holy lands rpg: missile attacks

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  • 7/28/2019 Holy Lands RPG: Missile Attacks

    1/2

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

    TW2013

    Missile AttacksA 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.

    Cover

    When a target is under attack they may take cover behind objects.

    Cover DEF Bonus for Target

    Minimal Less than 15% of body; net, twigs, etc. +1

    Partial 16-40% behind pole, chair, person, etc. +3

    Heavy 41-95% behind pillar, looking around walls, etc. +6

    Holy Lands Light Edition Weapon RangesWeapon Type Range Notes

    Bare Hands/Fists 2-3

    Feet 4-5

    Hand Weapon 4-6 (arms reach + weapon length)

    Whip 9-10 (7-8 to ensnare)

    Thrown (WF: 0) STR x 20 WF 0 = 1 lb or less

    Thrown (WF: 1) STR x 10 WF 1 = 10 lbs or less

    Thrown (WF: 2) STR x 10/2 WF 2 = 20 lbs or less

    Thrown (WF: 3+) STR x 1 WF 3+ = 21 lbs or more

    Max Range and ATT Bonus*

    Short / Medium / Long *All Ranges are feet indoors / yards outdoors

    Crossbow, Lt 50 / +1 75 / +0 100 / -1 Long Range requires 40 arch

    Crossbow, Hvy 80 / +1 160 / +0 240 / -1 Long Range Requires 40 arch

    Bow, Short 50 / +1 150 / +0 250 / -1 Long Range Requires 50 arch

    Bow, Long 150 / +1 250 / +0 400 / -1 Long Range Requires 80 arch, Reg: STR 6

    Bow, Composite 50 / +1 75 / +1 100 / -1 Long Range Requires 30 arch, Req: STR 7

    Sling 50 / +1 150 / +0 250 / -2

    Spear 40 / +1 60 / +0 100 / -1

    Throwing Dagger 10 / +1 25 / +0 40 / -1

    Throwing Axe 10 / +1 20 / +0 30 / -1

    Oil / Holy Water 5 / +1 10 / +0 20 / -1 splash affects 5 radius, effect out to 10

    *Min Dist for all (except x-bow) is 3

    Range for Wee and Giant sized creatures

    Ranges are halved for Wee sized characters

    Ranges are doubled for Giant sized characters

  • 7/28/2019 Holy Lands RPG: Missile Attacks

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

    TW2013

    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 TDM

    Less than 1 inch -12

    1 inch -11

    2 or 3 inches -10

    4-7 inches -9

    8-11 inches -8

    1 foot -7

    2-3 foot -64-5 foot -5

    6-7 foot -4

    8-9 foot -3

    10+ feet -2

    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 -3111-150 feet -4

    151-200 feet -5

    201-250 feet -6

    251-300 feet -7

    301-400 feet -8

    Target Activity Modifier

    Activity TDM

    Fixed; unable to move -0

    Motionless; but able to move (sitting/standing) -1Slow motion; lt movement (crawling) -2

    In motion; mod movement (walking) -3

    Swift motion; active (running) -4

    Extreme motion; fast (actively dodging) -5

    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 feetand 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.