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Studies
The Study of
Vehicles
The Study of Vehicles concerns Abilities related to
the skillful operation of vehicles and their systems. Such vehicles
range in size from tiny automounts - essentially equivalent to Earth
motorcycles - to massive airships larger than some villages. In
general, vehicles are capable of hauling cargo and passengers at high
speeds, far exceeding the capabilities of pack animals. When armed and
armored, they are essentially the most powerful weapons in Lur-Asko,
far outpacing foot soldiers in damage and range. A skilled vehicle
operator will be an indispensable asset to any party, especially a
wealthy one - many parties end up making a vehicle their "base."
Stat Requirement to
Enter Study: 4 bINT,
3 bDEX
Notes for
New Characters
This Study is extremely useful, but should be
complemented by characters skilled in other Studies. Vehicles are
powerful but expensive, and though they can make any trip easier, they
cannot always access the rugged terrain and underground ruins favored
by many adventurers. Of course, there are many other scenarios that are
optimal for vehicles. If your party does not have the benefit of this
Study in those situations, they will be drastically outperformed by
groups which do.
Characters who enter the Study of Technology usually
find that experience with vehicles simultaneously improves their
technical knowledge. This is fortunate; the Study of Vehicles relates
primarily to the skillful use of vehicles, so the actual maintenance of
advanced vehicle systems may require Technology Abilities.
When you gain 4 base tiers
in the Study of Vehicles, you gain 1 extra tier in the Study of
Technology.
Vehicle Lore
This Study dates back to the First and Second Alacrian Eras, in which
almost all
of the currently-known forms of vehicles were invented. Since most of
Lur-Asko's hydrocarbon fuel sources were depleted towards the end of
the First Era, all powered vehicles gain their energy from insendite
crystals.
With the appropriate machinery being salvaged from Alacrian ruins,
insendite engines and other vehicle devices can be produced competently
by wealthy industrial guilds; this has resulted in yet another strange
aspect of Lur-Asko culture, since transportation and vehicles have
outpaced many other areas of technology. Still, in today's world,
vehicles are quite
expensive to build, maintain, and fuel, meaning that they have failed
to completely eclipse animals as tools of transportation and war.
Many types of Lur-Asko vehicles, such as
wheeled transports, tracked tanks, seaships, and watercraft are
essentially similar to their Earth counterparts. The only major
difference is their use of insendite rather than internal combustion
engines. Other types are more exotic, enabled by the strange
capabilities of Alacrian adamant technology. Advanced gyroscopes and
computers led to the production of walkers - legged vehicles known for
their excellent off-road capability. Many lighter Alacrian war vehicles
were hovercraft, which were held aloft by high air pressures generated
and contained underneath the vehicle by strange energy fields. These
complicated advances are rare today except in recovered Alacrian
vehicles. Generally, the modern realms of Lur-Asko produce much larger
numbers of less-advanced (but often more-efficient) wheeled and tracked
vehicles. I'Gremsul, with its many rivers, has a
particular affinity for watercraft - similar to land vehicles, but
moved by propellers, paddlewheels, or Alacrian waterjets.
Meanwhile, in the skies, a similar story has played
out with aircraft technology. Wynthian propeller technology followed
the Manusians to Lur-Asko, affording the continent a (relatively) less
expensive form of air propulsion. Later in the Adventuring Age,
much-sought Alacrian aircraft technology was restored to Lur-Asko,
returning ancient arcjets and ornithopters to the skies.
Airships, by far the most iconic Lur-Asko vehicle
technology, were actually restored before the smaller Alacrian aircraft
- perhaps due to the ease of finding the enormous specimens strewn
about the continent after the Fall. Though extremely expensive due to
their scale, the production of airships has returned in full force to
elven, Cevelkian, and dryadic culture. The other realms either import
these or restore Alacrian vessels.
The most affordable liftgas
airships rely solely on hydrogen buoyancy, which is quite
effective due to Tsuunahgo's thick atmosphere. To inflate the massive
balloons, Lur-Asko uses Alacrian devices called electrolyzers to extract hydrogen
from water. Liftgas airships generally replenish their hydrogen in
cities, and are favored by adventurers for their (relatively) low cost
and their ability to hover indefinitely over a quest location.
