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