- Level 1 At Will
- Level 1 Encounter
- Level 1 Daily
- Level 2 Utility
- Level 3 Encounter
- Level 5 Daily
- Level 6 Utility
- Level 7 Encounter
- Level 9 Daily
- Level 10 Utility
- Level 13 Encounter
- Level 15 Daily
- Level 16 Utility
- Level 17 Encounter
- Level 19 Daily
- Level 22 Utility
- Level 23 Encounter
- Level 25 Daily
- Level 27 Encounter
- Level 29 Daily
| Blow Em Away |
| You fire a solid shot into your foe, and the blow knocks him back a step. |
| At-Will * Martial, Weapon |
| Standard Action Ranged Weapon |
| Requirement:You must be wielding a firearm |
| Target: One creature |
| Attack: Dexterity vs Fortitude |
| Hit: 1[W] + Dexterity modifier damage and the target is pushed back one square. |
| Miss: Dexterity modifier damage |
| Pop-Up |
| You leap from cover, fire, and get back to safety before your opponent has a chance to take a shot. |
| At-Will * Martial, Weapon |
| Standard Action Ranged Weapon |
| Requirement:You must be wielding a firearm |
| Target: One creature |
| Special: You can move 1 square before and after you attack |
| Attack: Dexterity -1 vs AC |
| Hit: 1[W] + Dexterity modifier damage |
| Patient Shot |
| You take your time and aim carefully before pulling the trigger. |
| At-Will * Martial, Weapon |
| Standard and Move Action Ranged Weapon |
| Requirement:You must be wielding a firearm |
| Target: One creature |
| Attack: Dexterity + 2 vs AC |
| Hit: 1[W] + Dexterity modifier damage |
| Increase damage to 2[W] + Dexterity modifier at 21 |
| Shoot Low |
| If they can't catch you, they can't hit you, and with this shot, you shoot at their legs to make sure they don't. |
| At-Will * Martial, Weapon |
| Standard Action Ranged Action |
| Requirement: You must be wielding a firearm |
| Target: One creature |
| Attack: Dexterity vs Reflex |
| Hit: 1[W] and the target is slowed until the end of your next turn. |
Disarming Shot |
| There's always a few options to get a weapon out of someone's hand; shooting the hand is usually the best one. |
| Encounter * Martial, Weapon |
| Standard Action Ranged Weapon |
| Requirement: You must be wielding a firearm |
| Target: One creature |
| Attack: Dexterity vs Reflex |
| Hit: 1[W] and the target is disarmed. |
Easy Shot |
| When they're that close, it's pretty easy to land a decent shot. |
| Encounter * Martial, Reliable, Weapon |
| Standard Action Ranged 3 |
| Requirement: You must be wielding a firearm |
| Target: One creature |
| Attack: Dexterity +2 vs AC |
| Hit: 2 [W] + Dexterity modifier damage |
Feint |
| You make a show of aiming your weapon right at your foe, and thinking he's getting out of the way, he opens himself up to easy attack. |
| Encounter * Martial, Charm, Weapon |
| Standard Action Ranged Weapon |
| Requirement: You must be wielding a firearm |
| Target: One creature |
| Attack: Charisma vs Will |
| Hit: The target grants combat advantage until the end of this turn, make a secondary attack. |
| Secondary Target: Same creature |
| Secondary Attack: Dexterity vs AC |
| Hit: 1[W] + Dexterity modifier damage. |
If Not You |
| Even if the first guy jumps out of the way, there's a good chance the second guy won't. |
| Encounter * Martial, Reliable, Weapon |
| Standard Action Ranged Weapon |
| Requirement: You must be wielding a firearm |
| Target: One creature |
| Attack: Dexterity vs AC |
| Hit: 2 [W] + Dexterity modifier. |
| Miss: Make secondary attack against foe adjacent to initial target. |
| Secondary Attack: Uses the same attack roll as the initial attack except that this attack targets reflex. |
| Hit: 1 [W] + Dexterity modifier damage. |
Deadly Shot |
| When you shoot the right places, it only takes one shot. |
| Daily * Martial, Weapon |
| Standard Action Ranged Weapon |
| Requirement: You must be wielding a firearm |
| Target: One creature |
| Attack: Dexterity vs AC |
| Hit: 3 [W] + Dexterity modifier damage. |
| Miss: Half damage. |
Duel |
| With a shot and a challenge, you focus all of your efforts on one foe. |
| Daily * Martial, Weapon |
| Standard Action Ranged Weapon |
| Requirement: You must be wielding a firearm |
| Target: One creature |
