Post by Darko on May 27, 2014 19:30:44 GMT
RANGED WEAPONS
Ranged weapons work differently than melee weapons. They also are generally much better at penetrating armour.
Bow and Arrow
The most common type of ranged weapons and overall far more popular and reliable than flintlock weapons, this ancient weapon functions rather differently than others.
Its damage is determined by the type of arrow.
Arrow types:
Bronze
1d10+2 damage
AP 2
Iron
1d10+4 damage
AP 4
Steel
1d10+6 damage
AP 6
Mithril
1d10+8 damage
AP 8
Adamantine
1d10+10 damage
AP 10
Dragonite
1d10+12 damage
AP 12
Accuracy is vital with ranged weapons, and bows are no exception - striking the most vulnerable locations on a target will massively help and as such scoring critical hits is important. Taking perks that increase critical chance and critical damage are very useful. Alternatively, perks that allow for a much higher rate of fire can also be useful.
Shortbow: Shorter range, but able to fire much more quickly. Very popular for rangers.
Short range - 1-15m (+20 to hit)
Normal range - 16-30m (+10 to hit
Long range - 31-60m (-10 to hit)
Extreme range - 61-90m (-20 to hit)
Readying and reloading a Shortbow are half actions as normal.
Long bow: Able to loose arrows over a very long distance but takes longer to ready each shot. Requires a full round to ready a shot and the user must be braced. Cannot be used when mounted.
Short range - 1-49m (+20 to hit
Normal range - 51-100m (+10 to hit)
Long range - 101-150m (-10 to hit
Extreme range - 151-200m (-30 to hit)
Readying and reloading a Long Bow takes a full action.
More to come including crossbows and guns.
CROSSBOWS
Crossbows are more powerful than Bows, but they take longer to reload and generally have a shorter effective range. Like Bows, their damage is based on the quality of the ammunition, in this case bolts.
Bronze
2d10+2 damage
AP 2
Iron
2d10+4 damage
AP 4
Steel
2d10+6 damage
AP 6
Mithril
2d10+8 damage
AP 8
Adamantine
2d10+10 damage
AP 10
Dragonite
2d10+12 damage
AP 12
Hand Crossbow - a relatively rare weapon, it is the smallest of the Crossbow family. It is favoured by assassins to deliver a brutal kill shot, or sometimes used as a hold out weapon.
Short range - 1-3m (+20 to hit)
Normal range - 4-12m (+10 to hit
Long range - 13-20m (-10 to hit)
Extreme range - 21-30m (-30 to hit)
One-Handed
Reload: Two full actions
Crossbow - The full-sized version, this is the typical weapon of the group.
Short range - 1-15m (+20 to hit)
Normal range - 16-30m (+10 to hit
Long range - 31-40m (-10 to hit)
Extreme range - 41-60m (-30 to hit)
Two-Handed
Reload: Four full actions
FLINTLOCK GUNS
Flintlock guns are powerful but inaccurate at distances, and much less reliable than bows or crossbows.
All Guns have a 20% (80-100 result to hit) chance to jam which means that they do not fire that round. Instead the user must make a difficult (-10) Intelligence test to unjam it, and then it must also be reloaded, before it can fire again.
Pistol - Favoured by duellists or those who simply disdain melee combat, the various types of flintlock pistols all make decent sidearms and function more or less the same.
Short range - 1-5m (+20 to hit)
Normal range - 6-10m (+10 to hit
Long range - 11-20m (-10 to hit)
Extreme range - 21-30m (-30 to hit)
Damage: 2d10+5
AP: 6
One-Handed
Reload: 4 Full Actions
Musket - Undoubtedly the longest ranged of all typical firearms.
Short range - 1-20m (+20 to hit
Normal range - 21-50m (+10 to hit)
Long range - 51-75m (-10 to hit)
Extreme range - 76-100m (-20 to hit)
Damage: 2d10+10
AP: 8
Two-Handed
Reload: 6 Full Actions
Blunderbuss - a big, wide-barrelled shotgun.
Short range - 1-10m (+40 to hit)
Normal range - 11-15m (+20 to hit
Long range - 16-20m (-20 to hit)
Extreme range - 21-30m (-40 to hit)
Damage: 4d10
AP: 4
Two-Handed
Reload: 7 Full Actions
Dragon Pistol - these compact, one-handed Blunderbusses are brutal and almost impossible to miss with at short range.
Short range - 1-3m (+40 to hit)
Normal range - 4-6m (+20 to hit
Long range - 7-10m (-20 to hit)
Extreme range - 11-13m (-40 to hit)
Damage: 3d10
AP: 3
One-Handed
Reload: 5 Full Actions
Ranged weapons work differently than melee weapons. They also are generally much better at penetrating armour.
