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PROJECT ANNUSTARIA
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Chapter 19: Weapons and Attacking Rules.​
An elf shoots an arrow at a goblin. A human swings a sword at another human from an enemy party. Weapon attacks are one of, if not the, most common ways to deal damage to your opponents. Most of the rules related to weapons and weapon attacks are explained in this chapter. However, numerous rules and situations within these rules can impact their functionality.
19.1 Making a Weapon Attack:    

A piece within your party may make a weapon attack if all of the following conditions are met. First, at least one of your pieces is within range of an enemy piece, in terms of the range listed by the party member attacking with it. Your party members cannot make a weapon attack toward your own party members; friendly fire is not tolerated! Second, if it is a ranged weapon, it must have at least one piece of ammo at the time. Lastly, nothing is preventing the attacking piece from taking actions on your turn.

    
Making a weapon attack will result in a contest roll between you and the owner of the target piece. This is referred to as an attack roll. The offender is the one who is making the attack. They add the offensive value of the weapon they are using to the roll. The defender adds their party’s defensive value to their roll. Various situations could alter the contest, so it is essential to understand what those situations are and how to apply those variations.


This section, “Ludicrous Ludo: Section 19.1”, is adapted from pages 94-95 of the “System Reference Document 5.1” by Wizards of the Coast LLC, which is under a CC BY 4.0 license. “Ludicrous Ludo: Section 19.1” is under a CC BY-SA 4.0 license.

19.2 Critical Hits and Misses:    

In combat, some attacks do exceptionally well at damaging the opponent, while others do so poorly that they end up causing more harm to themselves than to the opponent. Both of these situations are represented through critical hits and critical misses. It could also add more risk and reward to combat encounters.


Critical hits happen when the offender of an attack has the die land on 20, and the opponent had their roll land on something other than 20. When this happens, the attack does double what the attack dice for the hit shows, and the party’s attack modifier is applied like normal. For example, if a critical hit attack requires the owning player to roll 2d6, and the result shown on the dice is 7, it would deal 14 damage before applying modifiers. Also, just like with all other contest rolls, rolling a 20 on the die guarantees that the contest roll is a success for that player. If both players roll a 20 on their dice, the attack hits, but is not considered a critical hit.

​A critical miss happens when the offender of an attack has the die land on 1, and the opponent had their roll land on something other than 1. When this happens, the piece doing the attack has 1d4 normal natural damage dealt to it. Also, just like with all other contest rolls, rolling a 1 on the die guarantees that the contest roll is a failure for that player. If both players roll a 1 on their dice, the attack misses, but is not considered a critical miss.

This section, “Ludicrous Ludo: Section 19.2”, is adapted from page 94 of the “System Reference Document 5.1” by Wizards of the Coast LLC is under a CC BY 4.0 license. “Ludicrous Ludo: Section 19.2” is under a CC BY-SA 4.0 license.

19.3 Grazing Hits for Weapon Attacks:    

Not every weapon attack is critical, however, and some barely work at all. In this game, these instances are referred to as grazing hits. Grazing hits occur when there is a tie within some contest rolls. When this happens on a weapon attack, the amount of damage dealt by the attack is halved, dealing a minimum of 1 damage.

19.4 Double Shot:

Another advantage of blocking is being able to perform a double shot. When pieces in a block perform an attack, they may both shoot at the target with a single action being used. When performed, the offender of the attack gets to make the roll with advantage, which the player may benefit from with melee, ranged, and hybrid weapons, but not with punches or other forms of attacking. They must both be using the same weapon, and if the weapon used ammunition, two pieces of ammo must be used.

If the attack does hit, only one of the attacks goes through and does damage, unless both rolls of the aggressor attack roll are critical hits, in which case both attacks go through on the target and deal damage. The other one does nothing, regardless of whether it succeeds or fails. It also does not provoke collateral damage on successes. For collateral damage on the attack that rolled higher, it works as if there was a regular attack that was missed, except that the higher value is used for contest rolls against contest rolls for the collateral damage against other pieces.

19.5 Surrounding Rules:    

If two pieces are on the same party and neither of them is unconscious, surround an enemy piece on both of its adjacent squares; those two pieces are surrounding their opponent. While surrounding an opponent’s piece, they gain advantage on melee attack rolls and punches against the flanked piece. This does not apply to other forms of attacking, such as grappling or shoving.

