Ally's movements are like greased lightening now.
You gain the following benefits as long as engaged in combat with lever-action rifles.
+2 dice to all lever-action rifles rolls.
Possession of this Power grants the following Trauma at all times: Lawwoman: Make a self-control roll to not try to help anyone in need of help.
You also gain the following effects:
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:
Why waste time reloading your flintlock when you got another on your belt
You gain the following benefits as long as engaged in combat with flintlocks.
+2 dice to all flintlocks 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:
Jimmy was never good at math, but he is able to instinctively make complex calculations for the trajectory of his bullets and take enviromental factors into account, faster than normal any humans could. It is as easy as walking or riding a bike for him.
Jimmy does not realise it, but everytime he shoots, a faint glowing figure would always flash, standing alongside him, guiding his gunfire. The figure is completely invisible to any nomal person, and barely visible for the supernaturally inclined.
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.
+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: