Introduction Playing ELDRA Character Creation Game Mechanics Equipment Peoples of ELDRA Classes Skills Spells Stunts Bestiary

Ranged Weapons

Ranged weapons are designed for distance and precision. The table lists each weapon’s type, damage, Required Might, range, and crafting cost (Crafting Level, materials in gold, and workload in Crafting Points); firearms also use the reloading rule below.

Required Might. If your Might is lower than a ranged weapon’s Required Might, you attack with it at Disadvantage.

Weapon Type Damage Req. Might Range Craft Lv. Materials (gold) Workload (C.P.)
Hunting Bow Piercing 1d4 — 60/180 2 10 10
Short Bow Piercing 1d6 1 60/180 3 15 10
Bow Piercing 1d8 2 80/200 3 20 10
Long Bow Piercing 1d10 3 80/200 3 25 15
Composite Bow Piercing 2d8 4 120/240 3 125 45
Great Bow Piercing 2d10 5 150/300 4 160 60
Hand Crossbow Piercing 1d6 — 30 4 30 25
Hunting Crossbow Piercing 1d8 1 40 4 40 25
Light Crossbow Piercing 1d10 1 60 4 60 30
Heavy Crossbow Piercing 2d8 2 120 4 100 50
Siege Arbalest Piercing 3d4 4 120 4 120 80
Titan Arbalest Piercing 3d6 5 150 5 140 100
Pistol Piercing 1d12 — 30/60 5 500 200
Musket Piercing 3d6 1 60/150 5 1000 400
Arquebus Piercing 3d8 4 80/160 5 1800 700
War Cannon Piercing 4d8 5 60/120 5 2000 900

Range. The Range column shows the weapon’s normal range, and for bows and firearms also its long range (normal / long). Up to the normal range you attack as usual. Beyond it, up to the long range, you attack with a -2 penalty. You cannot attack a target beyond the long range. Crossbows have no long range: they shoot only up to the listed distance.

Shooting in Melee. While a hostile creature is within your melee reach, your ranged attacks are made with Disadvantage.

Thrown Weapons. A Dagger can be thrown up to 6 / 12 meters and a Javelin up to 10 / 20 meters, using Shoot. They deal their normal damage and add your Might bonus as a one-handed weapon.

Firearms: Reloading

Pistols, Muskets, Arquebuses, and War Cannons require reloading after each shot. After firing a firearm, you must spend 1 AP to reload before the weapon can be fired again. A loaded firearm may be carried indefinitely; the AP cost is for the act of reloading itself.