Primitive Ranged Weapons
This broad skill provides a character with training in the use of primitive ranged weapons, including bows and crossbows, slings, and even primitive firearms such as flintlock pistols and rifles. Other factors that can influence the situation die used in a primitive ranged weapon attack are listed under “Ranged Weapon Attack Modifiers” in the Modern Ranged Weapons skill section.
Weapon Technical Knowledge: Mastery of primitive ranged weapons goes far beyond pulling a trigger or releasing a string. Experienced practitioners — hunters, archers, and survivalists — inevitably absorb a working technical understanding of their weapons. They know how the feathering affects arrow trajectories, how the stiffness of a bow’’s limbs affects draw weight, and how different materials react to humidity and damage. As well as keeping informed of the various craftsmanship and weapon types that exist. A character with the Technical Science broad skill can use the appropriate Primitive Ranged Weapons specialty skill for checks that involve knowing the existence (and quality) of a particular weapon, customizing weapons and ammunition, as well as recognizing, repairing, and maintaining primitive weapons in the field.
TABLE: RANGE MODIFIERS BY WEAPON TYPE
| Weapon | Short | Medium | Long |
|---|---|---|---|
| Flintlock Pistol | -1 step | +1 step | +3 steps |
| Bow, Crossbow, Sling | -1 step | None | +2 step |
| Musket | -1 step | None | +1 step |
Bow
With the bow skill, a character can become proficient with long bows and short bows. Although there are significant differences between them See Weapons section for more information.
Rank Benefits
⊗ Rank 3 [Distance Precision] When a character reaches rank 3 in this specialty, he knows how to compensate for distance. The step penalty for a medium-range shot is eliminated, and the penalty for a long-range shot is lessened by 1 step.
▶ Rank 6 [Double-Shot] When a character reaches rank 6 in this specialty, he becomes able to fire his weapon twice in the same action. A double-shot works as follows: First, the base modifier for the attack is determined. Then the character rolls the control die and two situation dice to make his double-shot attack. The first situation die is the base modifier needed to make an attack with an additional +1 step penalty; the second is the base modifier with an additional +2 step penalty. When two targets are involved, the base modifier for the attack is that of the more difficult target. A character using a bow can aim at two different targets.
- Example of double-shot: Darsen has the double-shot special attack benefit and a skill score of 14. His base situation die after all modifiers have been considered is +d4. He rolls a control die (d20), a +d6, and a +d8. The numbers 11, 4, and 2 come up on the dice. This gives Darsen skill check results of 15 (11 + 4) and 13 (11 + 2). The first shot misses its target, but the second one scores an Ordinary hit.
Crossbow
With the crossbow skill, a character can become increasingly more proficient with this type of primitive weapon. This same action to load a crossbow, and it takes one action to fire it. A character obtains higher ranks in this specialty he gains additional abilities as described in “Ranged Weapons Rank Benefits” on the next page.
Rank Benefits
⊗ Rank 3 [Distance Precision] When a character reaches rank 3 in this specialty, he knows how to compensate for distance. The step penalty for a medium-range shot is eliminated, and the penalty for a long-range shot is lessened by 1 step.
▶ Rank 6 [Rate of Fire Increase] When a character reaches rank 6 in this specialty, he gains the ability to load and fire his weapon more quickly. A crossbow can be loaded and fired in the same action.
Flintlock
This specialty skill covers the use of all types of flintlocks, including both pistols and muskets. As a character achieves higher ranks in this specialty, he gains additional abilities as described in “Ranged Weapons Rank Benefits” on the next page. It takes one action to load a flintlock pistol and a separate action to fire the weapon—and it takes a character two actions to load a musket, plus a separate action to fire the weapon. As a character achieves higher ranks in this specialty, he gains additional abilities as described in “Ranged Weapons Rank Benefits” on the next page.
Rank Benefits
⊗ Rank 3 [Distance Precision] When a character reaches rank 3 in this specialty, he knows how to compensate for distance. The step penalty for a medium-range shot is eliminated, and the penalty for a long-range shot is lessened by 1 step.
▶ Rank 6 [Rate of Fire Increase] When a character reaches rank 6 in this specialty, he gains the ability to load and fire his weapon more quickly. A flintlock pistol can be loaded and fired in the same action, and a flintlock rifle can be loaded in only one action instead of two.
▶ Rank 12 [Rate of Fire Increase] When a character reaches rank 12 in this specialty, he becomes able to load and fire a flintlock rifle in the same action.
Sling
With the sling skill, a character can become increasingly more proficient with this type of primitive weapon. A sling can be loaded and fired in this same action by any character. As a character achieves higher ranks in this specialty, he gains additional abilities as described in “Ranged Weapons Rank Benefits” on the next page.
Rank Benefits
⊗ Rank 3 [Distance Precision] When a character reaches rank 3 in this specialty, he knows how to compensate for distance. The step penalty for a medium-range shot is eliminated, and the penalty for a long-range shot is lessened by 1 step.
▶ Rank 6 [Double-Shot] When a character reaches rank 6 in this specialty, he becomes able to fire his weapon twice in the same action. A double-shot works as follows: First, the base modifier for the attack is determined. Then the character rolls the control die and two situation dice to make his double-shot attack. The first situation die is the base modifier needed to make an attack with an additional +1 step penalty; the second is the base modifier with an additional +2 step penalty. When two targets are involved, the base modifier for the attack is that of the more difficult target. A character using a bow can aim at two different targets.
- Example of double-shot: Darsen has the double-shot special attack benefit and a skill score of 14. His base situation die after all modifiers have been considered is +d4. He rolls a control die (d20), a +d6, and a +d8. The numbers 11, 4, and 2 come up on the dice. This gives Darsen skill check results of 15 (11 + 4) and 13 (11 + 2). The first shot misses its target, but the second one scores an Ordinary hit.