Agis Moruga/Cogent 0.9

Agis MorugaCogent Sheet

 Two HandedPrimary+ ▢ 10 when fully proficient▢  Empty Socket▢  Empty Socket■  Color
* *Uses the Automatic Weapons proficiency.*
* *Up to **+10 dice bonus** when fully proficient.*
* *Uses a secondary proficiency called Assault Weapons (Melee), with **+8 dice bonus** when fully proficient, which covers when the firearm is used as a melee weapon. This proficiency is leveled up at the same time as the main proficiency and does not require additional skill points.*
* *May be fired twice at long range with double disadvantage.*
* *May be fired twice at medium range.*
* *May be fired twice at close range.*
* *May be fired twice in reach range and melee range, which sets it apart from the assault rifle, which cannot be fired at these ranges.*
* *May attack once in grappling range, using the rifle as an improvised bludgeoning weapon.*
* *This range may be increased to melee range by mounting a bayonet, which takes a turn.*The Bohn PR-13 Photonic Carbine is a short, light, and maneuverable photonic carbine modeled to look and feel like the conventional KAR-59, which it has replaced as the service rifle of the Karstmarine. Like other Karian photonic weapons, it is thick and bulky and most often made of tactical black material. It fires light blue particle flashes which burn and concuss targets when fired at full power, or shocks them when fired at partial power. It uses rectangular power packs slotted into the receiver of the firearm as ammunition.

**PR-13 Cells****[**❚❚❚❚❚❚**]** **6/6**   **[**❚❚❚❚❚❚**]** **6/6**
1. Aoshanti Hand Grenade
2. Aoshanti Hand Grenade

### Athletics Skills

#### Recuperate

 Pass on your turn to recover 2 energy.

#### Jump

 Jump over or scale an obstacle without need for an **Athletics** roll.

### Ranged Skills

#### Hunker Down

 If behind cover or a shield, give up your movement and action to be invulnerable to frontal ranged attacks for that turn.

#### Steady Shot

 At the cost of your movement, gain advantage on your next shot.

#### Suppression

 Use your action this turn to suppress a target or group of targets closely clumped together. Instead of directly attacking the target(s), you use your ranged attacks to attempt to drive them into cover and gain a psychological advantage over them. Roll your ranged attacks and add them together. Your allies may join you in your suppression attempt, contributing their own ranged attacks. Add their totals to yours. The adversary may choose to contest your suppression attempt, attempting to suppress you instead, in which case compare your totals to theirs. If they do not contest or are unable to, they are automatically suppressed. One side wins the suppression attempt and the other side gains the following:
* Members of the group within the field of fire roll their attacks with all weapons with a -2 malnus until the end of the following turn.
* Affected members of the group are pinned and unable to advance. They need to remain in cover, in concealment, in a prone position, behind a shield, or behind someone who has a shield. They can shuffle laterally, move backward, and move up to the position of their most advanced member, but no further. Members of the group with a shield may advance at half their speed.
* The group may choose to retreat from the engagement at any time. This is an organized action involving some members of the group withdrawing while others provide covering fire. A full turn's worth of ammunition is expended by everyone in the group taking this action. This necessarily cedes the terrain to the other force.

#### Salvage Arrows

 You regain half of the arrows you fired at the end of an engagement, provided that you are in control of the ground where the engagement took place.

#### Aimed Shot

 Take your time to aim and fire on your next turn with +2 and advantage. Requires you to stand still and concentrate. You are able to move at a walk, but if you are forced to defend yourself in melee or are injured in any way between your turns, the shot cancels.

#### Rapid Fire

 As your action, make your normal number of attacks plus one. These do not have to be the same target. Make all of these rolls with -2 to your attack dice. You cannot gain advantage on these shots. This does not work with cone attacks.

#### Trick Shot

 Make an attack with +2 guaranteed dice. You may sacrifice your movement to gain advantage on this shot.