Reverse Missiles / not an "attack"
In a thread on another forum, a poster opined that the Reverse Missiles spell does not work against suppressing fire, on the premise that it's not actually an "attack," and that RAW leans on the term "attacker" used throughout.
Now at my own table, I'd rule that as nonsense; someone shooting bullets at me isn't off the hook just because he might not explicitly be attempting to hit *me*, and furthermore that reduces the effectiveness of an expensive and prerequisite-laden spell. (Beyond that, how in the merry hell is the spell divining the intent of the "attacker?" The spell's sentient? It's able to read the mind of the attacker, divine his intent and act upon it? Does it then not work at all upon an automatic trap/weapon system, or a missile with internal homing capability? And if so, shouldn't Mind-Reading be thrown into the prerequisite basket?) But now I'm curious. Is that actually the intent of RAW, or is "attacker" just a simple way not to have to repeat "person initially launching the missile?" |
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B.409-410 under Suppression Fires says you must attack all targets that enter the area.
I don't think Reverse Missile would have any issues deflecting those attacks. |
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I concur with your interpretation: nonsense, indeed.
Even if we were being extremely conservative in our reading, the text explicitly says that "you must attack anyone – friend or foe – who enters the zone" (B410), so I don't see how you could possibly interpret that as not an attack. |
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I had thought Reverse Missiles didn't work against shrapnel from an explosion, but a bit of Googling brought up this Krommpost, which states outright that, while the explosion itself is unaffected by Reverse Missiles, the shrapnel would be bounced away (presumably back to the hex where the explosive was). Considering it's hard to get a more impersonal missile then the "to whom it may concern" shrapnel from an explosion, I'd say even if Suppression Fire is considered not to involve an explicit attack on the Missile Shielded character, the projectiles still get bounced back.
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The other option is that the missile is "reversed", that is, turned around and sent back on the path from whence it came. This is my favorite opinion, and its supported by the name of the spell, but its hardly an unassailable one. |
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The question is complicated by the fact that some Protection and Warning spells do throw in a mind-reading effect as a free bonus- Watchdog, for example, explicitly checks whether an intruder has "hostile intent" (which raises a host of problems itself- does it fail to warn you when mindless zombies or golems close in to attack, to say nothing of question of using magic or Mind Block to mask hostility). EDIT: As to the particular question the OP asks, I would rule that "attack" in no way implies "particular hostile intention", and an incoming projectile is returned to its source with no regard for the reason the source lobbed it. If there were any doubt, the Kromm quote mentioned up thread (saying that even shrapnel is deflected back to the site of its source explosion) would force us to conclude that the "attacker" doesn't need to have any intent at all, so hostile intent is clearly not a requirement. |
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If the total distance traveled by the Reversed projectile exceeds the "Max" stat it does indeed fall to the ground. If it exceeds the "1/2D" it is slowed and does 1/2 damage. This might happen fairly frequently for thrown weapons but very seldom for bullets whose 1/2 and Max are in hundreds of yards. |
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(In a vacuum, if an incoming object that has been moving along a ballistic parabola is launched back out with the same speed it came in and in the exact opposite direction, it will move in reverse along the same parabola to pass precisely through the point from which it was launched on its original flight. In an atmosphere, an object so launched would be slowed down over the course of its path, and consequently have fallen slightly farther by the time it reaches said original source. How far "slightly farther" is, and whether it would be enough to miss a man-sized target, would depend on how much the projectile has been slowed- hence my appeal to those with better knowledge of ballistics.) The 1/2D rules, of course, are a simplification for gaming purposes of the reality that a projectile in an atmosphere is gradually slowing over the whole course of its flight. |
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EDIT: The Reversed Missile, of course, does hit the archer per the spell description, so my point is that the spell must be doing something slightly more complicated than strictly reversing the path of the incoming missile, presumably throwing in a precise amount of extra force to get the missile exactly back to its origin. |