| Attack: Dexterity vs AC |
| Hit: 1 [W] + Dexterity modifier damage. For the rest of the encounter, or until you attack another foe, you gain a +2 power bonus on attack rolls against the target. |
| Effect: For the rest of the encounter, or until you attack another foe, the target provokes an opportunity attack from you whenever it attacks a target other than you. |
Gun Shy |
| A solid shot reminds your foe about the agonizing death coming for him, and he decides now would be the time to run. |
| Daily * Martial, Fear, Weapon |
| Standard Action Ranged Weapon |
| Requirement: You must be wielding a firearm |
| Target: One creature |
| Attack: Dexterity vs AC |
| Hit: 2 [W] + Dexterity modifier damage. Make a secondary attack. |
| Miss: 2[W] + Dexterity modifier damage. |
| Secondary Target: The initial target |
| Secondary Attack: Charisma vs Will |
| Hit: The target moves up to its speed away from you each round (save ends). |
Powder Keg |
| With a little personal modification you fire a lot more blast powder than you probably should, but the effect is spectacular. |
| Daily * Martial, Weapon |
| Standard Action Ranged Weapon |
| Requirement: You must be wielding a firearm |
| Target: One creature |
| Attack: Dexterity vs Reflex |
| Hit: 2[W] + Dexterity modifier damage and the target is knocked prone. |
| Miss: Half damage. |
| Special: If using a rifle, the opponent is knocked prone, and cannot stand (save ends). If using a blunderbuss this attack is a close blast 3. |
Avoid |
| A quick sidestep is an important skill whether you're dodging a charging horse or a charging Menite. |
| Encounter * Martial |
| Immediate Interrupt Personal |
| Trigger: A creature becomes adjacent to you. |
| Effect: You shift 1 square. |
Shoot First |
| Your guns tend to be the first sounds of combat. |
| Daily * Martial |
| Free Action Personal |
| Trigger: You roll an initiative check and dislike the result. |
| Effect: Reroll the initiative result with a +5 bonus. |
Trick Load |
| You flip open a barrel, and using a somewhat inconsistent technique you've developed, you reload your gun in a hurry. |
| Encounter * Martial |
| Minor Action Personal |
| Effect: You reload a single barrel of a gun you're wielding. |
Spook |
| You shoot a warning shot, intending to scare your target, or his horse if he has one. |
| Encounter * Martial, Fear, Weapon |
| Move Action Range 10 |
| Requirement: You must be wielding a firearm |
| Target: One creature |
| Attack: Charisma vs Will |
| Hit: The target moves its speed away from you, avoiding difficult terrain and threatened squares if possible. If the target was mounted, it is immediately dismounted and falls prone in an adjacent space. The mount then moves its speed away. |
Blind Shot |
| From cover, you fire a shot blindly at your foe, often hitting him in unexpectedly deadly places. |
| Encounter * Martial, Reliable, Weapon |
| Standard Action Ranged Weapon |
| Special: You may use this attack from full cover. |
| Requirement: You must be wielding a firearm |
| Target: One creature |
| Attack: Dexterity vs AC |
| Hit: 2[W] + Dexterity modifier damage. |
Covering Shot |
| An enemy starts to shoot at you or one of your allies, and you manage a shot just before he does. Usually it is distracting enough to throw off his shot. |
| Encounter * Martial, Weapon |
| Immediate Interrupt Ranged Weapon |
| Requirement: You must be wielding a firearm |
| Trigger: An opposing creature attacks you or an ally within 5 squares of you. You must decide to use this power before hearing the result of the attack. |
| Target: The triggering creature |
| Attack: Dexterity vs Fortitude |
| Hit: 1[W] + Dexterity modifier damage and the target takes a penalty to its attack equal to your Intelligence modifier. |
Falling Shot |
| Your foe pushes you to the ground, but you manage to land one good shot on the way down. |
| Encounter * Martial, Weapon |
| Immediate Interrupt Ranged 1 |
| Trigger: An adjacent creature knocks you prone |
| Attack: Dexterity vs Reflex, this attack does not provoke opportunity attacks. |
| Hit: 2[W] + Dexterity modifier damage, and the target falls prone. |
