Ranged Weapons ○ Equipment Perks ○ Equipment Heroics
Handcannon Training
One(1) Handed Weapon Range: 6
Base Scale: 2 Weapon Damage: 1D8
Damage Type: Pierce Ammunition Capacity: 3
A heavyweight firearm with a revolving firing mechanism delivers incredible stopping power, such as a peacekeeper, hip iron, or mortarpoint. Handcannons are popular amongst caravanners, pirates, and wranglers as a means to protect or procure their goods while keeping a hand free to drive, climb, or steal. Investing in Handcannon Training will enhance a Character’s Weapon Range with any Ranged Weapon and Nature Ability Statistics every Odd Rank and their Attack and Damage Rolls with Ranged Weapons, and their 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 after that.
Handcannon Weapon Heroics
Puncture
Prerequisite: Handcannon (Rank 1)
AP Cost: 5
Action Type: Rapid Action
Range: Self
As a Rapid Action, your next Attack this Turn receives Armor Penetration equal to Half(½) of your Skill Attribute.
Gun Twirl
Prerequisite: Handcannon (Rank 1)
AP Cost: 10
Action Type: Maneuver
Range: Weapon Range
As a Standard Action, you can attempt a contested Feint Maneuver against a Target within your Weapon Range.
Fragmented Round
Prerequisite: Handcannon (Rank 2)
AP Cost: 10
Action Type: Ranged Weapon Attack
Range: Weapon Range
Effect Duration: Until Treated
As a Standard Action, you can attempt a Ranged Weapon Attack against a Target within your Weapon Range by firing a bullet that shreds the victim. If successful, in addition to normal Weapon Damage, your Target suffers Stacks of the Bleed Injury equal to Half(½) of your Skill Attribute. The Target can attempt a Physical Save against your Attack Roll to cut any Damage in Half(½).
Set The Scene
Prerequisite: Handcannon (Rank 2)
AP Cost: 10
Action Type: Reaction
Range: Weapon Range
Effect Duration: Rounds
As a Reaction to acting during an Ambush, you can expend One(1) Ammo to fire a shot in the air, startling any unaware Targets within your Weapon Range, inflicting the Fear Miscognition for the Effect Duration. Affected Targets can attempt a Force Save against your Physical Impact to Negate the Miscognition.
Fan The Hammer
Prerequisite: Handcannon (Rank 3)
AP Cost: 15
Action Type: Rapid Action
Range: Weapon Range
As a Rapid Action, you can expend One(1) Ammo to inflict your Handcannon Weapon Damage on a Target within Weapon Range. Your Target can attempt a Physical Save against your Physical Impact to cut any Damage in Half(½).
Rough Irons
Prerequisite: Handcannon (Rank 3)
AP Cost: 15
Action Type: Standard Action
Range: Weapon Range
As a Standard Action, you can attempt a Ranged Weapon Attack against a Target within your Weapon Range by shooting their Weapon out of their Hand as though you tried a Disarm Maneuver. Then, the Target can attempt a contested Maneuver against your Ranged Weapon Attack to Negate the Maneuver.
Lay Waste
Prerequisite: Handcannon (Rank 4)
AP Cost: 20
Action Type: Full Action
Range: Adjacent
As a Full Action, you can expend all remaining Ammo from your One(1) Handed Ranged Weapon to inflict your normal Weapon Damage multiplied by the Ammo spent to an Adjacent Target. The Target can attempt a Physical Save against your Physical Impact to cut any Damage in Half(½). In addition, lay Waste provokes an Attack of Opportunity for any Threatening Creatures.
Peacekeeper
Prerequisite: Handcannon (Rank 4)
AP Cost: 20
Action Type: Interaction
As an Interaction, you can use a Ranged Weapon Attack in place of an Intimidation or Tact Ability Check.
Hand Loader
Prerequisite: Handcannon (Rank 5)
AP Cost: 25
Action Type: Rapid Action
As a Rapid Action, you can restore One(1) Ammo for every Six(6) Points of your Skill Attribute to a Handcannon Weapon.
Mustang Slug
Prerequisite: Handcannon (Rank 5)
AP Cost: 25
Action Type: Ranged Weapon Attack
Range: Weapon Range(Line)
As a Standard Action, you can attempt a Ranged Weapon Attack that strikes all Targets in a straight line up to your Weapon Range with a heavy slug fired from a One(1) Handed Weapon. If successful, your Target suffers normal Weapon Damage.
Trick Bullet
Prerequisite: Handcannon (Rank 6)
AP Cost: 30
Action Type: Ranged Weapon Attack
Range: Weapon Range
As a Standard Action, you can attempt a Ranged Weapon Attack against a Target within your Weapon Range that ignores any Line of Sight requirements or any Armor bonuses granted from Cover.
Crack Shot
Prerequisite: Handcannon (Rank 7)
AP Cost: 35
Action Type: Standard Action
Range: Weapon Range
As a Standard Action, you can expend One(1) Ammo from your Ranged Weapon to destroy an Object, Item, or Device, even from a Character’s Inventory, by inflicting the Broken Condition. If your Target is in a Character’s Inventory, they can attempt a Physical Save against your Physical Impact to Negate the Broken Condition. Crack Shot can not Target Weapons, Armor, or other Equipment.
Tombstone
Prerequisite: Handcannon (Rank 8)
AP Cost: 40
Action Type: Ranged Weapon Attack
Range: Weapon Range
As a Standard Action, you can attempt a Ranged Weapon Attack against a Target within your Weapon Range with a heavy slug that punches a hole through your Target. If successful, in addition to normal Weapon Damage, your Target suffers 1D8 Pierce Damage for every Two(2) Points of your Skill Attribute. The Damage of Tombstone bypasses all forms of Damage Resistance.
Roulette
Prerequisite: Handcannon (Rank 9)
AP Cost: 45
Action Type: Ranged Weapon Attack
Range: Weapon Range
As a Standard Action, you can attempt a Ranged Weapon Attack against a Target within your Weapon Range by closing your eyes and letting luck decide. If successful, you roll a 1D10. As a result of a One(1), your Target suffers no Damage. As a Ten(10), your Target is killed instantly. Any other effect inflicts normal Weapon Damage.
The Quick And The Dead
Prerequisite: Handcannon (Rank 10)
AP Cost: 50
Action Type: Reaction
Range: Weapon Range
As a Reaction to Acting during an Ambush, you can expend One(1) Ammo from your Ranged Weapon to inflict an Automatic Critical Hit on a single Target in Weapon Range.