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The Study of Marksmanship     The Study of Marksmanship concerns everything related to skill in ranged attacks and the competent use of "conventional" ranged weapons. Compared to melee fighters, those who specialize in this Study enjoy attacks that are often more powerful and harder to dodge, as well as all the obvious benefits of being able to attack at a distance. All other things being equal, range and damage will win the day. Of course, ranged combat in Lur-Asko tends to complicate that principle, with many elements of Technology and Arcana providing an array of countermeasures against ranged weapons.
Stat Requirement to Enter Study: None Notes for New Characters     This Study should not be the focus of the entire party, but a party that lacks any ranged capability is practically begging for an enemy to come along and exploit this weakness. Specialists in this Study tend to be thwarted by adversaries using kinetic shields and energy shielding, but are able to efficiently defeat large numbers of more normally-equipped foes. Meanwhile, adventurers focused elsewhere tend to diversify into Marksmanship in order to use exotic ranged weapons from other Studies more effectively.

Marksmanship Lore     Skill in the use of ranged weapons has had its place since prehistoric times, when sentient species invented the first bows and slings simply to survive. Ranged talent was equally important in Alacrian civilization - marksmen were invaluable in taming the frontiers and settling dangerous lands, and their skills spread out into many technologically-advanced weapons. For a time in the Alacrian Golden Age, marksmanship became virtually the only form of combat. Ranged weapons were so advanced, so powerful, that "crude" melee fighting became an anachronism practiced only by "savages" on the outskirts of civilization. While kinetic shields and energy shielding also existed towards the end of this period, they were a largely-irrelevant academic curiosity. Those the Alacris faced in combat - wild beasts and primitive tribes - possessed no such defenses.

    That all changed during the Draconic Wars, when armies of white acolytes from Eer'Kalla used the Alacris' own technology against them. As melee combat was rediscovered and the first melee high martial arts were founded, the once-supreme schools of marksmanship struggled to redefine themselves and find their place in this new battlefield. Over the course of the war, the initially-panicked ranged specialists were relieved to discover that their skills still had a place. Even arcanists needed to be taught how to aim a fireball, and energy shielding could reliably protect only the most-vital portions of the front. Exuro technology began to overtake magnetbows, providing a low-power but easily replenished source of energy damage - absolutely vital for whenever the closest Aterr's power ran dry. By diversifying into what is now called the Study of Technology, yesterday's marksmen became tomorrow's inventors, applying their skills to a new generation of specialized and complicated ranged weapons.

    By the end of the Draconic Wars, the Alacrian marksmen had recovered their trade and developed it into several ranged high martial arts, each of which were just as polished as those of their melee-focused comrades. Even after the Fall of the Alacris, Lur-Asko's warriors have continued to develop these arts and even create new ones.

Ranged Insight     To a certain extent (and for a limited time), muscle memory and training can fill in for the extreme mental focus required by advanced ranged moves. Once you have a Marksmanship Ability that uses insight, you begin tracking ranged insight. Ranged insight is identical to normal insight, except that it can only be used for Marksmanship Abilities; you can use it first in order to save some normal insight for other Studies. Unlike normal insight, ranged insight is refilled to its maximum whenever you have at least 2 minutes to rest. Its maximum begins at 4; the maximum is increased whenever you gain a tier, by an amount equal to 1/4 of the tier gained:
Marksmanship Tier 1
2
3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30
Maximum Ranged Insight 4
4
4 5 6 7 8 10 12 14 16 19 22 25 28 32 36 40 44 49 54 59 64 70 76 82 88 95 102 109

    The maximum can be modified by certain Abilities and Attributes. Ranged insight cannot exceed its maximum at any time, even if gained mid-combat through Abilities or Attributes.

    A single expenditure of insight can be split between ranged insight and normal insight. For example, if you must spend 7 insight for a Marksmanship Ability, you can spend 4 ranged insight and 3 normal insight.

Ranged Attacks, Competency, and the Ranged Competency Ability    Rules regarding ranged attacks for all characters (even those with no tiers in Marksmanship) can be found in Combat. To summarize, all characters may make incompetent attacks with any weapon they meet the stat requirements to wield, provided they succeed on a d20 offense roll on DEX and do not attack beyond short range. The defense roll is d20 on DEX. If they are considered competent with the ranged weapon they are currently wielding, all characters may make competent attacks, which have easier offense rolls and are effective at longer range. Marksmanship Abilities involving your attacks only apply to competent ranged attacks unless otherwise stated.

    All Marksmanship Backgrounds automatically grant you the Ranged Competency Ability at your 1st tier. Be sure to check the rules for this Ability below, and select your first category of weapons to become competent with.

