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You gain the following benefits as long as engaged in combat with cybernetic firearms.
+2 dice to all cybernetic firearms rolls.
Possession of this Power grants the following Trauma at all times: Threat-Detection: You have a natural distrust of everyone around you, and are always on edge looking for threats. You must roll Self Control in order to let another person remain in a position where they could easily hurt you, or to allow someone else to perform a task which is necessary to keep yourself safe. and Retaliation: Your poor emotional control leads to you retaliating against those who wrong you. Each time someone wrongs you or disrespects you in a major way, you must succeed a Self-Control roll to resist taking revenge.
You also gain the following effects:
Running doesn't affect Errons ability to shoot!
And he shoots reinforced bullets with extra strength that are built to kill!
You gain the following benefits as long as engaged in combat with Pistol/Handgun.
+2 dice to all Pistol/Handgun 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 Military arms.
+2 dice to all Military arms rolls.
You also gain the following effects:
Freddy handles a firearm with an uncanny level of calm. No expression or hesitation when taking the shot. That’s the way he was trained.
The gun in his hand feels like a part of his body. Shooting it is as natural as eating, sleeping, smelling and smiling is to a normal person.
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:
Your time in the military taught you how to shoot and move quickly and precisely.
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:
Veins fizzing with adrenaline & amphetamine, Murdock relives the 'Nam in almost every firefight, unloading whole magazines with wild abandon.
You gain the following benefits as long as High on Speed and engaged in combat with firearms.
+2 dice to all firearms 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:
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: