Weapons

(Rule)
Description:
<nuxt-link class="ruleLink" to="/app/rule/weapons">Weapons</nuxt-link> is a subcategory of <nuxt-link class="ruleLink" to="/app/rule/model">Model</nuxt-link> Rules. Similarly with <nuxt-link class="ruleLink" to="/app/rule/attack_attributes">Attack Attributes</nuxt-link>, <nuxt-link class="ruleLink" to="/app/rule/weapons">Weapons</nuxt-link> can only be used by the <nuxt-link class="ruleLink" to="/app/rule/model">model</nuxt-link> part that has the rule. <nuxt-link class="ruleLink" to="/app/rule/model">Model</nuxt-link> parts with <nuxt-link class="ruleLink" to="/app/rule/mount">Mount</nuxt-link>, <nuxt-link class="ruleLink" to="/app/rule/beast">Beast</nuxt-link>, or <nuxt-link class="ruleLink" to="/app/rule/construct">Construct</nuxt-link> cannot use <nuxt-link class="ruleLink" to="/app/rule/weapons">Weapons</nuxt-link> other than Innate <nuxt-link class="ruleLink" to="/app/rule/weapons">Weapons</nuxt-link>, unless specifically stated otherwise (<i>e.g. a <nuxt-link class="ruleLink" to="/app/rule/beast">Beast</nuxt-link> <nuxt-link class="ruleLink" to="/app/rule/model">Model</nuxt-link> Part with a Weapon directly on its Profile can use this Weapon</i>).<br><br>    There are two  types of <nuxt-link class="ruleLink" to="/app/rule/weapons">weapons:</nuxt-link><br> <br>        <br>&nbsp;&nbsp;&bull;  <span class="textbf">Melee Weapon</span>: A <nuxt-link class="ruleLink" to="/app/rule/model">model</nuxt-link> part can only use a single Melee Weapon simultaneously, and only when <nuxt-link class="ruleLink" to="/app/rule/engaged_in_combat">Engaged in combat</nuxt-link>. If the <nuxt-link class="ruleLink" to="/app/rule/model">model</nuxt-link> is equipped with multiple <nuxt-link class="ruleLink" to="/app/rule/melee_weapons">Melee Weapons</nuxt-link>, choose which one to use in the first Round of Combat, in this priority order:<br>      <br>        <br>&nbsp;&nbsp;&bull;  An enchanted weapon<br>     <br>&nbsp;&nbsp;&bull;  Any weapon that is neither a <nuxt-link class="ruleLink" to="/app/rule/hand_weapon">Hand Weapon</nuxt-link>, nor Innate <nuxt-link class="ruleLink" to="/app/rule/weapons">Weapons</nuxt-link><br>      <br>&nbsp;&nbsp;&bull;  A <nuxt-link class="ruleLink" to="/app/rule/hand_weapon">Hand Weapon</nuxt-link><br>        <br>&nbsp;&nbsp;&bull;  Innate <nuxt-link class="ruleLink" to="/app/rule/weapons">Weapons</nuxt-link><br>       <br><br>        This choice is then kept until the <nuxt-link class="ruleLink" to="/app/rule/model">model</nuxt-link> is no longer <nuxt-link class="ruleLink" to="/app/rule/engaged_in_combat">Engaged in Combat</nuxt-link>. <nuxt-link class="ruleLink" to="/app/rule/melee_weapons">Melee Weapons</nuxt-link> are used with the <nuxt-link class="ruleLink" to="/app/rule/model">model</nuxt-link> part’s <nuxt-link class="ruleLink" to="/app/rule/standard_melee_attacks">Standard Melee Attacks</nuxt-link>.<br>             <br>            <br>                <br>&nbsp;&nbsp;&bull;  <nuxt-link class="ruleLink" to="/app/rule/modifiers">Modifiers</nuxt-link> to Offensive Characteristics and <nuxt-link class="ruleLink" to="/app/rule/attack_attributes">Attack Attributes</nuxt-link> are applied only to the <nuxt-link class="ruleLink" to="/app/rule/model">model</nuxt-link> part’s <nuxt-link class="ruleLink" to="/app/rule/standard_melee_attacks">Standard Melee Attacks</nuxt-link>.<br>              <br>&nbsp;&nbsp;&bull;  <nuxt-link class="ruleLink" to="/app/rule/modifiers">Modifiers</nuxt-link> to Global or Defensive Characteristics (Mob, Cha, Cou, Def, HP, Res, or Arm), and <nuxt-link class="ruleLink" to="/app/rule/model">Model</nuxt-link> Rules that are not <nuxt-link class="ruleLink" to="/app/rule/attack_attributes">Attack Attributes</nuxt-link>, are applied to the <nuxt-link class="ruleLink" to="/app/rule/model">model</nuxt-link> or <nuxt-link class="ruleLink" to="/app/rule/model">model</nuxt-link> part <i>(see rules for <nuxt-link class="ruleLink" to="/app/rule/character_mounts">Character Mounts</nuxt-link> for details when and how Characteristics of <nuxt-link class="ruleLink" to="/app/rule/mount">mounts</nuxt-link> are affected)</i> at all times except while using a different Melee Weapon.<br>              <br>&nbsp;&nbsp;&bull;  Variable bonuses, such as those based on a <nuxt-link class="ruleLink" to="/app/rule/dice">dice</nuxt-link> roll, are determined at the start of the Agility Step in which the weapon is used.<br>          <br><br>        <br>        <br>&nbsp;&nbsp;&bull;  <span class="textbf">Shooting Weapon</span>: <nuxt-link class="ruleLink" to="/app/rule/shooting_weapons">Shooting Weapons</nuxt-link> are used for making Shooting <nuxt-link class="ruleLink" to="/app/rule/attacks">Attacks</nuxt-link>. Each <nuxt-link class="ruleLink" to="/app/rule/model">model</nuxt-link> part can only use one Shooting Weapon per phase. A Shooting Weapon typically has an Aim Value, shown in brackets after the name of the weapon. The rules for the Shooting Weapon will define the <nuxt-link class="ruleLink" to="/app/rule/weapons">weapon’s</nuxt-link> maximum Range, the number of Shots fired, and the Strength, Armour Penetration, and potentially <nuxt-link class="ruleLink" to="/app/rule/attack_attributes">Attack Attributes</nuxt-link> applied to its <nuxt-link class="ruleLink" to="/app/rule/attacks">attacks</nuxt-link>.   <br>    <br><br>    <br>    

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