Ironsworn Gear Supplement
Ironsworn Gear Supplement
Ironsworn Gear Supplement
RANGE
With this supplement, combat includes a basic range from Arm’s Length to Distant (0 to 7+). Typically, you can only move 1 range or
zone per move. Range is determined by the results of other moves.
On a strong hit, you may shift range by 1 (towards or a away from your foe).
On a weak hit, range is unchanged.
On a miss, the foe may shift range by 1 (towards or a away from you).
Quick denizens (like horses), larger foes or foes with flying can move twice the normal rate.
Range Descriptions and Modifiers to Moves
Zone Range Description Terrain Clash or Strike
~25 m.
0 Arm’s Length Right next to you -- +0 melee /-3 ranged
1 Near A few steps, same zone Small room, cave tunnel 0
2 Short 2 – 25 meters (1 zone) Dense forest, swamp, large hall -1
3-6 Long 26–100 meters (4 zones) Forest, hills, city ruins, huge hall -2
7+ Distant As far as the eye can see Plains, mountains -3 (Aim with Secure Advantage)
*Dark *Any *Can see up to Near Moonless night, cave w/o fire -1 max Near range
WEAPONS
Weapons are a combination of gear and combat talents. You improve the talents by using the weapon. When you miss while using a
weapon, add a tick to its skill box. If you are unable to add a tick (on the fifth tick), improve the weapons skill rating by one instead.
Weapons have have five basic features.
Grip (G): Determines whether a weapon can be held with one hand (1H) or two (2H).
Weapon Bonus (B/WB): You gain 1d6 per Weapon Bonus. When you roll and use your weapon (usually with Strike or Clash) also
roll your Weapon Bonus. When you roll one or more 6s, you may add +1 to your Action Score and +1 damage/harm for every 6
rolled.
o Some epic level weapons have “Artifact Dice” of d8, d10, or d12. You add an amount to your Action Score and your
damage/harm depending on what is rolled: 6 and over add +1, 10 and over add +2, 12 add +3.
o When you miss and roll a 1 on your Weapon Bonus, the weapon is damaged and that bonus is lost until you repair your
gear.
Damage (D): This is your base harm when using the weapon.
Range (R): The range where the weapon is viable (usally Arm’s Length for melee weapons, Near or greater for ranged weapons).
Tags: These are descriptors that affect how a weapon impacts different moves, described below.
Weapon Tags
Blunt. On a strong hit, you may ignore the foe’s Armor Rating.
Heavy. You may Secure Advantage and on a hit, Strike or Clash and double your damage/harm from that move. The item also takes
up twice as much space.
Hook. You may add your weapon bonus when you Face Danger or Secure and Advantage to push, grapple, or waylay your foe.
Light. When you Strike or Clash, you may roll +edge (instead of +iron). The item also takes up half as much space.
Parry. When you dodge or parry a blow with Face Danger, you may add your Weapon Bonus to the move.
Pierce. On a strong hit, you may exchange any amount of damage (harm) gained from you Weapon Bonus to reduce Armor Rating
by that amount.
Slash. On a strong hit, you may double damage from your Weapon Bonus.
Throw. You may Clash or Strike at the weapon’s range +1 (at Near if range is Arm’s Length). When you use this feature, roll a
d10. When you roll a 1 or 2, the weapon breaks or slips away and is lost.
ARMOR
Armor has one basic feature, Armor Rating. When you Endure Harm, you may roll 1d6 for every Armor Rating. For every 6 rolled
with your Armor Rating, reduce damage/harm by 1. For every 1 rolled, the armor is damaged and you reduce your Armor Rating by 1.
WEAPON WEAPON WEAPON
PROGRESS 1st 2nd 3rd 4th 5th PROGRESS 1st 2nd 3rd 4th 5th PROGRESS 1st 2nd 3rd 4th 5th
☐ ◯◯◯◯◯
☐ ◯◯◯◯◯ ◯◯◯◯◯
Throw. May Clash or Strike at Light. When you Strike or shield’s AR as a gear bonus.
+1 range. d10: 1-2, item is lost. Clash, you may roll +edge Light. Uses half an item slot.
Heavy. Secure Advantage and (instead of +iron). Heavy. Uses two item slots.
on a hit Strike or Clash with 5th
Heavy. Secure Advantage and
double damage. on a strong hit Strike with
double damage.