Announcing Ability Use     Any Ability which has some type of cost or affects a roll must be announced to the GM before making the relevant offense or defense roll (except for reactive +TNs, which are not used until after the roll). Any insight or fatigue cost must be paid immediately upon using the Ability, regardless of the success of the attack. Abilities that simply provide a constant benefit without a cost are presumed to always be in use if valid and do not need to be announced.

Range, Offense Rolls, and Critical Hits     All ranged weapons list 3 basic offense rolls for 3 ranges, in a format such as d6/d12/d20. Respectively, these refer to offense rolls for short, medium, and long range attacks. An incompetent character can only use a ranged weapon to attack enemies at short range, and only with an offense roll of d20 on DEX (regardless of what roll the weapon lists for short range).

    Critical hits never occur at long range unless you use the Long-Range Precision Ability. If a weapon lists offense rolls such as d6/d20/X, the X indicates that it can never perform attacks at long range, nor critical hits at medium range, regardless of Abilities.

    Many Marksmanship Abilities add Hindrance to your offense roll, or have separate rolls of their own in the same attack. If the offense roll or these other rolls fail by any amount, the entire attack misses.

Marksmanship Backgrounds    Broadly speaking, Marksmanship Backgrounds are not really tied to how a character developed their skills, but the purposes for which they did so. Those with different Backgrounds are usually not rivals, but simply influenced by their past to dedicate themselves to different roles on the battlefield.
Outflanker (Costs 3 LP)
    Your pursuit of the ranged arts is often a literal pursuit; whereas other shooters fight from cover, you embrace mobility, chasing down your enemies or taking aim from their vulnerable flanks. This Background describes many of Lur-Asko's mounted archers and gunslingers, but can also be useful for those on foot, especially if they train athletically for speed. Those who seek a seamless transition between melee and ranged combat will also find many useful techniques in this style.
    Outflankers gain the Ranged Competency Ability as an extra benefit at 1st tier, and the Ranged HMA Mastery Ability at 9th tier.
    Suggested Abilities: Shooting Stances, Acrobatic Defense, Multitask Stance
Sharpshooter (Costs 3 LP)
    You pursue the ranged arts not only in practice, but in theory as well. You tend to view fights in a more technical way, and can probably recite the stances and forms of several high martial arts. Your training lacks the specialization of the other Backgrounds, but makes up for this in versatility, quick thinking, and a strong offense. Those ranged fighters who do not need a peculiar devotion to cover, distance, or speed tend to be well-suited to the art of the sharpshooter, especially if they combine it with arcane, technological, or teamwork-based defenses.
    Sharpshooters gain the Ranged Competency Ability as an extra benefit at 1st tier, and the Ranged HMA Mastery Ability at 8th tier.
    Suggested Abilities: Shooting Stances, Expert Aiming, Basic Ranged Defense
Sniper (Costs 3 LP)
    You pursue the ranged arts because distance is the best defense. You view accuracy in absolute terms - the ability to put your shots on the mark at much longer distances. The "loners" of your kind are lauded in bardic tales for being able to lay waste to whole groups of beasts and bandits with impunity. More often and more practically, you might amplify the efforts of your adventuring party, extending their reach or supporting them with crossfire from a distant perch. In any case, you will benefit from weapons that focus on maximizing range, and you might consider diversifying into the Study of Stealth to avoid retaliation.
    Snipers gain the Ranged Competency Ability as an extra benefit at 1st tier, and the Ranged HMA Mastery Ability at 9th tier.
    Suggested Abilities: Weapon Bracing, Distance Aiming, Long-Range Precision
Speedshooter (Costs 3 LP)
    You pursue the ranged arts for accuracy, but you tend to measure accuracy in seconds. Putting a high volume of fire on target is your specialty, and you probably prefer weapons that reward your particular skills. Bows, firearms, and Skretan high-noon duels are traditionally associated with your Background, but certain advanced energy weapons can also suit your needs. Speedshooting can squeeze a higher amount of damage from such weapons, and also affords you a much greater ability to quickly deal with large groups of enemies. 
   Speedshooters gain the Ranged Competency Ability as an extra benefit at 1st tier, and the Ranged HMA Mastery Ability at 9th tier.
    Suggested Abilities: Shooting Stances, Rapid Fire Attack, Basic Ranged Defense
Trenchfighter (Costs 3 LP)
    Perhaps you were trained to man defensive fortifications, or perhaps you just recognize that many ranged battles tend to devolve into everyone taking haphazard shots around whatever cover they were able to dive behind. Therefore, you focus on how to use cover most effectively, and how to eventually land a hit on an enemy behind their own. Some adventuring parties train to use exotic defenses instead of regular cover, and sufficiently powerful ranged weapons can make it irrelevant. Still, a vast amount of Lur-Asko's ranged fights use cover, and with your training in minimizing its downsides, there's every reason to make use of it.
   Trenchfighters gain the Ranged Competency Ability as an extra benefit at 1st tier, and the Ranged HMA Mastery Ability at 9th tier.
    Suggested Abilities: Weapon Bracing, Cover Speed, Clear Shot
Novice     You are consideed new to the ranged arts. You likely focus on other Studies, but needed at least the basics of Marksmanship to take your shots or defend yourself from others. While this Background is limited, it allows you free access to ranged competency, and can be easily upgraded later in life.
    Novices gain the Ranged Competency Ability as an extra benefit at 1st tier. You are unrestricted by favoredness, but have a tier cap of 3.
    Suggested Abilities: Shooting Stances, Basic Ranged Defense, Expert Aiming
Elite Backgrounds: RevolutionaryChanging Backgrounds    All Backgrounds can change to one another, if the character pays the difference in LP cost between the old and new Background (if any), plus 1 LP, plus another 1 LP for every 3 base tiers they already have in Marksmanship. The latter two requirements do not apply to Novices, who need only pay the normal LP cost of their new Background regardless of tier.

