Richard Logue Posted February 21, 2004 Report Share Posted February 21, 2004 What is it about the archers? Hawkeye, Green Arrow, Warpath... The archers have always been one of the established staples of comic books. Hawkeye has always been one of my favorite Avengers, and there will always be a Green Arrow in one form or another in the DCU. And from recent threads on here, its obvious the archers are favorites. I'd like to see all the wonderful possible arrows we can come up with. Let's not post your archery multipowers, just single arrow types. I'll start with a few, and I'll keep them around 50 Active Points. Broadhead. 2d6 RKA, Penetrating. The standard in pointing out a tough villains errors. 45 Active. Sureflight. 6d6 EB, NRM. Precision at its finest. 45 Active. Boom! 'Head. 6d6 EB, AOE 1 hex (x2 radius). Sometimes the only way to catch the bad guy is to blow 'im up. 52 Active. Smoke Out. 5" Darkness (vs. Sight Group). Being swamped by Viper? Obscure their sight with scads of smoke! 50 Active. Whacha got? Quote Link to comment Share on other sites More sharing options...
Steve Long Posted February 21, 2004 Report Share Posted February 21, 2004 If you're willing to wait a few weeks, Gadgets And Gear will be on the stands, and it has a whole slew[1] of super-arrows. [1]: Depending on how you want to count it, a "slew" is at least 21 arrows, and possibly as many as 25 or more. Quote Link to comment Share on other sites More sharing options...
Lord Liaden Posted February 21, 2004 Report Share Posted February 21, 2004 Aw, Steve, you're stifling our creativity. My favorite was Hawkeye's rarely-used Acid Arrow: 1D6 RKA, Penetrating, Continuous (stopped by flushing off the acid with copious water, or applying a base solution). Let's make it 8 Continuing Charges of 1 Turn each for a net +/- 0. Active Points 37. Quote Link to comment Share on other sites More sharing options...
Guest cubist Posted February 21, 2004 Report Share Posted February 21, 2004 Rocket Arrow I- 25" flight, No NCM(-1/4), Oif(-1/2), 4 charges of 1 minute each(-1/4) Rocket Arrow II- 3d6+1 RKA (physical), 4 Charges(-1), shares charges with Rocket Arrow I slot(-1/2) Quote Link to comment Share on other sites More sharing options...
Steve Long Posted February 21, 2004 Report Share Posted February 21, 2004 Aw, Steve, you're stifling our creativity. All part of my Master Plan. Quote Link to comment Share on other sites More sharing options...
BNakagawa Posted February 21, 2004 Report Share Posted February 21, 2004 Uh, why is your broadhead bought as penetrating? A bodkin I could see (it's sharp and pointy) but not a broadhead. A broadhead arrowhead is just like it sounds, broad. It's designed to make big holes in soft targets, not punch little holes in armored ones. If you want a penetrating killing attack on the end of an arrow, I'd go with a rocket assisted projectile, a needle tip made of some exotic material, a shaped charge tip or something like that. I'd also go with your standard bolo/net arrow for capturing people without punching holes in them. Also a tazer type arrowhead for roughly the same purpose. Might also be good for disrupting robots or machinery. $0.02 Quote Link to comment Share on other sites More sharing options...
Richard Logue Posted February 22, 2004 Author Report Share Posted February 22, 2004 Originally posted by BNakagawa Uh, why is your broadhead bought as penetrating? A bodkin I could see (it's sharp and pointy) but not a broadhead. A broadhead arrowhead is just like it sounds, broad. It's designed to make big holes in soft targets, not punch little holes in armored ones. If you want a penetrating killing attack on the end of an arrow, I'd go with a rocket assisted projectile, a needle tip made of some exotic material, a shaped charge tip or something like that. I'd also go with your standard bolo/net arrow for capturing people without punching holes in them. Also a tazer type arrowhead for roughly the same purpose. Might also be good for disrupting robots or machinery. $0.02 So post your version of a broadhead arrow. And post stats for your bolo net and tazer arrows. Stats, man. This is meant to be an idea thread, not a debate thread. Quote Link to comment Share on other sites More sharing options...
