What follows is an alternative equipment list for Apocalypse World: Fallen Empires. I really like the use of the “deadly” mechanic and the ranges. I think it really captures the feel I want from a melee focused Apocalypse World, and in many ways captures the essence of what differentiates melee weapons far better than something like damage die and crit ranges do in d20 games. I am a soldier, and a HEMA fan, so I am obligated to think about tactics when I play RPGs. Before I found out about PbtA games, I even tried to hack d20 games by adding ranged threat so that guns could make attacks of opportunity. It certainly succeeded in stopping players from charging headlong into half a dozen gun-toting opponents, but I ultimately abandoned it in favor of fictional positioning. I find that to be much more tactically rewarding, and it neatly avoids the problem of specific rules that will inevitably conflict with existing fiction.
I adjusted the weapons with two goals in mind. With the exception of the Child of Battle (whose weapons seems to be as much about looking cool as anything else), I felt the other weapons were tools with a specific purpose. I didn’t see any thematic reason to make the weapons function differently than their real life counterparts, especially since I knew that if I was playing or GMing, conflicts between the fiction and the weapon’s tags would irk me. I am not a historical weapons expert, but I think my tweaks bring things a little more in line with these weapon’s historical use. In particular, I added “+” to some of the weapons to indicate that the weapon was only deadly when the both situations were met. For example, some of the weapons such as the head breaker, just are not going to be very effective against anyone in any kind of real armor, no matter the range. This is as opposed to a knife/dagger, which can get into an armor’s chinks and penetrate for some real damage. The benefit of a head breaker is more social and fictional. It can easily be concealed in any pocket, and maybe even a hand, and could be used in a tavern or street brawl without escalating to a deadly conflict. On the flip side, a mace is specialized for fighting people in armor. Against a person without armor, a bladed weapon like a sword can do more damage with a comparatively light or glancing blow, and is much nimbler in both offense and defense. However, against someone wearing armor, a specialized weapon like a mace is useful for negating some of the armor’s protection.
I also added tags to many of the weapons. Like “messy,” these are purely narrative tags. They are cues for specific effects. For instance, the “war” tag is there to remind everyone that this weapon is really only a battlefield weapon. Its not something that can be carried around as a sidearm, and in many (or most) social situations would draw comment at least, if not more serious repercussions. Thinking about an apocalyptic setting, these might be relatively scarce weapons. On the other hand, the “war” indicating a battlefield weapon tells us something about the weapon’s capabilities. Presumably it was a battlefield weapon because it was good for that purpose. Trying to face a skilled and committed warrior wielding a “war” weapon with a non-“war” weapon should be a daunting task…however, one wants to interpret that in the fiction. For instance a Greatsword is basically a bigger longsword, and both weapons are used in much the same way. While the Greatsword is not as nimble as the longsword, it has greater reach and leverage, while remaining remarkably quick, which makes it a scary weapon to face.
Some other notables:
o Mastercut- This refers to historical longswords/greatsword techniques that allowed a swordsman to make a cut which simultaneously attacked and defended. The idea being to end the fight in a single blow, while still protecting oneself. This tag has me thinking of a character with advanced basic moves who uses a combination of Read a Sitch, Bait a Trap and Go into danger to set himself up to Fly at Someone he would otherwise have had to do Single Combat against.
o Armor piercing- This doesn’t directly reduce armor. However, I could imagine a character waylaying someone wearing heavy armor. If they waylaid that person with a sword, I might have them still roll Fly at Someone, since the sword is going to bounce of a helmet or armor plate just as readily if the attacked person is aware or not as aware. Thus, they need to strike precisely into a non-armored, or less heavily armored area. In other words, there is a chance to miss. However, if we change the scenario so the waylaying person has a pick, it can punch through an armor plate very effectively. So, I might just let the player inflict harm as established.
o Shield Work- Again, the shield doesn’t directly increase armor. However, it still has fictional effects. If I am a Wolfshead leading a War-band armed with shields, we could utilize a Viking-style shield wall. Imagine if my war-band is getting up in the business of some of Lord Dragen’s warriors, and the cowardly dogs pull bows on us. We form up in a shield wall and go into danger, trying to get up close so we can go to work. I hit a 10+ and next thing we know he are in and among their ranks. Its a mess. Sounds like a chaotic free for all. I hit a 10+ again and choose:
• You are able to avoid taking any harm yourself.
• You are able to protect another character from taking any harm.- I choose my War-band as the other character.
• You add to the chaos. The combatants as a whole inflict and suffer +1harm.
As we rush up on them, Dragon’s men pull their daggers, deadly: infighting. We are fighting with axes, deadly: hand-to-hand, so we inflict 4 and they inflict 3. Since we rolled well, they do nothing to us, and we do 2 harm to them (4-2 armor). That’s enough to break them, and send most of them running. Now, imagine we do that without shields. The cowardly dogs draw bows again, but this time we are sitting ducks. They inflict harm as established. We weather that, then we charge, assaulting their position. I roll, get 10+ and choose 3. However, we still exchange harm. So, in the case without shields, we suffer harm twice, versus no harm suffered with shields.
I also re-wrote a few of the equipment options for the Child of Battle and Nightshade that were explicitly magical. They seemed a little too high-fantasy for me, so I wanted to give options for someone looking for a more low-fantasy game, but who didn’t want to short change those playbooks any of their options.
