10-03-2011, 02:27 AM | #11 |
Join Date: Dec 2009
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Re: Footbows in GURPS
Well i remember to have read something of footbows used against Alexander the great in India.
Also the the Indians used them against Robert de Niro in Mission ... But in my oppinion it would not have a significant niche in primitive cultures for its relative uselesness besides massed battle formations. |
10-03-2011, 03:13 AM | #12 | ||
Join Date: Mar 2005
Location: Maitland, NSW, Australia
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Re: Footbows in GURPS
Quote:
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10-03-2011, 11:24 AM | #13 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Footbows in GURPS
See Bows, Crossbows, and Rated ST (Low-Tech, p. 74). It talks about the ST bonus and ready time for such bows (not just crossbows . . . read closely!).
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
10-03-2011, 11:34 AM | #14 |
Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: Footbows in GURPS
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10-03-2011, 12:58 PM | #15 |
Join Date: Mar 2006
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Re: Footbows in GURPS
Thanks; I got that. My question was more about the skill aspect. Do you just drop on your back, wiggle your toes and gain familiarity with the thingo or is the footbow an entirely different beast?
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10-03-2011, 01:21 PM | #16 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Footbows in GURPS
I'd call it a Hard technique that defaults to Bow-2, much as Kicking is a Hard technique that defaults to Brawling-2 or Karate-2, or Triangle Choke is a Hard technique that defaults to Judo or Wrestling at an extra -2 relative to Choke Hold. Engaging the lower body is a flat -2 in GURPS and generally treated as a Hard techique. Here, the arrow is held to the string the same way and the required knowledge of arrow ballistics is identical; all that's changing is your grip on the bow. What renders this art impractical in combat is the fact that you're supine, which in game terms means that you're at -3 to dodge incoming missiles; are less mobile, as you need two turns to stand up and move to your next shooting position, require a turn to lie down again when you get there, and can't step while readying, aiming, and shooting your weapon; and occupy two hexes instead of one, meaning your unit's archers are packed half as densely. Those problems all have real-world analogs, which make also needing some extra training a bit of deal-breaker, even despite the modest gain in power.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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