Difference between revisions of "Missile Weapons"
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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. | ||
+ | == Fired Weapons == | ||
+ | {| class="wikitable" style="float:right; margin-left: 15px; text-align: center; background-color:#d4f2f2;" | ||
+ | |+ Fired Weapons (range in [[Combat Hex|hexes]]) | ||
+ | ! Weapon !! Point<br>Blank !! Short !! Medium !! Long | ||
+ | |- | ||
+ | | heavy [[Crossbow (weapon)|crossbow]] || 2 || 3-14 || 15-28 || 29-40 | ||
+ | |- | ||
+ | | light crossbow || 2 || 3-10 || 11-20 || 21-30 | ||
+ | |- | ||
+ | | long [[Bow (weapon)|bow]] || 2-3 || 4-22 || 23-44 || 45-66 | ||
+ | |- | ||
+ | | short bow || 2-3 || 3-16 || 17-32 || 33-48 | ||
+ | |- | ||
+ | | [[Sling (weapon)|sling]] || — || 2-13 || 14-25 || 26-37 | ||
+ | |- | ||
+ | | staff sling || — || 4-18 || 19-35 || 36-52 | ||
+ | |} | ||
+ | |||
+ | == Hurled Weapons == | ||
{| class="wikitable" style="float:right; margin-left: 15px; text-align: center; background-color:#d4f2f2;" | {| class="wikitable" style="float:right; margin-left: 15px; text-align: center; background-color:#d4f2f2;" | ||
|+ Missile Range in Combat Hexes | |+ Missile Range in Combat Hexes | ||
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|- | |- | ||
| bola || — || 3-9 || 10-16 || 17-23 | | bola || — || 3-9 || 10-16 || 17-23 | ||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
| club || 2 || 3-5 || 6-7 || 8-9 | | club || 2 || 3-5 || 6-7 || 8-9 | ||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
| dagger || 2 || 3-5 || 6-9 || 10-12 | | dagger || 2 || 3-5 || 6-9 || 10-12 | ||
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|- | |- | ||
| javelin || 2 || 3-9 || 10-18 || 19-27 | | javelin || 2 || 3-9 || 10-18 || 19-27 | ||
− | |||
− | |||
|- | |- | ||
| spear || 2 || 3-6 || 7-12 || 13-18 | | spear || 2 || 3-6 || 7-12 || 13-18 | ||
− | |||
− | |||
|- | |- | ||
| trident || 2 || 3-5 || 6-9 || 10-13 | | trident || 2 || 3-5 || 6-9 || 10-13 |
Revision as of 21:52, 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.
Fired Weapons
Weapon | Point Blank |
Short | Medium | Long |
---|---|---|---|---|
heavy crossbow | 2 | 3-14 | 15-28 | 29-40 |
light crossbow | 2 | 3-10 | 11-20 | 21-30 |
long bow | 2-3 | 4-22 | 23-44 | 45-66 |
short bow | 2-3 | 3-16 | 17-32 | 33-48 |
sling | — | 2-13 | 14-25 | 26-37 |
staff sling | — | 4-18 | 19-35 | 36-52 |
Hurled Weapons
Weapon | Point Blank |
Short | Medium | Long |
---|---|---|---|---|
axe (short) | 2 | 3-5 | 6-7 | 8-10 |
bola | — | 3-9 | 10-16 | 17-23 |
club | 2 | 3-5 | 6-7 | 8-9 |
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 |
spear | 2 | 3-6 | 7-12 | 13-18 |
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