Noctvale
Equipment

Weapons

Most weapons belong to a weapon proficiency — the training a fighter needs to equip it — and a weapon type (Sword, Axe, Spear, or Hammer), which determines critical hit behavior in melee. Fighters gain proficiencies through the Proficiency feat at roster creation (see Feats). Dagger and Staff are exceptions: any fighter may equip either without a proficiency feat, and both have no weapon type — they never grant or suffer weapon triangle advantage. Each fighter has 3 kit — 2 hands and a belt. One-handed weapons take 1 kit; two-handed weapons take 2. Shields take 1 kit. Wands take 1 kit. Icon and Instrument gear take 2 kit each.

Proficiency Weapons
One-Handed Sword, Rapier, Hand Axe, Battle Axe, Mace, Flail, Spear, Javelin
Two-Handed Halberd, Glaive, Great Sword, War Axe, Maul, Greathammer
Archery Shortbow, Longbow, Crossbow, Heavy Crossbow
Thrown Sling, Throwing Stars

Firearms require the Firearms domain feat (Mortal) — see Feats — Firearms. When every fighter in the retinue has Mortal, your retinue may purchase firearms and bombs.

Choose feats before buying weapons.


Keywords

Blast(3") / Blast(5"): This attack uses a blast template of the printed size instead of targeting a single fighter. Build and roll the Strike Pool once — every fighter (friend and foe) under the template rolls their own defense pool against that roll.

Cleave: When this weapon's attack reduces a fighter to 0 Wounds, apply any defensive maneuver movement from that attack, then make one free Melee attack against a different fighter within engagement range.

Heavy: This weapon cannot be used to make a Ranged attack if the fighter Moved or Charged this activation.

Impact: When this weapon's attack would make an Active fighter Downed, that fighter becomes Stunned instead.

Parry: When this fighter defends against a Melee attack, reroll one failed Skill die in the defense pool.

Piercing: When defending against this weapon's attacks, ignore the target's armor dice bonus and shield Df bonus when building the defense pool.

Reach: This weapon can engage enemies up to 2" away.

Spread: This attack uses the standard flame template instead of targeting a single fighter. Build and roll the Strike Pool once — every fighter (friend and foe) under the template rolls their own defense pool against that roll.

Sunder: When defending against this weapon's attacks, ignore the target's shield Df bonus and Parry keyword when building the defense pool.

Thrown(Mt) / Thrown(Sk): This weapon may be used to make a Ranged attack. Maximum range equals the fighter's Might in inches for Thrown(Mt), or the fighter's Skill in inches for Thrown(Sk). No minimum range. Use the weapon's normal Strike Pool.

Volley: This weapon may target a fighter without line of sight. If it does, the target gains +2 Skill defense dice against that attack.


One-Handed

Any fighter may equip a Dagger without a proficiency feat.

Weapon Cost Hands +Mt +Sk Type Special Rules
Dagger 10 1H +1 Thrown(Sk)
Sword 25 1H +1 +1 Sword Parry
Rapier 40 1H +3 Sword Parry
Hand Axe 20 1H +2 Axe Thrown(Mt)
Battle Axe 25 1H +2 +1 Axe
Mace 20 1H +2 Hammer Impact
Flail 25 1H +1 Hammer Sunder
Spear 25 1H +1 +1 Spear Reach
Javelin 15 1H +1 Spear Thrown(Mt), Reach

Dual wielding

A fighter wielding two one-handed melee weapons may attack with both as part of one Melee action. Before building the Strike Pool, select one weapon as primary and one as secondary.

Add both weapons' +Might and +Skill values to the Strike Pool, to a maximum of 15 dice. Use only the primary weapon's type and special rules for critical hits and other attack effects. The secondary weapon adds dice only.

A fighter cannot use a shield while dual-wielding.

Melee — weapon types

Type Critical hits
Sword, Axe, Spear Weapon triangle — natural 6s crit when you have type advantage (Combat)
Hammer Outside the triangle — no triangle crits

Every Spear-type weapon also has the Reach keyword.