    A Revolutionary who ceases to adhere to Post-Declarationism immediately changes into a Background of their choice, and does not need to pay LP for this change.

Backgrounds & Training    Marksmanship Backgrounds are unrestricted in training; all Backgrounds may train each other, and all may find training in cities.
Ability Favoredness Chart

Outflanker Sharpshooter Sniper Speedshooter Trenchfighter
Ranged Competency
Acrobatic Defense

 
Anti-Armor Precision

Area Tactics
Basic Ranged Defense
Clear Shot

Cover Speed



Cover Guard



Distance Aiming



Drill Master



Expert Aiming

Favorite Weapon
Full-Auto Skill



High Noon Focus


Hit the Dirt



Indirect Attack



Insightful Observation



Long-Range Precision



Mounted Ranged Competency



Multitask Stance



Point-Blank Retaliation


Quick Reload



Ranged Foresight



Ranged HMA Mastery
Ranged Quick Draw



Rapid Fire Attack



Rapid Fire Feint



Shooting Stances
Technology Competence - Marksmanship
Thrown Weapon Expertise

Unpredictable Shot



Weapon Bracing  
Marksmanship Abilities Ranged Competency    All-favored
    Automatically gained at 1st tier
    This Ability grants competency in various categories of weapons. When you first obtain this Ability, you gain competency in at least one category. Without competency in the weapon you are wielding, you can only make incompetent ranged attacks.
     Categories marked with a (2) are more difficult; you may choose one of them upon obtaining this Ability, or two categories marked with a (1).
    -Bows (2)
    -Crossbows (1)
    -Energy (1)
    -Firearms (1)
    -Rocket Launchers (1)
    -Grenade Launchers (1)
    -Slings (2)
    -Thrown (1)
Progression
    Normal: For every tier above 1st, you choose another competency category marked (1) to gain, or save two tiers for a category marked (2).
    This Ability cannot be emphasized or maximized.
Acrobatic Defense    Outflanker-favored
    You may take 8 fatigue in order to gain a reactive +TN equal to 50% of your SPD in a ranged defense roll. This Ability cannot be used if you have 2 or more degrees of encumbrance, any degree of Mobility Injury, or while you are knocked down, mounted, flying, grappling, or fighting from cover. The use of this Ability ends any touch between you and other characters (whether you are the toucher or being touched), and you cannot receive a non-grappling touch until your next turn.
Progression
    Normal: The fatigue cost is decreased by 1/12 your tier.
    Emphasized: The fatigue cost is decreased by 1/6 your tier.
    Maximized: The fatigue cost is decreased by 1/4 your tier.
Anti-Armor Precision    Sniper-favored
    Sharpshooter-favored
    Outflanker-favored
    To use this Ability, you must add 2 Hindrance to your offense roll. When you land a critical hit in a ranged attack and choose the option to increase drive, this Ability allows you to increase drive by 20 instead of 10.
    This Ability is only effective when attacking a character (not a vehicle or object).
Progression
    Normal: At 5th tier, you gain the option to spend 7 insight upon use to add 10 to your weapon's drive (not limited to critical hits, for a total of +30 in a critical hit). This insight cost is reduced by 1/8 your tier.
    Emphasized: At any tier, you gain the insight option from Normal. The insight cost is reduced by 1/4 your tier.
    This Ability cannot be maximized.
Area Tactics    All-favored
    Whenever you attack with an explosive or energy AoE (see AoE), you may make a single change to the results of the hit chance rolls. For example, you can choose one enemy that would not have been hit to be hit, or you can spare one ally from a hit they would have taken. You may not cause a character with 100% hit chance to not be hit, or cause a 0%-chance character to be hit. Aside from this, you are unrestricted in your choice (including whether or not you use caution, or any other rule that affects hit chances).
    This Ability applies equally to energy overeffect. It has no effect on things other than explosives or energy AoEs that just happen to use the same AoE rules, nor does it have any effect on ZAoEs. It cannot be used with AoEs created during a Rapid Fire Attack.
Progression
    Normal: At 20th tier, you may make an additional change in the same AoE.
    Emphasized: As Normal, but also at 10th tier.
    This Ability cannot be maximized.
Basic Ranged Defense    All-favored
    This Ability reflects greater skill in erratic movements intended to throw off the aim of ranged attackers. It provides a +TN of 3 in all ranged defense rolls.
Progression
    Normal: The +TN is increased by 1/12 your tier.
    Emphasized: As Normal, but 1/6 your tier.
    This Ability cannot be maximized.
Cover Speed    Trenchfighter-favored
    This Ability allows you to find better cover and get behind it more quickly. You may take cover as a slowing free action (rather than a slowing major action).
Progression
    Normal: The armor bonus you gain from any cover is increased by 1/3 your tier.
    Emphasized: As Normal, but 2/3 your tier.
    This Ability cannot be maximized.
Clear Shot    Sharpshooter-favored
    Sniper-favored
    Trenchfighter-favored
    By adding 2 Hindrance to your offense roll, you reduce the margin by which your target must fail a defense roll in order to have their shield or cover ignored (normally 20) by 5 for improved cover, or by 10 for normal cover.
    This Ability does not affect the failure margin required for a critical hit.
Progression
    Normal: At 4th tier, you gain the option to spend 7 insight to use this Ability with no Hindrance. This insight cost is decreased by 1/8 your tier
    Emphasized: At any tier, you gain the 7 insight option as in Normal. The insight cost is decreased by 1/4 your tier.
    This Ability cannot be maximized.
Cover Guard    Trenchfighter-favored
    When using cover in a High Clutter area, or improved cover in any area, you take 1 degree of melee disadvantage instead of 2.
Progression
    Normal: At 6th tier, you gain the option to spend 6 insight as a free action to take 1 less degree of melee disadvantage from all forms of cover (that is, none at all in High Clutter or improved cover, and 1 degree in all others) for 1 round. You are still restricted from using Abilities that cannot be used while fighting from cover. The insight cost is reduced by 1/8 your tier.
