Missile Weapons: Difference between revisions
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<includeonly>{{Article_Reference|article= Missile Weapons}}</includeonly> | <includeonly>{{Article_Reference|article= Missile Weapons}}</includeonly> | ||
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====Weapon==== | ====Weapon==== | ||
The general class of weapon in question; e.g., “blowpipe” or “crossbow.” Each entry represents a wide range of individual types. | The general class of weapon in question; e.g., “blowpipe” or “crossbow.” Each entry represents a wide range of individual types. | ||
Latest revision as of 18:50, 29 June 2015
Weapon
The general class of weapon in question; e.g., “blowpipe” or “crossbow.” Each entry represents a wide range of individual types.
TL (Tech Level)
The tech level at which the weapon first becomes widespread. You may only buy weapons of your campaign’s TL or less, unless you have the High TL trait (p. 23).
Damage
For missile weapons, such as bows and crossbows, damage is ST-based and expressed as a modifier to the wielder’s basic thrusting (thr) or swinging (sw) damage, as given on the Damage Table (p. B16). For example, a spear does “thr+2,” so if you have ST 11, which gives a basic thrusting damage of 1d-1, you inflict 1d+1 damage with a spear.
Armor Divisors: A parenthetical number after damage – e.g., (2) – is an armor divisor. Divide the target’s DR from armor or other sources by this number before subtracting it from your damage (or adding it to the target’s HT roll to resist an affliction). For instance, an attack with a divisor of (2) would halve DR. A fractional divisor increases DR: (0.5) multiplies DR by 2; (0.2) multiplies it by 5; and (0.1) multiplies it by 10.
Damage Type: An abbreviation indicating the type of injury or effect the attack causes.
Abbreviation | Damage Type |
aff | affliction |
burn | burning |
cor | corrosion |
cr | crushing |
cut | cutting |
fat | fatigue |
imp | impaling |
pi- | small piercing |
pi | piercing |
pi+ | large piercing |
pi++ | huge piercing |
spec. | special – see weapon notes |
tox | toxic |
A victim loses HP equal to the damage that penetrates his DR. Halve this for small piercing attacks; increase it by 50% for cutting and large piercing attacks; and double it for impaling and huge piercing attacks. Subtract fatigue damage from FP instead of HP. Afflictions cause no injury, but impose a particular affliction on a failed HT roll, as specified in the weapon’s notes. See Damage and Injury (p. B377) for additional rules.
Explosions: An “ex” after crushing or burning damage indicates the attack produces an explosion. This may injure those nearby: divide damage by three times distance in yards from the center of the blast. Some explosions scatter fragments that inflict cutting damage on anyone nearby (see Fragmentation Damage, p. B414). Fragmentation damage appears in brackets; e.g., “3d [2d] cr ex” means an explosion that inflicts 3d crushing damage and throws fragments that do 2d cutting damage. The “danger radius” for fragments is five yards times the dice of fragmentation damage; e.g., 10 yards for [2d]. If an explosive attack has an armor divisor, this only applies to the DR of a target that takes a direct hit – not to those caught in the blast radius or hit by fragments.
Afflictions: Some special weapons don’t list dice of damage. Instead, they give a HT modifier; e.g., “HT-3.” Anyone who is hit must attempt a HT roll at the listed penalty to avoid the effects of the affliction (e.g., unconsciousness). For example, a stun gun calls for a HT-3 roll to avoid being stunned for (20 - HT) seconds. Note that DR (modified by any armor divisor) normally adds to the victim’s HT; for instance, a DR 2 leather jacket would give +2 to your HT roll to resist that stun gun.
Other Effects: A few weapons have additional linked or follow-up effects, noted on a second line. These occur simultaneously with the primary attack on a successful hit. For details, see Linked Effects (p. B381) and Follow-Up Damage (p. B381).
Acc (Accuracy)
Add Accuracy to your skill if you took an Aim maneuver on the turn prior to your attack. If the weapon has a builtin scope, the bonus for this appears as a separate modifier after the weapon’s base Acc; e.g., “7+2.”
Range
If a weapon has only one range number, this is the Maximum Range (Max) in yards at which it can attack a target. If two numbers appear, separated by a slash, the first is Half-Damage Range (1/2D) and the second is Max. Damaging attacks on targets at or beyond 1/2D inflict half damage, and those that require a HT roll to resist are resisted at +3.
