Main / MissileWeapons

Chapter 3

Missile Weapons

Unlike melee weapons where if you can reach someone you can attempt to hit them missile weapons entail more skill and there are many things that can complicate how these attacks are handled. Missile weapons are divided into two general categories. The first includes all standard, direct-fire, single target missiles: slings, arrows, quarrels, spears, throwing axes, and the like. The second category includes all grenade-like missiles that have an area effect, no matter how small.

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Missile Weapons in Combat

In general, missile combat is handled similarly to standard melee. Initiative is rolled, targets are selected and attack rolls are made. However, there are some special rules and situations that apply only to missile combat. Missile combat is defined as any time a weapon is shot, thrown, hurled, kicked, or otherwise propelled. All creatures with a Reason of at least 2 can learn to recognize a missile attack upon them and any creature with a Reason of at least 5 can use found objects as a missile weapon. It takes a Knowledge of at least 8 to fabricate bows and other more advanced missile weapons. Fighting with missiles or thrown weapons is an excellent option, as long as you can keep your target at a range where you can hit him without being hit. Once an enemy threatens an archer or slinger, it's a good idea to either withdraw or change weapons.

Regardless of a character's size, using a bow, crossbow, sling, or blowgun at its normal rate of fire requires both hands. Crossbows can be loaded with both hands and then aimed and fired in one hand, if the attacker's size is equal to the weapon's size or larger. However, heavy crossbows suffer a –2 penalty to the attack roll if aimed one-handed.

Missile weapons are divided into two general categories. The first includes all standard, direct-fire, single-target missiles: slings, arrows, quarrels, spears, throwing axes, and the like. The second category includes all grenade-like missiles that have an area effect, no matter how small. Thus, an attack with these weapons does not have to hit its target directly to have a chance of affecting it. Included in this group are small flasks of oil, acid, poison, holy water, potions, and boulders. Hurled boulders are included because they bounce and bound along after they hit, leaving a swath of destruction.

Missile Weapons and Ability Bonuses in combat

Attack roll and damage modifiers for muscle are always used when an attack is made with a hurled weapon (a spear or an axe). Here the power of the character's arm is a significant factor in the effectiveness of the attack. Other missile weapons such as bows, slings, and crossbows are not normally affected by a character's muscle. Any hand-held weapon used to slash, bludgeon, or thrust at an enemy certainly counts, but weapons that don't inflict damage or don't have a type don't allow a character to use his attack bonuses. For example, a character's muscle has no effect on the use of a lasso or net. The damage bonus granted by high muscle is limited to the maximum roll of the weapon's base damage. A dart normally causes 1d3 points of damage against size M targets, so a character with exceptional muscle could gain a total of +3 to his dart's damage. But no more, even if he is normally entitled to a damage bonus of +4 or more.

When using a bow, the attack roll and damage modifiers apply only if the character has a specially created bow for high muscle. Characters never receive attack adjustment bonuses when using crossbows or similar mechanical devices.

Aim modifiers to the attack roll are applied when making a missile attack with a hand-held weapon. Thus, a character adds his missle adjustment modifier when using a bow, crossbow, or axe but not when firing a trebuchet or other siege engine. Characters may use their reaction adjustment for high Aim when throwing or firing any kind of missile weapon. However, they do not use their muscle bonuses unless the weapon is thrown and complies with the conditions above.

Disarming attacks can occur using a missile weapon, but the missile's size is the factor used to determine whether or not the attempt can succeed, not the weapon firing the missile.

Movement and Missile Combat

Rather than slug it out toe to toe with an opponent, a character can move up to one-half his normal movement rate and engage in missile fire at half his normal rate of fire. Thus, a man capable of moving 120 feet and armed with a long bow (two shots per round, under normal circumstances) could move 60 feet and still fire one shot. The same man, armed with a heavy crossbow (one shot every other round) would be able to shoot only once every four rounds while on the move.

Archery from Horseback

Archers on horseback are very effective against foot troops without missile weapons. (If the character on foot has a weapon to reply to the horse archer's fire, it's a different story.) Weapons suitable for use while mounted include short bows, composite short bows, hand crossbows and light crossbows. If the archer remains still (takes a no-move action), his rate of fire and range modifiers are unaffected by his mount. If he rides a half-move, his rate of fire is reduced by one category and he suffers a –2 penalty to his attack rolls. If his mount takes a full move, his rate of fire is reduced as above, and he suffers a –4 penalty to his attack rolls. These penalties can be reduced by expertise in horse mounted archery.

The best way to exploit the archer's mobility is to gallop in for a round of fire and then retreat when the foot troops try to respond. This tactical system was one of the most successful ever devised, and for a time rendered infantry nearly obsolete.

Called Shot

A called shot is an attack at a specific location on the target. For example, a called shot can be used to attack the head of an enemy who isn't wearing a helm, the unarmored legs of a character wearing only a breastplate, or the special weakness of a monster with an Achilles' heel.

Called shots have to be announced before the attack roll is made. When the called shot is announced, the character receives a +1 initiative penalty.

Called shots normally present the attacker with a –4 penalty on his attack roll, but the DM can modify this for the circumstances. If the target is surprised or not expecting the attack, the called shot modifier may not apply at all. On the other hand, a particularly difficult called shot (stabbing an enemy through the eyeslit of his visor, for example) may inflict a –6 or even a –8 penalty to the attack roll. Called shots are disrupted if the character attempting it suffers a knockdown.

Although called shots are normally most useful for special combat effects, like breaking a beaker of acid in an evil wizard's hand, they can also be useful against partially unarmored opponents. An enemy in full plate mail with no helmet has an AC 10 head; it's easier to make the called shot with a –4 penalty against that AC 10 than to swing at the enemy's normal AC of 1. Called shots can also be used to fire missile weapons into a melee without the risk of hitting an ally. If the called shot misses, no one else is in danger of being hit by the missile.

Multiple Loaded Weapons If a character is able to cock and load several crossbows for firing, he can get several shots off very quickly. As long as the character has loaded weapons close at hand, he can triple his normal rate of fire. When he runs out of loaded weapons, he'll have to resume firing at the normal rate.

Thrown Weapons Most thrown weapons only require one hand to use; there's no reason why a character couldn't carry a shield or a second weapon in his off-hand. A character can't throw weapons and make a melee attack in the same round—he has to choose one or the other. Size M or larger thrown weapons can be used in conjunction with a charge attack. The character performs his charge as normal, but he pulls up short of his target by 10 to 20 feet and uses his momentum to add to the javelin or axe throw. This attack confers the movement and +2 attack bonus of a charge, but the attacker suffers the charge penalties, too.

Lines of Fire This is related to encounter range, since terrain types that limit visibility also restrict missile fire. A battlefield's lines of fire are described as clear, impaired, or severely impaired.

Clear lines of fire are easy: the battlefield has no effects on missile fire.

Impaired lines of fire have no effect on missile fire within the terrain's minimum encounter distance. After this minimum distance, targets are treated as if they had one step of hard cover more than they actually do; a target in the open actually has 25% cover, 25% covered targets are bumped up to 50%, and so on. This is because low branches or trees are obscuring the line of fire.

Severely impaired lines of fire have no effect on fire within the terrain's minimum encounter range, similar to impaired lines of fire, above. In severely impaired lines of fire, the maximum range of any missile fire is reduced to three times the minimum encounter range, and all targets in this area gain two levels of cover.

Astral Combat On the Astral Plane, a creature's tactical movement is based on its Intelligence score. Its move becomes 30 feet (6 squares) per point of Intelligence. In addition, Intelligence replaces Stength for purposes of determining attack and damage adjustments, and Wisdom replaces Dexterity for AC adjustments and missile fire. All missile ranges are doubled, but non-native characters suffer a –2 penalty to hit with missile attacks.

There are very few obstructions in the Astral Plane, and the encounter range is normally twice the longest missile range. Since this is most likely a great distance, astral combat should be run in missile scale. Fighting in the Astral is like aerial combat; creatures do not threaten each other, and can move in three dimensions.

If a character's astral self is killed, she immediately returns to her physical body with only 1 hit point. If the character is killed while physically on the plane, she is dead.

