Ranger
| Attribute | Details |
|---|---|
| Type | Character |
| Emotion/Logic Number | 2 |
| Magic/Tech Number | 1d8 |
| Maximum Major Injuries | 3 |
| Maximum Minor Injuries | 5 |
Rangers are all about ranged combat. They are focused entirely on attacking their enemies from afar, using vantage points and high ground to their advantage. At higher levels, they also hide from sight, striking from stealth as much as possible.
Actions
- Craft
- Drop Awareness
- Heal
- Melee Attack
- Move
- Move in Difficult Terrain
- Move in Low Gravity
- Move in Zero Gravity
- Ranged Attack
- Repair
- Scramble
- Scramble in Difficult Terrain
- Swim
- Tech Attack
Reactions
Level 1 Abilities
Level 2 Abilities
Level 3 Abilities
Level 4 Abilities
Level 5 Abilities
Level 6 Abilities
Standard Inventory
- Backpack
- Credit Chip (roll 1d4 for the wealth score)
- Datapad
- Knife
- Medkit
- Over-the-ear Translator
- Rifle
Tactics
- Begins the encounter with the On Watch status.
- (Level 5+) Gains anticipation, if:
- (Level 3+) Counterattacks, if:
- Guards, if they believe they have the AP to spare.
- Moves or scrambles to:
- Drops awareness, if they’re not perceived.
- Keeps watch, if:
- Administers first aid to themselves, if they’re unstable.
- Blindsides the target, if they’re a big enough threat.
- Throws the target, if:
- The target is within melee range, and
- The ranger doesn’t think the target will close the gap on their next turn.
- (Level 3+) Uses the Double Shot ability.
- Flip a coin or roll 1d2: