Rules / Talents / Ranged Combat Talents
Ranged Combat Talents
Firearms and missile weapons: range, aim, rapid fire, reloads and trick ammunition.
| Talent | Tier | Requirements | Benefit |
|---|---|---|---|
| Hawkeye | 1 | 1+ ranks in Firearms or Missile Weapons | Reduce the Disadvantage for shooting beyond your first range increment by 1. |
| Disarming Shot | 2 | 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 | 2 | Hawkeye; 2+ ranks in Firearms or Missile Weapons | You can shoot out to 7 range increments instead of 6. |
| Thousand Meter Stare | 3 | Hawkeye, Extreme Range; 5+ ranks in Firearms or Missile Weapons | Double the range increment of your firearms and missile weapons. |
| Instinctive Shooting | 1 | 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 | 2 | Instinctive Shooting; 2+ ranks in Firearms or Missile Weapons | While wielding a firearm or missile weapon, make a ranged attack against that creature (2 RP). |
| Ricochet Shot | 2 | 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. |
| Quick Draw | 1 | 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 | 2 | 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 | 3 | 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. |
| Butt-Stroke | 2 | Quick Draw; 2+ ranks in Firearms or Missile Weapons; 1+ ranks in Martial Arts or Melee Weapons | Attack with your firearm or missile weapon as a club of its size (1 RP). |
| Sharpshooter | 1 | 1+ ranks in Firearms or Missile Weapons | +1 more Advantage when using Aimed Shot with a firearm or missile weapon. |
| Precise Shot | 2 | Sharpshooter; 2+ ranks in Firearms or Missile Weapons | With Aimed Shot, a natural 19–20 is a critical hit. |
| Precise Shot II | 3 | 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 | 4 | 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 | 1 | 1+ ranks in Firearms or Missile Weapons | 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 | 2 | 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 | 3 | 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 | 2 | Steady Hand; 2+ ranks in Firearms or Missile Weapons | Once per round, make two quick attacks with a weapon of Reload 1 or less. |
| Triple Shot | 3 | Steady Hand, Double Shot; 5+ ranks in Firearms or Missile Weapons | As Double Shot, but three attacks. |
| Manyshot | 4 | Steady Hand, Double Shot, Triple Shot; 10+ ranks in Firearms or Missile Weapons | As Double Shot, but four attacks. |
| Trick Ammunition | 1 | 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. |
| Trick Ammunition II | 2 | 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 | 3 | 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. |
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.