Re: Archery in this game kind of sucks.
Here is a worked example of how such an encounter with a 99cp archer could work:
Default:
1 Draw arrow
2 Ready Bow
3 Aim 0-3 turns
Fire
My party just recently added an archer, so using the rules mostly gathered by GURPS Dungeon Fantasy, I can make this archer defeat about 15 humanoid foes starting at 30 yards...
Ordinary Joe becomes Archer [99cp]
ST 10
DX 10
Ranged Weapon DX+7 (BOW) [24]
Quick-draw DX+2 (Arrow) [1]
Heroic Archer [20] DF1p14
Quick-shot [3] -- no penalty for Heroic Archer (DF11 Powerups p. 32)
Weapon Bond [1] DF1p14
Targeted Attack (Bow/Eye) (to -4) [6] (p. MA68)
Forest Guardian 4 [20] -- From GURPS Powerups 3: TALENTS (or GDF2) Forest Guardian talent which gives +1 to bow and to Fast-Draw (Arrow) for only 5 points per level.
Double-shot [7] -- dual draw and ready 2; fire at same or different target! (GDF11 Powerups p. 32)
Strongbow [1]
Enhanced Tracking (multiple lockons)[6] (GDF11 Powerups p. 32, but rules from POWERS)
TOOLS
Composite Bow: Balanced, Elven (B275, GDF1p.26 / "reflex bow p.LT75)
Arrow: balanced, very fine, tempered glass (+1 to hit, +3 to damage)
"Barbed" Arrows, when removed, inflict half damage again that they did going in. (p.MA232, p.LT73)
Quick Draw +2 Vest 600$: Tactical vest from HT, using the rules for Fine and Very Fine Gear from GURPS Action1p.26, to make a +2 Fast-Draw tactical vest for 600$ based on the AdventurerWebbing in Dungeon Fantasy 1p.26 (and Load-Bearing Vest Action1p.28).
Fast-draw is now @DX +2 (Vest) +4 (Forest Guardian) = 16
Note with these tools an unaimed AoA shot is:
@DX+7, +1 Weapon Bond, +1 Balanced, +4 Forest Guardian, +1 AoA, +3 from Bow Acc (Heroic Archer) = 27
Aiming for 1 second adds +1 (heroic archer), +1 from scope (Yes, HT201 mentions bows can use scopes, and DF1p.26 has a 2x scope for +1 that explicitly grants Telescopic Vision1 when peered through)*
POWERDOWN: If you have stone arrows (p. B275) then the damage is only 1d6+2 but the rest applies! (The doubling of armour does not apply if you bypass it!) (1d6+4 with Weapon Master(Bow)!)
Odds are this archer can defeat up to 15 humanoid foes.
Start: Melee guys at 0y point, archer at 30y point. Let's say they are DX11 HT11 Combat reflexes so have Dodge 9 (43%).
Depending on who does what first will make a little difference in the end: Hopefully archer also has Combat Reflexes (+1 to fast-draw too) and can ready and step back before foes move...
Turn 1 : Melee guys run 4 yards to point 4y,
Archer Fast-draws 2 arrows, Targets at TWO different foes' eyes.
Extra Attack(Bow): Archer fires. Distance is now 26y (-7 to hit) then -4 for TA(Eye), for net -11 skill. 16 or less on 3d6.
POWERUPS:
Extra Attack (Bow Only) permits the first part being an AIM which here only grants +2 to hit:
Each arrow is 1d6+4 damage (B399) encountering 0 DR, Damage x4, knockdown rolls at -10 (likely unconscious p. B420), roll on critical head table p.B556... Damage over 2HP blinds the foe...
Steps back 1 step to 31y (free B386)
TURN 2 : Melee guys run 4 yards to point "8yard".
Archer Fires 2 arrows at skill 16 (oops, one dodges!)
Archer steps back 1 step to point 32y.
Turn 3 : Melee to 12y
Archer Fires 2 arrows at skill 17
Archer steps back 1 step to point 33y.
Turn 4 Melee to 16y
Archer Fires 2 arrows at skill 18 ->16 (Foes -1 to Dodge)**
Archer steps back 1 step to point 34y.
Turn 5 : Melee to 20y
Archer Fires 2 arrows at skill 20 -> 16 (Foes -2 to Dodge)** (Odds: 1 Critical success)
Archer steps back 1 step to point 35y.
Turn 6 Melee to 24y
Archer Fires 2 arrows at skill 20 -> 16 (Foes -2 to Dodge)**
Archer steps back 1 step to point 36y.
Turn 7 : Melee to 30y
(Haha, Archers can walk too!)
Archer Fires 2 arrows at skill 20 -> 16 (Foes -2 to Dodge)** (odds are one dodges)
Archer steps back 1 step to point 37y.
Turn 8 Melee to 34y
Archer Fires 2 arrows at skill 22 -> 16 (Foes -3 to Dodge)**
Archer steps back 1 step to point 38y.
Odds are this archer has just stopped 15 foes.
Then around turn9 depending who is resolved first archer may get to act again...
**
Take a Deceptive Attack (B369, MA121 for Bow). -4 to hit gives foes -2 to Dodge. You want to stay at net 16 or better target for max critical success rate (10% for 3-6 on 3d6) which will remove the chance a foe can roll a defense...
Now with the -2 these foes must Dodge against 7 or less
(16% down from 43%, one in 6 will Dodge successfully)
POWERUPS:
Assuming a typical foe has a dodge skill under 10 then this is a good build (DX and HT under 12, plus CR)... Otherwise you need to overcome this with Higher net Skills (via telescopic Vision, even, to get +3 to +6 in bonuses per level when you aim) so you can take a Deceptive Attack (B369, MA121 for Bow). -4 to hit gives foes -2 to Dodge. You want to stay at net 16+ for max critical success rate (10% for 3-6 on 3d6) which will remove the chance a foe can roll a defense...
POWERUP: Not included, but only 18cp more from above due to discounts it offers:
Weapon Master (Bow) [20] (+2 to damage and lowers costs of other advantages)
Telescopic Vision [5/level] -- acts as +1 to hit as a scope ... (Recommended DF11 Powerups p. 32 )
If MAGIC Is available:
* For ONLY 100+100$, have the bow enchanted with QUICKAIM 2 which makes 1 turn of Aim worth as if you aimed for 3 turns!
That will add the +2 for Aiming, plus +3 for a scope (or more for telescopic vision)...
Note this is doubly useful as fixed scopes are the only kind available before TL7 (HT156) so buy one +3 fixed scope and with Quick-AIM 2 you get the +3 bonus with 1 second of aiming!
Buy a BLESS Spell casting on yourself for 50$ (p. M129), given standard enchantment costs for +2 to all die rolls including attack and damage dice. (Costs of spellcastings of 100 energy or less are 1$/point, and BLESS is part of GURPS Dungeon Fantasy, mentioned in DF9:Guilds)
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Eric Funk
Knowledge Brings Fear -- Motto of Mars University, Futurama
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"Knowledge Brings Fear" -- Motto of Mars University, Futurama
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