Ethereal Combat

Ethereal creatures move at their normal unencumbered rate, regardless of their equipment and armor. Unlike the Astral Plane, the Ethereal is a swirling mass of misty proto-matter that obscures vision; the Encounter Range is 10–40 squares (50–200 feet). Missiles tend to be slowed by the misty matter, and shots of medium range or longer just stop and hang in the air.

If a character is in the Border Ethereal, she can still perceive the shadowy outlines of the plane she just left. She can move through any objects or creatures without impediment. Of course, she is unable to affect things on the plane she is viewing, but she can only be affected by the magical gazes of a very limited number of monsters.



Missile Weapon Proficiences

Any weapon wielded by a nonproficient character is considered one initiative phase slower than it really is, and missile weapons have their rate of fire halved. An untrained character wielding a long sword has an initiative phase of slow, not average, and an unskilled character wielding a long bow would only fire once per round instead of twice.


The exact benefits of weapon specialization vary with the particular weapon involved. Generally, the types of benefits fall into one of four categories: melee weapons, missile weapons, bows, crossbows.

Missile or Thrown Weapon Style Some heroes specialize in fighting with ranged weapons; Robin Hood and William Tell spring to mind as good examples. Characters who choose to specialize in missile or thrown weapon style gain two benefits. First, they can move up to half their normal movement rate and still attack with their full rate of fire, or make a full move and attack at half their rate of fire. Second, they gain a bonus of –1 to their AC against enemy missile fire while attacking with a ranged weapon.

Horse Archers A proficient archer and rider who specializes in missile style gains a special benefit when mounted: any penalties he suffers for shooting while riding are reduced by 2. Normally, a character suffers a –2 penalty to missile attacks if his mount is moving at up to half its normal speed, and a –4 penalty if his mount is moving at full speed. Horse archers suffer no penalty for half-speed firing, and only a –2 penalty for firing at full speed.

Horse archers are rare in a typical Western European fantasy setting. Historically, most horse archers came from central Asia. At the DM's discretion, a character may not qualify for this special benefit unless he has a suitable origin or makes an effort to locate someone from that culture who can teach him.

Missile Weapons This category includes slings and thrown weapons. Generally, specialists gain an increased rate of fire with these weapons and a +1 bonus to attack rolls. If a character specializes in a weapon that can be used either for melee or as a missile weapon (spears, daggers, hand axes, etc.), he gains the melee benefit described above when using the weapon for hand-to-hand combat and the increased rate of fire for using the weapon for ranged attacks. Refer to the table below for the exact number of attacks available to the specialist for the various types of missile weapons.

Bows Characters who specialize in the bow gain a +1 bonus to hit at any range (normal range penalties still apply, of course), an increased rate of fire, and a new range category: point-blank. Point-blank is any shot of 30 feet or less. At point-blank range, the character gains a +2 to damage. In addition, bow specialists can automatically fire first as a very fast action if they have their target covered. This supercedes the specialization rules found in the Player's Handbook.

Crossbows Specialists with crossbows gain a +1 bonus to hit at any range, an increased rate of fire, and a point-blank range category, just like archers. For crossbows, point-blank range extends out to 60 feet. Crossbow specialists have a +2 bonus to damage rolls against any target at point-blank range. In addition, they share the archer's quick-shot benefit when covering an enemy.

Weapon Mastery

Weapon masters are rare characters. Only single-classed fighters can ever achieve weapon mastery. Bows are the most common missile weapon chosen, followed by axes and spears. Crossbows, are the subject of weapon mastery only in rare cases.

Effects of Mastery For bows and crossbows, point-blank bonuses increase to +3/+3, and there is an additional +1 to hit at all other range categories, for a total of +2. (Remember, this bonus doesn't take range modifiers into account, so the archer has a total of +2 at short, +0 at medium, and –3 at long range, if the penalties are factored in.)

High Mastery By spending a second slot on mastery, a character can become a high master. By this time, the character has spent four slots on a single weapon and is at least 6th level. High masters increase the speed factor of their chosen weapon by one category; for example, a slow weapon in the hands of a high master is automatically considered to be of average speed. High masters who specialize in bows, crossbows, or slings gain a new range category: extreme range. For all weapons, extreme range is 1/3 farther than long range. Extreme range shots have a –10 penalty to hit before adjustments are made for the effects of mastery.

Specialist Attacks per Round

Level of Specialist
Weapon1–67–1213+
Melee Weapons3/22/15/2
Blowgun2/15/23/1
Bolas1/13/22/1
Bows2/13/14/1
Hand Crossbow1/13/22/1
Light Crossbow1/13/22/1
Heavy Crossbow1/21/13/2
Stonebow1/13/22/1
Repeating Crossbow2/15/23/1
Thrown Dagger/Knife3/14/15/1
Thrown Dart4/15/16/1
Javelin3/22/15/2
Sling3/22/15/2
Staff Sling1/13/22/1
Shuriken3/14/15/1
Other Thrown Weapons1/13/22/1


Cover

Firing into a Melee Missile weapons are intended mainly as long-range weapons. Ideally, they are used before the opponents reach your line. However, ideal situations are all too rare, and characters often discover that the only effective way to attack is to shoot arrows (or whatever) at an enemy already in melee combat with their companions. While possible, and certainly allowed, this is a risky proposition.

When missiles are fired into a melee, count the number of figures in the immediate area of the intended target. Each Small (S) figures count as ½, Medium (M) figure counts as 1, Large (L) as 2, Huge (H) as 4, and Gargantuan (G) as 6. The total value is compared to the value of each character or creature in the target melee. Using this ratio we use a die roll to determine who (or what) will be the target of the shot.

Tarus Bloodheart (man-size, or 1 point) and Rath (also man-size, or 1 point) are fighting a giant (size G, 6 points) while Thule fires a long bow at the giant. The total value of all possible targets is 8 (6+1+1). There's a 1 in 8 chance that Rath is the target; a 1 in 8 chance that Tarus is hit; and a 6 in 8 chance the shot hits the giant. The DM could roll an 8-sided die to determine who gets hit, or he could reduce the ratios to a percentage (75% chance the giant is hit, etc.) and roll percentile dice.

One way of avoiding hitting companions is to use a called shot.

Taking Cover Against Missile Fire

One of the best ways to avoid being hit and injured is to hide behind something--a wall, a tree, a building corner, a heap of boulders, or whatever happens to be available. Professional adventurers, wishing to make this sound heroic, call this taking cover. Taking cover doesn't work particularly well in a melee, since the cover hampers defender and attacker equally. However, it is quite an effective tactic against missile fire.

There are two types of protection a character can have. The first is concealment, also called soft cover. A character hiding behind a clump of bushes is concealed. He can be seen, but only with difficulty, and it's no easy task to determine exactly where he is. The bushes cannot stop an arrow, but they do make it less likely that the character is hit. Other types of concealment include curtains, tapestries, smoke, fog, and brambles. The other type of protection is cover, sometimes called, more precisely, hard cover. It is, as its name implies, something a character can hide behind that will block a missile. Hard cover includes stone walls, the corner of a building, tables, doors, earth embankments, tree trunks, and magical walls of force.

Cover helps a potential target by giving the attacker a negative modifier to his attack roll. The exact modifier for concealment or cover depends on the degree to which it is being used as shelter. A character who stands behind a two-foot wall is a pretty obvious target, especially when compared to the character who lies down behind that wall and carefully peers over it. Table 59 lists the different modifiers for varying degrees of cover and concealment.

Cover and Concealment Modifiers
Target is:CoverConcealment
25% hidden-2-1
50% hidden-4-2
75% hidden-7-3
90% hidden-10-4

Cover also has an affect on saving throws, granting the character the modifier listed on Table 59 as a bonus to his saving throws against spells that cause physical damage (for example, fireball, lightning bolt, etc.)

Furthermore, a character who has 90% cover (or more) suffers one-half normal damage on a failed save and no damage at all if a saving throw is successful. This assumes, of course, that the fireball, lightning bolt, or whatever, hit the cover--a man crouching behind a stone wall would be protected if a fireball exploded in front of the wall, but would not be protected by cover if the blast occurred behind him, on his side of the wall.