    Emphasized: At any tier, you gain the insight option from Normal. The insight cose is reduced by 1/4 your tier.
    This Ability cannot be maximized.
Distance Aiming    Sniper-favored
    To use this Ability, specify a single target at medium or long range that you can see, and roll d12 on INT as a slowing minor action. If successful, you gain a +TN of 2 in any ranged offense roll you make against that target this turn. You cannot use Rapid Fire Attack or full-auto fire.
    You may also use a slowing major action to begin aiming at the target for the purposes of next turn's attack. This requires the same d12 roll on INT, and the target must be at medium or long range on both this turn and the next. If you succeed, and if you also succeed on the roll for the above minor action on your next turn, the +TN from this Ability is doubled.
Progression
    Normal: The +TN (before any doubling) is increased by 1/12 your tier.
    Emphasized: As Normal, but 1/6 your tier.
    Maximized: As Normal, but 1/4 your tier.
Drill Master     Sharpshooter-favored
    This Ability allows you to decrease your maximum normal insight by 4 in order to increase your maximum ranged insight by 6.
     At the end of any 4-hour rest, you may deactivate or reactivate the effects of this Ability, or use a different portion of it (the amount of maximum ranged insight gained is always 150% the amount of maximum normal insight lost). You cannot use it in such a way that it would reduce your maximum normal insight below 1.
Progression
    Normal: The amount by which you may reduce your normal insight maximum (originally 4) is increased by 1/2 your tier.
    Emphasized: As Normal, but increased by your tier.
    Maximized: As Normal, but increased by 1.5 times your tier.
Expert Aiming    Outflanker-favored
    Sharpshooter-favored
    Trenchfighter-favored
    As a minor action, you may use this Ability to prepare advanced techniques to hit a defensive target. If you make a ranged attack on the same turn, you add 1 Hindrance to your offense roll. Your target must add the same amount of Hindrance to their defense roll.
    This Ability cannot be used with a thrown weapon, as these weapons move too slowly to take advantage of the techniques; Thrown Weapon Expertise can allow you to ignore this rule for short-range offense rolls.
Progression
    Normal: For every 6 tiers beyond 3rd, you may add an additional 1 Hindrance to your offense roll.
    Emphasized: The total amount of Hindrance added to your offense roll from this Ability may be up to 1/3 of your tier.
    This Ability cannot be maximized.
Favorite Weapon     All-favored
    Upon taking this Ability, you must associate it with a specific category of ranged weapon you have selected in the Ranged Competency Ability. You have a +TN of 2 in any offense roll with those weapons.
    This Ability cannot be used with Abilities that function as weapons, but only conventional ranged weapons or devices.
Progression
    Normal: The +TN is increased by 1/8 your tier.
    Emphasized: As Normal, but 1/4 your tier.
    This Ability cannot be maximized.
Full-Auto Skill    Speedshooter-favored
    By default, projectile weapons with full-auto capability can only actually use full-auto at short range, and only at a single target. This Ability allows you to use such weapons to full-auto out to medium range.
    This Ability also allows you to attack multiple targets with a single use of full-auto fire, splitting the damage. All targets must be grouped-up with one another. The maximum number of targets is 2 (before progression). Each target gets a separate defense roll, and damage is divided equally between all targets (drive is unchanged). Other Abilities which are valid for full-auto fire take effect against all targets, with no increase in any fatigue or insight spent (unless those Abilities specify otherwise).
    Finally, this Ability forces characters outside of cover to add Hindrance in their defense rolls against your full-auto attacks. The Hindrance is 2 if you attack a single target, or 1 if you attack multiple targets. Characters in cover do not add this Hindrance.
Progression
    Normal: The maximum number of targets is increased by 1/6 your tier.
    Emphasized: As Normal, but 1/3 your tier.
    This Ability cannot be maximized.
High Noon Focus    Sharpshooter-favored
    Speedshooter-favored
    As a free action, you may spend 5 insight immediately prior to beginning a ranged attack on an enemy; this grants you 1 Easing in ranged defense rolls against that enemy, and forces them to add 1 Hindrance in any ranged defense rolls against you. However, you must add 1 Hindrance in ranged defense rolls against any other character. These effects continue for the rest of the battle, or until deactivated. You may only deactivate this Ability as a free action on your own turn; even if your targeted enemy dies, the Hindrance against others continues until you can deactivate this Ability. You must deactivate it before using it on a different character, but may do both as part of the same free action. Insight is only spent when activating the Ability.
    You may also use this Ability as a counter to itself, activating it without an action, immediately prior to a defense roll against an attacker who is using High Noon Focus on you, provided you neither used nor deactivated the Ability on your own previous turn. This cannot be done in response to a stealth attack. The insight cost is the same as activating the Ability normally.
    This Ability is ineffective at long range. If your range to the target increases to long, it temporarily ceases to provide any effects in relation to the target, though the Hindrance against other enemies continues until you deactivate the Ability properly.
    If you also have Dueling Focus (Close Combat), you cannot have it active at the same time as this Ability.
    Despite the name of this Ability (derived from Skretan high-noon-duel culture), it is effective at any time of day.
Progression
    Normal: The insight cost is reduced by 1/12 your tier.
    Emphasized: The insight cost is reduced by 1/6 your tier.
    Maximized: The insight cost is reduced by 1/4 your tier.
Hit the Dirt    Outflanker-favored
