The Complete Archer

c. 1997 by Thomas Barnes, edited by Lon Ficke, 2001

Every human culture on the planet, save for a few Polynesian peoples have used bows, and they are a staple in most sorts of role-playing games. While the GURPS rules for bows are adequate for most purposes, they are by no means complete, and this article attempts to fill in the gaps.

A History of the Bow
The Relevant Skills
Equipment
Miscellaneous
Appendix
(Lon Ficke, Dec 2001): While I've retained the body of Thomas' original, I've taken the liberty of removing inconsistencies (like the dodge modifier) by combining the comments into one. I've also reorganized the document per the 'Table of Contents' to the left so that it flows better (in my opinion). I wasn't sure what the base bow was to which Thomas applies all the modifiers. So I took the "Shortbow" from the GURPS books as the base and created the Ancient/Medieval Ranged Weapon Table (rev) in the Appendix.


A HISTORY OF THE BOW

There is pictorial evidence that bows were used at least 20,000 years ago (the Neolithic Era - Late TL 0) and archeological evidence of bows has been found from as far back as 10,000 years ago. Some cultures learned to produce bows of horn and sinew at T L1, bow-making was essentially unchanged until TL 7 when modern composite materials become available. Bow skill remains unchanged at all Tech Levels. Crossbows were introduced at TL3, but they are very similar to bows in most respects.

THE RELEVANT SKILLS

The production of arrow heads is covered by the Blacksmithing or Armoury (Flint-knapping skill). The firing of bows for war, hunting or sport is covered by the Bow skill. Hunting using the bow requires Tracking and Stealth rolls, but isn't a distinct skill. While the skills described in the in the Basic Set or Compendium I are fine for most purposes, expanded rules for these skills are given below.

Equipment: Bows

Bows by themselves are harmless, it is the arrow that does the killing. But, the arrow gets its speed from the energy transferred to it by the bow. The energy that a bow can store depends on the type of material used to make the bow and the size and shape of the bow. Bows are rated by the number of pounds of force it takes to draw them at a given length of draw. This number is typically called "poundage". The poundage determines the total amount of force that can be transferred to the arrow, and higher poundage bows will shoot an arrow in a flatter trajectory at a higher speed. The speed at which an arrow is shot from a bow is usually measured in feet per second (fps) and is called "cast".

Typically, a grown man will have a 26 to 30 inch draw and most wooden hunting bows have a poundage of 45-55 lbs. at 28 inches of draw. A wooden hunting bow will shoot an arrow at approximately 150-180 fps. (Move 50 to 60). Modern compound bows will have a poundage of 60-120 lbs. and will shoot arrows at up to 270 fps (Move 83).

Bows are constrained by two factors - the need to make the bow material thin enough that it will flex without cracking and the need to make the bow thick enough that it will store enough energy to power an arrow shot. Longer and wider bows allow weaker m aterials to be used or allow good materials to be stressed at a higher level, since any given section of bow is under less stress in a longer bow. Shortening a bow increases the stress on the materials, but the increased stress translates into higher poun dage and indirectly into high cast. Other factors, such as the shape of the bow, mass of the limbs, weight of the string, and quality of the materials also affect cast.

In GURPS, bows do damage based on their ST rating or the ST of the bowman, whichever is less. For example, if an ST 20 Ogre uses an ST 10 bow he would do ST 10 damage, since the bow can't hold any more energy. However, if a ST 10 elf attempted to use an ST 16 bow designed for an ogre, then the elf would only do damage with that bow at ST 10, since he couldn't fully draw the bow. However, high levels of bow skill can up the user's effective ST rating when using a bow, allowing them to use a more powerful bow than an untrained person could.

If the bow is stronger than its user, the bowman suffers a -1 penalty to hit for every point of ST difference. When using a bow too strong for him, an archer must make a ST roll at the same penalty for every shot. On a failure he cannot draw the bow at all, while on a critical failure, he has pulled a muscle: one of the archer's arms (usually that drawing the bowstring) is crippled (p. B 127) for 20-HT hours. At the end of that time a HT roll must be made; on a success the arm is usable again, while a failure indicates that the arm is actually injured and must heal as though the arm had taken 1/2 HT points of damage. The archer does not actually suffer this damage -- except for shock effect (p. B 126) -- but the arm will not function until healed for that many points.