19.6 Weapon Proficiency:    

Some parties are proficient with a weapon. A party often achieves proficiency by spending a lot of time practicing with a weapon, mainly focusing on that one instead of others. When a party is proficient with a weapon, they gain both a +2 to the contest roll for attacking with it and a +1 to the damage dealt by it. There might be some situations where multiple rules or effects could give a party proficiency in the same weapon. In this case, the party is just regularly proficient with it.


This section, “Ludicrous Ludo: Section 19.6”, is adapted from pages 64 and 94 of the “System Reference Document 5.1” by Wizards of the Coast LLC, which is under a CC BY 4.0 license. “Ludicrous Ludo: Section 19.6” is under a CC BY-SA 4.0 license.

19.7 Choosing Your Weapons:    

Every party has two weapon slots, not including a looted weapons slot. Multiple methods could be used when filling them out. The simplest method is simply choosing two weapons, one for each slot. They may be the same weapon, which is known as dual-wielding. The rules behind dual-wielding are explained more later in this chapter.

    
Another method is to use one of your slots for a special combat item that your party is proficient with. Your party must be proficient with a special combat item to use it, and a party could gain proficiency from either some classes or some perks. The other slot is filled with a weapon of your choice that is listed within this chapter.

    
The final method is only to select one weapon while leaving the other slot empty. When this is done, your party gains proficiency with that weapon. This method does not apply when a special combat item takes up the other slot.

19.8 Selecting Weapons Randomly:    

Refer to the following table. If you obtain a weapon that you have not yet unlocked, either reroll or make an exception to the leveling and unlocking rules.
Picture
Picture

19.9 Melee, Ranged, and Hybrid Weapons:    

There are three main types of weapons within Ludicrous Ludo. Those are melee, ranged, and hybrid weapons. There is one exception, throwing stones, which Ludicrous Ludo will discuss later. This distinction helps to differentiate them by some of their general rules as well as some of their stats.

    
Melee weapons are made for close range combat. Unlike the ranged weapons, they do not need ammunition to attack. The drawback, however, is that they typically only have a range of 1 or 2 spaces. Melee attacks cannot hit airborne opponents or opponents on the ground when the attacking piece is airborne. However, players can take advantage of these weapons while surrounding opponent pieces or creatures. Finally, melee weapons have advantage against prone opponents.

    
Ranged weapons are designed for combat that takes place over a greater range. They can attack from more than 1 or 2 spaces, but they typically require ammunition to do so. Ammunition is limited but replenishes over time. These weapons can do attacks against airborne opponents, along with attacking opponents on the ground while airborne. Finally, ranged weapons have disadvantage against prone opponents.

    
Hybrid weapons are a mix of melee and ranged. They display elements of both of the previous types. When attacking from one space away, you may choose whether it will be a melee or ranged attack. The rules for each type of attack are carried out according to which one the player chooses. The player is only able select for it to be ranged if your party has at least one ammunition for the weapon, and one piece of ammunition is consumed after doing the attack. At distances of more than 1 space, all attacks using the weapon must be ranged and thus take ammunition.

19.10 Dual-Wielding:

You can fill both of your weapon slots with the same weapon to dual-wield it. To accomplish this, a piece or creature must do it with a one-handed weapon. Finally, if the weapon has the slow property, but is one-handed, it could be dual-wielded, but does not benefit from the effects of it.
    
When using an action on your turn to attack with a dual-wielded weapon that does not have the slow property, your piece may make another attack with the other weapon using a bonus action. This bonus attack still consumes ammunition like regular attacks do. You may not add your dexterity modifier to the bonus attack’s contest roll if it is a positive integer, nor may you add your proficiency bonus. You also may not add your attack modifier to the bonus attack’s damage roll if it is a positive integer, nor may you add your proficiency bonus.


This section, “Ludicrous Ludo: Section 19.10”, is adapted from page 95 of the “System Reference Document 5.1” by Wizards of the Coast LLC, which is under a CC BY 4.0 license. “Ludicrous Ludo: Section 19.10” is under a CC BY-SA 4.0 license.

19.11 Basic Attributes:    

Weapons have several attributes that determine how they function and how they are unique from other weapons in the game. This book will discuss most of them in this section. Some of the attributes vary depending on whether the weapon is melee, ranged, or hybrid. The basic attributes for each weapon type are as follows:


Attributes for melee weapons:
  • Weapon Type.
  • Handedness.
  • Melee Damage.
  • Melee Range.
  • Thrown Damage.
  • Thrown Range.
  • Stun Factor.
  • Special Attributes.

