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Difference between revisions of "v0.34:Crossbowman"

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(→‎Training: Added minor update on the effects of leveling Crossbowman skill)
 
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{{quality|Exceptional|14:12, 10 June 2012 (UTC)}}{{av}}
 
{{quality|Exceptional|14:12, 10 June 2012 (UTC)}}{{av}}
Dwarfs or other creatures armed with [[crossbow]]s pierce targets from a long distance. A Dwarf Crossbowman, or '''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 [[Weapon#Weapon statistics|damage]], a [[bolt]] does a fine job at piercing the internal organs of a [[creature]], which can possibly cause organ failure and instant death, [[unconscious]]ness or crippling of any size target. This is of limited use against creatures without internal organs, such as [[Magma man|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]].
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Dwarves or other creatures armed with [[crossbow]]s, or bows, can pierce targets from a long distance. A dwarf '''crossbowman''', or marksdwarf, will usually open fire at a distance of 20 tiles or so from their target, but a bolt may travel 30 or more tiles. Note that a difference in height (z-levels) ''hurts'' range, rather than helping it.
  
: ''(* Note that increase in height (z-levels) ''hurts'' range, rather than helps it.)''
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While doing decent general [[Weapon#Weapon statistics|damage]], a [[bolt]] does a fine job at piercing the internal organs of a [[creature]], which can possibly cause organ failure, instant death, [[unconscious]]ness or crippling of any size target. This is of limited use against creatures without internal organs, such as [[Magma man|magma men]], but works well against most other creatures. 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]]. Functionally, bows work by the same laws.
  
A '''marksdwarf''' who is forced into melee will use the [[hammerdwarf]] skill to bash enemies with their crossbow. If you'd prefer your marksdwarves to reload instead of going into melee combat, you can go the {{key|m}}ilitary menu, {{key|v}}iew their squad, and then toggle {{key|c}} to tell them to stay close to their station. This will cause them to go and collect bolts, then start shooting again, instead of either standing in place because they don't have a path to the enemy, or running out to smack the enemy with their crossbow.
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A marksdwarf who is forced into melee will use the [[hammerdwarf]] skill to bash enemies with their crossbow.  
  
[[Immigrant|Immigrating]] marksdwarves bring their own crossbows and 30-40 bolts.  Immigrating [[ranger]]s 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.)
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[[Immigrant|Immigrating]] marksdwarves bring their own crossbows and a quiver with 30-40 bolts.  Immigrating [[ranger]]s often arrive with marksdwarf skill, but will only bring a crossbow and bolts if they also have [[ambusher]] skill.  (See [[Ambusher]] for more details.)
  
 
==Training==
 
==Training==
Increasing Crossbowman skill requires firing upon a target (hitting is not required), with "live targets" granting much more experience than an [[archery target]]. The difference is huge, on the order of ~67 bolts fired (~7.5 [[experience]]/shot) in practice vs 17 bolts fired (30 [[experience]]/shot) against live enemies to achieve novice rank ''(verified by Jim Groovester)''. Higher skill grants better accuracy and higher rate of fire.
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Higher skill levels grant better accuracy and a higher rate of fire. Additionally, they significantly reduce the probability of the enemy dodging. Increasing the crossbowman skill requires firing upon a target (hitting is not required), with "live targets" granting much more experience than an [[archery target]]. The difference is huge, on the order of ~67 bolts fired (~7.5 [[experience]]/shot) in practice vs. 17 bolts fired (30 [[experience]]/shot) against live enemies in order to achieve novice rank.
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==See also==
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[[Archery]]
  
 
{{Skills}}
 
{{Skills}}
 
{{Category|Skills}}
 
{{Category|Skills}}
 
{{Category|Military}}
 
{{Category|Military}}
{{Category|Combat Skills}}
 

Latest revision as of 21:06, 14 October 2012

This article is about an older version of DF.

Dwarves or other creatures armed with crossbows, or bows, can pierce targets from a long distance. A dwarf crossbowman, or marksdwarf, will usually open fire at a distance of 20 tiles or so from their target, but a bolt may travel 30 or more tiles. Note that a difference in height (z-levels) hurts range, rather than helping it.

While doing decent general damage, a bolt does a fine job at piercing the internal organs of a creature, which can possibly cause organ failure, instant death, unconsciousness or crippling of any size target. This is of limited use against creatures without internal organs, such as magma men, but works well against most other creatures. 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. Functionally, bows work by the same laws.

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 a quiver with 30-40 bolts. Immigrating rangers often arrive with marksdwarf skill, but will only bring a crossbow and bolts if they also have ambusher skill. (See Ambusher for more details.)

Training[edit]

Higher skill levels grant better accuracy and a higher rate of fire. Additionally, they significantly reduce the probability of the enemy dodging. Increasing the crossbowman skill requires firing upon a target (hitting is not required), with "live targets" granting much more experience than an archery target. The difference is huge, on the order of ~67 bolts fired (~7.5 experience/shot) in practice vs. 17 bolts fired (30 experience/shot) against live enemies in order to achieve novice rank.

See also[edit]

Archery

Miner
Woodworker
Stoneworker
Ranger
Doctor
Farmer
Fishery worker
Metalsmith
Jeweler
Craftsdwarf
Engineer

Administrator
Military
General
Weapon
Other
Social
Broker
Other

Other/Peasant
Unused