Weapons

Longsword

 * Slash
 * Cost: 4
 * Range: 2
 * Damage: 1 per success
 * Pommel
 * Cost: 3
 * Range: 1
 * Damage: 1
 * Effect: On two successes, this attack does 1 TP damage. On four successes, this attack does 2 additional TP damage.
 * Execute
 * Cost: 3
 * Range: 1
 * Damage: 4 per success
 * Effect: This attack may only be used on prone targets.

War Axe

 * Chop
 * Cost: 6
 * Range: 2
 * Damage: 2 per success
 * Hurl 
 * Cost: 6
 * Range: 5
 * Damage: 2 per success
 * Effect: Reduce your Attack Mod by 1 for this attack. Note that after this attack, you will not be holding your axe.
 * Shieldbreaker
 * Cost: 6
 * Range: 2
 * Damage: 2+1 per success
 * Effect: On four successes, either your target's shield or armor (you choose 1), renders no defensive benefit for the remainder of combat.

Spear

 * Skewer
 * Cost: 4
 * Range: 3,4
 * Damage: 2
 * Effect: You may Guard as a free action after using this attack.
 * Shove
 * Cost: 2
 * Range: 1
 * Damage: 0
 * Effect: On hit, you may push the target up to three spaces away in a straight line.
 * Impale
 * Cost: 8
 * Range: 2,3
 * Damage: 6
 * Effect: If you get at least 2 successes on this attack, you may pin the target to the ground (or a wall). They remain pinned until you move or make another action, and they take an additional 6 damage at the end of each of your turns that they remain pinned.  During each of their turns, they may attempt an opposed Brutality roll against you.  If they win, they become unpinned.  Pinned targets are considered prone (though the normal action to rise from prone is unavailable to them).

Greatsword

 * Hack
 * Cost: 6
 * Range: 2,3
 * Damage: 2 per success
 * Run Through
 * Cost: 4
 * Range: 3
 * Damage: 2
 * Effect: You may ignore 1 point of either your target's Protection or Deflection.
 * Cleave
 * Cost: 8
 * Range: 1,2 (AoE) (180-crescent arc)
 * Damage: 1 per success
 * Effect: Add two successes to your attack roll.

Warhammer

 * Smash
 * Cost: 8
 * Range: 2,3
 * Damage: 2 per success
 * Effect: You may ignore up to 2 points of either your target's Protection or Deflection.
 * Pommel Hook 
 * Cost: 3
 * Range: 1
 * Damage: 1
 * Effect: On two successes, the target is knocked prone.
 * "Golf Swing"
 * Cost: 10
 * Range: 2
 * Damage: 3 per success
 * Effect: On four successes, push the target 3 squares in a straight line. They may not move or take any additional actions this round, and they are knocked prone.  This attack ignores armor like Smash does.

Dagger

 * Stab
 * Cost: 2
 * Range: 1
 * Damage: 2
 * Throw
 * Cost: 2
 * Range: 5
 * Damage: 2
 * Effect: Reduce your Attack Mod for this attack by 2. You may draw a dagger as a free action.
 * Brutalize
 * Cost: 3
 * Range: 1
 * Damage: 2
 * Effect: You may pay 3 TP to increase your Damage by 1 per success (no cap). You may do this any number of times.

Rapier

 * Thrust
 * Cost: 2
 * Range: 2
 * Damage: 2
 * Bind
 * Cost: 3
 * Range: 1,2
 * Damage: N/A
 * Effect: You may only use this attack after you have been attacked or from Guard.  If you get at least 2 successes, you catch the opponent’s weapon in a binding parry.  Until they move outside the range of this attack or you make another attack with your rapier, the target may not use Defense dice, and they may not make any attacks with the bound weapon.  This has no effect on unarmed opponents.
 * Flying Lunge
 * Cost: 4
 * Range: 1,2
 * Damage: 1 per success
 * Effect: Before attacking, move 1, 2, or 3 spaces. This movement does not trigger attacks of opportunity from Guard or similar abilities.

Whip

 * Lash
 * Cost: 2
 * Range: 2,3
 * Damage: 1
 * Effect: On two successes, do 1 TP damage.
 * Catch
 * Cost: 4
 * Range: 2,3
 * Damage: N/A
 * Effect: If this attack hits, you successfully grapple the target, with the exception that both of you may move toward one another. Additionally, you may roll Finesse instead of Brutality to maintain the grapple.  You may end the effect at any time, but you may not attack with your whip while it persists.
 * Scourge
 * Cost: 6
 * Range: 2
 * Damage: 1
 * Effect: Repeat this attack three additional times (four total). On two successes, do 1 TP damage. On 4 successes, do an additional 2 TP damage.  You may not make any additional attacks this round.

