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.
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 |