Cover A character with a cocked and loaded crossbow, or an arrow nocked and drawn in a bow, can announce that he is covering an opponent within his weapon's short range. The covering character can only choose to cover a single square on the board, as long as that square is within the weapon's short range and in sight. Only characters with a weapon proficiency slot in bow or crossbow can cover someone in this manner. Covering situations usually are created by the circumstances of the initial encounter; for example, an archer may surprise his enemy, cover him, and order him to drop his weapon. Characters can also declare a combat action to cover someone.

Since the arrow or bolt is ready to be fired, the covering character's first shot is fast (or very fast if the character is a specialist.) See Bows and Crossbows in Chapter Seven. The covering character automatically wins initiative against the covered target. It is possible for a very fast creature to beat out the shot of a proficient archer, but even very fast creatures can be covered by a specialist.

The character can hold his cover until later in the round, if he wants to see what his target is going to do. He can fire first in any later phase. After the first shot has been loosed, the covering character can perform the rest of his missile fire at the regular action phase and rate of fire.

The covering shot itself is made with a +2 bonus to the attack roll. Covering is handy for freezing opponents in their tracks, since everybody knows how quickly an arrow or bolt can be released once it is drawn.

Covering can also be used with any hand-held bladed weapon—basically, the character puts her sword to an opponent's throat in a single adjacent square and menaces him. The victim must be stunned, dazed, pinned, unconscious, or surprised for a character to cover him with a melee weapon. As with bows and crossbows, the covering character automatically wins initiative against her target and can attack in the fast phase, or in the very fast phase if she is a specialist. The attack is made with a +2 bonus to hit, and the critical number (see Critical Hits in Chapter Six) drops to a 16.

Fire/Throw Missiles Firing missiles and throwing hand-held weapons (including splashing holy water or oil) is another basic action that is very common in combat. The character can stand still and attack at his full rate of fire, or he can make a half-move and fire or throw missiles at 1/2 his normal rate.

The one exception to this move-and-fire routine is for missile weapons that have a rate of fire less than 1/round (this includes large crossbows and most firearms). In this case, the character wielding such a weapon can move half his normal rate and still fire the weapon only on the initial discharge of the weapon. The weapon is assumed to be loaded and cocked. After this first shot, the character can only fire the weapon as a no-move action. Firing or throwing missiles is dangerous when a character is threatened by another creature, since it creates an attack of opportunity. The only exception to this rule is during the same combat round that the threatening creature actually moves up to threaten the character. The character can get his shots in while his enemy closes, but after that he had better switch to a melee weapon. Characters with multiple missile attacks in the same combat round perform their first attack on the normal action phase, and then follow with one missile per phase until they've completed their full rate of fire. For example, a dart specialist has 3 attacks per round with his darts, a fast weapon. He therefore throws his first dart in the fast phase, the second in the average phase, and the third in the slow phase. Some monsters, such as manticores, may have multiple missiles that are fired simultaneously. These attacks are all resolved in the same phase.


Cover and Concealment Concealment and cover work only against missile fire, and cover also provides a bonus to saving throw rolls where an effect causes physical damage, like a fireball spell. The amount of the target that is concealed or covered determines the penalty to any missile attacks made against the target.

	Target is:	Cover	Concealment
	25% hidden	  –2		–1
	50% hidden	  –4		–2
	75% hidden	  –7		–3
	90% hidden	–10		–4

A target is impossible to hit when it is completely blocked from the archer by cover.

Line of Fire. A figure's line of fire is considered to run from the center of its square to the center of the target's square. If the line of fire passes through any part of a square containing an obstacle, the target is considered to be covered or concealed to some extent. The DM can decide whether the target is 25%, 50%, 75%, or 90% screened, or he can roll randomly if it is not clear. If the line of fire passes through a square containing a figure engaged in melee, the archer must use the rules for firing into a melee to determine where his shot goes. Note that intelligent creatures who are facing the archer will usually use the screening object for its maximum effect, while animals and monsters that aren't intelligent (Int 1 or less) will rarely try to screen themselves against an archer's fire.




Grenade-Like Missiles

Unlike standard missiles, which target a specific creature, a grenade-like missile is aimed at a point, whether this point is a creature or a spot on the ground. When the attack is announced, the player indicates where he wants the missile to land. This then becomes the target point and is used to determine the direction and distance of any scatter.

Most grenade-like missiles are items of opportunity or necessity--rocks, flasks of oil, vials of holy water, or beakers of acid. As such, these items are not listed on the equipment tables for range, ROF, and damage. The range each can be thrown varies with the Strength of the character and the weight of the object.

A missile of five pounds or less can be thrown about 30 feet. Short range is 10 feet, medium range is 20 feet, and everything beyond is maximum range. Heavier items have reduced ranges. Just how far an object can be thrown is decided by the DM.

Exceptionally heavy items can be thrown only if the character rolls a successful bend bars/lift gates check. In no case can a character throw an item heavier than his Strength would allow him to lift. Thus, the DM can rule that a character would have little trouble chucking a half-empty backpack across a ten-foot chasm, but the character would need to make a check in order to heave an orc ten feet through the air into the faces of his orcish friends.

Once a container hits, it normally breaks immediately. However, this is not always true. Some missiles, like soft leather flasks or hard pottery, are particularly resistant. If there's some doubt about whether or not a thrown object will break, the DM can require an item saving throw (this information is in the DMG) to see if it shatters or rips, spewing its contents everywhere.

The DMG contains information on how to resolve the inevitable situations in which grenade-like missiles miss their targets.

Types of Grenade-Like Missiles

Acid damage is particularly grim. Aside from the possibility of scarring (which is left to the DM), acid damage cannot be healed by regeneration. It must be healed normally. Thus, it is very useful against regenerating creatures such as trolls. Acid is very rare.

Holy Water affects most forms of undead and creatures from the Lower Planes. It has no effect against a creature in gaseous form or undead without material form. Unholy water (essentially holy water used by evil priests) affects paladins, creatures whose purpose is to defend good (lammasu, shedu, etc.), and creatures and beings from the Upper Planes. Holy (or unholy) water affects creatures as does acid, causing damage that cannot be regenerated but must be healed normally.

Oil causes damage only when it is lit. This normally requires a two-step process--first soaking the target in flammable oil and then setting it afire. Thus, using flaming oil often requires two successful attacks.

A direct hit from flaming oil burns for two rounds, causing 2d6 points of damage in the first round and 1d6 points in the second round.

Poison is generally not very effective as a missile weapon. Most poisons take effect only if the missile scores a direct hit, and even then only if it drops into the gaping maw of some huge creature. Contact poisons have normal poison effects on a direct hit. The DM has information about specific poison effects in the DMG.





Missile Weapon Ranges

This is an excerpt from Weapon Ranges page.

The first step in making a missile attack is to find the range from the attacker to the target. This is measured in feet from one point to the other. This distance is compared to the range categories for the weapon used.

If the distance is greater than the long range given, the target is out of range; if the distance is between the long and medium range numbers, the target is at long range; when between the medium and short range numbers, medium range is used; when equal to or less than the short range distance, the target is at short range. Thus, a heavy crossbow fired at a target 408 feet away uses the medium range modifier. Short-range attacks suffer no range modifier. Medium-range attacks suffer a -2 penalty to the attack roll. Long-range attacks suffer a -5 penalty. Some weapons have no short range since they must arc a certain distance before reaching their target. These attacks are always made with an attack roll penalty. Extreme range shots have a –10 penalty to hit before adjustments are made for the effects of mastery.

Rate of Fire Bows, crossbows, and many other missile weapons have different rates of fire (ROF): the number of missiles they can shoot in a single round.

Small, light weapons can be thrown very quickly, so up to three darts can be thrown in a single round. Arrows can be nocked and let loose almost as quickly, so up to two shots can be fired in a single round.

Some weapons (such as heavy crossbows) take a long time to load and can be fired only every other round.

Whatever the ROF, multiple missile shots are handled the same way as other multiple attacks for the purposes of determining initiative. The ROF of each missile weapon and ranges are listed below.