As a very rough guideline ST translates to poundage as follows, though ST actually represents a number, especially speed of cast. Fine or Very Fine quality weapons add to the effective ST of a bow, without increasing the actual ST needed to use it. Cheap weapons reduce effective ST of a bow without reducing the actual ST needed to use it.

ST Rating Poundage Minimum Length Damage SS mod ACC mod Archery mod Stealth mod Move Dodge mod *
6 15 lbs. 36" 1d-5 +2 ~ -1 30 +3
7 20 lbs. 36" 1d-4 +2 ~ -1 35 +3
8 25 lbs. 48" 1d-3 +2 ~ -1 40 +3
9 30 lbs. 48" 1d-2 +2 ~ -1 45 +2
10 35-40 lbs. 48" 1d-2 +2 ~ -1 50 +2
11 45-55 lbs. 48" 1d-1 +2 ~ -1 55 +1
12 60-70 lbs. 48" 1d-1 +2 ~ -1 60 +1
13 70-85 lbs. 60" 1d 65 0
14 90-110 lbs. 80" 1d -1 +1 +1 -1 70 0
15 115-140 lbs. 80" 1d+1 -1 +1 +1 -1 75 0
16 145-165 lbs. 80" 1d+1 -1 +1 +1 -1 80 0
17 170-195 lbs. n/a 1d+2 -1 +1 +1 -1 85 0
18 200-225 lbs. n/a 1d+2 -1 +1 +1 -1 90 0
19 230-250 lbs. n/a 2d-1 -1 +1 +1 -1 95 0
20 250-275 lbs. n/a 2d-1 -1 +1 +1 -1 100 0

Bow Quality

The quality of a bow affects not only its accuracy, but its Strength. Even the finest wooden or horn bows are limited to ST 16. Modern materials can increase this to ST 20. At TL 7, fiberglass and other composite materials allow Fine bows to be had for the price of Average bows, and Average bows to be had for the price of Cheap bows. Compound bows made of modern materials add +2 to +5 to the effective ST of the bow, allowing effective ST of the bow to be increased.

Bows and Crossbows come in Cheap, Average, Fine, and Very Fine quality. Bows, unlike guns, can't have fancy engraving. However, Fine and Very Fine bows might have embellishments such as inlays or laminations of different colored wood or painted designs.

Cheap bows are more likely to break and give -1 to Bow skill. They give -1 to effective ST of a bow. A Cheap bow cannot have a ST above 12 and will break on any critical failure. They cost 60% of normal cost.

Average bows are limited to ST 14, or ST 18 if they are made from modern materials.

Fine bows are more resistant to breakage and are stronger than normal bows, they also shoot their arrow at a slightly higher speed, which means that they shoot farther and hit harder. A fine bow will have +1 effective ST over an equivalent bow of Average quality. This means that a Fine ST 10 bow would have the same range and damage as an Average ST 11 bow. A very fine bow will have +2 effective ST. Both fine and very fine bows will be more resistant to breakage. If a critical hit result results in a "Weapon Breaks" result, roll again. Only on a second "Weapon Breaks" roll will the bow actually crack. A Fine or Very Fine bow is limited to ST 16, or ST 20 if made from space age materials. They cost 150% of normal cost.

Wooden and horn bows can't be made any better than Fine without the aid of magic or super science. Modern bows made of composite materials can't be any worse than Average quality, and are typically of Fine quality.

Types Of Bows

Bows can be made from a number of different materials. Horn bows are made from layers of horn and sinew. Wooden bows can either be "self" bows made of a single piece of wood or they can be backed with rawhide, sinew, or some other material. "Backing" a bow with an elastic material like sinew makes a bow slightly less likely to break and also increases cast.

