EditRangedEditWeaponsEditSidearm| Sidearm | | Open, Gear, Ranged, Device | | Uses: (SR x 10) | | You can carry up to two Sidearms. It requires a maneuver to draw, holster, or prime a Sidearm. | | You have a pistol or similar one handed ranged weapon that you can make Ranged attacks with at up to Medium range. Your Sidearm has a Damage Rating equal to SR and a Critical Rating equal to (6-SR). | | I.e., if you had SR 5 your Sidearm would have DR5 and CR1. | | Your Sidearm can be used in conjunction with the basic Ranged attack or a similar Stunt where noted. Attacks with Sidearms add the following result line: | | ?: Reload!: Your Sidearm needs to be reloaded; you must spend a Prepare maneuver before using it again. | Gear: When using your Sidearm to attack you may add to your dice pool. |
EditTricked Out Sidearm| Tricked-out Sidearm | | Ranged, Device | | Uses: (SR x 12) | | Prereq: Sidearm (5) | | This Stunt upgrades and replaces the Sidearm Stunt. | | You can carry up to two Tricked-out Sidearms. It requires a maneuver to draw, holster, or prime a Tricked-out Sidearms. | | You have a pistol or similar one handed ranged weapon that you can make Ranged attacks with at up to Long range. Your Tricked-out Sidearms have a Damage Rating equal to SR+5 and a Critical Rating equal to (6-SR). | | I.e., if you had SR 5 your Tricked-out Sidearms would have DR10 and CR1. | | Your Tricked-out Sidearms can be used in conjunction with the basic Ranged attack or a similar Stunt where noted. Attacks with Tricked-out Sidearms add the following result line: | | ?: Reload!: Your Sidearm needs to be reloaded; you must spend a Prepare maneuver before using it again. |
EditRifle| Rifle | | Open, Gear, Ranged, Device | | Uses: (SR x 7) | | Prereq: Ranged skill trained. | | You can carry one Rifle. It requires a maneuver to ready, sling, or prime a Rifle. | | You have a rifle or similar two handed ranged weapon that you can make Ranged attacks with at up to Long range. Your Rifle has a Damage Rating equal to (SR+3) and a Critical Rating equal to (7-SR). | | I.e., if you had SR 5 your Rifle would have DR8 and CR2. | | Your Rifle can be used in conjunction with the basic Ranged attack or a similar Stunt where noted. Attacks with a Rifle add the following result line: | | ?: Reload!: Your Rifle needs to be reloaded; you must spend a Prepare maneuver before using it again. | Gear: When using your Rifle to attack you may add to your dice pool. |
EditBFG| BFG | | Ranged, Device | | Uses: (SR x 10) | | Prereq: Rifle (5) | | This Stunt upgrades and replaces the Rifle Stunt. | | You can carry one BFG. It requires a maneuver to ready, sling, or prime a BFG. | | You have a high-powered rifle or similar two handed ranged weapon that you can make Ranged attacks with at up to Extreme range. Your BFG has a Damage Rating equal to (SR+8) and a Critical Rating equal to (6-SR). | | I.e., if you had SR 5 your BFG would have DR13 and CR1. | | Your BFG can be used in conjunction with the basic Ranged attack or a similar Stunt where noted. Attacks with a BFG add the following result line: | | ?: Reload!: Your BFG needs to be reloaded; you must spend a Prepare maneuver before using it again. |
EditRaygun| Raygun | | Uses: (SR x 10) | | Gear, Ranged, Device | | Prereq: Technology acquired, Ranged skill trained. | | You can carry up to two Rayguns. It requires a maneuver to draw, holster, or prime a Raygun. | | You have a high tech one handed ranged weapon that you can make Ranged attacks with at up to Medium range. Your Raygun has a Damage Rating equal to SR and a Critical Rating equal to (8-SR). | | I.e., if you had SR 5 your Raygun would have DR5 and CR3. | Your Raygun can be used in conjunction with the Ranged basic action or a similar Stunt where noted. Attacks with a Raygun add to your dice pool, and add the following result lines: | | !: This attack gains Pierce (SR). | | 1 fortune: Add the Blast trait to this attack. | | ??: Burnout: The Raygun painfully shorts out in your hand; you suffer 1 Wound. | Gear: When using your Raygun to attack you may add to your dice pool. |
