Native Rules
Equipment
Gear in Mar de Oro is about permission and weight, not numbers. A weapon tells the table what kind of danger is on the deck.
How equipment works
- Weapons have no damage dice. What a weapon does is expressed through Risk, Effect, range, and reload.
- There is no Armour Class. Applicable protection reduces bodily Harm on a 7–9; Risk changes only if the position genuinely changes the danger.
- Tools grant permissions: without the right tool, some actions cannot be attempted at all.
- Load keeps carrying concrete. Comfortable carry is 6 Load.
- The Native Rules use no abstract wealth score. Money is handled as fiction and as named resources.
Finding and paying for gear
Track coins, notes, wages, debts, cargo and prices literally when they matter. There is no wealth score or equipment budget based on character level.
Common
- What makes it available
- Normally available in an appropriate settlement.
Professional
- What makes it available
- The relevant trade, supplier or market.
Restricted
- What makes it available
- A licence, military access, criminal source, patron or another credible route.
Rare / Prototype
- What makes it available
- Only where the fiction establishes it.
| Access | What makes it available |
|---|---|
| Common | Normally available in an appropriate settlement. |
| Professional | The relevant trade, supplier or market. |
| Restricted | A licence, military access, criminal source, patron or another credible route. |
| Rare / Prototype | Only where the fiction establishes it. |
Buy ordinary gear without a roll when money presents no meaningful obstacle. Scarcity, legality, secrecy, timing or price can instead become a question for Influence, Deception, Investigation, a contact or a Progress Clock.
Native Rules, printed p. 36.
Load
Comfortable carry is 6 Load. Each item of kit is rated in Load, and what a character chose to bring is a real tactical decision.
- Comfortable carry is 6 Load.
- Normal clothing, papers, purse, and trivial personal items do not count.
- Tiny or worn item = 0. Normal weapon or useful item = 1. Long weapon or substantial kit = 2. Very bulky equipment = 3+.
Personal firearms at a glance
Weapons have no damage dice. Normal / Extended ranges are tactical spaces, not historical ballistic maxima. Approximately 1 space = 2 metres. Within Normal, use normal Effect; beyond Normal but within Extended, reduce Effect one step. Beyond Extended, normally No Effect at Personal Scale.
Pistol
- Normal / Extended
- 5 / 15
- Load
- 1
- Tags
- One-Handed
Dueling Pistol
- Normal / Extended
- 6 / 18
- Load
- 1
- Tags
- One-Handed, Precise
Boarding Gun / Blunderbuss
- Normal / Extended
- 3 / 9
- Load
- 2
- Tags
- Two-Handed, Scatter, Breaching
Carbine
- Normal / Extended
- 10 / 30
- Load
- 2
- Tags
- Two-Handed
Musket
- Normal / Extended
- 12 / 36
- Load
- 2
- Tags
- Two-Handed, Cumbersome
Early Rifle
- Normal / Extended
- 24 / 90
- Load
- 2
- Tags
- Two-Handed, Precise, Slow Reload
Kalthoff Repeater
- Normal / Extended
- 12 / 40
- Load
- 2
- Tags
- Two-Handed, Repeating, Restricted
| Weapon | Normal / Extended | Load | Tags |
|---|---|---|---|
| Pistol | 5 / 15 | 1 | One-Handed |
| Dueling Pistol | 6 / 18 | 1 | One-Handed, Precise |
| Boarding Gun / Blunderbuss | 3 / 9 | 2 | Two-Handed, Scatter, Breaching |
| Carbine | 10 / 30 | 2 | Two-Handed |
| Musket | 12 / 36 | 2 | Two-Handed, Cumbersome |
| Early Rifle | 24 / 90 | 2 | Two-Handed, Precise, Slow Reload |
| Kalthoff Repeater | 12 / 40 | 2 | Two-Handed, Repeating, Restricted |
Melee and quiet weapons
Unarmed
- Range
- Adjacent
- Load
- 0
- Tags
- Non-Lethal
Knife / Dagger
- Range
- Adjacent
- Load
- 0
- Tags
- Concealable
Club / Cudgel
- Range
- Adjacent
- Load
- 1
- Tags
- Non-Lethal
Axe / Hatchet
- Range
- Adjacent
- Load
- 1
- Tags
- Forceful
Sword / Cutlass
- Range
- Adjacent
- Load
- 1
- Tags
- Defensive
Sabre
- Range
- Adjacent
- Load
- 1
- Tags
- Defensive
Rapier
- Range
- Adjacent
- Load
- 1
- Tags
- Defensive, Precise
Heavy Axe
- Range
- Adjacent
- Load
- 2
- Tags
- Two-Handed, Forceful
Spear
- Range
- 2 spaces
- Load
- 2
- Tags
- Reach
Polearm
- Range
- 2 spaces
- Load
- 2
- Tags
- Reach, Cumbersome
Bayoneted Musket
