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+]>
+<section id="sarmestir" revision="$Revision: 1841 $ $Name$"
+ vendor="1.11">
+ <title id="starmestir">Shooting weapon</title>
+
+ <para>In Arpeggios, there is three way to <link linkend="ctir">shoot
+ with a weapon</link>. Most weapons are able to shoot the three
+ ways, others only two, and some only one. For each type of
+ functionality, a weapon will have some factors which can be or not
+ dependent on the Attributes of the character. Those factors are
+ usually apply to the shooting only and are often affected also by
+ the projectiles used. The damage done by the projectile itself
+ (like for explosives, but the sharpness of arrow heads) aren't
+ taken into account. It's in <xref linkend="sprojectiles"/> that
+ this aspect is addressed.</para>
+
+ <variablelist>
+ <varlistentry>
+ <term><link linkend="stirvise">Aiming shot</link> weapons</term>
+ <listitem>
+ <para>Those weapons permit to aim a precise target to hit it
+ directly. Examples are pistols, bows, crossbows and
+ slingshots.</para>
+
+ <para>Those weapons have three characteristics:</para>
+ <variablelist>
+ <varlistentry id="tbfv">
+ <term>Finesse Bonus (<abbrev>FB&v;</abbrev>)</term>
+ <listitem>
+ <para>It's a mix between the weapon range, its strenght
+ and it's effective precision. It help to touch and
+ so also to make more damage.</para>
+ </listitem>
+ </varlistentry>
+ <varlistentry id="tbrv">
+ <term>Quickness Bonus (<abbrev>QB&v;</abbrev>)</term>
+ <listitem>
+ <para>Determine who shot first.</para>
+ </listitem>
+ </varlistentry>
+ <varlistentry id="tbdv">
+ <term>Damage Bonus (<abbrev>DB&v;</abbrev>)</term>
+ <listitem>
+ <para>Add to the damage bonus of the weapon, without
+ affecting the chance to hit.</para>
+ </listitem>
+ </varlistentry>
+ </variablelist>
+ </listitem>
+ </varlistentry>
+ <varlistentry>
+ <term><link linkend="sbalistique">Ballistic Shooting</link>
+ Weapons</term>
+ <listitem>
+ <para>Those weapons let you throw a projectile on a specific
+ place. The aim is often lesser but the range greater and
+ the projectile heavier. Examples of such weapons are
+ catapult, scorpions but also the arrow throw in the air or
+ the simple throwing rock. Those weapons doesn't directly
+ influence the damage but their projectiles often let any
+ chance.</para>
+
+ <para>This kind of weapons have two characteristics:</para>
+ <variablelist>
+ <varlistentry id="tpb">
+ <term>Vertical Precision (<abbrev>P&b;</abbrev>)</term>
+ <listitem>
+ <para>It's a measure of the weapon range.</para>
+ </listitem>
+ </varlistentry>
+ <varlistentry id="tlb">
+ <term>Lateral Stability (<abbrev>L&b;</abbrev>)</term>
+ <listitem>
+ <para>It's the lateral precision of the throw, the
+ capacity to kept the projectile on the path.</para>
+ </listitem>
+ </varlistentry>
+ </variablelist>
+ </listitem>
+ </varlistentry>
+ <varlistentry>
+ <term><link linkend="srafale">Shuffle Shot</link> Weapons</term>
+ <listitem>
+ <para>Those weapons let you shuffle an area front of you.
+ This include automatic weapons but also some continuous
+ (normal) laser, sonic weapon and flame-throwers. They can
+ as well be used to simulate a platoon of bowers or
+ artillery, shooting in a diffuse manner.</para>
+
+ <para>Those weapons only have one characteristic:</para>
+ <variablelist>
+ <varlistentry id="tbdr">
+ <term>Damage Bonus (<abbrev>BD&r;</abbrev>)</term>
+ <listitem>
+ <para>This include both the precision, the stability and
+ the strength of the weapon.</para>
+ </listitem>
+ </varlistentry>
+ </variablelist>
+ </listitem>
+ </varlistentry>
+ </variablelist>
+
+</section>
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