Ranged weapons
When shooting, you can defend only unarmed.
| op | 1 |
| action | 1 |
With this basic maneuver you fire a loaded weapon or throw / hurl a readied weapon.
| ZZ | 4 |
| op | 1 |
| action | 2 |
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.
| ZZ | 1 |
| PZ | 3 |
| op | 1 |
| action | 2 |
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.
| Opening | you must learn |
| ZZ | 10 |
| op | 1 |
| action | 5 |
You learn to aim truly masterfully. Such a maneuver takes longer, but you gain a greater bonus.
Extensions of basic maneuvers
| 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.
| 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.
| 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.
| 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.
| 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.