Core Equipment Framework
AX.C.09.01 - Core Equipment Framework
Equipment in AxiomRPG is defined by its mechanical function rather than its physical description. A sword, a pistol, and a vibroblade are all Standard weapons, the Genre Catalog names them, prices them, and distinguishes them fictionally. The core rules define only what each category of equipment does at the table.
Genre Catalogs extend this framework with specific weapon and gear lists, currency systems, crafting rules, durability mechanics, vehicle equipment, and setting-appropriate starting packages. Nothing in this module requires a Genre Catalog to function; these rules are complete as written for playtest and homebrew use.
AX.C.09.01.01 - Weapons
All weapons belong to one of four categories. A character's access to specific weapons within each category is defined by their Genre Catalog. In the absence of a Genre Catalog, the GM determines which weapons are available.
Choosing a Combat Attribute
Characters who use Standard weapons must decide at character creation which Attribute governs their combat style. This choice reflects how the character fights, through physical force or through speed and precision, and typically aligns with their Profession's dominant Attribute and Favored Save.
This decision is made once at generation and is permanent unless the Genre Catalog provides a retraining option.
| Combat Style | Attribute | Suits |
|---|---|---|
| Strength-based | Body | Warriors, Guardians, heavy combatants |
| Finesse-based | Speed | Rogues, Assassins, reactive fighters |
Light, Heavy, and Ranged weapons have fixed Attribute requirements as noted in their entries.
Light Weapon
A compact, easily deployed weapon suited to fast engagement at close quarters. Light weapons favor speed over brawn.
Attack Pool: Speed + Strike (or Speed + relevant Talent per Genre Catalog) Range: Touch to Close Properties: - Can be wielded in the off-hand without penalty - Can be thrown to Close range as a ranged attack with no additional equipment - May be drawn or holstered as a Free Action
Genre examples: dagger, holdout pistol, vibroblade, punch dagger, shiv, compact sidearm
Standard Weapon
The baseline combat weapon, reliable, versatile, and effective across a wide range of situations. Standard weapons have no special properties and impose no restrictions.
Attack Pool: Body + Strike OR Speed + Strike, determined at character creation (see Choosing a Combat Attribute above) Range: Touch to Close (melee) or as defined by the Genre Catalog (if the weapon has a ranged component) Properties: - None. Standard weapons are the reliable middle ground of the weapon categories.
Genre examples: sword, handgun, energy pistol, spear, war axe, standard sidearm, combat knife (full-length)
Heavy Weapon
A two-handed weapon that sacrifices speed for devastating impact. Heavy weapons reward aggressive positioning and create follow-up opportunities through knockdown.
Attack Pool: Body + Strike Range: Touch to Close (melee) Properties: - Requires two hands to wield effectively. A character wielding a Heavy weapon cannot use a shield or off-hand weapon. - Knockdown: On a successful hit that deals at least 1 damage, the target must make a Body Save vs Threshold 2. On failure, the target is knocked Prone (see AX.C.10.04).
Genre examples: greatsword, greataxe, warhammer, battle rifle, heavy plasma cannon, industrial tool repurposed for combat
Ranged Weapon
A dedicated distance weapon that controls engagements from beyond melee reach. Ranged weapons are most effective at distance and become a liability in close quarters.
Attack Pool: Speed + Precision Range: Near to Far (optimal). Distant range is possible at Disadvantage. Properties: - Close range penalty: Attacks made at Close range have Disadvantage. Cannot be used at Touch range without the GM's approval and a significant narrative justification. - Requires two hands to wield effectively. A character wielding a Ranged weapon cannot use a shield. - Ammunition or power supply is tracked per Genre Catalog. In the absence of a Genre Catalog, the GM determines when a ranged weapon requires reloading.
Genre examples: bow, crossbow, rifle, sniper platform, railgun, longarm energy weapon
Weapon Summary
| Category | Attribute | Range | Key Property |
|---|---|---|---|
| Light | Speed | Touch–Close | Off-hand, throwable, Free Action draw |
| Standard | Body or Speed | Touch–Close | None |
| Heavy | Body | Touch–Close | Two-handed, Knockdown on hit |
| Ranged | Speed | Near–Far | Disadvantage at Close, cannot use at Touch |
Note: Area weapons, grenades, blast spells, explosive devices, are defined entirely by Genre Catalogs and do not have a core category. The GM may improvise area weapon effects using the damage formula (successes = damage, applied to each target) and the Speed Save framework from AX.C.11.05.