In stark
contrast to these examples, the more expensive type of airship
complements or replaces hydrogen lift with an Alacrian naval pseudogravity net,
comprising a network of adamant wiring running throughout the ship's
hull, or even into sweeping rings around it. This
exotic technology spreads the vessel's weight across a large radius of
the surrounding terrain - not enough to crush objects below, but
sufficient to counteract natural gravity and suspend the ship in the
air. Although the physics are much more efficient than the constant air
movement of an arcjet or hovercraft, gravnet airships cannot hover in
place without expending
some energy to run the net, and are therefore often equipped to land
on both flatlands and water.
They usually include advanced stations for multiple trained bridge
officers, and enough heavy weaponry to defend the
vessels from the piracy they often attract. These "singularities of
wealth and excess" are often cited by agitators as clearly-visible
examples of Lur-Asko's inequality and injustice. Socioeconomic opinions
aside, gravnet airships wind up forming the backbone of wealthy
cities' defenses, and the most successful adventuring parties have
often obtained one to function as a "base" and facilitate the most
challenging quests.
Vehicle
Competencies
Some Vehicles Backgrounds automatically grant you the Driving/Piloting
Competency Ability at your 1st tier. Be sure to check the rules for
this Ability below, and select your first categories of vehicle to
become competent in.
Other Vehicles Abilities may make you competent in
other aspects of vehicles, such as operating weapons. No Ability from
any other Study affects your competency in vehicles or vehicle weapons
(not even the Study of Marksmanship), nor do vehicle competencies
assist you in weapons not mounted on vehicles.
Vehicles
Backgrounds
Vehicles Backgrounds
revolve chiefly around schools of vehicle use, which tend to color all
of your following pursuits in this Study. Such an education does not
take terribly long, but there is still a less-specialized Background
for those who do not wish to spend the time (or prioritize a certain
vehicle type).
Driver
(Costs 1 LP)
You have spent some time in a school of vehicle use,
or perhaps under the guidance of an experienced Driver. Land vehicles
and watercraft are your specialty. Perhaps you value speed or mobility,
and will be able to guide such a vehicle into more areas more quickly,
much to the delight of your allies. Or perhaps you prioritize battle,
and train in accurate vehicle gunnery and choosing good firing
positions. Whatever the case, such vehicles are quite versatile - it's
a category that often includes the first vehicle purchased by an
adventuring party, but also the devastating Alacrian tanks and walkers
which once ruled the battlefield.
Drivers gain the
Driving/Piloting Competency Ability as an extra benefit at 1st tier.
Suggested Abilities:
Off-Road Driving, Gunnery Competency, Expert Gunnery
Pilot
(Costs 2 LP)
You have spent some time in a school of aviation, or
perhaps under the guidance of an experienced Pilot. You specialize in
aircraft - a term used for the propeller craft, ornithopters, and
arcjets of Lur-Asko. Far and away the fastest form of transportation,
aircraft are also devastating weapons. Provided your party has the
wealth to buy and fuel your craft (and the weather cooperates), you can
transport them much faster than any other Background, or protect them
from enemy aircraft and other threats. Be careful, though - aerial
combat is a highly developed and skill-focused field, and Pilots are
among the most competitive of all Vehicle Backgrounds.
Pilots gain the Driving/Piloting Competency Ability as an
extra benefit at 1st tier.
Suggested Abilities:
Aerial Gunnery Competency, Dogfighting Competency, Air Combat Theory
Navigator(Costs
3 LP)
Named after the prestigious Navigator's
College in Hal'Samak, this Background refers to those specialists who
train in the ways of the overseer
- a term that replaced the Imperial Age's bridge
officer and its militaristic
connotations. You have spent some time in this or a similar school, or
perhaps under the guidance of an experienced Navigator. Your kind is
not concerned solely with navigation - the term simply describes
someone trained in the bridge operations of a ship.
Navigators gain the Overseer Competency Ability as an extra
benefit at 1st tier.
Suggested Abilities:
Blind Navigation, Aggressive Maneuvers, Evasive Maneuvers
Crewman
You seek to
apply your skills whereever they are needed, and to that end you have
not required an extensive education. This is the most common Background
for commoners hired as ship crew, adventurers who only seek to dabble
in this Study, or those seeking pursuits not yet developed into a full
Background (such as the operation of automounts).
