A Line That HoldsThe player's field guideThe Meridian Reach
Player reference
Play the game →
Browse the field guide
Player guides

Firearms, hand tools and prepared outfits

Match ammunition and save usable equipment before entering a route.

Three combat roles

Close Quarters uses hand tools and guard technique. Marksmanship includes the direct firearm path. Field Engineering uses prepared gun-crew drills, equipment and supply tickets. The combat triangle changes damage and effective reduction, so armor with the same printed reduction can behave differently against different attack styles.

Sporting bows, crossbows and thrown equipment are optional alternatives. They use their own ammunition families, and their recipes give timber, cord and feathers further uses.

A gun needs the right ammunition

The worn six-shooter, hunting rifle and later firearm families each accept their declared cartridge category. A stronger-looking box that does not match the weapon is not an upgrade. Some long arms occupy both hands and displace an off-hand guard.

The weapon page lists the equip level, timing, bonuses and compatible ammunition. These are base equipment values. Your live accuracy and damage also depend on skills, chosen technique, other equipment and the target.

Prepare saved outfits outside combat

An equipment rack adds another saved set. Equip a complete spare kit before departure; the same physical item cannot occupy both saved sets at once. Switching outfits is a different operation from editing the contents of a set.

Encounter routes can require Route Equipment Swapping before a set change is allowed. The final campaign reference used two fully equipped sets and two deliberate stage changes. Its earned levels and duplicated equipment describe one successful route, not the minimum requirements for all players.