Malazan FATE/Weapon Rules

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Weapon, Shield and Armour Rules[edit]

Weapon rules[edit]

Weapons have aspect assigned to them.

  • Light weapons are all types of knives up to the long knife.
  • Medium weapons range from the shortsword and up to the bastardsword wielded one-handed.
  • Heavy weapons are all two-handed weapons and the bastardsword wielded two-handed.
  • Pole arms are heavy weapons but also have the “reach” aspect.


Twice a session you may make a special invocation when you successfully land an attack. It costs a fate point as usual, but provides neither a +2 nor a reroll. Instead, you can force your opponent to take a consequence instead of stress. The size of the weapon determines the type of consequence:

  • Light weapons forces the target to take a mild consequence.
  • Medium weapons force the target to take a moderate consequence.
  • Heavy weapons forces the target to take a severe consequence.

If you succeed with style, move the consequence up by one level of severity—minor to moderate, moderate to severe, severe to either taken out or an extreme consequence (victim’s defender’s choice). If the appropriate consequence slot is already in use, move the new consequence up by one level of severity.

This special invocation also acts a little bit like a compel. When you invoke a weapon aspect in this way, you offer the fate point to your target. If he takes the fate point, you deal the consequence. He can refuse the fate point and pay you one of his own to not take the consequence, but then he takes the stress he would have taken normally anyway.

Invoking and compelling these aspects outside of the rules described here may lead to overuse/abuse. If that becomes a problem limit their use to only as described above.


Shield rules[edit]

Shields are primarily defensive – you put them in between you and harm and hope for the best. Using a shield defensively has these effects:

  • You can use either Melee Combat or Physique to defend.
  • You get an additional +2 shifts when using Full Defense (see Fate Core, page 159).
  • Light shields are bucklers and target shields. They add two level 1 stress boxes. There is no Physique requirement
  • Medium shields are kite, round and heater shields. They add two level 1 and one level 2 stress box. Requires Physique 1 to use without gaining "encumbered" aspect.
  • Large shields are wall and pavis shields. They add two level 1 stess boxes, one level 2 stess box and one levl 3 stess box. Requires Physique 2 to use without gaining the "encumbered" aspect.


All stress boxes are physical.
Shields are made from different materials and this has the following effect:

  • Leather: Remove the highest stess box and lower the Physique requirement by 1
  • Wood: this is the standard material for shields. No effect.
  • Metal: Add one stress box above the standard. Raise the Physique requirement by 1


You can buy a new Melee Combat stunt that allows you to get a bonus when your fight with a favored weapon while defending with a shield. For example:

  • Sword and Shield: while fighting with a sword and shield, you get +2 when rolling to defend.

This stunt could also be Axe and Shield, or Spear and Shield, or the like. This stunt represents that your character has trained using her favored weapon and shield together in a fight.

  • Shields as Weapons: you can also bash with a shield. You may use either Melee Combat or Physique to attack with a shield.


  • Sundering Shields: given that weapons smacking into it is its purpose, your shield will not last forever. If your shield is forced to absorb one more stress then it is designed for it is considered sundered. An attacker can choose to attack the shield. All damage will go directly to the shield.


  • Repairing a shield requires a Craft (Smithing, Carpentry og Leatherworking depending on shield type) roll at passive opposition +1 (average opposition). However, a sundered shield will never be as good as it once was and so the repaired shield loses its highest stress box unless you roll a success with style on your repair roll. If your shield looses the last stress box it is considered destroyed.


Armour rules[edit]

Armour functions along the lines of shields. There are four types of armour:

  • Light: The armour consist of only leather. Usually worn by those requiring stealth and skirmishers. Add one level 1 stress box.
  • Reinforces light: The armour consist mainly of lether with studs, disc, or rings sewn into it. Usually worn by archers. Add two level 1 stress boxes.
  • Medium: The body is covered in either chainmail, breatplate, banded metal or other variants. Arms and legs are covered in leather. Worn by medium infantry. Adds two level 1 stress boxes and one level 2 stress box. Requires Physique 1 to wear without gaining "encumbered" aspect.
  • Heavy: Wearer is covered with metal and chain armour with leather underneath. Worn by heavy infantry. Adds two level 1, one level 2 and one level 3 stress boxes. Requires Physique 2 to wear without gaining "encumbered" aspect.
  • Super heavy: This is a full set of plate armour. Used mainly by knights, nobles or heavy mounted units. Adds two level 1, one level 2, one level 3 and one level 4 stress box. Requires Physique 3 to wear without gaining the "encumberd" aspect.

All stress boxes are physical. One stress will always bleed through to the wearer, the rest can be applied to the armour.

Example:
An attacker lands an attack and inflicts 2 points of stress to a light armour. The wearer take one stress and the armour also takes one stress. An attacker lands an attack and inflicts 6 points of stress to a heavy armour. The wearer takes two points of stress and the armour takes 4 points.
  • Unarmed combat with armour: Getting into a fist fight wearing armour can be a mixed blessing. Metal gauntlets will give one extra stress. But any heavy armour will have -1 to attack unless wearer have Athletics 2. Super heavy armour will have -2 to attack unless wearer has Athletics 3.


  • Sundering armour: If all the stress boxes of an armour are crossed out the armour is considered sundered. It must be repaired with either a "Craft: Leatherworking" for leather and reinforced leather, or "Craft: Smithing" for all other types of armour. Roll against a passive opposition +1 (average opposition). A sundered armour will never be as good as it once was and so the repaired armour loses its highest stress box unless you roll a success with style (+3) on your repair roll. If your armour looses the last stress box it is destroyed.