2 in any direction (Stacks).
  Strong Hit: Cursed (Attack, Hit) You take 3 End Dmg and your target’s next Attack gains Strong Hit -1 (Stacks).
  Momentum 2: Lighting; your next Attack with this Weapon gains Energy, Pen 3 min 3, Indirect (Above) and *+1d6 Hit vs Wet targets (Stacks),
  Magic, Blood.
  Magic, Muck, Chemical, Acid.
  Magic, Muck, Chemical, Toxic.
  Magic, Muck, C, Noxious Cloud.
  M, Muck, Chemical, Poison.
  M, Muck, C, Dragon’s Piss.
  Magic, Bind, Tackle (14)***.
  Magic, Fire.
  Magic, Storm.
  Magic, Curse, Intimidate.
  -6
  0
  50
  -
  10
  5
  4
  2
  -
  4
  4Kn
  Soul Rip
  Natural, Large, Splash 1d2, Indirect (Above), Max Momentum (+1 Crit Dmg, Splash +1), *Ammo is regained after a good night’s sleep, Blunt, Dangerous 
  1d3 (Acid Pool).
  Strong Hit: Flash (Attack, Hit) All Damaged characters are Suppressed.
  Magic, Muck, Chemical, Flash.
  
  24
  +2
  1
  1
  2
  1
  Inf
  3
  -
  3
  1
  10w
  Buckler
  While you’re not Suppressed you have Light Front Cover, -1 Swimming.
  Tackle-Push.
  Small Shield
  Weapons
  Hit
  Crit Dmg
  Max Rng
  Draw
  Rng
  Ammo
  End Dmg
  Reload
  Weight
  Resources
  Acquire
  Weapon Type
  *
  -
  30
  -
  2+X
  Inf
  2+X
  -
  -
  X+2
  1 Kn
  Rousing Speech
  Natural, *May not Hit targets that cannot perceive you.
  Strong Hit: Inspire (Does not Req Hit) An ally gains a Recovery.
  Strong Hit: Provoke (Hit) You and your target have -1 Armour against each other for the remainder of the Combat (does not Stack).
  Strong Hit: Give Orders (Does not Req Hit) An ally without Oratory gains +1d6 Hit on their next Attack Roll during this Combat (Stacks).
  Strong Hit: Impassioned (Hit) ALL characters (PC, Henchmen Groups, Skilled, Powerful and Monster) gain +1 Momentum (Monsters gain +2 Momentum).
  Intimidate.
  Oratory
  Weapons
  Hit
  Crit Dmg
  Max Rng
  Draw
  Rng
  Ammo
  End Dmg
  Reload
  Weight
  Resources
  Acquire
  Weapon Type
  
  25
  +3
  +1
  +1
  -1
  -3
  +2
  +0
  +4
  +2
  +1
  -1
  1d2+2
  1d2+2
  1d2+2
  1d2+2
  1d2+2
  1d2+2
  1d2+2
  1d2+1
  1d2+1
  1d2+2
  1d2+2
  8
  16
  8
  16
  16
  8
  16
  4
  12
  8
  16
  0*
  1
  0*
  1
  1
  0*
  1
  0*
  1
  0*
  1
  2
  4*
  2
  4*
  4*
  2
  4*
  1
  3*
  2
  4*
  4
  8
  4
  8
  8
  4
  8
  4
  8
  4
  8
  4
  6
  2
  4
  4
  5
  7
  7
  9
  4
  6
  2
  2
  2
  2
  2
  2
  2
  2
  2
  2
  2
  1
  2
  1
  2
  2
  1
  2
  2
  3
  1
  2
  1
  3
  0
  2
  1
  2
  4
  2
  4
  3
  5
  12w
  14w
  12w
  14w
  14w
  14w
  16w
  12w
  14w
  12w, 16p
  14w, 16p
  Flintlock Pistol
  Holy Navy Short Musket
  Stolen Pistol
  Cheap Musketoon
  Broken Musketoon
  Officer’s Pistol
  Quality Musketoon
  Triple Shooter
  Tombstone Shotgun
  Shrine Pistol
  Mastercrafted Musketoon
  *+1 Draw to un-equip (may drop as a Free Action), Small.
