Difference between revisions of "Sight & Fire (sage ability)"
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See [[Heightened Senses (sage study)|Heightened Senses]] | See [[Heightened Senses (sage study)|Heightened Senses]] | ||
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+ | [[Category: Sage Abilities]][[Category: Don't Review until 2023]] |
Latest revision as of 19:44, 3 January 2022
Sight & Fire is an amateur-status sage ability that provides the character with an ability to make the best use of protective cover while firing or hurling a missile weapon. The ability cannot be employed when using a sling, staff sling or bola, but can be used with any other ranged attack.
Under the right circumstances, archers and other like combatants can be virtually invulnerable to enemies unable to rush their position or outflank them.
Sighting
The character, hiding behind cover, makes a glance around a corner without making themselves a target, an action called "sighting." This requires 1 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.
A new sighting is required for every attack to be made.
Firing
Firing and returning to cover gives a -1 penalty to hit, but the ability allows the character to remain hidden on the enemy's turn. If the target has had a turn and moves after being sighted, the sighting character technically cannot know it; thus, sighting and choosing to fire the next round requires the character to follow through with these actions, whether the target is there or not.
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.