Difference between revisions of "Sight & Fire (sage ability)"
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[[File:Sight & Fire (sage ability).jpg|right|560px]] | [[File:Sight & Fire (sage ability).jpg|right|560px]] | ||
− | '''Sight & Fire''' is an amateur [[Sage Ability|sage ability]] that | + | '''Sight & Fire''' is an [[Knowledge Points|amateur]]-status [[Sage Ability|sage ability]] in the [[Sage Study|study]] of [[Heightened Senses (sage study)|Heightened Senses]] that enables a character to make optimal use of protective [[Cover (defense)|cover]] while [[Missile Weapons|firing or hurling]] a missile weapon. This ability cannot be used with a [[Sling (weapon)|sling]], [[Staff Sling (weapon)|staff sling]] or [[Bola (weapon)|bola]], but can be employed with any other ranged weapon. |
− | + | Under favourable circumstances, [[Archer (soldier)|archers]] and similar combatants can become virtually invulnerable to enemies who are unable to rush their position or [[Flank & Rear Attacks|outflank]] them. | |
== Sighting == | == Sighting == | ||
− | The character, hiding behind cover, | + | The character, while hiding behind cover, can make a quick glance around a corner without exposing themselves to attack. This action, called "sighting," requires 1 [[Action Points|action point]] (AP) and can be performed without penalty while loading a [[Weapons List|weapon]], provided the weapon is not fired or hurled during the same turn. If the weapon is already loaded or readied, the character can sight, move, fire and return to cover for a total cost of 2 AP, the standard cost for making an attack. |
− | A new sighting | + | A new sighting must be made before each attack. |
== Firing == | == Firing == | ||
− | Firing and returning | + | Firing and returning to cover imposes a '''-1 penalty''' [[Roll to hit|to hit]], but this ability allows the character to remain concealed on the enemy's turn. If the target moves after being sighted, the character cannot know its new position. As a result, once sighting and firing are initiated each [[Combat Round|round]], the attack must proceed regardless of whether the target is still present. |
− | + | The "wasted" shot can be withheld and not taken; and the AP spent can be counted towards another sighting for the next round. Or, the character can adjust, fire and potentially leave him or herself exposed. | |
− | + | : '''For example''', Conrad loads his crossbow — and as he does he sights over a wall at a target hobgoblin, with no AP cost, because he's loading. The next round, he lifts the crossbow above the wall to fire at the hobgoblin, and sees it isn't there; instead, the hobgoblin has moved one combat hex to the left. Conrad can either note the change, making a new "sight," and dropping down behind the wall, at a cost of 2 AP; or he can adjust and fire the crossbow at the hobgoblin. The adjustment costs him +1 AP, or three altogether. If he has enough AP left, he can then drop behind the wall; otherwise, he is left exposed when the enemy's turn begins. | |
+ | : Conrad '''cannot''' attempt to fire, withhold it, make the new sighting and drop behind the wall at a cost of 2 AP, ''and then'' attempt to pop up again, '''even if he has 2 AP remaining'''. Only one fire attempt after a sighting can be made in one combat round. | ||
− | + | If a [[Critical Hits & Fumbles#Fumbles|fumble]] is rolled while sighting & firing, the character clumsily drops his or her weapon and is too disoriented to duck for cover until their next turn. | |
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+ | [[Category: Sage Abilities]][[Category: Reviewed]] |
Latest revision as of 05:48, 10 January 2025
Sight & Fire is an amateur-status sage ability in the study of Heightened Senses that enables a character to make optimal use of protective cover while firing or hurling a missile weapon. This ability cannot be used with a sling, staff sling or bola, but can be employed with any other ranged weapon.
Under favourable circumstances, archers and similar combatants can become virtually invulnerable to enemies who are unable to rush their position or outflank them.
Sighting
The character, while hiding behind cover, can make a quick glance around a corner without exposing themselves to attack. This action, called "sighting," requires 1 action point (AP) and can be performed without penalty while loading a weapon, provided the weapon is not fired or hurled during the same turn. If the weapon is already loaded or readied, the character can sight, move, fire and return to cover for a total cost of 2 AP, the standard cost for making an attack.
A new sighting must be made before each attack.
Firing
Firing and returning to cover imposes a -1 penalty to hit, but this ability allows the character to remain concealed on the enemy's turn. If the target moves after being sighted, the character cannot know its new position. As a result, once sighting and firing are initiated each round, the attack must proceed regardless of whether the target is still present.
The "wasted" shot can be withheld and not taken; and the AP spent can be counted towards another sighting for the next round. Or, the character can adjust, fire and potentially leave him or herself exposed.
- For example, Conrad loads his crossbow — and as he does he sights over a wall at a target hobgoblin, with no AP cost, because he's loading. The next round, he lifts the crossbow above the wall to fire at the hobgoblin, and sees it isn't there; instead, the hobgoblin has moved one combat hex to the left. Conrad can either note the change, making a new "sight," and dropping down behind the wall, at a cost of 2 AP; or he can adjust and fire the crossbow at the hobgoblin. The adjustment costs him +1 AP, or three altogether. If he has enough AP left, he can then drop behind the wall; otherwise, he is left exposed when the enemy's turn begins.
- Conrad cannot attempt to fire, withhold it, make the new sighting and drop behind the wall at a cost of 2 AP, and then attempt to pop up again, even if he has 2 AP remaining. Only one fire attempt after a sighting can be made in one combat round.
If a fumble is rolled while sighting & firing, the character clumsily drops his or her weapon and is too disoriented to duck for cover until their next turn.