  *Strong Hit (5-6) vs Targets within your 2nd or 3rd Range Increments, Two Handed.
  *+1 Draw to un-equip (may drop as a Free Action), Small, Modification: Low Quality.
  *Strong Hit (5-6) vs Targets within your 2nd or 3rd Range Increments, Two Handed, Modification: Low Quality.
  *Strong Hit (5-6) vs Targets within your 2nd or 3rd Range Increments, Two Handed, Modifications: Low Quality, Poorly Maintained.
  *+1 Draw to un-equip (may drop as a Free Action), Small, Works if Wet (but not if submerged).
  *Strong Hit (5-6) vs Targets within your 2nd or 3rd Range Increments, Two Handed, Works if Wet (but not if submerged).
  *+1 Draw to un-equip (may drop as a Free Action), Small.
  *Strong Hit (5-6) vs Targets within your 2nd or 3rd Range Increments, Two Handed.
  *+1 Draw to un-equip (may drop as a Free Action), Small, Once per Turn gain +2 Momentum after you Attack with this Weapon, You have -2 Armour 
  vs Luck Damage while you own this Weapon.
  *Strong Hit (5-6) vs Targets within your 2nd or 3rd Range Increments, Two Handed, Once per Turn gain +2 Momentum after you Attack with this 
  Weapon, You have -2 Armour vs Luck Damage while you own this Weapon.
  Firearm, Flintlock.
  Firearm, Flintlock.
  Firearm, Flintlock.
  Firearm, Flintlock.
  Firearm, Flintlock.
  Firearm, Dragon Stone.
  Firearm, Dragon Stone.
  Firearm, Blunderbuss.
  Firearm, Blunderbuss.
  Firearm, Ancient.
  Firearm, Star Metal.
  Pistol
  Weapons
  Hit
  Crit Dmg
  Max Rng
  Draw
  Rng
  Ammo
  End Dmg
  Reload
  Weight
  Resources
  Acquire
  Weapon Type
  Musketoon
  Weapons
  Hit
  Crit Dmg
  Max Rng
  Draw
  Rng
  Ammo
  End Dmg
  Reload
  Weight
  Resources
  Acquire
  Weapon Type
  +2
  +6*
  -1
  1d2+2*
  1d2+2
  1d2+2
  8
  8
  8
  0**
  0**
  0**
  2
  2
  2
  4
  4
  4*
  5
  6
  4
  2
  2
  2
  1
  1
  1
  3
  5
  4
  12w, 18t
  12w, 18t
  12w,18t,1Kn
  Hex Pistol
  Hearth Pistol
  Plunderer’s Pistol
  **+1 Draw to un-equip (may drop as a Free Action), Small, *Once per Turn when a character takes Attribute Damage from this Weapon you may 
  take 6 End Dmg and gain +1 Momentum, Modification: Arcane.
  **+1 Draw to un-equip (may drop as a Free Action), Small, Energy, Burn, Dangerous 1d3 (Small Fire), *-2d6 Hit vs Wet targets, Modification: Arcane.
  **+1 Draw to un-equip (may drop as a Free Action), Small, Dangerous 4 (Cursed Ground), *Ammo is regained at the end of Combat, Modification: Arcane.
  Strong Hit: Cursed (Attack, Hit) You take 3 End Dmg and your target’s next Attack gains Strong Hit -1 (Stacks).
  Firearm, F, Magic, Blood.
  Firearm, F, Magic, Fire.
  Firearm, F, M, Curse, Intimidate.
