Difference between revisions of "Missile Weapons"

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(Created page with "'''Missile weapons''' include numerous weapons that can be fired or hurled over a distance in order to cause damage. This includes [U...")
 
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== Bonuses ==
 
== Bonuses ==
 
Depending on the character and the weapon, some combatants have [[Hereditary Weapon I (sage ability)|hereditary bonuses]] that increase their chance to hit.  Additionally a sufficient [[Dexterity (ability stat)|dexterity]], one above 15, also allows bonuses to hit with a missile weapon.  Unlike their use in melee, [[Strength (ability stat)|strength]] bonuses don't apply to fired or hurled weapons.
 
Depending on the character and the weapon, some combatants have [[Hereditary Weapon I (sage ability)|hereditary bonuses]] that increase their chance to hit.  Additionally a sufficient [[Dexterity (ability stat)|dexterity]], one above 15, also allows bonuses to hit with a missile weapon.  Unlike their use in melee, [[Strength (ability stat)|strength]] bonuses don't apply to fired or hurled weapons.
 
== Missile Ranges ==
 
The table shown gives ranges for missile weapons. Weapons thrown or fired at point blank range are +1 to hit. There is no adjustment at short range. Medium range gives a -2 penalty, while long range gives a -5 penalty.
 
  
 
{| class="wikitable" style="float:right; margin-left: 15px; text-align: center; background-color:#d4f2f2;"
 
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| warhammer || 2 || 3-5 || 6-8 || 9-11
 
| warhammer || 2 || 3-5 || 6-8 || 9-11
 
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|}
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== Missile Ranges ==
 +
The table shown gives ranges for missile weapons. Weapons thrown or fired at point blank range are +1 to hit. There is no adjustment at short range. Medium range gives a -2 penalty, while long range gives a -5 penalty.
  
 
ARCHED MISSILES
 
ARCHED MISSILES
  
 
See also: strengthened arm, opportunity fire, siege engines, ballista, catapult, trebuchet, giants, cover, grenade-like missiles, combat, deflect missile, poisoning missile
 
See also: strengthened arm, opportunity fire, siege engines, ballista, catapult, trebuchet, giants, cover, grenade-like missiles, combat, deflect missile, poisoning missile

Revision as of 21:45, 1 January 2022

Missile weapons include numerous weapons that can be fired or hurled over a distance in order to cause damage. This includes [Using Found Objects as Weapons|found objects]], such as stones, chairs, boxes or even a back pack. Missile fire occurs simultaneously with other forms of combat, as part of the expenditure of action points; as with melee, the combatant identifies a target and then rolls to hit.

Hand-sized objects like natural or magic stones, chromatic orbs and flasks of oil have a range like any other weapon, as described below.

Bonuses

Depending on the character and the weapon, some combatants have hereditary bonuses that increase their chance to hit. Additionally a sufficient dexterity, one above 15, also allows bonuses to hit with a missile weapon. Unlike their use in melee, strength bonuses don't apply to fired or hurled weapons.

Missile Range in Combat Hexes
Weapon Point
Blank
Short Medium Long
axe (short) 2 3-5 6-7 8-10
bola 3-9 10-16 17-23
bow (long) 2-3 4-22 23-44 45-66
bow (short) 2-3 3-16 17-32 33-48
club 2 3-5 6-7 8-9
crossbow (heavy) 2 3-14 15-28 29-40
crossbow (light) 2 3-10 11-20 21-30
dagger 2 3-5 6-9 10-12
dart 2 3-5 6-10 11-15
hammer (short) 2 3-4 5-6 7-8
hand axe 2 3-6 7-9 10-13
javelin 2 3-9 10-18 19-27
sling 2-13 14-25 26-37
spear 2 3-6 7-12 13-18
staff sling 4-18 19-35 36-52
trident 2 3-5 6-9 10-13
warhammer 2 3-5 6-8 9-11

Missile Ranges

The table shown gives ranges for missile weapons. Weapons thrown or fired at point blank range are +1 to hit. There is no adjustment at short range. Medium range gives a -2 penalty, while long range gives a -5 penalty.

ARCHED MISSILES

See also: strengthened arm, opportunity fire, siege engines, ballista, catapult, trebuchet, giants, cover, grenade-like missiles, combat, deflect missile, poisoning missile