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
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
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
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
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
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
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
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
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
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
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
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
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
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.