Previous editions of WFRP offered an "Aim" action that allowed a character to slightly increase the chance for their next attack to succeed at teh cost of a movement action.
I have nmot played the game with a full group yet; so far I've just done a bunch of test combats. I have come across a few situations where there was no useful maneuver available at hand when a character was activated. Now, I can see that the "assist" maneuver would probably come in handy in many cases, but my tsts have all been 1-on-1 battles.
I'm wondering what you gyus think of introducing an Aim maneuver that would work like this:
AIM
A character who aims before making a ranged attack suffers no penalty for firing into an engagement. If a character aims before making a ranged attack at a target that is not engaged, the aiming character may add one fortune die to his dice pool for that attack.
So that's my thought. Is this over-powered for ranged characters? Should there be a melee version of this? Is it too strong in the grand scheme of things?