Archer
rating: 0+x

By HoratiAtTheBridge

The primary goal of the archer is to crash their opponent before their opponent has a chance to close the distance, then use the accumulated initiative to put their opponent down. To this end, the archer focuses on combat movement nearly as much as they do on archery, flurrying disengage and attacks to maintain their distance. If the archer has a chance to prepare the battlefield, they will deploy stakes and/or mantlets to provide a more fortified position. Their first action in such a situation would be to flurry an attack and take cover action, hiding behind the mantlet against any enemy ranged combatants.

Essence: 1; Willpower: 3; Join Battle: 6 dice
Health Levels: -0/-1x2/-2x2/-4/Incap.
Actions: 5 dice; Running: 7 dice; Craft Siege-works: 7 dice, Take Cover: 9 dice
Appearance 2, Resolve 2, Guile 2

Combat
Attack (Longbow):14 dice at short range (damage 12)
Attack (Dagger): 11 dice (damage 10)
Attack (Grapple): 4 dice (3 dice to control)
Combat Movement: 9 dice
Evasion: 5; Parry 3
Soak/Hardness: 5/0 (Buff Jacket)

Special Maneuvers

Stakes: An archer will drive stakes into the ground in front of them to prevent an opponent from charging them. This imposes a -3 on rush attempts to close on the archer.

Mantlet: An archer may have a mobile wooden wall behind which they can take cover. This provide full cover to the archer, granting a +2 to their evasion against ranged attacks.

Notes: These are at elite levels; a veteran version can be set up by dropping all dice pools by 2, while a novice version can be set up by dropping all dice pools by 4. The veteran and novice versions would be great for battle groups.

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