Muscle-powered weapons usually list 1/2D and Max as multiples of the wielder’s ST, not as a fixed range. For example, “x10/x15” means 1/2D is 10xST and Max is 15xST, so someone with ST 10 would have 1/2D 100 and Max 150. For bows, crossbows and mechanical artillery, use the weapon’s ST in these formulas.
A few weapons have a minimum range, given in their Notes. The weapon cannot attack a target closer than this range – usually because it fires in a high arc, or has safety, fusing, or guidance limitations.
Weight
The weight of the weapon, in pounds; “neg.” means “negligible.” For missile weapons with Shots 2+, this is loaded weight.
RoF (Rate of Fire)
The maximum number of shots an ordinary shooter can fire in a one-second turn.
Shots
The number of shots the weapon can fire before you must reload or recharge it. “T” means the weapon is thrown. To “reload,” pick it up or ready a new weapon!
The parenthetical number following Shots indicates the number of one second Ready maneuvers needed to reload all of the weapon’s shots (e.g., by changing magazines) – or, for a thrown weapon, the time needed to ready another weapon. An “i” next to this means you must load shots individually: the time listed is per shot rather than for all shots.
A crossbow or prodd takes the indicated time to ready (4 turns) only if its ST is no greater than yours (see Crossbows and ST, below). Double this if the bow’s ST is 1 or 2 greater. If its ST is 3 or 4 greater, you need a “goat’s foot” device to cock it; this takes 20 turns, and requires you to stand. If its ST is 5 or more above yours, you cannot reload it at all.
Cost
The price of a new weapon, in silver coins.
ST (Strength)
The minimum Strength required to use the weapon properly. If you try to use a weapon that requires more ST than you have, you will be at -1 to weapon skill per point of ST you lack and lose one extra FP at the end of any fight that lasts long enough to fatigue you.
“†” means the weapon requires two hands. If you have at least 1.5 times the listed ST (round up), you can use a weapon like this in one hand, but it becomes unready after you attack with it. If you have at least twice the listed ST, you can wield it one-handed with no readiness penalty. But if it requires one hand to hold it and another to operate a moving part, like a bow or crossbow, it always requires two hands, regardless of ST.
Crossbows and ST: Bows, crossbows, and prodds have their own ST value. Use this instead of your ST to determine range and damage. You must specify the ST of such a weapon when you buy it. You can always use a weapon that is weaker than you. You can use a stronger crossbow or prodd; it does more damage but take longer to cock (see Shots, above). You cannot use a stronger bow.
Bulk
A measure of the weapon’s size and handiness. Bulk modifies your weapon skill when you take a Move and Attack maneuver (see Move and Attack, p. 365). It also serves as a penalty to Holdout skill when you attempt to conceal the weapon.
Notes
Any applicable notes for the weapon or its usage are listed here.
Missile Weapon Quality
Blowpipes, bows, and crossbows may be fine weapons. Increase 1/2D and Max range by 20%. They cost 4 times list price.
Thrown weapons, and arrows and bolts, use the rules under Melee Weapon Quality (p. B274).
