Standard RQ3 Missile Weapons

Missile Weapons

Missile weapns are weapons which leave the grasp or possession of the user to reach their target-usually traveling through the air. There are two types of missile weapons: thrown and projectile.

Thrown Weapons

Generally, thrown weapons can be used as melee weapons but they also are balanced for throwing. Thus both the javelin and the pilum are one-handed spears which can also be thrown. Thrown missile weapons usually are of short range since they are relatively heavy, and relatively heavy because they must be capable of withstanding hand-to-hand combat. Their dual function shows that they are auxiliary weapons, augmenting an adventurer's normal melee weapons. It is difficult, though not impossible, to carry enough thrown weapons to last through a battle.

Damage Bonus: When using thrown weapons, an adventurer gets the benefit of only half his normal damage bonus. (Examples: if an adventurer has a 1D4 damage bonus, his bonus with thrown weapons is 1D2. If a throwing adventurer is immense, with a damage bonus of 2D6, his throwing damage bonus would be 2D3. A 3D6 damage bonus would give a 3D3 throwing damage bonus.)

Range: Range for throwing weapons is given in the missile charts given on the page before.

Projectile Weapons

Projectile weapons are weapons which project a missile at a target. This category includes bows, crossbows, blowguns, atlatls, and slings.

Special Effects of Missile Weapons

Parrying a Missile Attack

Thrown weapons can be parried if the parrier is aware of the attack and is ready to parry. Projected missiles cannot be parried. However, an adventurer may specify that he is holding his shield in one place, covering specific hit locations, and those hit locations will be protected with the shield. If a shield is slung on the back of a missile target, the shield will provide 1/2 of its armor points as protection against chest hits.

Parrying with Projectile Weapons

Most missile weapons can be used to parry with if the need arises. Those weapons listed as having no armor points cannot be parried with-they are too soft and pliable to present adequate resistance to attack. Basic chance to parry with a missile weapon is 20%. this skill is never trained, but it can be increased through experience. If the armor points of a missile weapons are exceeded by the hit, the missile weapon takes the usual 1 hit point damage, but in this case is useless as a missile weapon until it is repaired-imagine your bow after it has parried a sword slash.

Firing Into A Melee

When throwing or projecting into a melee, the missile user cannot be sure he will not hit a friend. His chance of hitting a particular target is divided by the number of people in the melee. If his player rolls a number between the adventurer's normal chance to hit and the adventurer's chance adjusted for shooting into melee, the gamemaster should randomly determine which of the targets was struck. (This random determination can still result in the intended target being hit.) The missile firer becomes eligible for an experience check only if he hits his intended target.


Cormac's Saga: Cormac comes upon Signy and Nikolos beset by three brigands. Reacting to the threat to his friends, he throws his javelin at one of the bandits. His current ability with the Javelin is 67%, and there are five people meleeing, so Cormac has a 13% chance to hit his target (67% divided by 5 equals 13%). Cormac's player rolls a 43, which is over the 13% but under his chance of hitting someone. Since there are five potential targets, the gamemaster rolls a D10, designating Signy as 1-2, Nikolos 3-4, Brigand A is 5-6, Brigand B 7-8, and Brigand C is 9-10. The roll is 7, and it is Brigand B who takes the javelin shot. The damage result is 6 and the location hit is 17, so the brigand falls out of the fight with a javelin in his left arm.

If the adventurer is using a missile weapon on a mass of targets and doesn't care who he hits, his chance of hitting is increased 5% for every extra body shot at, as long as the bodies are packed closely to each other. If enemies are approaching in a loose skirmish line, the missile user must pick one target. If they are packed into a dense spear wall, he may fire at the massed troops.

Firing Vertically

Attempting to fire up at a target subtracts 10 percentiles from a missile user's chance to hit, as discussed in the combat modifiers section. In addition, halve the effective and maximum ranges for a missile weapon fired at a target which is directly overhead.

Shielded Hit Locations
Shield
Area Covered
Buckler
Shield arm.
Target/Heater
Shield arm and one other hit location.
Hoplite/Kite/Viking Round Shield arm and two other hit locations contiguous with each other.

