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Rules Preview: Weapons and Armour


Today we look at the Armour and Weapon rules for Aereon!
In Aereon Weapons and Armour have ratings which represent how much damage or protection the gear provides, respectively. However, the higher the rating associated with a piece of equipment, the greater the drawbacks it has in other areas.

A Weapon value increases the shift value of a successful hit by its rating. For example, a heavy sword with a Weapon:2 rating will increase the number of shifts of a successful hit 2 higher than it would normally be.

Armour value on the other hand reduces the shift value of a successful hit against you by its rating. For example, a vest of chainmail with a Armour:1 rating would make any hit against the wearer 1 lower than it would normally be.

If you are hit by an attack, but your Armour reduces the number of shifts below 0, or the hit was a tie before weapon and armour values are added/subtracted, the attack instead results in a boost for the attacker.

The tables below have the various benefits and drawbacks of light, medium and heavy weapons and armour.

Weapons

Different weapons may have different damage capabilities. Attacking barehanded is the same as using a Small weapon, though of course there is no need to hide or draw them.
  • Light: Whether it is a dagger or a holdout pistol, these weapons are very easily concealable, and while you need 1 hand to actually use it, you can retract the pistol or hold the knife between your teeth in order to use both hands at a moment's notice without using an action. They provide no weapon rating (Weapon:0).
  • Medium: These weapons are the most common, and include longswords, hatchets, clubs, maces, and pistols. They require 1 hand to use, but they can be dropped for free. They are more difficult to conceal upon your person (-2 Stealth/Deceit to hide them). They have a Weapon:1 rating, or a +1 to another action in rare cases.
  • Heavy: From 2-handed swords and heavy warhammers to longbows and rifles, these weapons require 2 hands to use, though they may be held in 1 hand when not in use, and they can be dropped for free. They are very difficult to conceal (-4 Stealth/Deceit to hide them). They have a Weapon:2 rating, or +2 to another action in rare cases.
  • Huge: Reserved for only the largest of weapons such as mini-guns, gun emplacements, and the likes, these require two hands to use, and a Physique skill of 4+ to wield properly (user suffers –1 per point he is under) unless using a tripod or other mechanism in the case of a gun. These take an action to draw/setup or put away, but they can be dropped for free. They cannot be concealed. They have a Weapon:3 rating, or +3 to another action in rare cases.
Optional Rules:
Here are some optional rules that can be used with weapons:
  • Weapon Range: Ranged weapons can fire a number of zones equal to their weapon rating without penalty. Each zone beyond this incurs a -1 penalty.
  • Drawing Weapons: Some groups may want to simulate the time it takes to draw and put away a weapon. If this is the case, then when a character wishes to draw and attack with a Medium or Heavy weapon in the same action, they suffer a –1 penalty to their attack roll.

Armour

  • Light: Light armour consists of leather, cloth, and other forms of reinforced clothing. It provides no special protection, but also does not hinder movement.
  • Medium: Medium Armour could be thick furs, chainmail, scale armour, or modern Kevlar vests. They have a Armour:1 rating, and therefore reduces damage by 1 per hit, but also causes a -1 penalty on all Athletics checks except Defence, and -1 on Stealth checks that involve moving silently.
  • Heavy: Heavy armour is usually takes the form of plate mail, reinforced plates or something akin to modern SWAT armour. They have a Armour:2 rating, and therefore  reduces damage by 2 per hit, but also causes a -2 penalty on all Athletics checks except Defence, and -2 on Stealth checks that involve moving silently.
  • Huge: Huge armour is the purview of power armour and its ilk, from clunky steam-powered contraptions to heavy, futuristic combat armour. They have a Armour:3 rating, and therefore  reduces damage by 3 per hit, but also causes a -3 penalty on all Athletics checks except Defence, and -3 on Stealth checks that involve moving silently. Stunts can be taken to simulate things like increased strength, or reduce the Athletics penalty. This just provides the bare bones shell.

Weapon and Armour Aspects

In addition to these ratings, the name of any piece of weapon or armour is an inherent aspect that may be compelled or invoked for effect. For instance, a ‘Great Sword’ could be invoked to inflict more damage on an attack thanks to its size, or compelled to represent how unwieldy the weapon can be.