Natural Weapons

Rolling a critical failure with a natural weapon will damage that weapon & reduce it’s effective Tier by 1 (one). Rolling a crit failure with T0 natural weapons uses the same rules found in “Skills – [Weapon] Unarmed Melee]”, dealing 10 damage to the character before normal damage occurs.

Natural weapons use the “[Weapon] Unarmed Melee” skill for combat rolls, except they deal damage as: [roll difference] + Body Stat + (natural weapon bonus).

Extended reach natural weapons use the a mix of rules between “[Weapon] 2-Handed Melee” & “[Weapon] Unarmed Melee”. They gain the advantages of the 2-H Melee skill & the disadvantages of unarmed if their natural weapon is reduced to T0. They still only use “[Weapon] Unarmed Melee” skill for combat rolls.

If the natural weapon grants advantages, such as extended reach, they will still function correctly at Tier 0. The same is true for natural weapons that use any other weapon rules, such as; bow, Dual Wielding rules, etc.