EditRepulsor| Repulsor | | Uses: (SR x 3) | | Gear, Ranged, Device | | Prereq: Technology acquired, Ranged skill trained. | | You can carry up to two Repulsors. It requires a maneuver to draw, holster, or prime a Repulsor. | | You have a high tech one handed ranged weapon that you can make Ranged attacks with at up to Medium range. Your Repulsor has a Damage Rating equal to (SR+4) and a Critical Rating equal to (9-SR). | | I.e., if you had SR 5 your Repulsor would have DR9 and CR4. | Your Repulsor can be used in conjunction with the basic Ranged attack or a similar Stunt where noted. Attacks with a Repulsor add to your dice pool, and add the following result lines: | | +: You may expend 1 extra ammunition to add +3 damage. | | ++: The target must must make a Coordination (Ag) check vs SR difficulty or be knocked back 1 movement maneuver away from you. | Gear: When using your Repulsor to attack you may add to your dice pool. |
EditStungun| Stungun | | Uses: (SR x 2) | | Gear, Ranged, Device | | Prereq: Technology acquired, Ranged skill trained. | | You can carry one Stungun. It requires a maneuver to draw, holster, or prime a Stungun. | | You have a high tech one handed ranged weapon that you can make Ranged attacks with at up to Medium range. Stunguns do 0 damage. | | 1: you hit; the target must make a Resilience (To) check vs SR difficulty or gain the Held condition for (SR). | Your Stungun can be used in conjunction with the basic Ranged attack or a similar Stunt where noted. Attacks with a Repulsor add  to your dice pool, and add the following result lines: | | +++: You may expend 1 extra ammunition to add SR # of recharge tokens to the Held condition granted by this action. | Gear: When using your Stungun to attack you may add to your dice pool. |
EditThrowing Projectile| Throwing Projectiles | | Gear, Ranged, Device | | Uses: (SR x 6) | | Prereq: Ranged skill trained. | Your Throwing Projectiles have a Damage Rating equal to (SR / 2) and a Critical Rating equal to (7-SR); (round up). Your Throwing Projectiles are most effective at Medium range, but can be used at Long range with added to the dice pool. | | I.e., if you had SR 5 your Throwing Projectiles would have DR3 and CR2. | You may throw up to SR # of Throwing Projectiles as a single attack action against a single target; add to the dice pool per Throwing Projectile. | | You can attack with your Throwing Projectiles using the Ranged action or an equivalent Stunt where noted. Attacks with Throwing Projectiles add the following result lines: | | 1 fortune: This attack gains the Burst trait. You expend 1 ammunition per target affected. | | !: This attack gains Pierce (SR). | | ??: You gain the Challenged condition for (3). |
EditAccurateEditUltra-Accuracy| Ultra-Accuracy | | Recharge: 0 | | Stress: 2 | | Open, Archery, Ranged, React | | Prereq: Ranged Skill trained, Agility specialized. | | If a Ranged Skill check is required you may play this card. | | Do not roll the Ranged Skill check this is a reaction to. You are considered to have rolled SR # of successes and a serendipity for the required check. | | You may use this card once per session per SR. | | Ranged: regain 1 stress. | | Archery: You may use this card (SR + 1) times per session. |
EditCannot Miss| Cannot Miss | | Recharge: (6-SR) | | Fortune: 2 | | Archery, Ranged, React | | Prereq: Ranged Skill trained | | You may use this card once per session per SR. | | If you have just failed a Ranged Skill check you may play this card for an immediate "redo". | | Disregard the failed check, as if it did not happen. No ammunition is expended. Roll the check again using the same dice pool. | Ranged: You may remove from the dice pool for your second check. | Archery: You may add to the dice pool for your second check. | | | | | | | | |
