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Fight

The Shoot skill is the primary skill used for ranged combat.

In Fate Core, Shoot is simply a skill used for attacks and thus has standard stunts like any other skill. In Second World RPG, Fight and Shoot stunts are used to represent weapon proficiency and specialization. The following stunts follow a progression that provides the character with more power as they become more invested in a particular class of weapons.

Firearms

Light Ranged Weapons are ranged weapons that have a maximum range of 2 zones (the zone you are in and adjacent zones).

Medium Ranged Weapons are ranged weapons that take a -2 when firing at a target at the same zone. Medium ranged weapons have a maximum range of 5 zones (up to four zones away.)

Heavy Ranged Weapons represent machine guns, rocket launchers, and other high-impact weapons. They are currently treated on a case-by-case basis.

Shoot Stunts

Run and Gun (Light Ranged)

Requires: None

Removes the minus one penalty for attacking while moving.

Door Kicker (Light Ranged)

Requires: Run and Gun

If the edge between zones can be opened with a traverse cost of at most 2, you may open it without paying the travese cost.

Undetered (Light Ranged)

Requires: Run and Gun

You may cross edges with a traverse cost of two or more as if their traverse cost were one less.

Blitz (Light Ranged)

Requires: Undetered, Door Kicker

You may make one attack (no Double Tap on a Blitz) after making a Move action.

Full Court Blitz (Light Ranged)

Requires: Blitz

When Blitzing, you may make one attack in every zone you enter.

Double Tap (Light Ranged, Medium Ranged)

Requires: None

You may make two shots in a turn, though you take a minus 2 for each of them.

Overwatch 1 (Medium Ranged)

Requires: None

You may pick a zone to mark. If anyone attempts to move out of or into the marked zone, you gain a single free shot. This can be used once per combat round. (This uses your action for the turn.)

Overwatch 2 (Medium Ranged)

Requires: Overwatch 1

You may now make two shots per turn with the Overwatch ability.

Disarming Shot (Medium Ranged)

Requires: Overwatch 2

In your marked zone, if an opponent attempts to attack your ally, you may first roll to Create Advantage. Using this ability takes one Overwatch shot.

Perfect Vigil (Medium Ranged)

Requires: Overwatch 2, Disarming Shot

You may now make any number of shots per turn with the Overwatch ability.

Deadly Aim (Light Ranged, Medium Ranged)

Requires: Overwatch 2, Disarming Shot

You may take a minus one to hit when making a Shoot check in order to gain a plus 2 to determining damage.

Stick Up (Medium Ranged)

Requires: None

You only take a minus one to attacking in the same zone.

Muzzle To Chest (Medium Ranged)

Requires: Stick Up

You no longer take a penalty to attacking in the same zone.

Suppressing Fire (Heavy Ranged)

Requires: None

Pick a zone other than the one you are in and mark it. If an enemy in that zone makes an Attack or Create Advantage action, you may make a free Attack against them before their attack. You take a minus four if you do not have line of sight.


Last update: 2021-11-14