Weapon Class Abilities:
- Axe: +1 damage. Crit: Bleed — 1d4 damage/turn for 5 turns.
- Hammer: 2pts armor penetration. Crit: Stun — foe loses next Action/Movement.
- Sword: +1 AD to hit. Crit: Disarm — foe drops one held item.
- Polearm: Some have Reach. Crit: Trip — one-hex foe falls prone.
- Ranged: Attack from distance; cannot use when Embattled. Crit: Pin — foe cannot move one turn. Crossbows fire every other turn.
- Special: Requires a specific Discipline.
Mage Weapons (Staves & Wands): Grant benefits of Staff & Wand Disciplines for Spellcasting. No crit effect. See Disciplines for details.
Range Penalties — Ranged: 0–9 hexes: no penalty. 10–14: -1 AD. 15–19: -2 AD (+1 penalty per 5 hexes).
Range Penalties — Thrown: 0–3 hexes: no penalty. 4–6: -1 AD. 7–9: -2 AD (+1 penalty per 3 hexes).
MT Deficit: If weapon MT > hero MT, gain 1 Misfortune per point of deficit.
AD0: Attacking at AD0 hits 50% of the time.