Crewmen are unrestricted by favoredness, but have a tier
cap of 4.
Changing Backgrounds
Drivers, Pilots, and
Navigators can change Backgrounds to one another; they must pay the
difference in LP between the old and new Background (if any), plus 1 LP.
Crewmen can be trained into another Background;
they require the full duration of training and LP cost. All other
Backgrounds can switch to Crewman for 1 LP, though for obvious reasons
this is seldom beneficial.
Backgrounds
& Training
Crewmen may receive
training from any Background.
All other Vehicles Backgrounds may receive training
only from others of the same Background.
All Vehicles Backgrounds can find training in cities.
Ability
Favoredness Chart
Vehicle Abilities
Advanced Firefighting
Navigator-favored
If at least 75% of the engine crew on a ship has this Ability, the
ship's DCN is increased by 1.
Progression
None.
This Ability cannot be emphasized or maximized.
Advanced Flooding
Control
Navigator-favored
If at least 75% of
the engine crew on a seaship or submarine (not an airship) has this
Ability, the ship's DCN is increased by 1. Even if a gravnet airship
can function as a seaship in the water, it is excluded from this
Ability.
Progression
None.
This Ability cannot be emphasized or maximized.
Aerial
Gunnery Competency
Pilot-favored
This Ability allows you to make
competent ranged attacks when functioning as the gunner in an aircraft.
If you are also the pilot and are competent in piloting the
aircraft, this Ability is effective on all pilot-fired weapons.
Progression
Normal:
For every 3 tiers,
you receive a +TN of 1 in offense rolls with aircraft weapons.
Emphasized:
As Normal, but a number of times equal to 2/3 of your tier.
This Ability cannot be maximized.
Air Combat Theory
Pilot-favored
When making an offense roll for a dogfighting
maneuver, you may add 1 Hindrance to your offense roll. Your
target must add the same amount of Hindrance to their defense
roll. Additionally, you gain an extra degree of dogfighting advantage
whenever your opponent fails a dogfighting maneuver's defense roll by
20 or more (even if you are not using the Hindrance part of this
Ability).
Progression
Normal:
For every 3 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 for this
Ability may be up to 50% of your tier.
This Ability cannot be maximized.
All It's Got
Navigator-favored
When functioning as a ship's engineering overseer, you may spend 10
insight at the
beginning of your ship's movement phase. This round, your ship's
volatite charge generation is increased by 10%.
This Ability can only be used once per ship combat round, even on ships
with multiple Engineering stations.
Progression
Normal:
For every 10 tiers, the percentage (originally 10) is increased by 5.
Emphasized:
As Normal, but every 5 tiers.
Maximized:
As Normal, but every 3 tiers.
Blind Navigation Navigator-favored
This Ability allows you to move
an airship through inclement weather as though the weather was 1 less
Severity (see pg. __). This only affects the movement speed and danger
of crashing, and does not affect any damage caused by turbulence.
Progression
Normal:
The effect on Severity is increased by 1/0 your tier.
Emphasized:
The +TN is increased by 1/5 your tier.
Maximized:
The +TN is increased by 1/3 your tier.
Command Prioritization
Navigator-favored
When occupying a ship's command station, you may assist another
occupied station. For the duration of this ship combat round, the
character on that station gains the following benefits:
-If they are providing a bonus to any ship stat(s) as a result of a
Vehicle Ability beginning with "Skilled," that bonus is increased by 1.
-If the character has an Ability relevant to their station that
requires insight, they may spend your insight instead of their own, or
split the insight cost.
This Ability cannot be used to assist more than one station in the same
ship combat round, hence the "Prioritization" title.
Progression
Normal:
At 2nd tier, you gain an alternate insight type called command insight.
Its maximum is equal to your bINT, multiplied by your Vehicles tier,
divided by 4. It is fully replenished by a 4-hour rest, and can only be
used for the insight-sharing portion of this Ability.
Emphasized:
As Normal, but divide by 2 instead of 4 when calculating maximum
command insight.
Maximized:
As Normal, but skip the division when calculating maximum command
insight.
Commander's Expertise
Navigator-favored
When occupying a ship's command station, you may spend 20 insight
to grant the ship a reactive +TN in any roll on any stat. The amount of
the +TN is 1/6 your INT (or at least 1). Additionally, your own
expertise re-rolls from the Study of
Vehicles can be used by the ship.