Weapon Type:
    
Refer to section 19.9 for more information.


Handedness:
    
This attribute describes whether it takes one or two hands to handle the weapon properly. Only one-handed ones could be dual-wielded. 


Melee Damage:
    
When an attack lands with this weapon when making a melee attack, roll the die or dice described in this attribute and add the total to the damage that is dealt to the target. Finally add your attack modifier to the total amount of damage dealt. For example, if it is 2d4, roll two four-sided dice and add up the total. Some rules and situations could affect the amount of damage dealt to the target. All damage dealt by weapon attacks is of the normal attack type, unless otherwise specified.


Melee Range:
    
This attribute determines the range of a melee attack for this weapon. Your pieces may only target opponent pieces within the number of spaces listed. The range does not extend around corners or great divides unless otherwise specified. Also, the attack stops at the first piece that the attacking piece is facing towards. Weapon attacks may not target pieces in their home area or yard. Finally, the piece or creature that is performing the action or rule with a range must be facing its target, unless said otherwise.

    
Some rules and mechanics with ranges can target multiple pieces within a single interaction. If multiple pieces are affected, apply the rules and effects to the ones that are closest to the source. If there are targets on both sides of the source, for rules and effects that have ranges on both sides, it first targets the piece that the source is facing. The rules stated in this paragraph apply unless said otherwise.


Thrown Damage:
    
When an attack lands with this weapon while throwing it, roll the die or dice described in this attribute and add the total to the target. Add your attack modifier to the total amount of damage dealt. For example, if it is 2d4, roll two four-sided dice and add up the total. Some rules and situations could affect the amount of damage dealt to the target.

    
A player may only throw a weapon if the melee weapon has the “throwable” special attribute. If it does not, this field will be listed as NA, which is short for “not applicable.”


Thrown Range:
    
This attribute explains how far a thrown attack could go for this weapon. Your pieces may only target opponent pieces within the number of spaces listed. The range does not extend around corners or great divides unless otherwise specified. Also, the attack stops at the first piece that the attacking piece is facing towards. Weapon attacks may not target pieces in their home area or yard. Finally, the piece or creature that is performing the action or rule with a range must be facing its target, unless said otherwise.

    
Some rules and mechanics with ranges can target multiple pieces within a single interaction. If multiple pieces are affected, apply the rules and effects to the ones that are closest to the source. If there are targets on both sides of the source, for rules and effects that have ranges on both sides, it first targets the piece that the source is facing. The rules stated in this paragraph apply unless said otherwise.


A player may only throw a weapon if the melee weapon has the “throwable” special attribute. If it does not, this field will be listed as NA, which is short for “not applicable.”


Stun Factor:
    
This attribute determines how likely a weapon is to cause the opponent to become stunned after being attacked by it. When the opponent rolls to become stunned, add the stun factor value to your side of the contest roll.


Special Attributes:
    
Ludicrous Ludo will explain this attribute more in the next section. However, it is important to notice that not every weapon has at least one of these.


Attributes for ranged weapons:
  • Weapon Type.
  • Handedness.
  • Damage.
  • Range.
  • Stun Factor.
  • Ammo Type.
  • Maximum Ammo.
  • Ammo Regeneration.
  • Special Attributes.

Weapon Type:
    
Refer to section 19.9 for more information.


Handedness:
    
This attribute describes whether it takes one or two hands to handle the weapon properly. Only one-handed ones could be dual-wielded.


Damage:
    
When an attack lands with this weapon, roll the die or dice described in this attribute and add the total to the target. Add your attack modifier to the total amount of damage dealt. For example, if it is 2d4, roll two four-sided dice and add up the total. Some rules and situations could affect the amount of damage dealt to the target. All damage dealt by weapon attacks is of the normal attack type, unless otherwise specified.


Range:
    
This attribute indicates the range of an attack for this weapon. Your pieces may only target opponent pieces within the number of spaces listed. The range does not extend around corners or great divides unless otherwise specified. Also, the attack stops at the first piece that the attacking piece is facing towards. Weapon attacks may not target pieces in their home area or yard. Finally, the piece or creature that is performing the action or rule with a range must be facing its target, unless said otherwise.

    
Some rules and mechanics with ranges can target multiple pieces within a single interaction. If multiple pieces are affected, apply the rules and effects to the ones that are closest to the source. If there are targets on both sides of the source, for rules and effects that have ranges on both sides, it first targets the piece that the source is facing. The rules stated in this paragraph apply unless said otherwise.


