Sling and Run
You receive no accuracy penalties for firing pistols while running. |
The skill description mentions a non-existent "running" action. It really affects Sprinting using the Sprint skill. Sprinting adds 45 degrees to the spread of missile weapons by default. Sling and Run removes this penalty for pistols. A creature is sprinting as long as it has the Sprinting effect, even on turns when it doesn't move.
Factions That Teach Sling and Run
Sling and Run is not taught by any of Qud's persistent factions. However, procedurally generated factions such as village factions can teach randomly chosen skills as part of their water ritual.
Creatures That Have Sling and Run
No creatures have this by default.
Tips
Sling and Run makes kiting easier. A creature can move away from an pursuer at high speed, then take a turn to fire pistol(s) without an accuracy penalty and without cancelling the "Sprinting" effect. As the pursuer approaches, the creature can move away again, still at sprinting speed.
A creature with high movement speed can always kite, and gains less benefit from Sling and Run than a slower creature.
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