Ringing Shot |
| You smash the butt of your gun against a foe's ear, and for the rest of the fight all it hears is ringing. |
| Encounter * Martial, Weapon |
| Standard Action Melee Weapon |
| Requirement: You must be wielding a firearm |
| Target: One creature |
| Attack: Dexterity vs Fortitude |
| Hit: 1 [W] + Dexterity modifier damage and the target is dazed and deafened (save ends). |
| Special: For the rest of the encounter, whenever you shoot, the target it is deafened (save ends). |
Blast |
| A low gut shot keeps your foes feeling your shot long after the bullet hits. |
| Daily * Martial, Weapon |
| Standard Action Close Blast 3 |
| Requirement: You must be wielding a firearm |
| Target: All creatures in blast |
| Attack: Dexterity vs Reflex |
| Hit: 2[W] + Dexterity modifier damage. In addition, targets take ongoing damage equal to your Intelligence modifier (save ends). |
| Miss: 2[W] + Dexterity modifier |
Not Going Down |
| You've been shot again and again, but you seem to be fighting even harder than you were when the fight started. |
| Daily * Martial, Stance, Weapon |
| Minor Action Personal |
| Requirement: You must be wielding a firearm, and you must be bloodied. |
| Effect: Whenever a foe you attacked last round ends its turn in your line of sight (and assuming you are able to make opportunity attacks), you may make a basic ranged attack against the target as an immediate reaction with a bonus to damage equal to your Charisma modifier. |
One-Two Shot |
| The first shot makes your foe double over, but the second shot finishes the job. |
| Daily * Martial, Reliable, Weapon |
| Standard Action Ranged Weapon |
| Requirement: You must be wielding a firearm |
| Target: One creature |
| Attack: Dexterity vs AC |
| Hit: 1 [W] + Dexterity modifier damage, and make secondary attack. |
| Secondary Target: The same target |
| Secondary Attack: Dexterity vs Reflex |
| Hit: 2 [W] + Dexterity modifier damage and make an expertise roll. |
| Special: If you miss either attack this power is not expended. |
| Calculate |
| You concentrate, hold your weapon steady, take a full ten seconds to feel out each factor, and decide on the best shot. |
| Encounter * Martial |
| Full Round Action Personal |
| Effect: Choose a creature that you can see. If you attack the target with a firearm next round, gain a bonus on the attack and damage roll equal to your Intelligence modifier. |
| Special: If the attack misses, you do not expend the use of this power. |
| Duelist's Stance |
| Your eyes narrow, and reaching for your gun, you focus closely on one opponent. |
| Encounter * Martial, Stance |
| Minor Action Personal |
| Effect: You gain a +2 to attack against a single creature for the rest of the encounter. |
| Hard as Nails |
| You've been shot plenty of times. You're getting used to it. |
| Daily * Martial, Healing |
| Immediate Reaction Personal |
| Trigger: You are damaged by a ranged attack. |
| Effect: You may spend a healing surge. |
| Painful Accuracy |
| Your shot hits in a very painful place, and your enemy takes a second to recover. |
| Daily * Martial |
| Immediate Reaction Personal |
| Trigger: You successfully shoot a foe. |
| Effect: The affected target grants combat advantage until the end of your next turn. |
Gut Shot |
| You fire a gunshot solidly into your foe's stomach, stopping him in his tracks. |
| Encounter * Martial, Weapon |
| Standard Action Ranged Weapon |
| Requirement: You must be wielding a firearm |
| Target: One creature |
| Attack: Dexterity vs Fortitude |
| Hit: 1[W] + Dexterity modifier damage, and the target is immobilized (save ends). |
Lethal Accuracy |
| While everyone else rushes about your calmly hold out your weapon, clearly focus on your foe and shoot. |
| Encounter * Martial, Reliable, Weapon |
| Full Round Action Ranged Weapon |
| Requirement: You must be wielding a firearm |
| Target: One creature |
| Attack: Dexterity +4 vs AC |
| Hit: 2[W] + Dexterity modifier damage. |
Perfect Finish |
| Your foe is nearly finished, and you decide this one should end like a story, with the foe stumbling off to die. |
