armestir.en.sgml
brancharpeges
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     2 <!DOCTYPE section PUBLIC "-//OASIS//DTD DocBook XML V4//EN"
       
     3         "/usr/share/sgml/docbook/dtd/xml/4.2/docbookx.dtd"
       
     4 [
       
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     7 ]>
       
     8 <section id="sarmestir" revision="$Revision: 1841 $ $Name$"
       
     9   vendor="1.11">
       
    10   <title id="starmestir">Shooting weapon</title>
       
    11     
       
    12   <para>In Arpeggios, there is three way to <link linkend="ctir">shoot
       
    13     with a weapon</link>.  Most weapons are able to shoot the three
       
    14     ways, others only two, and some only one.  For each type of
       
    15     functionality, a weapon will have some factors which can be or not
       
    16     dependent on the Attributes of the character.  Those factors are
       
    17     usually apply to the shooting only and are often affected also by
       
    18     the projectiles used.  The damage done by the projectile itself
       
    19     (like for explosives, but the sharpness of arrow heads) aren't
       
    20     taken into account.  It's in <xref linkend="sprojectiles"/> that
       
    21     this aspect is addressed.</para>
       
    22 
       
    23   <variablelist>
       
    24     <varlistentry>
       
    25       <term><link linkend="stirvise">Aiming shot</link> weapons</term>
       
    26       <listitem>
       
    27         <para>Those weapons permit to aim a precise target to hit it
       
    28           directly.  Examples are pistols, bows, crossbows and
       
    29           slingshots.</para>
       
    30 
       
    31         <para>Those weapons have three characteristics:</para>
       
    32         <variablelist>
       
    33           <varlistentry id="tbfv">
       
    34             <term>Finesse Bonus (<abbrev>FB&v;</abbrev>)</term>
       
    35             <listitem>
       
    36               <para>It's a mix between the weapon range, its strenght
       
    37                 and it's effective precision.  It help to touch and
       
    38                 so also to make more damage.</para>
       
    39             </listitem>
       
    40           </varlistentry>
       
    41           <varlistentry id="tbrv">
       
    42             <term>Quickness Bonus (<abbrev>QB&v;</abbrev>)</term>
       
    43             <listitem>
       
    44               <para>Determine who shot first.</para>
       
    45             </listitem>
       
    46           </varlistentry>
       
    47           <varlistentry id="tbdv">
       
    48             <term>Damage Bonus (<abbrev>DB&v;</abbrev>)</term>
       
    49             <listitem>
       
    50               <para>Add to the damage bonus of the weapon, without
       
    51                 affecting the chance to hit.</para>
       
    52             </listitem>
       
    53           </varlistentry>
       
    54         </variablelist>
       
    55       </listitem>
       
    56     </varlistentry>
       
    57     <varlistentry>
       
    58       <term><link linkend="sbalistique">Ballistic Shooting</link>
       
    59         Weapons</term>
       
    60       <listitem>
       
    61         <para>Those weapons let you throw a projectile on a specific
       
    62           place.  The aim is often lesser but the range greater and
       
    63           the projectile heavier.  Examples of such weapons are
       
    64           catapult, scorpions but also the arrow throw in the air or
       
    65           the simple throwing rock.  Those weapons doesn't directly
       
    66           influence the damage but their projectiles often let any
       
    67           chance.</para>
       
    68 
       
    69         <para>This kind of weapons have two characteristics:</para>
       
    70         <variablelist>
       
    71           <varlistentry id="tpb">
       
    72             <term>Vertical Precision (<abbrev>P&b;</abbrev>)</term>
       
    73             <listitem>
       
    74               <para>It's a measure of the weapon range.</para>
       
    75             </listitem>
       
    76           </varlistentry>
       
    77           <varlistentry id="tlb">
       
    78             <term>Lateral Stability (<abbrev>L&b;</abbrev>)</term>
       
    79             <listitem>
       
    80               <para>It's the lateral precision of the throw, the
       
    81                 capacity to kept the projectile on the path.</para>
       
    82             </listitem>
       
    83           </varlistentry>
       
    84         </variablelist>
       
    85       </listitem>
       
    86     </varlistentry>
       
    87     <varlistentry>
       
    88       <term><link linkend="srafale">Shuffle Shot</link> Weapons</term>
       
    89       <listitem>
       
    90         <para>Those weapons let you shuffle an area front of you.
       
    91           This include automatic weapons but also some continuous
       
    92           (normal) laser, sonic weapon and flame-throwers.  They can
       
    93           as well be used to simulate a platoon of bowers or
       
    94           artillery, shooting in a diffuse manner.</para>
       
    95 
       
    96         <para>Those weapons only have one characteristic:</para>
       
    97         <variablelist>
       
    98           <varlistentry id="tbdr">
       
    99             <term>Damage Bonus (<abbrev>BD&r;</abbrev>)</term>
       
   100             <listitem>
       
   101               <para>This include both the precision, the stability and
       
   102                 the strength of the weapon.</para>
       
   103             </listitem>
       
   104           </varlistentry>
       
   105         </variablelist>
       
   106       </listitem>
       
   107     </varlistentry>
       
   108   </variablelist>
       
   109 
       
   110 </section>
       
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