Two-Handed

Weapon Cost Hands +Mt +Sk Type Special Rules
Halberd 45 2H +2 +1 Spear Reach
Glaive 50 2H +1 +1 Spear Reach, Cleave
Great Sword 50 2H +2 +1 Sword Cleave
War Axe 45 2H +3 Axe Cleave
Maul 35 2H +3 Hammer
Greathammer 45 2H +3 Hammer Impact
Staff 20 2H +1 +1 Reach, Spell focus

Staff — Spell focus

A fighter wielding a Staff has Spell focus.

Any fighter may equip a Staff without a proficiency feat.

When a fighter purchases a Staff, select Will or Sanity for that staff.

When that fighter resolves an Attack spell while wielding that Staff, add the spell's printed +Skill value to the selected attribute instead of the fighter's Skill. For example, a fighter with Will 4 using a Will-focused Staff and a spell with +2 Skill rolls 6 Skill dice. A fixed Skill value is not affected.


Archery

Minimum range 3" unless noted. Archery weapons are available to all retinues. Bows use the archer's Might with fixed Skill dice. Crossbows use fixed Might dice with the shooter's Skill. A number with a + adds to the attacker's matching attribute; a number without a + is fixed.

Weapon Cost Hands Range Mt Sk Special Rules
Shortbow 40 2H 3"–18" +1 4
Longbow 50 2H 3"–24" +1 5 Volley
Crossbow 65 2H 3"–24" 4 +2
Heavy Crossbow 90 2H 3"–30" 5 +2 Heavy

Thrown

Minimum range 3" unless noted. Thrown weapons are available to all retinues.

Weapon Cost Hands Range Mt Sk Special Rules
Sling 20 1H 3"–12" +1 +1 Impact
Throwing Stars 10 1H 1"–8" +1

Firearms

When every fighter in the retinue has the Mortal keyword, your retinue may purchase firearms. A fighter equips a firearm only if they have the Firearms domain feat. Firearms use fixed Might dice and the shooter's Skill; add the profile's +Skill value to the shooter's Skill to build the Skill dice side of the Strike Pool. Firearms gain critical hits against all targets (outside the weapon triangle). Primer column assumes Skill 3.

Weapon Cost Hands Range Primer Mt Sk Special Rules
Musket 100 2H 3"–24" 9+ 5 +2
Blunderbuss 115 2H 0"–10" 8+ 3 +2 Spread
Pistol 90 1H 0"–12" 9+ 4 +2
Long Rifle 125 2H 3"–30" 10+ 5 +3 Piercing, Heavy, Impact
Item Cost Special Rules
Brace of Pistols 25

Flintlock may be applied to any firearm when bought: −25 Crowns, Single Shot (one fire per battle; cannot reload). Example: Pistol (90) with Flintlock = 65 Crowns.

Firearm-only rules

Firearms are fired with the Ranged action.

Primer Roll (2d6 + Skill)

Roll 2d6 + Skill against the weapon's Priming Difficulty (see weapon profile).

At Skill other than 3, use Priming Difficulty − 3 + Skill.

Result Effect
Double 1s Misfire — see weapon notes
Below difficulty The gun fails to fire. The action is spent
Meets or exceeds difficulty The gun fires. Resolve the Attack Sequence

Blunderbuss

A Blunderbuss has Spread. Declare a direction, then place the standard flame template with its point touching the shooter and extending toward that direction. Resolve the Primer Roll, then the Attack Sequence against every fighter (friend and foe) under the template.

Pistols

A Pistol takes 1 kit. A fighter with 2 Pistols and no Brace of Pistols uses 2 kit.

Brace of Pistols — holster equipment that takes 1 kit and holds 2 Pistols. The Pistols must still be purchased separately. Requires the Firearms domain feat. Fighter must have Mortal and must lack Caster.

