🏃 AGI Skill

Wield smalls arms like pistols, rifles, and shotguns

Milestones

Level 3

Firearms Training

Once per Long Rest, when you would suffer a 🎭 CRITFAIL on a 🔫 Small Guns Test, you may treat it as a normal failure instead.

Level 5

Advanced Training

Level 7

Weapons Specialist

Gain one Tier I 🔫 Small Guns Specializations or upgrade one you already have to the next tier.

Level 10

Weapons Master

Gain one Tier I 🔫 Small Guns Specializations or upgrade one you already have to the next tier.

Small Guns Specializations

Small Guns Specializations

Tier I

Gunslinger (Tier I): Mobile Shot

Once per turn, when making your first 🔫 Small Guns attack with a Pistol, you may first move as if you had spent 3 ⚡ AP on movement.

Rifleman (Tier I): Zero In

When you make a 🔫 Small Guns ⚔ Attack with a Rifle, you will get one stack of Zeroed In, which makes subsequent attacks you make against the same target gain +1 Accuracy, to a maximum of 3 stacks. All stacks are lost if you attack a different target.

Sniper (Tier I): Sniper's Nest

If you do not move during your turn, you gain one stack of Nest on your next turn, giving your first 🔫 Small Gun ⚔ Attack with a Long Rifle +10% damage and +1 Accuracy. If you do not move for the next 2 turns after gaining Nest, you gain another stack, to a maximum of 2 stacks. All stacks are lost if you move.

Shotgunner (Tier I): Breach and Clear

Targets in Close range who are hit by your Shotgun attacks will gain ⏬ Exposed.

Rapid Fire (Tier I): Bullet Hell

When you use Burst Fire with an automatic 🔫 Small Gun (Fire Rate ≥ 3), each successful hit during that attack grants +1 Damage and +1 Accuracy to subsequent hits in the same attack.

Tier II

Gunslinger (Tier II): Snap Shot

Once per round, when you would be targeted by a reaction attack (such as an Overwatch Attack), you may make a reaction Pistol attack against the source of that reaction before it is resolved. If the source is incapacitated, receives an Injury, or Injury Escalation occurs, the reaction attack does not occur. Otherwise, the reaction attack resolves normally.

Rifleman (Tier II): Follow Through

When you defeat a target (of equal or higher Level to you) that you have Zeroed In on, you gain +10% Damage for the rest of the combat, to a maximum of +40%. You will also retain one stack of Zeroed In which will apply to the next target you choose to attack.

Sniper (Tier II): Deadeye

You may use Called Shots when performing Overwatch Attacks. You have +2 Accuracy for Called Shot Overwatch Attacks.

When you make a 🔫 Small Guns ⚔ Attack with a Long Rifle while benefiting from Nest, you may expend all accumulated Nest stacks to enhance that ⚔ Attack with +10% damage, +1 Accuracy on Called Shots, and +1 Penetration per stack. All Nest stacks are lost after the ⚔ Attack resolves.

Shotgunner (Tier II): Shockwave

Once per turn, when you hit one or more targets in Close range with a Shotgun attack, you may declare Shockwave. Targets must roll an 🏊 END + 🏕 Survival Test with a Difficulty based on how much damage they took.

Rapid Fire (Tier II): Run 'Em Down

When you successfully hit a target with Burst Fire from an automatic 🔫 Small Gun (Fire Rate ≥ 3), that target gains a ⏬ Pressure stack. ⏬ Pressure stacks last for 2 turns and are refreshed when being attacked, even if the attack misses. A target may only have up to 3 stacks of ⏬ Pressure at once.

Tier III

Gunslinger (Tier III): High Noon

Once per Combat, at any time, you may declare High Noon to immediately make a 🔫 Small Guns ⚔ Attack with a Pistol against a target you can see. This attack is resolved immediately, before any pending actions. If the ⚔ Attack hits, it is treated as a 🎭 CRIT.

Rifleman (Tier III): Focus Fire

Once per Combat, when you miss a 🔫 Small Guns ⚔ Attack with a Rifle against a target you have Zeroed In on, you may treat the attack as if it had hit instead.

Sniper (Tier III): Perfectly Timed Shot

Once per Combat, you may perform a Called Shot on a limb of your choice on an enemy in Cover. This Called Shot will completely ignore all effects of Cover.

Requires 2 Nest stacks. All Nest stacks are lost after the Called Shot resolves.

Shotgunner (Tier III): Clear The Room

Once per Combat, when you make a Shotgun ⚔ Attack that hits one or more targets in Close range, you may declare Clear the Room. When you do so, you must expend all remaining ammunition in your Shotgun. Targets must roll a 😌 Composure Test with a Difficulty based on how much damage they took.

  • On FAIL, they are affected by Fear for 2 turns.
  • On SUCCESS, they suffer from the 🌊 Shockwave debuff for 2 turns and can not use 😮 index.

Rapid Fire (Tier III): Full of Holes

Once per Combat, you may choose to apply Full of Holes to a target that you hit this turn with a Burst Fire ⚔ Attack from an automatic 🔫 Small Gun (Fire Rate ≥ 3). For 2 turns, the target of Full of Holes will have double the Evasion penalty from ⏬ Pressure stacks, and will have reduced ⚡ AP equal to the amount of ⏬ Pressure stacks they have.