A new cost category, “Lavish,” is the highest cost-rating in this game.


Material Part Prot Part Load Full Prot Full Load Cost
Improvised 5 5.0 8 7.0 Inexpensive
Lacquered 5 3.0 7 5.0 Expensive
Lorica 6 3.0 9 5.0 Lavish
Plate 8 6.0 12 9.0 Expensive

Improvised Armor: Many communities have lost the ability to craft even medieval-level armors. They have taken to cobbling together old pieces from different types of armor and supplementing the protection with scavenged materials. Improvised armors combine metals, leather, and other materials. Improvised armors can be repaired without the Craft Ability if sufficient scrap materials can be found.

Lacquered Armor: This armor combines padded cloth with interlocking plates of lacquered reeds. The technique creates incredibly tough armor but the lacquer proves brittle if penetrated at high speed. Increase by 2 the amount of this armor’s Protection ignored by any weapon that has the Pierce weapon capability.

Lorica Armor: Lorica (the “Lorica Farranus”) is a type of chainmail made of small, silvery links. The material is light-weight, significantly lighter than steel. These suits were created in antiquity using techniques unknown in the modern age. A partial suit of Lorica Farranus can be worn concealed under clothing.

Plate Armor: Plate is a cumbersome type of armor typically worn only by professional soldiers. Partial suits take the form of a breastplate, sometimes with faulds over the hips and pauldrons at the shoulders. Plate applies an extra point of Encumbrance on top of Load considerations, except when the wearer is mounted.


Weapon Init Atk Dfn Dam Str Load Cost Range
Bayonet (detached) + 0 + 2 + 0 + 3 - 3 0.0 Inexp
Main-Gauche + 0 + 2 + 2 + 3 - 3 0.0 Exp
Single Weapon
Rapier + 4 + 4 + 2 + 5 - 1 1.0 Exp
Schiavona + 2 + 4 + 2 + 6 + 0 1.0 Exp
Tachi + 3 + 3 + 1 + 5 + 0 1.0 Exp
Great Weapon
Bayonet (attached) + 2 + 3 + 1 + 5 + 0 0.0 Inexp
Hand Guns
Dragon + 3 + 3 + 0 + 8 - 2 1.0 Exp 8
Hand Crossbow + 3 + 2 + 0 + 8 - 1 1.0 Exp 12
Pistol + 3 + 1 + 0 + 8 - 3 1.0 Exp 10
Long Arms
Blunderbuss + 3 + 3 + 0 + 10 - 1 2.0 Exp 12
Crossbow + 3 + 2 + 0 + 10 + 0 2.0 Exp 25
Musket + 3 + 1 + 0 + 10 - 2 2.0 Exp 20

Loading: Crossbows and firearms must hold at least one round of ammunition before use. And loading such weapons takes time. Basic firearms and crossbows require the actions of two rounds to load, during which the user can make no other regular actions or movement. Crossbows take a long time to be loaded and wound while muskets must be sequentially packed with powder, ball, and wadding.

Advanced Firearms: Advanced firearms have the same statistics as basic firearms, as presented above. But they have superior ammunition characteristics and a number of special capabilities. All advanced firearms have a cost of Lavish.

Advanced weapons use one-piece loads (typically cartridges) and have internal magazines or external, interchangeable magazines, allowing them to be fired many times between reloads. A magazine rating is noted “I” or “E” with the number of rounds the magazine holds. For example, a weapon noted “E-8” has an external magazine or clip that holds eight rounds.

An advanced firearm’s magazine can be reloaded with rounds as a significant action at a rate of 3 + Dexterity, to a minimum of 2 rounds. (If a character foregoes movement, she can double the number of rounds applied by this action.) If a weapon uses external magazines, a magazine can be applied with one significant action, allowing the character to move in the same round.

Capabilities: Following is a list of new weapon capabilities. Basic firearms have either Pierce or Spread. Advanced firearms often have additional characteristics from this list. (Advanced weapons are so rare as to be described individually on the items page, rather than on this page.)

