Builder's Manual · Chapter 12

Building Weapons & Combat Modifiers

Combat in SPAECIMH runs on one 4d6 engine. Every blade and bow is a category, not a bespoke stat block, and every situation is a modifier, not a new subsystem. Build within those two rails and firing open a fight stays effortless.

The category is the weapon

Sparks within /Equipment/ bears a weaponCategory — one of seven steps. There is no "custom damage die" elsewhere; the category is the damage. Pick the category that best fits the object:

Melee — Short 2d6+1 (dagger, stiletto, seax) · Medium 2d6+3 (gladius, short sword) · Long 2d8+2 (longsword, spatha, katana) · Heavy 2d8+4 (warhammer, battle axe, maul). Melee adds ST.

Missile — Thrown 2d6+1, 10/20 m (pilum, javelin, knife) · Light Missile 2d6+2, 30/60 m (short bow, light crossbow, sling) · Heavy Missile 2d10+1, 50/100 m (longbow, heavy crossbow, ballista). Missile adds AG, or PE for an aimed, braced shot.

Write the category in /Equipment/ and the damage answers itself. Do not paste 2d6+1 into a description and call it a day — a weapon file without a weaponCategory still fights, but the machine no longer knows how you meant it to scale with genre (see Tagging Gear by Genre). Enum first, prose second.

Each category also carries a crit bonus — extra damage when your attack rolls a Critical Success (raw 4d6 Sum of 4–6). There are no d20 threat-ranges; every weapon crits at the same window and the bonus differs:

CategoryCrit BonusCategoryCrit Bonus
Short Melee+1d6Thrown+1d4
Medium Melee+2d4Light Missile+1d6
Long Melee+1d8Heavy Missile+2d6
Heavy Melee+2d6

They read as narration, not odds: a dagger's +1d6 finds a seam, a warhammer's +2d6 shatters.

Modifiers are the situation

The combat modifiers live by sign convention: the 4d6 check is SUM + Modifier ≤ Attribute — lower wins, so a minus is a bonus and a plus is a penalty. When you write scene text or an adventure hook, you set pressure (+), not bonus arithmetic — the Master translates description into signs.

The six modifier categories:

CategoryValueDurationFor
Minor buff−21 roundSurprise, Off-balance
Moderate buff−41 roundStunned, Prone, Grappled
Major buff−81 actionParalyzed, Unconscious
Self-debuffuser +21 roundReckless, Power Attack
Defensive buff+4 AbsorptioncombatShield, Stance
Environmental pressure+4sceneDarkness, Rain, Wind

A scene you write should hand the Master one or two of these as named situations — "the raft is pitching, the arbor thieves crouch in smoke" gives Darkness + Smoke pressure — not pre-baked numbers. Let description carry the situation; let the Master mint the sign.

Layering sanity

Modifiers stack by addition but the combat source (04) caps the aggressive stacking at a −8 floor in the log. When you design an encounter, prefer one situational pressure + specialized gear/terrain over stacking four debuffs — a fight with five flat penalties hides its own stakes and teaches the table to play the modifiers instead of the scene. Because mods shift where the Sum lands, each − you grant a player quietly pushes them toward the 4–6 crit window.

Checklist

  • Weapon (/Equipment/) carries a weaponCategory, not a stray die.
  • Modifier descriptions are situations, not numbers; the Master signs them.
  • Genre-bearing items carry a correct techLevel so cross-genre math stays honest.
  • The crit bonus for each category (Short +1d6 … Heavy Missile +2d6) is standard — no per-item reinvention.
  • The combat log always prints [4d6: …] ± MOD = TOTAL vs [AC] → [HIT/MISS] and shows crit bonus when the Sum hit 4–6.
Manual updated Oct 7, 2026.