Recurved bows (like the sort Cupid is shown as carrying) come in two varieties - static and retroflexed. Retroflexing just curves the limbs of the bow, allowing a longer limb length without increasing the overall length of the bow. Static recurving actually changes the angle of the string when the bow is at full draw, allowing it to store more energy, which increases cast speed. Recurved bows are commonly used by horse-archers such as the Sioux Indians, the Mongols, and the Turks since their smaller size makes them easier to use on horseback.

Straight-bows are commonly called "longbows", irregardless of their actual length. An actual English yew longbow has a poundage of 110-150 lbs. and a length of 80" or more. They are also notable for their "D" shaped cross-section. Most so-called longbows are actually "flatbows" with a rectangular-shaped cross section. For a number of reasons, longbows shoot more accurately and have a faster cast than shorter bows, so up to a point, a longer bow is a better bow. However, it is difficult to get suitable wood for longbows in some parts of the world, and longbows tend to get tangled in thick brush. A longbow can also be recurved.

A "take-down" bow is a bow which is made in two pieces which fit together by means of a socket at the grip of the bow. The first known take-down bows come from Feudal Japan and were used by Ninja. However, they became common among sport archers in the 19th century. Because of the extra work involved in making them, take-down bows cost 50% more than a normal bow, and they are usually of at least average quality. A take-down bow can be stored or hidden in half the area that a normal bow would take up. A take-down bow in a case would have a Holdout modifier of -4.

Any active recurve bow gives +1 to effective ST (so a Very Fine active recurve would give +3 to effective ST!). A passive recurve bow gives no effect except to shorten the total length of the bow by up to 25%. All recurves take at least a day more to make and cost 50% more than a straight bow.

Any bow under 50" inches of length - before recurving (this includes most "short bows" or "horsebows") gives +2 to SS, but gives -1 to Bow skill. A bow over 65" gives +1 to Bow skill and ACC, but gives -1 to Stealth rolls and -1 to SS.

Different Bows For Different People

People with shorter arms won't be able to fully draw a bow designed for a longer-armed person, which effectively reduces the poundage of their shots. Long-armed people who draw a bow designed for a person with short arms are likely to over-draw the bow, either damaging it or breaking it. A roll vs. Bow or Bowyer skill is required to determine the proper length of draw for an unknown bow. If you are attempting to use a bow designed for a larger person, you are at -1 to effective ST for every 6" between yo ur height and the height of the taller person. (This is a rough approximation of the fact that shorter people have shorter arms than tall people, the GM can ignore this for short races with long arms.)

If you are drawing a bow with a shorter draw length than you are used to. You must make a roll vs. Bow skill every minute you use the bow, or you will damage the bow, permanently reducing its effective ST by 1. On a critical failure, the bow breaks.

Bow Abuse

Bows are designed to be used in certain conditions of temperature and humidity. Every culture on earth has developed a bow design which works best in their enviornment. However, bows which designed for the high heat and humidity of the jungle quickly fai l in the desert, and vice-versa. Wooden or horn bows which are exposed to extreme conditions for which they were not designed will eventually deteriorate. Composite bows made with pre-modern glues are especially prone to breakage in high humidity or wet c onditions. Also, storing a bow incorrectly (by standing it on its end or not unstringing it) can permanently weaken the bow.

In very dry conditions (like a desert or a centrally-heated room in a modern house during winter), wooden bows are slightly more prone to breakage. Extremely wet conditions will eventually cause a strung bow to bend, reducing its power. Bows which are ba cked with horn, rawhide or sinew can be ruined if they get wet. Wet bowstrings will stretch and/or become weaker. (Medieval English bowmen put their bowstrings under their hats when it started to rain!). Wet conditions can also bend the fletches on the ar rows or cause them to come unglued. Extremely wet conditions can also cause wooden arrows to warp.

For every week that a wooden or horn bow is exposed to extremely high or low humidity or extremely high or low temperature (or every hour that a bow is used in wet conditions), roll vs. Bow skill to avoid weakening the bow. On a failed roll the bow's effective ST is reduced by 1. On a critical failure, the bow is ruined if it is a composite bow, or its ST is reduced by 2 if it is a "self" bow. If a bow is incorrectly stored, it might also have its ST reduced. However, anyone with even a single point in Bow or Bowyer skill knows how to store a bow properly.

