Ranged weapons | Heroes of Fantasy

Ranged weapons

When shooting, you can defend only unarmed.


Standard shot
op1
action1

With this basic maneuver you fire a loaded weapon or throw / hurl a readied weapon.


Aimed shot
ZZ4
op1
action2

If you want to increase your chances of hitting when shooting or throwing, you can aim. You gain a bonus to hit, but the shot / throw will take you longer.

If you have the Rapid Fire feat, an aimed shot marks your target. Every further aimed shot at the same target then costs you 1 action less. The mark lasts until you attack in any way other than shooting.


Backswing
ZZ1
PZ3
op1
action2

As with Aiming, you can gain a bonus for a Backswing, this time to penetration. You cannot use this maneuver when shooting, only when throwing.


Sharpshooter
Opening you must learn
ZZ10
op1
action5

You learn to aim truly masterfully. Such a maneuver takes longer, but you gain a greater bonus.

Extensions of basic maneuvers

Assured shot
along with the shot / throw
bonuses extra die (only once)
price for 2 extra actions

For two actions that you add to the maneuver, you gain assurance. You then choose the roll result that suits you best.

You must complete the assurance in the same round as the maneuver itself (or rather its last action).

Assurance applies to all rolls the character makes in this action, including a follow-up knock-down, push-off or disarm.

Cautious shot
along with the shot / throw
bonuses reroll one 1 (A1)
price for 1 extra action

For one action that you add to the maneuver, you gain caution: reroll one 1 (A1), i.e. you may reroll a rolled one once.

You must complete the caution in the same round as the maneuver itself (or rather its last action).

Caution applies to all rolls the character makes in this action, including a follow-up knock-down, push-off or disarm.

Ambush Shooting
together with a shot / throw
bonuses on success, the Ambush Attack bonus to hit and penetration
contest

Stealth + 2d6

against

Perception + 2d6

price free

You can tick Ambush Shooting only in the first round of combat. It is resolved before the roll to hit as a contest of your Stealth against the opponent's Perception; poor visibility lowers the opponent's Perception.

If you succeed, the whole attack gets the Ambush Attack bonus (a character value raised by Stealth feats and Shooting feats) to hit and penetration, including any assured die. If you fail, the attack goes ahead normally.

Speed shot
along with the shot / throw
bonuses opponent's defense costs 1 more action
price for 2 extra actions

You shoot or throw very fast, so your shot / throw is hard to defend against. Every defensive maneuver of your opponent against this shot costs 1 more action. If they have no actions left for defense, they defend passively.

Lightning shot
along with the shot / throw
bonuses opponent's defense costs 2 more actions
price for 3 extra actions

You shoot faster than you think, so your shot / throw is hard to defend against. Every defensive maneuver of your opponent against this shot costs 2 more actions. If they have no actions left for defense, they defend passively.



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