EditRanged Response| Ranged Response | | Recharge: (SR + 2) | | Fatigue: 1 | | Ranged, React, Ongoing | | Ranged (Ag) | | Prereq: Agility 4+, Ranged Skill trained, ranged weapon carried, unencumbered and unimpeded. | | If you are required to make an initiative check, and you have a ranged weapon in your possession, you may play this card instead. | Add SR # of to your dice pool | | -1: Your initiative is 1 | | 1: You draw and ready one or two ranged weapons. The number of successes determines your initiative. | | +: Add 1 recharge token to this card; this can be used many times. | | -: -1 initiative | You add to Ranged Skill checks while this card is recharging. |
EditRanged Riposte| Ranged Riposte | | Recharge: (7-SR) | | Open, Ranged, React | | Prereq: Agility 5+, Ranged skill trained, ranged weapon readied. | | If an attack you used a React against misses you, you may play this card | You may use the Ranged action or an equivalent where noted to attack the opponent whose attack triggered this React. Follow the directions of the Ranged action card you use, but add to your dice pool. | If you do not have either of Observation or Coordination trained add an additional to your dice pool and suffer 1 fatigue. | | If you miss, you gain the Exposed condition for (6-SR). | Ranged: remove from your dice pool on the ensuing attack check. |
EditPrecise Aim| Precise Aim | | Recharge: (7-SR) | | Open, Archery, Ranged, React | | Prereq: Ranged weapon | | Ranged Skill (Ag) vs Target Def | | If you are making a ranged attack you may play this card. | You add SR # of to your dice pool. | Ranged, Archery: You remove from your dice pool. | | | | | | | | | | | | |
EditRange Finder| Range Finder | | Archery, Ranged | | Prereq: Observation trained | | This card is considered to always be in play. | | You gain the following non-stacking bonuses: | SR1: You add to your dice pool when attacking targets within Medium range. | SR2: You add to your dice pool when attacking targets within Long range. | SR3: You add to your dice pool when attacking targets within Extreme range. | SR4: You add  to your dice pool when attacking targets within Long range. | SR5: You add  to your dice pool when attacking targets within Extreme range. |
EditSniper Shot| Sniper Shot | Recharge: 2;   | | Ranged | | Prereq: Ranged weapon; 1 Turn | | Ranged Skill (Ag) vs Target Def | | This upgrades the basic Ranged action. If you are not engaged and no opponents are within Medium range you may play this card. This action expends 1 shot of ammunition. | | 1: you hit and inflict damage equal to (SR x 2) + your weapon's Damage Rating. | | 3: you hit and inflict damage equal to (SR x 3) + your weapon's Damage Rating. | | 6: you hit and inflict damage equal to (SR x 4) + your weapon's Damage Rating. | | ++: If you hit, the attack has Pierce (SR) | | !: Sniper!: move minion morale SR steps down. | | ??: Mishap!: Your weapon requires the 2 maneuvers to reset prior to being used again. If you hit, -10 damage. |
EditRogers Shot| Rogers Shot | | Recharge: 4 | Stress: 1;   | | Ranged | | Prereq: Ranged weapon | | Ranged Skill (Ag) vs Target Def | | This upgrades the basic Ranged action. If there is an opponent within range of your weapon with an item readied and you are not engaged with an opponent you may play this card to target the readied item. This action expends 1 shot of ammunition. | | 1: you hit the targeted item. The wielder must make an Athletics (Str) check vs SR difficulty or drop the item; it lands somewhere within Close range of them if they fail. The item takes damage equal to SR + your weapon's damage rating, and the wielder takes SR damage (Soak applies). A Grandstand is appropriate. | | +: +1 damage; this may be used many times. The damage may be assigned to either the item or the wielder. | | ++: If you Grandstand, move minion morale SR steps down. | | !: Ouch!: The target must make a Resilience (To) check vs Average (2d) difficulty or gain the Impaired condition until they next recover 1 Wound. | | ?: Show off: You gain the Exposed condition for (6-SR). |
