Wheel of Time Rules Manual

Weapon Craft / Armscraft

Weapon Craft

Armscraft

Overwhelm a foe with brutal force — the tavern brawler, the pikeman, the shield wall.

Focus STR & CON
Weapons Blunt · 2H · Shields
Style Aggression
Stacking Ability Brute Force / Rage / Blockade
Next Blademaster
Play Focus
Tanking Crowd Control Consistent Damage Single-Target Focus

Armscraft is the fighting style of those who emphasize power and brutality. Its practitioners are proficient in the use of blunt weapons, 2-handed weapons, and shields. It emphasizes overwhelming force and aggression — not stalling, or patiently wearing down a foe. It is the style of the tavern brawler and his mace, the pikeman, the professional soldier, or old campaigner adept with his shield wall and trusty cutlass. The fighter proficient in Armscraft is prone to focus on one enemy, totally overwhelming them with single-minded ferocity until they are defeated.

Armscraft is designed for the player who wants to be in the thick of things, as all your buffs are a result of hitting or being hit. It can make an effective tank against several small opponents using Fury Shield, Fueled by Fire, and Focused Defense, and can also be used for crowd control with Trembling Force and Tempting Strike. Use Blood Rage when moving into a group of enemies to build Rage stacks faster. Armscraft should usually have fairly consistent damage and success in attacking.

Against Knifecraft use Unimpressed and Bulwark of the Blade. Against Spearcraft use Menacing Might to keep up with the constantly-fleeing foe, and Brutalize since your many AoO against them should add up faster than against other combat styles. Against Bowcraft use Second Wind to catch up to them, and Tempting Strike to waste their actions while building up enough stacks to take them down.

Stacking Abilities

Different stacks based on weapons used. Changing weapons mid-fight keeps stacks, but changes burn benefits.

Dual-wield / 2-handed → Brute Force · One-handed only → Rage · Shield (non-buckler) → Blockade

Brute Force

Must be dual-wielding or using a 2-handed weapon. Each time you roll a D20 to attack, gain a Brute Force counter.

Stack Burn

  • 1 Stack

    +1 Attack until end of turn.

  • 2 Stacks

    +1 Attack & Damage until end of turn.

Rage

Must be using only a 1-handed weapon. Each time you take damage from an enemy attack involving a D20 roll, gain a Rage counter.

Stack Burn

  • 1 Stack

    +1 Damage until end of turn.

  • 2 Stacks

    +1 Attack & Damage until end of turn.

Blockade

Must be using a non-buckler shield. (Remember, all non-buckler shields add your APM Modifier to defense.) Gain a stack each time an enemy uses an Attack Action against you — per Standard, Full, Immediate, or Swift Action, not per swing. A Full Attack Action involving 4 dice rolls still confers only 1 stack.

Stack Burn

  • 1 Stack

    +1 Absorb per Max Phys until your next turn.

  • 2 Stacks

    +1 Attack & Damage until end of turn.

At Maximum Stacks

If you are currently at your maximum stacks, you gain the following passive ability. As soon as you spend any stacks, you immediately lose the passive ability.

  • Passive

    Martial Discipline [0 PHYS] — When you have maximum stacks, gain [Talent Points spent in Armscraft] to Attack, Damage, or Defense. Declare this choice at the start of your turn; it lasts until your next turn, or until you spend any stacks, whichever is sooner.

Abilities

Search every tier at once — useful mid-turn.

18 abilities
Tier 1

Basic Abilities

May be purchased using talent points in any order.

  • Bulwark of the Blade

    0 Phys Passive

    When using a 2-handed weapon or dual-wielding, gain an extra Brute Force counter on your first attack each turn.

  • Fury Shield

    0 Phys Passive Shield required

    You are adept at using a shield to shrug off damage, making you very difficult to kill. You must have a shield equipped. Any time you are successfully attacked by an enemy, you may choose to consume 2 counters. If you do, your shield absorbs damage equal to your level from the current enemy's attack action.

  • Unimpressed

    0 Phys Swift Action

    Someone must have made a successful AoO against you. You anticipated the AoO, and shrug off the blow. You take half damage, rounded down.

  • Blood Rage

    0 Phys Swift Action

    For the next 1 round, you may add X stacks of the Rage buff every time you would usually have added just 1, where X is your Max Phys.

  • Reckless Charge

    1 Phys Swift Action

    You sacrifice your own safety to damage your opponent. Choose a number X, where X is less than or equal to your Defense. For one round, you are +X to Attack, −X to Defense.

