Rules: Equipment

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.

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

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

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.

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.

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.

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.