Armoury

This is a standalone version of the Weapons & Armour section on the Equipment section of the wiki.

# Weapons

## Ranged Weapons

### Crossbows

Notes

* Crossbows can be **Readied** for up to 24 hours, meaning that you can load them with a bolt for later use. *Repeating Crossbows* and *Autobolters* can be **Readied** for up to one week.
* Repeating crossbow: +d4/each shot; keep highest 1 (1-2), 2 (3-4), 3 (5-6), 4 (7-8), 5 (9-10), reload 2.5 AP

### Bows

 Warbow | 3D | 180m, 330m | 2H, reload 2.5 AP

Notes:

* There are a wide variety of Arrows available for use. Your choice of arrows determines your damage dice and weapon effects.
* A *majra* can be used alongside a Shortbow to increase the effective range to 350m and can be used while Mounted. Majras allow bow users to utilise broken arrows, crossbow bolts, and mouse arrows as ammunition alongside normal arrows. However, it imposes a 0.5 AP penalty for drawing new arrows.

### Firearms

Notes

* If weapon is damp or damaged: roll d100, rolling two 1s creates a Misfire. 30% (01-30) backfire chance, 60% (31-90) breaks weapon, 10% (91-00) nothing happens. +d6 reload time.

## Explosives

 Smoke pot | 0 | 6m | [-VISION], Range (3m, 10m); 1m Scatter [Throwing]

Notes

* If weapon is damp or damaged: roll d100, rolling two 1s creates a Misfire. 30% (01-30) backfire chance, 60% (31-90) breaks weapon, 10% (91-00) nothing happens.

# Artillery

Artillery (except for the swivel gun, organ gun, and fire cart) can only be fired in the direction it is facing.

* All: +1D vs. targets with medium or less armour (except fire cart)
* Minimum firing range: 10m. If a target is standing within 10m of a canon or their weapon threatens the cannon, they will get a Reaction against the cannon operators if they try to fire the cannon.
* Cannons of the size of the saker cannon or larger prompt a Morale check when three or more are fire within a single round

# Armour

## Head

For more information on Vision, see the appropriate table in the Rulebook.

# Shields

Shields are a basic piece of equipment in Spoiled Meat, Rotten Flesh, acting as a hybrid between armour and a weapon. As a Reaction, when wielding a shield you can choose to have your shield absorb damage instead of your character. However, shields also give their wielder a penalty to their Defence [DEF] stat. You cannot wield a shield with a two-handed weapon.

When a Medium shield is unequipped and carried on your back, it still provides [TORSO] armour from back attacks.

A Pavise can be deployed as cover. You can rest a ranged weapon on it, giving you +1 to-hit. However, if you are hit, there is a 50% (3 in 6) chance you will drop your weapon.

### Shield Bash

**Shield Bash** is a special manoeuvre you can make with any shield. Bashing an unshielded opponent provokes a [BODY] saving throw vs. outmanoeuvre; imposes the **Off-balance** Condition (-1 DEF, 1 turn). Regardless, a successful shield bash deals an amount of damage equal to the size of the shield:

* Small: 0 Crushing, 1 Bludgeoning
* Medium: d2 Crushing/Bludgeoning
* Large: d4 Crushing

Shield Bash deals no damage to an opponent's shield if equipped.

### Guiges

A guige is a strap attached to a shield. All heater shields come with a guige, and they can be added to any medium shield. Wearing a guige gives you the following bonuses:

* +1 DEF
* +1 DEF vs. Grapple (+2) (or other effects causing you to drop your shield)
* Can wield two-handed weapons <=1.5m in length (or piercing polearms such as spears and pikes) but only gain a maximum +1 DEF from armour

And come caveats:

* You can no longer shield bash
* Can only attack forwards with a heater shield (-2 ATK sides if other shield)
* Cannot dual-wield while wearing a guige