Bows / Crossbows
(CROSS)BOWS | ACCURACY | DAMAGE | AP | AVAIL | COST |
---|---|---|---|---|---|
Bow | 6 | (Rating+2)P | -(Rating/4) | Rating | Rating x 100Y |
Light Crossbow | 7 | 5P | -1 | 2 | 300Y |
Medium Crossbow | 6 | 7P | -2 | 4R | 500Y |
Heavy Crossbow | 5 | 10P | -3 | 8R | 1.000Y |
NAME | ACCURACY | REACH | DAMAGE | AP | AVAIL | COST |
---|---|---|---|---|---|---|
Krime Trollbow (Blades) | 3 | 1 | (STR+1)P | -1 | (Rating)R | Rating x150Y |
Krime Trollbow (Bows) | 4 | (Rating+2)P | -(Rating/4)P | - | - | - |
ARROW(HEADS)/BOLTS | ACCURACY | DAMAGE | AP | AVAIL | COST |
---|---|---|---|---|---|
Arrow | - | - | - | Rating | Rating x 2Y |
Injection Arrow | - | - | - | (Rating+2)R | Rating x 20Y |
Bolt | - | - | - | 2 | 5Y |
Injection Bolt | - | - | - | 8R | 50Y |
Barbed Head | - | +1 | - | 5R | 10Y |
Explosive Head | -1 | +2 | -1 | 9F | 15Y |
Hammerhead | -1 | +1S | +2 | 5 | 5Y |
Incendiary Head | -1 | Special | - | 12F | 100Y |
Screamer Head | -2 | -2S | +6 | 2 | 5Y |
Stick-n-Shock | -1 | 8S(e) | -5 | 6R | 25Y |
Static Shaft | - | +4S(e) | - | 6R | Rating x25Y |
WEAPON | ACC | DV | AP | MODE | RC | AMMO | AVAIL | COST |
---|---|---|---|---|---|---|---|---|
Standard Harpoon Gun | 5 | 9P | -2 | SS | - | 1 | 6R | 200Y |
Aquadyne Shark-XS Harpoon Gun | 5 | 9P | -2 | SS | - | 5(m) | 8R | 800Y |
Pistol Crossbow | 7 | 4P | - | SS | - | - | 6R | 300Y |
Ares Giantslayer Slingshot | 7 | 2P | - | SS | - | - | - | 50Y |
Winchester Airbow | 5 | 10P | -2 | SS | - | 1(ml) | 10R | 800Y |
Bows: This could be a traditional longbow of fiberglass or wood, or possibly a modern compound-and-pulley bow. Both are archaic and rare weapons on the streets of 2075, and both have the advantage of being hacker- proof. Reloading a bow takes a Simple Action (Ready Weapon, p. 165 CRB).
Bows have ratings that indicate the minimum
Strength you need to use that weapon. When attacking
with a bow, a character whose Strength is less than the
Strength minimum suffers a –3 dice pool modifier per
point below the minimum; this penalty reflects the difficulty
they have in pulling the bow and nocking an arrow.
The weapon’s Rating is also used to determine its range
and damage (maximum Rating is 10). Use the lowest value
of your Strength, the bow’s rating, or the arrow Rating
for range and damage when attacking a target, because
your average Rating 10 titanium-sheathed beryllium-alloy
bow tends to turn wood or fiberglass arrows into
powder when they hit a target.
Crossbows: Modern crossbows are equipped with automatic reloading devices, so unless you’re using a museum piece, reloading doesn’t require a Ready Weapon action. Crossbows have internal magazines (m) holding up to 4 bolts. Crossbows are available in Light, Medium, and Heavy sizes.
Krime Trollbow: On a trip to England to try to set up a trade deal, a Krime sales team got to watch an archery competition, largely because the beer was on special. They came back with lots of notes and one of the archers, who was enticed with the promise of even more beer and bows. They promptly insisted that the company start making composite bows. There were questions about the company making such an “elfy” weapon, but after watching an arrow go through a radiator, the doubters immediately changed their tune, only demanding that engineers add blades onto the form so that it could have some proper “troll horns.” Krime believes they have perfected the modern archery weapon for the Sixth World: the Trollbow! Accept no substitutes, troll not included!
Injection arrow/bolt: An injection bolt causes the same damage as a regular arrow or bolt, but also includes a payload of one dose of a drug or toxin. Effects depend on the drug payload, but to successfully deliver it, the attack must deal at least one box of damage after the Damage Resistance Test. This is an injection vector toxin attack.
Barbed Head: These heads are designed to hurt not only going in but also coming out. Without someone with a steady hand and some medical skill, pulling out an arrow with one of these on the tip is going to be problematic.