    If you are not flying, knocked down, mounted, or using cover, you may spend 7 insight to gain a reactive +TN of 5 in any ranged defense roll; you immediately suffer a knockdown. You can ignore the knockdown if you have a means of doing so - such as by being a Koh-Trr, or via an Ability such as Kip-Up (Athletics)  - but still cannot use this Ability again until after your next turn. Any use of Acrobatic Defense is ended by the use of this Ability after resolving the defense roll.
Progression
    Normal: For every 12 tiers, the insight cost is reduced by 1, and the reactive +TN is increased by 1.
    Emphasized: As Normal, but every 6 turns.
    Maximized: As Normal, but every 4 turns.
Indirect Attack     Trenchfighter-favored
    This Ability represents skill in rolling, bouncing, or lobbing grenades to hit well-protected characters. Whenever you competently attack a character at short range with a weapon that uses the Thrown proficiency and has an effect resolved via AoE rules, you may purposely miss your target on a successful offense roll, but fully remove their cover armor bonus when resolving the area effect. Any other character touching or grappling with your target also suffers this.
Progression
    None. This Ability cannot be emphasized or maximized.
Insightful Observation     Sharpshooter-favored
    This Ability allows you to gain ranged insight as a free action by rolling d12 on INT. If successful, the amount of ranged insight gained is equal to your bINT.
    Once this Ability is used (whether the attempt succeeds or fails), it cannot be used again until after a 2-minute rest.
Progression
    Normal: The amount of ranged insight gained (normally bINT) is increased by 1/4 your tier.
    Emphasized: As Normal, but 1/2 your tier.
    Maximized: As Normal, but 3/4 your tier.
Long-Range Precision    Sniper-favored
    This Ability allows your long-range attacks to land critical hits, at the cost of 3 Hindrance to your ranged offense roll.
Progression
    Normal: The Hindrance is decreased to 2 at 14th tier.
    Emphasized: The Hindrance is decreased to 2 at 7th tier, and to 1 at 14th tier.
    Maximized: The Hindrance is decreased to 1 at any tier, and to 0 at 14th tier.
Mounted Ranged Competency    Outflanker-favored
    This Ability allows you to make competent ranged attacks while mounted on a saddled animal or automount. Without both this Ability and competency in the weapon(s) you are wielding, you can only make incompetent ranged attacks while mounted. This Ability does not remove the Hindrance added to ranged offense rolls by being mounted, or by a moving mount.
Progression
    Normal: At 4th tier, you no longer require a hand to direct your mount.
    This Ability cannot be emphasized or maximized.
Multitask Stance    Outflanker-favored
    To use this Ability, you must have a conventional ranged weapon in one hand, and a competently-wielded shield or melee weapon in the other. You may use this offhand item to support your ranged weapon, gaining one of the two following effects:
    -You may wield the ranged weapon one-handed, even if you only meet its two-handed stat requirements.
    -If you already meet the ranged weapon's one-handed stat requirements, you may wield it one-handed without adding the normal offense roll Hindrance for doing so.
    Whenever you make a ranged attack while using this Ability, the offhand item's Defense rating is reduced to 50% until your next turn. Shield armor bonuses are not affected. This Ability cannot be used while knocked down or mounted. It does not assist in meeting any weapon's Nimble requirements, nor can it be used with entirely two-handed ranged weapons that do not list a one-handed stat requirement (such as rocket launchers).
Progression
    Normal: The Defense reduction is changed to 75% at 10th tier, and removed at 20th tier.
    This Ability cannot be emphasized or maximized.
Point-Blank Retaliation     Outflanker-favored
    Trenchfighter-favored
    You may spend 4 insight when making a ranged attack to remove all melee interference Hindrance from your offense roll, provided you are solely attacking a target(s) who attacked you in melee since your last turn, or who is grappling with you.
    This Ability cannot be used with Weapon Bracing. AoEs are valid for this Ability, provided their direct target is a valid character.
    Normal: The insight cost is reduced by 1/10 your tier.
    Emphasized: The insight cost is reduced by 1/5 your tier.
    This Ability cannot be maximized.
Quick Reload    Speedshooter-favored
    This Ability allows you to roll d12 on DEX to reload a firearm, railgun, energy weapon, or grenade launcher as a minor action instead of a major action. It also applies the same benefit to attaching a loading lever or windlass to a crossbow (but not the actual act of reloading a crossbow). If the roll fails, you waste your minor action, but may still reload as a major action. If you are reloading a firearm with the partial reload type and succeed on the roll, you may choose to still spend a major action to double the number of rounds reloaded.
    This Ability cannot be used to change volatite crystals in devices unless the device is internally powered and has "Ranged Weapon" in its title.
Progression
    Normal: You gain a +TN in the DEX roll equal to 1/2 your tier.
    Emphasized: As Normal, but equal to your tier.
    This Ability cannot be maximized.
Ranged Foresight    Sniper-favored
    This Ability allows you to foresee a failed attack and prevent the loss of ammo or stealth that would otherwise result if you went through with it. If your offense roll failed by 4 or less, you do not actually fire the shot. Any Ability insight, fatigue, or other cost that occurs before the offense roll is not refunded, but you do not expend any ammo, charge, insight, or other cost associated with fueling the attack itself. Your failed attack can double as a major action to maintain High Stealth.
Progression
    Normal: The amount by which your roll may fail by is increased by 1/3 your tier.
    Emphasized: As Normal, but 2/3 your tier.
    Maximized: As Normal, but your whole tier.
Ranged HMA Mastery    All-favored
    This Ability cannot be obtained before 5th tier. It allows you to spend 20 insight to produce a reactive +TN from your advanced knowledge of a high martial art. This Ability cannot be used while knocked down or flying. The exact amount of the reactive +TN and the rolls in which it can be used depend on the martial art selected - when you obtain this Ability, choose one of the following arts:

