B&B Gear

Last Edit: 6th June. New Weapon List doc attached to Files at the bottom. New chart includes rules for larger and smaller wielders as well as Natural Weapons.


Use the following armor values (instead of those from SW):

+1: Leather || Leather cap
+2: Studded leather || Pot helm
+3: Chain || Chain coif
+4: Banded, Scale, Splint || Open-faced helm
+5: Plate || Closed-faced helm

CNote: I will add a lot more types of armor to this soon. May even assign properties, like weapons?

Weapon Properties

These properties apply any time the weapon is used, no matter the wielder. There will be talents for specialists to gain even more options with their favoured weapons.

Weapon Damage
Remember, that when wielding any weapon (other than projectiles) that the weapon's damage dice can not exceed the wielder's Athletics (or Agility for Finesse weapons) die. So someone with a d6 in Athletics wielding a longsword deals 2d6 damage, not 1d6 + 1d8 damage.

Weapon's Chart
There is an attached Word doc listing all weapons by their Fighting group, with Qualities assigned. I may make this a page at a later date, but I am not sure about tables on the site at moment ;)

Armor Penetration - AP (#)

  • Where # reduces the target's armor rating. So, this amount of armor is ignored for attacks with these weapons.

Awkward (#)

  • Fumbles result on a Fighting/Marksmanship roll of # or less (regardless of Specialty dice).


  • This weapon relies upon blackpowder. (See Pirates of the Spanish Main p56 for rules for wet powder and overcharging blackpowder weapons).


  • This is a damage type.


We haven't actually decided on using bulk or encumbrance yet. See the boards for discussion of ideas.

Defensive (#)

  • Where # is the value added to your Parry score.
  • This bonus is lost on any round in which you attack with the weapon.

This property is primarily for shields.

Disarm (#)

  • Where # reduces the penalties associated with disarm attempts.


  • This weapon can be used as a double weapon, where one end is considered an off-hand weapon.

Energy (type)

  • This is a damage type.

This is standard for laser guns, but other energy types may be listed for some weapons, such as fire, thunder, electric, acid, ion, etc.


  • Target acts as if Grappled opposed by your Fighting/Marksmanship roll if you still have control of weapon (otherwise it is a normal check to disentangle).

Fast (#)

  • Where # reduces the penalty for making a Rapid Attack.


  • You can substitute Agility for Athletics for the damage die when wielding these weapons.

Fragile/Primitive (#)

  • Weapons break on a Fighting roll of # or less (regardless of Specialty die).


  • A heavy weapon can affect vehicles and other devices with Heavy Armor.


  • -1 to Fighting (or Marksmanship rolls) with these weapons.


  • Disadvantage and other positive properties are lost with these weapons if used when not mounted.


  • This is a damage type.


  • These weapons can be wielded in the off-hand with the normal penalties.
  • Other weapons impose Disadvantage (on top of two-weapon fighting penalties) if used as off-hand weapons.


  • This is a damage type.


  • You can chose to use your Strength Specialty Die in place of a d6 for the bonus damage gained after a Raise on the attack roll.


  • Add the Defensive bonus to Armor vs ranged attacks that hit.
  • This bonus is lost on any round in which you attack with the weapon.


  • Propelled weapons have a set damage.
  • Propelled weapons have a maximum range of 10 range increments.

Range (#)

  • Where # is a 'range increment' of inches/squares. For every range increment after the first you take a -1 Penalty to Marksmanship rolls.

NB: the info below will be shifted to general Combat one day - it is just here to remind players with ranged weapons:

  • Shots beyond maximum range can be attempted, but you also suffer disadvantage on the attack (as well as the range increment penalties).
  • Using ranged weapons in melee means you are considered an Unarmed Defender.
  • You cannot target adjacent foes with Two-Handed ranged weapons.
  • Smaller ranged ones can be used, but if used against an adjacent enemy you must beat their Parry to score a hit. If used against a distant enemy, all adjacent enemies gain a free attack against you.

Rate of Fire (RoF#)

  • Where # is the number of typical shots that can be fired with one action.
  • Weapons may also be marked as: (S) semi-automatic, and can use the Double-tap action; (A) automatic, and can fire on full-auto; (3RB) weapon has a three-round burst selector.

Reach (#)

  • Where # represents how many inches/squares away a target can be (beyond adjacent spaces).
  • This reach value also applies as a penalty vs adjacent targets.

Reload (#)

  • Where # is the number of actions required to reload the weapon.
  • It requires 2 hands to load a weapon.

Shots (#)

  • For weapons that have loaded ammunition. This is the number of shots stored before a reload action must take place.


  • This is a damage type.


  • You cannot make Rapid Attacks with these weapons.

Snapfire (#)

  • Where # is the penalty applied if you move on the round the weapon is used.


  • You may not move during a round in which you use this weapon.


  • These weapons apply their damage to all within the defined template.

Typical templates are: (SB) - Small Burst; (MB) Meduim Burst; (LB) Large Burst; (C) Cone.


  • These weapons can be thrown with one hand.
  • Thrown weapons use Athletics for damage as normal (or Agility for Finesse weapons).
  • Thrown weapons have a maximum range of 5 range increments. (Shots beyond this can be attempted with Disadvantage on top of range penalties).

Trip (#)

  • Where # reduces the penalties associated with trip (called shot) attempts.


  • It requires 2 hands to use these weapons.
  • You cannot target adjacent enemies with Two-Handed ranged weapons.


  • When wielding these weapons, you are still considered an Unarmed Attacker.

Unbalancing (#)

  • Where # is the penalty to the wielder's Parry for any round in which the weapon is used.
  • Unbalancing weapons cannot be used in the off-hand.


  • Attacks with these weapons made whilst mounted or in cramped conditions are at Disadvantage.
  • Unwieldy weapons cannot be used in the off-hand.


  • +1 damage in two hands.

These weapons can be wielded in one hand, but gain extra leverage in two.

Wrap-Around (#)

  • Where # represents the amount of Parry bonus from shields of cover this weapon eliminates.
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