Missile Weapons

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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