    Arz Tangen: A reactive +TN of 4 in any ranged offense or defense roll at short range. The insight cost is reduced by 5.
    Arz Velamen:
A reactive +TN of 10 in a ranged defense roll when you are using cover and the attacker is using Clear Shot. The insight cost is reduced by 5 if you adhere to Post-Declarationism.
    Atru-Manis: A reactive +TN equal to your WILL in a ranged offense or defense roll against a sentient enemy you have High Noon Focus active on. The insight cost is reduced by 5 if you adhere to the Dark Path.
    Steycho: A reactive +TN equal to your CON in a ranged defense roll when the attacker is using Unpredictable Shot or Expert Aiming. The insight cost is reduced by 5 if you adhere to Heritage Ascendancy or either Draconic philosophy.
    Plains Form: A reactive +TN equal to your INT in a ranged offense roll at long range. The insight cost is reduced by 5 if you adhere to Rationalism.
    Skot Murtayil: A reactive +TN equal to your WILL in a ranged defense roll in which you rolled at least 4 Hindrance. The insight cost is reduced by 5 if you adhere to Methodianism or Prismatic Unity.
    Skretan Form: A reactive +TN equal to your WILL in a ranged offense roll when you are using Rapid Fire Attack, or during the first round of combat when you've used Ranged Quick Draw. The insight cost is reduced by 5 if you adhere to Nihilism.
    Rashakhah: A reactive +TN equal to your SPD in a ranged offense roll when you are using Clear Shot at short or medium range. This art cannot be used while mounted, knocked down, flying, or using cover. The insight cost is reduced by 5 if you adhere to Preamblianism. If desired, you may replace up to half of the insight cost with fatigue.

