Shoot on the Run

Agility
Self Discipline
Quickness

Short Description

Fire ranged weapons accurately while moving, allowing repositioning without sacrificing offensive capability.

Success Criteria

Roll d100 versus DR 100

Effects

Success allows a full combat movement before and after making a standard ranged attack (at the cost of 1 Action Point).

On failure, you do not gain the movement after the shot and must subtract the failure rate from the shot.

Modifiers and Restrictions

+10 to DR per 0.5 you go faster than your standard combat movement.

+10 to +30 DR if terrain is rough, uneven, or obstructed

Action Examples

“I move my full combat speed (6 meters), fire a shot at the drone, then dive behind cover.”

  • Full move before and after attack
  • DR = 100

Long Description

Shoot on the Run transforms the battlefield into a dynamic shooting gallery. With this skill, characters can maintain pressure while repositioning—darting between cover, circling opponents, or breaking away from melee. This is not just about speed, but timing and coordination: the ability to strike on the move, under fire, without slowing down. Success turns the character into a mobile threat capable of threading precise attacks between rapid footwork.

Sequencing

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Potential Counters

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How to use this page

All the information above is intended as a guide to help you navigate the many situations that can arise during your game. Since it's both impossible—and frankly uninspiring—to plan for every possible outcome, players are encouraged to think creatively when using their skills. Game Masters, in turn, are encouraged to embrace and support that creativity.

Whenever possible, aim to resolve situations through narrative choices, logical thinking and role playing. If that’s not feasible, agree on a Difficulty Rating (DR) using the provided Success Criteria and Modifiers. These are not rigid rules, but suggestions - starting points to help you find the right level of challenge. The player describes their intended action, and the Game Master proposes a DR. This should be open to brief discussion at the table, ideally resulting in consensus. If not, the Game Master has the final say.

It’s important to emphasize that all suggested effects, modifiers, and action examples are exactly that: suggestions. If you’re unsure how to resolve something, they offer a reliable fallback—but wherever possible, we encourage you to push boundaries. That’s where some of the most memorable and exciting moments in play are born.

Sequencing and Potential Counters are far from exhaustive. With hundreds of skills, spells, and tech modules in the game, the possibilities are too vast to list. You’re encouraged to explore combinations that make sense in your story and setting and in the situations that arise in your game. Sequencing and countering are core to Cosmic Odyssey - they’re where strategic depth meets dramatic flair, and where legendary moments often take shape. Even if no sequencing and counters are mentioned, some certainly exists and can be smartly utilized.

So explore boldly, improvise wisely, and enjoy the game as it unfolds around your choices.