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

Ranged Weapons

Weapon Type Damage Required Might Range
Hunting Bow Piercing 1d4 0 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 0 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 0 30/60
Musket Piercing 3d6 1 60/150
Arquebus Piercing 3d8 4 80/160
War Cannon Piercing 4d8 5 60/120

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.

Techniques

Crippling Arrow

Level
Basic
AP Cost
1 AP
Compatible
Bow or crossbow
Requirement
Shoot 2, Perception 2

Aim for the legs. Make a ranged attack. On a success, reduce the target’s movement speed by 4 meters until the start of your next turn. If the target attempts to use its full movement before the reduction expires, it must make a Fortitude defend roll against your Shoot or fall Prone.

Driving Shot

Level
Basic
AP Cost
1 AP
Compatible
Bow, crossbow, firearm
Requirement
Shoot 2, Perception 1

A punishing shot aimed at the center of mass. Make a ranged attack. On a success, push the target 2 meters directly away. If the target collides with a wall or obstacle, it suffers −1 to its next action.

Execution Bolt

Level
Master
AP Cost
2 AP
Compatible
Heavy Crossbow, Siege Arbalest, Titan Arbalest, firearm
Requirement
Shoot 4, Perception 3, Resolve 2

One shot, one sentence. Make a ranged attack. On a success, double your Armor Pierce for this attack. If the target is unaware of you, triple it instead.

Mark Shot

Level
Advanced
AP Cost
1 AP
Compatible
Any Ranged weapon
Requirement
Shoot 3, Survival 2, Perception 2

Place a round that marks the target for the pack. Make a ranged attack. On a success, all allies gain +1 to attack that target until the start of your next turn. If you are Hidden when you fire, the bonus is +2 instead.

Mighty Shot

Level
Basic
AP Cost
1 AP
Compatible
Bow, crossbow, firearm
Requirement
Shoot 2, Might 1

Draw deeper, aim truer. Make a ranged attack with +1 to the attack roll. If you did not move on this turn before firing, gain +2 to the attack roll instead.

Rain of Arrows

Level
Advanced
AP Cost
2 AP
Compatible
Bow or crossbow
Requirement
Shoot 3, Perception 2, Reflex 2

Arc shots into the sky to descend upon clustered foes. Choose up to two creatures within 4 meters of each other and within range. Make one ranged attack roll against both. Each creature you hit takes half weapon damage (rounded up). If both are hit, each suffers −1 to its next Reflex check.

Silent Release

Level
Basic
AP Cost
1 AP
Compatible
Hunting Bow, Short Bow, Hand Crossbow
Requirement
Shoot 2, Stealth 2

A shot without sound or signature. Make a ranged attack from Stealth. Regardless of the result, your position is not revealed unless the target or its allies have direct line of sight to you. If you hit, the target does not know the direction of the shot until the start of its next turn.

Skirmisher’s Bolt

Level
Basic
AP Cost
2 AP
Compatible
Bow, crossbow, pistol
Requirement
Shoot 2, Stride 2

Shoot while on the move. Move up to 3 meters before or after making a ranged attack. This movement does not provoke opportunity attacks from the target. If you moved at least 2 meters, gain +1 to defend rolls against ranged attacks until the start of your next turn.

Skybreaker Arrow

Level
Master
AP Cost
2 AP
Compatible
Long Bow, Composite Bow, Great Bow
Requirement
Shoot 4, Perception 3, Might 2

An arrow that falls like a lance of heaven. Make a ranged attack. On a success, deal weapon damage +1d6 bonus damage. If you succeed by a margin of 3 or more, the target is knocked Prone. If the target is airborne or flying, it is forced to descend to the ground and cannot fly until the end of its next turn.

Storm Volley

Level
Master
AP Cost
3 AP
Compatible
Bow or crossbow
Requirement
Shoot 4, Reflex 3, Stride 2

Release a torrent of projectiles in rapid succession. Make three ranged attacks against any combination of targets within range, each at −1. Resolve each separately. After the volley, you may move up to 2 meters without provoking opportunity attacks.

Sunder Bolt

Level
Advanced
AP Cost
1 AP
Compatible
Crossbow, firearm, great bow
Requirement
Shoot 3, Perception 2, Might 1

A shot that punches through steel. Make a ranged attack. On a success, increase your Armor Pierce by 2. If the target is behind Half Cover, increase by 3 instead and the shot ignores the cover penalty.

Suppressing Barrage

Level
Advanced
AP Cost
2 AP
Compatible
Crossbow or firearm
Requirement
Shoot 3, Resolve 2

Lay down a storm of bolts or bullets to deny movement. Make a ranged attack. On a success, the target suffers −2 to its next attack roll. Additionally, choose a 2-meter-wide line between you and the target; any creature that moves through that line before the start of your next turn must make a Reflex defend roll against your Shoot or take 1d4 piercing damage.

Thunder Round

Level
Master
AP Cost
3 AP
Compatible
Firearm, Siege Arbalest, Titan Arbalest, War Cannon
Requirement
Shoot 4, Might 3, Fortitude 2

A devastating explosive shot. Make a ranged attack. On a success, deal normal damage to the primary target. All creatures within 2 meters of the target must make a Fortitude defend roll against your attack roll or fall Prone and take 1d4 bludgeoning damage. If the primary target is Large or bigger, the radius increases to 3 meters.