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8 <section id="sarmestir" revision="$Revision: 1841 $ $Name$" |
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9 vendor="1.11"> |
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10 <title id="starmestir">Shooting weapon</title> |
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11 |
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12 <para>In Arpeggios, there is three way to <link linkend="ctir">shoot |
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13 with a weapon</link>. Most weapons are able to shoot the three |
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14 ways, others only two, and some only one. For each type of |
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15 functionality, a weapon will have some factors which can be or not |
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16 dependent on the Attributes of the character. Those factors are |
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17 usually apply to the shooting only and are often affected also by |
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18 the projectiles used. The damage done by the projectile itself |
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19 (like for explosives, but the sharpness of arrow heads) aren't |
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20 taken into account. It's in <xref linkend="sprojectiles"/> that |
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21 this aspect is addressed.</para> |
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22 |
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23 <variablelist> |
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24 <varlistentry> |
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25 <term><link linkend="stirvise">Aiming shot</link> weapons</term> |
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26 <listitem> |
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27 <para>Those weapons permit to aim a precise target to hit it |
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28 directly. Examples are pistols, bows, crossbows and |
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29 slingshots.</para> |
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30 |
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31 <para>Those weapons have three characteristics:</para> |
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32 <variablelist> |
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33 <varlistentry id="tbfv"> |
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34 <term>Finesse Bonus (<abbrev>FB&v;</abbrev>)</term> |
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35 <listitem> |
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36 <para>It's a mix between the weapon range, its strenght |
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37 and it's effective precision. It help to touch and |
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38 so also to make more damage.</para> |
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39 </listitem> |
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40 </varlistentry> |
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41 <varlistentry id="tbrv"> |
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42 <term>Quickness Bonus (<abbrev>QB&v;</abbrev>)</term> |
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43 <listitem> |
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44 <para>Determine who shot first.</para> |
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45 </listitem> |
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46 </varlistentry> |
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47 <varlistentry id="tbdv"> |
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48 <term>Damage Bonus (<abbrev>DB&v;</abbrev>)</term> |
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49 <listitem> |
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50 <para>Add to the damage bonus of the weapon, without |
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51 affecting the chance to hit.</para> |
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52 </listitem> |
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53 </varlistentry> |
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54 </variablelist> |
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55 </listitem> |
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56 </varlistentry> |
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57 <varlistentry> |
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58 <term><link linkend="sbalistique">Ballistic Shooting</link> |
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59 Weapons</term> |
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60 <listitem> |
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61 <para>Those weapons let you throw a projectile on a specific |
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62 place. The aim is often lesser but the range greater and |
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63 the projectile heavier. Examples of such weapons are |
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64 catapult, scorpions but also the arrow throw in the air or |
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65 the simple throwing rock. Those weapons doesn't directly |
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66 influence the damage but their projectiles often let any |
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67 chance.</para> |
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68 |
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69 <para>This kind of weapons have two characteristics:</para> |
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70 <variablelist> |
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71 <varlistentry id="tpb"> |
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72 <term>Vertical Precision (<abbrev>P&b;</abbrev>)</term> |
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73 <listitem> |
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74 <para>It's a measure of the weapon range.</para> |
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75 </listitem> |
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76 </varlistentry> |
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77 <varlistentry id="tlb"> |
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78 <term>Lateral Stability (<abbrev>L&b;</abbrev>)</term> |
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79 <listitem> |
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80 <para>It's the lateral precision of the throw, the |
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81 capacity to kept the projectile on the path.</para> |
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82 </listitem> |
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83 </varlistentry> |
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84 </variablelist> |
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85 </listitem> |
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86 </varlistentry> |
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87 <varlistentry> |
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88 <term><link linkend="srafale">Shuffle Shot</link> Weapons</term> |
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89 <listitem> |
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90 <para>Those weapons let you shuffle an area front of you. |
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91 This include automatic weapons but also some continuous |
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92 (normal) laser, sonic weapon and flame-throwers. They can |
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93 as well be used to simulate a platoon of bowers or |
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94 artillery, shooting in a diffuse manner.</para> |
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95 |
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96 <para>Those weapons only have one characteristic:</para> |
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97 <variablelist> |
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98 <varlistentry id="tbdr"> |
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99 <term>Damage Bonus (<abbrev>BD&r;</abbrev>)</term> |
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100 <listitem> |
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101 <para>This include both the precision, the stability and |
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102 the strength of the weapon.</para> |
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103 </listitem> |
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104 </varlistentry> |
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105 </variablelist> |
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106 </listitem> |
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107 </varlistentry> |
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108 </variablelist> |
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109 |
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110 </section> |
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