Stun Factor:

    
This attribute determines how likely a weapon is to cause the opponent to become stunned after being attacked by it. When the opponent rolls to become stunned, add the stun factor value to your side of the contest roll.


Ammo Type:
    
This attribute concerns the type of ammunition that a ranged weapon needs. If two weapons share the same ammunition type, they may use the same ammunition, with each one having its own supply.


Maximum Ammo:
    
This attribute represents the maximum amount of ammunition that a ranged weapon could carry. If a supply space is passed on the Calendar Board, your party may not exceed the amount of ammo for the weapon as described here.


Ammo Regeneration:
    
When a supply space is landed on or passed on the Calendar Board, your party may gain up to that many pieces of ammunition as listed by this attribute. The amount of ammunition the weapon has may not go above the weapon’s “maximum ammo” value. If a player has multiple weapons that use ammunition, they must choose one of them to receive more ammunition.


Special Attributes:
    
Ludicrous Ludo will explain this attribute more in the next section. However, it is important to notice that not every weapon has at least one of these.


Attributes for hybrid weapons:
  • Weapon Type.
  • Handedness.
  • Melee Damage.
  • Melee Range.
  • Ranged Damage.
  • Ranged Range.
  • Ammo Type.
  • Maximum Ammo.
  • Ammo Regeneration.
  • Stun Factor.
  • Special Attributes.

Weapon Type:
    
Refer to section 19.9 for more information.


Handedness:
    
This attribute describes whether it takes one or two hands to handle the weapon properly. Only one-handed ones could be dual-wielded.


Melee Damage:
    
When an attack lands with this weapon when making a melee attack, roll the die or dice described in this attribute and add the total to the target. Add your attack modifier to the total amount of damage dealt. For example, if it is 2d4, roll two four-sided dice and add up the total. Some rules and situations could affect the amount of damage dealt to the target. All damage dealt by weapon attacks is of the normal attack type, unless otherwise specified.


Melee Range:
    
This attribute explains how far a ranged attack could go for this weapon. Your party may only target opponent pieces within the specified number of spaces. The range does not extend around corners or great divides unless otherwise specified. Also, the attack stops at the first piece that the attacking piece is facing towards. Weapon attacks may not target pieces in their home area or yard. Finally, the piece or creature that is performing the action or rule with a range must be facing its target, unless said otherwise.

    
Some rules and mechanics with ranges can target multiple pieces within a single interaction. If multiple pieces are affected, apply the rules and effects to the ones that are closest to the source. If there are targets on both sides of the source, for rules and effects that have ranges on both sides, it first targets the piece that the source is facing. The rules stated in this paragraph apply unless said otherwise.


Ranged Damage:
    
When an attack lands with this weapon when making a ranged attack, roll the die or dice described in this attribute and add the total to the target. Add your attack modifier to the total amount of damage dealt. For example, if it is 2d4, roll two four-sided dice and add up the total. Some rules and situations could affect the amount of damage dealt to the target. All damage dealt by weapon attacks is of the normal attack type, unless otherwise specified.


Ranged Range:
    
This attribute explains how far a ranged attack could go for this weapon. Your party may only target opponent pieces within the specified number of spaces. The range does not extend around corners or great divides unless otherwise specified. Also, the attack stops at the first piece that the attacking piece is facing towards. Weapon attacks may not target pieces in their home area or yard. Finally, the piece or creature that is performing the action or rule with a range must be facing its target, unless said otherwise.

    
Some rules and mechanics with ranges can target multiple pieces within a single interaction. If multiple pieces are affected, apply the rules and effects to the ones that are closest to the source. If there are targets on both sides of the source, for rules and effects that have ranges on both sides, it first targets the piece that the source is facing. The rules stated in this paragraph apply unless said otherwise.


Stun Factor:
    
This attribute determines how likely a weapon is to cause the opponent to become stunned after being attacked by it. When the opponent rolls to become stunned, add the stun factor value to your side of the contest roll.


Ammo Type:
    
This attribute concerns the type of ammunition that a ranged weapon needs. If two weapons share the same ammunition type, they may use the same ammunition, with each one having its own supply.


Maximum Ammo:
    
This attribute represents the maximum amount of ammunition that a ranged weapon could carry. If a supply space is passed on the Calendar Board, your party may not exceed the amount of ammo for the weapon as described here.