Missile Weapons Table

Weapon Name
STR/DEX
Base %
ENC (m)
Damage
AP
Effect. Range
Max. Range
Rate of Fire
Cost
Atlatl
7/9
5 %
0.5 (1)
+1D6@
6
+10
+20
1/MR
20 p
Bow, Self
9/9
5 %
0.5 (.05)
1D6+1
5
90
120
1/SR
150 p
Bow, Long
11/9
5 %
0.5 (.05)
1D8+1
6
90
275
1/SR
350 p
Bow, Composite
13/9
5 %
0.5 (.05)
1D8+1
7
120
225
1/SR
350 p
Crossbow, Heavy
13/7
25 %
8.0 (.05)
2D6+2
10
55
300
1/3MR
500 p
Crossbow, Medium
11/7
25 %
4.8 (.05)
2D4+2
8
50
270
1/2MR
400 p
Crossbow, Light
9/7
25 %
3.4 (.05)
1D6+2
6
40
225
1/2MR
300 p
Repeater (12 shots)**
9/7
25 %
3.2 (.05)
1D6+2
6
60
170
1/SR
800 p
Stonebow
11/7
25 %
3.4 (.1)
1D6+2
6
30
200
1/MR
300 p
Blowgun
-/11
10 %
0.5 (.05)
1D3*
4
30
30
1/MR
50 p
Sling
-/11
5 %
0.1 (.1)
1D8
-
100
100
1/MR
30 p
Staff Sling
9/11
10 %
0.5 (.1)
1D10
10
120
120
1/MR
80 p
Bolas***
9/13
5 %
3.0
1D4
-
15
25
1/MR
50 p
Boomerang, War***
13/9
10 %
1.0
1D8
6
30
50
1/MR
30 p
Boomerang, Hunting***
9/11
5 %
0.5
1D4
3
50
50
1/SR
20 p
Dart*
-/9
10 %
0.5
1D6
4
20
30
1/SR
75 p
Javelin
9/9
10 %
1.5
1D8
8
20
50
1/SR
100 p
Shuriken
-/13
5 %
.1
1D3
-
20
30
1/SR
25 p
Throwing Axe***
9/11
10 %
.5
1D6
6
20
20
1/SR
50 p
Throwing Knife
-/11
5 %
.2
1D4
4
20
20
1/SR
50 p
Thrown Rock***
-/-
15 %
.5
1D3
-
20
20
1/SR
0
Rope Lasso***
9/13
5 %
1.0
none
-
10
10
1/5MR
200 p
Pole Lasso***
9/9
20 %
3.0
none
4
3
3
1/MR
100 p
Whip***
9/9
10 %
1.0
1D4
6
5
5
1/MR
150 p

* Dart from blowgun will usually have a poison of 2D10 potency.
** Once 12 shots have been fired, it takes the character's DEX strike rank +3 to reload one quarrel.
*** These weapons do not do impaling damage with a special hit.
@ This is a damage modifier.


Definition of Headings

Name: The name of the weapon. For the most part each of these weapons must be learned independently, so they are not divided into named categories as are melee weapons. However, anyone learning to use one kind of bow can use any kind of bow, anyone learning one form of crossbow can use any form of crossbow, and anyone learning dart or javelin can use the other.
STR/DEX: This is the minimum STR and DEX necessary to use the weapon. For every characteristic point shortof the necessary amount, reduce the adventurer's chance to hit by 5 percentiles.
Base %: This is the base chance of successful attack with a weapon for someone who has not used the weapon before. If previous experience gives the character a minimum ability with the weapon, use that percentage instead.
ENC(m): The approximate weight in kilograms of the weapon, with some adjustment to account for the clumsiness of certain weapons. The number in parantheses is the approximate weight of one missile(m) for a projectile weapon. For arrows and crossbow quarrels, a quiver of 20 missiles equals 1 ENC point. Standard war load for a full-time archer is 50 arrows-2.5 ENC.
Damage: When a weapon strikes, in game terms it does a certain amount of rolled damage. Thrown weapons in addition do damage of half of the thrower's damage modifier the user's normal damage bonus. Some weapons shown above do not damage but entangle the target. See the descriptions of the individual weapons for game effects.
AP: Armor points of the weapon. As for any weapon, the armor points decrease by one each time the object's armor points are exceeded by a blow.
Effective Range: Within this distance the weapon will hit the target at the skill percentage possessed by the user.
Maximum Range: The weapon, or its projectile, can reach no further. Chance of hitting a target between this range and effective range (see just above) is half that for effective range.
Rate of Fire: The maximum number of times that a weapon may be used in a single melee round.
1/#MR: This weapon is clumsy enough to use/reload/recover that it may be used only once every several melee rounds: all the other melee rounds must be spent readying it for use again. Example: if a character is using a weapon which fires once in five melee rounds, then he must spend the other four rounds readying it for use again, doing nothing else, or it cannot be ready to fire on the fifth round.
1/MR: The weapon is slow to ready, and may only be used once in a melee round.
1/SR: Use the weapon on the adventurer's DEX strike rank, then on his DEX SR + 3 + DEX SR again. Example: Arcos the Archer has a DEX SR of 2. He can fire a composite bow on SR 2, then must take 3 SR to get another arrow and notch it, then fire the second arrow at his DEX SR after that. Thus, he will fire at SR 2, then SR 7. He can spend the remaining three SR getting out another arrow to fire at SR 2 of the next round.
Cost: Price of weapon in pennies at its place of manufacture.

