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Difference between revisions of "40d:Crossbowman"

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m (range correction)
(still awkward)
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Dwarfs (called '''marksdwarfs''') or other creatures armed with [[crossbow]]s deal "[[Weapon#Damage calculation|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 [[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]].
+
Dwarfs or other creatures armed with [[crossbow]]s deal "[[Weapon#Damage calculation|pierce]]" damage from a long distance. A marks'''dwarf''' 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]].
  
 
: ''(* Note that increase in height (z-levels) ''hurts'' range, rather than helps it.)''
 
: ''(* Note that increase in height (z-levels) ''hurts'' range, rather than helps it.)''

Revision as of 13:10, 20 June 2009

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.)

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