EditGunfighterEditBullet Dodger| Bullet Dodger | | Recharge: (8-SR) | | Fatigue: 1 | | Ranged, React | | Coordination (Ag) | | Prereq: Coordination trained; Agility 4+, not encumbered or impeded | | If you are the target of a Ranged attack, you may play this card. | The attacker adds to their dice pool. | | If the attack this is a reaction to has the Ranged trait, gain 1 fortune |
EditPoint Blank Shot| Point Blank Shot | | Recharge: 1 |   | | Ranged | | Prereq: Ranged weapon | | Ranged Skill (Ag) vs Target Def | | This upgrades the basic Ranged action. If you are engaged with an opponent you may play this card. This action expends 1 shot of ammunition. | | 1: you hit and inflict damage equal to Agility + SR + your weapon's Damage Rating. | | 3: As (1), and the target must make a Coordination (Ag) check vs SR difficulty or be pushed back, becoming disengaged from you. | | +: +1 damage | | ++: +2 damage | | -: Suffer 1 fatigue | | !: You shot me!: The target gains the Perplexed condition for (SR). | | ?: Fumble: you must make a Coordination (Ag) check vs Average (2d) difficulty or drop your weapon. |
EditDouble Tap| Double Tap | | Recharge: 1 | | Ranged, React | | Prereq: Ranged weapon | | Ranged Skill (Ag) vs Target Def | | If you are making a ranged attack you may play this card. | You may use the ranged attack this is a reaction to for two attacks, either vs the same target twice or vs two different targets within the range of your weapon. You make a separate Ranged Skill (Ag) vs Target Def for each shot, and add (5-SR) to both dice pools. Each attack consumes 1 shot of ammunition. Reference the ranged attack this is a reaction to for resolution. |
EditPistol Whipping| Pistol Whipping | Recharge: 2;  | | Ranged | | Prereq: Ranged weapon readied, not encumbered | | Melee Skill (Ag) vs Target Def | | If you are engaged with an opponent you may play this card. | | 1: You hit for Strength + SR + # of successes damage. | | 4: As (1), and target must make a Resilience (To) check or gain the Staggered condition for (3). | | 6: As (4), and the target must make a Coordination (Ag) check vs SR difficulty or fall prone. | | -: Add 1 recharge token to this card | | !: You look really tough; move minion morale 1 step down and a Grandstand is appropriate. | | ?: You hurt yourself; take 1 damage (Soak applies). |
EditFan Shot| Fan Shot | | Recharge: 0 | | Fatigue: 1, Fortune: 1 | | Ranged, React | | Prereq: Sidearm readied; Ranged (Ag) skill trained. | | Ranged Skill (Ag) | | If you are making a Ranged attack using a Sidearm you may play this card. | | Remove any recharge tokens on the Ranged SFX attack this is a reaction to, and immediately replay it. You may choose a new valid target or keep the original target. If that attack resolves successfully put this card in your hand; you may replay it immediately up to SR # of times. | Add a cumulative to all of your subsequent dice pools each time you use this ability this Turn. | I.e., if you have SR 3, you can play Fan Shot up to 3 times in the same Turn adding a cumulative each time to your subsequent dice pools for the Turn. | | | | |