Ammo Regeneration:
    
When a supply space is landed on or passed on the Calendar Board, your party may gain up to that many pieces of ammunition as listed by this attribute. The amount of ammunition the weapon has may not go above the weapon’s “maximum ammo” value. If a player has multiple weapons that use ammunition, they must choose one of them to receive more ammunition.


Special Attributes:
    
​
Ludicrous Ludo will explain this attribute more in the next section. However, it is important to notice that not every weapon has at least one of these.


This section, “Ludicrous Ludo: Section 19.11”, is adapted from pages 64-65 of the “System Reference Document 5.1” by Wizards of the Coast LLC, which is under a CC BY 4.0 license. “Ludicrous Ludo: Section 19.11” is under a CC BY-SA 4.0 license.

19.12 Special Attributes:    

Some weapons could also have special attributes. These affect how the weapon functions, mainly when it is used. The special attributes a weapon has are listed in its stats under the “special attributes” section. They are:


Ammo-less:
    
This ranged weapon does not need ammo to be used.


Bullets:
    
This weapon is not affected by wind, but is still affected by other weather conditions that apply to weapon attacks.


Slow:
  
A player may not attack with this weapon more than once per turn, even if their pieces can make multiple attacks on a single turn. This limitation includes using reactions after your turn. Your pieces may attack with the weapon again once at the action phase of your turn.


Special:
    
This weapon has a special rule that must be followed when the special rule instructs to do so.


Throwable:
    
A piece may throw a melee weapon with this attribute at a range described in its stats. Upon hitting, it deals damage as defined under the “thrown damage” section of its stats. When this weapon is thrown, the party cannot use it again until one of your pieces either lands on or passes through the space to which the piece was thrown.


Unreliable (x):
    
This weapon has a chance of misfiring, having a 0% of hitting the opponent when it misfires. Before rolling a contest roll with the person your piece is firing at, roll a saving throw without adding any modifiers to the roll. The goal is shown in parentheses next to the unreliable special property. If it succeeds the saving throw, the attack proceeds as usual. If it fails, the attack automatically fails, and the collateral damage rules do not take effect.


Unstable (x):
    
​
This special attribute describes how much damage is done to the fabric of reality, also known as the Annustar, after using this weapon. It is rare for weapons to be able to do this, but it is still possible for some weapons to do so. After attacking with the weapon, add the value listed in parentheses to the current Annustar Damage value on the Track-Keeping Board.


This section, “Ludicrous Ludo: Section 19.12”, is adapted from pages 64-65 of the “System Reference Document 5.1” by Wizards of the Coast LLC, which is under a CC BY 4.0 license. “Ludicrous Ludo: Section 19.12” is under a CC BY-SA 4.0 license.

19.13 Melee Weapons:    

The following are the melee weapons that your party can choose from. These are listed alphabetically in this list.
  • Axe.
  • Beam Sword.
  • Dagger.
  • Lance.
  • Nail-Bat.
  • Sidearm Knife.
  • Toy Squeaky Hammer.
  • War-Sword.
  • Whip.

Beam Sword:
Available at Level 1.

  • Weapon type: Melee.
  • Handedness: Two-handed.
  • Melee Damage: 1d8.
  • Melee Range: 1 space.
  • Thrown Damage: NA.
  • Thrown Range: NA.
  • Stun factor: +3.
  • Special Attributes: 
    • Unstable (1).

Dagger:
Available at Level 1.

  • Weapon type: Melee.
  • Handedness: One-handed.
  • Melee Damage: 1d4.
  • Melee Range: 1 space.
  • Thrown Damage: 1d4.
  • Thrown Range: 3 spaces.
  • Stun factor: +0.
  • Special Attributes: 
    • Throwable.

Sidearm Knife:
Available at Level 2.

  • Weapon type: Melee.
  • Handedness: One-handed.
  • Melee Damage: 1d4.
  • Melee Range: 1 space.
  • Thrown Damage: NA.
  • Thrown Range: NA.
  • Stun factor: +2.
  • Special Attributes: 
    • Special.

Some perks influence how this weapon works. You may choose one free sidearm knife perk when selecting this weapon. If your party is dual-wielding this weapon, your party only gets one free sidearm knife perk.

War-Sword:
Available at Level 3.

  • Weapon type: Melee.
  • Handedness: Two-handed.
  • Melee Damage: 2d6.
  • Melee Range: 1 space.
  • Thrown Damage: NA.
  • Thrown Range: NA.
  • Stun factor: +2.
  • Special Attributes: None.