Bow and Arrow
The most common type of ranged weapons and overall far more popular and reliable than flintlock weapons, this ancient weapon functions rather differently than others.
Its damage is determined by the type of arrow.
Arrow types:
Bronze
1d10+2 damage
AP 2
Iron
1d10+4 damage
AP 4
Steel
1d10+6 damage
AP 6
Mithril
1d10+8 damage
AP 8
Adamantine
1d10+10 damage
AP 10
Dragonite
1d10+12 damage
AP 12
Accuracy is vital with ranged weapons, and bows are no exception - striking the most vulnerable locations on a target will massively help and as such scoring critical hits is important. Taking perks that increase critical chance and critical damage are very useful. Alternatively, perks that allow for a much higher rate of fire can also be useful.
Shortbow: Shorter range, but able to fire much more quickly. Very popular for rangers.
Short range - 1-15m (+20 to hit)
Normal range - 16-30m (+10 to hit
Long range - 31-60m (-10 to hit)
Extreme range - 61-90m (-20 to hit)
Readying and reloading a Shortbow are half actions as normal.
Long bow: Able to loose arrows over a very long distance but takes longer to ready each shot. Requires a full round to ready a shot and the user must be braced. Cannot be used when mounted.
Short range - 1-49m (+20 to hit
Normal range - 51-100m (+10 to hit)
Long range - 101-150m (-10 to hit
Extreme range - 151-200m (-30 to hit)
Readying and reloading a Long Bow takes a full action.
More to come including crossbows and guns.
CROSSBOWS
Crossbows are more powerful than Bows, but they take longer to reload and generally have a shorter effective range. Like Bows, their damage is based on the quality of the ammunition, in this case bolts.
Bronze
2d10+2 damage
AP 2
Iron
2d10+4 damage
AP 4
Steel
2d10+6 damage
AP 6
Mithril
2d10+8 damage
AP 8
Adamantine
2d10+10 damage
AP 10
Dragonite
2d10+12 damage
AP 12
Hand Crossbow - a relatively rare weapon, it is the smallest of the Crossbow family. It is favoured by assassins to deliver a brutal kill shot, or sometimes used as a hold out weapon.
Short range - 1-3m (+20 to hit)
Normal range - 4-12m (+10 to hit
Long range - 13-20m (-10 to hit)
Extreme range - 21-30m (-30 to hit)
One-Handed
Reload: Two full actions
Crossbow - The full-sized version, this is the typical weapon of the group.
Short range - 1-15m (+20 to hit)
Normal range - 16-30m (+10 to hit
Long range - 31-40m (-10 to hit)
Extreme range - 41-60m (-30 to hit)
Two-Handed
Reload: Four full actions
FLINTLOCK GUNS
Flintlock guns are powerful but inaccurate at distances, and much less reliable than bows or crossbows.
All Guns have a 20% (80-100 result to hit) chance to jam which means that they do not fire that round. Instead the user must make a difficult (-10) Intelligence test to unjam it, and then it must also be reloaded, before it can fire again.
Pistol - Favoured by duellists or those who simply disdain melee combat, the various types of flintlock pistols all make decent sidearms and function more or less the same.
Short range - 1-5m (+20 to hit)
Normal range - 6-10m (+10 to hit
Long range - 11-20m (-10 to hit)
Extreme range - 21-30m (-30 to hit)
Damage: 2d10+5
AP: 6
One-Handed
Reload: 4 Full Actions
Musket - Undoubtedly the longest ranged of all typical firearms.
Short range - 1-20m (+20 to hit
Normal range - 21-50m (+10 to hit)
Long range - 51-75m (-10 to hit)
Extreme range - 76-100m (-20 to hit)
Damage: 2d10+10
AP: 8
Two-Handed
Reload: 6 Full Actions
Blunderbuss - a big, wide-barrelled shotgun.
Short range - 1-10m (+40 to hit)
Normal range - 11-15m (+20 to hit
Long range - 16-20m (-20 to hit)
Extreme range - 21-30m (-40 to hit)
Damage: 4d10
AP: 4
Two-Handed
Reload: 7 Full Actions
Dragon Pistol - these compact, one-handed Blunderbusses are brutal and almost impossible to miss with at short range.
Short range - 1-3m (+40 to hit)
Normal range - 4-6m (+20 to hit
Long range - 7-10m (-20 to hit)
Extreme range - 11-13m (-40 to hit)
Damage: 3d10
AP: 3
One-Handed
Reload: 5 Full Actions