  +0
  +4*
  -3
  1d2+2**
  1d2+2
  1d2+2
  16
  16
  16
  1
  1
  1
  4*
  4**
  4*
  8
  8
  8**
  7
  8
  6
  2
  2
  2
  2
  2
  2
  5
  7
  6
  14w, 18t
  14w, 18t
  14w,18t,1Kn
  Mum’s Bludgeon
  Bonfire
  Malicious Musketoon
  *Strong Hit (5-6) vs Targets within your 2nd or 3rd Range Increments, Two Handed, **Once per Turn when a character takes Attribute Damage 
  from this Weapon you may take 6 End Dmg and gain +1 Momentum, Modification: Arcane.
  **Strong Hit (5-6) vs Targets within your 2nd or 3rd Range Increments, Two Handed, Energy, Burn, Dangerous 1d3 (Small Fire), *-2d6 Hit vs Wet 
  targets, Modification: Arcane.
  *Strong Hit (5-6) vs Targets within your 2nd or 3rd Range Increments, Two Handed, Dangerous 4 (Cursed Ground), **Ammo is regained at the 
  end of Combat, Modification: Arcane.
  Strong Hit: Cursed (Attack, Hit) You take 3 End Dmg and your target’s next Attack gains Strong Hit -1 (Stacks).
  Firearm, F, Magic, Blood.
  Firearm, F, Magic, Fire.
  Firearm, F, M, Curse, Intimidate.
  
  26
  Musket
  Weapons
  Hit
  Crit Dmg
  Max Rng
  Draw
  Rng
  Ammo
  End Dmg
  Reload
  Weight
  Resources
  Acquire
  Weapon Type
  Musket with Bayonet
  Weapons
  Hit
  Crit Dmg
  Max Rng
  Draw
  Rng
  Ammo
  End Dmg
  Reload
  Weight
  Resources
  Acquire
  Weapon Type
  -1
  -3 (+1)
  -2
  +2*
  -5
  -3
  -5 (-1)
  -5
  -7 (-3)
  -2
  -4 (+0)
  +0
  -2 (+2)
  -3
  -5 (-1)
  1d2+2
  1d2+2 (3)
  1d2+2**
  1d2+2
  1d2+2
  1d2+2
  1d2+2 (3)
  1d2+2
  1d2+2 (3)
  1d2+2
  1d2+2 (3)
  1d2+1
  1d2+1 (3)
  1d2+2
  1d2+2 (3)
  30
  30 (2)
  30
  30
  30
  30
  30 (2)
  30
  30 (2)
  30
  30 (2)
  26
  26 (2)
  30
  30 (2)
  2
  2
  2
  2
  2
  2
  2
  2
  2
  2
  2
  2
  2
  2
  2
  6*
  6* (1)
  6*
  6**
  6*
  6*
  6* (1)
  6*
  6* (1)
  6*
  6* (1)
  5*
  5* (1)
  6*
  6* (1)
  12
  12 (-)
  12
  12
  12**
  12
  12 (-)
  12
  12 (-)
  12
  12 (-)
  12
  12 (-)
  12
  12 (-)
  8
  8 (4)
  9
  10
  8
  6
  6 (4)
  6
  6 (4)
  9
  9 (4)
  11
  3 (4)
  8
  8 (4)
  2
  2 (-)
  2
  2
  2
  2
  2 (-)
  2
  2 (-)
  2
  2 (-)
  2
  2 (-)
  2
  2 (-)
  2
  2
  2
  2
  2
  2
  2
  2
  2
  2
  2
  3
  3
  2
  2
  4
  5
  6
  8
  7
  3
  4
  2
  3
  5
  6
  5
  6
  6
  7
  14w
  15w
  14w, 18t
  14w, 18t
  14w,18t,1Kn
  14w
  15w
  14w
  15w
  16w
  17w
  14w
  15w
  14w, 16p
  15w, 16p
  Musket
  Holy Navy Musket
  Eye of the Albatross
  Devouring Flame Musket
  Nefarious
  Budget Musket
  Rusty Navy Musket
  Cracked Musket
  Broken Navy Musket
  Quality Musket
  Quality Holy Navy Musket
  Ol’ Blasty
  Boom Stick!
