Basic Shot
AB: +0 DEF: +0 AP: 2 Rng: +0’
Effects: This is your standard ranged attack. The AB receives a -4 modifier for each full Range Increment that the target is from the attacker.
Effects: This is your standard ranged attack. The AB receives a -4 modifier for each full Range Increment that the target is from the attacker.
Brace
AB: +5 DEF: +0 AP: 3 Rng: +0’
Effects: The character steadies his aim in order to make a long shot. In doing so, he gains a +5 to his AB, but only to offset range penalties. If the character’s range penalties are less than the +5, then they are totally negated and any extra bonus left over is ignored.
Effects: The character steadies his aim in order to make a long shot. In doing so, he gains a +5 to his AB, but only to offset range penalties. If the character’s range penalties are less than the +5, then they are totally negated and any extra bonus left over is ignored.
Defensive Shot
AB: -2 DEF: +4 AP: 2 Rng: +0’
Effects: The character is able to make his ranged attack in such a way that he is able to better protect himself from attacks.
Effects: The character is able to make his ranged attack in such a way that he is able to better protect himself from attacks.
Double Shot
AB: +2 DEF: +0 AP: 3 Rng: +0’
Effects: This Move is only usable by bows. The character is able to fire 2 arrows at the same time (loading them onto the bow takes 4 AP instead of the normal 3 AP for 1 arrow). The targets must be within 5’ of each other for every 20’ of distance they are from the character (i.e. at a range of 60’, the targets may be up to 15’ apart from one another) and they must be on the same side of the character firing the bow.
Effects: This Move is only usable by bows. The character is able to fire 2 arrows at the same time (loading them onto the bow takes 4 AP instead of the normal 3 AP for 1 arrow). The targets must be within 5’ of each other for every 20’ of distance they are from the character (i.e. at a range of 60’, the targets may be up to 15’ apart from one another) and they must be on the same side of the character firing the bow.
Far Shot
AB: -2 DEF: -2 AP: 2 Rng: +20’
Effects: By taking a modifier to both his AB and his DEF, the character is able to extend his normal Range Increment by 20’.
Effects: By taking a modifier to both his AB and his DEF, the character is able to extend his normal Range Increment by 20’.
Moving Shot
AB: varies DEF: +0 AP: 5 Rng: +0’
Effects: This move includes both the loading (3 AP) and the firing (2 AP) of the bow or sling or the drawing of another thrown weapon (this Move may not be used with crossbows). The character may move at a run or higher rate while loading/drawing and firing his weapon. The character may move up to 5 AP during the round and for each AP that he spends moving, he receives a -2 modifier to his AB. The AP spent moving are part of the total 5 AP required by this Move.
Effects: This move includes both the loading (3 AP) and the firing (2 AP) of the bow or sling or the drawing of another thrown weapon (this Move may not be used with crossbows). The character may move at a run or higher rate while loading/drawing and firing his weapon. The character may move up to 5 AP during the round and for each AP that he spends moving, he receives a -2 modifier to his AB. The AP spent moving are part of the total 5 AP required by this Move.
Ranged Disarm
AB: -4 DEF: +0 AP: 2 Rng: +0’
Effects: The character attempts to shoot a weapon or other object out of the foe’s hand. This attack causes damage as normal, but the foe must also make a Save vs. Str (TN 20) or drop the object. Any range penalties for the shot are also applied as penalties to the TN of the Save. The character receives an additional -2 modifier to hi AB if foe is wielding a Small weapon, and an additional -4 if foe is wielding a Tiny weapon.
Effects: The character attempts to shoot a weapon or other object out of the foe’s hand. This attack causes damage as normal, but the foe must also make a Save vs. Str (TN 20) or drop the object. Any range penalties for the shot are also applied as penalties to the TN of the Save. The character receives an additional -2 modifier to hi AB if foe is wielding a Small weapon, and an additional -4 if foe is wielding a Tiny weapon.
Ranged Trip
AB: -2 DEF: +0 AP: 3 Rng: +0’
Effects: The character attempts to hit the character with his ranged weapon in such a way as to make him trip and fall to the ground. If the attack is successful, it does damage as normal and the character must also make a Save vs. Spd (TN 20) or fall to the ground prone (DEF = 12 + magical bonuses while prone).
Effects: The character attempts to hit the character with his ranged weapon in such a way as to make him trip and fall to the ground. If the attack is successful, it does damage as normal and the character must also make a Save vs. Spd (TN 20) or fall to the ground prone (DEF = 12 + magical bonuses while prone).
Set
AB: +2 DEF: +0 AP: 4 Rng: +10’
Effects: The character takes a little extra time to ensure his aim and extends his Range Increment by 10’.
Effects: The character takes a little extra time to ensure his aim and extends his Range Increment by 10’.
Well Aimed Shot
AB: varies DEF: +1 AP: varies Rng: +10’
Effects: The character gains a base of +2 to his AB. And then, for every extra AP spent taking the shot, beyond the normal 2 AP required, the character gains a +1 to his AB. He also extends his Range Increment by 10’.
Effects: The character gains a base of +2 to his AB. And then, for every extra AP spent taking the shot, beyond the normal 2 AP required, the character gains a +1 to his AB. He also extends his Range Increment by 10’.