JmOz Posted February 22, 2004 Report Share Posted February 22, 2004 No offense, but I think 60 Active points would be a better limit (Most MP's on archers seem to be there) Take this one EMP Arrow 1d6 RKA, Penetrating, af-5, Explosion, 30 charges, Personal Immunity, Only works against things containing electronics (-1), Must use charges in groups of 5, Must target single hex/person (-1/4), OAF: Arrow Quote Link to comment Share on other sites More sharing options...
JmOz Posted February 22, 2004 Report Share Posted February 22, 2004 A couple others that I like, all are about 60 points GAS Arrow: we have all seen versions of these, ranging from 4-6d6 NND, sometimes with an AE or Ex added, mine is slightly more complicated 3d6 EB, NND, Explosion, Continous, Sticky, 3 charges lasting 1 Turn. The sticky will let it stick to someone for up to an extra turn, they can avoid this by making a Con roll Want to stun a lot and throw people around, but not really hurt them? The Concussion Blast Arrow does 8d6 FLASH:Touch, explosion, Does KB, x2 KB Quote Link to comment Share on other sites More sharing options...
Bengal Posted February 22, 2004 Report Share Posted February 22, 2004 I like the Lockpick arrow. Lockpick 17- (19 Active) Ranged (+1/2) Extra Time: Full turn (-1) OAF (-1) 29 Active, 10 Real Quote Link to comment Share on other sites More sharing options...
JohnOSpencer Posted February 22, 2004 Report Share Posted February 22, 2004 Being a new Green Arrow(and Toy Fare) fan, I prefer the "arrow" arrow. Ranged Killing attack: 1 1/2d6(25 active points), OAF(-1) plus +2 penalty skill levels vs range(6 active points), OAF(-1) total active: 31, real cost: 15 points Of course, I usually get Find weakness too. John Spencer Quote Link to comment Share on other sites More sharing options...
Guest cubist Posted February 22, 2004 Report Share Posted February 22, 2004 60 point Ice Arrow: 4d6 def4 entangle and 2d6 NND(defense is safe:intense cold, +1) Tear Gas arrow: 2d6 dex drain, only for affecting OCV/DCV(-1/2) and 6d6 sight group flash FlashBang arrow: 11d6 sight and hearing group flash Diamond tip drill arrow: 2" tunneling through upto def 15 material, does not allow movement(-1), 4 charges of I turn each(-1/2)- just breaks through matter but does not leve a big enough hole to move through, good for breaching forcewalls though Quote Link to comment Share on other sites More sharing options...
Derek Hiemforth Posted February 22, 2004 Report Share Posted February 22, 2004 Originally posted by JmOz Want to stun a lot and throw people around, but not really hurt them? The Concussion Blast Arrow does 8d6 FLASH:Touch, explosion, Does KB, x2 KB Or if you just want to throw one person around, even if they're hard to knockback... 10d6 Dispel vs. Knockback Resistance, Does Knockback, Double Knockback. Quote Link to comment Share on other sites More sharing options...
Guest Major Tom Posted February 23, 2004 Report Share Posted February 23, 2004 Hmmm... A really evil NPC archer (or a particularly vicious PC vigilante archer) would probably use something similar to the Copperhead Ripper on his/her arrows. For those who may not have heard of this arrowhead type, it's the kind that was shown in Rambo: First Blood II. They're designed in such a way that, once a target's been hit, it can't be removed except by surgical means. Admittedly, I'm at a loss to figure out how this would look in 5th Ed. format at the moment. Major Tom Quote Link to comment Share on other sites More sharing options...
JmOz Posted February 23, 2004 Report Share Posted February 23, 2004 Two attack powers (Rka)) one is normal, the other is set on a trigger (Trigger is it being pulled out) Quote Link to comment Share on other sites More sharing options...
Guest cubist Posted February 23, 2004 Report Share Posted February 23, 2004 Pressure release grenade arrow: rka with a second ranged killing attack explosion, triggered but signal from user or removal of arrowhead from target, must do at least one body with intial rka to use second attack. Quote Link to comment Share on other sites More sharing options...
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