  Divine Sharpshot
  Hallowed Musket
  *Strong Hit (5-6) vs Targets within your 2nd or 3rd Range Increments, Large, Two Handed.
  *Strong Hit (5-6) vs Targets within your 2nd or 3rd Range Increments, Large, Two Handed. **No Variations Modifications or Keywords.
  *Strong Hit (5-6) vs Targets within your 2nd or 3rd Range Increments, Large, Two Handed, **Once per Turn when a character takes Attribute 
  Damage from this Weapon you may take 6 End Dmg and gain +1 Momentum, Modification: Arcane.
  **Strong Hit (5-6) vs Targets within your 2nd or 3rd Range Increments, Large, Two Handed, Energy, Burn, Dangerous 1d3 (Small Fire), *-2d6 Hit vs Wet 
  targets, Modification: Arcane.
  *Strong Hit (5-6) vs Targets within your 2nd or 3rd Range Increments, Large, Two Handed, Dangerous 4 (Cursed Ground), **Ammo is regained at 
  the end of Combat, Modification: Arcane.
  Strong Hit: Cursed (Attack, Hit) You take 3 End Dmg and your target’s next Attack gains Strong Hit -1 (Stacks).
  *Strong Hit (5-6) vs Targets within your 2nd or 3rd Range Increments, Large, Two Handed, Modification: Low Quality.
  *Strong Hit (5-6) vs Targets within your 2nd or 3rd Range Increments, Large, Two Handed. **No Variations Modifications or Keywords, Modification: 
  Low Quality.
  *Strong Hit (5-6) vs Targets within your 2nd or 3rd Range Increments, Large, Two Handed, Modifications: Low Quality, Poorly Maintained.
  *Strong Hit (5-6) vs Targets within your 2nd or 3rd Range Increments, Large, Two Handed. **No Variations Modifications or Keywords, Modifications: 
  Low Quality, Poorly Maintained.
  *Strong Hit (5-6) vs Targets within your 2nd or 3rd Range Increments, Large, Two Handed, Works if Wet (but not if submerged).
  *Strong Hit (5-6) vs Targets within your 2nd or 3rd Range Increments, Large, Two Handed. **No Variations Modifications or Keywords, Works if 
  Wet (but not if submerged).
  *Strong Hit (5-6) vs Targets within your 2nd or 3rd Range Increments, Large, Two Handed.
  *Strong Hit (5-6) vs Targets within your 2nd or 3rd Range Increments, Large, Two Handed. **No Variations Modifications or Keywords.
  *Strong Hit (5-6) vs Targets within your 2nd or 3rd Range Increments, Large, Two Handed, Once per Turn gain +2 Momentum after you Attack with 
  this Weapon, You have -2 Armour vs Luck Damage while you own this Weapon.
  *Strong Hit (5-6) vs Targets within your 2nd or 3rd Range Increments, Large, Two Handed. **No Variations Modifications or Keywords, Once per 
  Turn gain +2 Momentum after you Attack with this Weapon, You have -2 Armour vs Luck Damage while you own this Weapon.
  Firearm, Flintlock.
  Firearm, (Blade**), Flintlock.
  Firearm, F, Magic, Blood.
  Firearm, F, Magic, Fire.
  Firearm, F, M, Curse, Intimidate.
  Firearm, Flintlock.
  Firearm, (Blade**), Flintlock.
  Firearm, Flintlock.
  Firearm, (Blade**), Flintlock.
  Firearm, Dragon Stone.
  Firearm, (Blade**), D Stone.
  Firearm, Blunderbuss.
  Firearm, (Blade**), Blunderbuss.
  Firearm, Ancient.
  Firearm, (Blade**), Ancient.
