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Ranged Maneuvers


Extend Range (3 AP)

Extend Range allows the elohim to make a Ranged Strike beyond his normal Range. Target gains 1 Defensive Adjustment in their favor plus another for every 3" the Strike is extended using this Maneuver (ex. with Bow or Sling: 2 Adjustments at 15+" and 3 Adjustments at 18+"). At Mastery Level 5, additional Defensive Adjustments come every 5" the Strike is extended.

Mastery Level 1

+2" Range to a Ranged Strike

+1 Defensive Adjustment for Target

Mastery Level 2

+4" Range to a Ranged Strike

+1 Defensive Adjustment for Target
+1 more Adjustment for every 3" extended

Mastery Level 3 

+6" Range to a Ranged Strike

+1 Defensive Adjustment for Target
+1 more Adjustment for every 3" extended

Mastery Level 4

+8" Range to a Ranged Strike

+1 Defensive Adjustment for Target
+1 more Adjustment for every 4" extended

Mastery Level 5

+10" Range to a Ranged Strike

+1 Defensive Adjustment for Target

+1 more Defensive Adjustment for every 5" extended


Aim (4 AP)

Aim gives additional Precision for a Ranged Strike using 4 Action Points. The elohim may not Move during an Aim Strike. At Mastery Level 4, ignore 1 Stop. At Mastery Level 5, ignore 2 Stops.

Mastery Level 1

+3 Precision

may not Move

Mastery Level 2

+5 Precision

may not Move

Mastery Level 3 

+7 Precision

may not Move

Mastery Level 4

+7 Precision

ignore 1 Stop

may not Move

Mastery Level 5

+7 Precision

ignore 2 Stops

may not Move


Forceful Shot (3 AP)

Forceful Shot is a Ranged Strike that adds Falter and Exertion to the Target. Add Falter:1 and 1 Exertion to the Target for each Hit, regardless of Stops, up to a maximum determined by the Level of the Maneuver. At Mastery Level 4, add 1 Exertion & Falter are applied for the first 2 Hits, then 2 Exertion & Falter for each Hit after that. At Mastery Level 5, add 1 Exertion & Falter are applied for the first Hit, then 2 Exertion & Falter for each Hit after that.

Forceful Shot may only be performed while Striking with a Spear or Sling and may not be performed while in Defensive Stance. If Moving with Forceful Shot, the elohim can only Move directly toward the Target.

Mastery Level 1

adds Falter:1 and 1 Exertion to Target per Hit (RoS)

maximum of Falter:1 and 1 Exertion

may only Move directly toward the Target

Mastery Level 2

adds Falter:1 and 1 Exertion to Target per Hit (RoS)

maximum of Falter:2 and 2 Exertion

may only Move directly toward the Target

Mastery Level 3 

adds Falter:1 and 1 Exertion to Target per Hit (RoS)

maximum of Falter:3 and 3 Exertion

may only Move directly toward the Target

Mastery Level 4

adds Falter:1 and 1 Exertion to Target for first 2 Hits (RoS)

adds Falter:2 and 2 Exertion for 3rd Hit (RoS)

maximum of Falter:4 and 4 Exertion

may only Move directly toward the Target

Mastery Level 5

adds Falter:1 and 1 Exertion to Target for first Hit (RoS)

adds Falter:2 and 2 Exertion for 2nd & 3rd Hits (RoS)

maximum of Falter:5 and 5 Exertion

may only Move directly toward the Target


Rapid Flow (5 or 7 AP)

Rapid Flow allows up to three Ranged Strikes to be made against a Target. First the character chooses whether they will spend 5 Action Points to do two Strikes or 7 AP to do three Strikes. The 2nd and 3rd Strikes get a bonus to Precision and Force dependent on the Mastery Level. The elohim may not Move while these Strikes are performed. The focus on Striking leaves this character vulnerable to attack giving the elohim -1 Defensive Adjustment vs. incoming Strikes until their next Turn with a 5 Action Point Rapid Flow and -2 Defensive Adjustments vs. incoming Strikes with a 7 Action Point Rapid Flow. At Mastery Level 4, the elohim may choose to forgo the Precision bonuses and add that much Force instead. When doing this, the elohim will visually fire 2 arrows with the 2nd Strike and 3 arrows with the 3rd Strike.

Rapid Flow may only be performed by Messengers Striking with a Bow. Rapid Flow may not be performed while in Defensive Stance. If the Target is not able to be Struck or the character chooses to discontinue Strikes, the character is considered to have Rested 2 Action Points for each unused Strike.

Mastery Level 1

make 2 Strikes for 5 AP or 3 Strikes for 7 AP

+1 Precision & Force for 2nd & 3rd Strike

-1 or -2 Defensive Adjustments till next Turn

may not Move

Mastery Level 2

make 2 Strikes for 5 AP or 3 Strikes for 7 AP

+2 Precision & Force for 2nd & 3rd Strike

-1 or -2 Defensive Adjustments till next Turn

may not Move

Mastery Level 3 

make 2 Strikes for 5 AP or 3 Strikes for 7 AP

+3 Precision & Force for 2nd & 3rd Strike

-1 or -2 Defensive Adjustments till next Turn

may not Move

Mastery Level 4

make 2 Strikes for 5 AP or 3 Strikes for 7 AP

+4 Precision & Force for 2nd & 3rd Strike

or +8 Force for 2nd & 3rd Strike

-1 or -2 Defensive Adjustments till next Turn

may not Move

Mastery Level 5

make 2 Strikes for 5 AP or 3 Strikes for 7 AP

+6 Precision & Force for 2nd & 3rd Strike

or +12 Force for 2nd & 3rd Strike

-1 or -2 Defensive Adjustments till next Turn

may not Move


Twin Arrow (3 AP)

Twin Arrow allows the elohim to make a Ranged Strike against two different Targets having reduced Precision and -10% damage. The Targets must be within a 45º cone (from the Striker). Each Strike is resolved independently. At Mastery Level 4, a 3rd Target may be Struck with -3 Precision for all Targets. At Mastery Level 5, damage is no longer reduced for 2 Targets and 3 Targets are Struck with -10% damage.

Twin Arrow may only be performed by Messengers Striking with a Bow.

Mastery Level 1

Strike 2 Targets within 45° arc

-2 Precision

-20% damage

Mastery Level 2

Strike 2 Targets within 45° arc

-2 Precision

-10% damage

Mastery Level 3 

Strike 2 Targets within 45° arc

-1 Precision

-10% damage

Mastery Level 4

Strike 2 Targets within 45° arc

-10% damage

or Strike 3 Targets with -2 Precision and -20% damage

Mastery Level 5

Strike 2 Targets within 45° arc

-10% damage

or Strike 3 Targets with -20% damage