SIMPLE RANGED WEAPONS
These simple melee weapons come
from the Dungeons and Dragons System Reference Document. In d20 Modern these
would all be considered Archaic Weapons. This term does not exist in d20-40k.
All of the following weapons are simple and require no feats to use.
|
Simple Weapons |
Cost |
Dmg (M) |
Critical |
Range |
Wt. |
Dmg Type |
DRP |
|
Bolas |
4 |
1d4 |
x2 |
10 ft. |
2 lb. |
Piercing |
0 |
|
Crossbow, hand |
11 |
1d4 |
1920/x2 |
30 ft. |
2 lb. |
Piercing |
0 |
|
Bolts, handbow
(10) |
8 |
|
|
|
1 lb. |
Piercing |
0 |
|
Crossbow, heavy |
9 |
1d10 |
1920/x2 |
120 ft. |
8 lb. |
Piercing |
0 |
|
Bolts, crossbow
(10) |
7 |
|
|
|
1 lb. |
Piercing |
0 |
|
Crossbow, light |
8 |
1d8 |
1920/x2 |
80 ft. |
4 lb. |
Piercing |
0 |
|
Bolts, crossbow
(10) |
7 |
|
|
|
1 lb. |
Piercing |
0 |
|
Crossbow, repeating heavy |
13 |
1d10 |
1920/x2 |
120 ft. |
12 lb. |
Piercing |
0 |
|
Bolts, crossbow
(10) |
7 |
|
|
1 lb. |
|
Piercing |
0 |
|
Crossbow, repeating light |
15 |
1d8 |
1920/x2 |
80 ft. |
6 lb. |
Piercing |
0 |
|
Bolts, handbow
(10) |
8 |
|
|
1 lb. |
|
Piercing |
0 |
|
Dart |
2 |
1d4 |
x2 |
20 ft. |
1/2 lb. |
Piercing |
0 |
|
Longbow |
9 |
1d8 |
x3 |
100 ft. |
3 lb. |
Piercing |
0 |
|
Arrows (20) |
6 |
|
|
|
3 lb. |
Piercing |
0 |
|
Longbow, composite |
10 |
1d8 |
x3 |
110 ft. |
3 lb. |
Piercing |
0 |
|
Arrows (20) |
6 |
|
|
|
3 lb. |
Piercing |
0 |
|
Shortbow |
5 |
1d6 |
x3 |
60 ft. |
2 lb. |
Piercing |
0 |
|
Arrows (20) |
6 |
|
|
|
3 lb. |
Piercing |
0 |
|
Shortbow,
composite |
7 |
1d6 |
x3 |
70 ft. |
2 lb. |
Piercing |
0 |
|
Arrows (20) |
6 |
|
|
|
3 lb. |
Piercing |
0 |
|
Shuriken (5) |
3 |
1d2 |
x2 |
10 ft. |
1/2 lb. |
Piercing |
0 |
|
Sling |
1 |
1d4 |
x2 |
50 ft. |
0 lb. |
Piercing |
0 |
|
Bullets, sling
(10) |
1 |
|
|
|
5 lb. |
Piercing |
0 |
SPECIAL RULES
Arrows: An arrow used as a melee weapon is treated as a light
improvised weapon (4 penalty on attack rolls) and deals damage as a dagger of
its size (critical multiplier x2). Arrows come in a leather quiver that holds
20 arrows. An arrow that hits its target is destroyed; one that misses has a
50% chance of being destroyed or lost.
Bolas: You can use this weapon to make a ranged trip attack
against an opponent. You cant be tripped during your own trip attempt when
using a set of bolas.
Bolts: A crossbow bolt used as a melee weapon is treated as a
light improvised weapon (4 penalty on attack rolls) and deals damage as a
dagger of its size (crit x2). Bolts come in a wooden case that holds 10 bolts
(or 5, for a repeating crossbow). A bolt that hits its target is destroyed; one
that misses has a 50% chance of being destroyed or lost.
Bullets, Sling: Bullets come in a leather pouch that holds 10 bullets. A
bullet that hits its target is destroyed; one that misses has a 50% chance of
being destroyed or lost.
Crossbow, Hand: You can draw a hand crossbow back by hand. Loading a hand
crossbow is a move action that provokes attacks of opportunity.
