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*Pathfinder & Starfinder
Rules for archery volleys?
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<blockquote data-quote="Primitive Screwhead" data-source="post: 3917028" data-attributes="member: 20805"><p>Pg 68</p><p></p><p>In short:</p><p>Volley:</p><p>Full round action</p><p>Need at least 10 archers standing adjacent to each other and fire a single arrow</p><p>The arrows strike a similar grouping of squares as your archer formation has, designate a specific square to use a 'center' in case of a miss {you roll a missed ranged attack as normal to see where it lands}</p><p>Leader rolls an attack vs AC 15 using BAB + Int mod - range mods</p><p> - 2 circumstance mod if > half the archers dont have LOS to the target.</p><p>Creatures within the target area get a REF save DC 15 - range mods + lowest magical bonus of the arrows.</p><p>Failed save takes damage as if hit by a single arrow.</p><p></p><p>Concentrated Volley</p><p>As above except up to 10 archers strike one square and may fire a full attack</p><p>Attack is vs AC 20</p><p>Ref save vs DC 15 for half damage</p><p>Target gets hit by 1 out of every 5 arrows fired.</p><p></p><p>Weapon enhancements must be on all arrows in order to count for damage.</p><p>The Deflect Arrows/Block Arrows can be used to deflect/block an arrow that 'hit'</p><p>Volley attacks cannot result in a crit.</p><p></p><p>Indirect fire.. there is a paragraph about it but the only mechanic is some funky math.. gives the arrow a 'rise' of 10' per range increment to allow it to fly over some cover. I prefer my HR of adding a range increment to reduce frontal cover one step {Full to partial, partial to none.. allows for arching fire over a formation of tower shields within 110'..something WoTC rules don't allow for.}</p><p></p><p></p><p>The book has rules for Catapults and Ballista as well <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 3917028, member: 20805"] Pg 68 In short: Volley: Full round action Need at least 10 archers standing adjacent to each other and fire a single arrow The arrows strike a similar grouping of squares as your archer formation has, designate a specific square to use a 'center' in case of a miss {you roll a missed ranged attack as normal to see where it lands} Leader rolls an attack vs AC 15 using BAB + Int mod - range mods - 2 circumstance mod if > half the archers dont have LOS to the target. Creatures within the target area get a REF save DC 15 - range mods + lowest magical bonus of the arrows. Failed save takes damage as if hit by a single arrow. Concentrated Volley As above except up to 10 archers strike one square and may fire a full attack Attack is vs AC 20 Ref save vs DC 15 for half damage Target gets hit by 1 out of every 5 arrows fired. Weapon enhancements must be on all arrows in order to count for damage. The Deflect Arrows/Block Arrows can be used to deflect/block an arrow that 'hit' Volley attacks cannot result in a crit. Indirect fire.. there is a paragraph about it but the only mechanic is some funky math.. gives the arrow a 'rise' of 10' per range increment to allow it to fly over some cover. I prefer my HR of adding a range increment to reduce frontal cover one step {Full to partial, partial to none.. allows for arching fire over a formation of tower shields within 110'..something WoTC rules don't allow for.} The book has rules for Catapults and Ballista as well :) [/QUOTE]
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Rules for archery volleys?
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