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Typical .45 ACP rounds have a muzzle velocity around 300 m/s (+/- 10%). So if you fire a .45 ACP at a mage with Reverse Missiles who is 90 yards away, it's possible the round would hit the ground instead of reversing into you. But it's unlikely if target is much closer, and if the target is farther away, the bullet is going to be fired at an upwards angle out of the gun so that the bullet drop lets it hit the target, and that complicates the analysis some (or a lot, depending on the range). Guns that fire faster bullets are going to have relatively longer ranges - a supersonic .308 round covers 350+ meters in 0.5 seconds, for instance, and the optimum range is going to be closer to 200 yards. For simplicity, I'd pretty much ignore the possibility of a projectile reserved by Reverse Missiles hitting the ground unless the target is beyond half the maximum range of the attacking weapon. If I was feeling really generous, I might make that a quarter the range if the attacker is aiming at the target's feet (or a prone target, etc) and the projectile starts the reversal much closer to the ground. |
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Thank you- that's the sort of analysis I was hoping someone here could do. So, for fire at reasonably close range at least, a "dumb" Reverse Missiles would be perfectly functional, but the spell probably has some active targeting component if it still works at great range. EDIT: For my "Mages of the Enlightenment" setting, which at least makes a pretense of spells functioning based on the simple laws of the universe rather than the caster's intent, and at any rate there is a fairly hard rule that magic has no more intelligence than the caster put into it, I may decide to houserule that the spell is the "dumb" version and steal your ruling about half maximum range- a simplification, as you say, but playable. |
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As to "hostile intent" (which I don't think is part of Reverse Missiles, but apparently is part of some spells), that doesn't necessarily require any sort of mind reading. In many settings - particularly various flavors of shounen anime - "hostile intent" is a detectable force/energy that is produced/released by anyone acting as such. It may be possible for someone to engage in hostile action without any hostile intent, but this is likely to be the exception rather than the rule (there's an antagonist in Rurouni Kenshin who has sufficient psychological damage as to not generate such). How to handle that - and if it's even an option - would ultimately be up to the GM. |
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So, assume you have a magical gun that heals beings struck by its' projectiles. Those healing bullets would still get reversed even though they are fired with _helpful_ intent. |
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How does Reverse Missiles work with Homing or Guided attacks that can have multiple passes?
If a shooter immediately (before the bullet reaches the initial target) teleports to his favorite pub then does the spell know where the pub is? |
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As I said, and having nothing to do with any question of "intent", the rules-as-written Reverse Missiles spell has some amazing targeting skills. |
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If there's something with an IQ score and the ability to move under its' own volition in play that's not a missile. It's actually some sort of character. |
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If you're wanting to get more simulationist than the default, you'll need to make some decisions. How does the spell determine the point of origin, and how is this point fixed in space? Maybe the projectile "remembers" where it came from, and the spell tells it to go back home. The origin point is obviously set relative to the planet (otherwise, with how quickly Earth hurtles through space, I suspect anything beyond point-blank would wildly miss the attacker when it returned), but what else could it be set relative to? A vehicle (so Reverse Missiles still works as-advertised on a speeding train)? A mount (so that horse archer isn't immune)? A shooter (so a teleporting mage isn't necessarily safe.... although I'd argue the projectile should still be subject to 1/2D and Max Range under such a simulationist handling)? What happens if there's something in the way of the projectile returning, that wasn't there when it initially departed? How you answer these questions may well modify how Reverse Missiles functions in your game. *For those unfamiliar with the term, this is the way projectile weapons work in many - mostly older - video games. When you attack, rather than your weapon producing a projectile that must collide with your target's hitbox to have an effect, the game simply checks to see if your aimpoint is in line with said hitbox when you attack - if it is, the target immediately takes damage. There are some games where there's a visual effect that's slower than the instantaneous damage effect, which can have humorous results - such as a foe falling dead, then being struck by the fireball that killed it (or an arrow fired at an erratically-moving target gaining homing capabilities). |
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You are allowed to dodge the returning attack.
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I think it the case of shrapnel it would revese back to center of AE rather than where missle was launched, same with a grenade.
