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
