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Holy Lands RPG Light Edition Copyright 2013 Faith Quest Games, All Rights Reserved, Distributed as Fan

n Support Document

Missile Attacks
A Holy Lands RPG Supplement
Release 2

INTRODUCTION All weapons have a range, or a limit to how far they may be thrown or projected. This chart lists the most common martial weapons that may be thrown and or shot towards an enemy.

Holy Lands Light Edition Weapon Ranges


Weapon Type Bare Hands/Fists Feet Hand Weapon Whip Thrown (WF: 0) Thrown (WF: 1) Thrown (WF: 2) Thrown (WF: 3+) Range 2-3 4-5 4-6 9-10 STR x 20 STR x 10 STR x 10/2 STR x 1 Max Range and ATT Bonus* Short / Medium / Long 50 / +1 75 / +0 100 / -1 80 / +1 160 / +0 240 / -1 50 / +1 150 / +0 250 / -1 150 / +1 250 / +0 400 / -1 50 / +1 75 / +1 100 / -1 50 / +1 150 / +0 250 / -2 40 / +1 60 / +0 100 / -1 10 / +1 25 / +0 40 / -1 10 / +1 20 / +0 30 / -1 5 / +1 10 / +0 20 / -1 *Min Dist for all (except x-bow) is 3 Notes

(arms reach + weapon length) (7-8 to ensnare) WF 0 = 1 lb or less WF 1 = 10 lbs or less WF 2 = 20 lbs or less WF 3+ = 21 lbs or more *All Ranges are feet indoors / yards outdoors Long Range requires 40 arch Long Range Requires 40 arch Long Range Requires 50 arch Long Range Requires 80 arch, Reg: STR 6 Long Range Requires 30 arch, Req: STR 7

Crossbow, Lt Crossbow, Hvy Bow, Short Bow, Long Bow, Composite Sling Spear Throwing Dagger Throwing Axe Oil / Holy Water

splash affects 5 radius, effect out to 10

Range for Wee and Giant sized creatures Ranges are halved for Wee sized characters Ranges are doubled for Giant sized characters

Cover
When a target is under attack they may take cover behind objects. Cover Minimal Partial Heavy DEF Bonus for Target +1 +3 +6
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Less than 15% of body; net, twigs, etc. 16-40% behind pole, chair, person, etc. 41-95% behind pillar, looking around walls, etc.

Holy Lands RPG Light Edition Copyright 2013 Faith Quest Games, All Rights Reserved, Distributed as Fan Support Document

Attacking with Missile/Thrown Weapons (Option)


When attempting to hit a distant target with a whip, thrown, or missile weapon, the characters accuracy, as well as targets distance/size/activity or Target Difficulty Modifier (TDM) must be taken into account. The shooter must roll normal Attack, but the TDM will be used as a modifier to simulate difficulty. Size Modifier Size of Target Less than 1 inch 1 inch 2 or 3 inches 4-7 inches 8-11 inches 1 foot 2-3 foot 4-5 foot 6-7 foot 8-9 foot 10+ feet Distance Modifier Distance TDM 3-6 feet +3 7-15 feet +2 16-30 feet +1 31-50 feet 0 51-70 feet -1 71-90 feet -2 91-110 feet -3 111-150 feet -4 151-200 feet -5 201-250 feet -6 251-300 feet -7 301-400 feet -8 TDM -0 -1 -2 -3 -4 -5

TDM -12 -11 -10 -9 -8 -7 -6 -5 -4 -3 -2

Target Activity Modifier Activity Fixed; unable to move Motionless; but able to move (sitting/standing) Slow motion; lt movement (crawling) In motion; mod movement (walking) Swift motion; active (running) Extreme motion; fast (actively dodging)

Example: Archie is firing a Long Bow at Bob the goblin. Bob is 250 feet away and standing in an open field not moving. Archie has W.S. Missile with +3 to ATT. Archie rolls a d20 ATT, and gets a 17. The Rac knows the goblin is about 4 foot tall (-5), and the distance is 250 feet (-5) (+0 for Long Bow) and it is not moving (-1). Giving Archie a revised Attack of (17-11 =6) Bob rolls his Dodge of 12 and the shot misses its mark. When Archie moves closer say within 75 feet and shoots. Archie will now roll an Attack of 17, (-5 size, -2 dist, +1 Long bow, -1 motionless) for a revised total of 10. An Attack roll of Natural 20 will always hit regardless of modifiers or conditions. A Natural one with any stringed weapon results in a broken string. Materials used for this supplement include the Holy Lands 1st Ed, Dark Ages book.
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