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MASS ARCHERY
Arrows are dangerous even
to great heroes, as seen in the series. Especially if there are many archers.
Unfortunately, many archers means many attack rolls.
Here is a shortcut
you can use if many identical archers fire on a single target. You don't
roll to hit, you only need to roll damage (once).
Automatic damage inflicted
per 10 archers, including effects of critical hits (guiding principles
have been: only one kind of dice per attack and as few dice as possible):
| Attack roll
needed |
Shortbow |
Longbow |
Sling |
Light crossbow |
Heavy crossbow |
| 20 or more |
1d3 |
1d4 |
1d2 |
1d4 |
1d4+1 |
| 19 |
1d6 |
1d8 |
1d4 |
1d8 |
1d10 |
| 18 |
1d10 |
1d12 |
1d6 |
1d12 |
2d8 |
| 17 |
1d12 |
2d8 |
1d8 |
2d8 |
1d20+1 |
| 16 |
2d8 |
1d20+1 |
1d10 |
1d20+1 |
2d12+2 |
| 15 |
3d6+1 |
3d8+1 |
1d12 |
3d8+1 |
3d10+1 |
| 14 |
1d20+2 |
3d10 |
1d12+2 |
3d10 |
3d12 |
| 13 |
2d12+1 |
4d8+1 |
2d8 |
4d8+1 |
2d20+2 |
| 12 |
2d12+4 |
3d12+2 |
2d8+2 |
3d12+2 |
4d12 |
| 11 |
3d10 |
2d20+2 |
1d20 |
2d20+2 |
5d10+2 |
| 10 |
4d8 |
2d20+6 |
1d20+2 |
2d20+6 |
5d10+8 |
| 9 |
3d12 |
5d10+2 |
2d12 |
5d10+2 |
3d20+3 |
| 8 |
3d12+3 |
5d10+8 |
2d12+2 |
5d10+8 |
3d20+8 |
| 7 |
4d10+2 |
3d20+3 |
2d12+4 |
3d20+3 |
7d10+3 |
| 6 |
4d10+5 |
3d20+8 |
3d10 |
3d20+8 |
6d12+7 |
| 5 |
4d12 |
7d10+3 |
4d8+1 |
7d10+3 |
4d20+4 |
| 4 |
5d10+1 |
6d12+7 |
3d10+5 |
6d12+7 |
7d12+5 |
| 3 |
5d10+5 |
4d20+4 |
3d12+1 |
4d20+4 |
9d10+4 |
| 2 or lower |
5d10+8 |
7d12+5 |
3d12+3 |
7d12+5 |
1d100 |
On the numbers: only include
full tens. That is, 37 archers counts as 30 for the purposes of this table.
Always deduct any losses of attacks from succesful arrow catching first.
Don't forget modifiers for range and cover.
Note that damage
resistance will screw up the table considerably.
Example: Draco
is ambushed by a rival warlord. 31 light crossbowmen fire at him from 80'.
By means of his Improved
Deflect Arrows feat, he deflects 2 of the bolts. This means that there
are only 29 left and that this is rounded down to 20. They must roll 14
or more to hit. Thus, Draco takes 6d10 hit points
in damage from the volley. He curses loudly and turns and run, vowing revenge,
with 102 hp left and 200' between him and the enemies.
Round 2: the
crossbowmen reload and fire again. The added distance is balanced by the
fact that Draco can't use his Dex bonus while
running. Also, this time he can't deflect any bolts, so he is hit for 9d10
more hp of damage. Draco is down on 53 hp. He keeps running and is now
320' away.
Round 3: not
known for their flexibility, the crossbowmen reload and fire once more,
inflicting 4d20+3 hp of damage (due to the greater distance). Draco
now has 14 hp remaining and is in dire need of a really good idea...
Apart from
demonstrating the use of this table, the example shows that in a world
of low AC, a group of missile users are quite lethal even to high-level
characters (like the level 18 fighter Draco).
I HAVE A THOUSAND D6 AND
I'M NOT AFRAID TO USE THEM!
With only minimal deviations
from the correct statistics, this table gives the damage in d6 only:
| Attack roll needed |
Shortbow |
Longbow |
Sling |
Light crossbow |
Heavy crossbow |
| 20 or more |
1d6/2 |
1d6 |
1 |
1d6 |
1d6 |
| 19 |
1d6 |
1d6 |
1d6 |
1d6 |
2d6 |
| 18 |
2d6 |
2d6 |
1d6 |
2d6 |
3d6 |
| 17 |
2d6 |
3d6 |
1d6 |
3d6 |
3d6 |
| 16 |
3d6 |
3d6 |
2d6 |
3d6 |
4d6 |
| 15 |
3d6 |
4d6 |
2d6 |
4d6 |
5d6 |
| 14 |
4d6 |
5d6 |
2d6 |
5d6 |
6d6 |
| 13 |
4d6 |
5d6 |
3d6 |
5d6 |
7d6 |
| 12 |
5d6 |
6d6 |
3d6 |
6d6 |
8d6 |
| 11 |
5d6 |
7d6 |
3d6 |
7d6 |
9d6 |
| 10 |
5d6 |
8d6 |
4d6 |
8d6 |
10d6 |
| 9 |
6d6 |
9d6 |
4d6 |
9d6 |
10d6 |
| 8 |
6d6 |
10d6 |
4d6 |
10d6 |
11d6 |
| 7 |
7d6 |
10d6 |
5d6 |
10d6 |
12d6 |
| 6 |
7d6 |
11d6 |
5d6 |
11d6 |
13d6 |
| 5 |
8d6 |
12d6 |
5d6 |
12d6 |
14d6 |
| 4 |
8d6 |
13d6 |
6d6 |
13d6 |
15d6 |
| 3 |
9d6 |
14d6 |
6d6 |
14d6 |
16d6 |
| 2 or lower |
10d6 |
15d6 |
6d6 |
15d6 |
17d6 |
|
|