Progression
Normal:
The insight cost of the reactive +TN is reduced by 1/10 your tier.
Emphasized:
As Normal, but 1/5 your tier.
Maximized:
As Normal, but 1/3 your tier.
Dogfighting
Competency
Pilot-favored
This Ability allows you to use
dogfighting maneuvers to gain advantage against other aircraft (see Vehicle Combat), and to make defense
rolls against such attempts. It gives you two important options in a
dogfight:
Basic Offense: As
a major action on your turn, you may spend 5 energy and roll d12 on
DEX; if successful, you gain 1 degree of advantage. Your target can
evade the attempt with a d20 defense roll.
Basic Defense:
You may make defense rolls against dogfighting maneuvers on your DEX.
Offense and defense rolls for actual weapon attacks
are not considered dogfighting maneuvers, and are not affected by this
Ability (aside from the possible impact of dogfighting advantage).
Progression
Normal:
You gain a +TN in all offense and defense rolls for dogfighting
maneuvers (including those affected by Abilities other than this one)
equal to 1/4 your tier.
Emphasized:
As Normal, but 1/2 your tier.
This Ability cannot be maximized.
Driving/Piloting
Competency
Driver-favored
Pilot-favored
This Ability grants
competency in the movement of vehicles. When you first obtain this
Ability, you gain competency in two categories. If you are incompetent
in a vehicle you are driving/piloting, the consequences may range from
much slower movement to outright risk of death (see Vehicles).
The categories are:
-Tracked & wheeled land vehicles
-Hovercraft
-Walkers
-All watercraft
-Propwings
-Ornithopters
-Arcjets
-Automounts
If you have the Crewman Background, both
of your first categories can be anything you choose. For any other
Background, they must be related to your Background (Drivers must
choose from land vehicles or watercraft, and Pilots must choose from
the aircraft). There are no restrictions on categories gained via
progression.
Progression
Normal:
For every 4 tiers, choose another category.
Emphasized:
As Normal, but every 2 tiers.
This Ability cannot be maximized.
Elite Maneuvers
Navigator-favored
When functioning as a ship's helmsman, you may spend 10 insight at the
beginning of your ship's movement phase, just before movement tactic is
chosen. This round, your ship gains
the following effects:
-If your ship successfully uses the Evasive
Maneuvers movement tactic, attacking ships must add 2 Hindrance to
their offense rolls on MBL this round instead of 1.
-If your ship successfully uses the Offensive
Maneuvers movement tactic, the ship may add 2 Easing in all rolls on
MBL this round instead if 1.
Progression
Normal:
At
4th tier, you gain the option to spend double insight to increase the
Hindrance/Easing to 3 instead of 2. For every 8 tiers beyond 4th, the
base insight cost is
decreased by 1.
Emphasized:
At any tier,
you gain the double insight option as in Normal. For every 4 tiers
beyond 3rd, you reduce the base insight cost by 1.
Maximized:
As Emphasized, except that the insight cost decrease is equal to 1/3
your tier.
Energy Fighting
Expertise
Pilot-favored
This Ability requires the Dogfighting Competency
Ability, and adds more maneuver options:
Energy Offense:
As Basic Offense, but the defense roll is changed to 2d20 if your
energy is greater than your opponent's (after spending any required for
the maneuver).
Energy Defense:
You may make defense rolls against dogfighting maneuvers on your DEX
with a +TN equal to your INT, but only if you have more energy
than your opponent.
This Ability cannot be used in the same offense or
defense roll as Turn Fighting Expertise.
Progression
Normal:
At 5th tier, you may spend 8 insight to gain a reactive +TN of 3 in any
dogfighting maneuver's offense or defense roll, but only if you have
more energy than your opponent. This +TN is further increased by 1 for
every 4 tiers beyond 5th.
Emphasized:
At any tier, you gain the reactive +TN from Normal. The +TN increase
occurs every 2 tiers beyond 3rd.
Maximized:
As Emphasized, but the +TN increase occurs a number of times equal to
3/4 your tier.