You can shoot, but not load, a hand
crossbow with one hand at no penalty. You can shoot a hand crossbow with each
hand, but you take a penalty on attack rolls as if attacking with two light
weapons.
Crossbow, Heavy: You draw a heavy crossbow back by turning a small winch.
Loading a heavy crossbow is a full-round action that provokes attacks of
opportunity.
Normally, operating a heavy
crossbow requires two hands. However, you can shoot, but not load, a heavy
crossbow with one hand at a 4 penalty on attack rolls. You can shoot a heavy
crossbow with each hand, but you take a penalty on attack rolls as if attacking
with two one-handed weapons. This penalty is cumulative with the penalty for
one-handed firing.
Crossbow, Light: You draw a light crossbow back by pulling a lever. Loading
a light crossbow is a move action that provokes attacks of opportunity.
Normally, operating a light crossbow
requires two hands. However, you can shoot, but not load, a light crossbow with
one hand at a 2 penalty on attack rolls. You can shoot a light crossbow with
each hand, but you take a penalty on attack rolls as if attacking with two
light weapons. This penalty is cumulative with the penalty for one-handed
firing.
Crossbow, Repeating: The repeating crossbow (whether heavy or light) holds 5
crossbow bolts. As long as it holds bolts, you can reload it by pulling the
reloading lever (a free action). Loading a new case of 5 bolts is a full-round
action that provokes attacks of opportunity.
You can fire a repeating crossbow
with one hand or fire a repeating crossbow in each hand in the same manner as
you would a normal crossbow of the same size. However, you must fire the weapon
with two hands in order to use the reloading lever, and you must use two hands
to load a new case of bolts.
Longbow: You need at least two hands to use a bow, regardless of its
size. A longbow is too unwieldy to use while you are mounted. If you have a
penalty for low Strength, apply it to damage rolls when you use a longbow. If
you have a bonus for high Strength, you can apply it to damage rolls when you
use a composite longbow (see below) but not a regular longbow.
Longbow, Composite: You need at least two hands to use a bow, regardless of its
size. You can use a composite longbow while mounted. All composite bows are
made with a particular strength rating (that is, each requires a minimum
Strength modifier to use with proficiency). If your Strength bonus is less than
the strength rating of the composite bow, you cant effectively use it, so you
take a 2 penalty on attacks with it. The default composite longbow requires a
Strength modifier of +0 or higher to use with proficiency. A composite longbow
can be made with a high strength rating to take advantage of an above-average
Strength score; this feature allows you to add your Strength bonus to damage,
up to the maximum bonus indicated for the bow. Each point of Strength bonus granted
by the bow adds +1 DC to to its cost.
Shortbow: You need at least two hands to use a bow, regardless of its
size. You can use a shortbow while mounted. If you have a penalty for low
Strength, apply it to damage rolls when you use a shortbow. If you have a bonus
for high Strength, you can apply it to damage rolls when you use a composite
shortbow (see below) but not a regular shortbow.
Shortbow, Composite: You need at least two hands to use a bow, regardless of its
size. You can use a composite shortbow while mounted. All composite bows are
made with a particular strength rating (that is, each requires a minimum
Strength modifier to use with proficiency). If your Strength bonus is lower
than the strength rating of the composite bow, you cant effectively use it, so
you take a 2 penalty on attacks with it. The default composite shortbow
requires a Strength modifier of +0 or higher to use with proficiency. A
composite shortbow can be made with a high strength rating to take advantage of
an above-average Strength score; this feature allows you to add your Strength
bonus to damage, up to the maximum bonus indicated for the bow. Each point of
Strength bonus granted by the bow adds +1 DC to its cost.
Shuriken: A shuriken is a special monk weapon. This designation gives
a monk wielding shuriken special options. A shuriken cant be used as a melee
weapon.
Although they are thrown weapons,
shuriken are treated as ammunition for the purposes of drawing them, crafting
masterwork or otherwise special versions of them and what happens to them after
they are thrown.
Sling: Your Strength modifier applies to damage rolls when you use
a sling, just as it does for thrown weapons. You can fire, but not load, a
sling with one hand. Loading a sling is a move action that requires two hands
and provokes attacks of opportunity.
You can hurl ordinary stones with a
sling, but stones are not as dense or as round as bullets. Thus, such an attack
deals damage as if the weapon were designed for a creature one size category
smaller than you and you take a 1 penalty on attack rolls.