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40d:Crossbowman

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Revision as of 03:40, 12 August 2009 by Karl (talk | contribs) (→‎Training: cross-training link fix.)
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Dwarfs or other creatures armed with crossbows deal "pierce" damage from a long distance. A marksdwarf will usually open fire at a distance of 20 tiles or so from their target, but a bolt may carry 30 or more*. While also doing decent general damage, a bolt does a fine job at piercing the internal organs of a creature, which can possibly cause organ failure and instant death, unconsciousness or crippling of any size target. This is of limited use against creatures without internal organs, such as magma men. Occasionally a bolt will get stuck in a target; the only known use for this is that a wrestling dwarf may grab the bolt and twist it in the wound.

(* Note that increase in height (z-levels) hurts range, rather than helps it.)

Increasing Marksman skill requires a successful hit upon a target, with "live targets" granting more experience than an archery target[Verify]. Higher skill grants better accuracy and higher rate of fire. An archery range is only used by military dwarves that are off duty, and they will only use wood or bone bolts during practice.

A marksdwarf who is forced into melee will use the hammerdwarf skill to bash enemies with their crossbow.

Immigrating marksdwarves bring their own crossbows and 30-40 bolts. Immigrating rangers often arrive with Novice Marksdwarf skill, though will only bring a crossbow and bolts if they also have ambusher skill. (See Ambusher for more details.)

Training

Training marksdwaves leads to a number of obscure problems. Marksdwarves will not equip bolts and practice (or fight) with bolts if they are carrying items in hand. Items get in hand if the marksdwarf has been wrestling, a frequent Cross-training exercise. The solution is to temporarily set the marksdwarf to use no weapon/armour/shield and set to off duty. This will cause the marksdwarf to drop carried items.

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