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Difference between revisions of "Crossbowman"

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{{Quality|Exceptional|09:32, 17 May 2015 (UTC)}}
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{{migrated article}}
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{{Quality|Unrated}}
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{{Skill
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| color      = 0:0
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| skill      = Crossbowman
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| profession = [[Military]]
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| job name  = None
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| tasks      = *Wielding a crossbow in ranged combat
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| attributes = Unknown
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}}
 
{{av}}
 
{{av}}
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.
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{{buggy|bugsection=Bugs}}
  
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.
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[[File:dwarf_crossbow.jpg|thumb|250px|right|Prefers iron bolts.]]'''Crossbowman''' is the [[combat skill]] associated with using [[crossbow]]s in battle. Higher skill levels grant better accuracy and a higher rate of fire. Additionally, they significantly reduce the probability of the enemy dodging. A [[dwarf]] with this skill is given the name of '''marksdwarf'''.
  
A marksdwarf who is forced into melee will use the [[hammerdwarf]] skill to bash enemies with their crossbow.  
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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, [[arrow]]s work by the same laws, but they use the bowman skill instead.
  
[[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.)
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Marksdwarves 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. A marksdwarf who is forced into melee will use the [[hammerdwarf]] skill to bash enemies with their crossbow.
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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.
  
 
==Training==
 
==Training==
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 "[[Vulture|live]] [[Buzzard|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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Increasing the crossbowman skill requires firing upon a target (hitting is not required), with "[[Vulture|live]] [[Buzzard|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.
  
 
==Notes==
 
==Notes==
Marksdwarves won't fire through fortifications unless directly adjacent if their skill is below "journeyman". This means that for live training exercises which use 2-width diagonal fortifications (see [[mass pitting]]) the marksdwarves '''won't fire''' through the fortifications '''unless they are of journeyman level or higher'''.
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It is believed that marksdwarves won't fire through fortifications unless directly adjacent if their skill is below a certain level. This means that for live training exercises which use 2-width diagonal fortifications (see [[mass pitting]]) unskilled marksdwarves won't fire through the fortifications.
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==Bugs==
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* Marksdwarves may not grab bolts if there were no bolts available on squad creation. {{bug|0012008}}
  
 
==See also==
 
==See also==
[[Archery]]
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*[[Archery]]
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*[[Advanced Marksdwarf Training]]
  
 
{{Skills}}
 
{{Skills}}
 
{{Category|Skills}}
 
{{Category|Skills}}
 
{{Category|Military}}
 
{{Category|Military}}

Latest revision as of 16:34, 28 July 2023

Skill: Crossbowman
Association  
Profession Military
Job Title Crossbowman
Labor None
Tasks
  • Wielding a crossbow in ranged combat
Workshop
None
Attributes

Unknown

This article is about the current version of DF.
Note that some content may still need to be updated.

Prefers iron bolts.

Crossbowman is the combat skill associated with using crossbows in battle. Higher skill levels grant better accuracy and a higher rate of fire. Additionally, they significantly reduce the probability of the enemy dodging. A dwarf with this skill is given the name of marksdwarf.

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, arrows work by the same laws, but they use the bowman skill instead.

Marksdwarves 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. 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.

Training[edit]

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.

Notes[edit]

It is believed that marksdwarves won't fire through fortifications unless directly adjacent if their skill is below a certain level. This means that for live training exercises which use 2-width diagonal fortifications (see mass pitting) unskilled marksdwarves won't fire through the fortifications.

Bugs[edit]

  • Marksdwarves may not grab bolts if there were no bolts available on squad creation. Bug:0012008

See also[edit]

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

Administrator
Military
General
Weapon
Other
Social
Broker
Other
Performance
Music
Spoken
Scholar

Other/Peasant
Unused