- Range
- 2 spaces
- Load
- Not separately listed
- Tags
- Reach
Thrown Knife
- Range
- 2 / 4
- Load
- 0
- Tags
- Concealable, Quiet
Hunting Bow
- Range
- 8 / 24
- Load
- 2
- Tags
- Two-Handed, Quiet
Crossbow
- Range
- 10 / 30
- Load
- 2
- Tags
- Two-Handed, Quiet, Slow Reload
| Weapon | Range | Load | Tags |
|---|---|---|---|
| Unarmed | Adjacent | 0 | Non-Lethal |
| Knife / Dagger | Adjacent | 0 | Concealable |
| Club / Cudgel | Adjacent | 1 | Non-Lethal |
| Axe / Hatchet | Adjacent | 1 | Forceful |
| Sword / Cutlass | Adjacent | 1 | Defensive |
| Sabre | Adjacent | 1 | Defensive |
| Rapier | Adjacent | 1 | Defensive, Precise |
| Heavy Axe | Adjacent | 2 | Two-Handed, Forceful |
| Spear | 2 spaces | 2 | Reach |
| Polearm | 2 spaces | 2 | Reach, Cumbersome |
| Bayoneted Musket | 2 spaces | Not separately listed | Reach |
| Thrown Knife | 2 / 4 | 0 | Concealable, Quiet |
| Hunting Bow | 8 / 24 | 2 | Two-Handed, Quiet |
| Crossbow | 10 / 30 | 2 | Two-Handed, Quiet, Slow Reload |
The source prints a dash for bayoneted musket Load; no separate value is invented here. Forceful and Defensive are reproduced as listed tags, not new numerical bonuses.
Readiness, reload and tags
A gun must be physically ready and Loaded to fire; a loaded but stowed weapon is not already in hand. Quick Draw lets you draw or ready a one-handed weapon once during your Activation without spending the Action. It adds no attack.
Normal firearm
- Procedure
- Loaded → Fired → Reloaded / Loaded. Reload normally costs one Action before another shot.
Slow Reload
- Procedure
- Reload requires two Actions instead of one.
Repeating
- Procedure
- The restricted Kalthoff holds approximately 30 prepared shots; firing does not make it Fired each time. Normal Action limits still apply. Replenishment and servicing take time outside ordinary combat.
Scatter
- Procedure
- One roll attacks the three adjacent front spaces, exposing allies too. At longer range, a boarding gun targets one person using its range profile.
Breaching
- Procedure
- Increase Effect one step against appropriate doors, light barriers, fittings or structures.
Reach
- Procedure
- Threatens the three adjacent front spaces plus the five immediately beyond them, out to 2 spaces.
Precise / Cumbersome
- Procedure
- Precise supports deliberate placement and Techniques such as Deadeye. Cumbersome may lose Effect in confined spaces, while climbing or entangled.
Concealable / Quiet / Non-Lethal
- Procedure
- Can reasonably be hidden / avoids the report of a firearm / favours incapacitation, without making violence safe.
| Check | Procedure |
|---|---|
| Normal firearm | Loaded → Fired → Reloaded / Loaded. Reload normally costs one Action before another shot. |
| Slow Reload | Reload requires two Actions instead of one. |
| Repeating | The restricted Kalthoff holds approximately 30 prepared shots; firing does not make it Fired each time. Normal Action limits still apply. Replenishment and servicing take time outside ordinary combat. |
| Scatter | One roll attacks the three adjacent front spaces, exposing allies too. At longer range, a boarding gun targets one person using its range profile. |
| Breaching | Increase Effect one step against appropriate doors, light barriers, fittings or structures. |
| Reach | Threatens the three adjacent front spaces plus the five immediately beyond them, out to 2 spaces. |
| Precise / Cumbersome | Precise supports deliberate placement and Techniques such as Deadeye. Cumbersome may lose Effect in confined spaces, while climbing or entangled. |
| Concealable / Quiet / Non-Lethal | Can reasonably be hidden / avoids the report of a firearm / favours incapacitation, without making violence safe. |
Range, visibility and handling establish Effect; actual danger and exposure establish Risk. Substantial Cover reduces bodily Harm on 7–9, not numerical damage or a universal Risk bonus. Complete Cover denies a direct shot. See range and reload and Cover.
Armour and shields
On an attack's 7–9, applicable armour may reduce bodily Harm one step where it covers the hit. A clean 10+ gets through ordinary protection. Use the attack roll itself, with no armour save or penetration roll.
