Skirmish is a tactical Combat Style which emphasizes mobility, hit-and-run tactics, and ranged attacks. Skirmishing revolves around harassment and disruption, weakening the enemy and scattering their formations, and manipulating the battlefield to the advantage of your allies. This Ability has a strong focus on continuous movement while making both ranged and melee attacks.
Skirmishing requires maintaining high levels of mobility. You cannot make use of this Ability while wearing heavy armor.
Default Action
Parting Shot
Tempo: [w]+1.
Range: Near.
DT: Evasion.
You make an attack with a ranged weapon you wield, dealing normal damage for that weapon. If you disengaged from your target (moved from Adjacent range to Near) on this turn or the turn immediately before resolving this action, you gain Advantage 1 on this Check.
Actions
Basic
Intercept
Tempo: 2.
DT: Evasion.When another participant attempts to move past you, such as when trying to approach an ally positioned behind you, you may use a Reaction to move Adjacent to that opponent and attempt to halt your enemy. A successful Check forces the target of this Action to immediately stop moving.
Although this is a Risky maneuver, it does not invite risk from the target you intercept. Other participants you pass when you move, however, might take advantage of the opportunity.
Reactive Strike
Tempo: [w]+2.
Range: Adjacent.
DT: Evasion.If a participant performs an Action which invites Risk while adjacent to you, you may use a Reaction to immediately make an attack against that participant with a melee weapon you wield.
You must have sufficient Count to use this Action as normal. Each Rank of Reactive Strike reduces its Tempo by 1 to a minimum of 1
Retreating Strike
Tempo: [w] + 2.
Range: Adjacent.
DT: Evasion.You make an attack with a melee weapon you wield, dealing normal damage for that weapon. Immediately after resolving the attack, you disengage from the target (moving from Adjacent to Near range).
Moving with this Action risks an attack as normal, but you may add the Rank of Retreating Strike to your Evasion against any Reactionary attacks that result from this movement.
Skirmishing Stance
Tempo: [w].
While you maintain this stance, your mobility increases your ability to evade attacks. Whenever you move, you add the Rank of this Action to your Evasion until your next turn.
Stance Action: Momentum Attack
Tempo: [w]+2.
Range: Adjacent.
DT: Evasion.If you move adjacent to a participant on this turn or the turn immediately before resolving this action, you can make a melee weapon attack against that participant and add the Rank of this action to the damage dealt.
Augments
Basic
Accuracy
When attacking with this Ability, you may add your Accuracy Rank to the Check. The Accuracy Augment only applies when the DT is based on Evasion.
Mobile Attacker
For each Rank of this Augment, you can spend one turn moving without the risk of losing Count for this Ability. Other Actions still risk losing Count as normal.
Quick Strikes
Tempo: -Rank.
You may reduce the Tempo of your attack, allowing you to attack more quickly; however, you cannot put as much strength into your attacks. When making an attack, you may reduce the Tempo by a number less than or equal to the Rank of Quick Strikes. The Tempo can not be reduced to less than 1.
Subtract the same number from the damage of all attacks you make, to a minimum of 1 damage.