Skill Rate: Staggered
: Attacking with a ranged weapon, determining the complexity of attack
combos. You use your Ranged Skill bonus when making ranged weapon
attack rolls, and it is added to the DC to defend against your ranged
[Attack Combo +1] If you are firing a semiautomatic weapon with a combo
including this component, all attacks count as Burst even if the weapon
does not normally have a Burst rate of fire. This includes increasing
the recoil, range penalties, etc. Every attack uses two bullets, not
three (as is normal for Burst).
[Attack Combo: +1]: double the range increment of ranged weapons used
in the combo.
[Attack Combo +1] You can aim at a target as part of attacking with this
Shoot From the Hip:
[Attack combo -1]: All skill checks made as a part of this combo take a
-1/-1 penalty. You may apply this as many times to a combo as you have
ranks in Ranged Skill, its effects stack.
This example will illustrate how dual wield, multi wield, and double
throw interact with each other.
Colonel Mauve the walking arsenal finds himself surrounded by five
knife-wielding ninjas. Fortunately, he's prepared. On his turn, he uses
his combo "Storm," which consists of four attacks. Mauve draws a pair
of knives using Quick Draw in his right hand and throws them both at
ninja #1 (his first attack, using Double Throw). Mauve uses his second
attack to throw his last knife at ninja #2 (granting him an extra
attack from dual wield). Mauve still has two normal attacks remaining,
but is now out of weaponsâ“¦ except the ones his mother gave him. He
punches ninja #3 in the face twice (his second and third normal
attacks, granting him a second extra attack from Triple Wield) and uses
his fourth attack to punch ninja #4. He still has two extra attacks,
which he uses to clobber ninja #5 with his fists.
In total, Colonel mauve made six attacks:
One with a pair of knives using double throw
One with a third knife, granting an extra attack (from double wield)
Two punches, granting another extra attack (from triple wield)
Two extra punches from the extra attacks earned using double and triple
[Attack Combo +1]
[Requires Rapid Reload]
You may reload once during this combo, so long as you could normally do
it in one second or less. You may add this component multiple times,
each time reloading once more.
On the Exhale:
[Attack Combo +X] You get a +1/+0 Precision bonus to attacks made in
this combo. On the Exhale adds 2 complexity points per attack
(including extra attack, trips, punches, kicks, etc.) in the combo.
You may spend 6 seconds aiming (instead of the usual 1 second) to get a
+1/+1 Precision bonus on your next ranged attack roll.
[Requires Deadly Aim, Steady Aim]
You can use Deadly Aim with only 3 seconds of aiming instead of 6.
you may fire low-powered projectiles (including bows, thrown weapons,
catapults, grenade launchers, artillery, and most spells) in an arc
half as high as it is long. Without Line of Sight, you need to guess
the location of your target and suffer penalties as if Blind. By doing
this, you can ignore fairly low obstacles. If you know where your
target is by other means, you obviously don't have to guess their
If you aimed before your attack, you can ignore 1 point of cover bonus
to your target's Target score.
With this technique, reloading most weapons takes one second less.
Weapons that take two rounds or more to reload take one round less. If
this would decrease the time it takes to reload a weapon to below one
second, it becomes a 0SA.
[Requires Rapid Reload]
With this technique, reloading most weapons takes two seconds less.
Weapons that take two rounds to reload take one round less, and weapons
that take three or more rounds to reload take two rounds less. This
replaces the benefit from Rapid Reload. If this would decrease the time
it takes to reload a weapon to below one second, it becomes a 0SA.