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Orbit and Orbit the head, never to strike... |
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Each GM runs their own game of course but an 'archer's' skill does not negate a magical effect. If an 'archer' rolled a 3 attempting to shoot a mage protected by a Force Dome spell I would not have the 'arrow' pass through and hit the mage. I do not see a substantial difference with Reverse Missiles. There are extant counters and tactics to deal with mages, this spell IMHO is no different nor do I see a reason to treat it differently. But as always Rule #1 is it's the GM's game. |
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Personally as a 'combat' spell I prefer Invisibility to Reverse Missiles. It is cheaper to cast and an Invisible Mage is generally safer than one under Reverse Missiles, can do a lot more offensively, and it is a much better general utility spell. Of course I also 80+% of the time tend to take Luck to keep from being Frelled over by the dice...because it can happen. The case we are speaking of would be just one of many. |
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The downside of the magic being able to hit the shooter anyway is that logic would suggest it should be fairly trivial to design a variant spell that uses a similar process to propel something the mage tosses randomly into the air so that it infallibly hits the eye slits of anyone he designates as the "shooter", possibly at hypersonic speeds at ranges over the horizon, given that the Reverse spell seems to work on such projectiles. Now you need a second justification for why magic does something that doesn't make sense to prevent that, which is likely to require a third and a fourth and... It may be better to just call it from the beginning, it's magic, it doesn't make sense, and stop wasting time trying to figure it out or develop exploits. The downside there is some exploits are pretty cool, and it's a shame to lose them. There really is no good way to balance all of those in a way that doesn't involve case by case arbitrary rulings. Mind you if magic is sapient, which a lot of evidence seems to support, the spell spirits or whatever might well [change their minds] from casting to casting and alter what exploits do or don't work from day to day. |
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For the case of Force Dome, I had thought there was an "Ignores target's DR" result on the Critical Hit Table, but apparently there isn't. With that in mind, it's probably inappropriate for there to be a chance to bypass Reverse Missiles - in a sense, Force Dome gives Infinite DR against everything, Missile Shield gives Infinite DR against Missiles Only, and Reverse Missiles upgrades Missile Shield's Infinite DR to have Reflective - but I'd still argue for the return missile to miss the attacker, so there's at least some benefit to having a Critical Success. |
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I think I'd rule that a critical hit to someone with Reverse Missiles up would still bounce back and hit the shooter, but only as an ordinary hit. I've already established a ruling (it came up in play) that reversed shots hit randomly rolled locations, regardless of whether the original shot was aimed at a specific location or not. |
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Although if I were playing the mage in this theoretical I would argue for the 'bowman' to have his bowstring snap or some similar minor misfortune preventing him from getting a clean shot off. That way the critical does good for him (saves him from putting an arrow into his own chest) without tactically 'negating' the mage's spell (because if an archer shoots an arrow at Mr. Robe and Pointy Hat and it zips up to him and then arcs back to just miss the original archer NO ONE is going to be second to shoot an arrow at Mr. R+PH). That way the mage might still 'take down' someone with his expensive spell (if he just wanted protection w/o the barb he would go with Missile Shield) it is just unlikely to be the lucky holder of the critical success in question. As always YMMV. |
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The mage spent his cp to learn the Spell, went through the necessary ritual, rolled to Cast the Spell and paid the FP but you're not giving him what he paid for. The minimum acceptable to me if I was the Mage would be the bowman taking a regular hit but I'd feel like I paid the price to get what the rules said would happen. |
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I am haven't GM'ed in quite a while...but if I put the hat back on I would still run it the way I originally posted. Sometimes you just walk right into a left hook... |
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But such ridiculousness out of the way, I wouldn't have a problem with a rule that Reverse Missiles is never worse (which isn't the same as "is always better") than Missile Shield, seeing as in many ways it is Missile Shield+. The version where the attacker gets a bonus to their defense if they rolled a critical hit is still better than Missile Shield, just not by as much as normal. The version where the reversed missile automatically misses is equal. If you have a chance of Reverse Missile failing against a crit, Missile Shield should similarly have such a chance. The only one of my suggestions where Reverse Missiles would be worse than Missile Shield would be if the missile winds up hitting one of the caster's allies instead... so such an option probably shouldn't be in play (or if it is, Missile Shield should either similarly have that failure mode, or have its chance to fail outright be equal to the sum of the chances of Reverse Missiles failing outright and being deflected). |
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What the mage has paid for is every archer who rolls a hit against the mage to suffer that hit against himself instead. I'm not seeing any reason to not give the mage what he paid for. If you had warned me before play began I'd have known not to take Reverse Missiles. If you came up with this interpretation on the fly it would have caused some hard feelings. |
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All of that means nothing if the foe rolls a Critical Hit. By your logic, he'd have been better off using a cheap plastic toy, with no compatible traits, as at least then he wouldn't have wasted all that money and points. And don't forget that's what we're talking about here - what happens when the attacker rolls a crit. Would you really abandon Reverse Missiles because there's generally a 1.85% chance for it to only be as good as Missile Shield, potentially going up to 9.25% against really powerful enemies (those with final effective skill 16 or higher)? That said, if it hadn't yet come up in play and an enemy rolled a Critical Success against a PC with Reverse Missiles up*, and the player strongly objected to the ruling, I'd probably suggest the "attacker gets +2 to Dodge" variant as a compromise. If that still didn't fly, I'd let the table vote on it - either this Critical Success gets a new special effect (and any Critical Success against Reverse Missiles - be it on a PC, enemy, ally, etc - would get the same special effect), or no Critical Successes - theirs or those of OpFor - will get new special effects for the entire campaign. *Or, more likely, a PC with Reflective DR - I'm not a fan of the default magic system. |
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I'd point out that rule is that critical hits permit no Active Defense, not that they bypass all defenses- an Insubstantial character, for example, can stand around all day with his attackers rolling all the criticals they like, and still won't take any damage unless the attacks explicitly affect insubstantial foes.
