See Also: Critical Hits, Round
The character gains a 5% bonus to hit per skill level in the missile weapon.
A bow (not crossbow) can be fired more quickly as the skill goes up. Rate of fire is determined by the Skill Level in the bow. The Bow can be fired as many times per round as the character has skill level in the bow. A character with skill level 5 in Bows, could fire the bow 5 times per round.
This is a carefully aimed shot with a bow, crossbow, sling or spear. The character has taken a round (or more) to prepare a shot on a designated target. The 1st shot gains a bonus of +30.
This is a shot with a bow, crossbow, sling or spear. The character is aiming for a specific area of a target. For example aiming for the opponents head, the penalty for taking the called shot is loosing the bump that the skill level provides. No extra time is needed for a called shot. The player declares that the shot is called. If the Gap is greater then 30 then the called shot succeeds. GMs should adjust the GAP as needed for the difficulty of the target. For example aiming for the eye is harder then the head. If the GAP is too small the called shot fails, but otherwise the normal skill check applies. In other words a missed called shot still hits the target without any bump if the skill check was successful.
Missile weapons behave like any other weapon in melee. Characters firing missile weapons in melee need to also roll initiative so their actions are sequenced correctly in each second of the round. Character's stowing a missile weapon in melee burn 1 missile attack that round, the action takes 1 second. Character drawing a missile weapon in melee burn 1 missile attack that round and the action takes 1 second. A character may drop their missile weapon without any penalty nor does the action take any time.
Characters may use combinations of missiles and melee weapons in melee. See above for missile penalties and See Round for melee weapon penalties. Missile actions are based on the character's skill in each weapon. Changing weapons in the round incurs penalties on the weapon stowed and the weapon drawn. So long as the character has sufficient actions in each weapon, and sufficient time in the round, the character may use any combination of weapons they like. For Example, Leon is: Basic Melee 6, Bows 3 and Blades 3. He is being charged by an Orc. He already had his bow out and the orc is a good distance away at the start of the round. Leon loses initiative.
| Changing Weapons in Melee | ||
|---|---|---|
| Second | Orc | Leon |
| 01 | Full move at Leon | Fires Bow misses uses 1 missile action in bows |
| 02 | Double move at Leon | Fires Bow misses uses 1 missile point in bows |
| 03 | Double move at Leon | Fires Bow Hits! uses 1 missile action in bows orc keeps coming |
| 04 | Double move at Leon | Drops Bow, Draws Sword out of missile actions in bows Uses 1 melee action in blades |
| 05 | Orc Attacks Leon, Hits! | Leon blocks the blow uses 1 melee action in blades |
| 06 | Orc Attacks Leon, Hits! | Leon blocks the blow uses 1 melee action in blades |
| 07 | Orc Attacks Leon, Hits! | Leon is out of melee actions in blades but can bump the attack and also move |
This shot is made at 1/2 Skill Check. Melee involves constant maneuvering and makes the shot more difficult.
This shot is made at 1/2 Skill Check. Moving is subject to interpretation by the GM. Walking in a straight line, should not incur this deduction. Where as shooting at target running full tilt and with an erratic path would.
The target has some cover, typically from terrain or from a structure. As such this does not effect the skill check to hit. To determine if the hit strikes the target and not the cover, determine which zones are under cover and which zones are not. If the attack succeeds, then bumps are applied, if the zone is not under cover, the attack hits.
The target has laid down into a prone position. This can reduce the size of the target from the perspective of the shooter, but being prone provides no cover. It is up to the GM determine how significant being prone is relative to the perspective of the shooter. As a general rule firing at a prone target, puts the shooter at 1/2 Skill Check for the shot. The person prone, can not use a dodge action.
All Missile Weapons have a range increment (See Weapons). The first increment has no bonus. Each increment beyond the first incurs a -20 penalty to to the skill check.
All Missile Weapons (unless noted otherwise in its description) have a maximum range equal to six times the range increment (See Weapons). Even if the player can still has a greater then zero chance at ranges beyond 6x the increment. The weapon has exceeded its capacity and the shot can have no effect.
All missile weapons define this range as 25% of the range increment and a bonus of +25 to the skill check.
Crossbows are easy to learn to use when compared to a bow. They have good range, good damage but a low rate of fire when compared to the bow. Crossbows need to be cocked and reloaded. Depending on the size and design, this may involve a crank or standing on a hook to reset the crossbow. It takes strength, time and concentration to perform. The character can not move or perform any other action while reloading a crossbow.
For example if a player has:
Page Last Updated: 2008-04-30 10:22:22