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.