Ask what it does to the armor, then ask what it does to the man. They are different questions.

The Anatomy of a Weapon

Every weapon is defined by four things:

StatMeaning
AttributeWhat you roll to hit with it — Might for arms, Wits for aim
BreakDamage to Wind and Guard — shield-stripping power
WoundFixed Vitals damage on a [[03 The Stagger Window
On CritWhat its natural 20 does — crits are source-defined, and they stack

The Three Types

TypeIdentityThe deal
BreakerOpens the windowHigh Break, minimal Wound; Staggers something big so the party can pile in
BalancedBetweenModerate at both; no trick
PiercingExploits the windowLow Break, high Wound; spend one Boon to convert a hit into a direct Wound through a full shield

Three weapon identities fall out of the two-track damage system for free — no weapon needs a bespoke subsystem. The one clean exception (Piercing) spends the existing dice ladder rather than adding new rules.

The Crit Vocabulary

Every natural 20 in your pool fires the weapon’s crit — three 20s, three crits, stacking:

On CritEffect
BreakthroughIgnore remaining Wind/Guard; deal the Wound and Stagger now
SunderMassive extra Break
Deep Wound+1 Wound
CleaveSplash the Break into adjacent enemies
RefundYour action is refunded — swing again
Second WindRestore your own Wind
Ignite / HexApply the named condition

The Starter Arsenal

Numbers are first-pass and tunable; the shapes are locked.

WeaponTypeAttrBreakWoundOn CritNotes
MaulBreakerMight51SunderHeavy, two-handed
WarhammerBreakerMight51SunderHeavy; bonus Break vs. warded
HalberdBreakerMight41CleaveReach, heavy
CudgelBreakerMight41Second WindCrude, common
FalchionBalancedMight31Deep WoundOne-handed
SpearBalancedMight31BreakthroughReach
Hand-axeBalancedMight31Deep WoundCan be thrown (short)
Censer-maceBalancedResolve31HexFocus — the Devout’s arm
SlingBalancedWits21IgniteRanged, light
CrossbowPiercingWits22Deep WoundRanged; reload (1-moment cooldown)
RapierPiercingWits22RefundLight
DaggerPiercingWits22BreakthroughLight
Prison shivPiercingWits22BreakthroughLight, concealed — Rabengaat’s own
ImprovisedBreakerMight21Crude; found everywhere

Handling Rules

  • Two-handed weapons refuse a shield. The maul and its kin occupy both hands — no off-hand slot.
  • Ranged and precision weapons roll Wits; melee brawn rolls Might. The censer-mace, alone, swings on Resolve.
  • A weapon’s rating (Break + Wound) feeds your Power Value — a heavier arsenal deals you a harder contract.