Post by Zyraen on May 17, 2019 22:34:03 GMT 8
CA: Blades of Khaine
Melee (2 Strikes)
Pri Trait Vs AC
Hit: 1W (1d8)
Special: If the target is lightly armoured, they take an extra 1d6 damage.
CA: Sparks
Melee
Pri Trait Vs AC
Hit: 1W (1d8) + Pri Trait. You gain concealment from the target, and they cannot make OAs against you.
Special: If the target is lightly armoured, they take an extra 1d6 damage.
CM: Wraith's Retreat
Trigger: Landing a hit with Sparks.
If you have not used your move action this turn, you may move up to half your movement, and immediately attempt to enter stealth.
SA1: Long Rifle Snipe
Implement
Focus 1 Round
Range Sight
Before the start of your next turn, you may expend your reaction to perform the following attack.
Pri Trait Vs AC
Hit: 1d12 + Pri Trait + Sec Trait
Special: This attack ignores cover and concealment. The target is automatically unguarded against this attack. If the attack roll is a 20+, the target is dazed till ENT.
(Focus can be disrupted by dazing, blinding or reducing the user to 0 HP)
SA2: Talon of Falchu
Implement
Ranged 10
Pri Trait Vs Reflex
Hit: 1d6 + Pri Trait
Special: Target is pulled up to Sec Trait squares and knocked prone. If the target collides into any terrain features or is pulled over difficult terrain / elevation changes / enemy, the target is dazed till ENT.
SA3: Riposte
Interrupt
Trigger: You are targeted by a melee attack
Pri Trait Vs AC
Hit: 1W (1d8) + Pri Trait + Sec Trait
Special: You may shift up to Sec Trait squares away after making the attack, hit or miss. If you are no longer a valid attack, the attack fizzles. This attack does 1d8 extra damage to lightly armoured targets.
SA4: Mark of the Incomparable Hunter
Range 10
Swift
Mark a target for death. Until end of encounter, you may add Sec Trait bonus to your attack rolls against the target. Additionally, the target may never gain concealment, stealth, cover or benifit from invisibility against you.
You gain Brutal 3 on attacks against the target, and your attacks are treated as effective against the target.
SM1: Camoline Cloak
Swift
You gain Concealment. If you are in cover or already gaining Concealment from another source, this ability is improved to Full Concealment.
SM2: Lightning Fast Reflexes
Interrupt
You gain Sec Trait ability bonus to AC and Will, and 2x Sec Trait ability bonus to Reflex.
While Lightning Fast Reflexes is active, if you were to take half damage from an attack that targets either AC or Reflex, you take no damage instead.
SM3: Quickened Agility
Swift
You gain an additional move action, at the end of which you may immediately try to enter stealth.
SM4: Webway Walker
Swift OR Interrupt
You become ethereal for Sec Trait turns or until you spend a free action to return to normal. Creatures that are ethereal are phasing, and may interact normally with their own equipment and other ethereal creatures. Creatures that are ethereal cannot affect nor see non-ethereal creatures, and cannot sustain non-ethereal effects (ie effects not on ethereal creatures and not in ethereal space). Non-ethereal creatures cannot affect nor see ethereal creatures. When the effect ends, the ethereal creatures become non-ethereal and reappear in their spaces. If it is occupied, the creature that reappears decides the nearest unoccupied adjacent square to reappear in.
On exiting the ethereal plane, your next attack has doubled critical range and Sec Trait ability bonus.
Melee (2 Strikes)
Pri Trait Vs AC
Hit: 1W (1d8)
Special: If the target is lightly armoured, they take an extra 1d6 damage.
CA: Sparks
Melee
Pri Trait Vs AC
Hit: 1W (1d8) + Pri Trait. You gain concealment from the target, and they cannot make OAs against you.
Special: If the target is lightly armoured, they take an extra 1d6 damage.
CM: Wraith's Retreat
Trigger: Landing a hit with Sparks.
If you have not used your move action this turn, you may move up to half your movement, and immediately attempt to enter stealth.
SA1: Long Rifle Snipe
Implement
Focus 1 Round
Range Sight
Before the start of your next turn, you may expend your reaction to perform the following attack.
Pri Trait Vs AC
Hit: 1d12 + Pri Trait + Sec Trait
Special: This attack ignores cover and concealment. The target is automatically unguarded against this attack. If the attack roll is a 20+, the target is dazed till ENT.
(Focus can be disrupted by dazing, blinding or reducing the user to 0 HP)
SA2: Talon of Falchu
Implement
Ranged 10
Pri Trait Vs Reflex
Hit: 1d6 + Pri Trait
Special: Target is pulled up to Sec Trait squares and knocked prone. If the target collides into any terrain features or is pulled over difficult terrain / elevation changes / enemy, the target is dazed till ENT.
SA3: Riposte
Interrupt
Trigger: You are targeted by a melee attack
Pri Trait Vs AC
Hit: 1W (1d8) + Pri Trait + Sec Trait
Special: You may shift up to Sec Trait squares away after making the attack, hit or miss. If you are no longer a valid attack, the attack fizzles. This attack does 1d8 extra damage to lightly armoured targets.
SA4: Mark of the Incomparable Hunter
Range 10
Swift
Mark a target for death. Until end of encounter, you may add Sec Trait bonus to your attack rolls against the target. Additionally, the target may never gain concealment, stealth, cover or benifit from invisibility against you.
You gain Brutal 3 on attacks against the target, and your attacks are treated as effective against the target.
SM1: Camoline Cloak
Swift
You gain Concealment. If you are in cover or already gaining Concealment from another source, this ability is improved to Full Concealment.
SM2: Lightning Fast Reflexes
Interrupt
You gain Sec Trait ability bonus to AC and Will, and 2x Sec Trait ability bonus to Reflex.
While Lightning Fast Reflexes is active, if you were to take half damage from an attack that targets either AC or Reflex, you take no damage instead.
SM3: Quickened Agility
Swift
You gain an additional move action, at the end of which you may immediately try to enter stealth.
SM4: Webway Walker
Swift OR Interrupt
You become ethereal for Sec Trait turns or until you spend a free action to return to normal. Creatures that are ethereal are phasing, and may interact normally with their own equipment and other ethereal creatures. Creatures that are ethereal cannot affect nor see non-ethereal creatures, and cannot sustain non-ethereal effects (ie effects not on ethereal creatures and not in ethereal space). Non-ethereal creatures cannot affect nor see ethereal creatures. When the effect ends, the ethereal creatures become non-ethereal and reappear in their spaces. If it is occupied, the creature that reappears decides the nearest unoccupied adjacent square to reappear in.
On exiting the ethereal plane, your next attack has doubled critical range and Sec Trait ability bonus.