These are my house rules for applying the Ranged Combat talents when playing Conan, they may not reflect the guidance given in the rules, but they make sense to me!
House Rules
A player starts the game with a number of reloads (quivers) of arrows = approximately 24 arrows per quiver.
Each time the weapon is fired, one shot is removed from the quiver.
A load is 3 shots (arrows). A load is expended using âVolleyâ, Quick release or âHail of Arrowsâ.
Arrows (shots/loads) do not need to counted (GM/Player preference) as consequences can be used to deplete a reload.
Consequences
If it is not practical for the quiver (reload) to be empty on rolling a consequence (e.g. first combat scene), the arrow/load could be iretrievable or the next arrow is damaged (damaged flight, or warped shaft).
It takes a minor action to fix/exchange before being fired ie. the character cannot make another minor action e.g move to an adjacent zone); or the player can opt to add 1 Difficulty level to the next shot. (This can be applied to a Volley).
Instead, the GM may also declare that subsequent talents (Quick Release, Hail of Arrows or Blot out the Sun) can not be triggered following a consequence.
In subsequent Combat scenes a consequence can be to use up their reload/quiver if applicable.
Volley Quality
When firing a weapon with the âVolleyâ quality, a player can choose to loose one arrow or a volley of 3 shots (a load). This is like the âParryâ quality, where a player can choose to make one parry as a free action.
This volley and has no difficulty modifier, but the player uses 1 load (3 arrows) and they gain +1D20 to their skill and +1D6 damage.
The Volley quality is a choice made by the player, the bow can be fired quickly (aiming for a targeted location can still be applied) or fired as a single shot.
If a consequence is rolled during a Volley, in the first combat scene, use the âWarped Shaft/ Lost Loadâ/Damaged Flight rule for the next ranged attack; if the player chooses to drop the bow and change weapon, the weapon does not release from the sheath (player chooses either to sacrifice a minor action or take +1 Difficulty to use the weapon and move).
The GM may also declare that subsequent talents (Quick Release, Hail of Arrows or Blot out the Sun) can not be triggered.
Quick Release Talent
If the character has the talent âQuick releaseâ they can opt to make a second attack using this talent if their first attack did not incur a consequence, they genretated momentum and the damage dice triggered the âVolleyâ quality in the first attack ie. at least one dice rolled a 5 or 6.
The action uses one load (3 arrows) or two loads (6 arrows) and acts as a volley adding 1D20 to the skill check and 1D6 damage (+2D20 and +2D6 for 2 loads). However, this volley is aimed at the primary target and cannot be aimed elsewhere.
Quick Release can only be activated once per combat round.
Hail of Arrows Talent
Hail of Arrows is an action that is activated should the player generate 2 momentum when making their first attack or when using the Quick Release talent. The previous attack must have also triggered the Volley quality (at least one damage dice rolling a 5 or 6) and have suffered no consequences.
Hail of Arrows allows the character to release a volley, using 1 load to recieve a bonus of +1D20 to the skill roll and +1D6 damage bonus. This volley can be aimed at a different target.
As long as no consequences are rolled, momentum is generated and the damage dice trigger the âVolleyâ quality - by rolling a 5 or 6, it can be repeated indefinitely.
However, as soon as a consequence is rolled, the quiver/reload is depleted and Hail of Arrows ends.
Blot out the Sun
If the character makes an attack using âHail of Arrowsâ and generates 2 momentum, the second point of momentum is used to maximise the damage roll for that attack.