  • Fire a Pistol: One Ranged action. Choose one equipped Pistol. Resolve the Primer Roll and Attack Sequence normally.
  • Gunslinger (requires Mortal): One Ranged action fires both Pistols in the fighter's Brace of Pistols (or both equipped Pistols if carried without a Brace) — each Pistol resolves as its own Ranged Attack Action, with its own Primer Roll and Attack Sequence. The fighter cannot take another Ranged action during that activation. See Feats — Gunslinger.

Long Rifle

A Long Rifle has Piercing, Heavy, and Impact — armor dice bonuses and shield Df bonuses do not apply against its attacks, it cannot be fired if the fighter Moved or Charged this activation, and it makes exact takedowns become Stunned instead of Downed.

Bombs

Bombs are Single Shot (one use per battle). Fighter must have Mortal and must lack Caster. Require the Firearms domain feat. Bombs require a Shadow Market roll to purchase — see Economy — Shadow Market.

Weapon Cost Hands Distance Primer Mt Sk Special Rules
Bomb 40 1H d6 + Mt 9+ 3 2 Blast(3"), Single Shot, Impact

Bombs are thrown explosives with a fixed Strike Pool. Use the Ranged action.

  1. Declare a target (select a direction/point you're aiming at).
  2. Roll the Primer Roll:
    • Double 1s: Bomb explodes in the thrower's hand. Center the blast template on the thrower.
    • Fail (below difficulty, not double 1s): Bomb scatters. Roll d6 + Might and move the detonation point that many " from the declared target using a scatter die for direction.
    • Pass: Bomb is on target. Roll d6 + Might for maximum distance — place the blast marker anywhere along the line to the declared target up to that many ".

Alchemy

Alchemy is available to every retinue, but requires a Shadow Market roll to purchase — see Economy — Shadow Market. Because the Shadow Market only rolls during a post-game Economy step, retinues without a Shadow Market exception cannot buy Alchemy items at creation — Alchemists are the only Tradition with immediate creation access; every other retinue gains access starting its first post-game Shadow Market roll. Alchemical items are consumable (one battle only). Poisons are applied to a single weapon during retinue setup — one poison per weapon — and do not take kit.

Alchemical Bombs

Alchemical bombs are Single Shot (one use per battle) and available to any fighter regardless of domain or keyword. They require a Shadow Market roll to purchase.

Weapon Cost Hands Range Special Rules
Smoke Bomb 25 1H Might in" Single Shot, Smoke

Use the Ranged action. Declare a target point within this fighter's Might in inches. Make a Skill check.

  • Pass: Place the blast template centered on the declared point.
  • Fail: The bomb scatters. Roll a scatter die for direction and d3" for distance — move the detonation point that far in that direction.

Smoke: Creates a 6" cloud that completely blocks line of sight in all directions — no fighter may draw line of sight through or within the cloud, regardless of which side they are on. Fighters in or behind the smoke cannot be declared as targets of Ranged attacks or Cast actions from outside the cloud, and fighters inside cannot target fighters outside. The cloud persists until the end of the round. A fighter may detonate at their own feet instead of throwing — the effect resolves immediately centered on that fighter.

Poison Cost Effect Notes
Adder's Kiss 25 +1 Sk to the weapon's Strike Pool Subtle, fast-acting
Blight Extract 40 Unblocked hits add 1 Affliction token — see Conditions — Afflictions Weakening toxin
Vitriol 50 When defending against this weapon's attacks, reduce the target's armor dice bonus by 1 die Acid, eats through plate
Widow's Tears 75 Unblocked hits inflict 2 Wounds instead of 1 Lethal, expensive
Silversbane 65 Unblocked hits inflict −1" M on fighters with Undead or Werebeast Restricts movement

Material upgrades

Material Cost Effect
Silver +40 (added to weapon cost) +1 CC or +1 RC vs fighters with Undead or Werebeast — whichever Hit attribute the weapon uses