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500+ Supers...minimal 250 DF...a little more but not much 100-150 Low Fantasy...now the points in prereqs add up and the FP look bigger. IMHO Reverse Missiles works only if it is a suprise...otherwise it is just a more expensive Missile Shield. |
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I think we've played the crit Vs Reverse Missiles in two different ways in the past in my tables at different times: either the shooter crits themselves or the crit passes through the Reverse Missiles. Either way is fine, really, as long as you keep it consistent in the same campaign.
Moving shooter is one that we haven't had to adjudicate in my table ever, and I don't think it's likely to come up too often as GURPS defines most missile attacks as travelling in essence instantaneously. But if it came up (like shooter shooting and then simultaneously getting teleported somewhere else, or if we started to care about the missile travel time), I would be inclined as a GM to rule in favour of the players when it first comes up, and then would use that same logic against them when it comes up again and the roles are reversed... I find that this way goes better with players in general. |
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This might come down to how we read "If the attacker’s “to hit” roll is successful, he hits himself"
Does this necessarily mean contact, or just that it returns as if a successful to-hit roll happened, with all the usual countermeasures possible? I don't know if any of the usual problems would exist though - if someone made a ranged deceptive attack (took a penalty to hit so there would be a penalty to dodge) I think maybe that ought to only penalize the original target but defenses from the new target could be unmodified. Whatever the policy, Damage Reduction w/ Reflexive +100% should probably work the same. |
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Of course, if using the rules from Tactical Shooting, a lot of the time the shooter won't get a defense against a return missile - not because it's a surprise, but because the shooter will have used All Out Attack in order to take advantage of any Aiming done in the previous round(s). For a modern-ish battlefield where Reverse Missiles are potentially in play, I could see weapon systems like the Cornershot being rather popular. |
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Bravo on warning your group. Reverse Missiles then just became an expensive Missile Shield. |
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The one time I've had Reverse Missiles in play, the party was fighting a dragon, so they pulled out their major firepower - Martini-Henry rifles in .450.
As the shooters had god-like Guns skills, and the rest of their gear, including armour, was TL3/4, the first shooter got a nasty surprise (a smashed up arm, as I recall). |
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That kind of dilemma could exist with a pair of 'Reflective DR' foes shooting at each other too. |
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I'd rule the attacks would bounce back and forth until they ran out of range. |
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Personally, I think Rupert's option (they bounce back and forth until they run out of Range) is probably better. |
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I'm now imagining two rows facing each other. When the missile gets to you and reverses you fire. Repeat. Then one row drops to the ground. Sort of a spell laser.
