Ultra-Bastard has no restrictions on weapon type by character class and there is no "proficiency" in this system. Class options and character advancement might grant bonuses to a particular weapon.
Ranged weapons typically add dexterity mod to their to-hit roll. Thrown weapons add the better of strength mod or dexterity mod.
Type
|
Damage
|
Description
|
Light
crossbow
|
1d6
|
Cannot
load if you move on your turn
|
Heavy
crossbow
|
d12
|
Takes
a full turn to load.
|
Shortbow
|
1d6
|
Optional: Minimum
strength 13. Fires twice per round.
|
Longbow
|
1d8
|
Optional: Minimum
strength 15. Fires twice per round.
|
You cannot load or fire a ranged weapon while engaged in melee.
Thrown weapons roll the same die for damage as if they were used in melee (but without adding an ability modifier to damage). I.e. a knife does d4, a tomahawk does d6 and a spear does d8.
I don't use strictly defined range limits/modifiers because in practice they almost never come up.
Special Rules: These are optional
Crossbows (and guns) are easy to use. If your dexterity mod is less than +2, use +2 instead.
Bows are powerful but are hard to use. They add dexterity mod to hit but have a minimum strength to use. Archers fire twice every round - once in initiative order and again at the end of the round.
If you have a throwable weapon in hand and are not engaged in melee at the start of your turn, you can throw it while moving into melee and still make a melee attack.
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