| Encounter * Martial, Weapon |
| Standard Action Ranged Weapon |
| Requirement: You must be wielding a firearm |
| Target: One bloodied creature |
| Attack: Dexterity vs AC |
| Hit: 2[W] + Dexterity modifier damage. In addition, the target is knocked back three squares and falls prone. |
Potshot |
| With an accurate shot you can usually knock a shield at a bad angle or even shoot off a buckle holding up a breastplate. |
| Encounter * Martial, Weapon |
| Standard Action Ranged Weapon |
| Requirement: Must be wielding a firearm |
| Target: One creature |
| Attack: Dexterity vs Reflex |
| Hit: 2[W] + Dexterity modifier damage. In addition the foe takes a penalty to AC and Reflex defense equal to your Intelligence modifier until he takes a standard action to correct the flaw in his defense. |
Dodge This |
| Standing right in front of your foe, you level your weapon, and, smiling, pull the trigger. |
| Encounter * Martial, Weapon |
| Standard Action Range 1 |
| Requirement: You must be wielding a firearm |
| Target: One creature |
| Attack: Dexterity +2 vs AC, this attack does not provoke opportunity attacks. |
| Special: If this attack hits, it is a critical hit. |
| Hit: 1[W] + Dexterity modifier damage. |
| Miss: 1[W] + Dexterity modifier damage, and you may shift a number of squares equal to your Intelligence modifier. |
It's Already Over |
| Maybe you're having a bad day, maybe you don't have time for a fight, but either way you decide to end this one before it begins. |
| Daily * Martial, Reliable, Weapon |
| Standard Action Ranged Weapon |
| Requirement: Must be wielding a firearm |
| Target: One creature that has not acted yet in this encounter. |
| Attack: Dexterity vs AC |
| Hit: 3 [W] + Dexterity modifier damage. Make an expertise roll at +5. |
| Special: Expertise from combat advantage does not apply to this attack. |
Just Keep Shooting |
| You fire all the barrels of your gun at once, tearing holes in your foe's body. |
| Daily * Martial, Weapon |
| Full Round Action Ranged Weapon |
| Requirement: Must be wielding a firearm |
| Target: One or more creatures |
| Attack: Dexterity vs AC, four attacks |
| Hit: 1[W] + Dexterity modifier + Intelligence modifier damage per attack. In addition, if two attacks hit the same foe, the target is dazed (save ends). If three attacks hit the same foe, the target is dazed and weakened (save ends). If all four attacks hit the same foe, the target is dazed (save ends) and weakened (save ends). |
| Miss: Half damage per attack. |
| Special: Expertise does not apply to this attack. |
Close and Personal |
| Your foes often think your weakness is in close combat. You often prove them wrong. |
| At-Will * Martial, Permanent |
| No Action Personal |
| Requirement: You must be wielding a firearm |
| Effect: Once per turn, if you provoke an opportunity attack for firing a small arm while a foe is threatening you in melee, you may make a saving throw as an immediate interrupt. If you succeed, you do not provoke the attack. |
Precise Shot |
| Experience with firearms has increased your accuracy. |
| At-Will * Martial, Permanent |
| No Action Personal |
| Effect: You gain a +1 class bonus to damage when attacking with small arms. |
Steady |
| Your calm hands and keen reflexes help you line up a shot even if your foes are far away. |
| At-Will * Martial, Permanent |
| No Action Personal |
| Effect: Increase the normal range of any small arms your wield by 5 squares. This does not affect the maximum range of the weapon. |
Throw Down |
| No matter the situation, you are always prepared to draw your gun at a moment's notice. |
| At-Will * Martial, Permanent |
| No Action Personal |
| Effect: You gain a +4 class bonus to initiative rolls when you are wielding or are preparing to draw a small arm. |
Double-Over |
| Your shot hits your foe in the gut, and the wrenching pain causes it to lose focus on the fight. |
| Encounter * Martial, Weapon |
| Standard Action Ranged Weapon |
| Requirement: You must be wielding a firearm |
| Target: One creature |
| Attack: Dexterity vs Fortitude |
