Archer

By Ben Creighton

Amidst the swords and sorcery of the Old World, there are those who train with the bow as their weapon of choice. Not surprisingly, these specialized warriors often aid in the fight against evil, utilizing their skill, dedication, and hawk-sharp eyes as ample substitutions for brute strength.

Wounds

 1d6+7

Movement

 4

Weapon Skill

 2

Ballistic Skill      

 3+

Strength

 3

Toughness

 3

Initiative

 6

Attacks

 1

Equipment

Six Fire Arrows.

Weapons

Short Sword (causes 1d6+3 Wounds) and Hawkeye Bow (causes 1d6+4 Wounds, see Special Rules).

Armour

None.

Pinning

Auto

Special RuleS

The Archer’s starting weapons include the Hawkeye Bow, a truly fine weapon. While using it, the Archer may roll two dice while determining damage. He may pick the higher of the two dice to determine damage. However, if the Archer rolls double ones, he has broken the string of the bow and may not use it again until he gets it restrung. The Hawkeye Bow can be restrung for free by any Fletcher, and the Archer may restring it himself if he attains the Bowmaker skill. The Hawkeye Bow has Bow Strength 4 and he may make as many shots with it as he has attacks.

On the Archer’s first Death Blow per turn, he gets a penalty of -1 To Hit, on his second Death Blow, -2 To Hit, and so on.

The Archer gains +1 Attacks while using range weapons.

Advanced Rules
Archer BATTLE-LEVEL TABLE

Battle  Level Gold Title MOVE WS BS Str Damage Dice T Wounds I A Pin Skills
1 0 Novice 4 3 3+ 3 1 3 1d6+7 6 1 Auto 0
2 2000 Champion 4 3 3+ 3 1 3 2d6+7 6 2 Auto 1
3 4000 Champion 4 3 3+ 4 1 3 2d6+7 7 2 Auto 2
4 8000 Champion 4 4 2+ 4 1 4 3d6+7 7 2 Auto 3
5 12000 Hero 5 4 2+ 4 2 4 3d6+7 8 3 Auto 3
6 18000 Hero 5 4 2+ 4 2 4 4d6+7 8 3 Auto 4
7 24000 Hero 5 5 1+ 4 2 4 4d6+7 9 3 Auto 4
8 32000 Hero 5 5 1+ 4 2 4 5d6+7 9 4 Auto 5
9 45000 Lord 5 6 1+ 4 3 4 5d6+7 10 4 Auto 5
10 50000 Lord 5 6 Auto 4 3 5  6d6+7 10 4 Auto 6

Settlement Rules

The Archer may visit any locations which are available to anyone, with one exception: he will never visit the Gunsmith.

Equipment

The Archer may use any equipment usable by the Elf.

Skills

Roll

New Ability

2

Chandelier

"As the bestial Minotaur lumbers towards the warriors, the Archer glances toward the ceiling. An ancient chandelier hangs from a frayed rope directly above the beast. Thinking quickly, the Archer lets fly an arrow towards the rope. The cord is cleaved in half by the whistling arrowhead, and the chandelier falls crashing toward the Minotaur, trapping the beast where it stands."

Once per Battle Level per adventure, the Archer may use one of his attacks to sever the rope holding a chandelier into place (he must still roll To Hit), causing it to fall on any monster within the Archer’s line of sight. This deals damage to the chosen monster and prevents it from moving or attacking. At the beginning of each Monster’s Phase, roll 1d6 and add the monster’s Strength. On a score of seven or more, the monster breaks free of the entangling chandelier, and can move and attack as normal. This ability may only be used once per room, and only in Dungeon Rooms and Objective Rooms.

Damage Chart:

Battle Level        
1-4 2d6 Wounds
5-8 4d6 Wounds
9-10 6d6 Wounds
3 Huntsman

"Hearing the innkeeper’s ludicrous prices, the Archer scoffs."

This skill allows the Archer to attempt to live off the land. For each day spent in a Settlement, roll a 1d6 on the following chart:

1 The land around this settlement has been over-hunted, and the Archer is unable to find any game.
2-4 The Archer is able to find enough game to feed himself for the day. He need not pay Living Expenses for the day.
5 The game is plentiful, and the Archer is able to find double the game he normally finds. He need not pay Living Expenses for the day. In addition, he may smoke the excess meat to create 1d6 Rations, use it to feed one other warrior and therefore pay for his expenses for the day, sell it for 2d6 gold, or save it to feed himself tomorrow.
6 The hunting grounds are incredibly rich, and the Archer is able to find enough meat to feed himself and all of the other Warriors for the day. None need pay Living Expenses for that day.

