Unarmed
Adventurers who must leave behind their trusted weapons may find themselves forced to fight unarmed, or to rely on a simple dagger, or even a thrown stone. When this happens, they rely on their martial training to save themselves.
Player-heroes performing an attack while unarmed, or using a dagger, club, or an improvised weapon, roll a number of dice equal to their highest Combat Proficiency, but suffer a disadvantage: they lose (1d).
|
Weapon |
Damage |
Injury |
Load |
Combat Proficiency |
Notes |
|---|---|---|---|---|---|
|
Unarmed |
1 |
— |
0 |
Brawling* |
Includes throwing stones. Cannot cause a Piercing Blow |
* Weapons used to make Brawling Attacks (see Chapter 4).