Missile Weapon Ranges

WeaponROFMinimumShortMedium (-2)Long (-5)Extreme (-10)
Blowgun2/13306090120
Comp. long bow, flight arrow2/110180360630840
Comp. long bow, sheaf arrow2/110120240510680
Comp. short bow2/110150300540720
Longbow, flight arrow2/110210420630840
Longbow, sheaf arrow2/110150300540720
Short bow2/110150300450600
Club15306090120
Hand crossbow1160120180240
Heavy crossbow1/21240480720960
Light crossbow11180360540720
Dagger2/15306090120
Dart3/153060120160
Hammer15306090120
Hand axe15306090120
Harpoon110305090120
Javelin11060120180240
Knife2/15306090120
Sling bullet15150300600800
Sling stone15120240480640
Spear110306090120
Staff sling bullet2/190180180270360
Staff sling stone2/190180180270360

Missile ROF: This is the number of times per combat round that a missile weapon may be used to attack. Naturally, a character can't throw two or three weapons per round if he only has one available.

Damage: Damage is divided into two categories: versus Small–Medium creatures, and versus Large or larger creatures. The target size dictates which rating to use.

Knockdown: The knockdown die is rolled any time the weapon scores a hit. A result of 7 or better creates a possible knockdown against a Man-sized target.

							Melee	Missile	Range	Damage vs. Size

Weapon Wt. Size Type Speed Reach ROF S/M/L Sm-Med Large Kndwn Axe

	Battle	7	M	S	Av(7)	1		—	—	1d8	1d8	d10
	Hand/throwing	5	M	S	Fa(4)	1		1/rnd	2/4/6	1d6	1d4	d8
	Stone	6	M	B/S	Av(6)	1		—	—	1d6	1d4	d8
	Two-handed h	10	L	S	Sl(9)	1		—	—	1d10	2d8	d12

Blowgunh 2 L — Av(5) — 2/rnd 2/4/6 — — —

	Barbed dart	*	S	P	—	—		2/rnd	2/4/6	1d3	1d2	d4
	Needle 1	*	S	P	—	—		2/rnd	2/4/6	1	1	—

Bolas 2 M B Sl(8) — 1/rnd 6/12/18 1d3 1d2 d6 Boomerang 2 2 S B Fa(4) 1 1/rnd 4/8/12 1d4 1d4 d8 Bottle b 2 S B Fa(4) 1 1/rnd 2/3/4 1d3 1d2 d6 Bow

	Composite long h	3	L	(P)	Av(7)	—		2/rnd	—	—	—	d6
		w/flight arrow	*	S	P	—	—		—	12/24/42	1d6	1d6	d6
		w/pile arrow	*	S	P	—	—		—	8/16/34	1d6	1d6	d6
		w/sheaf arrow	*	S	P	—	—		—	8/16/34	1d8	1d8	d6
		w/stone arrow b	*	S	P	—	—		—	12/24/42	1d4	1d4	d6
	Composite short h	2	M	(P)	Av(6)	—		2/rnd	—	—	—	—
		w/flight arrow	*	S	P	—	—		—	10/20/36	1d6	1d6	d6
		w/stone arrow b	*	S	P	—	—		—	10/20/36	1d4	1d4	d6
	Long h	3	L	(P)	Av(7)	—		2/rnd	—	—	—	—
		w/flight arrow	*	S	P	—	—		—	14/28/42	1d6	1d6	d6
		w/sheaf arrow	*	S	P	—	—		—	10/20/34	1d8	1d8	d6
		w/pile arrow	*	S	P	—	—		—	10/20/34	1d6	1d6	d6
		w/stone arrow	*	S	P	—	—		—	14/28/42	1d4	1d4	d6
	Short h	2	M	(P)	Av(7)	—		2/rnd	—	—	—	—
		w/flight arrow	*	S	P	—	—		—	10/20/30	1d6	1d6	d6
		w/stone arrow	*	S	P	—	—		—	10/20/30	1d4	1d4	d6

Chakra m 1 S S Fa(4) — 2/rnd 4/8/12 1d4 1d3 d4 Club 3 M B Fa(4) 1 1/rnd 2/4/6 1d6 1d3 d8

	Great	15	L	B	Sl(9)	1		—	—	2d4	1d6+1	d12
	War	6	M	B/S	Av(7)	1		1/rnd	2/4/6	1d6+1	1d4+1	d10

Crossbow

	Cho-ku-noh	12	M	—	Av(6)	—		2/rnd	10/20/30	—	—	—
	Hand	3	S	—	Av(5)	—		1/rnd	—	—	—	—
		Hand quarrel	*	S	P	—	—		—	4/8/12	1d3	1d2	d4
	Heavy h	14	M	—	Sl(10)	—		1/2 rnd	—	—	—	—
		Heavy quarrel	*	S	P	—	—		—	16/32/48	1d8+1	1d10+1	d6
	Light h	7	M	—	Av(7)	—		1/rnd	—	—	—	—
		Light quarrel	*	S	P	—	—		—	12/24/36	1d6+1	1d8+1	d6
	Pellet bowh	5	M	—	Av(7)	—		1/rnd	—	—	—	—
		Pellet	*	S	B	—	—		—	8/16/24	1d4	1d4	d4

Dagger 1 S P Fa(2) 1 2/rnd 2/4/6 1d4 1d3 d6

	Bone b	1	S	P	Fa(2)	1		2/rnd	2/3/4	1d2	1d2	d6

Stiletto 1/2 S P Fa(2) 1 2/rnd 2/4/6 1d3 1d2 d4

	Stone b	1	S	P	Fa(2)	1	2/rnd	2/3/4	1d3	1d2	d6

Dart 1/2 S P Fa(2) — 3/rnd 2/4/8 1d3 1d2 d4 Grapple 3 S P/B Av(7) 1 1/2 rnd 2/4/6 1d4 1d4 d6 Hammer 3 S B Fa(4) 1 1/rnd 2/4/6 1d4 1d3 d6 Harpoon h 6 L P Av(7) 2 1/rnd 2/4/6 2d4 2d6 d8

	Bone b, h	5	L	P	Av(7)	2	1/rnd	2/3/4	1d6	1d10	d8

Hatchet 3 S S Fa(3) 1 1/rnd 2/4/6 1d4 1d4 d6 Javelin 2 M P Fa(4) 1 1/rnd 4/8/12 1d6 1d6 d6

	Stone b	2	M	P	Fa(4)	1	1/rnd	3/6/9	1d4	1d4	d6

Knife 1,2 S S/P Fa(2) 1 2/rnd 2/4/6 1d3 1d2 d4

	Bone b	1/2	S	P/S	Fa(2)	1	2/rnd	2/3/4	1d2	1d2	d4
	Stone b	1/2	S	P/S	Fa(2)	1	2/rnd	2/3/4	1d2	1d2	d4
	Throwing	4	M	S/P	Sl(8)	1	1/rnd	2/4/6	2d4	1d6+1	d8

Lance

	Light m	5	L	P	Av(6)	2	1/rnd	2/3/4	1d6	1d8	d8

Lantern 2–3 S Bd Av(6) 1 1/rnd 2/3/4 1d3* 1d2* d6 Lasso 3 L — Sl(10) — 1/2 rnd 2/4/6 — — — Mace

	Horseman's	6	M	B	Av(6)	1	1/rnd	2/3/4	1d6	1d4	d8

Neth 10 M — Sl(10) 1 1/2 rnd 2/3/4 — — — Nunchakus 3 M B Fa(3) 1 1/2 1/2 1d6 1d6 d8

Oil flask 1 S d VS(15) — 1/2 rnd 2/3/4 d d — Pilum 3 M P Av(5) 1 1/rnd 3/6/9 1d6 1d6 d6 Rock 1 S B Fa(2) 1 2/rnd 2/4/6 1d3 1d2 d6 Shuriken * S P Fa(2) — 2/rnd 3/6/9 1d4 1d4 d4 Sling 1 S — Av(6) — 1/rnd — — — —

	Bullet	*	S	B	—	—	—	10/20/40	1d4+1	1d6+1	d4
	Stone	*	S	B	—	—	—	8/16/24	1d4	1d4	d4

Spear c 5 M P Av(6) 1 1/rnd 2/4/6 — — —

	Normal
		One-handed	—	—	—	—	—	—	—	1d6	1d8	d6
		Two-handed	—	—	—	—	—	—	—	1d6+1	2d6	d8
	Long c, h	8	L	P	Sl(8)	2	—	—	2d6	3d6	d8
	Stone b	5	M	P	Av(6)	1	1/rnd	2/3/4	—	—	—
		One-hande d	—	—	—	—	—	—	—	1d4	1d6	d6
		Two-handed c	—	—	—	—	—	—	—	1d6	2d4	d8

