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 |
- *Damage noted for Melee use.
- **Hitting an arm, hand, or weapon: roll a Quick Contest: your Bolas Skill vs. Target's STR. Hitting a leg or foot entangles both legs (target must make a DEX roll or fall, taking 1d-2. The neck causes suffocation. It takes 3 DEX rolls as Ready actions to untangle yourself from a Bolas.
- ***escaping a net takes 3 DEX-4 rolls (or 3 DEX+3 rolls with a small net) as Ready actions to get free (-2 if you only have 1 hand free). Cutting your way out with a "C" range weapon also works, but then net is diffuse (see Monster Injury Tolerance (P, X)). Parrying a net will cut it on a success.
Harpoon: Ready Maneuver and a successful ST roll allow you to pull the harpoon out of your enemy doing half the damage it did going in.
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:
- Range is measured in hexes (Yards).
- Acc or Accuracy: see Aim Maneuver
- 1/2D or 1/2 Damage: the range at which beyond it you deal 1/2 damage. Attacks that require a HT roll to resist are resisted at +3 when beyond 1/2D Range.
- Max: the Maximum range for that weapon type.
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.