Extract from Players' Guide

Missile Sequence

The missile sequence is used when a character fires or throws a missile.[1]

1. Attack Declaration

The missile-caster declares the missile Weapon, Target and Aiming Zone (high, mid or low).

2. EML Calculation

The basic ML for firing a missile is the applicable weapon skill. Any thrown item which does not have a specific skill, uses THROWING. A broadsword, for example, is thrown with BROADSWORD skill, while a rock or tree branch would use THROWING. EML is determined by modifying the applicable skill as follows:

WEAPON/RANGE-- The Missile Range Table shows EML modifiers at various ranges. If no modifier is shown for a weapon at a range, the weapon cannot reach that far.

WINDAGE-- A good archer allows for windage, and will be unaffected up to Force 2 (Windy). Modify for windage as follows:

Windforce	0	1	2	3	4
Modification	+0	+0	+0	-25	-50

Wind velocity may also affect range (at GM discretion) if, for example, the missile caster is firing into or with the wind.

ATTACKER MOVING-- If the attacker is moving s/he subtracts 10 (or more) from his EML (GM discretion).

ATTACKER MOUNTED-- If the attacker is on a moving steed subtract the applicable Mounted Modifier (rightmost column of the Missile Range Table). If the steed is standing, subtract only half the Mounted Modifier.

TARGET SIZE-- The larger the target, the easier it is to hit. There is no modification for man-sized creatures. Target Size modifications are applied to EML.

	Target	1'	2'	4'	8'	16'	32'
	Size	or less	or less	or less	or less	or less	or less
        -------------------------------------------------------
	EML	-20	-15	-10	+0	+10	+20

Target Attitude-- Applied at GM discretion. Attitude (positioning) may offer a smaller effective target. A prone man, for example, presents a target about 2' tall.

MOVING TARGET--The GM judges the target's activity level and modified EML accordingly:

ACTIVITY LEVEL Missile EML Modification Stationary Target no modification Normal Movement - Target DODGE SI x 1 Active Dodge (HV High Velicity missile) - Target DODGE SI x 2 Active Dodge (LV Low Velicity missile) - Target DODGE SI x 3 Missile Sequence

1 Attack Declaration
2 EML Calculation
3 Zone Targeting
4 Missile Interception
5 Strike Delivery
Strength Requirement for Bows

Bows are rated for pull, and each has a Strength Requirement. An archer who does not meet the Strength Requirement shown on the Missile Range Table cannot pull the bow.

Dubious Variant: An archer who does not meet the Strength Requirement for a bow may use it with penalties -- reduce Impact by the shortfall and EML by 5 x the shortfall.

Shooting at Flying Targets

Once upon a time a sidhe called Alberon and his party were crossing some open terrain, when a smallish dragon decided to drop by for lunch. The beast swooped down for an attack, circled a few times, swooped again, and so on. After the small (but nevertheless annoying) beast had killed one of the horses and panicked the rest, Alberon, who was a pretty good archer, decided to take steps. It was at this point that he discovered how hard it can be to shoot down a fast-flying target. I suggested, "you'd probably have the best chance when it was coming straight at, or straight away from you." Alberon agreed, and neatly put an arrow in the beast's eye on its next approach. As he was admiring the shot, it occurred to him that the beast was in fact, while clearly as dead as a large, scaly doorknob, doing a pretty fair clip straight at him. Alberon had time to think "oops, I'd better ju …" when several hundred pounds of dragon meat landed with great velocity and effect. The moral, of course, is chivalry be damned, always shoot a swooping dragon in the back, or be ready to jump.

Target Movement

The amount a target is moving is determined on the theory that the more a target can move, the more it is likely to be moving.

Stationary Target: no EML modification (Few live targets will be stationary.)

Normal Movement: typical activity level for characters in battle situations, whether or not they are aware of incoming missiles: EML reduced by target's DODGE SI.

Active Dodge: available only to an unengaged target, aware of the missile, able to take evasive action, with room to move. If the GM allows an active dodge, 2x target DODGE SI is subtracted from EML in the case of a High Velocity missile, and 3xDODGE SI in the case of a LV missile.

3. Zone Targetting

Determine the targeting zone at which the missile is aimed using the Zone Targeting Table. Find the appropriate EML column, roll 1d100, read down and right to find the targeted zone. A result in brackets () is a miss, a bold result indicates the targeted zone.