The Bow As A Melee Weapon

Bows and crossbows are delicate things and are not meant to be used as clubs. If an archer is desperate, he can use his bow as a Cheap quality baton, however, after each strike he must roll to see if he breaks his bow, as if it had been used to parry a heavier weapon. Crossbows use the same rules, except that a crossbow is heavier than a bow, so it is treated as a Cheap quality Mace. An arrow used as a melee weapon would be treated as a Cheap quality knife which can only be used to thrust.

Missile Speed And Defense Against Missile Attacks

An arrow or other missile doesn't reach its target instantaneously. Projectiles from missile weapons (slings, bows, crossbows, spear throwers, sling shots) have a Move equal to ST (of the weapon or the user) x 5. Thrown weapons (spears, shuriken, rocks, axes, etc.) have a Move equal to ST x 2.5. Each point by which the attacker succeeds with his attack adds 2 to the missile's Move. If the missile is smooth and areodynamically shaped (like a baseball or a spear) add +5 to effective skill, for purposes of calculating Move.

A person who can see a missile coming gets +2 to Dodge or Block for each turn that the missile is in flight beyond the first turn. This bonus also applies to the Arrow Cutting and Missile Catching skills. If the effective Move of a missile is less than 50, the defender gets +1 to Block or Dodge on the first turn the missile is in flight. If the Move is 40 or less, the defender gets +2 to Block or Dodge.

Equipment: Arrows

The damage an arrow does is based on its speed, its weight, and the sort of head it has. The faster and heavier an arrow is, the better it will penatrate. Once the arrow hits, the size of the head determines the size of the wound. Bigger, sharper heads do more damage, but don't penetrate armor or thick hide as well. Arrows with sharp heads do Impaling damage. Arrows with blunt heads do Crushing damage.

There is no limit to the amount of damage an impaling hit from an arrow can do, however, the basic damage inflicted by an arrow is limited by Blow Through (no more points of damage than the target's HT). (Yes, this is a change from the Basic Set. The old rule fails the reality check.)

Choosing Arrows: Arrows or bolts must be of the correct weight and length for the bow that will be firing them. Very light or short arrows fired from a very heavy bow will be at -1 to hit for every 3 points of difference of the ST of the arrow and the ST of the bow. Unless a character is using scavenged arrows this should not be a problem.

Special Arrows

Arrows and crossbow bolts come in many different styles. The usual "war" and big game arrow is the broadhead. Bodkin points are used to pierce armor. Field points are used to kill small game. Blunts are used for practice and for killing birds.

Increased Damage From Missiles

It is assumed that a bowman or crossbowman is using the heaviest bow or crossbow of a type to get his normal range and damage, and that slingers are throwing the heaviest missile they can. However, some trade-off of range for damage can be made.

Slings, as well as bows and crossbows can sacrifice some range in the hands of a strong man to fire a heavier missile. For each -1 ST to range calculations, a missile man can add +1 to damage up +2 extra points of damage. After ½D range this damage bonus is lost.

Missiles designed to do increased damage at the expense of range must be prepared in advance and can't be altered to give different damages or maximum ranges.

Pulling your punches: A bowman may "pull his punches" by not drawing the bow completely - using less than the full strength of the bow. If a bowman does this, reduce the range and damage accordingly. Crossbows and other missile weapons can't do this.

Increased Maximum Range

Like guns, maximum range for arrows and crossbow bolts is considerably greater than their effective combat range. If it matters, the true maximum range for an arrow or bolt fired purely for maximum range is twice normal MAX range. A successful roll vs. Bow or Crossbow skill will add 1 to the effective ST for every point by which the roll was made. Special arrows designed for long-range flight give +3 to effective skill. This means an experienced, strong bowman with proper equipment could drive an arrow 6 00 yards or more!

At this range all but the largest targets will be impossible to hit, so this use of archery is mostly limited to signalling or sport.

Equipment: Quivers

Fast-Drawing an Arrow is a specialization of the Fast-Draw skill. Different sorts of quivers give penalties or bonuses to this skill.

