Weapons And Armor

There are six categories of weapons in LittleP6: Light Melee Weapons, Heavy Melee Weapons, Light Ranged Weapons, Heavy Ranged Weapons, Unarmed Combat, and Improvised Weapons. You must be Proficient in weapons to use them well. You have +1 DIS when using weapons from a category with which you are not Proficient.

Melee Weapons

Weapons that you need to be close to your target to hit.

Light Melee Weapons

Light Melee Weapons have the benefit of only requiring one hand to wield. This frees you up to do other things with your other hand, such as grab a potion. You must be within 5 feet of an enemy (1 space on a combat grid) to attack with a Light Melee Weapon. Examples of Light Melee Weapons include daggers, short swords, maces, and staves. If it’s a weapon you can swing with one hand, it’s probably a Light Melee Weapon.

Heavy Melee Weapons

Heavy Melee Weapons require you to wield them with both hands due to them being just so…heavy. If you are within 5 feet of an enemy (1 space on a combat grid), you may attack normally with a Heavy Melee Weapon. If you are 10 feet away (2 spaces), you may attack with Disadvantage.

Since Heavy Melee Weapons are so cumbersome, you may only make one attack per turn. You may not attack with the same weapon again, or with any other weapon, spell, or item this turn (conversely, if you attack with any other weapon, spell, or item, you may not attack with a Heavy Melee Weapon this turn.)

Unarmed Combat

Unarmed Combat obviously includes fighting with no weapon at all. But it also includes using weapons where your fighting style is closer to barehanded combat that it is to wielding a standard weapon.

You must be within 5 feet of an enemy (1 space on a combat grid) to attack with Unarmed Combat.

Unarmed Combat requires two free hands, so you cannot be holding anything when doing Unarmed Combat.

Improvised Weapons

Improvised Weapons means using anything you find in your surroundings as a weapon, such as a barstool or a rock. While you can learn to be Practiced in Improvised Weapons, they will never be your main weapon. Weather an Improvised Weapon is treated a light, heavy, or ranged is up to the items on hand to be used as weapons and the GM.

Light & Heavy Ranged Weapons

Some Ranged Weapons require one hand to hold, but two to operate, such as a bow, crossbow, or a rifle. Others like a pistolbow, short blowdart, or a pistol, only require one hand to operate and to hold.

Ranged Weapons treat all targets on the field as being within range for attack, unless the Game Master declares they are being protected by some form of cover or too far away (like a mile). Ranged Weapons are not as effective up close. If you are attacking an enemy within 5 feet (1 space on a combat grid) with a Ranged Weapon, your attack has +1 DIS.

The downside to Ranged Weapons is that they require one Action to load and one Action to fire. The Quick Shot Trait allows you to load and shoot a Ranged weapon as one Action. Unless using revolving technology

In LittleP6, unless otherwise noted by the Game Master, it’s assumed you’re always carrying enough ammunition for your Ranged Weapon.

Disadvantages of Heavy Ranged Weapons

Heavy Ranged Weapons can only be used for an Attack once per turn, even if you have the Quick Shot Trait.

You must have the Heavy Ranged Mastery trait to overcome this disadvantage

Weapon:

TypeExamplesDamageGold
Light MeleeDagger, Short Sword, Hand Axe, Rapier, Mace, Staff, Club+11-5 Gold
Heavy MeleeGreatsword, War Axe, Spear, Polearm, Two-Handed Flail, Warhammer+25-10 Gold
Light RangedPistol, Sling, Crossbow, Bow, Throwing Darts, Shuriken+11-15 Gold
Heavy RangedMusket, Blunderbuss+215-25 Gold
Unarmed Combatbrass knuckles, spiked gauntlets, punching daggers, and hand claws+11-5 Gold

Armor

Your character starts out with an AC of 1. Using the armor types below increase your AC. Some Magical items and heritage traits also increase your AC. But also your speed decrease with each armor type. So when Testing for quickness, fleeing or chasing, you gain different advantage levels, and when in combat if you wear heavy armor you must use two action to travel from far to near and from near to close. The Heavy Armor Mastery Trait can be used to negate these effects.

TypeExamplesACEvadePhyscial Save TestQuicknessSpeedGold
UnarmoredNo Armor+0AC+2 ADV+2 ADV+2 ADV5 spaces/ 1 ActionN/A
Light ArmorLeather Armor+1AC+1 ADV+1 ADV+1 ADV5 spaces/ 1 Action20
Medium ArmorChain Mail+2AC+0+0+05 spaces/ 1 Action60
Heavy ArmorSuit of armor+3AC+1 DIS+1 DIS+1 DIS3 spaces/ 1 Actions100
Shield0+1 ADV20

NOTE

Some Traits/Abilities can decrease someones AC level, but they CAN NEVER decrease yours or your enemies AC below 1 AC. So no matter what you/they have an AC of at least 1.

Heavy Armor

You can't gain proficency in Heavy armor until you gain at least 1 Proficency level in either Medium or Light Armor. If you are following the advancment rules, you can gain Heavy Armor proficency until at level 5.

Once you gain Mastery in Heavy Armor you gain the following trait:

Heavy Armor Mastery:

While wearing Heavy armor, you no longer suffer Disadvantage on Evade, Physical Save, Quickness tests and you can now move 5 spaces in 1 Action. Your new Armor table becomes:

TypeACEvadePhyscial Save TestQuicknessSpeedGold
Heavy Armor+3AC+0+0+05 spaces/ 1 Action60

Weapon Skill Levels

With weapons you get a Weapon Skill level in each weapon group. You start off with 0 in every weapon type and get +1 weapon skill at character creation you can put it in any type, and you automatically get that type of weapon. At certain levels you will be able to improve you weapon skill levels and some classes or heritage traits give you +1 weapon skill in certain groups.

Type012
Light Melee+1 DIS+0+1 ADV
Heavy Melee+1 DIS+0+1 ADV
Light Ranged+1 DIS+0+1 ADV
Heavy Ranged+1 DIS+0+1 ADV
Unarmed Combat+1 DIS+0+1 ADV

Once you get to level 2 in a category you may master a specific weapon and gain ADV+2 when using that weapon.

Armor Skill Levels

Just like Weapon skills you get a Armor Skill level in each group. You start off with 0 in each group and if you don't have at least a 1 in the group of the armor you are wearing you get +1 DIS on all Physical rolls. A skill level of 2 gives you a +1 AC.

Type012
Unarmored+0+0+1 AC
Light Armor+1 DIS+0+1 AC
Medium Armor+1 DIS+0+1 AC
Heavy Armor+1 DIS+0Heavy Armor Mastery

Table of Contents

  1. How to Play

  2. Creating A Character

  3. Resources

  4. Optional Rules