Skip to content
COWBOYS & VIKINGSCompendium of the Wild Wastes

Rules / Talents / Ranged Combat Talents

Ranged Combat Talents

Firearms and missile weapons: range, aim, rapid fire, reloads and trick ammunition.

TalentTierRequirementsBenefit
Hawkeye11+ ranks in Firearms or Missile WeaponsReduce the Disadvantage for shooting beyond your first range increment by 1.
Disarming Shot2Hawkeye; 2+ ranks in Firearms or Missile WeaponsRanged attack vs the Reflex save of a creature within 30 ft. On a success it drops one held item of your choice.
Extreme Range2Hawkeye; 2+ ranks in Firearms or Missile WeaponsYou can shoot out to 7 range increments instead of 6.
Thousand Meter Stare3Hawkeye, Extreme Range; 5+ ranks in Firearms or Missile WeaponsDouble the range increment of your firearms and missile weapons.
Instinctive Shooting11+ ranks in Firearms or Missile WeaponsRanged attacks made while threatened in melee don't provoke Reaction Attacks if the target is within 30 ft.
Reactive Shooting2Instinctive Shooting; 2+ ranks in Firearms or Missile WeaponsWhile wielding a firearm or missile weapon, make a ranged attack against that creature (2 RP).
Ricochet Shot2Instinctive Shooting; 2+ ranks in Firearms or Missile WeaponsMake a ranged attack. If a flat surface or solid object is adjacent to a target within 15 ft and you have line of effect to both, the target gets no cover.
Quick Draw11+ ranks in Firearms or Missile WeaponsAt the start of combat you may draw one or more firearms or missile weapons; if you do, +2 to Initiative.
Rapid Reload2Quick Draw; 2+ ranks in Firearms or Missile Weapons; 1+ ranks in Sleight of HandReloading a firearm or missile weapon costs 1 AP less.
Dramatic Reload3Quick Draw; 5+ ranks in Firearms or Missile Weapons; 2+ ranks in Sleight of HandWhen you reload, make a Sleight of Hand check vs the Perception save of a creature within 50 ft.
Butt-Stroke2Quick Draw; 2+ ranks in Firearms or Missile Weapons; 1+ ranks in Martial Arts or Melee WeaponsAttack with your firearm or missile weapon as a club of its size (1 RP).
Sharpshooter11+ ranks in Firearms or Missile Weapons+1 more Advantage when using Aimed Shot with a firearm or missile weapon.
Precise Shot2Sharpshooter; 2+ ranks in Firearms or Missile WeaponsWith Aimed Shot, a natural 19–20 is a critical hit.
Precise Shot II3Sharpshooter, Precise Shot; 5+ ranks in Firearms or Missile WeaponsWith Aimed Shot against a target in your first range increment, it gets no benefit from cover or concealment.
Deadly Sniper4Sharpshooter, Precise Shot I & II; 9+ ranks in Firearms or Missile WeaponsWith Aimed Shot against a target in your first increment, beating its defense by 10 (instead of the usual 15) is a critical hit.
Steady Hand11+ ranks in Firearms or Missile WeaponsTake 1 Strain (1 RP) to reduce the Disadvantage by 1. Per 6 ranks you may take +1 Strain to reduce it by 1 more (maximum 3).
Kentucky Windage2Steady Hand; 2+ ranks in Firearms or Missile WeaponsAfter a miss, +1 Advantage on your next attack with the same weapon against the same target, if it's your next action this turn.
Cascading Accuracy3Steady Hand, Kentucky Windage; 5+ ranks in Firearms or Missile WeaponsAfter a hit, +1 Advantage on your next attack against the same target this turn, if it's your next action.
Double Shot2Steady Hand; 2+ ranks in Firearms or Missile WeaponsOnce per round, make two quick attacks with a weapon of Reload 1 or less.
Triple Shot3Steady Hand, Double Shot; 5+ ranks in Firearms or Missile WeaponsAs Double Shot, but three attacks.
Manyshot4Steady Hand, Double Shot, Triple Shot; 10+ ranks in Firearms or Missile WeaponsAs Double Shot, but four attacks.
Trick Ammunition11+ ranks in Firearms or Missile Weapons; 1+ ranks in CraftingCraft custom ammunition dealing bludgeoning or slashing damage; it raises the weapon's damage die 1 step.
Trick Ammunition II2Trick Ammunition; 1+ ranks in Mysticism or Alchemical Crafting; 5+ ranks in Crafting; 5+ ranks in Firearms or Missile WeaponsCustom ammunition can deal acid, cold, lightning, fire or sonic damage and raises the die 2 steps.
Trick Ammunition III3Trick Ammunition I & II; 1+ ranks in Mysticism or Alchemical Crafting; 10+ ranks in Crafting; 10+ ranks in Firearms or Missile WeaponsCustom ammunition gains Burst (5 ft), damaging all creatures within 5 ft of impact, and raises the die 3 steps.