Weapons Descriptions

The following are common descriptions for many of the weapons commonly used in Runequest.

Arbalest: A crossbow (q.v.) which takes a long time to cock. It does tremendous damage when it hits. It is classified as a siege engine.
Atlatl: A short stick used to add range and damage to a javelin (q.v.) or dart (q.v.) throw. Using an Atlatl makes a javelin slower to use but easier to hit with.
Ballista: Large sieg engine used to throw immense bolts at formations of men.
Blowgun: A hollow, one-meter tube, used to deliver small darts by blowing through the tube. Commonly the darts bear poison.
Bolas: Two or three hard balls mutually attached by cord. This weapon is thrown to entangle and bring down a foe an to incidentally do damage.
Boomerang: A shaped stick which can be thrown in a curving path. The War Boomerang is heavier than its Hunting counterpart and will not return to the user's hand.
Bow, Composite: An archery bow made of wood and horn to give it more rigidity but which retains some flexibility. It requires more strength to use this bow than does a self-bow. Composite bows are popular in wood-shy regions.
Bow, Long: A bow made either from one piece of wood, such as the famous English longbow, or in the same way a composite bow is made. It is an infantry weapon and has a long range and high impact.
Bow, Self: A basic bow, made of one or two pieces of wood, against which all other bows compare favorably.
Catapult: An engine which hurls stones and other objects in a parabolic arc. Usually uses the torsion effect of twisted rope for its impetus.
Crossbow, Heavy: Must be cockedby a lever apparatus. It is easier to load than an arbalest, but has corresponding less impact power.
Crossbow, Medium: This form of crossbow is cocked by hooking one end with a foot and using a claw mechanism to cock it. It is standard issue to many soldiers.
Crossbow, Light: This fowling crossbow can be hand-cocked. It is mostly used for hunting small creatures, rather than for war.
Crossbow, Repeating: A relatively rare form of crossbow invented by the Chinese. They a "magazine" of bolts which may be fired as fast as the bow may be fired. Once the magazine is exhausted, they take at least 6 melee rounds to reload.
Dart: Short, weighted points suitable for throwing. Sometimes kept conviently clipped on the inside of a Large shield.
Knife, Throwing: A tool suitable for eating, cutting, desparate defense, or impromtu assassination. Similar to a dagger, it takes much less damage before breaking.
Lasso, Pole: A rope loop attached to the end of a pole, used to capture an animal or opponent. It does no actual damage, but immoblizes the caught hit location with the same STR as the user's-like a Grapple.
Lasso, Rope: The traditional American lariat, having a much greater range than the pole lasso but needing much more practice to be proficient with it. Like the Pole Lasso, it does no damage to a target but does immoblize it.
Rock, Thrown: A natural weapon of the first order. Small rocks which can be hurled do little damage to an armored target; larger rocks dropped from a height do somewhat more.
Shuriken: Small "throwing stars" of various shapes. Easily concealed and a favorite of Japanese Ninja assassins.
Sling: The weapon with which David slew Goliath. It is a leather thong with a cup to hold a rock. A sling stone can reach incredible velocity in the hands of an expert. There is a minimum range of 5m.
Springal: A mechanism for hurling immense Javelins, using a tension propelled "spring" of wood to hit the bottom of the Javelin and send it traveling. This is a variant of the Ballista, using a different principle to accomplish the same purpose.
Staff Sling: A sling mounted on the end of a stick. The added leverage increases the range and impact of whatever is thrown. The minimum range is 10m.
Trebuchet: A medieval development in siege engines which uses an immense counterweight to give impetus to the large stones it fires. Its large size and complexity calls for a crew of 12-20 men to operate it.
Whip: The whip is useful only between half its minimum range and its maximum range. It is useless closer to the user. The damage it does is incidental to its main function, which is to wrap itself around an object or hit location and to immoblize it for one melee round (after which it will loosen.) The chance of using a whip in this manner is the same as for a special success with the Whip attack roll.