At this point the attacker has sent his missile on its way and has nothing more to do with where it goes. We know where the missile was headed (what aiming zone) when the attacker released it, and with perfect luck, the missile would now speed to that target and strike properly. In archery contests, this is more or less what happens, but in the real world various factors may now cause the missile to land somewhere else.

4. MISSILE INTERCEPTION

Various objects may impose themselves between the incoming missile and the target.

4a PASSIVE COVER

If the GM feels all or part of the target is obscured by obstruction(s), the Passive Cover Table is used to determine if the missile reaches the target. If the missile fails to reach the target, the GM announces where it has landed. Otherwise proceed to step 4b.

4b MISSILE BLOCK

If the target has no weapon, or other object which might intercept the missile, then the missile strikes in the targeted zone -- Proceed to Strike Location. Otherwise the target's weapon or shield may block the missile.

Any object may be used to block incoming missiles. The GM might, allow a character carrying a barrel, for example, to consider it the equivalent of a kite shield for the purpose of a passive block, at least.

There are two types of block: An Active Block is an attempt by the target to intercept the missile with his weapon or shield. A Passive Block occurs when the missile strikes the weapon or shield without any effort on the part of the target (by accident). Only one weapon or shield may be used to block (usually the best). The following restrictions apply:

An engaged target may not actively block, but may passively block if equipped with a weapon/shield or other appropriate object..

A target unaware (GM discretion) of the missile caster and/or the incoming missile may not actively block, but may passively block if equipped with a weapon/shield or other appropriate object.

The Block Defence Table is used to determine the success of a missile block. Arrows, quarrels, or sling-stones are High Velocity (HV) missiles. All other missiles are Low Velocity (LV). There is a table for HV and another for LV missiles. Each shield type is listed and there is a line for "other weapon". The chance of blocking a missile is partly determined by the targeted zone (High, Mid or Low).

In the case of an Active Block, the target tests the skill appropriate to the blocking weapon and obtains a success level (CF, MF, MS, or CS). In the case of a passive block, no roll is necessary, the defender's result is "PA". CF, MF and PA results use the same column on the Block Table. MS and CS results have separate columns.

Cross-indexing the success level (PA/CF/MF, MS, or CS) with the blocking weapon type produces a percentage. Roll 1d100: if the result is equal to or less than the percentage, the missile has been blocked. Otherwise, it has struck the targeted zone proceed to Strike Delivery.

COLLATERAL DAMAGE

A miss may possibly strike another character standing next to the target. This is at GM discretion. Such "collateral damage" generally occurs in the case of (Left) or (Right) misses. In the case of a possible stray hit, the procedure is to use the Zone Targeting Table at EML50. High and low misses usually go over everyone's heads or into the ground.

CATCHING MISSILES
(Optional Rule)

The target may attempt to catch a missile using 50% UNARMED Combat ML with the Weapon Block Table -- a successful block is a catch. An unsuccessful block has a 50% chance of striking the blocking hand/arm; otherwise the missile strikes the targeted zone.

5. STRIKE DELIVERY

The Strike delivery sub-system is much the same as that for melee strikes. Missile combat has dedicated strike location tables, a slightly different ASPECT determination option and a somewhat simpler impact system. Injuries from arrows, however, hurt just about like daggers.

5a STRIKE LOCATION

Use the Missile strike location table appropriate for the target's body type and targeted zone..

5b ASPECT DETERMINATION

Arrows and quarrels always strike with the business end (usually the point). Slingstones have only blunt aspect. Some weapons have multiple aspects, however, and may strike with any aspect. When required, aspect striking may be determined by rolling 1d6 on the following table:

MISSILE STRIKE ASPECT 1d6

Weapon 1 2 3 4 5 6

Taburi B B P P P P
Shorkana B B E E E E
Spear/Javelin/etc. B P P P P P
Other B B E E P P

5c IMPACT DETERMINATION

Basic missile impact is determined by rolling 2d6 plus the missile's Impact rating (from Missile Range Table). Armour Protective value(s) are applied (as for a melee weapon strike) to determine effective Impact.

5d INJURY DETERMINATION

Once location and effective impact are determined, the strike effect is resolved normally (as for melee strikes) using the same Injury Tables.

If the Aspect Determination Optional Rule is not used, all missiles are presumed to strike with the business end.