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Archery Skill Weapons

Shortbow:
Strength Threshold: 20% ;
Damage: 5 + Strength Bonus ;
Penetration: Half Strength Bonus ;
Range: 15/30/60 ft. ;
Reload Cost: 2 ;
Effect: Minor Pin ;
Breakpoint: 5 Degrees of Failure
Longbow:
Strength Threshold: 30% ;
Damage: 7 + Strength Bonus ;
Penetration: Half Strength Bonus ;
Range: 27/55/110 ft. ;
Reload Cost: 2 ;
Effect: Minor Pin, Knockback ;
Breakpoint: 5 Degrees of Failure
Recurve Bow:
Strength Threshold: 20% ;
Damage: 8 + Strength Bonus ;
Penetration: Half Strength Bonus ;
Range: ; Reload Cost: 2 ;
Effect: Minor Pin ;
Breakpoint: 5 Degrees of Failure
Reflex Bow:
Strength Threshold: 40% ;
Damage: 9 + Strength Bonus ;
Penetration: Half Strength Bonus ;
Range: ;
Reload Cost: 2 ;
Effect: Minor Pin ;
Breakpoint: 3 Degrees of Failure
Compound Bow:
Strength Threshold: 10% ;
Damage: 7 + Strength Bonus ;
Penetration: Half Strength Bonus ;
Range: 38/75/150 ft. ;
Reload Cost: 2 ;
Effect: Minor Pin ;
Breakpoint: 7 Degrees of Failure
Yumi:
Strength Threshold: ;
Damage: 6 + Strength Bonus ;

Penetration:
Half Strength Bonus ;
Range: 50/100/200 ft. ;
Reload Cost: 2 ;
Effect: Minor Pin ;
Breakpoint: 5 Degrees of Failure
Giant Bow:
Strength Threshold: 50% ;
Damage: 12 + Strength Bonus ;
Penetration: Strength Bonus ;
Range: ;
Reload Cost: 4 ;
Effect: Major Pin, Knockback ;
Breakpoint: 8 Degrees of Failure
Locust:
Strength Threshold: 60% ;
Damage: 15 + Strength Bonus ;
Penetration: Strength Bonus ;
Range: ;
Reload Cost: 4 ;
Effect: Major Pin, Knockback, Slayer ;
Breakpoint: 9 Degrees of Failure
Ballistics Skill Weapons
Pistols:
Strength Threshold: 10% ;
Damage: 5 ;
Penetration: ;
Range: 41/83/165 ft ;
Reload Cost: ;
Effect:
Machine Pistols:
Strength Threshold: 20% ;
Damage: 5 ;
Penetration: ;
Range: 40/80/160 ft ;
Reload Cost: ;
Effect:
Rifles:
Strength Threshold: 20% ;
Damage: 7 ;
Penetration: ;
Range: 150/300/600 ft ;

Reload Cost: ;
Effect:
Sniper Rifles:
Strength Threshold: 30% ;
Damage: 10 ;
Penetration: ;
Range: 657/1313/2625 ft ;
Reload Cost: ;
Effect:
Shotguns:
Strength Threshold: 30% ;
Damage: 6 ;
Penetration: ;
Range: 41/83/165 ;
Reload Cost: ;
Effect: + 5% to Ballistic Skill
Sub-Machine Guns:
Strength Threshold: 30% ;
Damage: 7 ;
Penetration: ;
Range: 378/755/1510 ft ;
Reload Cost: ;
Effect:
Light Machine Guns:
Strength Threshold: 40% ;
Damage: 8 ;
Penetration: ;
Range: 820/1640/3,280 ft ;
Reload Cost: ;
Effect:
Machine Guns:
Strength Threshold: 50% ;
Damage: 9 ;
Penetration: ;
Range: 820/1640/3,280 ft ;
Reload Cost: ;
Effect:
Rocket Launcher:
Strength Threshold: 30% ;
Damage: Depending on Missile ;
Penetration: Depending on Missile ;
Range: 247/493/985 ft ;
Reload Cost: 4 ;
Effect: Depends on Missile

Flintlock Pistols:
Strength Threshold: ;
Damage: 2 ;
Penetration: ;
Range: 15/30/60 ;
Reload Cost: ;
Effect: Bleed
Repeating Flintlock Pistol:
Strength Threshold: ;
Damage: 2 ;
Penetration: ;
Range: 15/30/60 ;
Reload Cost: ;
Effect: Bleed
Muskets:
Strength Threshold: ;
Damage: 4 ;
Penetration: ;
Range: 57/113/225 ;
Reload Cost: ;
Effect: Bleed
Blunderbuss:
Strength Threshold: ;
Damage: 3 ;
Penetration: ;
Range: 4/8/15 ;
Reload Cost: ;
Effect: Bleed, + 5% to Ballistic Skill, Never Out Of Ammo
Cannon:
Strength Threshold: ;
Damage: ;
Penetration: ;
Range: 382/763/1525 ft ;
Reload Cost: ;
Effect: Boom!
Recurve Crossbow: Strength Threshold: ; Damage: 9 ; Penetration: ; Range: ; Reload Cost: ;
Effect: Minor Pin
Compound Crossbow: Strength Threshold: ; Damage: 10 ; Penetration: ; Range: ; Reload
Cost: ; Effect: Minor Pin
Repeating Crossbow: Strength Threshold: ; Damage: 7 ; Penetration: ; Range: ; Reload Cost: ;
Effect: Minor Pin

Pistol Crossbow: Strength Threshold: ; Damage: 6 ; Penetration: ; Range: ; Reload Cost: ;


Effect: Minor Pin
Gastraphetes: Strength Threshold: ; Damage: 12 ; Penetration: ; Range: ; Reload Cost: ;
Effect: Major Pin, Knockback
Arbalest: Strength Threshold: ; Damage: 15 ; Penetration: ; Range: ; Reload Cost: ; Effect:
Major Pin, Knockback

Weapons Special Rules


Bleed: When you hit an enemy that enemy receives a bleed counter, which will do one point of
damage every round unless the target is healed by a successful "Treat Wounds" check.
Damage stacks for each successful hit.
Never Out Of Ammo: You can load your weapon with anything solid and use it as ammunition.
This includes items such as silverware, rocks, ect.
Knock Back: Every shot made with this weapon has a 50% chance of knocking the target down
unless the target passes a strength test.
Minor Pin: If you hit a limb, excluding the torso or head, you can pin it against a surface if the
target is near it such as floors or walls.
Major Pin: If you hit any limb of the target can be you can pin it against a surface if the target is
near it such as floors or walls.
Slayer: Has a 50% to kill with every shot
Boom!: Any creature without "Unnatural Toughness" that is caught within the blast radius
instantly dies, this includes party members. Anyone within a 5 meter radius of the blast is
knocked back and receives 5 damage without an armor save.

Glancing Blow: If you get no degrees of success on a relevant skill challenge then you deal half
of the damage you would normally do rounded down.

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