Expert Gunnery Driver-favored
Pilot-favored
As a minor action, you may use this Ability to take
careful aim to hit a defensive target. If you make a ranged attack on
the same
turn using vehicle weapons, you add 1 Hindrance to your offense roll.
Your target must add the same amount of Hindrance to their defense
roll.
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 Vehicle
Driver-favored
Pilot-favored
Upon taking this Ability, you must
associate it with a specific model of vehicle (not a ship). You receive
a +TN of 2 in all offense rolls using that vehicle.
Progression
Normal:
The +TN is increased by 1/8 your tier.
Emphasized:
The +TN is increased by 1/4 your tier.
Maximized:
The +TN is increased by 1/3 your tier.
Gunnery Competency
Driver-favored
This Ability allows you to make
competent ranged attacks when functioning as the gunner in a land
vehicle or watercraft. If you are also the driver and are competent in
driving the vehicle, this Ability is effective on all driver-fired
weapons.
Progression
Normal:
For
every 3 tiers, you receive a +TN of 1 in offense rolls with land
vehicle/watercraft weapons, as well as the INT roll to aim in an
extreme range battle.
Emphasized:
As Normal, but a number of times equal to 2/3 of your tier.
This Ability cannot be maximized.
Hull-Down
Expertise
Driver-favored
When competently driving a land vehicle, this
Ability gives the vehicle an armor bonus of 15 when using vehicle cover.
Progression
Normal:
The armor bonus is increased by 2 your tier.
Emphasized:
The armor bonus is increased by 4 times your tier.
Maximized:
The armor bonus is increased by 6 times your tier.
Inspiring Commander
Navigator-favored
When you occupy a ship's command station, the ship gains a bonus to
SPR. The bonus is equal to 1/6 of your Appeal tiers.
Progression
None. This
Ability cannot be emphasized or maximized.
Instrument Flying Pilot-favored
This Ability allows you to move
an aircraft through inclement weather as though the weather was 1 less
Severity (see pg. __). This only affects the movement speed and danger
of crashing, and does not affect any damage caused by turbulence.
Progression
Normal:
The effect on Severity is increased by 1/10 your tier.
Emphasized:
The +TN is increased by 1/5 your tier.
Maximized:
The +TN is increased by 1/3 your tier.
Naval Mentor
Navigator-favored
Choose one of the ship station types (Helm, Command, Engineering,
Gunnery, or Technical) to associate with this Ability. You must be
competent at the chosen station type via Overseer Competency. Whenever
you are serving either on a vehicle's command station or on the type of
station matching the associated competency, you may "loan" the
associated competency to a character who does not have it. They
function as having that competency for as long as you both remain on
your stations.
This Ability cannot be used on more than one character at once (though
multiple characters on the same ship can use it).
Progression
Normal:
For every 12 tiers, you may associate another station type with this
one.
Emphasized:
As Normal, but every 6 tiers.
This Ability cannot be maximized.
Naval Techshield
Tactics
Navigator-favored
When functioning as a ship's technical overseer, you may spend 10
insight at the
beginning of your ship's movement phase. Any techshield
ship device you control has its maximum shielding points increased by
10%. This increase lasts until the beginning of your ship's next
movement phase (at which point you have the chance to continue using
this Ability).
This Ability can only be used once per ship combat round, even on ships
with multiple Technical stations.
Progression
Normal:
For every 6 tiers, the percentage (originally 10) is increased by 5.
Emphasized:
As Normal, but every 3 tiers.
Maximized:
As Normal, but every 2 tiers.
Off-Road Driving Driver-favored
When driving a land vehicle,
this Ability provides a +TN of 4 in any roll required to travel for an
hour in difficult terrain (see Vehicles).
Progression
Normal:
The +TN is increased by 1/4 your tier.
Emphasized:
The +TN is increased by 1/2 your tier.
Maximized:
The +TN is increased by 3/4 your tier.
Overseer
Competency Navigator-favored
This Ability grants
competency in a ship's overseer stations (see Ship
Combat).
When you first obtain this Ability, you gain competency in two
stations. If you are incompetent at a station, you cannot function at
all there unless you are receiving the effects of Naval Mentor.
The stations are:
-Helm
-Command
-Engineering
-Gunnery
-Technical
Progression
Normal:
For every 6 tiers, choose another category.
Emphasized:
As Normal, but every 3 tiers.
