Rules / Weapons & Armor / Missile Weapons
Missile Weapons
Bows, crossbows, slings and blowguns, used with the Missile Weapons skill.
| Weapon | Price | Damage | Bulk | Reflex | Hands | Properties |
|---|---|---|---|---|---|---|
| Blowgun | 1 sp | 1 P | L | 0 | 1 | Agile, Subdual, Range(10), Reload(1) |
| Hand crossbow | 3 gp | 1d4 P | L | 1 | 1 | Reload(1), Range(10) |
| Heavy crossbow | 4 gp | 1d12 P | 2 | 2 | 2 | Reload(2), Range(50) |
| Light crossbow | 3 gp | 1d10 P | 1 | 1 | 2 | Reload(1), Range(30) |
| Longbow | 6 gp | 1d8 P | 2 | 2 | 1+ | Range(100) |
| Shortbow | 3 gp | 1d6 P | 1 | 1 | 1+ | Range(60) |
| Sling | — | 1d4 P | L | 0 | 1 | Range(50) |
Missile Weapons Descriptions
Blowgun. A long, thin tube that fires darts on a hard breath. Quiet, and perfect for delivering poison.
Hand crossbow. A pocket-sized crossbow, sometimes called an alley bow. It fires one-handed but needs both hands to load.
Heavy crossbow. A bulky crossbow with a stiff draw that is slow to reload but hits like a mule kick.
Light crossbow. A bow mounted on a wooden stock, with a trigger that releases a locked string to launch a bolt.
Longbow. A tall bow of yew or hickory with a heavy draw and long reach. It needs both hands and can't be used from the saddle.
Shortbow. A compact bow popular with scouts and horse riders.
Sling. A leather pouch between two cords, used to hurl stones or lead shot.