@@ -521,6 +521,40 @@ Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fa
When \pgls{pc} hits the \gls{tn} precisely, they miss their first target, but hit another target behind (if any)},
}
\longnewglossaryentry{crossbow}{
name={Crossbows},
text={crossbow},
type={mech},
prefix={a\space},
parent={projectiles},
description={only need 1~\glsentrytext{ap} to fire.
They grant a Bonus to hit equal to 4 -\glsentrytext{weight} and deal Damage equal to their \glsentrytext{weight} -2.
Reloading a crossbow requires 5~rounds, plus the weapon's Damage, and the user must have a Strength Bonus at least as high as the weapon's \glsentrytext{weight}},
}
\longnewglossaryentry{bow}{
name={Hunting Bows},
text={hunting bow},
type={mech},
prefix={a\space},
parent={projectiles},
description={deal any amount of Damage, depending on the bow, but cannot be pulled back by someone with a Strength Bonus lower than the Damage.
The \glsentrytext{ap}~cost to pull one back equals 2 plus its Damage.
The hunting bow gives a Bonus to hit equal to its Damage, if the archer has time to draw properly (i.e. they still have at least 1~\glsentrytext{ap} after firing).
Flustered archers, take the weapon's Bonus as a penalty if they would not be able to fire in time},
}
\longnewglossaryentry{impromptuThrownWeapons}{
name={Impromptu Thrown Weapons},
text={impromptu thrown weapon},
type={mech},
prefix={an\space},
parent={projectiles},
description={receive a -2 penalty to hit and Damage, and a further -1~Penalty per \glsentrytext{step}~thrown},