PROGRESS 1st 2nd 3rd 4th 5th PROGRESS 1st 2nd 3rd 4th 5th REPAIR 1st 2nd 3rd 4th 5th
When you Secure an Advantage +wits by When you Face Danger, Secure an
When you are in position to Strike at an
taking a moment to aim, envision where Advantage, or Compel by hitting or
unsuspecting foe, choose one (before
you intend to land your shot. Then, add breaking an inanimate object, add +1 and
rolling). Strike quickly: Add +2 and take
+1 and take +1 momentum on a hit. take +1 momentum on a hit.
+1 momentum on a hit. Take aim: Inflict
THIRD +2 harm on a hit.
THIRD
When you Strike a foe and score a strong THIRD
Once per fight, when you Strike or hit, take +1 momentum and knock them When you Compel someone at the point
Clash, you may take extra shots and back, stun them, or put them off-balance. of your blade, or when you rely on your
suffer -1 supply. If you do, reroll any
FOURTH blade to Face Danger, add +1.
dice. On a hit, inflict +2 harm and take
+1 momentum. When you Turn the Tide, you may FOURTH
FOURTH Strike with all the fury and power you can
Once per fight, when you Secure an
When you Resupply by hunting, add +1 muster. If you do (decide before rolling),
Advantage +shadow by performing a feint
and take +1 momentum on a hit. you may reroll any dice and inflict +1
or misdirection, reroll any dice and +1
harm on a strong hit, but count a weak
momentum on a hit.
FIFTH hit as a miss.
Add d8 artifact die to your weapon bonus. FIFTH FIFTH
Add d8 artifact die to your weapon bonus. Add d8 artifact die to your weapon bonus.
When you Strike or Clash in close When you Secure an Advantage or Face When you Strike or Clash in close
quarters, take +2 momentum on a hit. Danger holding a foe at range, you gain quarters, suffer -1 momentum and inflict
initiative on a weak and strong hit. +1 harm on a hit (decide before rolling).
THIRD
Endure Harm in a fight, you may When you Strike or Clash in close When you have your axe in a hand, and
sacrifice your shield and ignore all harm. combat and score a strong hit, you may use the promise of violence to Compel or
If you do, your shield is destroyed. drive your spear home and inflict +2 Secure an Advantage, add +1 and take +1
harm. If the fight continues, Face Danger momentum on a hit.
FOURTH
+iron to retrieve your spear before using FOURTH
When you bear a shield with a it again. When you make a tribute to a fallen foe
meaningful symbol and Endure Stress, (formidable+) by carving a rune in your
you may add your shield’s AR as a gear FOURTH
axe, roll +Courage. On a strong hit, inflict
bonus and take +2 on a hit. When you Face Danger by bracing your +1d6 damage (on a 1 the rune is lost) on
FIFTH
spear against a charging foe, add your Strike or Clash. On a weak hit, as above,
weapon bonus, take +1 momentum on hit. but Endure Stress (2 stress).
Add 1d8 artifact die to your Armor Rating.
FIFTH FIFTH
Add d8 artifact die to your weapon bonus. Add d8 artifact die to your weapon bonus.
aaaa
ARMOR ARMOR ARMOR
5th 5th
Light. Uses half an item slot. Heavy. Uses two item slots.
Light. Uses half an item slot.
Restrictive. Mark encumbered.
Visor. Suffer -1 to +Wits rolls.
REPAIR 1st 2nd 3rd 4th 5th REPAIR 1st 2nd 3rd 4th 5th REPAIR 1st 2nd 3rd 4th 5th
WEAPON
UNARMED
G B D R Tags
Unarmed 2H -- 1(2) Arm Light, Hook
FIRST 2nd
☐ ◯◯◯◯◯
COMBAT TALENT COMBAT TALENT COMBAT TALENT
When you Clash while geared for war, When you Endure Harm, you may When you Endure Harm that would
add +2d6 Gear Bonus from your armor. sacrifice -1 Armor Rating to secure a cause you to Face Death, you may instead
SECOND
strong hit. sacrifice your helm and ignore the roll.
Add 1d6 artifact die to Armor Rating. SECOND
THIRD
Add 1d6 artifact die to Armor Rating. When you use your physical presence to
THIRD
You have improved your ability to move THIRD Secure Advantage or Compel, add your
in heavy armor. The Restrictive and It fits like a glove. Light armor no longer helm’s Armor Rating as a gear bonus.
Heavy tags no longer apply to you. takes any inventory space. FOURTH
COMBAT TALENT
BRAWLER
SECOND