  -4 (+0)
  +0 (+4)*
  1d2+2**(3)
  1d2+2 (3)
  30 (2)
  30 (2)
  2
  2
  6* (1)
  6** (1)
  12 (-)
  12 (-)
  9 (4)
  10 (4)
  2 (-)
  2 (-)
  2
  2
  7
  9
  15w, 18t
  15w, 18t
  Blessed Musket
  Messianic Musket
  *Strong Hit (5-6) vs Targets within your 2nd or 3rd Range Increments, Large, Two Handed. ***No Variations Modifications or Keywords, **Once 
  per Turn when a character takes Attribute Damage from this Weapon you may take 6 End Dmg and gain +1 Momentum, Modification: Arcane.
  *Strong Hit (5-6) vs Targets within your 2nd or 3rd Range Increments, Large, Two Handed. ***No Variations Modifications or Keywords, Energy, 
  Burn, Dangerous 1d3 (Small Fire), **-2d6 Hit vs Wet targets, Modification: Arcane.
  Firearm, (Blade***), F, M, Blood.
  Firearm, (Blade***), F, M, Fire.
  
  27
  Small Cannon
  Weapons
  Hit
  Crit Dmg
  Max Rng
  Draw
  Rng
  Ammo
  End Dmg
  Reload
  Weight
  Resources
  Acquire
  Weapon Type
  Crossbow
  Weapons
  Hit
  Crit Dmg
  Max Rng
  Draw
  Rng
  Ammo
  End Dmg
  Reload
  Weight
  Resources
  Acquire
  Weapon Type
  -3
  +0
  -2
  +2*
  -2*
  -2
  -6
  -5
  -7
  -4
  -2
  -5
  2d3
  3
  3*
  3
  3
  3
  3
  2d3
  2d3
  2d3
  2d3-1
  2d3
  20
  30
  30
  30
  31
  30
  30
  20
  20
  20
  16
  20
  3
  1
  1
  1
  1
  1
  1
  3
  3
  3
  3
  3
  4
  6
  6
  6
  7
  6
  6
  4
  4
  4
  3
  4
  4
  10
  10
  10
  10
  10
  10
  4
  4
  4
  4
  4
  12
  4
  5
  6
  4
  2
  0
  10
  10
  13
  15
  12
  5*
  2
  2
  2
  2
  2
  2
  5*
  5*
  5*
  5*
  5*
  7
  2
  2
  2
  2
  2
  2
  7
  7
  7
  8
  7
  6
  3
  5
  7
  5
  2
  1
  5
  4
  7
  7
  8
  16w, 16t
  14w
  14w, 18t
  14w, 18t
  14w,18t,1Kn
  14w
  14w
  16w, 16t
  16w, 16t
  2x 18w
  16w 16t
  16w,16t,16p
  Dismounted Swivel Cannonade
  Crossbow
  Blind Betty’s Ballista
  Phlogiston Crossbow
  Squall
  Cheap Crossbow
  Warped Crossbow
  Rusty Cannonade
  Homemade Cannonade
  The Missus
  The Pounder
  God Bane
  Splash 1d2-1, Large, Two Handed, *Adjacent characters may donate up to 2 Reload Minor Effects to help you Reload this Weapon.
  Large, Two Handed, Pen 2 min 2.
  Momentum 1: Your next Attack gains Strong Hit (5-6) (does not Stack).
  Momentum 1: Your next Attack gains Strong Hit (5-6) (does not Stack).
  Momentum 1: Your next Attack gains Strong Hit (5-6) (does not Stack).
  Momentum 1: Your next Attack gains Strong Hit (5-6) (does not Stack).
  Momentum 1: Your next Attack gains Strong Hit (5-6) (does not Stack).
  Momentum 1: Your next Attack gains Strong Hit (5-6) (does not Stack).
  Momentum 2: Lighting; your next Attack with this Weapon gains Energy, Pen 3 min 3, Indirect (Above) and *+1d6 Hit vs Wet targets (Stacks),
  Large, Two Handed, Pen 2 min 2, *Once per Turn when a character takes Attribute Damage from this Weapon you may take 6 End Dmg and gain 
  +1 Momentum, Modification: Arcane.