Removing a barbed arrow without doing further damage to the target requires a First Aid + Logic [Mental] (3) Test. Failure results in a number of boxes of Physical damage equal to 3 – hits, unresisted.
Explosive Head: What happens when you mount a small shaped charge on the head of an arrow? Hit someone with one of these and find out.
Hammerhead: I always thought these were just designed to give an archer the same options as a runner with a gel-loaded pistol, but a little research led me to realize these have been around for a long time. Hunters after small game knew that organ punctures could ruin what little meat the beasts had on them, so they’d opt to knock them out instead of take risks with sharper arrowheads. Additionally, poachers who were after exotic birds but knew they lost a lot of value when they were dead helped give this arrowhead a lot of use.
Incendiary Head: Not the flaming arrows of ancient times, these arrowheads contain a small charge and a pocket of white phosphorous that erupts and sticks to the target, lighting them on fire. Unpleasant beyond just the initial hurting, the fire continues to burn unless it loses its supply of oxygen.
On a successful hit, even a Grazing Hit, the arrow erupts in white phosphorous fire
with a DV of 8P and -6 AP. The WP continues to burn for 3 Combat Turns, causing
6P (–4 AP) of fire damage each turn (Fire Damage, p. 171, CRB) and possibly igniting
and damaging items on the character each turn.
Wireless Bonus: The head can be detonated before impact and split between
two targets within 1 meter of each other. Both targets roll to avoid the attack
separately and neither takes the initial 8P damage, instead just suffering the 6P,
–4AP, for 4 Combat Turns, including the current one.
Screamer Head: Need to signal the team when you know the local airwaves are full of patrolling deckers? Fire a screamer head. Though some models do in fact scream, most are designed with less awkward sounds. The pitting patterns on the hollow pipe of the head are designed to make a wide variety of sounds for signaling and can even be modified fairly quickly out in the field. A handy tool in any wannabe-Robin Hood’s arsenal.
Resetting the sound setting requires a Simple Action and a Logic + Intuition (1) Test.
Wireless Bonus: The sound resetting can be done as a Free Action, even
while in flight.
Stick-n-Shock: Though issues with nanomanufacturing have caused some problems with Stick ‘n’ Shock ammo for firearms, the same has not been completely true with these heads. Or more accurately, with these arrows. The Stick ‘n’ Shock head is only a small portion of this latest archery innovation. Bowmen who want to gain the full potential of these heads need to combine them with Static Shafts, an Ares innovation that fills the shaft with a powder that builds a charge during flight.
Aquadyne Shark-XS Harpoon Gun: Whether used to spear fish, defend against some of the more aggressive denizens of the oceans, or remind other sentient swimmers that what you’ve found beneath the waves belongs to you, the Aquadyne Shark can be a valuable asset. Powered by CO2 and possessing an internal magazine, the Shark doesn’t stop after just one pull of the trigger, a feature that has saved many a diver that trusted the Aquadyne brand. For the sport fisherman, the Shark features the QuickClip line system that makes setting up for the next catch faster than ever.
The harpoon gun uses Light Crossbow ranges underwater and Heavy Pistol ranges when fired outside of the water. The Archery skill is used to fire the weapon.
Ranger Sliver Pistol Crossbow: The Sliver, as well as some of its other competing models, is designed for stealthy operation as opposed to high-damage potential. Due to the preference for stealth over force, the Sliver is most often used with Ranger Puncture Injection Bolts. These supposedly “best in the market” projectiles offer significant penetrative power to make sure whatever they’re loaded with makes its way into the target.
The pistol crossbow uses Heavy Pistol ranges and is fired with the Archery skill.
Ares Giantslayer Slingshot: Not quite the wrist rocket you had as a kid—if David had the Giantslayer, the end result of his little tiff with Goliath wouldn’t be quite so startling. Modern materials throughout make this “kid’s toy” as deadly as any holdout and most light pistols on the market.This weapon can be used to fire either hard projectiles, like ball bearings, and do the listed damage; or soft projectiles, such as capsule rounds filled with contact toxins or drugs (p. 408, CRB) and only do damage based on the substance within.
A slingshot uses shuriken ranges and is fired with the Archery skill.
Winchester Airbow:The Winchester Airbow uses compressed air to fire specially constructed, arrow-length bolts at speeds of almost one hundred forty meters per second. Largely marketed toward hunters, the Airbow has found niche use in the shadows as an “urban hunting” weapon that can skirt various restrictions on firearms. The Airbow uses Medium Crossbow ranges and is fired with the Archery skill. It can fire five shots before the air tank needs to be refilled. Refilling requires 3 Combat Turns using an automatic pump (included with the purchase) or three minutes if pumped by hand.