The gun is Liam's answer to those who refuse to understand how fleeting life is: a final answer.
You gain the following benefits as long as engaged in combat with Pistols.
+2 dice to all Pistols rolls.
You also gain the following effects:
The gift itself simply takes the form of a blackening on his hand when he fires his gun
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:
With the focus of an experience marksman, Buck focuses his mind eyes on the target. Whether he wants them down or dead, that’s well within his skill to do so.
Cowboy Guns: revolvers (ex. Colt Army/Walker, etc.), rifles (ex. Winchester, etc.), shotguns. Typically guns made before the 19th century and therefore no semi-automatics, etc. This does not include sniper rifles which while made before the 19th century, didn't gain popularity until after the 19th century during WW1. So no, sniper rifles are not a cowboy gun.
You gain the following benefits as long as engaged in combat with cowboy guns.
+2 dice to all cowboy guns rolls.
You also gain the following effects:
Ted’s aim has really improved over his months as a Contractor, and he has picked up a degree of his guns Luck in his own body, letting him land impossible shots even without his Lucky Revolver.
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:
No physical difference beside yellow blood now.
You gain the following benefits as long as engaged in combat with handgun.
+2 dice to all handgun rolls.
You also gain the following effects:
Whilst you may be a crusader from the lord you also gotta take a look at something else, styled from a spaghetti western and simply training with it on a daily basis now and being the new weapons you have begun to use the wonders of revolvers, you a gunslingers holster nowadays and a nice revolver planted inside as your trained out pulls it out quicker than lighting, firing and doing a little spin as you slide it right back in the holster. You fire them with a cowboy's style of speed and accuracy, fanning the hammer and whatnot. Along with it now, he now simply is able to silence any revolver is due by simply placing a rubber O on the piston from propellent gas leading onto what would be a suppressor but thankfully it is a power it required no suppressor
You gain the following benefits as long as engaged in combat with Revolver.
Your attacks with Revolver deal +1 Bonus Damage. Armor is fully effective against this damage.
You also gain the following effects:
The Soldier has spent a healthy ten thousand hours training with the weapons of their military. They are deadly when wielding any firearm made in their home country. Drawing their standard issue at the start of a confrontation is pure reflex, and they may plan their shots to deal collateral damage to those behind their target.
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:
The 255TE "Lancer" Rife fires an extremely deadly spike of plasma at its targets. It comes standard with a volume control, allowing the soldier to mute its normally fearsome lightning crack report for stealth missions. When not in use, it can collapse into a small metal disk that can fit into any utility belt.
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 +5 Weapon Damage.
You also gain the following effects: