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# Ranged Weapons

Ranged weapons are designed for distance and precision. The table lists each weapon's type, damage, Required Might, and range; firearms also use the reloading rule below.

Ranged weapons are designed for distance and precision. The table lists each weapon’s type, damage, Required Might, and range; firearms also use the reloading rule below.

Weapon | Type | Damage | Req. Might | Range
--- | --- | --- | --- | ---
Hunting Bow | Piercing | 1d4 | — | 60/180
Short Bow | Piercing | 1d6 | 1 | 60/180
Bow | Piercing | 1d8 | 2 | 80/200
Long Bow | Piercing | 1d10 | 3 | 80/200
Composite Bow | Piercing | 2d8 | 4 | 120/240
Great Bow | Piercing | 2d10 | 5 | 150/300
Hand Crossbow | Piercing | 1d6 | — | 30
Hunting Crossbow | Piercing | 1d8 | 1 | 40
Light Crossbow | Piercing | 1d10 | 1 | 60
Heavy Crossbow | Piercing | 2d8 | 2 | 120
Siege Arbalest | Piercing | 3d4 | 4 | 120
Titan Arbalest | Piercing | 3d6 | 5 | 150
Pistol | Piercing | 1d12 | — | 30/60
Musket | Piercing | 3d6 | 1 | 60/150
Arquebus | Piercing | 3d8 | 4 | 80/160
War Cannon | Piercing | 4d8 | 5 | 60/120

Firearms: Reloading

Pistols, Muskets, Arquebuses, and War Cannons require reloading after each shot. After firing a firearm, you must spend 1 AP to reload before the weapon can be fired again. A loaded firearm may be carried indefinitely; the AP cost is for the act of reloading itself.