Memories of Connor's Adventures

Orlando the Adventurer pulled a Scimitar from beneath his Robes and smiled...

Monday, 25 September 2017

Dungeon Mastery: BX Archer

BX Archer

The Archer is a lightly armed Warrior skilled in the use of the bow.

Requirements: Str 13+, Dex 16+, Con 13+.
Weapons & Armour: Short Bow, Long Bow, Dagger, Leather Armour, Chainmail, Specialized Side Shield.
Save as: Thief

 Level  XP          Hit Dice    Rate of Fire Bonus       
  1        0              1d6           No Bonus                        
  2        1600        2d6          Short Bow 2/round
  3        3200        3d6          Long Bow 3/2rounds    

Skills & Equipment
Reduced Target Profile: Add a +1 AC bonus by standing side on during combat. this reduces your target area by half.

A Side Shield: This is a steel plate or Chainmail Curtin about as wide as the wearer's body is to the side rather than across the body. It comes with a leather strap to harness the shield over the shoulder facing the enemy like a shoulder slung purse, the strap threaded through a metal neck guard. It reduces an archer's to hit roll because it is cumbersome but improves reduced target profile to AC bonus. Its weight may also reduces movement rate.

                                           Specialized Equipment                                                       
Side Shield     AC bonus       Hit Roll Penalty     Movement Loss   Cost    Weight 
Plate                +3                          -2 to hit                   -10 ft/round     20gp    200cn  
Chainmail      +2                          -1 to hit                         Nil                10gp   100 cn
Leather           +1                          Nil                                 Nil                5gp      50 cn   

Archers in Mass Combat
Determine the area a formation of archers might cover. For example two rows of ten Archers will occupy a 10 ft deep x 100 feet wide area.
If they are up against equal numbers similarly concentrated, then all you do is roll for one archer attacking a single target. Roll 1d20 to hit. Add dexterity bonus (+2), multiply 1d6 arrow damage by twenty equals total hp damage inflicted to half the target unit. If the Archer rolled a miss, roll again this time for one quarter of the target population. If another miss, declare the shot a miss and no one was killed.

If the numbers are uneven, divide the damage by the difference in numbers. Opponent has 2x archers population. Reduce Number affected first sort to one quarter. If this is a miss it is a miss.  if the archers are double the opponent increase to All opponents take damage.

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