Archery
A game aid for Rolemaster and Shadow World
I’ve always wanted to
introduce more details and realism into the archery in the rolemaster
system. First, I’ll expose some new ideas for rules concerning bows and
crossbows. Then, I’ll give more details about the different kind of arrows that
can be used. Finally, I’ll give some ideas concerning the way of handling
special woods for bows making in the shadow world setting.
In the Rolemaster
system, the range penalties are fixed depending on the type of missile weapon
used and are not continuous. The new rule establishes more continuous range
penalties. For this we define a range multiplier as well as a point
blank shot range for each kind of missile weapon.
Under a specific
range, we allow a point blank shot bonus of +30
Gareth Rees in « The physics of medieval archery »[1]
states that the best long bows of the middle age were able to hit targets
beyond 200 m. However such ranges are possible when dealing with 45° shots
usually used in mass battles where there is no point for aiming. Relatively
heavy arrows were used for this kind of shooting. As far as aimed shots are
concerned, the archer aims with an angle that is slightly above the horizontal,
for an easily predictable trajectory and a precise hit. In this case the range
is far shorter but one can use lighter arrows.
The strength of the archer is to be taken into account to
determine the maximum range. To be able to draw the bow efficiently, a minimum
strength bonus is required (1 shows
some impressive values for the medieval long bows: between 110 and 180
pounds!). If the strength bonus of the user is inferior, the maximum range and
the range multiplier are modified accordingly (see tables at the end). If the
strength bonus is too low, the bow can not even be drawn with enough energy to
be efficient.
The quality of the material used for the bow also has a
major influence on the range multiplier and the maximal range. Still according
to 1, this factor is extremely
important. One must use a low density wood that can be easily deformed without
a permanent deformation, and of course with a large elastic coefficient. It
seems the best wood is the one of the yew tree.
As far as arrows
are concerned, several observations can be made. As the article « les
flèches médiévales »[2]
suggests, we can take into account three parameters: the nock, the stock and the
tip.
« A large and
deep nock is perfect for the war because it offers a nice handle for a fast
reloading. However a narrow and small nock is better for an aimed shot since it
offers a better release of the arrow. » A war nock provides a
reloading bonus (-10% activity required for the reloading). A sharpshooter
nock provides a +10
« The ideal
stock must be strong to handle the power of the bow but also flexible to
resolve the archer paradox and avoid breakage on the arrival at the target. »
Heavy and massive arrows are used for war (for a better inertia) and light ones
are mostly used for hunting and precision shooting. When one uses an inadequate
stock, he suffers a -10
Tips can be
classified into several categories: picks, blades and barbwires. There also
exist some tips with very specific uses.
-
Picks: « usually exclusively used for
war, since their function is to perforate chain mails and plates Those are
usually not fixed on the stock but simply forced into it. This way, when the arrow
is extracted from the body, the tip stays inside, leading to difficult
treatment on the battlefield and major infection risks. »
-
Blades: « They are used for hunt as
well as in war where their goal is to inflict large bleeding wounds on footmen
with no or little protection. »
-
Barbwires: « They are used in war
against footmen but also for hunting large beasts like bears or boars. Thanks
to their large slashing sides they inflict very large bleeding wounds, and
their mass allows a deep penetration. The barbs are here to render the
extraction of the tip very difficult, and only specialists using very specific
chirurgical tools are able to extract them without additional damage to the
target. They were however much more difficult to build, hence their greater
cost. »
-
Incendiary tip: « The four branches are
used to maintain the combustible in place, and the tip allows penetration into
the target. The four branches are then squeezed by the impact to allow the
incendiary product to come in contact with the building or the target to
destroy. It can also be used for bacteriological warfare during siege by
shooting contaminated meat pieces that dogs will eat and then infect the people
inside. »
-
Cut-hock: « This axe-shaped blade is
used to badly hurt horses in order to disrupt chivalry heavy charges.»
|
|
|
|
|
Picks |
Blades |
Barbwires |
Incendiary |
Coupe-jarret |
Pictures taken from 2
The following table lists the
arrows tips and their respective modifiers.
