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◀ Rulebooks

Ver. 1.3.1

Marksmanship

The Marksmanship (Dexterity) skill measures your aim and hand-eye coordination. Those with high Marksmanship can both aim and catch projectiles with ease.


Marksmanship Feats

View As: Collage Table

Items with the ⬆ Upgrade symbol can be purchased any number of times.

Items with multiple tiers must be purchased in order (starting with tier 1.)

Eagle-Eye

: ✪30

Prerequisite: 3 Marksmanship

The effective range of all ranged weapons you use increases to 3/4 of the weapon's maximum range, rounded down.


: ✪100

Prerequisite: 6 Marksmanship

The effective range of your weapons increases to their maximum range (You don't suffer disadvantage on any ranged attack that is within the weapon's maximum range.)

Fast Reload

✪80

Prerequisite: 3 Marksmanship

You Reload clip-based weapons in two frames instead of the usual three, and you Load two rounds per frame on weapons that reload manually.

Rapid Archery

: ✪40

Prerequisite: 3 Marksmanship

You can Quick-Fire bows and slingshots in one frame.


: ✪120

Prerequisite: 7 Marksmanship

Quick-Firing arrows are exempt from the repetition tax.

Calculated Sniper

✪60

Prerequisite: 5 Marksmanship

You know how to factor the weather into your shots.

Your Marksmanship penalty in high winds is reduced by 3.

Take Aim

: ✪100

Prerequisite: 5 Marksmanship

Your shots are more accurate when you take the time to line them up.

You may increase the length of your Shoot (Marksmanship) action by up to three additional frames. Each additional frame you spend Taking Aim adds a +1 bonus to hit.

You may move at half your speed while Taking Aim, but you must remain focused on your target. If your concentration is broken, this effect resets.


: ✪160

Prerequisite: 9 Marksmanship

Each frame spent Taking Aim adds an additional +1 to hit (Total +2 from this feat), and you may Take Aim for up to five frames.

Trigger Finger

✪90

Prerequisite: 5 Marksmanship

You may fire two shots from a semi-automatic weapon with a single Shoot (Marksmanship) action, with a -3 attack penalty to both rolls.

One Shot, One Kill

✪210

Prerequisite: 10 Marksmanship

Critical hits and called shots to the head using ranged weapons inflict three times normal damage.

Items with the ⬆ Upgrade symbol can be purchased any number of times.

Tiered Name Cost Requirements Details
Eagle-Eye ✪30 3 Marksmanship Details ▶
  Fast Reload ✪80 3 Marksmanship Details ▶
Rapid Archery ✪40 3 Marksmanship Details ▶
  Calculated Sniper ✪60 5 Marksmanship Details ▶
Take Aim ✪100 5 Marksmanship Details ▶
  Trigger Finger ✪90 5 Marksmanship Details ▶
  One Shot, One Kill ✪210 10 Marksmanship Details ▶

Marksmanship Actions


Shoot

You fire a loaded projectile weapon at a target within range. Make a Marksmanship skill check, and add any applicable specialties.

Success: The target takes damage according to the weapon's damage rating and type.
Critical Success: Critical Hit. The target takes twice the usual amount of damage.
Failure: You miss, but you don't hit anything else.
Critical Failure: You hit something unintended, such as a teammate standing behind the target.

Throw (Accuracy)

You throw a item with the primary goal of hitting a target 4x4 feet or smaller. Make an Accurate Throw (Marksmanship) check to throw a small item up to a distance of your Strength score times 3 feet. To throw farther than this, or if the object has weight, then add your Strength modifier.

The difficulty is set by the GM based on the target's size, distance, the item's weight, and environmental circumstances.

Success: Your aim is true. Creatures near the area where the item lands may attempt to catch the item as a reaction, using the result of your Marksmanship check as the difficulty.
Critical Success: Critical Hit. If the thrown item would deal damage, it deals double that damage.
Failure: You miss, but you don't hit anything else.
Critical Failure: You hit something unintended, such as a teammate near the target, or you drop the item.

Catch

Using your hand-eye coordination, you attempt to catch a projectile headed your way. Make a Catch (Marksmanship) check. You may move up to your Speed towards the area where the item lands.

If the item was thrown by a creature, the result of their Throw check becomes the difficulty to catch it. Otherwise, the GM sets the difficulty based on the size of the object, the speed it's travelling, and environmental conditions.

Success: You catch the object.
Failure: You almost catch the object, but fumble and drop it. If the item was thrown as an attack, this counts as a hit.
Critical Failure: The object sails through your outstretched hands and hits you squarely in the face or chest. If the thrown item would deal damage, it deals double that damage.