Weapons
A weapon archetype is a named weapon behaviour, class, rule, or property that recurs across games and belongs to an item or an equipped attack rather than to a character's spell or skill. The sections below divide them by delivery, the way the weapon reaches its target: at contact range, thrown, as a projectile with travel time, at once along a line, as an area, placed and set off later, or, for rules and properties that apply to weapons of every kind, any delivery. Each entry lists the games that have the archetype and records for every game what limits its use there.
16 archetypes, 118 examples. Weapon archetypes link to the mechanics they run through, among them equipment loadouts, aim and recoil and damage types; they carry no design properties or effect tags, and they are not part of the patterns figures. Data: JSON, CSV, examples CSV.
Melee
Strikes at contact range or the reach of a held weapon.
Reach
A long melee weapon such as a spear, polearm or whip lets its wielder strike a foe beyond the adjacent space or past a front rank, often at the cost of not striking adjacent foes or of slower handling
Two-Handed
A weapon needs both hands to wield, so its user gives up a shield or second weapon for greater damage, or a one-handed weapon gains damage or new attacks when its user holds it in both hands
Thrown
The weapon itself leaves the hand and travels to the target.
Returning Throw
A thrown weapon comes back to the thrower after it strikes or reaches the end of its flight, often hitting targets on the way back, so it can be thrown again without being fetched or lost
Projectile
Fires or launches a missile with travel time, which can be dodged, led, or blocked in flight.
Charge Shot
Holding the fire button, or drawing a bow, before release fires a stronger shot than a tap does, its power set or stepped by how long the hold lasted, while firing without a hold gives the weapon's ordinary shot
Homing Projectile
A projectile that steers itself toward a target after launch, either one locked before firing or one it finds in flight, so the shot can follow a target that moves and an unguided shot would miss
Hitscan
Resolves at once along a line from the weapon, with no travel time; continuous beams included.
Shotgun
A close-range gun that fires a spread of pellets in one shot, so it strikes hard when the target is near and loses force as distance widens the spread and fewer pellets land
Sniper Rifle
A long-range rifle with a zooming scope that deals heavy damage per shot at a slow rate of fire, so a precise hit from far away can kill outright while the weapon is weak at close quarters
Area
The effect is a radius, cone, or region rather than the object that carries it there.
Flamethrower
A short-range weapon projects a continuous stream or cone of fire that damages everything in its path and often sets targets burning, at the cost of fuel that runs out quickly
Splash Damage
An explosive shot, shell or blast damages every target within a radius of where it lands, not only the one it strikes, often less the farther a target is from the centre, so a near miss still harms
Placed
Set down or attached at a location and set off later, by the user or by a timer.
Remote Detonation
An explosive charge is placed, thrown or stuck at a spot and left there, then set off by its user with a second input or action at a moment of their choosing, rather than by a fuse or by a target that touches it
Any delivery
A rule or property that applies to weapons whatever their delivery, with no single delivery dominant.
Armour Piercing
A property of a weapon or round that reduces, ignores, or penetrates the target's armour, so the weapon keeps more of its effect against an armoured target than an ordinary weapon does
Range Falloff
A weapon is fully effective out to an optimal range and loses accuracy or damage beyond it, in steps between range bands or along a curve, so the distance to the target sets how well each shot lands
Reloading
A weapon holds a limited number of shots in a magazine, cylinder or loaded state and must be refilled when they are spent, which takes time or an action during which it cannot fire
Target-Size Accuracy
A weapon's chance to hit, or the share of its damage that lands, depends on the target's size, often measured against the attacker or the weapon, so that small targets are harder to hit well than large ones
Weapon Durability
Weapons wear with use and, after a number of uses or hits, break, weaken or must be repaired, so a player cycles through weapons or spends on their upkeep
Weapon Proficiency
A rule that divides a character's weapons into those they are trained in and the rest, or trains each weapon type through use, so a weapon outside their training hits less often, strikes fewer times, or loses its features
Limits
Unlimited
Usable whenever the user can act, with no stock, meter, or wear.
Ammunition
Each use spends rounds, arrows, or charges from a finite carried stock that must be found or bought.
Magazine
Only so many uses before the weapon must be reloaded, which takes time or an action.
Heat
Use builds heat or a similar meter; at the cap the weapon stops until it cools.
Charge time
The weapon must be held, drawn, or wound up before it fires, and the wait sets or scales the effect.
Durability
Use wears the weapon down until it breaks, weakens, or must be repaired.
Stamina
Each attack spends from a stamina or fatigue pool shared with other actions.
Cooldown
Unavailable for a fixed interval of time or turns after each use.
Action cost
Each use takes a share of a per-turn action budget, or a whole action.
Kinds
- Behaviour
- One way a weapon acts, found on weapons of many classes. Charge Shot, Homing Projectile, Remote Detonation, Returning Throw, Splash Damage
- Class
- A named type of weapon whose identity is a bundle of traits: range, damage profile, rate, handling. Flamethrower, Shotgun, Sniper Rifle
- Rule
- A system that governs the use of all or most weapons in a game. Range Falloff, Reloading, Target-Size Accuracy, Weapon Durability, Weapon Proficiency
- Property
- A trait or tag printed on, or attached to, individual weapons. Armour Piercing, Reach, Two-Handed
Delivery by kind and limit
| Delivery | Behaviour | Class | Rule | Property |
|---|---|---|---|---|
| Melee | 0 | 0 | 0 | 2 |
| Thrown | 1 | 0 | 0 | 0 |
| Projectile | 2 | 0 | 0 | 0 |
| Hitscan | 0 | 2 | 0 | 0 |
| Area | 1 | 1 | 0 | 0 |
| Placed | 1 | 0 | 0 | 0 |
| Any delivery | 0 | 0 | 5 | 1 |
| Delivery | Unlimited | Ammunition | Magazine | Heat | Charge time | Durability | Stamina | Cooldown | Action cost |
|---|---|---|---|---|---|---|---|---|---|
| Melee | 5 | 0 | 0 | 0 | 0 | 2 | 3 | 0 | 14 |
| Thrown | 4 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 2 |
| Projectile | 0 | 7 | 2 | 1 | 6 | 0 | 0 | 1 | 0 |
| Hitscan | 0 | 15 | 13 | 0 | 1 | 0 | 0 | 0 | 0 |
| Area | 1 | 11 | 2 | 0 | 0 | 0 | 0 | 1 | 2 |
| Placed | 1 | 5 | 0 | 0 | 0 | 0 | 0 | 0 | 1 |
| Any delivery | 0 | 11 | 15 | 1 | 0 | 10 | 0 | 0 | 20 |