| Hit: 1[W] + Dexterity modifier damage and the target is stunned until the end of your next turn. |
Drop It |
| You quickly aim your weapon and shoot at your foe's hand, forcing him to loosen his grip. |
| Encounter * Martial, Weapon |
| Standard Action Ranged Weapon |
| Requirement: You must be wielding a firearm |
| Target: One creature |
| Attack: Dexterity vs Reflex |
| Hit: 2[W] + Dexterity modifier damage and the target drops one weapon it was wielding. In addition, The target takes a -2 penalty to attack rolls until the end of your next turn. |
Hair-Trigger |
| Even when it seems your foe may have the drop, you always have a surprise or two waiting. |
| Encounter * Martial, Weapon |
| Immediate Interrupt Ranged Weapon |
| Trigger: An opponent draws a weapon on its first turn in this encounter. |
| Requirement: You must have a holstered pistol or be wielding a firearm |
| Target: The triggering creature |
| Attack: Dexterity vs AC; you may draw a holstered pistol as part of this attack |
| Hit: 1[W] + Dexterity modifier damage, and the target takes a -2 penalty to AC until the end of your next turn. |
What The? |
| You fire a shot and quickly duck into cover. |
| Encounter * Martial, Weapon |
| Standard Action Ranged Weapon |
| Requirement: You must be wielding a firearm |
| Target: One creature unaware of your presence |
| Attack: Dexterity vs AC |
| Hit: 1[W] + Dexterity modifier damage. |
| Special: After making this attack you may make a stealth check opposed by a perception check. If you succeed on this check, the foe is still unaware of your presence. |
Blood Shot |
| You fire your weapon, and the bullet lodges deep in your foe, causing massive internal bleeding. |
| Daily * Martial, Weapon |
| Standard Action Ranged Weapon |
| Requirement: You must be wielding a firearm |
| Target: One creature |
| Attack: Dexterity vs Reflex |
| Hit: 3[W] + Dexterity modifier damage and the target takes ongoing damage equal to 10 (save ends). If this attack is a critical hit, increase the ongoing damage to 20 (save ends). |
| Miss: Half damage and the target takes 5 ongoing damage (save ends). |
Flinch |
| In your opponent's heart, it has already lost. |
| Daily * Martial, Weapon |
| No Action Special |
| Trigger: You hit with an attack and make an expertise roll. |
| Target: The attacked creature |
| Attack: Charisma vs Will |
| Hit: The target is stunned until the of your next turn (save ends). |
| Effect: For the rest of the encounter, whenever you land a critical hit against the target, or deal extra damage from your Expertise class ability, the target is dazed (save ends). |
Mercy |
| When your victory is a foregone conclusion, you don't waste time. |
| Daily * Martial, Weapon |
| Standard Action Ranged Weapon |
| Requirement: You must be wielding a firearm |
| Target: One bloodied creature |
| Attack: Dexterity vs AC |
| Hit: 3[W] + Dexterity modifier damage, make an expertise roll. |
| Miss: Half damage, and make an expertise roll. |
At The Ready |
| You empty your barrels, and quickly load them to prepare for the next volley. |
| Daily * Martial, Weapon |
| Immediate Reaction Personal |
| Trigger: You fire at least one shot from a firearm |
| Effect: You load a number of shots equal to the number you fired this round from the weapons you are currently wielding. |
Duelist's Confidence |
| You know you're good, and when a fight is about to break out you want to be the first to join the fray. |
| Daily * Martial |
| Immediate Reaction Personal |
| Trigger: An encounter begins, and you roll an initiative check. |
| Effect: Add your Charisma and Intelligence modifier to the initiative check. If you are at the top of the initiative count, gain a +5 power bonus on expertise rolls for the first round of combat. |
Get It Over With |
| You wade out into the middle of combat, sacrificing your defenses to get a clear shot at your foes. |
| Daily * Martial, Stance |
| Minor Action Personal |
| Effect: You deal an extra 1[W] damage and treat all critical hits as if you are using a high crit weapon when using small arms. You take a -3 penalty to all defenses. |
I'm Just That Good |
