Ability Name


Run And Gun

Description of Ability


You’ve become akin to handling firearms with enough proficiency that you can pull off the occasional shot while dashing about the battlefield. Special Weapon Move. Run and Gun allows marksmen to fire their weapons while on the move, ignoring normal aiming and reload times. This shot is less accurate than normal (bestowing a -25% chance to hit).

Governing Birthsign




Ability Command


None (Passive)

Animus Purchase Cost


27

Lifetime Animus Required


0

Ability Pre-Requisite


None

Skill Requirement 1


70% in Firearms

Skill Requirement 2


None

Skill Requirement 3


None