Ballistic

The Ballistic Skill is used to shoot and recharge weapons, and to generally handle Ranged Weapons safely. All Ballistic actions require the use of a Ballistic Weapon of some kind.
== Use == 
Most often used with Dexterity if the weapon is operated with the hands, or Link if the weapon is software-controlled.
== Shooting ==
When performing this action, characters have to declare their target and the weapon they are using before anything else. If the weapon has a magazine value, the character must discard the top ammunition token from its pile. If the action is successful, apply the effects of the type of ammunition used to the target of the action.
== Reloading ==
A weapon with a magazine value but no ammunition tokens on it cannot be shot until it is reloaded. To reload, characters must discard all the ammunition tokens left in their weapon and set a new pile of ammunition tokens. These tokens may be loaded in any order and they may be loaded using any combination of ammunition types compatible with the weapon.
== Aiming ==
When performing this action, characters declare one target. Whenever the target performs an action, the character can perform a Shooting action as a counter action even if the action of the target did not affect him directly.  
Additionally, aiming provides one advantage to a Shooting action against its target. If the character performs another action in between, the effects of aiming are lost.
== Suppressive Fire ==
When performing this action, characters declare a small area like a door or a window as a target. A suppressive fire action spends the top ammunition token of the weapon used and allows the character to confront any action made by other characters in that area with a Shooting action in later initiative rounds, until he performs a different action or chooses a target outside that area for a Shooting action.
== Damage ==
When a Shooting action is successful, the target of the action, and all characters in the area of effect if there is one, will suffer the damage specified by the weapon - taking into account the range of the shot, or the distance to the point of impact if affected by an area of effect.                 
If a Shooting action achieves a decisive success, it will cause one extra point of physical damage, and if it achieves a critical success, double its base damage.
A Shooting action can be forced to fail when taking damage and therefore it can be a valid countermeasure against another Shooting action.
Category:Skill