Hawkeye

Tier 1
Combat, Ranged

Requires: 1+ ranks in Firearms or Missile Weapons

Reduce the Disadvantage for shooting beyond your first range increment by 1.

Disarming Shot

Tier 2 · 2 AP
Attack, Combat, Ranged, Maneuver

Requires: Hawkeye; 2+ ranks in Firearms or Missile Weapons

Ranged attack vs the Reflex save of a creature within 30 ft. On a success it drops one held item of your choice.

Extreme Range

Tier 2
Combat, Ranged

Requires: Hawkeye; 2+ ranks in Firearms or Missile Weapons

You can shoot out to 7 range increments instead of 6.

Thousand Meter Stare

Tier 3
Combat, Ranged

Requires: Hawkeye, Extreme Range; 5+ ranks in Firearms or Missile Weapons

Double the range increment of your firearms and missile weapons.

Instinctive Shooting

Tier 1
Combat, Ranged

Requires: 1+ ranks in Firearms or Missile Weapons

Ranged attacks made while threatened in melee don't provoke Reaction Attacks if the target is within 30 ft.

Reactive Shooting

Tier 2 · Reaction
Attack, Combat, Ranged, Maneuver

Requires: Instinctive Shooting; 2+ ranks in Firearms or Missile Weapons

Trigger: A creature within 30 ft critically fails an attack roll or uses a MANIPULATE or CONCENTRATE action.

While wielding a firearm or missile weapon, make a ranged attack against that creature (2 RP).

Push: take 1 Strain to use this reaction for 1 RP instead of 2.

Ricochet Shot

Tier 2 · 2 AP
Attack, Combat, Ranged, Maneuver

Requires: Instinctive Shooting; 2+ ranks in Firearms or Missile Weapons

Make a ranged attack. If a flat surface or solid object is adjacent to a target within 15 ft and you have line of effect to both, the target gets no cover.

Push: take 1 Strain to use this for 1 AP instead of 2.

Quick Draw

Tier 1
Combat

Requires: 1+ ranks in Firearms or Missile Weapons

At the start of combat you may draw one or more firearms or missile weapons; if you do, +2 to Initiative.

Rapid Reload

Tier 2
Combat

Requires: Quick Draw; 2+ ranks in Firearms or Missile Weapons; 1+ ranks in Sleight of Hand

Reloading a firearm or missile weapon costs 1 AP less.

Dramatic Reload

Tier 3
Combat

Requires: Quick Draw; 5+ ranks in Firearms or Missile Weapons; 2+ ranks in Sleight of Hand

When you reload, make a Sleight of Hand check vs the Perception save of a creature within 50 ft. Success: 1 Advantage on your next attack with that firearm against it (2 on a critical success).

Butt-Stroke

Tier 2 · Reaction
Attack, Combat, Reaction, Melee

Requires: Quick Draw; 2+ ranks in Firearms or Missile Weapons; 1+ ranks in Martial Arts or Melee Weapons

Trigger: A creature in melee reach uses a CONCENTRATE or MANIPULATE action.