Axe:
Available at Level 4.

  • Weapon type: Melee.
  • Handedness: One-handed.
  • Melee Damage: 1d6.
  • Melee Range: 1 space.
  • Thrown Damage: 1d6.
  • Thrown Range: 4 spaces.
  • Stun factor: +1.
  • Special Attributes: 
    • Throwable.

Whip:
Available at Level 4.

  • Weapon type: Melee.
  • Handedness: One-handed.
  • Melee Damage: 1d4.
  • Melee Range: 2 spaces.
  • Thrown Damage: NA.
  • Thrown Range: NA.
  • Stun factor: +3.
  • Special Attributes: 
    • Slow.

Lance:
Available at Level 5.

  • Weapon type: Melee.
  • Handedness: Two-handed.
  • Melee Damage: 1d6.
  • Melee Range: 2 spaces.
  • Thrown Damage: NA.
  • Thrown Range: NA.
  • Stun factor: +0.
  • Special Attributes: 
    • Special.

When this weapon is used on a target that is two spaces away, this weapon deals 1d4 damage instead of 1d6 damage.

Nail-Bat:
Available at Level 5.

  • Weapon type: Melee.
  • Handedness: Two-handed.
  • Melee Damage: 2d4.
  • Melee Range: 1 space.
  • Thrown Damage: 1d4.
  • Thrown Range: 2 spaces.
  • Stun factor: +1.
  • Special Attributes: 
    • Throwable.

Toy Squeaky Hammer:
Available at Level 6.

  • Weapon type: Melee.
  • Handedness: Two-handed.
  • Melee Damage: 1d4.
  • Melee Range: 1 space.
  • Thrown Damage: NA.
  • Thrown Range: NA.
  • Stun factor: +0.
  • Special Attributes: 
    • Unreliable (3).

This section, “Ludicrous Ludo: Section 19.13”, is adapted from page 66 of the “System Reference Document 5.1” by Wizards of the Coast LLC, which is under a CC BY 4.0 license. “Ludicrous Ludo: Section 19.13” is under a CC BY-SA 4.0 license.

19.14 Ranged Weapons:

The following are the ranged weapons that your party can choose from. These are listed alphabetically in this list.
  • Boomerang.
  • Crossbow.
  • Dart.
  • Laser Pistol.
  • Longbow.
  • Pistol.
  • Shortbow.
  • Sling.
  • Stun Gun.

Longbow:
Available at Level 1.

  • Weapon Type: Ranged.
  • Handedness: Two-handed.
  • Damage: 1d6.
  • Range: 6 spaces.
  • Stun Factor: 0.
  • Ammo Type: Arrows.
  • Maximum Ammo: 10.
  • Ammo Regeneration: 3.
  • Special Attributes: none.

Sling:
Available at Level 1.

  • Weapon Type: Ranged.
  • Handedness: Two-handed.
  • Damage: 1d4.
  • Range: 5 spaces.
  • Stun Factor: +1.
  • Ammo Type: Marbles.
  • Maximum Ammo: 20.
  • Ammo Regeneration: 5.
  • Special Attributes: none.

Crossbow:
Available at Level 2.

  • Weapon Type: Ranged.
  • Handedness: One-handed.
  • Damage: 1d8.
  • Range: 3 spaces.
  • Stun Factor: 0.
  • Ammo Type: Bolts.
  • Maximum Ammo: 10.
  • Ammo Regeneration: 2.
  • Special Attributes:
    • Slow.

Pistol:
Available at Level 3.

  • Weapon Type: Ranged.
  • Handedness: Two-handed.
  • Damage: 2d8.
  • Range: 5 spaces.
  • Stun Factor: 0.
  • Ammo Type: Bullets.
  • Maximum Ammo: 5.
  • Ammo Regeneration: 1.
  • Special Attributes:
    • Bullets.
    • Unreliable (2).

Stun Gun:
Available at Level 4.

  • Weapon Type: Ranged.
  • Handedness: One-handed.
  • Damage: 1d4.
  • Range: 4 spaces.
  • Stun Factor: +5.
  • Ammo Type: Shock Charges.
  • Maximum Ammo: 10.
  • Ammo Regeneration: 2.
  • Special Attributes:
    • Slow.

Shortbow:
Available at Level 4.

