LVL 9
| ST | PE | EN | CH | IN | AG | LU | |
|---|---|---|---|---|---|---|---|
| start | 6 | 6 | 7 | 5 | 5 | 6 | 5 |
| current | 6 | 8 | 7 | 5 | 5 | 7 | 9 |
| LVL | feat |
|---|---|
| 2 | intense training A |
| 3 | rifleman I |
| 4 | intense training P |
| 5 | photosyntese |
| 6 | intense training P |
| 7 | sniper |
| 8 | intense training L |
| 9 | rifleman II |
| 10 | intense training L |
| 11 | rifleman III |
| 12 | intense training L |
| 13 | |
| 14 | intense training L |
| 15 | better criticals |
| hunting rifle (small guns) | |
|---|---|
| dmg | 6 (physical)+2(riflemanI+II) |
| effects | piercing 1(riflemanII), vicious |
| fire rate | 0 |
| range | medium |
| qualities | two-handed, reliable, suppressed, accurate |
| weight | 10+1(barrel)+2(muzzle)+1(sight) |
| cost | 55 |
| mods | |
| receiver | calibrated vicious |
| magazin | quick eject reliable |
| sight | short night accurate |
| muzzle | suppressor |
receiver tuned ??? -/25 calibrated gain vicious -/20 hardened +1 dmg 1/25 powerful +2 dmg 3/20 .38 4/30 .50 barrel 1/20 long inc range by by 1 step 1/35 ported inc range by by 1 step, +1 fire rate 1/36 vented inc range by by 1 step, +1 fire rate, gain reliable stock 1/10 full gain two-handed, remove inaccurate 2/20 marksman gain two-handed, remove inaccurate, gain accurate magazine 1/-3 large +1 fire rate, unreliable -/8 quick-eject gain reliable 1/23 large quick-eject +1 fire rate sights -/14 reflex may reroll hit location die 1/11 short scope gain accurate 1/29 long scope gain accurate, inc range by by 1 step 1/38 short night vision gain accurate, gain night vision 1/50 long night vision gain accurate, gain night vision, inc range by by 1 step 1/59 recon gain accurate, gain recon muzzle 2/10 bayonet melee weapon, deals 4dmg piercing 1 2/45 suppressor gain suppressed
| Double-Barrel Shotgun (Small Guns) | |
|---|---|
| dmg | 5 (physical)+2(riflemanI+II)+3(receiver) |
| effects | spread, piercing 1(riflemanII), vicious |
| fire rate | 0+1(receiver)+1(muzzle) |
| range | |
| qualities | two-handed, |
| weight | 9+1(barrel)+2(receiver)+1(muzzle) |
| cost | 39 |
| mods | |
| receiver | Advanced +3 dmg, +1 fire rate |
| barrel | Long Barrel +1 range |
| sight | reflex sight may re-roll hit location |
| muzzle | muzzle break remove inaccurate, +1 fire rate |
Receiver: -/20 Hardened +1 dmg -/20 Hair Trigger +1 fire rate 1/25 Powerful +2 dmg 2/35 Advanced +3 dmg, +1 fire rate Barrel: 1/20 Long Barrel +1 range -2/3 Sawed-off Barrelremove two handed, gain close quarters Stock: 1/10 Full Stock gain two-handed, remove inaccurate Sights: -/14 Reflex Sight may re-roll hit location Muzzle: 1/30 Muzzle Brake remove inaccurate, +1 fire rate
Accurate: If you take the Aim minor action before attacking with an Accurate weapon, you may spend up to 3 AP to add +1 DC per AP spent to the attack’s damage. If you gain damage in this way, you may not spend ammunition for extra damage. A weapon cannot be both Accurate and Inaccurate.
Close Quarters: A Close Quarters weapon is easy to use up-close, and suffers no difficulty increase for being used when within Reach of an enemy.
Inaccurate: When making an attack with an Inaccurate weapon, you gain no benefit from the Aim minor action. A weapon may not be both Accurate and Inaccurate.
Recon: When you Aim with a Recon weapon, you may mark the target you aimed at. The next ally to attack that target may re-roll one d20 on their attack.
Reliable: During each combat encounter, a Reliable weapon ignores the first complication you roll on a test to use that weapon. A weapon may not be both Reliable and Unreliable.
Spread: For each Effect rolled, your attack inflicts one additional hit on the target. Each additional hit inflicts half the rolled damage (round down) and hits a random location even if a specific location was targeted for the initial attack.
Suppressed: If an enemy is not aware of you when you attack with a Suppressed weapon, they do not notice the attack unless they are the target or they pass a PER + Survival test with a difficulty of 2.
Unreliable: When you make an attack with an Unreliable weapon, increase the complication range of the attack by 1. A weapon may not be both Reliable and Unreliable.
Vicious: The attack inflicts +1 damage for each Effect rolled.
SNIPER Ranks: 1 Requirements: PER 8, AGI 6 When you take the Aim minor action, and then make a ranged attack with a two-handed weapon with the Accurate quality, you can specify a hit location to target without increasing the difficulty of the attack.
RIFLEMAN Ranks: 2 Requirements: AGI 7, Level 2+ When you make a ranged attack with any two-handed weapon with a Fire Rate of 2 or lower (except heavy weapons), you add +1 DC to the weapon’s damage per rank. At rank 2, you also add the Piercing 1 damage effect, or add +1 to the rating of any Piercing X damage effect the weapon already had. Each time you take this perk, the level requirement increases by 4.
INTENSE TRAINING Ranks: 10 Requirements: Level 2+ Increase any one S.P.E.C.I.A.L attribute by 1 rank. As usual, your S.P.E.C.I.A.L attributes cannot be increased beyond 10 using this method. Each time you take this perk, the level requirement increases by 2.
PHOTOSYNTHSIS gain 1HP/hour in sunlight
BETTER CRITICALS Ranks: 1 Requirements: LCK 9 When you inflict one or more points of damage to an enemy, you may spend 1 Luck Point to automatically inflict a critical hit, causing an injury.