Staff sling h, 10 2 M — Sl(11) — 1/rnd — — — —

	Stinkpot	2	S	B	—	—	—	6/12/18	1d3	1d3	d6
	Stone	2	S	B	—	—	—	6/12/18	1d4+1	1d6+1	d6

Torch 1 M Bd Fa(4) 1 1/rnd 2/3/4 1d4 1d3 d6 Trident 5 L P Av(7) 1 1/rnd 2/3/4 — — —

	One-handed	—	—	—	—	—	—	—	1d6+1	2d4	d6
	Two-handed	—	—	—	—	—	—	—	1d8+1	3d4	d8

Vialb * S d Fa(2) — 1/rnd 2/3/4 d d — Warhammer 6 M B Fa(4) 1 1/rnd 2/4/6 1d4+1 1d4 d8

 *	These weapons weigh little individually. Ten of these weigh one pound.

b Bone and stone weapons have a 1 in 6 chance of breaking any time maximum damage is rolled. For the bottle and the vial, any hit breaks the item unless a successful saving throw vs. normal blow is rolled. If a bottle is broken, it can then be used as a knife. c These weapons inflict double damage if firmly set to receive a charge. d These weapons may inflict additional damage from burning fuel, holy water, or acid. h These weapons require two hands to wield regardless of the wielder's size. k If the knockdown roll for these weapons is a 7 or higher, roll an additional damage die and add it to the original damage. Roll another knockdown die, and if the result is another 7 or higher, repeat the damage. m These weapons inflict double damage when wielded in a mounted charge. s These weapons can be used to perform special martial arts atttacks. 1 Poison is available for the blowgun needle only if the DM allows it. 2 The boomerang returns only if it was thrown by a proficient user and misses its target. 3 Flintlock firearms misfire on a natural attack roll of 1. 4 The blunderbuss inflicts 1d4 seperate attacks on targets at short range. It cannot cause additional damage like other firearms. See the weapon description. 5 All range penalties for hand match firearms are doubled, so medium-range shots have a –4 attack modifier and long range shots a –10 modifier. Hand match firearms misfire on a natural attack roll of 5 or less (10 or less in wet conditions). 6 The mancatcher dismounts a rider on a successful hit. 7 Matchlock firearms misfire on a natural attack roll of 3 or less (6 or less in wet conditions). 8 The scourge is ineffective against opponents in metal armor (scale mail or heavier). 9 Snaplock firearms misfire on a natural attack roll of 2 or less. 10 The staff sling has no short range. It cannot hit targets within 5 squares of the wielder, attacks made 6 to 12 squares away are considered to be at medium range, and attacks made 13 to 18 squares away are considered long range.



			Weight			Speed	   Damage

Item Cost (lbs) Size Type Factor S-M L

Blowgun 5 gp 2 L -- 5 -- --

	Barbed Dart	  1 sp	 ‡	S	P	 --	1d3	1d2
	Needle	  2 cp	 ‡	S	P	 --	1	1

Bolas 5 sp 2 M B 8 1d3 1d2 Bow -- -- -- -- -- -- --

	Composite long bow	100 gp	  3	L	--	  7	--	--
	Composite short bow	75 gp	  2	M	--	  6	--	--
	Flight arrow	3 sp/12	 ‡	M	P	 --	1d6	1d6
	Long bow	75 gp	  3	L	--	  8	--	--
	Sheaf arrow	3 sp/6	 ‡	M	P	 --	1d8	1d8
	Stone arrow, flight	3 cp/12	1/10	M	P	 --	1d4	1d4
	Short bow	30 gp	  2	M	--	  7	--	--

Club -- 3 M B 4 1d6 1d3 Crossbow -- -- -- -- -- -- --

	Hand quarrel	  1 gp	 ‡	S	P	 --	1d3	1d2
	Hand crossbow	300 gp	  3	S	--	  5	--	--
	Heavy quarrel	  2 sp	 ‡	S	P	 --	1d4+1	1d6+1
	Heavy crossbow	50 gp	14	M	--	10	--	--
	Light quarrel	  1 sp	 ‡	M	P	 --	1d4	1d4
	Light crossbow	35 gp	  7	S	--	  7	--	--

Dart 5 sp 1/2 S P 2 1d3 1d2 Hand/Throwing axe 1 gp 5 M S 4 1d6 1d4 Harpoon -- -- -- -- -- -- --

	One-handed	20 gp	  6	L	P	  7	1d4+1	1d6+1
	Two-handed	20 gp	  6	L	P	  7	2d4	2d6

Javelin -- -- -- -- -- -- --

	One-handed	  5 sp	  2	L	P	  4	1d4	1d4
	Two-handed	  5 sp	  2	L	P	  4	1d6	1d6

Javelin, Stone -- -- -- -- -- -- --

	One-handed	  5 cp	  2	M	P	  4	1d4	1d4
	Two-handed	  5 cp	  2	M	P	  4	1d4+1	1d6

Sling 5 cp ‡ S -- 6 -- --

	Sling bullet	  1 cp	1/2	S	B	 --	1d4+1	1d6+1
	Sling stone	   --	1/2	S	B	 --	  1d4	1d4

Spear -- -- -- -- -- -- --

	One-handed	  8 sp	  5	M	P	  6	  1d6	1d8
	Two-handed	  8 sp	  5	M	P	  6	1d8+1	2d6

Spear, long -- -- -- -- -- -- --

	One-handed	  5 gp	  8	L	P	  8	  1d8	1d8+1
	Two-handed #	  5 gp	  8	L	P	  8	  2d6	3d6

Spear, stone -- -- -- -- -- -- --

	One-handed	  8 cp	  5	M	P	  6	  1d4	1d6
	Two-handed	  8 cp	  5	M	P	  6	  1d6	2d4

Staff sling 2 sp 2 M -- 11 -- --

	Stinkpot	  1 sp	  2	S	B	 --	  1d3	1d3

Trident -- -- -- -- -- -- --

	One-handed	15 gp	  5	L	P	  7	1d6+1	3d4
	Two-handed	15 gp	  5	L	P	  7	1d8+1	3d4


Archery Modifications from Complete Elf

Elves are, with few exceptions, the undisputed masters of the bow. They have developed their art to a state of true excellence. This section details several techniques elves have devised to hone their archery skills—for fun, profit, and protection. Many other races have seen these tricks, and those that were not on the receiving end of them have diligently tried to practice these arts.

   	Seven optional techniques for firing a bow are outlined in this section; these modifications are cumulative with any others that a character might have. Also, most of these tricks are usable only with long or short bows (or the composite versions thereof). A few can be used with the crossbow, but because most elves disdain the use of that weapon, its modifiers are not included.
   	An important note regarding elven archery: Elves may, because of their agility, fire their bow, move, and fire once again. Alternatively, they may choose to move, fire their bow, and then move again.

The Broken-Charge Shot

One of the most effective weapons of a mounted enemy is the ability to charge. One of the most effective ways to rid foes of this advantage is to take out their mounts from underneath them. Although this isn't a method elves generally employ because the mount usually isn't a threat, they will use the tactic if things are looking grim on the field of battle. Elves will also use this optional maneuver if the mount itself poses a threat.

   	Unless such animals are well trained in the ways of combat and in dealing with pain, a hit by an arrow will break the charge. Riders must make a Land-Based Riding check to see if they retain their seating atop an injured mount. If they fail this check, they must follow with a Dexterity check. Those who don't have the proficiency may only do the Dexterity check; if this check fails, the rider is hurled to the ground for 1d4 points of damage.

The Double-Arrow Shot

Another trick that is impressive (though good for little else) is the double-arrow shot. By adding a +1 penalty to initiative and taking a –1 to attack rolls and damage, the archer may fire two arrows from the bow with one pull of the string.

   	The arrows can be directed toward a single target or at two separate targets within a 60-degree arc if the attacker is willing to take an additional +1 penalty to initiative and another –1 to attack rolls and damage. This reflects the time the archer takes to adjust the fletching and arrange the arrows on the string.
   	This shot does not allow more than two arrows on a single string. Lastly, if this option is taken, no more than one additional arrow may be fired in the same round.

