Long-range combat (overview)To get the basic value for shot and throw weapons, there is another rule. You have to calculate the basic Long-range value (bLR) first: bLR=IN+DE+ST/4. And you only take the integer, no rounding, but cutting off everything behind the comma. You add the talent-TaP to this value and get your Long-range skill (LR) for throwing and shooting. A better description of how ti deal with Long-range combat is available here.If our now well-quoted hero has a DEXTERITY of 12,
her basic long-range value will be 9 (11+12+14=37; 37/4=9.25; INT(9.25)=9).
If her TaP "Shot weapons" is 5, her Long-range skill will be 14 (9+5=14)
for shot weapons.
Shot weaponsShot weapons are the most difficult to try your luck with, they require a quiet hand. Their range is dependent on the tension of the bow or crossbow which are made from a variety of materials.In Arkania, the most common types of bows range from
short bows of the Amazons to the solidly mounted crossbows on defence towers
or ships. The bow is better for the experienced archer and allows more
precise shots, the crossbow, however, may be used by unexperienced adventurers.
Throw weaponsThrow weapons are one-handed weapons, although to be precise, this is not really a type of weapon but a way to use such things as spears, knifes and axes in long-range way. This is the reason why many people prefer these weapons since they may be useful in any kind of fight.
InitiativeThe fighter with the highest value of COURAGE has always the first strike, if he does not decide to let his enemy strike first or the attack occurs as a surprise. One of them will finally begin, and if not, then all the better, there is no fight at all.You will not really need this rules very often during a chronicle, because other conditions as e.g. surprise drive the initiative in that case and the defender has to throw an AGILITY-test if he is even capable of parrying the strike. If a fight involves more than two people, the side with more fighters will usually start first. |
Before the real fight - a math lesson with a weapon's CV(In my opinion this is an optional rule, but the rule book sees things different, but do not worry, this rule is not complicated, it is only capable of keeping suspense before a fight exceptionally high, too high ! - Translator)Before the real fight may begin, you have to take a short time to calculate the comparison value for your weapon (nice word isn't it ? The german equivalent is about the same...), abbreviated CV. This value will give you a relative value how well your weapon is employable in AT and PA. It is noted as AT/PA, that is the value before the slash is a relative value for attack and so the value after the slash has to be the value for parade. The higher any of these values the better for you ! When two fighters approach each other, they are in similar unsecure position as their players, because the players have to crosscheck their CVs right now. You subtract the one PA from the other AT and the other way round, i.e. the other PA from the on AT. So you got two differences, that are now eligible to be substracted from the player with the worse CV, but take a look at our examples:
|