Ballast, 500 LB.:

Attacks / turn:

1 / 3

Damage:

Hand-Held (club-fashion): See: "Note"

Thrown: 1-D12 x4

 

Bolt Damage:

Barbed-Tipped Bolts: 1-D12 x4:

Note: When removing a barb-tipped bolt, an additional 1-D12 x 2 damage will be inflicted unless the one removing the bolt successfully makes an Avoidance-roll vs. "Dexterity" (luck cannot be used). Medics will have three chances to avoid vs. "Dexterity".

 

Hunting-Tipped Bolts: 1-D12 x5:

Note: When removing a hunting tipped bolt, an additional 1-D12 x3 damage will be inflicted unless the one removing the bolt successfully makes an Avoidance-roll vs. "Dexterity" (luck cannot be used). Medics will have three chances to avoid vs. "Dexterity".

 

Target-Tipped Bolts: 1-D12 x3:

Note: None.

 

 

Special Notes:
Bonus bolt damage for a 500 draw-pound ballast: +1-D12 x5

 

See: "Note" (if throwing, or using this weapon as a club.

Note:

A ballast can be used in club fashion, or even thrown, but will have a chance of breaking. "Hand-Held": 10% chance, "Thrown": 20% chance.

 

Enchanted Ballast: -2% per rank to break (there will always be a 1% chance of the ballast breaking when used like a club, or thrown).

 

Magical Ballast: -1% per rank to break (there will always be a 1% chance of the ballast breaking when used like a club, or thrown).

 

------------------------------------------------------------

Hand-Held damage (ballast used in club fashion): 1-D12 x8

Attacks / turn: 1/2

Range: 2 spaces (10').

Weapon Size: Huge.

Special: There will be a 20% chance of this ballast

               breaking when 50%+ damage is inflicted

               on a target.

 

Strength required to wield: 50

For every point of strength below what is needed to wield this weapon, there will be the following penalties:

 

Defense: -10

Offense: -15

------------------------------------------------------------

Thrown damage:1-D12 x7

Attacks / turn: 1/2

Range: 4 spaces (20') (+1 space per 3 points of strength over 50).

 

Special: There will be a 30% chance of this ballast

               breaking when 50%+ damage is inflicted

               on a target.

 

Weapon Size: Huge.

Strength required to throw: 50

Range:

100 spaces (500').

 

Range penalty: There will be a -5 to your attack-roll for every space your target is beyond 40 spaces (200'). Certain character class abilities may enhance the range of a ballast.

 

This is the maximum range a bolt can be shot from this bow. This is without a wind factor (the G.M. will adjust the range according to wind factors as he or she sees fit).

Size:

Huge.

Strength to wield proficiently:

Setting a bolt: 24.

Wielding like a club, or throwing: 50

 

For every point of strength below what is needed to crank the string the ballast string, there will be an additional turn in which the ballast can be set.

 

Note:

You cannot set this ballast with a strength below 14.

Type:

2-Handed

Value:

Ballast: 7,776 white-gold.

 

Bolts:
Barb-tipped ----- : 9 white-gold each

Blunt-tipped ---- :  1 white-gold each

Hunting-tipped - : 18 white-gold each
Target-tipped --- : 3 white-gold each

Weight:

Ballast: 250 Lbs.

 

Bolts:
Barb-tipped ----- : 4  = 1 lb.

Blunt-tipped ----- : 2 = 1 lb.

Hunting-tipped - : 3  = 1 lb.
Target-tipped --- : 5  = 1 lb.

 

Bolts:

Barb-Tipped

Blunt-Tipped

Hunting-Tipped

Target-Tipped

 

Ballist:

300 lb.

400 lb.

500 lb.

600 lb.

700 lb.

800 lb.

900 lb.

1,000 lb.

1,100 lb.

1,200 lb.