Bow

 * Shoot
 * Cost: 3
 * Range: 3-8
 * Damage: 2
 * Effect: You may not use this attack and move in the same turn. If you get at least 6 successes, increase the damage of this attack by 6.
 * Arrow Shiv
 * Cost: 2
 * Range: 1
 * Damage: 2
 * Effect: You may not use this attack as an attack of opportunity.
 * Multishot
 * Cost: 6
 * Range: 3-6, 3 targets
 * Damage: 2
 * Effect: You may not use this attack and move in the same turn. If you get at least 6 successes, increase the damage of each attack by 6.

Hand Crossbow

 * Fire
 * Cost: 1
 * Range: 2-5
 * Damage: 2
 * Effect: You must reload (or take an action and pay 4 TP) before you attack again with this weapon.
 * Reload
 * Cost: 2
 * Range: N/A
 * Damage: N/A
 * Effect: Choose one of the following effects to add to your next attack. Only one effect may be applied to an attack this way, though using Repeater will apply effects in the order they were loaded.
 * Pitch: On hit, ignite your target for 1 damage each turn. See Fire Magic for the exact rules of this mechanic.
 * Poison: On hit, do 1 TP damage.
 * Piercing: You may ignore up to 1 point of either your target's Protection or Deflection.
 * Repeater
 * Cost: 3
 * Range: 2-5
 * Damage: 2
 * Effect: You may use Reload up to 5 times as part of this attack. For each time you do, repeat this attack.  You may choose a new target for each attack.

Heavy Crossbow

 * Thunk
 * Cost: 4
 * Range: 2-6
 * Damage: 7
 * Effect: You must reload (or spend an action and 8 TP) before you attack again with this weapon.
 * Reload
 * Cost: 4
 * Range: N/A
 * Damage: N/A
 * Choose one of the following effects to add to your next attack. Only one effect may be applied to an attack this way.
 * Bolas: On hit, the target is immobilized. They must spend 3 TP and an action before they may move again.  This cost is increased to 5 TP when fired by Ballista.
 * Grappling Hook: Out of combat, adds a +5 bonus to climbing checks where applicable.
 * Explosive Bolts: On hit, roll a 2 damage attack on all targets within 1 space of the target. The damage of this attack increases to 5 when fired by Ballista.  This attack has a 4-dice static attack mod.
 * Ballista
 * Cost: 10
 * Range: 2-10
 * Damage: 18
 * Effect: Wait until your next turn to roll this attack. If, before then, you take damage as the result of an attack, gain 5 TP and cancel this attack.

Small Shield

 * Block
 * Cost: 2
 * Range: N/A
 * Damage: N/A
 * Effect: This attack may be activated at any time to grant 1 Protection against one oncoming attack. This may only be activated once per attack.
 * Shield Bash (Brutality, Melee)
 * Cost: 3
 * Range: 1
 * Damage: 1
 * Effect: This attack does TP damage equal to the damage done.

Full Shield

 * Block
 * Cost: 5
 * Range: N/A
 * Damage: N/A
 * Effect: This attack may be activated at any time to grant 3 Protection against one oncoming attack. This may only be activated once per attack.
 * Shield Bash (Brutality, Melee)
 * Cost: 5
 * Range: 1, 2
 * Damage: 1 per success
 * Effect: This attack does TP damage equal to the damage done.

Tower Shield
Note: Equipping the Tower Shield imposes a persistent 2 TP penalty.
 * Block
 * Cost: 2
 * Range: N/A
 * Damage: N/A
 * Effect: This attack may be activated at any time to grant 3 Protection against one oncoming attack. This may only be activated once per attack.
 * Shield Bash (Brutality, Melee)
 * Cost: 6
 * Range: 1, 2
 * Damage: 1 per success
 * Effect: This attack does TP damage equal to the damage done. On two successes, the target is knocked prone.
 * Cover
 * Cost: 2
 * Range: N/A
 * Damage: N/A
 * Effect: When this attack is activated, plant your tower shield in any adjacent space. As long as you (and the shield) do not move, the shield blocks line of sight for ranged attacks and provides all characters standing in  the two spaces in a direct line behind the shield protection from any AoE attack originating from a point in the direction the shield is facing.