Dual Wielding


 

Some weapons can be dual wielded to perform an extra Normal Attack or Skill in a single Main Action at the penalty of hitting at a Disadvantage. Dual wielding consists of using two of the same weapon or a combination of two weapons, and can be incredibly useful for players whose characters have a primary and secondary class. Some weapons are considered heavy while other weapons are considered light, and these properties affect the penalties when attacking with them. The following table lists each weapon’s weight class and if they can be dual wielded:

Weapon Weight Class Dual Wieldable?
Bow Light No
Arm Cannon Heavy No
Brush Light Yes
Twin Daggers Light Yes
War Helix Heavy Yes*
Knuckles Light Yes**
Poleaxe Heavy No
Forearm Blade Heavy Yes
Katana Light Yes
Chain Sickle Heavy No
Whip Light Yes
Flow Gems Light Yes**
Boomerang Heavy No
Scythe Heavy No
Caster Revolver Light Yes
Grapple Shields Heavy Yes
Battle Axe Heavy No
Rapier Light Yes
Flail Heavy Yes

The following table lists the penalties for dual wielding depending on the weight classes of the weapons you are dual wielding.

Dual Wielding Penalties
Primary Hand Off-Hand
Primary is heavy, Off-hand is heavy Disadvantage Disadvantage
Primary is heavy, Off-hand is light Disadvantage Disadvantage
Primary is light, Off-hand is heavy No Penalty Disadvantage
Primary is light, Off-hand is light No Penalty Disadvantage

While dual wielding, you must specify whether or not you will perform an extra Normal Attack or Skill during your Main Action. If you choose not to perform an extra Normal Attack or Skill during your Main Action, your primary hand will not suffer a penalty to its hit roll.

*The War Helix, along with other combat instruments, can be dual wielded with other weapons, but not with themselves. Some instruments always require two hands to be played, and thus cannot be dual wielded. Consult your GM for options on dual wielding a combat instrument.

**Knuckles and Flow Gems are unique in that they can be dual wielded with any weapon, including weapons that cannot be normally dual wielded (e.g. Scythes). However, dual wielding Knuckles or Flow Gems with a weapon that cannot be normally dual wielded behaves slightly differently. The player does not gain access to an extra Normal Attack or Skill in a single Main Action. Instead, the player must choose to attack with one or the other, and only attacks made with the Knuckles or Flow Gems roll at a Disadvantage.