| And you know it. |
| Daily * Martial |
| No Action Personal |
| Effect: Add your Charisma modifier to all skill checks for the rest of the encounter or until you fail a skill check. |
Repeat Action |
| Both reloading and firing your weapons has become a swift and mechanical process for you. |
| Encounter * Martial, Weapon |
| Full Round Action Ranged Weapon |
| Requirement: You must be wielding a firearm |
| Target: One or two creatures |
| Attack: Dexterity vs AC; two attacks |
| Hit: 2[W] + Dexterity modifier damage per attack. |
| Special: At any point before, after or between attacks you may reload one barrel of your gun. |
'Scuse Me |
| You whip your foe with the butt of your weapon and while it's stunned you blast it. |
| Encounter * Martial, Weapon |
| Standard Action Melee Weapon |
| Requirement: You must be wielding a firearm |
| Target: One creature |
| Attack: Charisma vs Reflex |
| Hit: You gain combat advantage against the creature until the end of your turn. Make secondary attack. |
| Miss: Make secondary attack. |
| Secondary Target: Same as initial creature |
| Secondary Attack: Dexterity +4 vs AC, This attack does not provoke opportunity attacks |
| Hit: 2[W] + Dexterity modifier damage. |
Square In The Chest |
| Your shot hits hard, and sends your foe sprawling to the ground. |
| Encounter * Martial, Weapon |
| Standard Action Ranged Weapon |
| Requirement: You must be wielding a firearm |
| Target: One creature |
| Attack: Dexterity vs Fortitude |
| Hit: 2[W] + Dexterity modifier damage. In addition, the target grants combat advantage until the end of your next turn. |
| Effect: The target is knocked prone. |
Duelist's Glare |
| You watch your foe's every movement and focus your attacks solely on that one target. |
| Daily * Martial |
| Move Action Personal |
| Effect: Choose a target in range. Once this round, if you hit that target, you may make an expertise roll. You take a -2 to defenses against attacks from any other target and a -5 to attack rolls against any other target. |
| Sustain Move: The effect is sustained again this round. |
I've Got Time |
| With absolute calm and complete patience you line up your shot and fire. |
| Daily * Martial, Reliable, Weapon |
| Full Round Action Ranged Weapon |
| Requirement: You must be wielding a firearm |
| Target: One creature |
| Attack: Dexterity vs AC; gain a bonus on the attack roll equal to your Intelligence modifier. |
| Hit: 4[W] + Dexterity modifier + Intelligence modifier damage. |
Not So Fast |
| Your foe rushes at you to remove your ranged superiority. Your response to the situation is simply to shoot it as it closes in. |
| Daily * Martial, Weapon |
| Immediate Reaction Ranged 1 |
| Trigger: A creature moves adjacent to you |
| Requirement: You must be wielding a firearm |
| Target: The triggering creature |
| Attack: Dexterity vs Fortitude |
| Hit: 3[W] + Dexterity modifier damage, and the target is pushed 3 squares. The target takes a penalty on attack rolls equal to your Charisma modifier (save ends). |
| Miss: Half damage and the target is pushed 3 squares. |
| Special: If you use a blunderbuss to make this attack, the target is knocked prone at the end of its forced movement. |
Deadly |
| You have ended so many lives with your guns that each hit is just part of a process for you. |
| At-Will * Martial, Permanent |
| No Action Personal |
| Effect: You gain a +1 untyped bonus to damage rolls with small arms. |
Expert Opportunist |
| When your foe opens himself up to being attacked, you have learned to take full advantage |
| At-Will * Martial, Permanent |
| No Action Personal |
| Effect: You gain a +3 untyped bonus to expertise checks. |
Fast On Your Feet |
| Dodging bullets and running between cover has made you a little quicker than most. |
| At-Will * Martial, Permanent |
| No Action Personal |
| Effect: You gain a +1 untyped bonus to speed. |
Quick Hands |
| As you expend the shots in your gun, instead of taking the time to reload, you simply draw a new one. |
| At-Will * Martial |
| Minor Action Personal |
| Effect: You holster up to two weapons you are holding and draw up to two more. |
