Ranged governs the minor skills: Archery, Thrown Weapons, Machine Weapons, Perception.
Every point in Ranged will grant additional combat technique slots. At level 1, you will gain 3 combat technique slots. Each subsequent level grants two more. The slots gained must be used for techniques that are unlocked at or below that level in Ranged.
Attacks are their own attack.
Modifiers apply to existing attacks.
Stances will give semi-permanent effects to the character.
Counter attacks will replace a free counter used following a successful parry.
Manoeuvres are generally based on your movement. They are their own action, but aren't classified as attacks as modifiers cannot be applied to the.
Ranged level | Ability Name | Type | Description | Requirements | AP Cost |
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1 | Precise Shot | Modifier | Spend double the AP of an attack to gain +4 to hit and deal maximum damage upon a successful hit. | Any ranged weapon | x2 |
1 | Double Shot | Modifier | Fire/throw two projectiles instead of one, doubling the damage dice, but taking a -5 penatly to hit. | Any ranged weapon | |
1 | Prone | Stance | Lie prone, granting a +4 bonus to hit with machine weapons. Standing up will take 10AP. | 5 | |
1 | Weapon bash | Attack | Make a melee attack with your ranged weapon. Use 1/2 (rounding up) of your weapon skill. The damage will depend on the weapon skill being used. For archery weapons deal 1d4 + STR damage. For machine weapons, deal 1d6 + STR damage. For thrown weapons, deal 1d8 + STR damage. | Any ranged weapon. | Basic attack |
1 | Peekaboo | Manoeuvre | Move 5 feet, make an attack, move back to your original position. | 10 + cost of the attack | |
2 | Reposition | Stance | While in this stance gain 5ft to your movement speed but take a -4 penalty on attacks. | 5 | |
2 | Defensive Shot | Modifier | Take a -2 penalty to hit. After the attack, change into Reposition stance. | Reposition Stance, any ranged weapon. | |
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3 | Suppressive Fire | Attack | Fire a series of very quick but inaccurate shots, forcing enemies in a 15ft area (circle) to take cover or take damage. The attack can be dodged by retreating into cover or by falling prone. The dodge is a guaranteed success, but still costs the normal amount of AP to do. The enemies can choose not to dodge and take your basic attack damage, instead. | Automatically loading machine weapon | 15 |
3 | Snipe | Attack | Take deadly aim for the head and gain a +10 bonus to hit, dealing guaranteed maximum damage. Upon a critical hit, against a foe with 50 or less health on their head (including armour), instantly reduce the head to 0 health. | Any non-thrown ranged weapon. | 25 |
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