Weapon | TL | Damage | Acc | Range | Weight | RoF | Shots | Ready | Ammo | Cost | ST | Bulk | Skill | Ref | Notes |
“Goat’s Foot” | 3 | – | – | – | 2 | – | – | -20 | – | 5 sp | 7† | – | Crossbow | B276 | Cocking lever to reload a high-ST crossbow or prodd. You can reload a weapon up to 4 ST over your own with 20 one-second Ready maneuvers. |
Atlatl with Dart | 0 | sw-1 imp | 1 | x3/x4 | 1 | 1 | 1 | 1 | Dart | 2 sp | 5 | -3 | Spear Thrower | B276 | Requires two hands to ready, but only one hand to attack. |
Atlatl with Javelin | 0 | sw+1 imp | 3 | x2/x3 | 2 | 1 | 1 | 1 | Bullet | 3 sp | 6 | -4 | Spear Thrower | B276 | Requires two hands to ready, but only one hand to attack. |
Axe, Throwing | 0 | sw+2 cut | 2 | x1/x1.5 | 4 | 1 | Thr | 1 | Thrown | 6 sp | 11 | -3 | Thrown Weapon (Axe/Mace) | B276 | |
Blowpipe | 0 | 1d-3 pi- | 1 | x4 | 1 | 1 | 1 | 2 | Dart | 3 sp | 2 | -6 | Blowpipe | B275 | Requires two hands to ready, but only one hand to attack |
Bola Perdida | 0 | sw cr | 0 | x6/x10 | 1 | 1 | Thr | 1 | Thrown | 1 sp | 6 | -2 | Bolas | LT72 | |
Bola Perdida | 0 | sw cr | 0 | x6/x10 | 1 | 1 | Thr | 1 | Thrown | 1 sp | 6 | -2 | Sling | LT72 | |
Bolas | 0 | thr-1 cr | 0 | x3 | 2 | 1 | Thr | 1 | Thrown | 2 sp | 7 | -2 | Bolas | B275 | May entangle or ensnare the target; see Special Ranged Weapons (p. B411). |
Bow, Composite | 1 | thr+3 imp | 3 | x20/x25 | 4 | 1 | 1 | 2 | Arrow | 90 sp | 10† | -7 | Bow | B275 | |
Bow, Long | 0 | thr+2 imp | 3 | x15/x20 | 3 | 1 | 1 | 2 | Arrow | 20 sp | 11† | -8 | Bow | B275 | |
Bow, Regular | 0 | thr+1 imp | 2 | x15/x20 | 2 | 1 | 1 | 2 | Arrow | 10 sp | 10† | -7 | Bow | B275 | |
Bow, Short | 0 | thr imp | 1 | x10/x15 | 2 | 1 | 1 | 2 | Arrow | 5 sp | 7† | -6 | Bow | B275 | |
Cloak, Heavy | 1 | spec. | 1 | 2 | 5 | 1 | Thr | 1 | Thrown | 5 sp | 8 | -6 | Cloak | B275 | May entangle or ensnare the target; see Special Ranged Weapons (p. B411). |
Cloak, Light | 1 | spec. | 1 | 2 | 2 | 1 | Thr | 1 | Thrown | 2 sp | 5 | -4 | Cloak | B275 | May entangle or ensnare the target; see Special Ranged Weapons (p. B411). |
Crossbow | 2 | thr+4 imp | 4 | x20x25 | 6 | 1 | 1 | 4 | Bolt | 15 sp | 7† | -6 | Crossbow | B276 | |
Crossbow, Fowling | 4 | thr+5 imp | 4 | x25/x30 | 9 | 1 | 1 | 8 | Bolt | 45 sp | 8† | -6 | Crossbow | LT74 | When cocked with a cranequin (p. LT79), user's ST x 1.5; fowling crossbow is usually ST 15; use half rated ST to determine range and damage. |
Crossbow, Hunting | 4 | thr+5 imp | 4 | x25/x30 | 12 | 1 | 1 | 13 | Bolt | 60 sp | 10† | -7 | Crossbow | LT74 | When cocked with a cranequin (p. LT79), user's ST x 2; hunting crossbow is usually ST 20; use half rated ST to determine range and damage. |
Crossbow, Military | 4 | thr+5 imp | 4 | x25/x30 | 15 | 1 | 1 | 50 | Bolt | 75 sp | 12† | -8 | Crossbow | LT74 | When cocked with a cranequin (p. LT79), user's ST x 3; military crossbow is usually ST 30; use half rated ST to determine range and damage. |
Crossbow, Pistol | 3 | thr+2 imp | 1 | x15/x20 | 4 | 1 | 1 | 4 | Dart | 15 sp | 7 | -4 | Crossbow | B276 | Requires two hands to ready, but only one hand to attack |
Crossbow, Prodd | 3 | thr+4 pi | 2 | x20/x25 | 6 | 1 | 1 | 4 | Pellet | 15 sp | 7† | -6 | Crossbow | B276 | |
Dagger | 1 | thr-1 imp | 0 | x0.5/x1 | 0.25 | 1 | Thr | 1 | Thrown | 2 sp | 5 | -1 | Thrown Weapon (Knife) | B276 | |
