# Bows

*The Ranged Armory, Forty Launchers and a Quiver System for Exodus NDS. Source: https://exodusnds.com/sourcebooks/ranged-armory/bows*

A bow stores the shot in a limb the wielder holds drawn. That single fact produces the family's whole profile: it is the fastest launcher in the book to shoot again, and the only one whose performance depends on the person holding it.

**Cumbersome** is on every entry, and it is doing the most work in this chapter. It is draw weight. A bow built for a strong archer is not a lighter bow in weaker hands, it is a worse one, and that is why a war bow is a training programme rather than a purchase.

**Point Blank** is on every entry too. Nothing here wants an enemy inside arm's reach.

The chapter splits on material rather than mechanism, and the split is real:

| | Built from | Buys | Pays in |
|:--|:--|:--|:--|
| **Self bows** | One stave of wood | Cheap, forgiving, **Arcing**, **Auto-Fire** | Length and draw weight |
| **Composite bows** | Horn, sinew, and glue | **Accurate**, short for their power | Price and **Fragile** |

A self bow is a stick that a village can make. A composite bow is a two-year build by a specialist that a wet season can destroy.

**Skill:** Light Ranged, except the Heavy War Bow.

<img class="framed" src="https://exodusnds.com/assets/sourcebook/ranged_armory/ranged-armory-bows.jpg">

##### <span class="weapon-bar thrust"></span>Short Bow
<span class="weapon-aka">Hunting Bow, Flatbow, Boy's Bow, Forester's Bow</span>

<div class="weapon thrust">

<span class="dmg">6</span>
<span class="crit">3</span>
<span class="range">Medium</span>
<span class="enc">1</span>

</div>

<div class="weapon-detail">

<span class="skill">Light Ranged</span>
<span class="price">200</span>
<span class="avail">Common</span>
<span class="type">Thrusting</span>
<span class="qual">Cumbersome 2, Point Blank 1</span>

</div>

A single stave, shoulder height or less, that anybody of ordinary build can draw.

It is the baseline of the whole book: no benefits, no drawbacks worth the name, and the lowest **Point Blank** of any bow. It is what a hunter owns, what a militia is issued, and what a character starts with.

##### <span class="weapon-bar thrust"></span>Longbow
<span class="weapon-aka">War Bow, Yew Bow, Self Bow, Great Bow</span>

<div class="weapon thrust">

<span class="dmg">8</span>
<span class="crit">3</span>
<span class="range">Long</span>
<span class="enc">2</span>

</div>

<div class="weapon-detail">

<span class="skill">Light Ranged</span>
<span class="price">475</span>
<span class="avail">Common</span>
<span class="type">Thrusting</span>
<span class="qual">Arcing, Auto-Fire, Cumbersome 3, Point Blank 2</span>

</div>

A stave as tall as the archer, drawn to the ear rather than the chest.

**This is the formation weapon**, and the two qualities that say so are **Arcing** and **Auto-Fire**. Arcing drops shafts behind a shield wall. Auto-Fire is what happens when arrows fall on ranks rather than individuals: spend Boon to loose again at the cost of a wilder aim, and the shot that misses one man finds the one behind him.

**Cumbersome 3** is not negotiable and it is the real cost of the weapon. A longbow in the hands of somebody who cannot draw it is worse than a short bow, which is the mechanical statement of why longbow armies were grown rather than equipped.

##### <span class="weapon-bar thrust"></span>Composite Bow
<span class="weapon-aka">Laminated Bow, Horn Bow, Sinew-Backed Bow, Reflex Bow</span>

<div class="weapon thrust">

<span class="dmg">8</span>
<span class="crit">3</span>
<span class="range">Long</span>
<span class="enc">1</span>

</div>

<div class="weapon-detail">

<span class="skill">Light Ranged</span>
<span class="price">650</span>
<span class="avail">Common</span>
<span class="type">Thrusting</span>
<span class="qual">Accurate 1, Fragile 1, Cumbersome 3, Point Blank 2</span>

</div>

Horn on the belly, sinew on the back, wood between, and hide glue holding all three together. It matches a longbow's reach at half the length and two thirds the encumbrance.

**Fragile 1 is the glue.** Damp softens it. A composite bow left strung in the rain is not a weapon in the morning, and a campaign fought in a wet season is a campaign where this bow is the wrong purchase.

##### <span class="weapon-bar thrust"></span>Horse Bow
<span class="weapon-aka">Recurve, Steppe Bow, Saddle Bow, Nomad Bow</span>

<div class="weapon thrust">

<span class="dmg">7</span>
<span class="crit">3</span>
<span class="range">Medium</span>
<span class="enc">1</span>

</div>

<div class="weapon-detail">

<span class="skill">Light Ranged</span>
<span class="price">625</span>
<span class="avail">Common</span>
<span class="type">Thrusting</span>
<span class="qual">Accurate 1, Fragile 1, Cumbersome 2, Point Blank 1</span>

</div>

A short recurve, built to be drawn and loosed from a saddle on either side of the horse's neck.

