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You gain the following benefits as long as engaged in combat with rifles.
+2 dice to all rifles rolls.
Possession of this Power grants the following Trauma at all times: Compulsion to make sure something is dead.
You also gain the following effects:
He doesn’t blink nor flinch when shooting a firearm. He shows inhuman levels of concentration while wielding a gun.
Top of his class in sharp shooting and overall weapons expertise. Those grades are in sharp contrast to his performance in nonviolent deescalation.
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:
The clicking of triggers and ensuing hail of gunfire are practically a lullaby to Tony. His natural attunement to firearms goes as far as to allow them to practically levitate into his hands when he needs them, and split his focus to reload *while* shooting. Does that make any sense? Who cares, you're dead.
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:
Mikey is especially adept with wielding handguns. He is able to draw them with blistering speed and precision. His quick thinking is able to aim for weak points in his targets defenses. Handguns he fires will only make a noise if he allows them to.
You gain the following benefits as long as engaged in combat with Handguns.
Your attacks with Handguns deal +3 Bonus Damage. Armor is reduced to 1/2, rounded up against this damage.
You also gain the following effects:
Henry pulls the trigger on his weapon long before he's pointing it quite at the target. It still only fires when it'll hit.
The trigger on Stellar Navy weapons is typically more of a safety - standard operation calls for the weapons to be left in ATF mode. The operator looks at their target and holds the trigger while bringing the weapon to bare - it automatically fires when the onboard AI determines that the target is valid and discharge will hit the target.
You gain the following benefits as long as engaged in combat with energy weapons.
+2 dice to all energy weapons rolls.
Possession of this Power grants the following Trauma at all times: Everyone Coming Home: If a teammate is in danger, you must roll self-control or immediately attempt to assist them.
You also gain the following effects:
Talon slows his breathing until it seems like he is a corpse before firing with uncanny accuracy.
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:
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: