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.) |