Ranged Weapons ○ Equipment Perks ○ Equipment Heroics
Longarm Training
Two(2) Handed Weapon Range: 10
Base Scale: 3 Weapon Damage: 1D10
Damage Type: Pierce Ammunition Capacity: 2
A heavy long-barreled firearm with a bolt-action loading mechanism ideal for long-distance fighting, such as a sniper rifle, Longarm Weapons offer a great deal of firepower but require a steady hand and careful aim to strike their Target. Longarms can typically feature attachments such as scopes or silencers to complement their precision and range. Investing in a Longarm Training will enhance a Character’s Weapon Range with any Ranged Weapon and Perception Ability Statistics every Odd Rank and their Attack and Damage Rolls with Ranged Weapons, and their Armor Penetration with all Weapons 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.
Longarm Weapon Heroics
Steady Aim
Prerequisite: Longarm (Rank 1)
AP Cost: 5
Action Type: Rapid Action
As a Rapid Action, while lying Prone, you receive a plus Ten(+10) bonus to your following Ranged Attack Roll.
Scout
Prerequisite: Longarm (Rank 1)
AP Cost: 5
Action Type: Exploration
As a part of an Exploring, you can double your visual Perception Radius while looking through the scope of your Longarm Weapon.
Down Scope
Prerequisite: Longarm (Rank 2)
AP Cost: 10
Action Type: Rapid Action
Range: Self
As a Rapid Action, you can look down the scope of your Longarm Weapon to Double(2*) the effects of Height Advantage to your Ranged Weapon Attack Rolls and Weapon Range until the end of your Turn.
Weaponized Mathematics
Prerequisite: Longarm (Rank 2)
AP Cost: 10
Action Type: Move Action
As a Move Action, you quickly calculate all factors that could affect the trajectory of your next Ranged Weapon Attack, receiving a bonus equal to Half(½) of your Focus Attribute to your Attack and Damage Rolls this Turn.
Pierce Through
Prerequisite: Longarm (Rank 3)
AP Cost: 15
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 aimed at soft tissues to penetrate to an additional Target. If successful, in addition to normal Weapon Damage, your Target and an Adjacent Target within your Attack’s Path of Travel suffers 1D8 Pierce Damage for every Two(2) Points of your Skill Attribute. Affected Targets can attempt a Physical Save against your Attack Roll to cut any Damage in Half(½)
Keen Eye
Prerequisite: Longarm (Rank 3)
AP Cost: 15
Action Type: Rapid Action
Range: Weapon Range
As a Rapid Action, you can attempt a Perception Ability Check to reveal any Hidden Creatures within your Weapon Range.
Far Shot
Prerequisite: Longarm (Rank 4)
AP Cost: 20
Action Type: Rapid Action
Range: Self
As a Rapid Action, you can Double(2*) the Weapon Range of your equipped Two(2) Handed Ranged Weapon until the end of your Turn.
Hullcracker Round
Prerequisite: Longarm (Rank 4)
AP Cost: 20
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 shot that bores through protective barriers. If successful, in addition to normal Weapon Damage, your Target suffers 1D8 Crush Damage for every Two(2) Points of your Skill Attribute. The Damage of Hullcracker Round bypasses all forms of Damage Resistance.
Crosshairs
Prerequisite: Longarm (Rank 5)
AP Cost: 25
Action Type: Reaction
Range: Three(3) Paces
As a Reaction to attempting a Two(2) Handed Ranged Weapon Attack against a Target within Three(3) Paces of you, you can increase your Ranged Weapon Damage by Half(½) of your Skill Attribute for a single Attack.
Rail Slug
Prerequisite: Longarm (Rank 5)
AP Cost: 25
Action Type: Full Action
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 Two(2) Handed Ranged Weapon. If successful, your Target suffers normal Weapon Damage.
Seeker Bullet
Prerequisite: Longarm (Rank 6)
AP Cost: 30
Action Type: Ranged Weapon Attack
Range: Weapon Range
You can attempt a Ranged Weapon Attack against a Target within your Weapon Range as a Standard Action. This Attack ignores any Line of Sight requirements, in addition to any of the Target’s Armor bonuses from Cover.
Inconspicuous Fire
Prerequisite: Longarm (Rank 7)
AP Cost: 35
Action Type: Interaction
As a part of an Interaction, you can time a Ranged Weapon Attack to be masked by the ongoing commotions or business of the nearby Environment. You can attempt a Ranged Weapon Attack at a Character or Object without drawing attention or revealing the origin of your Attack to any that witness the results.
Sabot Shot
Prerequisite: Longarm (Rank 8)
AP Cost: 40
Action Type: Ranged Weapon Attack
Range: Weapon Range
As a Standard Action, you can attempt a Ranged Weapon Attack to destroy an Item, Object, Device, or piece of Equipment, including Weapons and Armor within your Weapon Range, by inflicting the Broken Condition. Unattended Objects are destroyed instantly, but Objects under the protection of an Adjacent Creature can be saved with a contested Maneuver against your Attack Roll. Alternatively, you can expend One(1) Ammo to use a Ranged Weapon Attack in place of an Engineer Ability Check made to Disable a Device.
End Of The Line
Prerequisite: Longarm (Rank 9)
AP Cost: 45
Action Type: Reaction
As a Reaction to successfully landing a Ranged Weapon Attack against a Target at your Maximum Weapon Range, you can instead inflict Maximum Damage.
Terminal Velocity
Prerequisite: Longarm (Rank 10)
AP Cost: 50
Action Type: Ranged Weapon Attack
Range: Weapon Range
As a Full Action, you can attempt a Ranged Weapon Attack against a Target within your Weapon Range that builds momentum as it travels. If successful, in addition to normal Weapon Damage, your Target suffers an additional 1D10 Pierce Damage for every Pace between you and your Target. The Damage of Terminal Velocity bypasses all forms of Damage Resistance.