Gun Kata - Brass Tactics
Aug 9, 2018 16:05:54 GMT -6
Post by Lestat on Aug 9, 2018 16:05:54 GMT -6
(Elite practitioners of Brass Tactics posing after a successful mission.)
War is waged all throughout the Great Wheel, and what would-be heroes find out soon enough, is that no one man can win a war. People join armies for many reasons; ideology, financial benefits, or just to see the world. But once you're down on the ground you learn to fight for each other. Brass Tactics isn't any one form of military tactics, but an amalgamation of various faction's techniques and training meant for small unit to unit skirmishes. The key tenets of a master of the art is both discipline, and teamwork. A team must be able to dynamically change their approach to a situation, and have enough practice to rely upon one another.
Finding success at implementing Brass Tactics requires dedicated study, leading Academic Lore to be its key skill. Masters of the art can whip even the most sorry of sorts into a well oiled fighting machine, leading Aid Another to be its special action. While Brass Tactics isn't flashy, and is often quite inelegant and loud with team mates freely communicating with one another, it is the most well known, and widespread of techniques.
Level 1: Private
Take Point: After rolling for initiative you may swap your initiative with an ally in the same scene who rolled initiative at the same time.
Action (Aid Another): Use Aid Another actions with trick shots. If you use this to aid another character's attack, any attack-related benefits from the trick shot apply to the aided attack.
Level 2: Corporal
(-2) Fire Control: This attack can not be made with the same weapon two rounds in a row.
(2) Spotter: If this attack hits the target is marked. Until the beginning of your next turn, the first ranged attack each ally makes against the target is treated as if they had taken the Aim action as a half action before attacking.
Level 3: Sergeant
(-1) Skill (Academic Lore): As a part of this attack, make an Academic Lore test against the target's Static Defense. If it fails, the attack fails.
(3) Bounding Overwatch: The target of this attack must make a Pinning test. An ally within your weapon's normal range may move their speed as a reaction.
Level 4: First Lieutenant
(-2) Instinctive Targeting: This attack may only be made against the nearest enemy.
Assistant Gunner: Whenever you Aid Another you may also automatically unjam, or reload their weapon as a part of your action.
Level 5: Colonel
(4) Keep It Together: An ally that can hear or see you recovers from being either stunned, pinned, dazzled, or surprised, and if they are suffering from a roll of 9 or less on the Shock Table they may temporarily suppress the effects until combat is over.