Ranged Weapons

The following qualities characterise each ranged weapon:

  • Damage Dice: The damage the weapon deals on a successful attack.
  • Hands: The number of hands the weapon requires to use.
  • Range: This is the effective range of the weapon.  A target within the weapon’s range attacked without a modifier for range. Within the weapon’s range, the Attacker shoots without penalty. If the target is within double the weapon’s range, the attacker’s Ranged Combat skill is modified by -20%. Attacks cannot be made at a distance beyond twice/double the weapon’s range.
  • Rate: This shows how many missiles can be fired per Combat Rounds, taking into consideration the time to load the weapon. For example, 1 CR, means one missile every combat round, while 1/3 CR means one missile every three combat rounds.
  • ENC: The weapon’s encumbrance. The weight and bulk of the weapon.
  • Cost: The price in silver pieces of the weapon.

Ranged Combat Weapons

Weapon Damage Hands Range Rate ENC Cost
Missile Weapon            
Blowgun 1D2 Two 15m 1 CR 30 SP
Heavy Crossbow 2D6 Two 150m 1/3 CR 2 350 SP
Light Crossbow 1D8 One 125m 1/2 CR 1 150 SP
Long Bow 1D10 Two 150m 1 CR 1 150 SP
Nomad Bow 1D8 Two 125m 1 CR 1 150 SP
Short bow, Staff Sling 1D8 Two 75m 1 CR 1 75 SP
Sling 1D6 One 50m 1 CR 5 SP
Thrown Weapons            
Dagger, Knife 1D6 One STR*m 1 CR 30 SP
Dart, Throwing Star 1D4 One STR*m 1 CR 15 SP
Hatchet 1D8 One STR*m 1 CR 1 25 SP
Javelin/Shortspear 1D6 One STR*2m 1 CR 1 20 SP
Rock/ improvised 1D4 One STR*m 1 CR 1

Ranged Weapon Ammunition

Ammunition ENC Cost
Arrows (10) 1 SP
Blowgun darts (10) 2 SP
Crossbow bolts (10) 2 SP
Sling bullets (10) 5 CP

Using Ranged Weapons in Close Combat

Unless the weapon can be used in close combat, and has an entry in that table, a ranged weapon is treated as an improvised weapon, doing damage equal to its closest hand-to-hand equivalent if that is less than its ranged weapon damage.