Introduction Playing ELDRA Character Creation Game Mechanics Equipment Peoples of ELDRA Classes Skills Spells Stunts Bestiary

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.