  • Brutalize

    1 Phys X Stacks Standard Attack Action

    You make a single, full-strength, committed attack against a target you have successfully attacked before. For this attack, you may add X to your Attack, Damage, and CTR.

  • Shielded Strike

    0 Phys 1 Stack Free Action Shield required

    If an attack against you fails, and you have a shield equipped, you may perform a return Standard Attack.

  • Menacing Might

    1 Phys Immediate Action

    Before a target enemy declares their movement Action, you may move up to 15 feet to enter their AoI. The target will panic, making two attacks with no attack bonus that deal 1d4 if successful. You may elect not to defend against these attacks, letting them land automatically.

Tier 2

Intermediate Abilities

You must have spent at least 2 points in the weaponcraft tree.

  • Trembling Force

    2 Phys Swift Action 2-handed weapon

    You must be using a two-handed weapon. Until your next turn, whenever you successfully strike with a melee weapon, you automatically crit and you force the enemy back 10 feet. This movement does not invoke an AoO from you.

  • Wrath of the Aegis

    2 Phys Full Round Action

    Instead of moving or attacking, you focus on defense. Until your next turn: you may not attack. In response to an enemy moving towards an ally to make a melee attack, you may move to stand between that enemy and your ally, forcing them to stop their movement. They may attack you. Enemies attack you at +1 Disadvantage. Any time you take no damage from an attack, set aside a 6-sided die. You may move a total distance equal to your sprint distance to intercept as many enemies as you still have movement to reach. Starting with your next turn, the next time you successfully attack an enemy who has attempted to attack you before, add that pool of 6-sided dice to your damage. Discard the dice pool afterwards.

  • Wrath of the Gathering Storm

    2 Phys Standard Attack Action

    Instead of attacking, you bide your time, catch your breath, and prepare for the next opportunity — the next over-extended enemy. Until your next turn: you may not attack. Set aside [Talent Points spent in Armscraft] 6-sided dice. For each enemy that attacks you between now and your next turn, remove a die from that dice pool. On your next turn, add that dice pool as damage to the first enemy you successfully attack. Discard the dice pool afterwards.

  • Focused Defense

    2 Phys Standard Attack Action

    Instead of attacking, until your next turn you may add your total stacks to your Defense against a specific enemy. If you are using a shield, double this bonus.

  • All Flesh is Grass

    2 Phys Full Attack Action

    You press your attacks, bent on revenge. Make a Full Attack Action against an enemy that attacked you on their last turn, at your HAB each time. Add [Talent Points spent in Armscraft] to your Attack, Damage, and CTR.

  • Fueled by Fire

    2 Phys X Stacks Standard Attack Action

    You are driven by a battle-hardened resolve. You may gain hit points equal to X × [Max Phys]. You may not exceed your max hit points.

  • Stone Stance

    2 Phys X Stacks Swift Action

    You won't budge: they will die on this mountain. You may not have moved this turn (not even your 5-foot movement). Until your next turn, you gain +X Advantage, cannot be flanked, and add [Talent Points spent in Armscraft] to your CTR.

Tier 3

Advanced Abilities

You must have spent at least 4 points in the weaponcraft tree.

  • Screaming Fury

    3 Phys Full Attack Action

    You strike fear into the heart of a single enemy. Perform [Talent Points spent in Armscraft] Standard Attacks against an enemy in your AoI that you have successfully attacked before. If successful, automatically deal maximum-dice damage. The enemy cannot perform any Attack Actions on their next turn.

  • Death Spiral

    3 Phys X Stacks Full Attack Action

    You are gripped by a battle frenzy. You see only red. For each successful attack you make this turn, set aside a 6-sided die. Make a Full Attack Action. After the final attack, you may spend 2 stacks to make another attack at HAB, but with +1 Disadvantage. If successful, you may pay another 2 stacks to attack again, with an additional +1 Disadvantage. You may repeat until you fail to hit, or until you run out of counters. After your final attack, roll all the 6-sided dice in the pool and add it as damage against the last enemy you successfully attacked. Discard the dice pool afterwards.

  • Shieldbearer's Oath

    3 Phys X Stacks Standard Action Shield required

    You are a living bulwark against the enemy. You must be wearing a shield. Until your next turn, you defend all allies within your AoI. Enemies attack you and allies in your AoI at +X Disadvantage. If the attack succeeds, you take the damage.

Wheel of Time RPG · Armscraft weapon craft Rules manual