SRWB.jpg

One(1) Handed Weapon Range: 4

Base Scale: 1 Weapon Damage: 1D6

Damage Type: Pierce Ammunition Capacity: 4

A compact magazine-loaded firearm with semi-automatic or burst-firing mechanisms, such as a pistol, repeater, or submachine gun with their ease of use and concealment, has made this frame of Weapon a popular choice for personal protection in civilian populations. Trained professionals turn to Sidearms for their lightweight handling, lethal accuracy, and reliable firing mechanisms. Investing in Sidearm Training will enhance a Character’s Initiative and Stealth Ability Statistics every Odd Rank and their Attack and Damage Rolls with Ranged Weapons, and their Critical Damage dealt with any 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.

Sidearm Weapon Heroics

Pistol Whip

Prerequisite: Sidearm (Rank 1)

AP Cost: 5

Action Type: Ranged Weapon Attack

Range: Adjacent

As a Standard Action, you can attempt a Ranged Weapon Attack against an Adjacent Target by delivering a solid hit with the butt of your One(1) Handed Ranged Weapon. This Ranged Attack deals your normal Weapon Damage as Crush Damage and does not incur penalties for engaging against an Adjacent Target or expend any Ammo. Additionally, Pistol Whip does not provoke an Attack of Opportunity. 

Scrounger

Prerequisite: Sidearm (Rank 1)

AP Cost: 5

Action Type: Rapid Action

As a Rapid Action, increase the current Ammo of a Ranged Weapon by One(1).

Grazing Shot

Prerequisite: Sidearm (Rank 2)

AP Cost: 10

Action Type: Rapid Action

Range: Weapon Range

As a Rapid Action, you can expend One(1) Ammo to inflict Minimum Damage to a Target within Weapon Range. Grazing Shot is unavoidable. 

Twin Shot

Prerequisite: Sidearm (Rank 2)

AP Cost: 10

Action Type: Ranged Weapon Attack

Range: Weapon Range

As a Standard Action, you can expend Two(2) Ammo to attempt a single Ranged Weapon that applies against Two(2) Targets within Weapon Range. If successful, make a single Damage Roll that applies to both Targets. 

Pack Heat

Prerequisite: Sidearm (Rank 3)

AP Cost: 15

Action Type: Ritual(One Hour)

As a Ritual at a Creative Space during a Rest Period, spend One(1) Hour finding the perfect place to conceal your Ranged Weapon as a Deception or Stealth Ability Check. Your Sidearm Weapon can not be detected without a superior Investigation Ability Check until your next Rest Period.

Sink Shot

Prerequisite: Sidearm (Rank 3)

AP Cost: 15

Action Type: Standard Action

Range: Adjacent

As a Standard Action, you can attempt a contested Trip Maneuver to knock your Target Prone. If successful, once your Target is knocked Prone, you expend One(1) Ammo to deal your Ranged Weapon Damage to your downed Target.

Clear Chamber

Prerequisite: Sidearm (Rank 4)

AP Cost: 20

Action Type: Full Action

As a Full Action, you can remove the Broken Condition from a One(1) Handed Ranged Weapon. 

Rapid Salvo

Prerequisite: Sidearm (Rank 4)

AP Cost: 20

Action Type: Ranged Weapon Attack

Range: Weapon Range

As a Standard Action, you can expend Two(2) Ammo to attempt Two(2) Ranged Weapon Attacks against a Target within Weapon Range. If successful, you can pay an additional Ammo attempt an extra Ranged Weapon Attack as a Move Action. 

Burst Fire

Prerequisite: Sidearm (Rank 5)

AP Cost: 25

Action Type: Full Action

Range: Weapon Range

As a Full Action, you can expend Three(3) Ammo from your Ranged Weapon to inflict Triple(3*) your normal Weapon Damage to a Target within Weapon Range. In addition, the Target can attempt a Physical Save against your Physical Impact to cut any Damage in Half(½). 

Instant Load

Prerequisite: Sidearm (Rank 5)

AP Cost: 25

Action Type: Free Action

You can Reload a One(1) Handed Ranged Weapon as a Free Action. 

Silent Shot

Prerequisite: Sidearm (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 Weapon Range by firing a unique shot that produces no audible sound. As a result, your Ranged Attack does not reduce your Stealth Ability Check or provoke a Perception Ability Check from nearby Creatures. 

Clip Theft

Prerequisite: Sidearm (Rank 7)

AP Cost: 35

Action Type: Standard Action

Range: Adjacent

As a Standard Action, you can attempt a contested Steal Maneuver to eject the Ammo Clip from an Adjacent Target’s Ranged Weapon and load it into your own. 

Split Focus

Prerequisite: Sidearm (Rank 8)

AP Cost: 40

Action Type: Standard Action

Range: Weapon Range

As a Standard Action, while Dual Wielding One(1) Handed Ranged Weapons, you can attempt a Ranged Weapon Attack against a Target within Weapon Range while simultaneously Reloading your other Weapon. 

Counting Shots

Prerequisite: Sidearm (Rank 9)

AP Cost: 45

Action Type: Ritual(One Hour)

As a Ritual during a Rest Period, you can spend One(1) Hour practicing the habit of intuiting the remaining ammunition in the guns around you. So until your next Rest Period, anytime a gun you perceive is out of Ammo, you will be aware of it. 

Vyperion Reflex

Prerequisite: Sidearm (Rank 10)

AP Cost: 50

Action Type: Full Action/Reaction

Range: Adjacent/Weapon Range

As a Full Action or a Reaction to an Adjacent Target equipping or wielding a Sidearm Weapon, you can attempt a contested Maneuver to Disarm your Target of their Sidearm Weapon. If successful, you fire all remaining Ammunition into your Target as you disarm them, inflicting your normal Weapon Damage multiplied by the remaining Ammo in the stolen Sidearm. You end the Action by Reloading the Sidearm.