Rules compendium

Fire once, then load before firing again

Fire once, then load before firing again. Every fired shot leaves the weapon unloaded. Reloading is a separate legal action, and Ranged Clash requires loaded state at declaration.Fire once, then load before firing again. Every fired shot leaves the weapon unloaded. Reloading is a separate legal action, and Ranged Clash requires loaded state at declaration.Fire once, then load before firing again. Every fired shot leaves the weapon unloaded. Reloading is a separate legal action, and Ranged Clash requires loaded state at declaration.
Read the diagram as text

Follow one weapon with the Loading trait. Loaded and Unloaded are the weapon’s states.

  1. A loaded weapon may fire when the attack is otherwise legal. Pay the attack’s normal costs and meet its requirements.
  2. Firing leaves the weapon unloaded whether the attack wins, loses, misses, ties or is stopped by the defender’s Full Guard.
  3. 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.
  4. 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.

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