  • Weapon Type: Ranged.
  • Handedness: Two-handed.
  • Damage: 2d4.
  • Range: 3 spaces.
  • Stun Factor: 0.
  • Ammo Type: Arrows.
  • Maximum Ammo: 10.
  • Ammo Regeneration: 2.
  • Special Attributes: None.

Boomerang:
Available at Level 5.

  • Weapon Type: Ranged.
  • Handedness: One-handed.
  • Damage: 1d4.
  • Range: 4 spaces.
  • Stun Factor: +1.
  • Ammo Type: Boomerangs.
  • Maximum Ammo: 1.
  • Ammo Regeneration: 1.
  • Special Attributes:
    • Slow
    • Special.

After using this weapon, roll a d6. If the result is 1, the piece of ammunition is lost, like with ammunition for regular weapons. If the result is any number other than one, the piece of ammunition returns, with the amount remaining at one.

Dart:
Available at Level 5.

  • Weapon Type: Ranged.
  • Handedness: One-handed.
  • Damage: 1d4.
  • Range: 4 spaces.
  • Stun Factor: +1.
  • Ammo Type: Darts.
  • Maximum Ammo: 8.
  • Ammo Regeneration: 2.
  • Special Attributes: None.

Laser Pistol:
Available at Level 6.

  • Weapon Type: Ranged.
  • Handedness: Two-handed.
  • Damage: 2d6.
  • Range: 6 spaces.
  • Stun Factor: +2.
  • Ammo Type: Laser Charges.
  • Maximum Ammo: 10.
  • Ammo Regeneration: 1.
  • Special Attributes:
    • Bullets.
    • Unstable (2).

This section, “Ludicrous Ludo: Section 19.14”, is adapted from page 66 of the “System Reference Document 5.1” by Wizards of the Coast LLC, which is under a CC BY 4.0 license. “Ludicrous Ludo: Section 19.14” is under a CC BY-SA 4.0 license.

19.15 Hybrid Weapons:

The following are the hybrid weapons that your party can choose from. These are listed alphabetically in this list.
  • Baseball Bat with Baseballs.
  • Golf Club with Golf Balls.

Baseball Bat with Baseballs:
Available at Level 4.

  • Weapon Type: Hybrid.
  • Handedness: Two-handed.
  • Melee Damage: 2d4.
  • Melee Range: 1 space.
  • Ranged Damage: 1d6.
  • Ranged Range: 4 spaces.
  • Ammo Type: Baseballs.
  • Maximum Ammo: 8.
  • Ammo Regeneration: 2.
  • Special Attributes: 
    • Unreliable.

Golf Club with Golf Balls:
Available at Level 5.

  • Weapon Type: Hybrid.
  • Handedness: Two-handed.
  • Melee Damage: 1d6.
  • Melee Range: 1 space.
  • Ranged Damage: 2d6.
  • Ranged Range: 4 spaces.
  • Ammo Type: Golf Balls.
  • Maximum Ammo: 4.
  • Ammo Regeneration: 2.
  • Special Attributes: 
    • Slow.

19.16 Looting:    

When an enemy piece becomes unconscious, your party can use an action to take for yourself the weapon and/or ammunition that it is holding. To do so, the piece performing the action must be within a range of 3 spaces of that piece. When taking the looting action, choose a weapon or type of ammo that the enemy player has to gain. Your party may take both a weapon and a type of ammo, as long as the latter goes with the former. For example, your party can take both a long bow and its corresponding arrows, but not both a low bow and bullets. This process is done automatically when the action is taken, with no need for a contest roll or saving roll.

    
Your party may only have one stolen weapon at a time, and taking another one replaces the one they had before. If your party takes ammunition, they may only take up to half of the maximum ammo for that weapon, and may not exceed that maximum. Additionally, the original owner still retains the weapon and ammunition that an opponent took. Think of this as those things being duplicated, with the original owner getting a copy and the looting player getting the other copy. Once your party loots a weapon or ammunition from a particular piece, they may not loot from it again until that enemy piece or a different one becomes unconscious again.


Attacking with the weapon is mostly the same as if it were your weapon to begin with, including the fact that any member of the party can use it. Due to not being as experienced with that weapon, you have a -4 penalty + your adaptability modifier to attack rolls made with it. Your party is never proficient with them unless otherwise stated. You also do not benefit from the perks of the player who originally had the weapon. Still, you could benefit from your perks relating to weapons when attacking or otherwise using looted weapons.
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