THE TINKERS' SQUARE

In the Tinkers' square you can find weapons of exquisite crafting, real masterpieces. This is where all sorts of ranged weapons are found.

NOTES

Each weapon is characterized by a name, the amount of DD it causes, the maximum range it may be fired at, a purchasing cost, its special rules and the Weapon proficiency requirements.This latter attribute is totally new and is described in the New Rules section.

THROWN WEAPONS

Throwing Weapons may be tossed farther away by stronger characters, and will cause more damage the mightier the thrower. To represent this I have greatly changed the way thrown weapons are being used, so that the Strength value of the user will modify the damage dice caused as well as the maximum range of the weapon. This system should make thrown weapons much more attractive to heroes because most of them may even be used in combination with a movement action.
THROWN WEAPONS Damage Dice Range Proficiency COST NOTES

Strength of user

1-3 4-6 7-9 10-12 1-3 4-6 7-9 10-12 - - -
Throwing Dagger 1 2 2 3 4 5 6 7 4(n.a.) 10gc move and fire, may fire twice in the same turn even if moving
Throwing Spear 2 2 3 4 3 4 5 6 0 10gc move and fire
Throwing Axe - 3 4 5 - 3 4 5 2(n.a.) 25gc move and fire
Sling 2 2 2 2 8 9 9 9 4(n.a.) 20gc move and fire, may fire twice if didn't move in the same turn
Net - - - - 4 5 6 7 6(n.a.) 30gc Victim requires S test to break free
Hand-bomb 3 3 4 5 6 0 50gc Affects a 2x2 area (fireball template)
Large Stone - - 5 6 - - 4 5 - - large monsters only, may not be purchased

BOWS

Bows cannot be used in combination with a movement action like thrown weapons (except by Scout heroes), but do have the advantage of possessing far greater ranges, making them the longest-distance ranged weapons. On the contrary of thrown weapons the strength of the user has no effect on the bow at all, so that they may be used with deadly power even by not-so-strong heroes. In the Tinker's square not  only will you find all sorts of exotic bows, but also various types of arrows, finely crafted to be be exceptionally accurate or powerful.

BOWS Range DD cost SPECIAL Proficiency
Shortbow 12 2 20gc - 0
Bow 24 2 30gc - 1(shortbow)
Composite bow 36 2 60gc on a hitting roll of 10+ fire again (this may only occur once per turn) 3(n.a.)
Longbow 36 3 45gc - 2(shortbow)

 

ARROWS

EFFECTS

cost
Normal arrows - 10gc (for 6)
War arrows +1DD 5gc (each)
Elven arrows +1DD, +1to the hitting roll 15gc (each)
Enchanted arrows +3 to the hitting roll 15gc (each)
Long arrows Have a max. range of 48 squares (regardless of the bow) 5gc (each)
Flaming arrows +2DD, -2 to the hitting roll 30gc (each)

MECHANICAL DEVICES

This category of ranged weapons include all the more complicated weapons, real masterpieces of engineering and mechanics. Crossbows and gunfire weapons are rare and expensive, and although difficult to use and to recharge they possess really superior damaging power. Some of these weapons have a low maximum range, this in reality represents that above a certain distance they become far to inaccurate to be fired.

The following rules apply to ALL the following ranged weapons:

A -1 to hit modifier applies to all shots with such weapons as they are very inaccurate and unreliable, a full turn is required to recharge them once they have been fired, during which the hero may not move or perform any action at all, you may not move and fire a mechanical device during your turn, and no Wood elf, High elf or Norse is allowed to use one. In the case of gunpowder weapons (who have a fumble of 1-2), a hitting roll of 2 means a normal fumble is done (hitting a friendly model), but if the hitting roll was a natural 1 the gun gets damaged and may not be used anymore until fixed. It costs 50gc at the tinkers' square to repair one such weapon.

Bolts (in the case of crossbows), or bullets and gunpowder (for all other gunpowder weapons) are required for the weapon to function. All such ammunitions cost always 5gc each, and are lost once fired.

GUNS & CROSSBOWS Range DD critic fumble cost SPECIAL Proficiency
Crossbow 48 4 12 1 40gc doesn't suffer the usual -1 penalty to hit. 0
Handgun 6 5 11-12 1-2 80gc - 4 (n.a.)
Repeating handgun 18 3 11-12 1-2 150gc may be fired 6 times before recharging. 5 (n.a.)
Arquebus 48 4 11-12 1-2 75gc - 6 (n.a.)
Brace of pistols 12 4 11-12 1-2 100gc these are two pistols that may be carried simultaneously (only one may be fired each turn). 4 (n.a.)