9.02.2011

Some Additional Ranged/Bow-fire Rules

Some simple and easy rules additions for evening-out the ranged "problems" that have been brought up before. While many of these were addressed previously (and silently), they're hereby official.


  • All crossbows are granted +5% 'to-hit,' and furthermore, ignore a point of armor (exception: Pistol Crossbows).
  • All simple-machine ballistic weapons will add 1 to the ES score at short range, and a further 1 at point-blank, e.g. a bow will have an ES of 4 at short range, and ES of 5 at point-blank range.
  • Any non-sustained pull ballistic weapon, such as a crossbow or pistol will be granted an additional +5% 'to-hit' for "resting" the weapon on something.
  • Aiming will grant +10% 'to-hit' for the first round of sustained aiming, and an additional +5% if carried into a second round, but only if the target is stationary or semi-stationary.  Bonus is conferrable for a maximum of +20% (3 rounds spent aiming).



Three New Skills:

Accurate Fire: Characters with this skill who hit a target may modify the
location number by 10%. This can be plus or minus - allowing the character
to go for specific areas in preference to others. Thus, a location number of
82 (right leg) could be modified to 72 (body) or 92 (left leg). Additionally, it allows the player to increase the critical hit roll that is rolled by 10 (or reduce it by as much, too).

Rapid Fire: Characters with this skill can shoot twice in a combat round (or
once per round for crossbows, etc.). The first shot is fired at normal I, and a
penalty of -10 to BS. The second shot is fired at half the normal I and with a
-20 penalty to BS. The character must fire at the same target, or suffers a
further -10 penalty to BS on both shots for changing target. This skill is
learned separately for each group of weapons. Artillery, Firearms, Long
Bows and Repeater Crossbows cannot be rapidly fired. A character may not
rapidly fire at targets at extreme range nor use the skills Accurate Fire or
Markmanship with this skill.

Fletching: Fletching is the skill of crafting bows, bowstrings and arrows. It
requires a Construction test and the level of success determines the quality of
the weapon. If the test fails the weapon is of poor quality and has a chance of breaking equal to the number by which the test was failed each time it is fired.

The above skills should be added to the following careers:

Basic Careers     Accurate Fire   Rapid Fire    Fletching
BountyHunter      20%               10%                No
Entertainer           75%               25%                No
Gamekeeper         50%               25%               50%
Herdsman             25%               No                  No
Hunter                  50%               25%              50%
Roadwarden         20%               No                  No
Trapper                25%               No                 50%

Advanced Careers        Accurate Fire        Rapid Fire        Fletching
Assassin                             Yes                     No                   No
Duellist                              Yes                     No                   No
Outlaw Chief                     Yes                    Yes                   Yes
Targeteer                           Yes                    Yes                   Yes
WitchHunter                      Yes                    No                    No



Futhermore:

Unskilled Combatant
A character trying to use a specialist weapon without knowing the
appropriate skill suffers a -30 penalty to BS (or WS in the case of melee
weapons) for that weapon, with a minimum skill of 10.

Accurate Aiming
Each additional round a character spends aiming and concentrating she
receives a +5 bonus to BS when firing. The archer may aim for no more than
one round if the target is running, two rounds if the target is moving but not
running, and three rounds if the target is stationary.

Snap Shooting
A character who wishes to fire a hail of missiles at a target may do so by not
taking the time to properly aim at the target. The archer may then fire twice
as fast as normal with half the normal chance to hit. Snap shooting may be
combined with the Rapid Fire skill (allowing the archer four shots per round
with a bow), but the chance to hit will be greatly reduced: Halve the
bowman's BS before applying the Rapid Fire modifiers (minimum chance to
hit is 1%).

"The bow is the weapon of equality. It is the only way a hundred peasants
can stand against a hundred knights. They might not win, but at three
hundred yards they can at least fire a few times before they break."
Baron Albeheim von Durst, of Hergst

A New Class:

ARCHER

Archers are the bow-men and crossbow-men of the battle field.Whereas
the infantry plunge themselves into enemy ranks, killing by the sword,
the archers fire deadly hails of missiles at the enemy from great distances.
Archers are employed to weaken enemy regiments and take out war
machines. Archers may be mercenaries or national or provincial soldiers
fighting for a country or lord, and just like their infantry counterparts
the archer's life is often short and brutal. Many turn to adventuring in
hope of starting a better and more profitable life.




Skills
Accurate Fire
Secret Language - Battle Tongue
50% chance of Fletching
50% chance of Marksmanship
20%chance of Excellent Vision
10% chance of Rapid Fire - Bow or Crossbow
Trappings
Bow or crossbow and ammunition
Mail shirt
Shield


Entry from (or, chosen instead of)
Marine
Mercenary
Militiaman
Soldier

Career Exits
Gunner
Mercenary
Mercenary Sergeant
Outlaw
Targeteer



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