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- Marksman
- [Class] [+2 Attack]
- Prerequisites: (Edge), Novice Combat, Novice Perception
- Static
- Effect: You gain the Sniper Ability.
- Aiming Down The Sights
- [+2 Attack]
- Prerequisites: Marksman
- At Will - Shift Action
- Choose One Effect: Your next Weapon Attack with a long-range Weapon gains +2 to its Accuracy Roll; or your next Weapon Attack has its Critical Range increased by 2; or each is increased by +1. This effect lasts until used or until the start of your next turn.
- Quick Step
- [+2 Attack]
- Prerequisites: Marksman
- At Will - Swift Action
- Effect: You shift up to 2 Meters. Quick Step does not allow you to travel more than your total Movement Capability during a given round.
- Overwatch
- [+2 Attack]
- Prerequisites: Marksman, Adept Perception or Combat
- At-Will - Standard Action
- Effect: You create your choice of a Line X or a Blast 3 with a range of X-1, where X is your Weapon's Range. Until the end of your next turn, if a foe moves in or out of that area, you may make a Ranged Weapon attack, Frequency allowing, against that foe. You may not attack a specific foe more than once per round this way. While this is in effect, if you Move from your current location, Overwatch's effect is lost.
- Can't Outspeed Arrows
- [+2 Attack]
- Prerequisites: Marksman, Expert Perception or Combat
- 1 AP - Full Action, Priority
- Effect: You may make a Weapon Attack with a Long-Range Weapon.
- Crippling Shot
- [+2 Attack]
- Prerequisites: Marksman, Expert Perception or Combat
- 2 AP - Full Action
- Effect: Make a Ranged Struggle Attack attack with a -2 penalty to Accuracy. If you hit, the attack deals Damage as if it was resisted one step, but the target becomes Slowed, loses 1 Speed Combat Stage, and you initiate a Trip Maneuver against the target. You may use your Perception Skill to resolve the Opposed Check if you wish.
- Dead-Eye Shot
- Prerequisites: Marksman, Master Combat or Perception
- Scene x2 – Standard, Priority
- Effect: Use of Dead-Eye Shot must be declared at the start of the round. Nothings happens at this time. At the end of the round, the user may use their Shift Action, and then make a Ranged Attack and roll twice for Accuracy. You may resolve the attack using either result, but if you choose to use the lower result and the attack hits, it is automatically a Critical Hit.
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