Ranged Combat: Infantry
The Infantry style should be considered comparable to what a fairly well trained soldier or mercenary is capable of. Unlike those versed in the Rogue style, they benefit from formal and professional training by veterans who have honed their skills on the field of combat. Consequently, their shooting forms are more correct, and their learning curve is average, but better than those lacking this training.
Level
- Burst Damage Multiples: Short Burst: x2. Medium Burst: x3. Long Burst: x4.
- Coldcock.
- Imposed Dodge Penalty: -2 for target to dodge attacks from High Tech weapons, -1 to dodge attacks from Modern Conventional weapons.
- +1 to hit on all attacks, aimed, burst, or wild.
- Burst Damage Multiples: Short Burst: x2. Medium Burst: x4. Long Burst: x6. Rapid Reload.
- Imposed Dodge Penalty: victim has an additional -2 to dodge high tech, or -1 to dodge conventional firearms. Critical hit on a natural roll of 18, 19, or 20
- Additional +1 to hit.
- Leading: +3 to hit a moving target
- Imposed Dodge Penalty: victim has an additional -2 to dodge high tech, or -1 to dodge conventional firearms. Burst Damage Multiples: Short Burst: X4. Medium Burst: X5. Long Burst: x8.
- Additional +1 to hit. Speed Load.
- Short Bursts and Pulses are treated as "Aimed" shots.
- Imposed Dodge Penalty: victim has an additional -2 to dodge high tech, or -1 to dodge conventional firearms. Critical hit on a natural roll of 17 or higher.
- Automatic Critical on Sneak Attack. Additional +1 to hit.
- Roll of 10 or higher required to hit on a Called Shot, rather than 12.
Burst damage multiples: Short Burst: X4. Medium Burst: X7. Long Burst: x12.
- Imposed Dodge Penalty: Victim has an additional -2 to dodge high tech, or -1 to dodge conventional firearms. Double Critical Hit on a roll of a natural 20 (x4 damage).
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