Weapon

Type

DMG

Armor/Clothing/Hat

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{{/allprops() title name subtitle desc}} {{#desc}}
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Attack Roll
{{attack}}
{{#rollWasCrit() attack}} {{/rollWasCrit() attack}} {{#rollWasFumble() attack}} {{/rollWasFumble() attack}} {{#^rollWasCrit() attack}}
Damage
{{damage}}
{{/^rollWasCrit() attack}} {{#rollWasCrit() attack}}
Damage
{{critdmg}}
Critical hit!
Reduce armor/protection one tier (after dealing damage).
{{/rollWasCrit() attack}} {{#rollWasFumble() attack}}
Weapon breaks or is lost!
Black powder weapons roll {{misfire}} on the misfire table.
1-2 Backfire. Take {{misfiredmg}} damage.
3-4 Broken. Weapon is broken.
5-6 Both.
{{/rollWasFumble() attack}}
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Attack Roll
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{{#rollWasCrit() attack}} {{/rollWasCrit() attack}} {{#rollWasFumble() attack}} {{/rollWasFumble() attack}} {{#^rollWasCrit() attack}}
Damage
{{damage}}
{{/^rollWasCrit() attack}} {{#rollWasCrit() attack}}
Damage
{{critdmg}}
CRIT HIT!

Reduce hull one tier (after dealing damage).

Ship hulls cannot be repaired at sea.
{{/rollWasCrit() attack}} {{#rollWasFumble() attack}}
FUMBLE!

Cannons or small arms misfire.

A damaged weapon must be repaired before it can be fired again.

GM decides outcome for other crew actions, if any.
{{/rollWasFumble() attack}}