EXAMPLE: Kanali, a 3rd-level/3rd-level high elf fighter/mage, faces two ogres. She has exhausted her spells and must rely only on her archery skills. Taking two arrows from her quiver, she rips the fletching a bit, nocks them both on the string (taking a +2 to initiative), and lets loose the arrows. To hit the ogres' AC 4, she rolls a 16 and a 13. Taking all her modifiers into effect (+1 for being an elf, –2 for the difficulty of the shot), her total modifier is –1. Her modified rolls are then 15 and 12. Since she needs 13 to hit AC 4, she hits one of the ogres, inflicting 1d6 –2 points of damage. If she had focused both shots on one ogre, the damage would have been greater. She still has one shot left this round, and she'd better not waste it.

The Foot Shot

In some situations, an archer may find one of her arms unable to grip the string or shaft of a bow. Perhaps the other hand is holding onto something to keep the elf from falling, or perhaps the arm has been injured. Or maybe the elf just wants a bit of extra pull on the bow, to inflict just a little more damage.

   	In a case like this, if a shot is absolutely required, elves have developed the foot shot. The elf must have a secure place to rest her hindside and at least one arm free. Using the feet as a base against which to pull, the elf aims the bow and pulls back the string with the free hand (or both, if possible). Although there is a –1 penalty to attack rolls, the damage is increased by +1 because of the extra pull granted by using her feet.

The Hanging-Tree Shot

Because elves spend so much time in and around with trees, they obviously have found a need to incorporate trees into their archery. Elf scouts and spies especially have learned to use trees effectively. They drop from branches to land in front of their enemies or use trees as concealment.

   	One of the tricks elf archers are most proud of is the dangling shot. In this shot, the elf wraps her legs around a sturdy tree branch and drops downward while simultaneously firing right into the faces of her oncoming enemies.
   	Unfortunately, the disadvantages to this shot are numerous. The most obvious is that anything on the elf that isn't tied down or strapped in (arrows, daggers, loose change, et cetera) will fall to the ground. Another disadvantage is the –3 to attack rolls. Lastly, the elf can't fire her usual two shots.
   	However, the elf can still take an action, such as swinging back up into the tree or jumping to the ground. Further, the enemy suffers a –6 to his surprise roll! This advantage alone often outweighs the drawbacks, and the hanging tree shot is a favorite trick of elves ambushing lone outriders.

The Quick-Draw Shot

Every once in a while, there arises a situation where an archer must fire more than two arrows a round or where the archer must bring a bow to bear very quickly. In response to this need, elves have developed the quick draw shot. Their agility and the near-constant companionship of their bows has helped them achieve that end admirably.

   	Because of the speed involved in firing from a quick draw, the elf has less time to aim. Therefore, accuracy of the shot is severely affected. The first shot in a round is made at no penalty. From there, penalties add up quickly. The second shot is at –2. The third is at –4. The fourth is at –8. If the elf wishes to attempt a fifth shot, the penalty for it is –16.
   	The archer gets off two shots on his first attack sequence. When all combatants have finished their first attacks, the archer may take the next two, if so desired. Finally, after everyone has completed second attacks, the archer may take one final shot. Although this shot is almost guaranteed to miss, it may be the last hope of a party, so many try it in moments of desperation.
   	A sixth shot in a round is virtually impossible unless the elf has been hasted or has otherwise been made exceptionally speedy. In such magically enhanced cases, the first two shots are without penalty. The third and fourth are at –2. The fifth and sixth are at –4. The seventh is at –8. The eighth (and final) shot is at –16.

The Stapling Shot

When an elf wants to disarm or otherwise incapacitate someone, he can attempt a stapling maneuver. By making a called shot (+1 penalty to initiative, –4 to attack rolls), the character can staple some part of the target's clothing to a nearby object, as long as that object is of a material that is reasonably subject to penetration by an arrow (such as wood or plaster). The target must be standing near such an object or the shot is wasted.

   	If the shot is successful, the target is pinned to that object. The target must spend a round tearing free, although this requires no roll. Pinned targets defend with a –2 to AC and to attacks rolls. After three rounds, if they have not taken the time to free themselves, they break free due to exertion. During these three rounds, the penalties to Armor Class and attack rolls still apply.
   	The stapling shot is not only good for preventing various actions on the part of a hostile person, it serves to demonstrate that the elves are far from defenseless. Furthermore, many elves like to embarrass targets by affixing them to the nearest piece of "furniture."

The Trick Shot

Elves do not always choose to nail an offensive person to the nearest tree. Often, they prefer another means to convey their disdain or enmity. Thus, elves have perfected their aim so that they can make a spectacular retaliatory shot that says to an enemy that he is not needed nor, indeed, wanted in the elves' portion of the world.

   	Trick shots of this sort include knocking off hats, sending an arrow an inch away from an intruder's ear, or placing an arrow in interesting and amusing places (such as the behind of an orc). Deliberate trick shots also include shots intended to be clearly warning shots and not simply missed targets. These trick shots require the elf to take a +1 to initiative and a –4 to attack rolls.
   	If the attack roll is made, the arrow can do exactly what the elf wanted. Otherwise, it will either fly away harmlessly (informing victims that someone is shooting at them), or it will actually hit the one for whom the warning was intended. If so, the arrow inflicts 1d3 points of damage. If the targets were not previously enemies, they certainly would be by now.

Using Bows as Weapons

When archers wielding a bow are attacked in melee, they have little choice but to defend themselves with the bow. In the past, this typically spelled the destruction of the bow, but elves have learned how to deflect some of the force of a blow—thus making the bow reparable. Furthermore, elves have developed bows that are more resistant to this sort of damage.

   	Elves can attempt to turn aside the worst of crushing blows, and their bows are allowed to make a save vs. crushing blow (as thick wood) at +1. Piercing weapons are easily deflected as long as the elf succeeds in the parry, and they cause no damage to the bow. However, a parry against a slashing weapon is a sure way to destroy a wood bow.
   	More importantly, archers occasionally can't reach their melee weapons when someone engages them in close combat. In these cases, they must resort to using their bows as clubs against their attackers. The damage caused is 1d6 –1 against S or M creatures, 1d4 against L. If used in this way, a wood bow must save vs. crushing blows at –1.

Arrow Breakage and Loss

Although most fletchers make their wares with great care, the force of bow shots is often enough to induce breakage. And, although most archers will deny it, occasionally they do miss. This section presents an optional rule to cover such situations.

   	When an arrow or bolt is fired and the missile strikes its target, the missile must make a saving throw vs. crushing blow at +6 with other applicable bonuses (or penalties) to the save. If the save fails, the shaft is broken and cannot be used again. If the save is a success, the missile can be reused.
   	If the missile misses its target, it travels out to its maximum range (if there are no obstacles to impede its movement), which is 25% greater than long range. It skids across the ground, ricocheting against rocks, gravel, plants, etc. There is a 10% chance to find a lost missile that has reached its maximum range, unless special precautions have been taken with proper modifiers for different terrains at the DM's discretion. Certain types of terrain will, of course, make recovery impossible. Aerial and naval battles are two examples of such terrains. Even if the missile is found, it still must roll a saving throw vs. crushing blow at +3 to be unbroken.
   	Not only does this optional rule make for more realistic game play, it also allows characters with the Bowyer/Fletcher proficiency to make use of their skills. Furthermore, this rule will allow characters to spend far less time searching for possibly broken arrows.


Missile Weapon descriptions

Bow

In one form or another, bows have been used since the early days of man. They represented a great step in man's ability to cause damage, since the attacker was at a considerable range from the target, not within reach of the enemy's claws or melee weapons. The first bows were long, slender rods (also called staves) with a string of animal tendon or plant fiber.

Short Bow Short bows were the first to be developed, although they were not called such. This is more of a default term that refers to anything which is not a long bow. Short bow staves are about 5 1/2 feet long on the average. As the years passed, attempts were made to increase bow ranges. Bows were either given longer staves or flexibility was increased with no change to the length. The former resulted in what is now called the long bow. Bows fell into decline with the spread of handguns. It was reasoned that while a wounded or weakened soldier might lack the strength to pull a bow, he could still pull a trigger. In fantasy settings, there is no danger of the bow being replaced so quickly. Short bows can fire only short bow arrows (identical to flight arrows for game terms).

