Riflemaster

You are skilled in Rifles and gain certain benefits depending on which weapon you use.

Riflemaster

Prerequisite: Weapon Proficiency (Assualt Weapons) or Exotic Item Proficiency (a Rifle, Carbine, Dispersion Blaster, or Scattergun)
  • Benefit: When you make a ranged attack with a Rifle, Carbine, Dispersion Blaster, or Scattergun with which you are proficient, you gain one of the following benefits, depending on the kind of Assualt Weapon you use.
  1. Blaster Rifle: You may reduce all your Range penalties by 2.
  2. Carbine Repeater: Your first shot in an Auto or Burstfire has no Attack penalties.
  3. Dispersion Rifle: If the damage dealt by this weapon surpasses the target's Fortitude Defense, they are Burning for 1 round.
  4. Precision Blaster Rifle: If you Aim before making your attack roll, and your attack is successful, you may ignore 5 points of your target's Damage Resistance.
  5. Slugthrower Rifle: Increase the Damage Die by 1 step.
  6. Carbine Machine Gun: Your first slug in an Auto or Burstfire has Advantage on its attack roll.
  7. Marksmen Rifle: If you Aim before making your attack roll, and your attack is successful, you may treat your target's Damage Threshold as though it were 5 points lower.
  8. Scatterguns: If the damage dealt by this weapon surpasses the target's Will Defense, they are Shaken for 1 round.

Improved Riflemaster

Prerequisites: Weapon Focus (Assualt Weapons) or Exotic Item Focus (a Rifle, Carbine, Dispersion Blaster, or Scattergun) & Riflemaster
  • Benefit: When you make a ranged attack with a Rifle with which you have focus, you gain one of the following benefits, depending on the kind of Rifle you use.
  1. Blaster Rifle: You may reduce all your Range penalties by 2 and compare your attack roll to the target's Reflex Defense (only if it's lower than your target's General Defense).
  2. Carbine Repeater: Your first two shots in an Auto or Burstfire have no Attack penalties.
  3. Dispersion Rifle: If the damage dealt by this weapon surpasses the target's Fortitude Defense, they are Burning for 1 round. You may also reroll one missed attack roll, accepting the result of the reroll even if it's lower.
  4. Precision Blaster Rifle: If you Aim before making your attack roll, and if your attack is successful, you may ignore 5 points of your target's Damage Resistance & Shield Rating.
  5. Slugthrower Rifle: Increase the Damage Die by 1 step and ignore 5 points of your target's Damage Resistance.
  6. Carbine Machine Gun: Your first two slugs in an Auto or Burstfire have Advantage on their attack roll.
  7. Marksmen Rifle: All shots taken after Aiming treat your target's Damage Threshold as though it were 5 points lower. Once per Encounter, if you Aimed before making a Full-Round attack, and the damage you dealt surpasses the target's Damage Threshold, you may roll your damage with advantage.
  8. Scatterguns: If the damage dealt by this weapon surpasses the target's Will Defense, they are Shaken for 1 round. If the damage dealt by this weapon exceeds the target's Fortitude Defense, they are Deafened for 1 round.

Master Riflemaster

Prerequisites: Weapon Mastery (a Rifle, Carbine, Dispersion Blaster, or Scattergun) or Exotic Item Mastery (a Rifle, Carbine, Dispersion Blaster, or Scattergun) & Improved Riflemaster
  • Benefit: When you make a ranged attack with a Rifle with which you have Mastery, you gain one of the following benefits, depending on the kind of Rifle you use.
  1. Blaster Rifle: You may reduce all your Range penalties by 3 (any range value reduced to or below 0 is considered Optimal Range) and compare your attack roll to the target's Reflex Defense (only if it's lower than your target's General Defense).
  2. Carbine Repeater: Your first two shots in an Auto or Burstfire have no Attack penalties and have their Critical Threat Range increased by 1.
  3. Dispersion Rifle: If the damage dealt by this weapon surpasses the target's Fortitude Defense, they are Burning & Dazzled for 1d3 rounds. You may also reroll two missed attack rolls, accepting the result of the reroll even if it's lower.
  4. Precision Blaster Rifle: If you Aim before making your attack roll, and if your attack is successful, you may ignore 5 (+ one-half your hero level) points of your target's Damage Resistance & Shield Rating, and your Critical Threat Range is increased by 1 for that attack.
  5. Slugthrower Rifle: Increase the Damage Die by 2 steps and ignore 7 points of your target's Damage Resistance.
  6. Carbine Machine Gun: Your first two slugs in an Auto or Burstfire have Advantage on their attack & damage roll.
  7. Marksmen Rifle: All shots taken after Aiming treat your target's Damage Threshold as though it were 5 points lower and roll with Advantage. Once per Encounter, if you Aimed before making a Full-Round attack, and the damage you dealt surpasses the target's Damage Threshold, you may increase your damage to its maximum possible result.
  8. Scatterguns: If the damage dealt by this weapon surpasses the target's Will Defense, they are Frightened for 1d3 rounds. If the damage dealt by this weapon exceeds the target's Fortitude Defense, they are Deafened for 1d3 rounds.

Perfect Riflemaster

Prerequisites: Weapon Mastery (a Rifle, Carbine, Dispersion Blaster, or Scattergun) or Exotic Item Mastery (a Rifle, Carbine, Dispersion Blaster, or Scattergun), Master Riflemaster, & Combat Mastery.
  • Benefit: When you make a ranged attack with a Rifle with which you have Mastery & you have Combat Mastery, you gain one of the following benefits, depending on the kind of Rifle you use.
  1. Blaster Rifle: You may reduce all your Range penalties by 5 (any range value reduced to or below 0 is considered Optimal Range) and compare your attack roll to the target's Reflex Defense -5 (only if it's lower than your target's General Defense).
  2. Carbine Repeater: The first half of your shots in an Auto or Burstfire attack have; no Attack penalties and their Critical Threat Range is increased by 2. If you Overheat your gun while firing an Auto or Burstfire attack you may vent it by spending two Free Actions.
  3. Dispersion Rifle: If the damage dealt by this weapon surpasses the target's Fortitude Defense, they are Burning & Dazzled for 1d4 rounds. If the damage dealt by this weapon exceeds the target's Reflex Defense, the target is knocked Prone. You may also reroll all missed attack rolls, accepting the result of the reroll even if it's lower.
  4. Precision Blaster Rifle: If you Aim before making your attack roll, and if your attack is successful, you may ignore 5 (+ your hero level) points of your target's Damage Resistance & Shield Rating, and your Critical Threat Range is increased by 2 for that attack.
  5. Slugthrower Rifle: Increase the Damage Die by 3 steps, the Critical Threat Range by 1, and ignore 10 points of your target's Damage Resistance.
  6. Carbine Machine Gun: The first half of the slugs in an Auto or Burstfire attack have Advantage on their attack & damage roll and cannot jam your Slugthrower. If you empty the magazine while making an Auto or Burstfire attack you may Reload by spending two Free Actions.
  7. Marksmen Rifle: All shots taken after Aiming treat your target's Damage Threshold as though it were 5 points lower and roll with Advantage. Once per Encounter, if you Aimed before making a Full-Round attack, and the damage you dealt surpasses the target's Damage Threshold, you may increase your damage to its maximum possible result (including any Critical Damage bonuses)
  8. Scatterguns: If the damage dealt by this weapon surpasses the target's Will Defense, they are Cowering for 1d4 rounds. If the damage dealt by this weapon exceeds the target's Fortitude Defense, they are Deafened & Sickened for 1d4 rounds.

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