  • BURST: This weapon can (or must) fire multiple rounds with each shot. Burst is noted with a B, followed by the number of shots. For example, “B-1-3” indicates that the weapon can fire one bullet or three bullets with each attack. A burst weapon adds + 2 to its Attack Total for each additional shot fired beyond the first.
  • EXPLOSIVE: This weapon’s shots explode. This feature works like Spread except that it affects everyone within 10 paces of the initial target. This replaces Spread if applied to a weapon that would normally have that capability.
  • HEAVY WEAPON: This weapon is a large-scale firearm like a shoulder cannon; Heavy Weapons is the applicable Ability. A heavy weapon penalizes Initiative and Attack by – 2. It boosts the Load and the Strength requirement by + 3 each. A heavy weapon also boosts base Damage by + 4 and any hit it inflicts that is completely Soaked by the target instead inflicts a level of Fatigue. A character cannot fire a heavy weapon and move in the same turn—the character’s normal movement time is used to brace and sight the weapon as a prerequisite for firing.
  • MAGNUM: This weapon fires a powerful, large-caliber round. Add + 2 to the weapon’s minimum Strength rating and to the weapon’s Damage rating. Magnum weapons also ignore 2 additional points of armor.
  • PIERCE: Firearms can penetrate armor. A hand gun that does not have the Spread capability ignores the first two points of an opponent’s Protection granted by armor. A long arm that does not have the Spread capability ignores the first three points. (Spread weapons rely on multiple pellets that have no piercing capability.) Basic firearms can overcome a target’s armor this way for targets within their first range increments; advanced firearms can do so in their first and second range increments.
  • RAIL: Some advanced weapons can completely bypass armor. This includes weapons that fire electric discharges or use magnetic acceleration. This replaces Pierce.
  • RELIABLE: This weapon is very rugged, unlikely to misfire or to have missed shots go far astray. When checking for a botch in the use of this weapon, roll 1 fewer botch die.
  • RIFLED: This weapon is tooled to function at great ranges; usually with a precision-rifled barrel and a scope. Double the weapon’s increment.
  • SILENT: This weapon has a very quiet firing sound. Silent firearms use gas-containment systems to muffle the sound of discharge. Some silent weapons don’t use explosive ammunition at all. A silent weapon is automatically audible within 15 paces. At 16 to 50 paces, it can be heard with a Perception + Awareness stress roll, Ease Factor 9. The Storyguide can modify these ranges or the Ease Factor based on ambient noise conditions.
  • SLUGS: This option applies only to weapons with the Spread capability. The firearm has the option to load heavy smooth-bore cartridges, adding + 5 to the weapon’s Damage rating but penalizing the Attack rating by – 3. Or it can load normal, pellet-filled cartridges to use Spread; the weapon cannot utilize both capabilities at once.
  • SPREAD: When fired beyond the first range increment, certain firearms can hit two or three close targets. Apply the same attack roll to all targets, all of which must be close enough to one another to reach out and touch hands. But be careful; the Storyguide can invoke the spread rule against friendly targets too. When fired at closely-engaged enemies (those adjacent or those in forward stance when the target is also in forward stance) the attack will typically affect fighters on both sides. A shooter is never hit by her own Spread attack, no matter how close.
  • THERMITE: The weapon’s bullets, pellets, or shrapnel components contain metals that generate a pyrotechnic reaction. Targets damaged by the attack suffer an automatic burning hit on the next round at the same initiative count. The burning hit inflicts + 0 damage and must be soaked without the benefit of armor. Thermite burns very hot; shots from this weapon can ignite flammable materials in the environment.
  • WEAPON TEAM: Some weapons can be used more efficiently by a two-person team. The exact effect varies by weapon, but this capability typically helps a weapon fire more rapidly.


Moonless Nights Randy Randy