Bow, Short:
Attacks / turn: |
1 / 1 |
Damage: |
Barbed-Tipped Arrows: 4-D6: Note: When removing a barb-tipped arrow, an additional 1-D12 damage will be inflicted unless the one removing the arrow successfully makes an Avoidance-roll vs. "Dexterity" (luck cannot be used). Medics will have three chances to avoid vs. "Dexterity".
Hunting-Tipped Arrows: 5-D6: Note: When removing a hunting tipped arrow, an additional 1-D12 x2 damage will be inflicted unless the one removing the arrow successfully makes an Avoidance-roll vs. "Dexterity" (luck cannot be used). Medics will have three chances to avoid vs. "Dexterity".
Target-Tipped Arrows: 3-D6: Note: None.
Special Notes:
Example:
See: "Note" if throwing a bow, or using it in club fashion. |
Note: |
A bow can be used in club fashion, or even thrown, but will have a chance of breaking with each successful strike (excluding enchanted and magical bows).
Hand-Held (a bow used in club fashion): 1-D6 Range: 1 space (5'). Weapon Size: Medium (10% chance to break)
Thrown:1-D4 1 space (5') per 3 points of strength. Weapon Size: Medium (20% chance to break) |
Range: |
20 spaces (100').
Range penalty: There will be a -5 to your attack-roll for every space your target is beyond 10 spaces (50'). Certain character class abilities will enhance the range of a bow.
This is the maximum range an arrow 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: |
Medium |
Strength to wield proficiently: |
1 point of strength per 3 draw poundage of the bow.
For every point of strength below what is needed to pull the string of the bow, there will be a -5 Offensive.
Example: A 90 Lb. bow must be wielded by one with a 30+ strength (90 ÷ 3 = 30). |
Type: |
2-Handed |
Value: |
Bow: 5 white-gold per draw-pound of bow.
Arrows: |
Weight: |
Bow: 2 Lbs.
Arrows: Barb-tipped ----- : 8 = 1 lb. |
Arrows:
Bows:
Short