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SHARPSHOOTER
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Sharpshooters are masters of ranged weaponry and because of their specialized training they can perform amazing feats with their weapons. Renowned for their deadly accuracy, sharpshooters command steep fees from mercenary captains, nobles, and others who wish to employ their services. Often, a sharpshooter serves as a sniper, raining punishing fire down upon the enemy and targeting their commander for death. Sharpshooters must be full rank in their ranged weapon before they can begin their training.
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+1% to a ranged weapon of their choice, +1 to damage at rank 3, 7 & 10
Rank 1: If the sharpshooter takes a pulse to take aim, he or she increases their chance of performing an EN shot or
a grievous injury. By taking one pulse to aim their base chance for an EN of grievous is doubled. If they take two
pulses they double the chance of getting a grievous injury.
Rank 3: The sharpshooter may disarm an opponent with no additional modifiers to hit other than the defense of the
opponent.
Rank 5: Sharpshooters incur only half the penalties for firing at airborne, moving targets or kneeling opponents. The
Sharpshooter may opt to target the legs of an opponent causing him or her to possibly stumble and fall. If the hit is
successful the target takes damage as normal and must roll under 2 X AG or fall prone. The range of the
sharpshooter is increased by 25%.
Rank 6: The sharpshooter gains proficiency in quickly loading and firing and may add an additional attack with a bow,
or subtract a pulse with the crossbow. To better illustrate what is meant, a rank 6 sharpshooter can shoot three
arrows in a pulse. A crossbowman can shoot a quarrel every pulse, A hand crossbow and razor disc launcher may
shoot 2 projectiles every pulse, a sling, staff-sling or blowgun may shoot 3 in a pulse. If the sharpshooter takes time
to aim for a pulse the chance for an EN or grievous shot is increased fourfold.
Rank 7: A sharpshooter does not always seek to kill his or her target and has mastered the art of intimidating
opponents by calculated “misses” A sharpshooter may opt to target a hand held items, to barely nick an ear, to
knock some miniscule article from an opponent. The target must roll under 3 X WP or will immediately withdraw from
combat and will run in the opposite direction for one full minute, at that time another check (3 X WP) may be made to
see if the person overcomes his or her fear. Comrades in adjacent hexes must roll under 4 X WP or will follow their
comrade in retreating and will not stop until they make their minute check. Cowards will keep fleeing until they make
a successful check done only once every minute. Persons immune to fear are not effected by this attack.
Sharpshooters may use this ability to remove items that are not hand held from the body of an opponent. The item
must be visible and not concealed under armor or clothing.
Rank 8: Sharpshooters are able to immobilize their opponents by effectively “nailing” a foot to the ground with an
arrow or crossbow quarrel or cracking the ankle with a sling stone or other projectile. If the sharpshooter hits his or
her opponent they are effectively stopped in place until the projectile is removed, or 4 pulses if hit with a stone. They
must roll under 4 X PS to remove the arrow or quarrel and until that is done they may not move from that hex and
their AG is not added to defense. Even after they removed the arrow their TMR is reduced by half. Sharpshooters
incur only half the penalties from evading or sheltered opponents.
Rank 10: Sharpshooter now deal double damage whenever they hit an opponent with an EN or grievous injury.
Ranged is increased by another 25% from the original range of the weapon. Sharpshooters may perform a deflected
shot that can hit targets that have total concealment. -30% to base chance and - 5 to damage. This ability allows a
sharpshooter to "bounce" his or her shot off of a wall, floor or some other surface.