This article lists a few missile weapons that were not defined in the original RuneQuest 3rd Edition rules.
Pilum
The missile pilum was a formidable weapon. It total length was 2,13 meters, with 61 centimeters being taken up by the iron head, giving it a killing range of 28 metres. Only its point was tempered while the shank used to attach it to the wooden shaft was left in a soft iron state. It was a heavy weapon which could punch a hole in a foes armour. The pilum was designed to break once it pierced the foe, thus minimizing the chance of it being flung back at the thrower. This breaking was the long, narrow iron head separating from the wooden shaft. Another broad bladed pilum was used against unarmoured enemies. For ease of play, we assume this to be the javelin in the rules and have not changed any javelin statistics.
Hunting Stick
The ancient Egyptians used a curved stick, usually fashioned to look like a snake, to hunt waterfowl. the stick would be thrown among the waterfowl in such a manner as to break their necks. In the hands of a skilled user, this weapon can be cast with great accuracy. although usually made from wood, some sticks may be bound in copper, giving them a higher damage and AP value. This is an ideal weapon to hand on ones person when facing a Duck opponent!
Assegai
This light throwing spear has a wooden shaft and small iron tip. Its light weight makes it easy to throw with accuracy for some distance, but is also its main weak point when the target has armour or a shield. Very suitable for hunting animals such as small buck and chasing off lightly clad enemies, the assagai was used for many years by the Zulu tribe of South Africa
Gáe Bulg
A Celtic weapon also knows as the bellows spear. It was purported to have rows of razor sharp barbs down much of its shaft, which meant that it could not be pulled out without immensely worsening the wound. Logic would state that due to its heavy design, it could not have had much of a range. As such, it may have been used as a melee weapon as well – (likely going on a similar strike rank as the melee pilum).
Caltrop
While not really a missile weapon, this is probably the closest category. An instrument with four iron spikes, disposed in such a manner that any three of them being on the ground, the other points upwards. Caltrops are scattered in order to create an obstacle to the advance of troops. Depending on their size, they may also be effective against cavalry. The caltrops mentioned here are for use against infantry and are thus relatively small, with spikes of between two and four centimetres in length. As caltrops are scattered on the ground for unsuspecting people to step upon, they not actively hit a target. Rather anyone blundering onto them must make a successful dodge roll to avoid them. This dodge roll is made on the assumption that the caltrops are scattered thickly, with only a gap of five or less centimetres between individual instruments. A thinner scattering would allow for an adjusted dodge roll – dodge x 2, dodge x 3 etc. Heavier clatrops with longer spikes may be created for use against cavalry,elephants and the like.
Thanks to Peter Johansson from the RQ Rules List for correcting a grievous mistake with this article.
Weapon | STR/DEX | Base% | ENC(m) | Damage | AP | Range | ROF | Price |
---|---|---|---|---|---|---|---|---|
Javelin | 9/9 | 10 | 1.5 | 1D8 | 8 | 20/50 | 1/SR | 100 |
Pilum | 11/9 | 15 | 2.5 | 1D12 | 12 | 20/40 | 1/SR | 140 |
Hunting Stick | 5/8 | 08 | 0.3 | 1D4* | 3* | 15/30 | 1/SR | 10* |
Assegai | 6/8 | 12 | 0.5 | 1D6 | 4 | 30/50 | 1/SR | 65 |
Gáe Bulg | 15/12 | 05 | 3.0 | 1D10** | 14 | 10/20 | 1/SR | 500 |
Caltrop | – | – | 0.1 | *** | – | – | 5/SR | 5 |
* These figures will double if stick is bound in copper.
** Roll an additional 1D3 damage for every melee round that the Gáe Bulg remains in the wound while the victim is still mobile. If the Gáe Bulg is pulled out, roll 1D3 additional damage for every point of damage originally taken.
*** Damage: 1D2 (+1 for every 10 points of SIZ or part thereof)
The caltrop must be treated as an impale insofar half damage per round it remains in the wound while the victim continues to move concerned and will take 1D3 rounds to remove. The heavier the target, the further into their foot the caltrop will go. Ignore armour unless the target is wearing plate on their sole or has natural armour (Horses hoof etc). e.g. A SIZ 17 human would take 1D2 + 2 points (17/2 rounded up) damage. The GM must use discretion regarding the size of the caltrop – a larger caltrop could do more damage, but be more visible and thus easier to avoid, where the converse would apply for a smaller version.