Long Bow The long bow is similar to the short bow, except that the staff is about as high as the archer, usually 6 to 6 1/2 feet. It has better range than the short bow, and can fire both flight and sheaf arrows.

Composite Bows Composite bows are long bows or short bows whose staves are made from more than one type of material. This gives greater flexibility, and thus better range. These were developed after the normal long bow. The second material that makes up a long bow may be anything from another type of wood to bone, sinew, or metal. The different materials are usually glued together. An adventurer who wishes to gain a damage bonus from high Strength when wielding a bow must purchase specially crafted bows. Such a bow costs the normal price for a bow plus the normal price again for every bonus point desired. Thus, a warrior with 17 Strength who wants a long bow (base cost 75 gp) that gives him his +1 bonus to damage rolls would have to pay a total of 150 gp. The same fighter with 18/00 Strength (+6 bonus to damage) would pay 525 gp. These bows can be strung and drawn only by characters of that Strength or higher. Others attempting this must make a successful bend bars/lift gates roll. Most archers protect their wrists from the snap of the bowstring by fastening a piece of horn, bone, or leather to them. Such an item is known as a bracer.

Arrows

In general, arrows range in length from 20 to 40 inches. The feathers, or fletching, of the arrow consist of two or more feathers set coaxially to the shaft. This gives the arrow its aerodynamic lift. If the feathers are instead set diagonally, the arrows rotates in flight. Goose feathers and parrot feathers are used most often in fletching, though pressed paper and leather are sometimes used.

Flight Arrow The flight arrow, as its name implies, is built for distance. These are lightweight arrows and are often used for hunting. Most of these arrows are made of ash or birch and are 30 to 40 inches long.

Incendiary Arrow An incendiary arrow is any arrow type (except bone or stone) with a wad of hemp soaked in a bituminous substance (such as tar) placed just beneath the head. The hemp is lit before the arrow is fired. In addition to its normal damage, the arrow causes one additional hit point of fire damage on the round of impact unless the target makes a saving throw vs. death magic. At the DM's option, flaming arrows may ignite combustible materials contacting it.

Sheaf Arrow Sheaf arrows, also known as war arrows, are heavier arrows with less range than flight arrows, but cause more damage. The arrowheads are steel and quite sharp. Sheaf arrows are used in warfare and can be fired only by long bows. These arrows range in length from 20 to 27 inches.

Stone Arrow Stone arrows are considered flight arrows for game purposes, except that the stone arrowheads cause less damage and have a tendency to shatter if they impact armor or similarly hard surfaces. If a stone arrow hits any object made of metal, stone, or a harder substance, it has a 20% chance of surviving the hit without damage to the arrow. If a die roll does not indicate success, the arrow is still allowed a saving throw vs. crushing blow with a +4 bonus using the figures for Rock Crystal. Failure indicates that the arrow shatters. Stone arrowheads are almond shaped or rhomboid and are usually made from stone splinters of flint or obsidian.

Dart

The dart is a small, easily concealable missile weapon that is thrown rather than fired from a bow or other launcher. Darts are known to exist among advanced caveman tribes. These darts are usually small, wooden shafts fitted with a head of bone or stone. In modern cultures, darts have leaf or arrow-shaped heads and stabilizers on the shaft's butt end, much like miniature arrows. Many cultures use darts for sport, hunting, and warfare on land and sea. Lizard men use barbed darts.

Club

Most clubs are stout, hardwood sticks, narrow at the grip and wider at the end. This simple weapon has been used since mankind first began using tools. Anyone can find a good stout piece of wood and swing it; hence the club's widespread use. The club is the ancestor of the mace, since warriors eventually fitted their clubs with spikes and metal heads in order to increase their deadliness. As centuries passed, cultures began embracing civilization and advanced technology. They looked down on the club as a primitive tool and a barbarian weapon. Peasants often arm themselves with clubs, sometimes adapting them by adding iron spikes, resulting in the morningstar.

Centaurs are often seen wielding clubs, since sylvan settings have ample wood for fashioning such weapons. Ogres also use clubs, since the weapon does not require brains to use or make.

Blowgun

Blowguns are long, hollow tubes composed of wood or metal, ranging from four to seven feet in length. They are used to fire darts, needles, and pellets. The weapons date back to primitive times, when they were used mostly for hunting. Blowguns may have had a part in the invention of guns, since the blowgun demonstrated that one end of a tube needs to be closed off in order for the propelling force to shoot the missile in the proper direction. Tribes still exist, especially primitive peoples in tropical jungle cultures, that use the blowgun. In most cases, these tribes are not advanced in terms of inventions, especially weapons of war. Some tribes use stands to brace their blowguns. If a stand is used, the firer gains a +1 bonus to his attack rolls. The grippli have been known to use blowguns on rare occasions.

Blowgun Darts: The blowgun dart is a small arrow with a wad of cotton or other plant fibers instead of fletching. This allows for a build-up of pressure from the user's wind. The fibers make a better seal in the tube, allowing more force to gather behind it. A blowgun dart is not the same as a regular dart, and the latter cannot be shot out of a blowgun. Needles: Needles are sometimes used to deliver a poison, often a paralytic poison such as curare. Needles do less damage than other blowgun missiles, but this is not a disadvantage, since their function is to carry the poison to the target, not to cause damage. Blowgun Pellets: Most blowgun pellets are of hardened clay, and are used for hunting. A solid hit from a pellet can stun a small bird.

Bola

The bola is a missile of prehistoric origins. Currently, it is still used by arctic tribes and by savages who dwell on temperate plains. The main function of the bola is to provide a hunter with a good missile weapon that will catch the prey off guard and entangle it so as to make escape impossible. The bola is basically a leather strap or straps with weights fastened to the ends, although there are many variations to the design. Arctic bolas are generally used for hunting birds. The bola may have four, six, or ten weights made of walrus ivory or bone. The weights are egg-shaped, spherical, or carved into the likeness of animals. All of the straps or cords join together to make a sort of handle. The thrower grasps the handle, jerks back the strand to straighten them, whirls the bolas over his head, and releases them. Each bola strand is about 28 inches long and each weight is about two inches in diameter.

Crossbow, Light and Heavy

A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt). Crossbows are loaded by pulling the string back until it locks onto a nut fitted on the tiller. A man's strength is enough to pull the bow to the locking position, although heavier crossbows with more powerful bows require a mechanical aid. The most effective of these devices is the windlass, a series of pulleys and crank handles fitted at the crossbow's stock. For crossbows that do not have the windlass, a stirrup is fitted on the front of the crossbow. When resetting the bow, the firer places his foot in the stirrup in order to keep the bow off the ground while he is pulling the string up to the locking position. The main differences between the light and heavy crossbows are the size of the quarrel and the presence of a stirrup, which is found only on the heavy crossbow. Heavy and light crossbows are more correctly referred to as two-foot and one-foot crossbows, respectively. This term refers to the length of the quarrels. The one-foot crossbow is made with a steel tiller and is quite rugged. It may be easily concealed beneath flowing garments such as cloaks or robes. It is frowned upon by the more lawful, civilized cities. Although bows cannot be used underwater, the crossbow can, since the tension produced by the weapon overcomes the water resistance. Underwater races such as the locathah, mermen, and tritons use crossbows of both heavy and light varieties.

Crossbow, Hand

This deadly little bow is a pistol-sized weapon made with a steel tiller. It is more easily concealed than the light crossbow and its use is considered unethical in civilized society. Hand crossbows have a reloading mechanism built into the tiller.

Hand or Throwing Axe

The hand axe or throwing axe is also known as a hatchet. The axe blade has a sharp steel tip, counterbalanced by a pointed fluke. The short handle has a point on the bottom and the head may have a spike on top. This weapon is often used by barbarian tribes. Some hand axes are carried on the saddles of knights and horsemen, who respect this weapon after seeing barbarians wield the axes effectively. Despite this acceptance by civilized folk, the throwing axe is often relegated to backup weapon status since the creation of the battleaxe, whose longer handle gives the wielder greater force in his swing. The maximum length of the hand axe's handle is about 18 inches, not very great, though better than a dagger's reach in hand-to-hand combat. The throwing axe's last advantage, its ability to be hurled, was eclipsed with the advent of better bows such as the long bow. Short races such as gnomes make good use of hand axes. The gnomes' traditional enemies, the kobolds, also use hand axes. The weapon's size is small enough to be wielded properly, and it can be hurled as a last resort. Dwarves, of course, are far more interested in the heavier battleaxe.

