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 or Adrenaline to use pistol attacks as lead up or follow through actions before or after unarmed attacks.
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.
::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.
::4 Advantage: "Close and Personal," Rapid Fire against multiple close combat targets at +1 rate, using highest AC as base for threshold.
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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 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 2 advantage for winning initiative over at least one opponent in the first round or combat.

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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