Dart, Throwing | 2 | thr imp | 1 | x1/x1.5 | 1 | 1 | Thr | 1 | Thrown | 2 sp | 6 | -2 | Thrown Weapon (Dart) | LT74 | |
Discus | 1 | thr+2 cr | 2 | x4/x6 | 2 | 1 | Thr | 1 | Thrown | 4 sp | 6 | -3 | Thrown Weapon (Disc) | LT72 | |
Harpoon | 2 | thr+5 imp | 2 | x1/x1.5 | 6 | 1 | Thr | 1 | Thrown | 6 sp | 11 | -6 | Thrown Weapon (Harpoon) | B276 | Tethered. Requires a Ready maneuver and a successful ST roll to pull out (if you fail, you may try again next turn). Does half the damage coming out that it did going in. |
Hatchet | 0 | sw cut | 1 | x1.5/x2.5 | 2 | 1 | Thr | 1 | Thrown | 4 sp | 8 | -2 | Thrown Weapon (Axe/Mace) | B276 | |
Javelin | 1 | thr+1 imp | 3 | x1.5/x2.5 | 2 | 1 | Thr | 1 | Thrown | 3 sp | 6 | -4 | Thrown Weapon (Spear) | B276 | |
Knife, Large | 0 | thr imp | 0 | x0.8/x1.5 | 1 | 1 | Thr | 1 | Thrown | 4 sp | 6 | -2 | Thrown Weapon (Knife) | B276 | |
Knife, Small | 0 | thr-1 imp | 0 | x0.5/x1 | 0.5 | 1 | Thr | 1 | Thrown | 3 sp | 5 | -1 | Thrown Weapon (Knife) | B276 | |
Knife, Throwing, Large | 2 | thr imp | 1 | x1/x2 | 1 | 1 | Thr | 1 | Thrown | 4 sp | 6 | -1 | Thrown Weapon (Knife) | LT75 | |
Knife, Throwing, Small | 2 | thr-1 imp | 1 | x0.8/x1.5 | 0.5 | 1 | Thr | 1 | Thrown | 3 sp | 5 | 0 | Thrown Weapon (Knife) | LT75 | |
Lariat | 1 | spec. | 0 | spec. | 3 | 1 | Thr | spec. | Thrown | 4 sp | 7† | -2 | Lasso | B276 | May entangle or ensnare the target; see Special Ranged Weapons (p. B411). |
Mace | 2 | sw+3 cr | 1 | x0.5/x1 | 5 | 1 | Thr | 1 | Thrown | 5 sp | 12 | -4 | Thrown Weapon (Axe/Mace) | B276 | |
Mace, Round | 0 | sw+2 cr | 1 | x0.5/x1 | 5 | 1 | Thr | 1 | Thrown | 3.5 sp | 12 | -4 | Thrown Weapon (Axe/Mace) | LT58 | |
Mace, Small | 2 | sw+2 cr | 1 | x1/x1.5 | 3 | 1 | Thr | 1 | Thrown | 3.5 sp | 10 | -3 | Thrown Weapon (Axe/Mace) | B276 | |
Net, Large | 0 | spec. | 1 | spec. | 20 | 1 | Thr | 1 | Thrown | 4 sp | 11 | -6 | Net | B276 | May entangle or ensnare the target; see Special Ranged Weapons (p. B411); a net has no 1/2D range, max range is (ST/2 + Skill/5) for a large net |
Net, Melee | 2 | spec. | 1 | spec. | 5 | 1 | Thr | 1 | Thrown | 2 sp | 8 | -4 | Net | B276 | May entangle or ensnare the target; see Special Ranged Weapons (p. B411); a net has no 1/2D range, max range is (ST + Skill/5) for a melee net. |
Sling | 0 | sw pi | 0 | x6/x10 | 0.5 | 1 | 1 | 2 | Bullet | 2 sp | 6 | -4 | Sling | B276 | Requires two hands to ready, but only one hand to attack; can fire stones (TL0) or lead bullets (TL2). Lead bullets give +1 damage and double range |
Sling, Dart | 1 | sw imp | 1 | x6/x10 | 0.5 | 1 | 1 | 2 | Dart | 2 sp | 6 | -4 | Sling | LT74 | Requires two hands to ready, but only one hand to attack |
Sling, Heavy | 0 | sw+2 cr | 1 | x3/x6 | 1 | 1 | 1 | 2 | Bullet | 2 sp | 8† | -5 | Sling | LT74 | Can fire stones (TL0) or lead bullets (TL2). Lead bullets give +1 damage and double range |
Spear | 0 | thr+3 imp | 2 | x1/x1.5 | 4 | 1 | Thr | 1 | Thrown | 4 sp | 9 | -6 | Thrown Weapon (Spear) | B276 | |
Staff Sling | 1 | sw+1 pi | 1 | x10/x15 | 2 | 1 | 1 | 2 | Bullet | 2 sp | 7† | -6 | Sling | B276 | Can fire stones (TL0) or lead bullets (TL2). |
Stake, Wooden | 0 | thr(0.5) imp | 0 | x0.5/x1 | 0.5 | 1 | Thr | 1 | Thrown | 0.4 sp | 5 | -2 | Thrown Weapon (Knife) | B276 |
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