Harpoon

The harpoon is a hunting weapon, which, in times of duress, may be used for defense. Its development by primeval man was for hunting marine mammals and large fish.

The first harpoons were merely pointed sticks. Later, these became sticks with a sharp head of horn or bone. The heads often had hooks cut into them for increased damage and to hold the harpoon fast in the beast's flesh. The head was then fitted or attached to the end of the shaft, secured by animal sinews.

Metal harpoon heads evolved later, most with pointed or barbed heads. These heads are usually detachable from the shaft, but are connected to the thrower by a cord attached between the point and the barb.

When a hunter throws the harpoon and hits an animal, he follows the victim as best he can, playing out as much rope as needed until the beast tires and dies.

Some creatures may be of sufficient intelligence to try to free themselves from the harpoon. If the target has Intelligence of 2 or greater and some means of dislodging the hook or breaking the line, it is allowed a saving throw vs. poison. Success means the victim is freed. Failure means the harpoon is still attached, the victim takes another hit point of damage, and is drawn 10' closer to the harpoon's wielder. The victim is pulled toward the wielder only if a concentrated attempt is made and the victim is of a size and weight that makes this possible (e.g., a harpooned whale cannot be hauled in by a fighter with 13 Strength).

Certain primitive jungle tribes traditionally use harpoons to hunt wild boar. Kuo-toa, the aquatic subterranean fish-men, favor the harpoon with as many nasty barbs on the weapon as possible.

Harpoons may be used one- or two-handed, and there is no change in speed factor for using it one way or the other. This is a definite advantage. On the other hand, the harpoon has a poor throwing range, and damage potential is less when it is used one-handed, much like a bastard sword. The harpoon is a common weapon in coastal areas, but its primary function is not as a weapon against an intelligent opponent.

Adventurers on ships may experiment with fitting harpoons onto ballista launchers, if the DM permits. This may be especially handy if the PCs are hunting some sea creature that they must haul back to port.

Javelin

Javelins are classified as light spears, suitable for melee or missile combat, usable either on horseback or on foot. The weapon has been around since man's earliest days. The javelin head is not very large, and is usually leaf-or lancet-shaped. Javelin heads may have barbs.

As a weapon of war, the javelin has low popularity, though it is often used for hunting purposes. Javelins are also used as a ceremonial weapon of bodyguards in civilized nations. Halberdier yeomen are often assigned javelins.

Javelin throwing is a common contest of the games of sport of ancient civilizations.

Javelins may be used either one- or two-handed, and like the harpoon, there is no difference in speed factor between the two styles. The javelin has a respectable throwing range, certainly better than that of a spear, with damage potential comparable to the spear. Like the harpoon, the javelin gives the adventurer the advantage of a weapon that may be used effectively either as a melee weapon or as a missile weapon.

Many drow carry javelins, often coating the weapons with the same poison they use on crossbow bolts. Kobolds also use javelins, as any weapon which inflicts damage from a long distance is embraced by that cowardly race. Advanced races of lizard men are also javelin users.

Sling

Slings have existed since the beginning of recorded history. The basic sling consists of a leather or fabric strap with a pouch for holding the missile. The weapon is held by both ends of the strap and twirled around the wielder's head. When top speed is attained, the missile is launched by releasing one of the strap's ends.

The sling is a cheap weapon and is easy to make. Thus, it is common among peasants, especially since it makes a good hunting weapon.

The sling's missile is either a smooth, rounded stone or a ball of lead. While stones are easier to find (most shallow streams have an abundance of smooth stones), the lead bullet causes more damage and flies farther than the stone.

A sling's projectile is capable of producing severe bruising or even broken bones against a man or his mount. Against armor, however, the sling loses most of its effectiveness.

Halflings are known to be quite good at using the sling, and it is a common weapon among members of that race.

Spear

One of man's earliest weapons, dating back to the most primitive of times, the first spears were simply wooden poles or sticks sharpened at one end. When fire was discovered and mastered, spear points were hardened by charring. As man became more adept at using tools, spears were either fitted with a stone head or the point was reinforced with splints of stone or bone.

When man mastered metals, spear heads were made from iron and steel. Having reached this end, weaponers began experimenting with different types of spear heads, thus leading to the development of certain polearm types such as the ranseur.

Spear shafts are usually made from yew or ash, since these woods are both flexible and strong. The shafts range five to eleven feet in length. In melee, spears may be used either one or two handed, with more damage inflicted if used in the latter mode. Spears 10 feet or longer cannot be wielded with one hand.

Though spears are normally used for thrusting, they can also be thrown. Special devices exist for hurling spears. These devices are variously shaped pieces of wood, horn, or bone with hooks, hollows, or grooves meant to house the spear butt. When using one of these throwers, the spear's throwing range is doubled. The cost of a spear thrower is 1 gold piece. The thrower weighs two pounds.

A character wielding a spear gains an attack bonus for high Dexterity and a damage bonus for high Strength.

Long Spear

A long spear is like a normal spear, except that its shaft ranges 12 to 13 feet in length and cannot be thrown.

Orcs and ogres use spears often in battle. They are simple weapons for simple-minded creatures.

Spears have existed since the Paleolithic era, some 500,000 years ago. Horsemen of 20,000 BC began using them as missile weapons, complete with the hurling devices explained earlier. The Greeks were fond of large formations of spearmen in their armies. The Franks began producing what we know as the spear. These spears had long, leaf-shaped blades and two triangular "wings" set just below the head. These wings prevented the spear from penetrating too far into a victim (and consequently making it harder to pull out), and enabled the spear carrier to parry more easily with his weapon. In the 14th century, spears used by horsemen evolved into the lance. Long spears in the 15th century developed into the pike.

Staff-Sling

Also called the fustibalus, the staff-sling consists of a wooden rod, three to four feet in length, with a sling attached to one end. The rod is used to increase the range that a heavy object can be thrown by enabling the slinger to twirl the sling harder. It is not meant to increase the distance of the average sling bullet. In fact, it has poorer range for stones or bullets.

An optional form of ammunition is the stinkpot, a clay vessel filled with burning sulfur or quicklime. This is considered a grenade-like weapon and is subject to the combat rules found in Chapter Nine of The Player's Handbook. For range, the stinkpot has a short range of 20 feet, medium range of 40 feet, and long range of 60 feet. When the stinkpot breaks, everyone in a 20-foot diameter circle who does not leave the area within one round must save vs. poison or be unable to attack or move at greater than half their movement rate. Those who save successfully attack at a -2 penalty due to nausea and watering eyes. The effects last as long as the subject remains in the area and for 1d4 rounds thereafter.

The stink cloud lasts for 1d3+1 rounds, then dissipates. Optionally, stinkpots in underground settings may give off clouds that last 1d6+1 rounds due to lack of open air. Due to the trajectory that a staff-sling gives a missile, it cannot fire at short-range targets. It has less range than a sling and is a slower weapon, but the staff-sling can hurl a heavier object.

Rocks

One of the most simple and effective ways to defend a wall or fortification is to hurl chunks of rock or masonry down on the attackers. The character hurling the rock makes a normal attack roll. The damage inflicted varies with the size of the rock and the distance it falls:

  Size of Rock
 SmallMediumLarge
Knockdown Die1d61d81d12
Damage by Distance Fallen   
Short fall {10'-30'}1d42d43d4
Medium fall {31'-60'} -2 for range1d82d82d8
Long {61'+} -5 for range1d102d103d10

Small rocks weigh less than four pounds.
Medium rocks weigh more than four but less than eight pounds.
Large rocks weigh eight pounds or more.

Dexterity bonuses apply to the attack roll, but Strength bonuses do not (nor do Strength bonuses apply to the damage roll). Rocks are dropped on the attacker's base initiative phase.

Knockdown Dice All rocks add +1 to the knockdown die at medium distances and +2 to the knockdown die at long distances.