Skills – Tier II

Offensive

Mighty Strike

Tier II
Offensive
Range: Weapon
Cost: 1/2/3/4/5 EN

Executes a powerful melee attack, hindered by 4/6/8/10/12.
Damage dealt is doubled, up to a limit of [STR-MOD] * 2/4/6/8/10.

Mordhau

Tier II
Offensive
Range: Weapon
Cost: 2 EN

Executes a melee attack with the following features:
Requires two-handed melee weapon.

Multishot

Tier II
Offensive
Range: Weapon
Cost: 2 EN per attack

Executes up to [DEX-MOD/2] successive ranged attacks (min. 2).
Bonuses and penalties apply to all attacks for both attacker and target.
Concentration saves take place after the skill is fully executed and are done only once per active concentration.
Each hit after the first hinders the saves by 2.

Multistrike

Tier II
Offensive
Range: Weapon
Cost: 2 EN per attack

Executes up to [DEX-MOD/2] successive melee attacks (min. 2).
Bonuses and penalties apply to all attacks for both attacker and target.
Concentration saves take place after the skill is fully executed and are done only once per active concentration.
Each hit after the first hinders the saves by 2.

Precise Shot: Arms

Tier II
Offensive
Range: Weapon
Cost: 2 EN

Executes a ranged attack that always targets the arms.
On hit, it causes attack penalty [PER-MOD].
Only usable if the target has arms or similar appendages.

Precise Shot: Head

Tier II
Offensive
Range: Weapon
Cost: 2 EN

Executes a ranged attack that always targets the head.
On hit, it causes defense penalty [PER-MOD].
Only usable if the target has a head.

Precise Shot: Legs

Tier II
Offensive
Range: Weapon
Cost: 2 EN

Executes a ranged attack that always targets the legs.
On hit, it causes slowed 1.
Only usable if the target has legs or similar appendages.

Utility

Bodycheck

Tier II
Utility
Range: MS
DC+ STR vs STR/DEX
Cost: 2 EN

Charges the target in a straight line to knock it prone.
SAVED: Target becomes off-balance.
EFFECT+10: No effect.

Camouflage

Tier II
Utility
Concentration
Cost: 1/2/3 EN

Gains Hidden 1/2/3.

Disarm

Tier II
Utility
Range: Weapon
DC+ PV vs PV
Cost: 1 EN

Knocks an equipped weapon out of the target's hand. It falls on the ground and remains there until it is picked up with an attack or utility action.
SAVED: Target gains defense penalty [PV] instead.
EFFECT+10: No effect.

Disorientate

Tier II
Utility
DC+ PV vs INT
Cost: 2 EN

Confuses opponents in a 2m radius with erratic movements, causing confused.
SAVED: Targets gain attack penalty [PV] instead.
EFFECT+10: No effect.

Find Weakness

Tier II
Utility
Cost: 1 EN

Attempts to find a weakness in an opponent's armor.
Choose a hit zone and make a PER check against 10 + AV.
On success, all basic attacks on that zone gain [PER-MOD] armor penetration.
Applies only to the user of this skill.

Overwatch

Tier II
Utility
Range: Weapon
Cost: 1 EN (Utility), Hidden Action: DEX

Choose an area with a 3m radius. Targets entering or moving within this area may be attacked with a ranged attack as a reaction.
Overwatch ends at the start of the user's next turn, after performing [PER-MOD] reactive attacks, or after changing position.
Can be used as Attack or Utility action. No energy cost if used as Attack action.

Stance: Intercept

Tier II
Utility
Concentration
Cost:

The user may strike any target entering weapon range with a melee attack as a reaction.

Technique: Constitution

Tier II
Utility
Concentration
Cost: 1 EN

Gains Advantage 1 on CON checks while Concentration is kept.

Technique: Strength

Tier II
Utility
Concentration
Cost: 1 EN

Gains Advantage 1 on STR checks while Concentration is kept.

Technique: Dexterity

Tier II
Utility
Concentration
Cost: 1 EN

Gains Advantage 1 on DEX checks while Concentration is kept.

Technique: Second Wind

Tier II
Utility
Concentration
Cost: 1 EN

Gains Regeneration 2 while Concentration is kept.

Vigilance

Tier II
Defensive
Range: Weapon
Concentration
Cost: 1 EN, Hidden Action: DEX

Prepares to shoot down hostile projectiles as a reaction (attack roll vs. attack roll).
Vigilance ends at the start of the user's next turn, after shooting down [PER-MOD] projectiles, or after involuntarily changing position.

Reaction

Adrenaline

Tier II
Reaction
Range: Weapon
Cost: 2 EN

Immediately executes a basic attack in exchange for losing next turn's attack action.

Daredevil

Tier II
Reaction
Range: Weapon
Cost: 1 EN

The next basic attack within this turn gains Advantage 2.
In return, the user has Disadvantage 1 on block, dodge, and parry rolls until the start of their next turn.

Hold Breath

Tier II
Reaction
Range: Weapon
Cost: 1 EN

The next ranged attack within this turn gains Advantage 1.

Shoulder Bash

Tier II
Reaction
Range: Weapon
DC+ STR vs STR/DEX
Cost: 2 EN

Crashes shoulder-first into the target immediately after a hit with a melee weapon, causing Knockback [STR-MOD] if it fails the check.