Attack with your firearm or missile weapon as a club of its size (1 RP).

Sharpshooter

Tier 1
Combat

Requires: 1+ ranks in Firearms or Missile Weapons

+1 more Advantage when using Aimed Shot with a firearm or missile weapon.

Precise Shot

Tier 2
Attack, Combat, Ranged

Requires: Sharpshooter; 2+ ranks in Firearms or Missile Weapons

With Aimed Shot, a natural 19–20 is a critical hit.

Precise Shot II

Tier 3
Attack, Combat, Ranged

Requires: Sharpshooter, Precise Shot; 5+ ranks in Firearms or Missile Weapons

With Aimed Shot against a target in your first range increment, it gets no benefit from cover or concealment.

Deadly Sniper

Tier 4
Attack, Combat, Ranged

Requires: Sharpshooter, Precise Shot I & II; 9+ ranks in Firearms or Missile Weapons

With Aimed Shot against a target in your first increment, beating its defense by 10 (instead of the usual 15) is a critical hit.

Steady Hand

Tier 1 · Reaction · 1 Strain
Attack, Combat, Reaction, Ranged

Requires: 1+ ranks in Firearms or Missile Weapons

Trigger: You make a firearm or missile attack with at least 1 Disadvantage.

Take 1 Strain (1 RP) to reduce the Disadvantage by 1. Per 6 ranks you may take +1 Strain to reduce it by 1 more (maximum 3).

Kentucky Windage

Tier 2
Attack, Combat, Ranged

Requires: Steady Hand; 2+ ranks in Firearms or Missile Weapons

After a miss, +1 Advantage on your next attack with the same weapon against the same target, if it's your next action this turn.

Cascading Accuracy

Tier 3
Attack, Combat, Ranged

Requires: Steady Hand, Kentucky Windage; 5+ ranks in Firearms or Missile Weapons

After a hit, +1 Advantage on your next attack against the same target this turn, if it's your next action.

Double Shot

Tier 2 · 2 AP
Attack, Combat, Ranged, Taxing, Maneuver

Requires: Steady Hand; 2+ ranks in Firearms or Missile Weapons

Once per round, make two quick attacks with a weapon of Reload 1 or less. Combine hits on the same target before Soak.

Push: take 1 Strain to use this for 1 AP instead of 2.

Triple Shot

Tier 3 · 2 AP
Attack, Combat, Ranged, Taxing, Maneuver

Requires: Steady Hand, Double Shot; 5+ ranks in Firearms or Missile Weapons

As Double Shot, but three attacks.

Push: take 1 Strain to use this for 1 AP instead of 2.

Manyshot

Tier 4 · 2 AP
Attack, Combat, Ranged, Taxing, Maneuver

Requires: Steady Hand, Double Shot, Triple Shot; 10+ ranks in Firearms or Missile Weapons

As Double Shot, but four attacks.

Push: take 1 Strain to use this for 1 AP instead of 2.

Trick Ammunition

Tier 1
Skill, Craft

Requires: 1+ ranks in Firearms or Missile Weapons; 1+ ranks in Crafting

Craft custom ammunition dealing bludgeoning or slashing damage; it raises the weapon's damage die 1 step. You still need the relevant crafting talent (Firearm Crafting for bullets).

Trick Ammunition II

Tier 2
Skill, Craft

Requires: Trick Ammunition; 1+ ranks in Mysticism or Alchemical Crafting; 5+ ranks in Crafting; 5+ ranks in Firearms or Missile Weapons

Custom ammunition can deal acid, cold, lightning, fire or sonic damage and raises the die 2 steps.

Trick Ammunition III

Tier 3
Skill, Craft

Requires: Trick Ammunition I & II; 1+ ranks in Mysticism or Alchemical Crafting; 10+ ranks in Crafting; 10+ ranks in Firearms or Missile Weapons

Custom ammunition gains Burst (5 ft), damaging all creatures within 5 ft of impact, and raises the die 3 steps.