Picks |
Between +10 and +15 |
Blades |
Between +5 and +10 |
Barbwires |
Between +10 and +15 |
The following
tables list the various parameters and modifiers of the different kind of
missile weapons. The values are given here for bows made of yew tree.
For modifiers considering other material, see the last section.
The strength bonus * is the
bonus required to draw the bow with the greatest result. An inferior bonus
reduces the maximal range (-5 m per 1 in the bonus) and increases the range
multiplier (+0.05 per 1 in the bonus). The strength bonus ** is the minimum
bonus required to use the bow with efficiency. An inferior bonus forbids the
use of the weapon.
Note that concerning
crossbows, the * bonus is the one required to use the reloading mechanism. An
inferior bonus does not change the maximum range or range multiplier but
instead increases the reloading activity.
Missile weapon |
Range multiplier |
Point blank range (meters) |
Maximum range Aimed / 45° (meters) |
St bonus * (RMSS) |
short bow |
0.8 |
3 |
75 / 150 |
+5 |
composite bow |
0.5 |
5 |
100 / 200 |
+7 |
long bow |
0.4 |
5 |
120 / 240 |
+8 |
light crossbow |
0.5 |
5 |
130 / - |
+4 |
heavy crossbow |
0.4 |
5 |
140 / - |
+5 |
Examples: the penalty to
shoot a target at 43 meters with a short bow is 43*0.8 = 34. With a long bow it
is only 43*0.4 = 17. The penalty to hit a target at 110m with a heavy crossbow
is 110*0.4 = 44.
This table lists
the modifiers for each weapon and for each strength bonus variation.
Missile weapon |
St min. * (RMSS) |
St min. ** (RMSS) |
St. bonus * - 1 Mult. - ranges |
St. bonus * - 2 Mult. - ranges |
St. bonus * - 3 Mult. - ranges |
St. bonus * - 4 Mult. - ranges |
short bow |
+5 |
+1 |
0.85 - 70 / 145 |
0.9 - 65 / 140 |
0.95 - 60 / 135 |
1 - 55 / 130 |
composite bow |
+7 |
+3 |
0.55 - 95 / 195 |
0.6 - 90 / 190 |
0.65 - 85 / 185 |
0.7 - 80 / 180 |
long bow |
+8 |
+4 |
0.45 - 115 / 235 |
0.5 - 110 / 230 |
0.55 - 105 / 225 |
0.6 - 100 / 220 |
light crossbow |
+4 |
+1 |
Reloading. +5% |
Reloading. +10% |
Reloading. +15% |
- |
heavy crossbow |
+5 |
+2 |
Reloading. +5% |
Reloading. +10% |
Reloading. +15% |
- |
The following talent must be
modified accordingly:
Natural archer: ranges are
increased by 25%. Replaced by: range multiplier reduced by 25%.
For example the long bow is
reduced from 0.4 to 0.3, the short bow from 0.8 to 0.6.
New
talent :
Archer precision : as the
talent precision but usable with missile weapons and the new skill directed
ambush (see below). Same cost (20).
New
skill :
Directed ambush : same
category, cost and development as ambush.
- Is not usable with directed
spells.
- It is required to be
stealthy and the target must be unaware of the archer. The target must be still, or having a slow and
predictable movement (like a sentinel).
- If the target stands still,
the archer can apply all of his ranks.
- If the target is moving, the
directed ambush maneuver is at -20 and only half the ranks may be used to
modify the critical result.
- The skill can only be used
at relatively short range (I suggest below a range penalty of 15).
In the Shadow
World setting, on can use various woods to build bows: for example the dir
or hoen woods. If we consider the hoen wood as the yew
wood from our good old Earth, we could have the following modifiers:
Material |
Range multiplier mod. |
|
Maximum range mod. |
Standard wood |
+0.1 |
- |
-10% |
Hoen wood |
- |
+5 |
- |
Dir wood |
-0.1 |
+10 |
+10% |
[1] Gareth Rees, The physics of medieval archery, http://www.stortford-archers.org.uk/medieval.htm
[2] La confrérie de l’arc en
main, « les flèches médiévales », http://perso.orange.fr/confrerie.arc/fleches.htm