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Melee and Ranged Weapons

Richard Wilkes edited this page Oct 10, 2025 · 4 revisions

The Melee Weapon list and Ranged Weapon list on your character sheet show all of your character’s weapons (p. B268–B276), their usage statistics, and related notes.

These lists include:

  • Natural attacks (bite, kick, punch).
  • Weapons from Equipment.
  • Melee and missile spells from Spells.

Weapons are added through the Equipment list. An item with a Melee or Ranged Weapon Usage automatically appears in the appropriate weapon list. To change or delete a weapon, edit or remove the item from the Equipment list.

Note

Normally, only carried and equipped weapons appear here. If you enable Show all weapons in Sheet Settings, GCS will also display weapons from items that are not carried or equipped. These are clearly marked as (not carried) or (not equipped), as appropriate.

Master Library

GCS includes hundreds of official weapons in the Master Library. See Library Explorer for more details.

You can also create your own custom weapons.

Melee Weapon list

The Melee Weapon list on your character sheet includes the following columns. Select a column heading to sort ascending or descending .

Column Description
Melee Weapon The item's name (from equipment).
Usage Name for the entry. A weapon can have multiple usages.
SL The calculated skill level with the weapon.
Parry Bonus or penalty to Parry (p. B269).
Block Bonus or penalty to Block (p. B327).
Damage Damage done by the weapon (p. B268).
Reach The weapon’s reach in combat (p. B269).
ST Minimum Strength needed to use the weapon effectively (p. B270).

Ranged Weapon list

The Ranged Weapon list on your character sheet includes the following columns. Select a column heading to sort ascending or descending .

Column Description
Ranged Weapon The item's name (from equipment).
Usage Name for the entry. A weapon can have multiple usages.
SL The calculated skill level with the weapon.
Acc Accuracy bonus from aiming (p. B269).
Damage Damage done by the weapon (p. B268).
Range Maximum and half-damage range (p. B269).
RoF Rate of Fire (how many shots per attack) (p. B270).
Shots The number of shots a weapon can fire before reloading (p. B270).
Bulk The weapon’s size and handiness (p. B270).
Recoil How easy the weapon is to fire (p. B271).
ST Minimum Strength needed to use the weapon effectively (p. B270).

Adding weapons

Weapons are not created directly in the Melee or Ranged Weapon lists. Instead:

  • Add a weapon the same way you add Equipment or Spells.
  • If the item has Melee Weapon Usage or Ranged Weapon Usage fields filled out in the Detail Editor, it automatically appears in the appropriate weapon list.

Some weapons can have multiple usages. For example, a spear may have a thrust impaling attack and a swing cutting attack, which appear as separate rows.

To add natural attacks (bite, kick, and punch):

  • Go to Item > Add Natural Attacks. This adds all three automatically.

Managing and editing weapons

You manage and edit melee or ranged weapons the same way you edit Equipment.

Weapon stats are controlled by the Melee Weapon Usage and Ranged Weapon Usage fields in the Equipment Detail Editor. For Spells, these fields are available in the Spell Detail Editor.

To edit a weapon’s details:

  • Open the weapon’s source item from the Equipment list, then edit its Weapon Usage fields.

Note

A weapon must have at least one default skill (e.g., Broadsword, Spear) to calculate its skill level. See Defaults.

Melee Weapon Usage fields

The Melee Weapon Detail Editor includes the following fields:

Field Description
Hide If checked, hides the weapon stat from the melee weapon list on your character sheet.
Usage Name for the entry. A weapon can have multiple usages.
Notes Notes that appear with the weapon entry. Supports Markdown.
Parry Parry bonus or penalty (p. B269).
Fencing Uses fencing parry rules (p. B296).
Unbalanced Weapon can’t attack and parry on the same turn (p. B269).
Block Bonus or penalty to Block (p. B327).
Damage Damage done by the weapon (p. B268), usually thrust or swing.
Leveled Adjusts damage by level.
Multiply ST Changes how Strength modifies damage.
Unaffected by level Ignores level-based modifiers.
Per level Damage adjustment per level.
Per die Damage adjustment per die.
Armor Divisor Adjusts how good the attack is at penetrating DR (p. B278).
Type The type of injury or effect of the attack (cut, imp, cr, etc.) (p. B268).
Fragmentation Special rules for explosive damage (p. B414).
Reach Reach values for the weapon (p. B269).
Minimum Minimum reach.
Close Combat Allows use in close combat (p. B391).
Reach Change Ready Reach changes require a Ready maneuver (p. B366).
Minimum ST Minimum Strength needed to use the weapon (p. B270).
Two-handed Requires two hands (p. B270).
Two-handed & unready Takes a Ready maneuver when switching grips (p. B270).
Defaults Lists default skills for this weapon (p. B271). See Defaults.

Ranged Weapon Usage fields

The Ranged Weapon Detail Editor includes the following fields:

Field Description
Hide If checked, hides the weapon stat from the ranged weapon list on your character sheet.
Usage Name for the entry. A weapon can have multiple usages.
Notes Notes that appear with the weapon entry. Supports Markdown.
Accuracy Base accuracy bonus (p. B269).
Scope Adds scope bonus to accuracy (p. B269 or HT155).
Jet Attack is treated as a jet (continuous stream) (p. B106).
Damage Damage done by the weapon (p. B268), usually thrust or swing.
Leveled Adjusts damage by level.
Multiply ST Changes how Strength modifies damage.
Unaffected by level Ignores level-based modifiers.
Per level Damage adjustment per level.
Per die Damage adjustment per die.
Armor Divisor Adjusts how good the attack is at penetrating DR (p. B278).
Type The type of injury or effect of the attack (cut, imp, cr, etc.) (p. B268).
Fragmentation Special rules for explosive damage (p. B414).
Range Maximum range values (p. B269).
½D Range Half-damage range (p. B269).
Minimum Range Minimum range (p. B269).
Muscle-powered Weapon damage is powered by muscle (p. B269).
Ranges are in miles Range is measured in miles instead of yards.
Rate of Fire Mode 1 Shots per attack and secondary projectiles (p. B373)
Fully Automatic Only Weapon fires only in automatic mode (p. B408).
High-cyclic Controlled Bursts Allows controlled bursts at high RoF (p. HT83).
Rate of Fire Mode 2 Shots per attack and secondary projectiles (p. B373)
Shots Number of shots before reloading (p. B270).
In Chamber Number of shots ready to fire (p. B270).
Duration Time the weapon fires continuously.
Reload Time Time to reload (p. B270).
Per Shot Reload time applies per shot.
Thrown Weapon Marks the weapon as thrown (p. B270).
Bulk Size and handling penalty (p. B270).
For Giants Special handling for giant-sized body type.
Retracting Stock Weapon has a retracting stock.
Recoil Minimum margin of success needed for extra hits (p. B271).
For Slugs Used for slug ammunition.
Minimum ST Minimum Strength needed to use the weapon (p. B270).
Two-handed Requires two hands (p. B270).
Two-handed & unready Takes a Ready maneuver when switching grips (p. B270).
Has bipod Weapon includes a bipod (p. B412).
Mounted Weapon must be mounted (p. B412).
Uses a musket rest Weapon requires a musket rest (p. B412).
Defaults Lists default skills for this weapon (p. B275). See Defaults.

Weapon Usage toolbar

The toolbar above the Weapon Editor gives you quick access to common actions:

Button Name Description
Help Opens the help page from the User Guide.
100% Zoom Adjusts the display size of the Weapon Editor.
Apply Changes Saves and closes the Weapon Editor.
Discard Changes Exits without saving changes.

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