  Large, Two Handed, Pen 2 min 2, Energy, Burn, Dangerous 1d3 (Small Fire), *-2d6 Hit vs Wet targets, Modification: Arcane.
  Large, Two Handed, Pen 2 min 2, Dangerous 1 (Wind), *You suffer -1d6 Hit if you’re Wet, Modification: Arcane.
  Momentum 1: Wind; your next Attack with this Weapon Pushes all non-large targets 2 in any direction (Stacks).
  Large, Two Handed, Pen 2 min 2, Modification: Low Quality.
  Large, Two Handed, Pen 2 min 2, Modification: Low Quality, Poorly Maintained.
  Splash 1d2-1, Large, Two Handed, *Adjacent characters may donate up to 2 Reload Minor Effects to help you Reload this Weapon, Modification: Low Quality.
  Splash 1d2-1, Large, Two Handed, *Adjacent characters may donate up to 2 Reload Minor Effects to help you Reload this Weapon, Modifications: 
  Low Quality, Poorly Maintained.
  Splash 1d2-1, Large, Two Handed, *Adjacent characters may donate up to 2 Reload Minor Effects to help you Reload this Weapon, Works if Wet 
  (but not if submerged).
  Splash 1d2-1, Large, Two Handed, *Adjacent characters may donate up to 2 Reload Minor Effects to help you Reload this Weapon.
  Splash 1d2-1, Large, Two Handed, *Adjacent characters may donate up to 2 Reload Minor Effects to help you Reload this Weapon, Once per Turn 
  gain +2 Momentum after you Attack with this Weapon, You have -2 Armour vs Luck Damage while you own this Weapon.
  Firearm, Flintlock.
  Projectile.
  Projectile, Magic, Blood.
  Projectile, Magic, Fire.
  Projectile, Magic, Storm.
  Projectile.
  Projectile.
  Firearm, Flintlock.
  Firearm, Flintlock.
  Firearm, Dragon Stone.
  Firearm, Blunderbuss.
  Firearm, Ancient.
  +0*
  -7*
  2d3
  2d3
  20
  20
  3
  3
  4
  4
  4
  4**
  14
  14
  5**
  5***
  7
  7
  10
  10
  16w,16t,18t
  16w,16t,18t
  Ship Cannon
  Boisterous Baby
  Splash 1d2-1, Large, Two Handed, **Adjacent characters may donate up to 2 Reload Minor Effects to help you Reload this Weapon, Energy, Burn, 
  Dangerous 1d3 (Small Fire), *-2d6 Hit vs Wet targets, Modification: Arcane.
  Splash 1d2-1, Large, Two Handed, ***Adjacent characters may donate up to 2 Reload Minor Effects to help you Reload this Weapon, Dangerous 4 
  (Cursed Ground), **Ammo is regained at the end of Combat, Modification: Arcane.
  Firearm, F, Magic, Fire.
  Firearm, F, Magic, Curse.