    Most Marksmanship Backgrounds grant this Ability for free at a certain tier. If your Background grants you this Ability but you already chose it at an earlier tier, you may swap that earlier choice for a different Ability or emphasis, without expending your free swap.
    Only one HMA can be used at once. If you also have Melee HMA Mastery (Close Combat), you must choose one art or the other to use at the beginning of combat or whenever you switch as a minor action, identically to the rules for multiple ranged HMAs found in this Ability's progression.
    The insight cost for this Ability can be reduced for a time by practicing at an HMA training hall in a major city (commonly referred to as a dojo). If at least 2 hours is spent doing so, the insight cost for the option pertaining to the dojo's HMA is reduced by 4 for the next 24 hours. You may only have this discount active on one HMA (either ranged or melee) at a time, even if you visit multiple dojos; practicing in another dojo will replace the discount, not add another. The cost reduction stacks with any other reduction listed by the option. HMAs associated with a philosophy not widely accepted in the realm may only be found in the realm's largest cities, and dojos open to the public may involve access fees or a wait to get in; for these reasons, some adventurers establish their own dojos in their bases or ships (see Custom Rooms).
Progression
    Normal: For every 6 tiers beyond the tier at which your Background grants this Ability, you may choose another art from the above list. However, only one art at a time can be active. You select your active art at the beginning of combat, and may later change which art is active as a minor action. Inactive arts are not available for this Ability's effects.
    Emphasized: As Normal, but you choose another art for every 3 tiers beyond the tier at which your Background grants this Ability.
    This Ability cannot be maximized.
Ranged Quick Draw     Speedshooter-favored
    You may gain a +TN of 6 in any turn order roll. However, if you use this Ability, the only actions you may take during the first round of combat are ranged attacks, inventory actions to drop items or draw ranged weapons, or Ability or device actions directly related to a ranged attack. Attacks with 'weapons' that originate from Abilities are not valid for this Ability. You must decide the use of this Ability before making the turn order roll. No other Abilities with "Quick Draw" in the title may be used simultaneously.
Progression
    Normal: The +TN is increased by 1/3 of your tier.
    Emphasized: The +TN is increased by 2/3 of your tier.
    Maximized: The +TN is increased by your tier.
Rapid Fire Attack     Speedshooter-favored
    This Ability allows you to make multiple shots in one attack. It can be used with any weapon that has a listed RFD (Rapid Fire Difficulty) that you are not currently operating in full-auto mode. Regardless of any following rules, the total number of shots cannot exceed 2 (before progression).
    To use this Ability, add 1 Hindrance in your offense roll. If your offense roll succeeds, divide the margin of success by your weapon's RFD; the result is how many extra shots beyond 1 you have the option to fire in your attack. For example, if you rolled a 10 and your TN is 16, you may fire 3 shots with a weapon that has an RFD of 3, or 4 shots if the RFD is 2 (and if your progression with this Ability is sufficient).
    Your shots may be allocated as you wish between one or multiple targets. If multiple targets, and the targets are at different ranges, you must make the more difficult offense roll. Only one defense roll is made for each target. Critical hits do not occur.
    Bows and firearms do their listed damage per shot, therefore landing multiple shots will increase the damage. Drive is not changed.
    Energy weapons are limited by the recharge rate of their capacitors, and typically cannot inflict more damage than they would with a single shot. You may still use a Rapid Fire Attack to spread their damage across multiple targets; simply decide how much charge you fire in each shot, and use the listed "per charge" damage (and likewise for insight or other resources, for weapon-equivalent Abilities or exotic weapons that don't use charge). Some energy weapon devices have a "rapid fire charge limit." In this case, they may indeed exceed their normal single-shot damage; you simply must not exceed their normal damage with any one shot, and you cannot expend a total amount of charge greater than the listed rapid fire charge limit. Unless otherwise indicated, energy weapons have an RFD of 2.
    Before making your offense roll, you must announce your intentions with this Ability, including how many shots, at what targets, and (if applicable) how much charge at each. If your offense roll is insufficiently successful, the later shots are not fired; you cannot retroactively reassign charge or targets after rolling.
    All simultaneously-used Abilities take effect during all shots, with no increase in any insight spent. Expert Aiming is effective only if you attack just one target.