This Ability cannot be maximized.
Ship
Engine Crew Competency All-favored
This Ability allows you to
function as engine crew on ships.
Progression
Normal:
At 12th tier, you function as 1.5 crewmembers when serving as engine
crew.
Emphasized:
At 6th tier, you function as 1.5 crewmembers when serving as engine
crew. At 12th tier, you function as 2.
This Ability cannot be maximized.
Ship
Weapons Crew Competency All-favored
This Ability allows you to
function as weapons crew on ships.
Progression
Normal:
At 12th tier, you function as 1.5 crewmembers when serving as weapons
crew.
Emphasized:
At 6th tier, you function as 1.5 crewmembers when serving as weapons
crew. At 12th tier, you function as 2.
This Ability cannot be maximized.
Skilled
Engineering Overseer
Navigator-favored
When functioning as an engineering overseer, you provide a +1 bonus to
the
ship's DCN.
This bonus can stack with other uses of this Ability
on ships with multiple engineering stations.
Progression
Normal:
For every 12 tiers, the bonus is increased by 1.
Emphasized:
As Normal, but every 6 tiers.
This Ability cannot be maximized.
Skilled
Gunnery Overseer
Navigator-favored
When functioning as a gunnery overseer, you provide a +1 bonus to the
ship's MBL and PBL.
This bonus can stack with other uses of this Ability
on ships with multiple gunnery stations.
Progression
Normal:
For every 12 tiers, the bonus is increased by 1.
Emphasized:
As Normal, but every 6 tiers.
This Ability cannot be maximized.
Skilled Helmsman
Navigator-favored
When functioning as a ship's helmsman, you provide a bonus to the
ship's MNV equal to 10% of its bMNV (or at least 1).
Progression
Normal:
For every 6 tiers, the percentage (originally 10) is increased by 5.
Emphasized:
As Normal, but every 3 tiers.
This Ability cannot be maximized.
Tactical Fire Control
Navigator-favored
When functioning as a ship's gunnery overseer, you may spend 10 insight
at the
beginning of your ship's main battery attacks when fighting another
ship. This round, choose one of the following effects:
-Wide fire: The ship may gain 1 Easing in any offense roll on MBL, but
the battery will never inflict more than 10% damage regardless of how
well the roll succeeds.
-Narrow fire: The ship must add 1 Hindrance in any
offense roll on MBL, but only 1/2 of any failures inflicted are chosen
randomly; the rest have their type selected by you. If the target ship
also takes damage from other sources in the same round, divide the
damage from your ship by the target ship's failure factor to determine
how many failures are considered to come from your ship.
This Ability can only be used once per ship combat round, even on ships
with multiple Gunnery stations.
Progression
Normal:
At 18th tier, the Easing provided by wide fire is increased by 1.
Emphasized:
As Normal, but every 9 tiers.
Maximized:
As Normal, but every 6 tiers.
Turn
Fighting Expertise
Pilot-favored
This Ability requires the Dogfighting
Competency Ability, and modifies its options:
Agile Offense:
As Basic Offense, but the offense roll is a d20 on DEX, and
the defense roll is changed to 2d12 if your AGI is greater than
your opponent's.
Agile Defense:
You may spend 3 energy to make a defense roll against dogfighting
maneuvers on your DEX with a +TN equal to your aircraft's AGI. In a
multi-aircraft dogfight, this option is effective against all such
defense rolls until your next turn, without the need to spend more
energy.
This Ability cannot be used in the same offense or
defense roll as Energy Fighting Expertise.
Progression
Normal:
At
5th tier, you may spend 8 insight to gain a reactive +TN of 3 in any
dogfighting maneuver's offense or defense roll, but only if your AGI is
higher than your opponent's. This +TN is
further increased by 1 for every 4 tiers beyond 5th.
Emphasized:
At any tier, you gain the insight option from Normal. The +TN increase
occurs every 2 tiers beyond 3rd.
Maximized:
As Emphasized, but the +TN increase occurs a number of times equal to
3/4 your tier.
Vehicle
Full-Auto Skill
Driver-favored
Pilot-favored
This Ability and its progression
have the multi-target and Hindrance effects of Full-Auto Skill (Marksmanship), except effective on
vehicle weapons instead of personal weapons.
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