holy lands rpg: missile attacks
TRANSCRIPT
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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
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
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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.