Two(2) Handed Weapon Range: 8

Base Scale: 3 Weapon Damage: 1D10

Damage Type: Pierce Ammunition Capacity: 4

A rapid-firing machine gun with several fixed rotating barrels fed by a chain of bullets, a Chaingun bears with it a great deal of heft for the solitary wielder. Chaingun Weapons increase a Character’s Encumbrance by One(1). Chainguns are a popular choice for a secure location, such as a fortress, vehicle, or ship. Investing in a Chaingun Training will enhance a Character’s Physical Save and Intimidation Ability Statistics every Odd Rank and their Attack and Damage Rolls with Ranged Weapons Ammunition Capacity with any Ranged Weapon on Even Ranks. At Rank Five(5) and Ten(10), the Character’s Base Scale with any Weapon increases by plus One(+1), permanently increasing their Weapon Damage with all Weapons. A New Equipment Modification Slot becomes available at the First(1st) Equipment Rank and every Three(3) Equipment Ranks thereafter.

Chaingun Weapon Heroics

Inside Angle

Prerequisite: Chaingun (Rank 1)

AP Cost: 5

Action Type: Ranged Weapon Attack

Range: Adjacent

As a Standard Action, you can attempt a Two(2) Handed Ranged Weapon Attack against an Adjacent Target without incurring any penalties or provoking an Attack of Opportunity.

Spinning Barrel

Prerequisite: Chaingun (Rank 1)

AP Cost: 5

Action Type: Rapid Action

As a Rapid Action, you receive a plus One(+1) bonus to your Ranged Attack and Damage Rolls. Each consecutive Turn that you use Spinning Barrel increases the bonus by an additional plus One(+1). 

Trigger Happy

Prerequisite: Chaingun (Rank 2)

AP Cost: 10

Action Type: Reaction

As a Reaction to successfully inflicting Damage with a Ranged Weapon Attack, you can expend One(1) Ammo to inflict your Minimum Weapon Damage to the same Target. 

Turret Footing

Prerequisite: Chaingun (Rank 2)

AP Cost: 10

Action Type: Move Action

As a Move Action, you become immune to Forced Movement Effects until your next Turn. 

Concentrated Fire

Prerequisite: Chaingun (Rank 3)

AP Cost: 15

Action Type: Ranged Weapon Attack

Range: Weapon Range

As a Full Action, you can attempt Two(2) Ranged Weapon Attacks against a Target within your Weapon Range. If both are successful, compile the Damage of both Attacks into a single Source before calculating your Target’s Damage Resistance.

Scatter Shot

Prerequisite: Chaingun (Rank 3)

AP Cost: 15

Action Type: Ranged Weapon Attack

Range: Weapon Range

As a Standard Action, you can attempt a Two(2) Handed Ranged Weapon Attack against a Target within your Weapon Range. If successful, you can expend One(1) Ammo to apply your Ranged Attack Roll to a Target Adjacent to your original Target. 

Heavy Gunner

Prerequisite: Chaingun (Rank 4)

AP Cost: 20

Action Type: Ritual(One Hour)

As a Ritual during a Rest Period, you stretch and prepare your body for the trials of carrying extra equipment. As a result, you no longer suffer Encumbrance penalties and can act as though you have a Free Hand even while wielding a Two(2) Handed Ranged Weapon until your next Rest Period. 

Rolling Mulcher

Prerequisite: Chaingun (Rank 4)

AP Cost: 20

Action Type: Ranged Weapon Attack

Range: Double(2 *) Speed(Charge)/Weapon Range

As a Full Action, you can sprint forward in a straight line up to Twice(2*) your Speed as a Charge while attempting a number of Ranged Weapon Attacks against any Target within your Weapon Range. In addition, you can try an additional Ranged Weapon Attack for every Four(4) Paces moved during your Charge. 

Hail Of Iron

Prerequisite: Chaingun (Rank 5)

AP Cost: 25

Action Type: Full Action

Range: Weapon Range(Radius)

As a Full Action, you can expend all remaining Ammo from your Two(2) Handed Ranged Weapon. For each Ammo spent, you inflict 5D10 Pierce Damage on all Targets within a Radius equal to your Weapon Range. In addition, affected Targets can attempt a Physical Save against your Physical Impact to cut any Damage in Half. 

Secondary Fire

Prerequisite: Chaingun (Rank 5)

AP Cost: 25

Action Type: Reaction

As a Reaction, you can Re-roll any Ranged Weapon Attack Roll. You must use the new result, even if it is worse.

Sweating Bullets

Prerequisite: Chaingun (Rank 6)

AP Cost: 30

Action Type: Move Action

As a Move Action, refund any Ammo spent after using Sweating Bullets at the end of your Turn. As a Rapid Action, you can extend Sweating Bullets for an additional Turn for Half(½) the Action Point Cost. 

Ammo Logistics

Prerequisite: Chaingun (Rank 7)

AP Cost: 35

Action Type: Reload

Range: Adjacent

As a part of a Reload, you can Reload your Two(2) Handed Ranged Weapon. As a Reaction, any Adjacent Comrades can Reload their Ranged Weapon with your assistance. 

Billions & Billions

Prerequisite: Chaingun (Rank 8)

AP Cost: 40

Action Type: Full Action

Range: Weapon Range(Cone)

As a Full Action, you can expend One(1) Ammo to lay down a heavy blanket of suppressing fire over a Cone up to your Weapon Range. As a Free Action, if a Creature uses a Move Action within your Affected Area, you can expend One(1) Ammo to inflict your normal Weapon Damage to the Target. Finally, as a Standard Action, you can expend One(1) Ammo to maintain active Billions & Billions for an additional Turn, allowing you to move and reposition your Affected Area. In addition, affected Targets can attempt a Physical Save against your Physical Impact to cut any Damage in Half(½).

Mow Down

Prerequisite: Chaingun (Rank 9)

AP Cost: 45

Action Type: Ranged Weapon Attack

Range: Weapon Range

As a Full Action, you can attempt a Two(2) Handed Ranged Weapon Attack against a Target within your Weapon Range. In addition, you can expend One(1) Ammo to apply your Ranged Weapon Attack Roll to a Creature Adjacent to your Target. Multiple Ammo expenditures can be used to chain Mow Down across numerous Targets. Each Target can only be struck by Mow Down a single time. 

Gatling Revolt

Prerequisite: Chaingun (Rank 10)

AP Cost: 50

Action Type: Full Action

Range: Weapon Range(Cone)

As a Full Action, you can expend the remaining Ammo of your Ranged Weapon to unleash a hail of bullets on Targets within a Cone up to your Weapon Range, inflicting 1D10 Pierce Damage for every Two(2) Points of your Skill Attribute to a Target for each Ammo spent in this Action. You may select the same Target multiple times. Affected Targets can attempt a Physical Save against your Physical Impact to cut any Damage in Half(½).