Accurate Give em Hell

4
Requires Seasoned
You possess ace sharpshooting abilities.
Used by Jules, Created by loroman1211.
( )

Jules has learned how to shoot with the best of them. He uses Good ole Betsy


You gain the following benefits as long as engaged in combat with Rifles.

Your attacks with Rifles deal +3 Bonus Damage. Armor is reduced to 1/2, rounded up against this damage.

You also gain the following effects:

  • Bullet Parry: You may React to and Defend against firearms and other projectiles with Rifles.
  • Quick Fingers: Drawing your weapon is a Free Action as long as it is on your person. You may reload as a Free Action.
  • Silencer: Shots you fire can be made silent at will.

  • Reminder: Bonus Damage stacks with Weapon Damage, but does not stack with any other Bonus Damage. Instead, the highest Bonus Damage is used.

Community Firearm Mastery Gifts

You gain the following benefits as long as engaged in combat with rifle.

+2 dice to all rifle rolls.

You also gain the following effects:

  • Bullet Parry: You may Defend against any attack in your firearm’s range using your firearm. Defending this way still costs a Reaction.
  • Point Control: Called Shots that you attempt only require a Contested Outcome of 2 for small targets and 4 for tiny targets.
  • Curve the Bullet: You suffer no penalties for attacking targets behind cover.
  • Fastest Gun In The West: Any time you engage in a Clash with your firearm, the opponent's Outcome is zero. Defending against your firearms is +2 Difficulty.
  • Quick Fingers: Drawing your weapon is a Free Action as long as it is on your person. You may reload or swap ammo as a Free Action.

  • Reminder: Bonus Damage stacks with Weapon Damage, but does not stack with any other Bonus Damage. Instead, the highest Bonus Damage is used.

You gain the following benefits as long as engaged in combat with rifle.

+2 dice to all rifle rolls.

You also gain the following effects:

  • Bullet Parry: You may use a Reaction to Defend against any Melee, thrown, or projectile Attack in range of your Attacks.
  • Swift Shooter: You may move your full Dash distance and make an attack without a movement penalty in the same Round of combat.

You gain the following benefits as long as engaged in combat with Shotguns.

+2 dice to all Shotguns rolls.

You also gain the following effects:

  • Point Control: Called Shots that you attempt only require a Contested Outcome of 2 for small targets and 4 for tiny targets.
  • Finesse: You may limit the Severity of any Injury you inflict or determine a maximum Wound Level to inflict on the target, including Incapacitated. You may also choose to make this Injury properly or improperly stabilized, or to keep it unstabilized.

“Sometimes going for the kill shot is putting them out of their misery.”

You gain the following benefits as long as engaged in combat with firearms.

+2 dice to all firearms rolls.

You also gain the following effects:

  • Bullet Parry: You may use a Reaction to Defend against any Melee, thrown, or projectile Attack in range of your Attacks.

You gain the following benefits as long as engaged in combat with Side arm.

Your attacks with Side arm deal +3 Bonus Damage. Armor is fully effective against this damage.

Possession of this Power grants the following Battle Scar: Your hands are charred black, and stained red as if soaked in blood.

You also gain the following effects:

  • Quick Fingers: Drawing your weapon is a Free Action as long as it is on your person. You may reload as a Free Action.
  • Silencer: Shots you fire can be made silent at will.
  • Silent Killer: If your shot would kill or incapacitate your target, they make no sound, even incidentally, for the next Round.

  • Reminder: Bonus Damage stacks with Weapon Damage, but does not stack with any other Bonus Damage. Instead, the highest Bonus Damage is used.

Stock Firearm Mastery Gifts

You gain the following benefits as long as engaged in combat with firearms made in your home country.

+2 dice to all firearms made in your home country rolls.

You also gain the following effects:

  • Point Control: Called Shots that you attempt only require a Contested Outcome of 2 for small targets and 4 for tiny targets.
  • Quick Fingers: Drawing your weapon is a Free Action as long as it is on your person. You may reload or swap ammo as a Free Action.

This Artifact can be used as a rifle. It is roughly the same size as a rifle but can be collapsed into a metallic disk and concealed. Collapsing or expanding it costs a Quick Action.

Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +4 Weapon Damage. The target's Armor is fully effective against this Damage.

You also gain the following effects:

  • Silencer: Shots you fire can be made silent at will.

  • If there is not enough free space to expand the object, it cannot be expanded. You cannot expand this Object as an attack.
  • Reminder: additional Weapon Damage granted by this Effect does not stack with any other bonus to Weapon Damage. Instead the largest bonus is used.
  • Rifles are +1 Difficulty to use in melee range. Sniper Rifles are +3 Difficulty to use without a tripod or in melee range. Setting up a tripod takes an Action.