  
  28
  Naked / Very Little Clothing
  Light Clothing
  Heavy Clothing
  -2
  -2
  -2
  -1
  -1
  -1
  -1
  -1
  -2
  -1
  -1
  -2
  -2
  -2
  -1
  -1
  +1
  +1
  +2
  +3
  +1
  +2
  +4
  +5
  +2
  +2
  -1
  -1
  -2
  -1
  +1
  -1
  -1
  +2
  +2
  +1
  +1
  0
  0
  6
  10
  4
  8
  6
  10
  7
  11
  7
  11
  5
  9
  6
  10
  0
  1
  2
  2
  2
  2
  2
  2
  2
  2
  2
  2
  2
  2
  2
  2
  +6
  +6
  +2
  +1
  +1
  +2
  +1
  -1
  +1
  +1
  +1
  +1
  +1
  -1
  -1
  0
  0
  2
  4
  1
  4
  1
  3
  1
  3
  1
  3
  1
  3
  1
  3
  -
  2
  1
  1
  0
  0
  1
  1
  2
  2
  1
  1
  1
  1
  2
  2
  Auto
  14p
  8w
  10w
  8w
  10w
  8w
  10w
  10w
  12w
  10w
  12w
  10w
  12w
  12w
  14w
  Defence
  Defence
  Defence
  at 0 End
  at 0 End
  at 0 End
  vs Int
  vs Int
  vs Int
  Swim
  Swim
  Swim
  vs Tac
  vs Tac
  vs Tac
  Slots
  Slots
  Slots
  Armour
  Armour
  Armour
  vs Luck
  vs Luck
  vs Luck
  Stealth
  Stealth
  Stealth
  Wgt
  Wgt
  Wgt
  Resources
  Resources
  Resources
  Acquire
  Acquire
  Acquire
  Outfit
  Outfit
  Outfit
  Loin Cloth
  Blessed by Fin-Derark
  Sash (Cheap)
  Leather Vest (Cheap)
  Pauper Clothes (Muted Tones)
  Well Worn Vest (Cheap)
  Black Shirt (Black)
  Black Trenchcoat (Black)
  Silk Shirt (Functional)
  Sturdy Vest (Functional)
  Pirate Bandana (Insignia)
  Holy Navy (Uniform)
  Witch’s Garb (Mystical)
  Tribal Headdress (Mystical)
  Tricorn Hat (Big Hat)
  That’s Some Fancy Hat (Big Hat)
  You’re immune to Pen, No Variations, May only take Body Modifications.
  You’re immune to Pen, No Variations, May only take Body Modifications, Modification: Arcane Protection.
  Momentum 3: If you have Endurance you may shift any Attribute Damage you have just received onto your Luck.
  You’re immune to Pen.
  You’re immune to Pen.
  You’re immune to Pen.
  You’re immune to Pen.
  You’re immune to Pen, +1 Physical.
  You’re immune to Pen, +1 Physical.
  You’re immune to Pen, All adjacent allies with a matching uniform reduce Endurance Damage against them by 3 (normally 2).
  You’re immune to Pen, All adjacent allies with a matching uniform reduce Endurance Damage against them by 3 (normally 2).
  You’re immune to Pen, All of your Magic Weapons gain +2 End Dmg.
  You’re immune to Pen, All of your Magic Weapons gain +2 End Dmg.
  You’re immune to Pen, +1 Leadership.
  You’re immune to Pen, +1 Leadership.
  You’re immune to Pen, Modification: Poorly Maintained.
  You’re immune to Pen, Modification: Poorly Maintained.
  
  29
  Light Armour
  Heavy Armour
  Defence
  Defence
  at 0 End
  at 0 End
  vs Int
  vs Int
  Swim
  Swim
  vs Tac
  vs Tac
  Slots
  Slots
  Armour
  Armour
  vs Luck
  vs Luck
  Stealth
  Stealth
  Wgt
  Wgt
  Resources
  Resources
  Acquire
  Acquire
  Outfit
  Outfit
  -1
  -2
  -3
  -4
  -3
  -1
  -1
  -2
  -1
  -2
  -1
  -2
  -1
  -2
  -1
  -1
  -1
  -1
  -1
  -1
  -1
  -1
  -1
  -1
  -2
  -2
  -1
  -1
  -1
  +1
  +4
  -1
  +1
  +2
  +3
  +4
  +2
  +3
  +5
  +6
  -4
  -6
  -5
  -7
  -6
  -4
  -3
  -5
  -4
  -6
  -4
  -6
  -4
  -6
  -2
  -2
  +1
  -1
  -2
  -2
  -2
  8
  6
  6
  5
  4
  8
  9
  7
  9
  7
  7
  5
  8
  6
  3
  4
  3
  4
  2
  3
  3
  4
  3
  4
  3