The Archer may visit shops or Special Locations on the same day in which he hunts.

4 Coma

"The Minotaur’s club crashes down on the Archer’s head. Hours later, he awakens to find that the beast has been slain by his companions."

When the Archer’s Wounds have fallen below zero, he falls into a coma for 2d6 turns. If he is healed during the first of these turns, he may rise and fight as normal. If he is healed after the first of these turns, he awakens at the end of this period with full Wounds. In moderated games, this may be accompanied by a varying degree of memory loss (GM’s option). If, at the end of this period, he is still at zero wounds, he dies. While in a coma the Archer cannot be attacked, although he still occupies a space on the board.

5 Fletcher

"The Archer cleans the blood off of the shin bone of his fallen enemy. This will make an excellent arrow shaft, he mutters to himself."

Once per adventure when there are no enemies on the same board section as the Archer, he may sacrifice all his movement and attacks for one turn to scrounge up materials and create 1d6 Fire Arrows. In addition, the Archer need no longer buy Arrows, as he can make his own. These are crude creations, however, and cause a -1 To Hit penalty when used by anyone other than the Archer.

6 Reaction Strike

"The Archer notices a small movement in the shadows. It is merely the flickering of the torch- light, he thinks to himself. Then he hears the snickering of orcs. He whirls around and releases an arrow into the darkness, and is rewarded with a scream of pain."

Whenever monsters appear as a result of an Unexpected Event, the Archer gains one immediate attack before anyone else may go.

7 Bowmaker

"Cursing himself for his clumsiness, the Archer restrings his beloved Hawkeye Bow."

If the string of the Archer’s Hawkeye Bow is broken, he may restring it at the end of combat. During any turn in which there are no monsters on the same board section as the Archer, he may sacrifice all movement and attacks to scrounge up materials and create a Short Bow, although it is a crude weapon and everyone other than the Archer gets a -1 To Hit penalty while using it. In addition, if the Archer loses a bow as a result of a Hazard or Settlement Event, roll 1d6. On a score of 5 or 6, the Archer is able to make quick repairs and save the weapon.

8 Savvy Traveler

"As the other warriors curse the rock-slide which has blocked their path, the Archer grins. Don’t worry, he consoles them. I know a shortcut."

The Archer is wise in the ways of the world. During each journey the party may ignore one Hazard or reroll one dice roll.

9 Hawk Eye

"The Archer’s sharp eyes pick out the glint of a helmet in the darkness."

The archer may reroll one To Hit roll per Battle Level each adventure when using a range weapon.

10 Sure Shot

"The Archer aims his arrow directly for a small chink in the orc’s armour."

On a roll of a natural 5 To Hit while using a range weapon, the Archer ignores his opponent’s armour. On a roll of a natural 6 he ignores one half of his opponent’s Toughness, rounded down, as well.

11 Street-wise

"The Archer dodges into a side alley and allows the raging mob to pass him by. “Witchcraft? Me? he chuckles."

The Archer is a smooth operator. Using his street smarts, he may ignore one Settlement Event or reroll one dice roll in every Settlement he visits. He may not ignore Catastrophic Events.

12 Diligent Student

"The Archer splits his teacher’s arrow in twain. Yes, I believe I’m beginning to get the hang of it, he says, grinning."

The Archer may select one skill of his choice from this table.

Role-Playing Tips

The Archer profession allows a lot of room for characterization. He is equally suitable for good and evil parties, and can come from almost any race or background. The fact that he has become such a good aim implies some previous military training, or at least that he is a self-disciplined person who practices often. This may not necessarily be the case, however. He could simply be an extremely talented slacker. The Archer could be anything from a street urchin to a lord, a chivalrous warrior to a back-stabbing traitor. Have fun with him.

Miniatures

Note- This is a comment added by Webmaster Leandro Braga
There are many, many archers in the Citadel Miniatures range. But unless you want your powerful warrior to look like a rank and file archer, I would use Bertrand the Brigand model, a Bretonnian special character.