    For purposes of energy shielding, kinetic shielding, AoEs, or energy overeffect, consider each shot from Rapid Fire Attack to be a separate attack.
Progression
    Normal: The maximum number of shots (originally 2) is increased by 1/6 your tier.
    Emphasized: As Normal, but 1/3 your tier.
    Maximized: As Normal, but 1/2 your tier.
Rapid Fire Feint     Speedshooter-favored
    This Ability allows you to purposely miss a shot when using Rapid Fire Attack, in order to startle or mislead your target into a more vulnerable position. Whenever you use Rapid Fire Attack against a single target, you may sacrifice one shot to force your target to add 1 Hindrance to their defense roll. For the purpose of any other rules (such as AoE hit chances or energy shielding), the sacrificed shot counts as though it missed due to a failed offense roll. During your attack, the sacrificed shot must be fired before any of the "true" shots. If using an energy weapon, the sacrificed shot must also contain at least as much damage as any one of the intended true shots.
    This Ability's Hindrance does not stack with the Hindrance from a stealth attack; consider only the greater amount.
Progression
    Normal: At 18th tier, you may sacrifice an additional shot for an additional 1 Hindrance. The attack must still be against a single target.
    Emphasized: As Normal, but at 9th and 18th tier.
    Maximized: As Normal, but at 6th, 12th, and 18th tier.
Shooting Stances     All-favored
    This Ability provides a +TN of 4 in all ranged offense rolls, and adds 1 Hindrance to your target's defense roll. It can be used in all competent attacks, except when flying, or when using Weapon Bracing instead.
Progression
    Normal: At 5th tier, you may spend 8 insight to gain a reactive +TN of 4 in any offense roll valid for this Ability's normal +TN. This insight cost is reduced by 1/8 your tier.
    Emphasized: At any tier, you gain the reactive +TN from Normal. The insight cost is reduced by 1/4 your tier.
    This Ability cannot be maximized.
Technology Competence - Marksmanship    All-favored
    This Ability allows you to operate certain devices and weapon modifications that originated from the schools of marksmanship. This Ability grants you a competence of Marksmanship: 1 (before progression).
Progression
    Normal: Your Marksmanship competence is increased by 1/4 your tier. The degree of competence cannot exceed 50% of your bINT.
    Emphasized: As Normal, but 1/2 your tier.
    This Ability cannot be maximized.
Thrown Weapon Expertise    Outflanker-favored
    Sharpshooter-favored
    Trenchfighter-favored
    You may spend 7 insight as a free action to remove the restriction on thrown weapons from Expert Aiming. Your attack must be at short range.
Progression
    Normal: The insight cost is reduced by 1/8 your tier.
    Emphasized: As Normal, but 1/4 your tier.
    This Ability cannot be maximized.
Unpredictable Shot     Sniper-favored
    You are skilled at timing your attacks to the enemy's less-prepared moments, whenever they are not watching you closely. When you attack an enemy at medium range, you force them to add 1 Hindrance in their defense roll; at long range, the Hindrance is increased to 2. This Ability cannot be used during stealth attacks; instead, during your stealth ranged attacks, warning no longer has any effect.
    This Ability cannot be used with Rapid Fire Attack or full-auto fire.
Progression
    Normal: At 6th tier, you gain the option to spend 8 insight before the offense roll to increase the Hindrance from this Ability by 1. This insight cost is reduced by 1/10 your tier.
    Emphasized: At any tier, you gain the insight option from Normal. The insight cost is reduced by 1/5 your tier.
    Maximized: As Emphasized, but the insight cost is reduced by 1/3 your tier.
Weapon Bracing    Sharpshooter-favored
    Sniper-favored
    Speedshooter-favored
    Trenchfighter-favored
    This Ability provides a +TN of 6 in ranged offense rolls, and adds 1 Hindrance to your target's defense roll. You may also reduce the two-handed STR requirement of a ranged weapon to 2/3 (as well as the Nimble STR requirement, if applicable). However, this Ability can only be used when fighting from cover. If you are fighting from improved cover or a set-up pavise, the +TN is 8 instead.
    This Ability cannot be used with bows or thrown weapons, nor can it be used at the same time as Shooting Stances. It cannot be used against a target at engagement range who has made a melee attack against you since your last turn, or who is grappling with you.
Progression
    Normal: At 5th tier, you may spend 8 insight to gain a reactive +TN of 4 in any offense roll valid for this Ability's normal +TN. This insight cost is reduced by 1/8 your tier.
    Emphasized: At any tier, you gain the reactive +TN from Normal. The insight cost is reduced by 1/4 your tier.
    This Ability cannot be maximized.

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