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COWBOYS & VIKINGSCompendium of the Wild Wastes

Game Master / Adversaries / Skirmisher Maneuvers

Skirmisher Maneuvers

A Skirmisher moves aggressively, exploits openings and stays dangerous by refusing to stand still. It keeps the fight fluid.

Mobile Assault

Strike and Slip

Skirmisher, Reaction · Reaction (1 RP)

Trigger: It hits an enemy with a melee attack.

Double its Speed until the start of its next turn.

Crafting tags: Essence Motion; Ingredients none.

Opportunist Pressure

Opportunist Strike

Skirmisher, Reaction, Recharge · Reaction (1 RP)

Trigger: It hits with a melee attack after moving at least 10 feet.

Add 2 damage dice (Strong Step) to the triggering attack.

Sneaky Positioning

Tactical Withdrawal

Skirmisher, Reaction · Reaction (1 RP)

Trigger: An enemy ends its turn within its melee reach.

Move 10 feet (Strong Magnitude) away without provoking Move-trait reactions.

Harassing Attacks

Harrying Shot

Skirmisher, Maneuver · 1 AP

Make 1 ranged weapon attack; a damaged target must succeed a Perception save (DC 10 + half damage taken) or become Dazed until it recovers.

Mobility Trickery

Phase Skip

Skirmisher, Maneuver · 1 AP

Until its next turn it moves through occupied spaces, gaps one size smaller and hindering terrain without provoking movement reactions, ending in a legal space.

Crafting tags: Essence Space; Ingredients none.

Distraction

Distracting Burst

Skirmisher, Maneuver · 1 AP

1 enemy within Close that can see or hear it must succeed a Perception save against this creature's action check or become Dazzled 2 (Strong Step).

Crafting tags: Essence Mind; Ingredients none.

Scatter Attack

Scattering Rush

Skirmisher, Maneuver · 1 AP

It rushes along a 10-foot line (Strong Magnitude) and makes 1 melee weapon attack; each enemy in the line defends against that one attack roll as it would against the weapon attack (Parry or Dodge, by the usual rules) and takes the weapon's damage on a failure.