<Cybercore>

Weapons - Slugs

import WeaponsList from '~/components/WeaponsList.vue'

Slugs Weapons

Slugs Weapon Skills

You have picked up a some Tricks for Slug Weapons

Slug Tricks

Rather than spending skill points to move up skill levels, You may instead spend skill points to purchase any of the following tricks.

Tactical

Extreme Accuracy

You are such a good shot you can use less ammo to the same effect.

Cost: 2 Skill points
Maneuver Cost: Passive.
Requires: Tactical Training, Slug Weapons.
Duration: Passive Effect: You gain +2 Shots for all cartridge and belt fed weapons.

Slug Field Strip

Skill Bonus: 1 Skill point
Maneuver Cost: 6 Actions.
Requires: Trained, A Not Broken Slug Weapon. Duration: Passive Effect: You can Field Strip and reassemble an Slug weapon that is not broken and make minor repairs. This will improve a weapons quality by one point but no higher than 5.

Expert

Through and Through

You know how modify you ammo to be armour piecing and to target the softer parts of armour so When you fire at an Enemy with a second enemy directly behind him you may be able to roll an attack against both targets.

Cost: 4 Skill points
Maneuver Cost: 1 Actions.
Requires: Expert Training, Slug Weapons.
Duration: NA Effect:

  • If the first Targets DR fails to negate all the damage, you can roll an attack against the second target.
  • If you hit roll damage against the second target however deduct the DR from the first and second target.

Full Auto

You open fire with your weapon on fully automatic. As you take time to “hold down the trigger” and pump ammo into the air, you gain a bonus to “to hit” and “damage” however you expose yourself as a target.

Cost: 3 Skill points
Maneuver Cost: 2 Actions Requires: Expert Training, Slug Class Weapon with the Full Auto property. Duration: Encounter Effect:

  • The Characters AC is Double Baned, until the end of their next turn.
  • The character gains Advantage Ranged on all attacks taken as part of this Move.
  • The character adds his Rank to the weapon Damage.
  • The Weapon consumes twice as much ammo as normal.

Mastery

Headshot

You may spend an action to begin Aiming then a second action to attack.

Cost: 4 Skill Points.
Maneuver Cost: 5 Actions.
Requires: Mastery Training. Effect:

  • Gains a Boon from Aiming.
  • Ignores half cover.
  • Is a Critical Hit.
  • Knocks the target prone.