All quivers weigh 2 pounds or less. Fancy models will be decorated.

Type of Quiver Modifier Capacity Notes
Arrows held in bow hand +2 3

Holding arrows in the bow hand is a common technique and is traditional in Japanese archery.

Arrows stuck in belt 0 6 Roll vs. DX to avoid losing arrows when running.

Drawing an arrow from the belt was the common technique of English medieval archers. It is moderately fast, but a limited number of arrows may be carried this way (up to 6) and the arrows are likely to be lost if the archer has to move quickly. (Roll vs. DX to avoid losing the arrows.)

Arrows stuck into ground 0 ~

Sticking arrows into the ground and then pulling them up as needed was another common trick used by medieval archers. This is relatively fast, but obviously, the archer can't carry his arrows.

Back Quiver +1 24 Roll vs. Archery skill to keep arrows dry in rain, or to keep from losing arrows in heavy brush. -1 to Stealth skill.

Back Quivers are traditional in many cultures, and is a staple of fantasy campaigns though medieval Europeans and the horse-archers of Central Asia didn't use it. Back quivers are fast, but the arrows tend to rattle around, the fletches of the arrows get wet or get tangled in heavy brush, and the over-the-shoulder motion of drawing the arrow will occasionally spook game. This means that back quivers give -1 to Stealth rolls. In wet weather the archer must roll vs. Archery skill every hour to keep his arrows dry. In extremely dense terrain, he must roll vs. Archery skill every 4 hours or lose an arrow (the missing arrow was pulled out of the quiver by the surrounding brush).

Bow Quiver +1 3 Roll vs. Archery skill to keep arrows dry in rain.

Bow Quivers are a modern invention. They consist of one or more small plastic clips for arrows which are mounted on the side of the bow. They allow up to three arrows to be carried on the bow itself, eliminating the need for a quiver. They are fast, silent, and don't get tangled in the underbrush, but they offer no protection from the elements.

Belt Quiver -1 24 Roll vs. Archery skill to keep arrows dry in rain. -1 to Stealth skill, -3 to Running skill.

Belt Quivers were carried by most Old World archers including the English longbowmen and the horse-archers of Central Asia. Central Asian models were designed so that they could hold a strung composite bow in addition to the arrows. Belt quivers have most of the disadvantages of a back quiver (noise, wet arrows) and are slow to draw from. They also interfere with quick movement (-3 to effective Running skill). However, belt quivers don't lose arrows in heavy brush, and they can hold a lot of arrows (2 dozen maximum).

Indian Quiver +1 12

Indian Quivers were used by the various Indian tribes of North America. They are carried under the bow arm with the fletches of the arrows pointing forward. They are very fast to draw from, they don't get hung up in dense forests, they are silent and don't spook game. They also have a soft "holster flap" to keep arrows from getting wet.

St. Charles Quiver -2 6

St. Charles Quivers were invented by the early 20th century bowhunter Glen St. Charles. They are not traditional for any culture, but they do have the advantage of being easy to use in heavy brush. They look like a belt quiver with a cut-out near the base of the quiver and a solid top. Arrows are drawn from the bottom through the cut-out. Arrows in a St. Charles quiver do not rattle, get tangled by brush, or get wet but they aren't very fast and they can hold a limited number of arrows (6 maximum).

Miscellaneous

Stringing And Unstringing

A bow is normally kept unstrung, so that it does not bend permanently in its strung shape and thus lose its strength. If the bowman and his bow are of the same ST, stringing the bow takes 2 seconds. If the bowman has a greater ST than the bow, it only takes 1 second. Archers weaker than their bows take 2 seconds, plus 1 second for every point of ST difference, but must make a ST roll at a penalty equal to that difference in order to succeed.

If it matters, a successful roll vs. Archery skill will allow a bowman to reduce the time it takes to string a bow by 1 second. It takes the same amount of time to unstring a bow as to string it.

