Read the diagram as text
Follow one weapon with the Loading trait. Loaded and Unloaded are the weapon’s states.
- A loaded weapon may fire when the attack is otherwise legal. Pay the attack’s normal costs and meet its requirements.
- Firing leaves the weapon unloaded whether the attack wins, loses, misses, ties or is stopped by the defender’s Full Guard.
- Before firing again, load it. Loading is ordinarily a one-AD Minor Action before discounts and cost modifiers, with no roll. It requires ammunition and the weapon’s physical requirements.
- For Ranged Clash, check the state when the Ranged Exchange is declared. The weapon must already be loaded; loading cannot be inserted into that response.
Result: Every fired shot leaves the weapon unloaded. Reloading is a separate legal action, and Ranged Clash requires loaded state at declaration.
- Loading does not use up one of the Ranged actions you can start on your turn. Normal turn timing, attack limits, declarations, costs and response requirements still apply.
- An ordinary one-AD load costs two AD while Slowed, without adding a roll. Apply discounts first: Quickload can make that base cost zero, which stays zero when doubled.
- The weapon’s loaded/unloaded states are separate from its wielder’s Ready/Used AD states. A loaded weapon retains its state across turns until one of its stated ending events.