Actions

Ranged Weapons

From Lost Fables Wiki

Bows, Arrows, Siege Equipment, and Firearms

If a weapon is classified as a siege weapon, as denoted in its title, it either requires or may benefit from more than a single person working on the weapon.
Adept quality weaponry increases the range by 2 blocks.
Moderate quality weaponry increases the range by 4 blocks.
Fine quality weaponry increases the range by 6 blocks.
Artisan quality weaponry increases the range by 8 blocks.
Mastercraft quality weaponry increases the range by 10 blocks.
Firearms receive only half the above range bonuses based on quality. Siege weapons receive double. Cannons are unmodified.

Any weapon, including firearms using meteorite as a fuse ignite, requires a roll of "/1d2". This dictates when the fuse would be ignited, 1 - an extra action or 2 - extra actions before firing.


  • Ballista (Siege Weapon)

3 Round Actions (1 to crank, 1 to load, 1 to aim and fire. Requires two people to crank, but with more than two, loading, aiming and firing may be accomplished simultaneously.)
60 Block Range

  • Cannons (Siege Weapon)

5 Round Actions (3 to load, 1 to aim, 1 to fire. Requires only one person, but with more than one, aiming and firing can be accomplished simultaneously.)
60 Block Range

  • Trebuchets (Siege Weapon)

10 ROUND ACTIONS- 7 windup actions, 1 to aim, 1 to fire.
The Windup actions require 5 people working together to complete each one. With a sixth person, aiming and loading can be accomplished at any time while winding up.
100 Block Range

  • Arbalests

1 Round Action (Aim and Fire)
3 Standard Actions (Windup)
20 Block Range

  • Longbows

2 Standard Actions (1 nock, 1 fire)
20 Block Range

  • Short bows

1 Standard Action (Fire)
1 Fast Action (Nock)
15 Block Range

  • Crossbows

1 Round Action (Windup)
2 Standard Actions (Nock and Fire)
15 Block Range

  • Rifles

2 Round Action (Load Projectile)
2 Standard Actions (Load Powder and Fire)
10 Block Range (6 if a blunderbuss)

  • Pistols

1 Round Action (Load Projectile)
2 Standard Actions (Load Powder and Fire)
6 Block Range (Same if blunderbuss)

Guns and Siege Equipment Qualities and Special Rules

Guns and siege equipment are dangerous things, when one doesn't have the proper technology, tools, or technical know-how. To reflect this, guns and siege equipment have a chance of exploding when used, depending on the quality of the firearm. If the weapon is freezing cold, the chances of your weapon exploding rise by 2 on the d20 roll. IE, a cheap musket would explode on a roll of 12 or less when frozen. A cheap trebuchet would explode on a 10 or less. Tension-driven siege equipment, like trebuchets, catapults, or ballista, will also have this problem in the rain, compounding even further if it is freezing rain. A firearm only operates on a natural roll of 20 in the rain. Otherwise, it merely fails to fire as its powder has gotten too wet. When a tension-driven artillery piece explodes, anyone within 5 blocks is seriously injured. When a piece of black powder artillery explodes, anyone within 8 blocks is seriously injured, and anyone within 1 block is mortally wounded.

  • Cheap Guns, Ammo and Artillery: A cheap firearm or artillery piece, from handcannons to naval guns, requires a d20 roll when it is used to determine whether the device survives the process. Cheap firearms will explode on a roll of 10 or less, while tension-driven artillery, such as ballistas, catapults, or trebuchet, will explode on a roll of 8 or less. Cheap ammunition for a gun requires one additional full round action to hammer down the barrel, and increases the number on the d20 roll to determine an explosion by two. A cheap musket with cheap ammo, for example, will explode on a roll of 12 or less. Cheap firearms cannot support rifling.


  • Adept Guns, Ammo, and Artillery: An adept firearm or artillery piece requires a d20 roll to not explode when it is used as well, with a roll of 6 or less indicating that the device explodes in your hands. Artillery pieces of adept quality explode on a roll of 4 or less. Adept ammunition only requires an extra full round action to hammer down the barrel, and does not increase the rate of failure. Putting rifling on an adept firearm increases its range by 2 blocks, but also causes the firearm to require yet another full round action to load.


  • Moderate Guns, Ammo, and Artillery: Moderate tension-driven artillery does not have a chance to explode normally, but it can still be frozen or soaked as normal. Moderate firearms still always require a d20 roll to not explode, however, exploding on a roll of 2 or 1. Moderate ammunition fits well, and does not require any extra effort to load, while rifling a moderate firearm increases its range by 4 blocks, and causes the firearm to require another full round action to load.


  • Fine Guns and Ammo: Fine guns and ammo have no chance to explode except under inclement conditions, while fine tension-driven siege equipment has no chance under any circumstances. Fine ammunition reduces the load time of your weapon, reducing load time by a single standard action, while rifling one of these weapons increases its range by 8 blocks and requires an additional full round action to load while hammering the bullet down the barrel.


  • Artisan Guns and Ammo: Artisan guns and ammunition have no chance to explode under any conditions. Artisan ammunition has no additional effects over fine, and artisan rifling increases the range of the weapon by 10 blocks, while still increasing the load time by a full-round action.


  • Mastercraft Guns and Ammo: Mastercraft guns and ammo have no chance to explode under any conditions, and reduce the load time of your weapon by one full-round action. Mastercraft ammunition has no additional effects over fine ammunition, while mastercraft rifling increases the range of the weapon by 12 blocks, and increases the load time for the weapon by a full-round action.



Note that a blunderbuss or other weapon which relies on a spread of projectiles does not gain any benefit from rifling. Further, pistols only gain half the benefit from rifling, but only require an extra standard action to load, instead of an extra full-round action.