'Ol Reliable |
| Sometimes situations call for no special maneuvers or tricks, but just a solid, devastating, shot. |
| Encounter * Martial, Reliable, Weapon |
| Standard Action Ranged Weapon |
| Target: One creature |
| Attack: Dexterity vs AC |
| Hit: 3[W] + Dexterity modifier damage. |
Ring the Bell |
| You shoot your foe, and the bullet causes such intense pain your enemy has a hard time walking straight. |
| Encounter * Martial, Weapon |
| Standard Action Ranged Weapon |
| Target: One creature |
| Attack: Dexterity vs Fortitude |
| Hit: 2[W] + Dexterity modifier damage and the target is slowed (save ends). |
Take Out The Knees |
| You fire low on your foe's body, and its legs give out. |
| Encounter * Martial, Weapon |
| Standard Action Ranged Weapon |
| Target: One creature |
| Attack: Dexterity -2 vs Fortitude, two attacks |
| Hit: 2[W] + Dexterity modifier damage per attack and whenever the foe attempts to move more than 2 squares, it falls prone (save ends). |
Whipping Boy |
| You draw a firearm from your foe's holster, and after whipping the foe with its own weapon, you fire. |
| Encounter * Martial, Weapon |
| Standard Action Melee Weapon |
| Target: One adjacent creature carrying or wielding a firearm. |
| Requirement: You must have a free hand to make this attack. |
| Attack: Dexterity vs Reflex |
| Hit: 1[W] + Charisma modifier damage, the target grants combat advantage until the beginning of your next turn, and you take the weapon. Make a secondary attack. |
| Secondary Target: Same as initial target |
| Secondary Attack: Dexterity vs AC |
| Hit: 2[W] + Dexterity modifier damage. |
Arterial Strike |
| You line up a shot and fire, aiming for your foe's vitals, and proving very accurate. |
| Daily * Martial, Reliable, Weapon |
| Standard Action Ranged Weapon |
| Requirement: You must be wielding a firearm |
| Special: If you use a rifle to make this attack you score a critical hit on a roll of 17-20. |
| Target: One creature |
| Attack: Dexterity vs Reflex |
| Hit: 3[W] + Dexterity modifier damage and the target takes 15 ongoing damage (save ends). On a critical hit, ongoing 25 (save ends). |
Cover Fire |
| You stand, at the ready, waiting for your foes to open themselves up by attacking. |
| Daily * Martial, Weapon |
| Standard Action Ranged Weapon |
| Requirement: You must be wielding a firearm |
| Effect: Until the end of your next turn, each time a creature in range attempts to make an attack, you may make a ranged basic attack against that foe as an opportunity attack. If you hit, in addition to the damage, the foe takes a penalty on the attack equal to your Intelligence modifier. |
| Sustain Standard: The effect continues until the end of your next turn. |
| Special: If you are wielding a pistol, gain a bonus equal to your Intelligence modifier on damage rolls for ranged basic attacks as long as the power is sustained. |
Once Again |
| You fire a shot in the wound left behind by one of your other attacks, tearing it open. |
| Daily * Martial, Weapon |
| Standard Action Ranged Weapon |
| Requirement: You must be wielding a firearm |
| Target: One creature who has taken damage this encounter. |
| Attack: Dexterity –2 vs Fortitude |
| Hit: 5[W] + Dexterity modifier damage. |
Over The Top |
| You load far too much shrapnel and gunpowder in your blunderbuss, and the weapon becomes a fire spewing canon as you fire it. |
| Daily * Martial, Weapon |
| Full Round Action Close Blast 3 |
| Requirement: You must be wielding an unloaded blunderbuss |
| Target: Each creature in blast |
| Attack: Dexterity vs Reflex; you load the weapon as part of this attack before making the attack roll. |
| Hit: 4[W] + Dexterity modifier damage and the target is knocked prone. You fall prone. |
| Miss: Half damage, and you fall prone. |
Diverted Attention |
| You feign an attack, and make a risky shot that a foe who called your bluff could avoid. |
| Encounter * Martial, Weapon |
| Standard Action Range 10 |
| Requirement: You must be wielding a firearm |
| Target: One creature |
| Attack: Charisma vs Will |
| Hit: Make a secondary attack |