Engines

Engines are war machines which fire immense missiles and consequently need large crews to run them. They are best at siege work, for they are clumsy, slow to fire, and can easily be overrun in the field. On the Engines Table below, the Siege Arbalest and the Ballista are bolt (quarrel) firing.The Catapult, Springal, and Trebuchet primarily fire stones. The Springal can, with some modification, fire bolts as well.

Descriptions and Special Effects

Arbalests

The Arbalest is the smallest and simplest siege engine. Effectively it is a large crossbow servicable by one man. However, it needs a stand to support it, takes several melee rounds to load, and fires a bolt larger than the spirit magic spell Multimissile can manipulate.

The Ballista has the same straight trajectory and a similar payload (a bolt) as the Arbalest, though this eninge is much larger and needs at least three men to crew it (aimer, loader, gunner).

Catapults

Catapults are large instruments like ballistas but they arc their payloads (roundish stones) on a parabolic trajectory. Thus they aer called 'indirect fire' weapons. They are harder to aim at a specific mansized target, but are ideal for reaching over walls of open fortifications and can be used to fire at ships.

Springal

Similar to the catapult, though smaller, the Springal can be used to throw either stones or bolts. Bolts are launched in a direct trajectory and stones must be indirectly thrown.

Trebuchet

Once built, a trebuchet will only affect a single area. It cannot be re-aimed. It can, though, launch a tremendous load of rock at that area.

Special Effects

Engines are rarely used for individual attacks. They are fired at masses of men or at walls and other structures. The base chance to hit, given in the Engines table, derives from a general impact area of approximately 40 SIZ. The chance of hitting goes down by 1% for each SIZ point smaller the target may be.

Remember that the trajectory of Arbalests and Ballistas is straight, and will only miss to one side or the other of the target. Catapults have a parabolic trajectory, effectively lobbing the projectile, the missile may fall anywhere around the objective.

Shrapnel

Catapults can shoot loose bags of rocks, or clay projectiles which will break up and scatter sharp shards over a rough radius around the point of impact. The shards will damage people, but not buildings. Damage done is about 1/6 the damage doneby a comparable solid projectile, but it is done to everything within a radius equal in meters to the number of D6 rolls called for by the solid shot damage roll.


Example: A trebuchet fires a projectile doing 12D6 damage when it hits. If it fires shrapnel, it will do 2D6 to everyone within a 12-meter radius of the point of impact.

Engines
Name
ENC(kg)
Base %
Damage
Max. Range
Rate of Fire
Siege Arbalest
10.2
10 %
3D6+1
425
1/5MR
Ballista
N/A
5 %
10D6
275
1/5 minutes
Catapult
N/A
10 %
6D6
325
1/5 minutes
Springal
N/A
5 %
3D6
300
1/5 minutes
Trebuchet
N/A
5 %
12D6
300
1/15 minutes

Definitions

Name: General names for siege engine devices.
ENC(kg): The Encumbrance of the engine.This is important only for the Arbalest: the other weapons could not be carried by one man, and were usually constructed on the site of a siege.
Base %: The basic chance to hit for a new Aimer who is dealing with such an engine for the first time.
Damage: Damage done by the projectile when it hits. Damage done by shrapnel versions of the projectiles are approximately 1/6 of the rolled damage.
Maximum Range: Furthest distance in meters which the engine will hurl its projectile.
Rate of Fire: How long it takes the crew to reload the engine, spending every melee round in the reloading process.