Archery (Refused)T,E

Dft+Wt+Comb

3

    This Skill governs the use of a bow of any sort. The BCS is modified by the strength of the bow, range of the target, type of arrow being fired, and the situation. Bows have no Weapon Damage Multiplier. This is dependent on the type of arrow fired. The strength Group used to determine the Effect Die rolled is also range dependent. The percentage chance of an arrow hit achieving a Missile Special Effect is equal to the Damage Potential.

    Bows are rated by their Pounds Pull. This will determine their Range Factor, Durability and Encumbrance value.

Range Factor (RF) = Pound Pull/10, rounded nearest.
Durability (or Dur) = Range Factor/2, rounded nearest.
Encumbrance (or ENC) = Range Factor/10 rounded nearest tenth.

    Thus, a bow with an 80-Pound Pull has a Range Factor of 8, a Durability of 4 and an Encumbrance of .8.

Strength of Bow versus Users Strength

    A bows range factor is greater than or equal to:

Results in:

BCS Mod.

Actions to reload

4xStr Group

Unusable

Unusable

3xStr Group

-4

2

2xStr Group

-2

1

1xStr Group

+0

0

    How far a bow will throw an arrow, how clean the shot will be and how long the bow takes to draw will be dependent on the character attempting to use the bow. Thus an 80-Pound Pull bow is unusable by a character with a Strength Group of 1 or 2. A character with a Strength Group of 3 or 4 may use the bow with a BCS modification of -2 and one action must be spent in loading and drawing the bow before it may be fired. A character with a Strength Group of 5 would fire the bow with no modifications due to the Strength of the bow and could fire an arrow on each of his/her actions. An arrow may be held knocked and ready to fire for a number of Actions equal to the user’s Strength Group.

Range Modifications for bows

Category: Distance in meters

BCS Mod.

Eff. STR Grp for Eff Die
Point Blank 5

+1

+1*

Effective RF x STR Grp

+0

+0

Long 5 x RF x STR Grp

-1

-1

Maximum 10 x RF x STR Grp

-2

-2

Extreme 20 x RF x STR Grp

-5

-3

*Modification to the WDM of .1 x STR Group

    Should a character’s Effective Range be less than 5 meters, 5 meters becomes the upper limit on his/her Effective Range and the value calculated for his/her Effective Range becomes his Point Blank Range.

Modification due to type of arrow

In use:

BCS Mod.

WDM

Target

+0

1.8

Armor Piercing

+1

1.5

Hunting

-1

2

Barbed Head

-2

2.5

Improvised Head

As Appropriate

Half Normal

Improvised Shaft

-1

Improvised Fletching

-2

Aluminum or Fiberglass

+1

Mod. Due to situation
Situation:
Archer’s Ring

+1

No Bracer

-1

Interfering Clothing

-2

Sights in use

+1

Option

Wind Effects to Archery

Head Wind

-1 to STR Grp for range calculations

Tail Wind

+1 to STR Grp for range calculations

Crosswind

1 to BCS for each 5 knots of wind