| Miss: Make a ranged basic attack against the target. |
| Secondary Target: Same as initial |
| Secondary Attack: Dexterity +2 vs Reflex |
| Hit: 3[W] + Dexterity modifier damage. Make an expertise roll with a +5 power bonus. |
Pinpoint Accuracy |
| You take time, focusing on your foe's weak points, and fire at the weakest spot. |
| Encounter * Martial, Weapon |
| Standard and Move Action Ranged Weapon |
| Requirement: You must be wielding a firearm |
| Target: One creature |
| Attack: Dexterity vs Reflex |
| Hit: 2[W] + Dexterity modifier damage. |
| Special: Increase the damage by 1[W] damage for every 2 points above your foe's reflex defense your total attack roll was. |
Run And Gun |
| You move swiftly across the field, firing at your foe before ducking behind cover. |
| Encounter * Martial, Reliable, Weapon |
| Standard Action Ranged Weapon |
| Requirement: You must be wielding a firearm |
| Special:You may move a number of squares equal to your intelligence modifier as part of this attack, and must move at least one square. |
| Target: One creature |
| Attack: Dexterity vs AC; you may attack at any point in the movement you make as part of this power. |
| Hit: 3[W] + Dexterity modifier damage and you gain a bonus to all defenses equal to your Charisma modifier against the target until the end of your next turn. |
| Miss: You gain a bonus to all defenses equal to your Charisma modifier against the target until the end of your next turn. |
Unload |
| You fire every barrel of your weapons, attacking anything you can. |
| Encounter * Martial, Weapon |
| Full Round Action Close Burst 10 |
| Requirement: You must be wielding a firearm |
| Target: Each enemy creature in burst |
| Attack: Dexterity -2 vs AC |
| Hit: 3[W] + Dexterity modifier damage. |
Execute |
| You strike a distracted foe, and as it slumps forward, you fire your gun point blank. |
| Daily * Martial, Weapon |
| Standard Action Ranged 1 |
| Requirement: You must be wielding a firearm |
| Target: One creature granting combat advantage |
| Attack: Charisma vs Fortitude |
| Hit: Make secondary attack. |
| Secondary Target: Same as initial |
| Secondary Attack: Dexterity +4 vs Reflex |
| Hit: 5[W] + Dexterity modifier damage and make an expertise roll at +15. |
| Miss: Half damage, and make an expertise roll at +5. |
| Special: If this attack kills the target, all enemies within 5 squares must make a saving throw or take a penalty to will defense equal to your Charisma modifier (save ends). |
Last Shot |
| Your foe lands the final blow, but before you go down, you hold on long enough to fire a devastating attack. |
| Daily * Martial, Weapon |
| Immediate Reaction Ranged Weapon |
| Trigger: An attack knocks you unconscious |
| Requirement: You must be wielding a firearm |
| Target: The attacking creature |
| Attack: Dexterity vs AC; you may reload one barrel of the firearm you are holding as part of this power |
| Hit: 3[W] + Dexterity modifier + Charisma modifier + Intelligence modifier damage and the target takes ongoing 15 damage (save ends). |
Shoot Through |
| You place your shot perfectly, and the bullet shoots straight through its target and into another one. |
| Daily * Martial, Weapon |
| Standard Action Line 3 Within 10 |
| Requirement: You must be wielding a firearm |
| Target: Each creature in line |
| Attack: Dexterity vs Fortitude |
| Hit: 6[W] + Dexterity modifier damage to the first target hit. Each target after the first takes half damage. |
| Miss: Half damage. |
Triangulated Shot |
| You focus close, and find the weakest point on your foe. |
| Daily * Martial, Weapon |
| Standard Action Ranged Weapon |
| Requirement: You must be wielding a firearm |
| Target: One creature |
| Attack: Dexterity vs Fortitude, Reflex and Will |
| Hit (Fortitude): 3[W] + Dexterity modifier damage and the target is weakened (save ends). |
| Hit (Reflex): 3[W] + Dexterity modifier damage and the target takes ongoing damage 5 (save ends). |
| Hit (Will): The target grants combat advantage for this attack and until the end of your next turn. |
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