56 lines
No EOL
2.5 KiB
Markdown
56 lines
No EOL
2.5 KiB
Markdown
### **Tier 1 (Archery 1+)**
|
||
|
||
1. **Pinning Shot** – Mark a die as **Effectful**; on success, target is partially immobilized (must spend 1 APR and pass a Might or Agility check to free themselves).
|
||
|
||
2. **Quick Shot** – Mark a die as **Risky**; if the marked die succeeds, you may immediately make a second attack with half your remaining dice pool (rounded up).
|
||
|
||
3. **Trick Shooter** – Mark a die as **Lucky** on shots at difficult angles (cover, ricochet, etc.); failure on the marked die only counts as a miss, not a fumble.
|
||
|
||
|
||
---
|
||
|
||
### **Tier 2 (Archery 2+)**
|
||
|
||
1. **Aimed Shot** – Spend 1 APR to aim and mark a die as **Powerful**; add the die’s face value as bonus Injury if the shot hits.
|
||
|
||
2. **Suppressing Fire (Archery/Tactics)** – On a successful hit, all enemies within 3m of the target are at –1 die to actions until your next turn.
|
||
|
||
3. **Pinpoint Weakness (Archery/Observation)** – Mark a die as **Effectful**; on success, ignore 1 Soak Die or heavy armor penalty when attacking the target.
|
||
|
||
|
||
---
|
||
|
||
### **Tier 3 (Archery 3+)**
|
||
|
||
1. **Volley Specialist (Archery/Tactics)** – When firing on a group, mark one die as **Exploding**; additional dice from explosions may be applied to adjacent targets.
|
||
|
||
2. **Snipe** – If you spend a full round aiming without being interrupted, your next attack counts as a **Critical Hit** on margin of success 2+.
|
||
|
||
3. **Hamstring Shot (Archery/Medicine)** – Mark a die as **Effectful**; on success, reduce the target’s Speed by 2 (or –1 APR if already Wounded).
|
||
|
||
|
||
---
|
||
|
||
### **Tier 4 (Archery 4+)**
|
||
|
||
1. **Rain of Arrows** – Spend 2 APR and mark one die as **Exploding**; make a separate attack roll against all enemies in a 5m area (one pool, allocate successes).
|
||
|
||
2. **Perfect Shot** – Mark a die as **Lucky** and **Powerful**; the marked die counts as 2 successes on a roll of 6.
|
||
|
||
3. **Death from Afar (Archery/Stealth)** – First attack in a combat where you are undetected is automatically a Critical Hit (margin 3+ = _Subdue_).
|
||
|
||
|
||
---
|
||
|
||
### **Why It Fits**
|
||
|
||
- **Ranged control:** Pinning, hamstringing, and suppressing enemies shape the battlefield.
|
||
|
||
- **Synergy:** Tactics and Stealth synergy creates archetypes like snipers and skirmishers.
|
||
|
||
- **Risk/reward:** Players can gamble on Quick Shots or aim for devastating Snipes.
|
||
|
||
|
||
---
|
||
|
||
🔥 **Next:** Should we tackle **Dodge** (mobility and survival), or go straight into **Shields** (defense and formation control)? Or do you want me to jump to **Tactics** to solidify the “battlefield commander” style? |