Protective clothing
- Load
- 0
- When it helps
- Minor cuts, abrasion, debris, heat and exposure. No direct firearm protection.
Buff coat / light armour
- Load
- 1
- When it helps
- Covered cuts, fragments and similar melee threats: reduce bodily Harm one step on 7–9. No normal direct-bullet protection.
Rigid armour / breastplate
- Load
- 2
- When it helps
- Covered melee hits; also covered firearm hits on 7–9. No firearm benefit at Contact. Deadeye can bypass an identified exposed weak point.
Helmet
- Load
- 0
- When it helps
- Protects the covered head when the hit makes that relevant.
Shield
- Load
- 1
- When it helps
- Defensive. When actively interposed across the front arc, substantial protection may count as Cover. Ordinary hand shields are not protection against direct bullets.
| Protection | Load | When it helps |
|---|---|---|
| Protective clothing | 0 | Minor cuts, abrasion, debris, heat and exposure. No direct firearm protection. |
| Buff coat / light armour | 1 | Covered cuts, fragments and similar melee threats: reduce bodily Harm one step on 7–9. No normal direct-bullet protection. |
| Rigid armour / breastplate | 2 | Covered melee hits; also covered firearm hits on 7–9. No firearm benefit at Contact. Deadeye can bypass an identified exposed weak point. |
| Helmet | 0 | Protects the covered head when the hit makes that relevant. |
| Shield | 1 | Defensive. When actively interposed across the front arc, substantial protection may count as Cover. Ordinary hand shields are not protection against direct bullets. |
A breastplate covering a typical Standard firearm hit on 7–9 changes Wounded to Strained. At Contact it gives no firearm benefit; an adjacent shot is not automatically Contact. Rigid armour under fire also explains Deadeye and Cover.
A shield must actually cross the incoming attack's front arc. Side and rear attacks ignore it unless the wielder turns in time. Against bullets, only genuinely heavy or ballistic protection capable of resisting shot can count as Cover.
Armour does not reduce Grapples, Shoves, exposed-area hits or consequences it cannot prevent. Choose one applicable protection for a hit: Guard, armour, Cover and Going Low never combine to reduce it repeatedly.
Native Rules, printed pp. 38–39 and 61.
Kits and supplies
Medical Kit
- Load
- 1
- Use
- Stabilisation, surgery and field treatment.
Engineer's Kit
- Load
- 2
- Use
- Machinery, repairs and Éterlumin systems.
Gunsmith's Kit
- Load
- 1
- Use
- Firearm maintenance and repair.
Navigator's Kit
- Load
- 1
- Use
- Navigation, charts and measurement.
Climbing Kit
- Load
- 1
- Use
- Ropes, hooks and climbing equipment.
Locksmith's Tools
- Load
- 0
- Use
- Locks and delicate mechanisms.
Disguise Kit
- Load
- 1
- Use
- Appearance and identity work.
Investigation Kit
- Load
- 1
- Use
- Measurement, evidence collection and examination.
Fortera Apparatus
- Load
- 1
- Use
- Controlled measurement and specialised Workings.
Signal Kit
- Load
- 1
- Use
- Flags, lamps and prepared signals.
Field Command Kit
- Load
- 1
- Use
- Maps, markers, glass, signals and written orders.
| Kit | Load | Use |
|---|---|---|
| Medical Kit | 1 | Stabilisation, surgery and field treatment. |
| Engineer's Kit | 2 | Machinery, repairs and Éterlumin systems. |
| Gunsmith's Kit | 1 | Firearm maintenance and repair. |
| Navigator's Kit | 1 | Navigation, charts and measurement. |
| Climbing Kit | 1 | Ropes, hooks and climbing equipment. |
| Locksmith's Tools | 0 | Locks and delicate mechanisms. |
| Disguise Kit | 1 | Appearance and identity work. |
| Investigation Kit | 1 | Measurement, evidence collection and examination. |
| Fortera Apparatus | 1 | Controlled measurement and specialised Workings. |
| Signal Kit | 1 | Flags, lamps and prepared signals. |
| Field Command Kit | 1 | Maps, markers, glass, signals and written orders. |
Ordinary ammunition is assumed while properly supplied. When isolation, loss, weather, siege or extended consumption makes supply strategically important, track 3 → 2 → 1 → Empty. Do not mark it for every shot.
Identify the problem before choosing the remedy: damage needs repair, depletion needs resupply, and miscalibration needs tuning.
For example, an Engineer's Kit supports repairing a broken receiver part. Tune can correct its miscalibration, but cannot replace the missing part; an empty supply needs fresh material.
Native Rules, printed pp. 39–40.