Basic Ranged Weapon Changes:

 

Skill Cost: This will change somewhat for each weapon to reflect the ease of use of each weapon and the new capabilities.  Further, the base cost for Bows is higher because of the ability of multi attacking with them combined with their extra ordinary range, whereas with Crossbows & Thrown weapons there are limiters on each.

 

Melee & Missile Skills: Some weapons may be employed in either melee or missile combat, to use them skillfully in both you must purchase both skills independently.

 

Missile Weapon Skill Options

            Extended Range: This option is eliminated.

            Precise: You add +2 to hit per die of successful check.

Quick Draw: There is no longer a quick draw per say anymore.  Instead drawing

a missile weapon in combat assumes the weapon is unloaded and must be loaded as per the normal Rate of fire rules.  Weapons may be carried “loaded” (i.e. readied) and fired on the first round of combat.

Quick Load: This varies by weapon type.

           

 

Range:  Ranged weapons will function based on a system of short, medium, long, and

extreme range. 

Short Range: No penalty to hit.

Medium Range: -5 to hit.

Long Range: -10 to hit.

Extreme Range: -20 to hit.

 

For melee weapons being thrown, they have a flat range of 5/10/15/20 feet.

 

Rate and Quick load with Traditional Ranged Weapons: This is the rate of fire that an unskilled individual can achieve.  This rate of fire can be reduced in the hands of a skilled user.

NOTE: Rate is the rapidity with which a weapon may be fired. A weapon with a use rate of 3 undergoes a sequence as follows.
            Round X: Fire the Weapon.

            Round X+1: Reload.

            Round X+2: Reload.

            Round X+3: Fire the Weapon.

 

Missile Weapons:

·        Bows: Use rate of 3, each die reduces this rate by 1, thus a 2d6 check allows you to fire once a round. Further, a 4d6 check will grant a 2nd shot each round, a 6d6 check will grant a 3rd shot each round, etc…

·        Crossbows: Use rate varies, but each die of skill check reduces the use rate by 1 round to a minimum of 1 shot per round.  Extra skill dice may be used for other skill options.

·        Thrown: Thrown weapons have a use rate of 2, and each die reduces this rate by 1, thus a 1d6 check allows you to fire once a round.  Further, for each additional 2d6 rolled another attack may be added.


Ranged Weapons Combat Statistics

 

 

 

Range

 

 

 

Bows

Dmg

S

M

L

E

Rate

Base Cost

Background

Self Bow

d6

30

60

120

360

3

240

Warrior

Horse Bow

d6

40

80

160

480

3

240

Warrior

Longbow

d8

60

120

240

720

3

320

Warrior

Geleian Longbow

d10

60

120

240

720

3

400

Warrior

Kieron Greatbow

d10

80

160

320

960

3

400

Warrior

Crossbows

Dmg

S

M

L

E

Rate

Base Cost

Background

Crossbow

d8

40

60

160

480

3

240

Warrior

Liston Crossbow

d10

60

120

240

720

5

300

Warrior

Gramshire Crossbow

d12

80

160

320

960

8

360

Warrior

Thrown

Dmg

S

M

L

E

Rate

Base Cost

Background

Chakram

d3

15

30

60

120

2

90

Warrior

Dagger

d3

10

20

40

80

2

90

Marine

Dart

d4

10

20

40

80

2

120

Warrior

Harpoon

d8

15

30

60

120

2

240

Marine

Hatchet

d3

10

20

40

80

2

90

Warrior

Javelin

d6

20

40

80

160

2

180

Warrior

Shuriken

d2

5

10

20

40

2

60

Warrior

Sling (bullet)

d4

20

40

80

160

2

120

Warrior

Sling (stone)

d3

15

30

60

180

2

90

Warrior

Spear

d6

10

20

40

80

2

180

Warrior

Stilleto

d4

10

20

40

80

2

120

Warrior

Trident

d6

10

20

40

80

2

180

Marine

War Hammer

d4

10

20

40

80

2

120

Warrior