SIMPLE RANGED WEAPONS
These simple melee weapons come from the Dungeons and Dragons System Reference Document. In d20 Modern these would all be considered Archaic Weapons. This term does not exist in d20-40k. All of the following weapons are simple and require no feats to use.
Simple Weapons | Cost | Dmg (M) | Critical | Range | Wt. | Dmg Type |
Bolas | 4 | 1d4 | x2 | 10 ft. | 2 lb. | Piercing |
Crossbow, hand | 11 | 1d4 | 19–20/x2 | 30 ft. | 2 lb. | Piercing |
Bolts, handbow (10) | 8 | — | — | — | 1 lb. | Piercing |
Crossbow, heavy | 9 | 1d10 | 19–20/x2 | 120 ft. | 8 lb. | Piercing |
Bolts, crossbow (10) | 7 | — | — | — | 1 lb. | Piercing |
Crossbow, light | 8 | 1d8 | 19–20/x2 | 80 ft. | 4 lb. | Piercing |
Bolts, crossbow (10) | 7 | — | — | — | 1 lb. | Piercing |
Crossbow, repeating heavy | 13 | 1d10 | 19–20/x2 | 120 ft. | 12 lb. | Piercing |
Bolts, crossbow (10) | 7 | — | — | 1 lb. | — | Piercing |
Crossbow, repeating light | 15 | 1d8 | 19–20/x2 | 80 ft. | 6 lb. | Piercing |
Bolts, handbow (10) | 8 | — | — | 1 lb. | — | Piercing |
Dart | 2 | 1d4 | x2 | 20 ft. | 1/2 lb. | Piercing |
Longbow | 9 | 1d8 | x3 | 100 ft. | 3 lb. | Piercing |
Arrows (20) | 6 | - | — | — | 3 lb. | Piercing |
Longbow, composite | 10 | 1d8 | x3 | 110 ft. | 3 lb. | Piercing |
Arrows (20) | 6 | — | — | — | 3 lb. | Piercing |
Shortbow | 5 | 1d6 | x3 | 60 ft. | 2 lb. | Piercing |
Arrows (20) | 6 | — | — | — | 3 lb. | Piercing |
Shortbow, composite | 7 | 1d6 | x3 | 70 ft. | 2 lb. | Piercing |
Arrows (20) | 6 | — | — | — | 3 lb. | Piercing |
Shuriken (5) | 3 | 1d2 | x2 | 10 ft. | 1/2 lb. | Piercing |
Sling | 1 | 1d4 | x2 | 50 ft. | 0 lb. | Piercing |
Bullets, sling (10) | 1 | — | — | — | 5 lb. | Piercing |
SPECIAL RULESArrows: An arrow used as a melee weapon is treated as a light improvised weapon (–4 penalty on attack rolls) and deals damage as a dagger of its size (critical multiplier x2). Arrows come in a leather quiver that holds 20 arrows. An arrow that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost
Bolas: You can use this weapon to make a ranged trip attack against an opponent. You can’t be tripped during your own trip attempt when using a set of bolas.
Bolts: A crossbow bolt used as a melee weapon is treated as a light improvised weapon (–4 penalty on attack rolls) and deals damage as a dagger of its size (crit x2). Bolts come in a wooden case that holds 10 bolts (or 5, for a repeating crossbow). A bolt that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost.
Bullets, Sling: Bullets come in a leather pouch that holds 10 bullets. A bullet that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost.
Crossbow, Hand: You can draw a hand crossbow back by hand. Loading a hand crossbow is a move action that provokes attacks of opportunity.
You can shoot, but not load, a hand crossbow with one hand at no penalty. You can shoot a hand crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons.
Crossbow, Heavy: You draw a heavy crossbow back by turning a small winch. Loading a heavy crossbow is a full-round action that provokes attacks of opportunity.
Normally, operating a heavy crossbow requires two hands. However, you can shoot, but not load, a heavy crossbow with one hand at a –4 penalty on attack rolls. You can shoot a heavy crossbow with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons. This penalty is cumulative with the penalty for one-handed firing.
Crossbow, Light: You draw a light crossbow back by pulling a lever. Loading a light crossbow is a move action that provokes attacks of opportunity.
Normally, operating a light crossbow requires two hands. However, you can shoot, but not load, a light crossbow with one hand at a –2 penalty on attack rolls. You can shoot a light crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons. This penalty is cumulative with the penalty for one-handed firing.
Crossbow, Repeating: The repeating crossbow (whether heavy or light) holds 5 crossbow bolts. As long as it holds bolts, you can reload it by pulling the reloading lever (a free action). Loading a new case of 5 bolts is a full-round action that provokes attacks of opportunity.
You can fire a repeating crossbow with one hand or fire a repeating crossbow in each hand in the same manner as you would a normal crossbow of the same size. However, you must fire the weapon with two hands in order to use the reloading lever, and you must use two hands to load a new case of bolts.
Longbow: You need at least two hands to use a bow, regardless of its size. A longbow is too unwieldy to use while you are mounted. If you have a penalty for low Strength, apply it to damage rolls when you use a longbow. If you have a bonus for high Strength, you can apply it to damage rolls when you use a composite longbow (see below) but not a regular longbow.
Longbow, Composite: You need at least two hands to use a bow, regardless of its size. You can use a composite longbow while mounted. All composite bows are made with a particular strength rating (that is, each requires a minimum Strength modifier to use with proficiency). If your Strength bonus is less than the strength rating of the composite bow, you can’t effectively use it, so you take a –2 penalty on attacks with it. The default composite longbow requires a Strength modifier of +0 or higher to use with proficiency. A composite longbow can be made with a high strength rating to take advantage of an above-average Strength score; this feature allows you to add your Strength bonus to damage, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds +1 DC to to its cost.
Shortbow: You need at least two hands to use a bow, regardless of its size. You can use a shortbow while mounted. If you have a penalty for low Strength, apply it to damage rolls when you use a shortbow. If you have a bonus for high Strength, you can apply it to damage rolls when you use a composite shortbow (see below) but not a regular shortbow.
Shortbow, Composite: You need at least two hands to use a bow, regardless of its size. You can use a composite shortbow while mounted. All composite bows are made with a particular strength rating (that is, each requires a minimum Strength modifier to use with proficiency). If your Strength bonus is lower than the strength rating of the composite bow, you can’t effectively use it, so you take a –2 penalty on attacks with it. The default composite shortbow requires a Strength modifier of +0 or higher to use with proficiency. A composite shortbow can be made with a high strength rating to take advantage of an above-average Strength score; this feature allows you to add your Strength bonus to damage, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds +1 DC to its cost.
Shuriken: A shuriken is a special monk weapon. This designation gives a monk wielding shuriken special options. A shuriken can’t be used as a melee weapon.
Although they are thrown weapons, shuriken are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them and what happens to them after they are thrown.
Sling: Your Strength modifier applies to damage rolls when you use a sling, just as it does for thrown weapons. You can fire, but not load, a sling with one hand. Loading a sling is a move action that requires two hands and provokes attacks of opportunity.
You can hurl ordinary stones with a sling, but stones are not as dense or as round as bullets. Thus, such an attack deals damage as if the weapon were designed for a creature one size category smaller than you and you take a –1 penalty on attack rolls.