Ranged Medieval Weapons - Stats & Costs

Ranged Weapon Type Damage Accuracy 1/2 Damage Max. Shots Cost Weight Min STR Bulk Special Notes
BLOWPIPE (DX-6)
Blowpipe Pi- 1d-3 1 ST×4 1(2) 30 1/0.05 lbs 2 -6 2 hands to load, 1 to fire
BOLAS (No Default)
Bolas Crushing Thrust-1 0 ST×3 Thrown 20 2 lbs. 7 -2 May entangle**
BOW (DX-6) (2 Handed)
Short Bow Impaling Thrust 1 ST×10 ST×15 1(2) 50 2/0.1 lbs. 7 -6
Regular Bow Impaling Thrust+1 2 ST×15 ST×20 1(2) 100 2/0.1 lbs. 10 -7
Longbow Impaling Thrust+2 3 ST×15 ST×20 1(2) 200 3/0.1 lbs. 11 -8
Quiver 15 1 lbs. - Holds 20 arrows/bolts
Quiver full of 20 55 3 lbs. Comes with 20 arrows/bolts
Arrows/Bolts Impaling Thrust-3* 2 0.1 lbs. - *Damage noted for Melee use.
Dart Impaling Thrust-5* 0.1 0.05 lbs. - *Damage noted for Melee use.
CLOAK (DX-5)
Heavy Cloak Spec. 1 2 Thrown 50 5 lbs. 8 -6 May entangle**
Light Cloak Spec. 1 2 Thrown 20 2 lbs. 5 -4 May entangle**
CROSSBOW (DX-4) (2 Handed) 8 turns to ready if under STR
Crossbow Impaling Thrust+4 4 ST×20 ST×25 1(4) 150 6/0.05 lbs. 7 -6
Pistol (Light) Crossbow Impaling Thrust+2 1 ST×15 ST×20 1(4) 150 4/0.05 lbs. 7 -4 2 hands to load, 1 to fire
Prodd Piercing Thrust+4 2 ST×20 ST×25 1(4) 150 6/0.05 lbs. 7 -6
Repeating Crossbow Impaling Thrust+1 1 ST×7 ST×15 10(3i) 500 10/0.05 lbs. 7 -5 Requires two hands
LASSO (No Default)
Lariat Spec. 0 Spec. Thrown 40 3 lbs. 7 -2 Requires two hands, May entangle**
NET (Cloak-5)
Large Net Spec. 1 Spec. Thrown 40 20 lbs. 11 -6 May entangle**, Max Range = (ST/2 + Skill/5)
Melee Net Spec. 1 Spec. Thrown 20 5 lbs. 8 -4 May entangle**, Max Range = (ST + Skill/5)
SLING (DX-6) 2 turns to ready
Sling Piercing Swing 0 ST×6 ST×10 1(2) 20 0.5/0.05 lbs. 6 -4 2 hands to load, 1 to fire
Sling Staff Piercing Swing+1 1 ST×10 ST×15 1(2) 20 2/0.05 lbs. 7 -6 2 hands to load, 1 to fire
SPEAR THROWER (DX-5)
Atlatl 1(1) 20 1 lbs. 2 hands to load, 1 to fire
- with Dart Impaling Swing-1 1 ST×3 ST×4 20 1 lbs. 5 -3
- with Javelin Impaling Swing+1 3 ST×2 ST×3 30 2 lbs. 6 -4
THROWN WEAPON (AXE/MACE) (DX-4)
Hatchet Cutting Swing 1 ST×1.5 ST×2.5 Thrown 40 2 lbs. 8 -2
Throwing Axe Cutting Swing+2 2 ST ST×1.5 Thrown 60 4 lbs. 11 -3
Mace Crushing Swing+3 1 ST×0.5 ST Thrown 50 5 lbs. 12 -4
Small Mace Crushing Swing+2 1 ST ST×1.5 Thrown 35 3 lbs. 10 -3
THROWN WEAPON (DISC) (DX-4)
Discus Crushing Thrust+2 2 ST×4 ST×6 Thrown 40 2 lbs. 6 -3
Chakram Cutting Thrust+1 1 ST×4 ST×6 Thrown 50 1.5 lbs. 6 -2
THROWN WEAPON (HARPOON) (DX-4)
Harpoon Impaling Thrust+5 2 ST ST×1.5 Thrown 60 6 lbs. 11 -6 Tethered. See Harpoon Below.
THROWN WEAPON (KNIFE) (DX-4)
Large Knife Impaling Thrust 0 ST×0.8 ST×1.5 Thrown 40 1 lbs. 6 -2
Small Knife Impaling Thrust-1 0 ST×0.5 ST Thrown 30 0.5 lbs. 5 -1
Dagger Impaling Thrust-1 0 ST×0.5 ST Thrown 20 0.25 lbs. 5 -1
THROWN WEAPON (SHURIKEN) (DX-4)
Shuriken Cutting Thrust-1 1 ST×0.5 ST Thrown 3 0.1 lbs. 5 0
THROWN WEAPON (SPEAR) (DX-4)
Spear Impaling Thrust+3 2 ST ST×1.5 Thrown 40 4 lbs. 9 -6
Javelin Impaling Thrust+1 3 ST×1.5 ST×2.5 Thrown 30 2 lbs. 6 -4
THROWING SKILL (DX-3)
Rock Crushing Thrust-1 0 ST×2 ST×3.5 - 1 lbs. - - Throwing a rock