AX.C.09.01.02 - Armor
Armor increases a character's Defense by adding to the Speed-based Defense calculation. Three armor weight categories exist, each with a fixed Armor Value and a corresponding Armor Penalty to Athletics, Acrobatics, and Odd Talent action pools.
Full armor rules and the Defense calculation are in AX.C.10.06. The table below is provided as a quick reference.
| Armor | Armor Value | Defense Contribution | Armor Penalty |
|---|---|---|---|
| None | 0 | None | |
| Light | +1 | Adds 1 to Defense calculation | −1D to Athletics, Acrobatics, Odd Talent pools |
| Medium | +2 | Adds 2 to Defense calculation | −2D to Athletics, Acrobatics, Odd Talent pools |
| Heavy | +3 | Adds 3 to Defense calculation | −3D to Athletics, Acrobatics, Odd Talent pools |
The Armor Penalty can be offset by Endurance (see AX.C.04.02). Specific armor types within each weight category, their appearance, material, cost, and availability, are defined by the Genre Catalog.
AX.C.09.01.03 - Shields
A shield provides +1 Defense and enables two additional combat options.
Bulwark: While adjacent (Close range) to an ally who is also wielding a shield, both characters gain the benefit of full cover, attackers targeting either character have Disadvantage on ranged attack rolls.
Shield Bash: Use the shield as a Light weapon to Strike an opponent (Speed + Strike, Touch range). While executing a Shield Bash, the character loses the +1 Defense bonus until the start of their next Turn.
A shield requires one hand to wield. Characters cannot use a Heavy weapon or a two-handed Ranged weapon while wielding a shield.
AX.C.09.01.04 - Consumable Equipment
The Kit Framework
Consumable equipment in AxiomRPG follows a unified framework based on the Kit mechanic. A Kit is any consumable tool, supply, or resource that provides a bonus die to a specific type of roll and degrades with each use.
How Kits Work
A Kit has a starting modifier, the bonus dice it provides, that decreases by 1 after each use. When the modifier reaches 0, the Kit is spent and must be replenished or replaced before it can be used again.
Kit use is a Minor Action unless the Genre Catalog or item description specifies otherwise.
Example, Healer's Kit (starting modifier +3D)
| Use | Modifier | Bonus to Roll |
|---|---|---|
| 1st use | +3D | Body + Medicine + 3D |
| 2nd use | +2D | Body + Medicine + 2D |
| 3rd use | +1D | Body + Medicine + 1D |
| Spent | 0 | Kit must be replaced |
The Kit is spent when the modifier reaches 0; there is no use at +0D. A spent Kit has no mechanical value until replenished.
Defining New Kits
When a Genre Catalog or GM introduces a new consumable item, use this template:
**Kit Name**
Applies to: *[Talent or roll type this Kit enhances]*
Starting Modifier: [+1D / +2D / +3D]
Action: [Minor / Primary / Free]
Notes: [Any special conditions, restrictions, or effects beyond the bonus die]
Starting modifier guidance: - +1D: Minor consumables. Single-use advantage in a specific narrow context. - +2D: Standard consumables. Two meaningful uses before depletion. - +3D: Professional-grade consumables. Three uses, significant bonus per application.
Kits with a starting modifier higher than +3D are exceptional items and should be treated as significant equipment, their availability and cost should reflect this in the Genre Catalog.
Replenishing Kits
A spent Kit may be replenished to its full starting modifier given access to appropriate supplies and sufficient time. Replenishment cost and time are defined by the Genre Catalog. In the absence of a Genre Catalog, the GM determines what is required.
AX.C.09.01.05 - Equipment at Character Creation
Characters acquire starting equipment during Step 9 of character creation (AX.C.05.09). The Genre Catalog defines starting currency, available equipment lists and any Profession-specific starting gear.
In the absence of a Genre Catalog, the GM should provide each character with: - One weapon appropriate to their Profession and combat style - Armor appropriate to their role (Light for Speed-dominant characters, Medium or Heavy for Body-dominant characters) - One Kit appropriate to their Profession (a Healer begins with a Healer's Kit at +3D; other Professions receive a relevant tool Kit at +2D) - Any additional gear the GM judges necessary for the planned adventure
Starting equipment is not tracked for cost in the absence of a Genre Catalog; it is simply granted as part of character creation.