Ranged Combat Traits: Difference between revisions
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'''Close Combat Gunslinger''' (2 trait points) | '''Close Combat Gunslinger''' (2 trait points)<br> | ||
Within 10m pistols count as melee close combat weapons as well as ranged weapons. | Within 10m pistols count as melee close combat weapons as well as ranged weapons.<br> | ||
+5 to AC against ranged and melee attacks so long as there is an enemy within 10m | +5 to AC against ranged and melee attacks so long as there is an enemy within 10m.<br> | ||
+1 Advantage gained for hitting enemies without cover within 10m | +1 Advantage gained for hitting enemies without cover within 10m.<br> | ||
Can pay Focus to use pistol attacks as lead up or follow through actions after | Can pay Focus or Adrenaline to use pistol attacks as lead up or follow through actions before or after unarmed attacks.<br> | ||
::2 Advantage: "Fast Reload," Reload as a free action without resetting advantage. | |||
::4 Advantage: "Close and Personal," Rapid Fire against multiple close combat targets at +1 rate, using highest AC as base for threshold. | |||
::6 Advantage: "Twitch Reflexes," Automatically dodge all ranged attacks in the current turn as a free interrupt. | |||
::8 Advantage: "Bullet Dancer," Gain +10 to your ranged AC for the rest of the combat. Activate as a free action. | |||
::10 Advantage: "Two Hands," gain an extra ranged action with a pistol on each of your turns for the rest of the combat. Activate as a free action. | |||
Prerequisites: Hero 1, Firearms 4, Unarmed 4 | Prerequisites: Hero 1, Firearms 4, Unarmed 4 | ||
'''Quick Draw Gunslinger''' (1 trait point) | '''Quick Draw Gunslinger''' (1 trait point)<br> | ||
Can only be used with pistol weapons. | Can only be used with pistol weapons.<br> | ||
+2 Edge bonus to Initiative in the first round of combat. | +2 Edge bonus to Initiative in the first round of combat.<br> | ||
::Gain 3 advantage for winning initiative over all opponents in the first round of combat. | |||
::Gain 2 advantage for winning initiative over at least one opponent in the first round or combat. | |||
::Gain 1 advantage for winning initiative over all opponents in any round of combat. (all bonuses are cumulative) | |||
Prerequisites: Firearms 4, Alertness 4 | Prerequisites: Firearms 4, Alertness 4 |
Latest revision as of 15:34, 29 May 2019
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Close Combat Gunslinger (2 trait points)
Within 10m pistols count as melee close combat weapons as well as ranged weapons.
+5 to AC against ranged and melee attacks so long as there is an enemy within 10m.
+1 Advantage gained for hitting enemies without cover within 10m.
Can pay Focus or Adrenaline to use pistol attacks as lead up or follow through actions before or after unarmed attacks.
- 2 Advantage: "Fast Reload," Reload as a free action without resetting advantage.
- 4 Advantage: "Close and Personal," Rapid Fire against multiple close combat targets at +1 rate, using highest AC as base for threshold.
- 6 Advantage: "Twitch Reflexes," Automatically dodge all ranged attacks in the current turn as a free interrupt.
- 8 Advantage: "Bullet Dancer," Gain +10 to your ranged AC for the rest of the combat. Activate as a free action.
- 10 Advantage: "Two Hands," gain an extra ranged action with a pistol on each of your turns for the rest of the combat. Activate as a free action.
Prerequisites: Hero 1, Firearms 4, Unarmed 4
Quick Draw Gunslinger (1 trait point)
Can only be used with pistol weapons.
+2 Edge bonus to Initiative in the first round of combat.
- Gain 3 advantage for winning initiative over all opponents in the first round of combat.
- Gain 2 advantage for winning initiative over at least one opponent in the first round or combat.
- Gain 1 advantage for winning initiative over all opponents in any round of combat. (all bonuses are cumulative)
Prerequisites: Firearms 4, Alertness 4
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