Reloading Time

Bows: Use the "Ready" option to reload a bow. It takes 4 seconds to fire a bow under normal circumstances. It takes at least one second to draw an arrow, one second to nock it, and one second to draw and fire the bow. Fast-Draw (Arrow) also covers the skill of quickly firing a bow.

Crossbows: A crossbow always does damage according to its ST and its ST can't be reduced by the firer. Anyone can eventually cock a crossbow with the proper equipment. If you use a crossbow with a ST equal or less than yours you can cock it by hand in 2 seconds. A crossbow with a ST 1 or 2 points higher than yours you takes 6 seconds to cock by hand.

A crossbow with ST 3 or 4 greater than yours requires a "goat's foot" to recock each time. This device weighs 1 lb., costs $25 and cocks the bow in 6 seconds. It hangs from the bowman's belt. To use it, the bowman takes his crossbow from his shoulder (1 second), fits the string of the crossbow into the goat's foot (1 second), fits his foot into a "ring" at the base of the crossbow (1 second) and uses the strength of his back and leg to span the bow (2 seconds). He then removes his foot from the bow and removes the bow from the goat's foot (1 second) for a total time of 6 seconds.

A crossbow with a ST 5 or greater than yours requires a hand crank fitted to the base of the the crossbow to recock each time - this device weighs 2 lbs., costs $50. It takes 5 seconds to fit the device to the bow and the string of the bow and 2 seconds of cranking for every point of difference between your ST and the ST of the bow. Then, once the bow is spanned, it takes 5 seconds to remove the crank.

Remember that in addtion to cocking time, it takes one turn to ready an arrow - unless you have Fast-Draw for arrows - and one turn to place the arrows in the bow.)

There is no way to reduce the damage done by a crossbow bolt.

Fatigue And Injury

Keeping a Bow Drawn: Keeping a bow at full draw for long periods of time is fatiguing. For every 10 seconds which an archer keeps his bow at full draw (including aiming or attempting to line up a shot) he must roll vs. Archery skill. On a failed roll, his arm gets tired. He loses all accumulated Aim bonuses and he is Fatigued, as below.

Fatigue and Injury: If an archer shoots for long periods of time, he will start to become fatigued, which hurts accuracy. If the GM rules that the archer is fatigued, he can assess a penalty of -2 to skill until the archer rests. Any injury to the shooter's arms will greatly affect accuracy. Each point of damage to the archer's arm or hand gives -2 to archery skill per point of damage. Even minor damage to the shooter's bow arm and release hand (such as a cut finger) can affect accuracy (-1 to skill for all such minor injuries). Permanent injury to the fingers gives -2 to Bow skill irregardless of the number of fingers lost, as long as the bowman has at least two functional fingers on his release hand. The One Hand or One Arm disadvantages make it impossible to use a bow.

Other Modifiers: Bowmen suffer the same penalties for range, visibility, odd position, and psychological factors as firearms shooters. Penalties for Fatigue, Buck Fever, and Flinch are especially appropriate. Many bows will "slap" the shooter's arm with the string and high-poundage bows can pinch the archer's fingers as he pulls back on the bow. Many archers overcome these problems by wearing a bracer on their forearm and by using a glove, "tab" or archer's ring on their release hand. An archer who is used to using such equipment will suffer a -1 "Flinch" penalty when shooting a bow without it. Archers with High Pain Threshold are immune. Bowmen with Low Pain Threshold double the penalty.

Since there is some variation in the types of release and equipment used, an archer who changes releases or shooting equipment suffers a -1 skill penalty until he spends two days familiarizing himself with the new technique. A modern shooter might be familiar with a number of different styles of archery, but traditional archers generally knew only one type of release and used a specific type of equipment.

Improving Accuracy: A bowman who has had time to carefully test his equipment (at least 2 hours per 6 arrows using a familiar bow) can get +1 to skill up to a maximum skill level of 15.

Other Modifiers To Bow Accuracy And Damage

Modern Bow Improvements

At TL 6 and 7 there is a resurgence in interest in the bow as a sport and hunting weapon, which spurred many improvements. The following modifications can be used for bows and crossbows at TL 6+. In some fantastic cultures these improvements might occur earlier.

Appendix

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