Assorted Notes:
An arrow or bolt for a bow or crossbow is $2. A dart for a blowpipe, or a lead pellet for a prodd or sling, is $0.1. Sling stones are free, slings can also use Lead Bullets giving +1 to damage and double range.
Thrown Weapons use the same Weapon Qualities as the Melee Weapon Quality at the top of this page.
Ranged Weapons from this table may be up to fine Quality, increasing 1/2D and Max range by 20%, and costing 4x regular price.

Explosive Weapon Type Damage Fuse Cost Weight Special Notes
THROWING SKILL (DX-3)
Serpentine Powder Bomb Crushing - Explosion [1d] 3d 3-5 350 2 (2), can be found/purchased without Fragmentation easier.
Chemical Bomb Special (2 yd.) Special 2 350 2 (2), Cloud of gas, smoke, poison
Greek Fire Burning 3d Var. 500 2 (2), Burns for 10d seconds for 1d damage per second.

[1d] is 1 damage dice of Fragmentation (see AOE, Cones, Explosions))
(2) requires a Ready Maneuver to light, 5 Ready Maneuvers to insert fuse
Explosion Calculator

Ranged Stats Description
Minimum Strength: if you are weaker than the number you take -1 to hit for each point below.
Shots: the first number is how many the weapon can fire before needing to reload. The number in brackets is how many seconds (of Ready Maneuvers) it takes to reload all the shots. An "i" means each shot takes that amount of time to reload.
Range:

Weight: the first number is the weapon's weight, the second is the ammo's weight.
Bulk: This modifies your weapon skill when you take a Move and Attack maneuver. It also serves as a penalty to Holdout skill when you attempt to conceal the weapon.

Crossbow Reloading
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.

Special Arrows
Bodkin Points (TL3) - armor-piercing "bodkin" tips on arrows and bolts changes damage to piercing and adds an armor divisor of (2).

Barbed: yanking out inflicts half the damage it delivered going in.

Blunt: converts damage to crushing. Used for training or hunting fowl. Half cost.

Bowel Raker: converts damage to cutting. Gives -1 to Acc and subtracts 5 from both Range multipliers. Yanking it out inflicts half the injury it delivered going in.

Frog Crotch: Has a C-, U-, or Y-shaped head sharpened on the inside of the curve. Used against limbs, and to cut ropes or (in heroic stories) bowstrings. Converts damage to cutting.

Humming Bulb: Has a hollow, fluted tip that whistles in flight. Used to signal or to flush game. Some of these heads can carry a tiny payload – often an oil-soaked rag. Gives -1 to Acc and subtracts 5 from both range multipliers. Damage becomes crushing with an armor divisor of (0.5).

Willow Leaf: Converts damage to cutting.

Ranged Weapons, Explosives, Thrown Weapon Stats, etc.