It gives up a range band and a point of damage to the composite bow above it, and buys back the two things a rider actually needs: the lowest **Cumbersome** and the lowest **Point Blank** of any composite weapon here. It can be shot from a moving animal by somebody who is also steering it.

*This is the mobility purchase. Everything it gives up, it gives up on purpose.*

##### <span class="weapon-bar thrust"></span>Heavy War Bow
<span class="weapon-aka">Steppe War Bow, Siege Bow, Manchu Bow, Thumb-Ring Bow</span>

<div class="weapon thrust">

<span class="dmg">10</span>
<span class="crit">3</span>
<span class="range">Long</span>
<span class="enc">2</span>

</div>

<div class="weapon-detail">

<span class="skill">Heavy Ranged</span>
<span class="price">925</span>
<span class="avail">Rare</span>
<span class="type">Thrusting</span>
<span class="qual">Accurate 1, Pierce 1, Cumbersome 4, Fragile 1, Point Blank 2</span>

</div>

A composite bow built to a draw weight that most people cannot reach at all, shot with a thumb ring because fingers will not hold the string.

**It is the most damaging personal weapon in this book**, and the only bow that carries **Pierce** on the launcher rather than borrowing it from a bodkin head. It is also **Cumbersome 4**, which means a character with Might 2 shooting it adds two Bane Dice to every shot and would do better with a two-hundred-piece short bow.

The only entry in the chapter that uses **Heavy Ranged**.

##### <span class="weapon-bar thrust"></span>Yumi
<span class="weapon-aka">Daikyu, Asymmetric Bow, Long Grip Bow, Hankyu</span>

<div class="weapon thrust">

<span class="dmg">8</span>
<span class="crit">3</span>
<span class="range">Long</span>
<span class="enc">2</span>

</div>

<div class="weapon-detail">

<span class="skill">Light Ranged</span>
<span class="price">800</span>
<span class="avail">Rare</span>
<span class="type">Thrusting</span>
<span class="qual">Accurate 1, Fragile 1, Cumbersome 3, Point Blank 1</span>

</div>

A laminated bow of great length gripped a third of the way up rather than at the centre, so that the lower limb clears a saddle, a wall, or a kneeling archer's thigh.

It is a longbow-sized weapon with a composite bow's accuracy and **half the Point Blank of either**. The asymmetry is not decoration; it is what lets something two metres tall be shot from horseback and from behind cover.

Expensive, regional, and the answer when a character wants reach without giving up the ability to fight in a corridor.

##### <span class="weapon-bar thrust"></span>Arrow-Guide Bow
<span class="weapon-aka">Majra, Overdraw Bow, Dart Guide, Nawak</span>

<div class="weapon thrust">

<span class="dmg">7</span>
<span class="crit">3</span>
<span class="range">Extreme</span>
<span class="enc">1</span>

</div>

<div class="weapon-detail">

<span class="skill">Light Ranged</span>
<span class="price">450</span>
<span class="avail">Rare</span>
<span class="type">Thrusting</span>
<span class="qual">Pierce 1, Cumbersome 3, Point Blank 2, Limited Ammo 1</span>

</div>

A composite bow shot with a grooved channel strapped to the bow hand. The guide supports a dart much shorter than the draw length, so the archer can pull a full arm's draw behind a projectile half the size of an arrow.

**It is the only personal weapon in this book that reaches Extreme range.** The short dart leaves faster, flies flatter, and arrives with more energy behind less frontal area, which is where the **Pierce 1** comes from.

*It also cannot be shot back at you. A majra dart is useless to an enemy without a guide of their own, which is the tactical reason armies liked them and the practical reason they never spread.*

Requires **majra darts** from Chapter 9. It cannot shoot ordinary arrows at all.

## Choosing a Bow

<img class="framed" src="https://exodusnds.com/assets/sourcebook/ranged_armory/ranged-armory-combat-archers.jpg" alt="Choosing a Bow" loading="lazy">

Every bow in this chapter is a trade against the Short Bow, which carries nothing and costs two hundred.

| If the character wants | Buy | And accept |
|:--|:--|:--|
| To shoot in formation, over cover | **Longbow** | Cumbersome 3, and useless at Engaged |
| Reach without bulk | **Composite Bow** | Fragile in wet weather |
| To shoot from a horse | **Horse Bow** | A range band and a point of damage |
| To kill an armoured man | **Heavy War Bow** | Might 4, Rare, and 925 |
| Reach and a corridor | **Yumi** | 800 and Rare |
| The longest shot on the field | **Arrow-Guide Bow** | Ammunition nobody else stocks |

**None of them changes what the arrow does.** A longbow shooting broadheads and a longbow shooting bodkins are two weapons, and that decision costs 10 rather than 475. Chapter 9 is where most of a bow's flexibility actually lives, and an archer who owns one bow and four quivers is better equipped than one who owns four bows.
