Missile combat works differently than melee combat in two major respects:

How to Kill Fools from a Distance

  • Each missile weapon has a preparation time associated. It generally takes longer to attack with a ranged weapon than to perform a melee maneuver.
  • Missile attacks are rolls with the MP dice, derived from Aim instead of Reflex.

As soon as a character has completed the missile preparation time (cocked the knife to throw, or nocked the arrow and drawn back the string), he gains his Proficiency in dice as an immediate refresh. Note that missile rounds are identical to melee rounds (which are a variable 1-2 seconds long, remember), so a preparation time of 3 missile rounds takes 3 melee rounds (6 exchanges) to finish. On the fourth melee round, the missile character is ready to release his missile with his Proficiency in dice.

At the start of the round, when initiative is determined (either by throwing red or white dice, or because one melee combatant has won initiative the previous round) the missile user also throws an initiative die. Red means that he intends to release his missile in the first exchange, while white means that he intends to release it in the second exchange (or not at all this round). If the character does not release the missile that round, the following round he adds his Aim attribute to his die pool, giving him his maximum possible die pool (his MP), and he again throws red or white to indicate in which exchange he will release the missile. If he throws white, he is again not obliged to release the arrow and may wait another round if he likes. On this third round he will again refresh his Aim into his missile pool, but the maximum size of the missile pool is still Proficiency + Aim so there will usually be no benefit to be gained from the third round refresh (unless the character had originally elected to pre-use Proficiency dice to speed up the preparation time, see below).

As long as a target is aware of the archer (surprise rolls may be in order), he can always defend against missile fire, even when such fire is directed into combat. Assuming the Melee combatant is aware of the danger, treat the incoming arrow simply as another attack that exchange – it may be blocked (but not parried) or avoided with an evasion. This may mean that the target is facing two attacks that exchange if his opponent has initiative, or that he may wish to perform a Simultaneous Block/Strike or similar maneuver if he has the initiative.

As always, a character who is not presently engaged in combat uses his Reflex as a die pool for evading or blocking missile fire.

If the target of a missile attack is not aware of the archer, the Seneschal should simply declare that he has been struck (or not) at the appropriate time and determine the results.

Missile Attributes Modifiers
Maximum MP Proficiency + Aim
Target is moving directly towards shooter -1 die
Target is moving away from, or laterally to shooter -2 dice
Target is moving erratically -3 dice
Attacker is moving -1 die
Attacker is moving fast and/or erratically (e.g. on a horse) -2 dice
Dim lighting -1 die
Twilight or shooting into sun or other bright light -2 dice
Shooting at night or other similar darkness -3 dice
Point Blank range +1 die
Medium range -1 die
Long range -3 dice
Extreme range -5 dice
Poor Weather -1 to -3 dice

Reducing Preparation Time

It’s always possible to reduce the preparation time for a missile attack. Each missile weapon lists the cost in MP dice and the roll required. This roll may only be made once and if it’s successful will reduce the preparation time by one round (the minimum overall preparation time is still one round). This cost is deducted from the first (Proficiency) refresh. Only one attempt to reduce the preparation time can be made for each missile.

Ranged Weapon Hit Table

roll 2d6

Roll Location
2 Head (Zone XIII)
3 Arm (Zone XIV, choose which arm randomly)
4 Arm (Zone XIV, choose which arm randomly)
5 Torso (Zone XII)
6 Torso (Zone XII)
7 Torso (Zone XI)
8 Torso (Zone X)
9 Torso (Zone X)
10 Upper Legs (Zone IX, choose which leg randomly)
11 Upper Legs (Zone IX, choose which leg randomly)
12 Lower Legs (Zone VIII, choose which leg randomly)

You may optionally set aside dice from your pool to modify this roll by a one in either direction per die sacrificed for this purpose. The maximum number of dice that may be set aside is equal to the character's Aim attribute.

Avoiding Arrows

Arrows travel very fast, but the human body can move almost as fast when sufficiently motivated (such as to avoid being hit by an arrow).

To block an arrow with a shield, the target may roll as many dice from his CP as he likes against the Missile DTN of the shield (see the section on shields on p. 22 for information about the difference between Melee DTN and Missile DTN). This presupposes that the character is currently engaged in melee combat and is not already using his shield in another fashion that exchange. Outside Melee combat, use the raw Reflex score as the die pool.

Dodging an incoming Missile attack works in much the same way. The target takes dice from his CP (if involved in combat) or uses his Reflex pool (outside combat), and rolls against a difficulty determined by the Seneschal based on how free to move about the target is. On a wide plain with ditches to jump in or trees to hide behind, use the Full Evasion DTN of 4. In more restricted situations, use the Partial Evasion DTN of 7. If the target really has nowhere to go (such as in a narrow corridor, for example) use the Duck & Weave DTN of 9.

rules/archery.txt · Last modified: 2014/01/03 23:30 (external edit)
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