Bonepicker
• Dagger (reach control, deadly: infighting)
• Fighting knife (reach control, deadly: brawling)
• Fighting baton (concealable, deadly: hand-to-hand+no armor)
• Head breaker [brass knuckles] (deadly: brawling+no armor)
• Arming sword (follow-through, deadly: hand-to-hand)
Child of Battle
Distinctive dagger (reach control)
Distinctive sword tags (Circle 1-2)
Follow through
Wind
Mastercut
Draw cut
Distinctive hand weapon tags (Circle 1-2)
Follow through
Draw cut
Armor piercing
Leverage
War
Formation
Reach control
Flexible
Thrown
Other distinctive weapons:
Grenades of greek fire (thrown, area, ignores armor)
Mesmerist
Small fancy weapons (choose 1):
• Antique dagger (reach control, deadly: infighting)
• Glass-edge knife (reach control, deadly: brawling)
• Ornate dagger (deadly: intimate)
• Hidden knives (concealable, deadly: brawling)
• Jeweled skull-pick (power swing, deadly: hand-to-hand+armor)
Wolfshead
No-nonsense weapons (choose 3):
• Lance (armor piercing, deadly: mounted)
• Longsword (wind, mastercut, deadly: on the field)
• Mace (power swing, armor piercing, deadly: hand-to-hand+armor)
• Battle-axe (power swing, armor piercing, deadly: hand-to-hand+armor)
• Arming sword (follow-through, deadly: hand-to-hand)
• Shield (Shield Work)
• Dagger (reach control, deadly: infighting)
• Fighting knife (reach control, deadly: brawling)
Armor (choose 1):
• Gambeson, helmet, boots (coat, 1 armor)
• Plates, helmet, boots (plates, 2 armor)
• Mail coat, helmet, boots (mail, 2 armor)
Sword Master
Terrifying Weapons of War (choose 1):
• Crossbow & quarrels (at range, slow, deadly: vs armor)
• Greatsword (war, wind, mastercut, deadly: on the field)
• Poleaxe (war, leverage, armor piercing, deadly: on the field)
• Halberd (war, formation, armor piercing, deadly: on the field)
• Spear (war, reach control, thrown, deadly: on the field)
• Spiked Flail (war, flexible, deadly: on the field)
• Lance (armor piercing, deadly: mounted)
Serious Weapons (choose 2):
• Shortbow & arrows (at range, deadly: aimed)
• Longsword (wind, mastercut, deadly: on the field)
• Pick/Hammer (power swing, armor piercing, deadly: hand-to-hand+armor)
• Mace (power swing, armor piercing, deadly: hand-to-hand+armor)
• Battle-axe (power swing, armor piercing, deadly: hand-to-hand+armor)
• Arming sword (follow-through, deadly: hand-to-hand)
• Cutlass (draw cut, deadly: infighting)
• Shield (Shield Work)
Backup Weapons (choose 1):
• Throwing axe (thrown, deadly: waylay, infighting)
• Dagger (reach control, deadly: infighting)
• Fighting knife (reach control, deadly: brawling)
• Head breaker [brass knuckles] (deadly: brawling+no armor)
• Staff (leverage, deadly: hand-to-hand+no armor)
• Weighted chain (flexible, deadly: hand-to-hand+no armor)
• Shield (Shield Work)
Armor (choose 1):
• Gambeson, helmet, boots (coat, 1 armor)
• Plates, helmet, boots (plates, 2 armor)
• Mail coat, helmet, boots (mail, 2 armor)
• Brigandine, helmet, boots (coat, 2 armor)
• Lamellar, helmet, boots (plates, 2 armor)
Strongholder
In addition, you begin play with:
• Dagger (reach control, deadly: infighting)
• Arming sword (follow-through, deadly: hand-to-hand)
• Mail coat, helmet, boots (mail, 2 armor)
Hocus
• Cudgel (deadly: hand-to-hand+no armor)
• Staff (leverage, deadly: hand-to-hand+no armor)
• Dagger (reach control, deadly: infighting)
• Fighting knife (reach control, deadly: brawling)
Mystic
• Cudgel (deadly: hand-to-hand+no armor)
• Staff (leverage, deadly: hand-to-hand+no armor)
• Dagger (reach control, deadly: infighting)
• Fighting knife (reach control, deadly: brawling)
Nightshade
[ ] A dagger with a worked-gold hilt and golden blade inlay (reach control, deadly: infighting)
[ ] A slim and jewel-hilted sword (draw cut, deadly: hand-to-hand)
[ ] Poisoned dagger (thrown, ignores armor)
[ ] Thin breastplate made of the finest steel, easily hidden beneath your glamorous fashion (1 armor)
Precious things (choose 2):
[ ] A bag of fine dust, that when blown in someone’s face causes them to lose consciousness, and forget the previous 24 hours.
[ ] Bag of mushrooms that, once eaten, calls to you the spirit of its wild wind. Ask the spirit three questions about what it has touched.
[ ] A deck of cards, that once dealt, predicts the future.
Faceless
Brutal weapons (choose 1):
• Sparth axe (war, power swing, armor piercing, deadly: on the field)
• Falchion (power swing, deadly: hand-to-hand)
• Flail (flexible, deadly: hand-to-hand)
• Dagger and Axe (thrown, power swing, deadly: infighting, waylay)
• Cestus (power swing, reach control, deadly: brawling)
Armor (choose 1):
• Gambeson, helmet, boots (coat, 1 armor)
• Plates, helmet, boots (plates, 2 armor)
• Mail coat, helmet, boots (mail, 2 armor)