This Power grants access to an array of effects relating to the usage of standard firearms. It can also be used with the Unique Weapon Drawback to acquire a new gun. In that case, the base stats for that firearm should be based off of an existing mundane firearm, and it should not behave much differently.
This power is not obviously supernatural.
As a general rule, no bonuses stack. For example, if you have armor penetration from your firearms master and your enchanted bullets, only the larger bonus applies. The same goes for dice bonuses and difficulty modifiers.
Passive, always in effect. Attacks with firearms will do [[additional-damage]] more damage. The target's Armor is [[armor-effectiveness]].
Default Level: 0
Seasoned Threshold: 2
Veteran Threshold: 3
Default Level: 0
Seasoned Threshold: 3
Veteran Threshold: 5
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.
Passive, always in effect. Attacks with firearms will do +0 more damage. The target's Armor is Fully Effective.
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. It is also keyed to the Future Soldier's DNA, so only they may fire it.
This is a unique item that may be lost or stolen. The Lancer's attack is Dexterity + Firearms, difficulty 8. It has normal rifle stats, on top of which it deals an extra [[additional damage]] damage, and the target's Armor is Reduced to 1/2, rounded up. Its shots can be made silent at will, and it will only fire for its owner (whoever has possessed it for the past two months).