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Of course, as I stated above, my inclination would be more toward just having the projectile bounce between the two until it runs out of kinetic energy (or maybe just only let it bounce something like 2d-2 times total, after which it's too off-course and outright misses). In that case (particularly if not capping the number of bounces), particularly for characters who are close together relative to the range of the attack, you could have the projectile significantly deplete any sort of ablative/semi-ablative DR. |
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For example: Bow ST x 3 x bow type modifier = fps. FPS/3 = Move Modifier 2 for Shortbows 3 for Longbows +1 for Composite construction +1 for Recurve/Compound construction. +1 for TL7+ materials E.g., TL8 ST 15 Composite Recurve Longbow = 15 x 3 x 6 = 270 fps = Move 90 TL 0 ST 10 Self Shortbow = 10 x 3 x 2 = 60 fps = Move 20. |
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This thread is Part 8061 as to why GURPS 4E Magic needs a massive overhaul.
Reverse Missiles is an expensive spell with a big prerequisite tree, so it ought to be pretty lethal. Given all the possible situations where a mage might cast Reverse Missiles, it deserves way more than a single short paragraph explaining how it works. My house rules/proposed fixes (collected from clever folks like you all, all the way from sometime in the last millennium) are in line with what other folks have proposed. * If it flies through the air, it's not alive, is physical or magical, and has the ability to mess up the mage's day, it's an attack. * Reverse missiles doesn't work against insubstantial non-magical attacks which don't depend on physical force. GM's discretion as to what counts as "physical force." Hostile gusts of wind count, psionic "mental stabs" which work at range don't. * Missiles don't get any rebound energy when they're bounced back. If they're aimed at the mage from beyond 1/2D range, they don't make it back to the shooter. Likewise, spells/missiles which go past 1/2D range on the return, or otherwise weaken with range do less damage to the attacker when hit. * Dropped attacks just randomly bounce away, landing at the same distance from the caster as the distance they fell. * Shrapnel, etc. from ranged attacks which emerge at a distance from the attacker (e.g., grenades, artillery shells) just gets bounced back to the hex from which it originated. * Anything between the caster, the attacker, and the reserved missile might get hit on a maximum roll of 9- on 3d. * Roll randomly to determine which part of the attacker gets hit by a returning missile. * The attacker gets all the benefits of Cover and Cover DR to defend against the returning missile. If the modifiers for Cover, Size, Range, Hit Location, etc. for the attacker to "hit himself" means the missile misses, it just lands in the attacker's hex. Cover DR protects normally. * Attackers turned defenders get bonuses to Active Defenses against missiles they can see reversing and coming back at them. Usually +1, maybe +2 vs. slow and large missiles. * Critical hits get through the shield and aren't reversed, but the attacker has to roll again to hit. Only a second CH means a true CH. * For extra energy, the caster can block all missiles - even Critical Hits. If Critical Hits are reflected they automatically hits the attacker but roll against to see if it's a real CH. This option makes Reverse Missiles even more brutal, but it's necessary if a mage hopes to survive massed missile or autofire. Otherwise, the law of averages will eventually turn the caster into a pin cushion/pinata. * Cost can be pro-rated or the spell can be based on TL to defend against extremely heavy or powerful missiles. i.e., you might need to spend extra energy to defend vs. trebuchet shot or learn the TL6+ version of the spell if you want to reverse autofire bullets. This gives needed game balance in campaigns where magic and high tech missile weapons coexist. While most GURPS Magic spells suffer at TL5+, Reverse Missiles gets turbocharged, making it an almost guaranteed fight ender vs. gun-equipped foes. Reverse Missiles is NASTY against unsuspecting foes and completely screws missile-only fighters, especially high TL foes who aren't likely to have serious melee/unarmed combat skills. |
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The unfortunate problem is that you can't include every spell, and you can't put enough info into every spell to satisfy everyone, and you sure can't write any spell to make it idiot- or argument-proof. At some point, we just need to rely on our judgment as GMs to make rulings that make sense to us. If the subject came up in my own campaign, I'd do exactly that. The only reason I started this thread was to find out if there was an official answer I could take back to that Reddit topic, but I'd be entirely comfortable with doing things my own way regardless. |
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The Deadly Spring suffers from "too much math for a simple approximation, too little math to actually get it right". |
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Just for the heck of it, however, here's what the velocity values look like, using my prior suggestion (determine KE assuming the damage of each bow is on the cinematic scale in "The Deadly Spring," assume 0.1 lb arrows - the GURPS default - and work out velocity from there). This looks at everything from an ST 7/8 shortbow to an ST 29/30 reflex bow; note the damage value is before accounting for things like Fine arrows. Code:
Damage Vel (yd/s) |
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