  4
  3
  4
  -2
  -2
  -5
  -1
  -1
  -2
  -2
  -4
  -1
  -3
  -1
  -3
  -2
  -4
  -1
  -4
  -2
  -1
  -2
  -4
  -2
  -4
  -2
  -4
  -3
  -5
  5
  6
  4
  5
  5
  4
  4
  5
  4
  5
  4
  5
  4
  5
  3
  6
  2
  5
  1
  3
  4
  7
  3
  6
  3
  6
  4
  7
  14w
  16t, 18w
  14w
  18w, 20w
  14w
  14w
  16w
  18w, 20w
  16w
  18w, 20w
  16w
  18w, 20w
  18w
  20w, 22w
  Breastplate (Cheap)
  Holy War Armour (Cheap)
  Rusty Breastplate (Muted Tones)
  Worn Guard Plate (Uniform)
  Leather Armour (Cheap)
  Covered Breastplate (Black)
  Quality Armour (Functional)
  Quality Half Plate (Functional)
  City Guard (Uniform)
  Fortress Guard (Uniform)
  Blessed (Mystical)
  Deal with a God (Mystical)
  Embossed Armor (Impressive)
  Royal Fullplate (Impressive)
  Momentum 3: Gain +1 Armour vs an Attack you can perceive (Stacks).
  Momentum 3: Gain +1 Armour vs an Attack you can perceive (Stacks).
  Momentum 3: Gain +1 Armour vs an Attack you can perceive (Stacks).
  Momentum 3: Gain +1 Armour vs an Attack you can perceive (Stacks).
  Momentum 3: Gain +1 Armour vs an Attack you can perceive (Stacks).
  Momentum 3: Gain +1 Armour vs an Attack you can perceive (Stacks).
  Momentum 3: Gain +1 Armour vs an Attack you can perceive (Stacks).
  Momentum 3: Gain +1 Armour vs an Attack you can perceive (Stacks).
  Momentum 2: Gain +1 Armour vs an Attack you can perceive (Stacks).
  Momentum 2: Gain +1 Armour vs an Attack you can perceive (Stacks).
  Momentum 2: Gain +1 Armour vs an Attack you can perceive (Stacks).
  Momentum 2: Gain +1 Armour vs an Attack you can perceive (Stacks).
  Momentum 2: Gain +1 Armour vs an Attack you can perceive (Stacks).
  Momentum 2: Gain +1 Armour vs an Attack you can perceive (Stacks).
  +1 Physical.
  +1 Physical.
  All adjacent allies with a matching uniform reduce Endurance Damage against them by 3 (normally 2).
  All adjacent allies with a matching uniform reduce Endurance Damage against them by 3 (normally 2).
  All of your Magic Weapons gain +2 End Dmg.
  All of your Magic Weapons gain +2 End Dmg.
  +1 Leadership.
  +1 Leadership.
  Modification: Poorly Maintained.
  All adjacent allies with a matching uniform reduce Endurance Damage against them by 3 (normally 2), Modification: Poorly Maintained.
  Modifications: Poorly Maintained, Damaged.
  
  30
  Acknowledgments
  Created by
  Wade Dyer (Design Ministries)
  Artwork
  Arky Fitzwater
  Copyright (C) 2018 by Design Ministries.
  ”Fragged Empire” is a registered trademark by Wade Dyer.
  All rights are reserved. No part of this publication may be 
  reproduced, distributed or transmitted in any form or by any means, 
  including photocopying, recording or other electronic or mechanical 
  methods, without prior written permission of Design Ministries.
  Names, characters, places, and incidents featured in this publication 
  are fictitious. Any resemblance to actual persons (living or dead), 
  events, institutions, or locales is coincidental.
  Design, Layout and Production:
  Wade Dyer
  www.designministries.com.au
  www.fraggedempire.com
  contact@fraggedempire.com
  
SOURCE: textdata/thevault/Fragged Empire/Fragged Seas ARMOURY.pdf