Ranged Weapons
Ranged weapons are designed for distance and precision. The table lists each weapon’s type, damage, Required Might, range, and crafting cost (Crafting Level, materials in gold, and workload in Crafting Points); firearms also use the reloading rule below.
Required Might. If your Might is lower than a ranged weapon’s Required Might, you attack with it at Disadvantage.
| Weapon | Type | Damage | Req. Might | Range | Craft Lv. | Materials (gold) | Workload (C.P.) |
|---|---|---|---|---|---|---|---|
| Hunting Bow | Piercing | 1d4 | — | 60/180 | 2 | 10 | 10 |
| Short Bow | Piercing | 1d6 | 1 | 60/180 | 3 | 15 | 10 |
| Bow | Piercing | 1d8 | 2 | 80/200 | 3 | 20 | 10 |
| Long Bow | Piercing | 1d10 | 3 | 80/200 | 3 | 25 | 15 |
| Composite Bow | Piercing | 2d8 | 4 | 120/240 | 3 | 125 | 45 |
| Great Bow | Piercing | 2d10 | 5 | 150/300 | 4 | 160 | 60 |
| Hand Crossbow | Piercing | 1d6 | — | 30 | 4 | 30 | 25 |
| Hunting Crossbow | Piercing | 1d8 | 1 | 40 | 4 | 40 | 25 |
| Light Crossbow | Piercing | 1d10 | 1 | 60 | 4 | 60 | 30 |
| Heavy Crossbow | Piercing | 2d8 | 2 | 120 | 4 | 100 | 50 |
| Siege Arbalest | Piercing | 3d4 | 4 | 120 | 4 | 120 | 80 |
| Titan Arbalest | Piercing | 3d6 | 5 | 150 | 5 | 140 | 100 |
| Pistol | Piercing | 1d12 | — | 30/60 | 5 | 500 | 200 |
| Musket | Piercing | 3d6 | 1 | 60/150 | 5 | 1000 | 400 |
| Arquebus | Piercing | 3d8 | 4 | 80/160 | 5 | 1800 | 700 |
| War Cannon | Piercing | 4d8 | 5 | 60/120 | 5 | 2000 | 900 |
Range. The Range column shows the weapon’s normal range, and for bows and firearms also its long range (normal / long). Up to the normal range you attack as usual. Beyond it, up to the long range, you attack with a -2 penalty. You cannot attack a target beyond the long range. Crossbows have no long range: they shoot only up to the listed distance.
Shooting in Melee. While a hostile creature is within your melee reach, your ranged attacks are made with Disadvantage.
Thrown Weapons. A Dagger can be thrown up to 6 / 12 meters and a Javelin up to 10 / 20 meters, using Shoot. They deal their normal damage and add your Might bonus as a one-handed weapon.
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.