diff --git a/combat.tex b/combat.tex index 52458f74a1d2a06a15392844729d53b0fce8cc8f..1f9253146177713cd98d2c869d782acd8c462447 100644 --- a/combat.tex +++ b/combat.tex @@ -316,31 +316,38 @@ Standard armour cannot be stacked in this way. We assume plate, chain, and some leather-based armours already have padded armour underneath. Similarly, different types of natural \gls{dr} do not stack, and nobody becomes undead in different ways. -\subsection{Ranged Combat}\index{Ranged Combat} +\end{multicols} + +\section{Ranged Combat}\index{Ranged Combat} + +\begin{multicols}{2} \noindent -Projectiles have their own \gls{skill} which is bought just like the Combat Skill. -Archers roll to hit with Dexterity + Projectiles, then roll for Damage, just as with Combat. -The \gls{tn} is always 6 plus one for every five steps away the target is. -Targets 14 steps away would have a \gls{tn} of 8 to hit. +Projectiles have their own M\^el\'ee Skill, which covers everything from javelins to bows. +Archers roll to hit with Dexterity + Projectiles, resisted by the opponent's Speed + Vigilance, then (if successful) roll for Damage, just like toe-to-toe combat. + +\input{config/rules/projectiles.tex} -Moving targets add their Speed + Vigilance Bonus to the \gls{tn}, and stationary targets with a shield can add their shield's Bonus to the \gls{tn} as long as they were Keeping Edgy (see page \pageref{edgy}.) +However, unlike toe-to-toe combat, those on the receiving end cannot reflexively dodge; they must have at least 1 \gls{ap} to spend in order to add their Speed + Vigilance to the archer's \gls{tn}. -Just as with weapon combat, a high enough roll can be a Vitals Shot, ignoring all \gls{dr}. +Just as with weapon combat, a high enough roll can be a Vitals Shot,% \footnote{See \autopageref{vitals}.} +ignoring all \gls{dr}. -When a Projectiles roll hits the \gls{tn} exactly, the archer misses their target, but hits any plausible target behind them. +All projectiles suffer from the need to reload. +As with picking up any other item, characters must spend least 1 \gls{ap} to take out and use arrows. -\subsubsection{The Long Bow}\index{Projectiles!Bow}\index{Bows} +\subsubsection{The Long Bow} +\index{Projectiles!Bow} +\index{Bows} \label{longbow} Long bows (or `hunting bows') are difficult things to work but well worth it once the archer practices enough. -Each bow has its own Strength rating and anyone without at least that much Strength cannot use the bow; the bows deal $1D6$ +Strength Rating. -So if a bow has a Strength rating of 2 then it deals $1D6+2$ Damage but requires a Strength of 2, at least, to operate. +To use a bow, the archer must have a Strength Bonus at least as high as the bow's Damage. +So if a hunting bow deals $1D6+2$ Damage, the archer will need at least a Strength of +2 to draw the arrow properly (or at all). Having a Strength of 3 will not increase the Damage, but it can decrease the firing time. -To pull back the heavy load on a long bow requires 4 \gls{ap}, minus any excess Strength the character has over the bow's rating. -Someone with a Strength of 3, using a longbow with +1 Damage, would only have to spend 2 \glspl{ap} to pull the bow taught. +To pull back the heavy load on a long bow requires 2 \glspl{ap}, plus the bow's Damage bonus, so a bow which deals +3 Damage requires 5 \glspl{ap} to fire. Long bows can be fired for hundreds of yards -- the maximum range is generally more determined by the archer's ability to aim rather than the bow. @@ -354,24 +361,32 @@ As usual, for every five steps beyond the first two the archer suffers a -1 pena The short bow takes 1 \gls{ap} points to fire, and 1 \gls{ap} points to reload, so many shots can be fired in a \gls{round}. Shortbows have a maximum range of 20 steps and deal $1D6-1$ Damage. -They often bring down prey by multiple arrows rather than the one. +They often bring down prey with multiple arrows rather than the one. \subsubsection{The Crossbow}\index{Projectiles!Crossbow} \label{crossbow} Crossbows can be powerful, but are not easy to reload. They have a standard Damage of $2D6$, though different crossbows vary in quality. -Crossbows requires only 1 \gls{ap} to fire, but require 5 rounds, minus the user's Strength Bonus, to reload. Reloading always takes a minimum of 1 round. +Crossbows requires only 1 \gls{ap} to fire, but require 5 rounds, minus the user's Strength Bonus, to reload. +Reloading always takes a minimum of 1 round. \subsubsection{Thrown Weapons}\index{Projectiles!Thrown Weapons} Thrown weapons such as knives, spears or others are typically not great at killing enemies, but they can certainly wound them. -They work just as short bows, but their Damage is the normal weapon Damage -2. -Someone with Strength +2 throwing a dagger would deal $1D6$ Damage. +They work just as short bows, but their Damage is the normal weapon Damage minus 2. +\settoggle{creatureBox}{true} +\javelin s deal \dmg{damage} when used in combat, but only +\addtocounter{damage}{-2}% +\dmg{damage} when thrown. \subsubsection{Impromptu Weapons} \index{Projectiles!Impromptu} Weapons which were never made to be thrown, such as swords, axes, or most knives, receive a -2 penalty to hit for every 5 steps distance from the target, and a -2 penalty to Damage. +\longsword s don't make great projectiles, but they still deal +\addtocounter{damage}{-2}% +\dmg{damage} basic Damage. +\settoggle{creatureBox}{false} \end{multicols}