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 provides a character with the ability to make the best use of protective [[Cover (defense)|cover]] while [[Weapons List#Missile Ranges|firing or hurling]] a missile weapon. The ability cannot be employed when using a [[Sling (weapon)|sling]], [[Staff Sling (weapon)|staff sling]] or [[Bola (weapon)|bola]], but can be used with any other range attack.
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'''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.
  
When used under the right circumstances, archers and other missile-using combatants can be virtually invulnerable to enemies who are unable to rush their position or outflank them.
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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, makes a glance around a corner without making themselves a target, a move called a "sighting." This requires '''1 [[Action Points|action point]]''' (AP), and can be done without a penalty while loading a weapon, so long as the weapon is not fired or hurled that same turn.  If the character chooses, and already has the weapon loaded or readied, after sighting the character may move, fire and return to cover with a 2 AP movement cost, the same as is normal for making an attack.
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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 is required for every attack to be made.  
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A new sighting must be made before each attack.
  
 
== Firing ==
 
== Firing ==
Firing and returning gives a '''-1 penalty''' [[Roll to hit|to hit]], but the ability allows the character to remain hidden on the enemy's turn.  If the target has had a turn since being sighted, and is not now in the same hex, the attack will miss, as there isn't time to move, fire and move again to keep being seen with the movement rate given.
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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.
  
If the character wishes to adjust themselves to find a proper target, they may do so, thereby not firing or hurling a missile uselessly.  However, to return to cover afterwards will require the normal additional AP cost.
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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.
  
If a [[Critical Hits & Fumbles|fumble]] is rolled while sighting & firing, the character will clumsily drop their weapon and be so disoriented they will be exposed until their next turn.
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: '''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.
  
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: 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.
  
See [[Heightened Senses (sage study)|Heightened Senses]]
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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 (sage ability).jpg

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.