RUE page 326 wrote:W.P. Ancient Weapons
A note about Ancient Weapon Proficiencies (W.P.): Each W.P.
provides combat training with a particular type of weapon. The result is
hand to hand combat bonuses to strike and parry whenever that particular
type of weapon is used. Bonuses that increase for that particular
weapon are accumulative and are combined with the character's P.P.
attribute, O.C.C., and Hand to Hand Combat skill bonuses.
Archery is one of the straight up most accurate ranged skills possible, your PP bonus, your HTH strike and damage bonus all apply to your archery strikes.
While doing damage is difficult and almost certainly requires the use of magic items but in this game being able to hit a small vital location can be very important. The fact that your physical skills and hand to hand skills can all add to your deadliness is cake
Why is Archery cool? Three reasons, one: Variety, you can shoot all sorts of arrows that have all sorts of effects and switch between them without burning extra actions. Second As I mentioned before but if you lucked or built into a high PP or your hand to hand skill is handing you a cool crit range or damage bonus, it plays (though P.S. bonus unless otherwise stated specifically never effects your archery damage). Third, you look less dangerous to almost everyone in this wild crazy world where a pistol can melt a tank into slag and are more likely to blend into the background.
Here is a handy list of in game sources for Archery Goodness:
Rifts Book of Magic page 328: All Goblin Bombs can be purchased as Arrowheads that have full effect but sadly half the range of an arrow. The ability to use your bow to cast spells with your bow is pretty cool, I especially like using carpet of adhesion arrows.
Rifts England page 41: The Scathath occ. This is the guy who makes your first bow and most of your arrows, the Pine longbow he makes is nearly indestructible and the extra to hit and initiative and the oak shaft arrows should be silver headed for demon and vampire extermination.
Rifts Game Masters Guide page 150: Details all of the useful high tech arrows (your bread and butter) and oddly enough includes mega damage magic arrows for some reason. The tracking arrow is especially useful for people with teleporting and invisible opponents.
Pantheons of the Megaverse: The only book that details rune bows (Apollo and Artemis both have one and they are astoundingly powerful).
Rifts Merc Ops: Contains the mega damage Crossbow, an archer's sniper rifle. It also has the swarm bow TW crossbow, which does respectable damage if loaded with its expensive ammunition.
Rifts South America 1: has a bio energy bow which does not have a string which drastically limits its effectiveness. (thanks kaid)
Rifts South America 2 page 185: This is buried in the Larhold Barbarian RCC equipment, A Larhold Barbarian Composite bow does supernatural strength punch damage +6 mega damage. No price on one though so you do have to take it from the rapidly stiffening hands of its former owner but still it is the only example of a strength based bow I can think of in any rifts book.
Rifts Spirit West Page 203: There is a MDC bow that one needs to have supernatural strength or a staggering amount of lesser strength to draw this bow. There is a Laser bow which is terrible. There are also spirit fetish bows which if you are not a native American spirit warrior you will never see let alone be able to use.
Rifts Mystic Russia: The Mystic Kunzyia OCC has a collection of surprisingly anemic arrows it can make, not really anything special considering the incredible power of nearly everything else the Kunzyia can make.
Rifts Splynne Dimensional Market: The T-archer is in this book, the automatically get targeting with all bows and crossbows.
Rifts China 2: While I cannot see any direct archery tools in here the magic scarves are incredible, they grand a extra d6 damage (SDC or MDC), an extra attack and healthy auto dodge. Totally worth it if you can get one.
Rifts Dinosaur Swamp: SteelTree Bows and Arrows and a techno wizard arrow, the bows have a minus to hit of all things but they do up to 3d6 MD which can be pretty good.
Rifts Japan: The have a magic bow so expensive you can sell it and retire comfortably for the rest of your life, its really neat but sooo freaking expensive.
Now one of the most important things to make a powerful Archer is in Rifter 30, there is a fabulous article about specializing in skills that allows one to specialize or master primitive weapons including archery. Its not part of the standard rules set so I am including it here but if you are playing a Men at Arms OCC its totally worth it if you want a truly kick ass Archer.
I've been playing a Cyber Knight with a preference for primitive weapons for some time and here are a few custom arrows I've worked out for my character, they work out pretty well:
The BigBore Arrow: Basically we replace the explosive from a explosive arrow with the explosive from a Bigbore pistol round, this makes an arrow that does a mere 1d6 mega damage but also has a pretty solid knockdown ability, because knocking an opponent on his ass is almost as important as hurting them, especially when you have friends also targeting your opponent.
The Naruni Plasma Arrow: Basically its easy to assume that a Naruni Pistol round (the tiny 3d6 one, not one of the larger ones) can be used as the explosive in a home made arrow, the important part to note is it is much cheaper to make arrows and add Naruni bullets than it is to buy explosives so while the damage is not any more impressive the cost is considerably cheaper.
The Wilk's blinder arrow: basically we harvest some of the light emitters from a Wilk's blinder grenade and mount them on an electric arrowhead. Making a called shot on any kind of optics input allows you to blind it (its too small to justify a radius).
Luminescent Paint Arrow: This garish, glowing foul smelling paint gets splattered all over your target and makes it much harder for them to hide and much easier for them to be tracked.
Olerak Mace Arrow: Like Mace but this stuff works on demons and creatures of magic as well, if your opponent breathes this is an effective way to harm them. Olerak Mace is in Merc Opps.
Radio/Microphone Arrow: Basically an arrow with a speaker and microphone built in for surveillance/misdirection and to facilitate communication.
TW Arrows:
TW Float in air Arrow: going by the guide Goblin Grenades gave us a 3rd level spell arrows have a market cost of 12000 credits, and float in air is a pretty crippling spell for someone not expecting it, halve movement speed and pile on some nasty strike penalties.
TW Light Target Arrow: This arrow casts light target on its target, making it nearly impossible for it to not draw attention to itself.