EditQuickdraw Response| Quickdraw Response | | Recharge: * | | Stress: (6-SR) | | Ranged, Push, React; Rally | | Prereq: Ranged Response (5), Unencumbered and unimpeded, ranged weapon readied. | | If you play the Ranged Response card and succeed at the required check, you may immediately move up to SR steps towards a Offensive stance and play this card. | | After initiative is resolved in the normal fashion but before the normal Turn begins, the flow of combat is suspended and a special Turn begins in which only you and any other character that has played a similar ability to this are able to act in. After this special Turn is over combat resumes and the first Turn of combat begins, using the initiative results this card was a reaction to. | | If other characters have abilities that also allow them to take an action before the first Turn of combat begins, a separate initiative is resolved for any such eligible characters. | You add to all Ranged SFX checks you make during the special Turn. | | Leave this card in play until combat ends or a Rally phase begins. |
EditRanged Tempo| Ranged Tempo | | Recharge: (7-SR) | | Ranged, React | | Prereq: Ranged weapon readied. | | If you successfully hit at least one opponent with a Ranged Stunt attack this Turn you may play this card, affecting any one opponent that you hit. | | There are five effects this Stunt can grant. When you acquire this Stunt and each time you raise its rating you choose one of these effects (make sure to note which ones you have chosen); you cannot change your selection after you have chosen. | | * Suppressive: put 3 recharge tokens on any one of the target's non-ongoing recharging abilities. | | * Repeat: remove 3 recharge tokens from any one of your recharging Ranged abilities. | | * Covered: you gain the Protected condition for (3). | | * Advantage: move your opponents top most initiative marker down one spot on the Initiative Tracker. | | * Disadvantage: grant the Staggered condition for (1). | | Each time you play this card you may choose any one of the effects available to you and your target must make a Coordination (Ag) check vs SR difficulty to prevent the selected effect from occurring. |
EditRanged Deflection| Ranged Deflection | | Recharge: (8-SR) | | Ranged, Deflect, React | | Prereq: Ranged skill trained, ranged weapon readied | | You deflect an attack away by bending dimensional barriers. | | After you have been declared the target of a ranged attack, place SR recharge tokens on this card to remove SR characteristic dice from the attack's dice pool. If no characteristic dice remain no check is made and the attack is canceled. | | You have +1 DEF until the beginning of your next Turn. | | | | | | | | | | |
EditShootyEditCrack Shot| Crack Shot | | Recharge: 1 | | Ranged | | Prereq: Ranged weapon | | Ranged Skill (Ag) vs Target Def | This upgrades the basic Ranged action. If there is an opponent within range of your weapon you may play this card. If you are engaged with an opponent add to your dice pool. This action expends 1 shot of ammunition. | | 1: you hit and inflict damage equal to Agility + SR + your weapon's Damage Rating. | | 3: As (1), + 1 damage. | | 5: As (1), + 2 damage. | | +: +1 damage | | ++: +2 damage | | -: Suffer 1 fatigue | | !: You shot me!: The target gains the Perplexed condition for (2). | | ?: Jammed: Your weapon requires the Prepare maneuver be used prior to being used again. |
EditHip Shot| Hip Shot | | Recharge: (10-SR) | | Open, Archery, Ranged, React, Ongoing | | Prereq: Ranged weapon readied, Coordination or Athletics trained, Agility 3+ | | If you are using the Reposition action, you have a Ranged SFX Weapon Stunt readied or an Archery SFX Arrow Stunt readied, or an equivalent Stunt, and a target is within range you may play this card. | | Refer to the applicable Stunt used for the attack to resolve this reaction. | SR1: Add to your attack's dice pool. | SR3: Add to your attack's dice pool. | SR5: Add  to your attack's dice pool. You gain +1 movement maneuver. | | Archery: remove 2 recharge counters from this card. | | Ranged: You have +1 DEF while this card is recharging. |
EditTraversing Shot| Traversing Shot | | Recharge: (6-SR) |  | | Archery, Ranged, React | | Prereq: Ranged weapon readied, Ranged Skill trained, Coordination trained | | Ranged Skill (Ag) vs Target Def | | If you are using the Reposition action, you have a Ranged SFX Weapon Stunt readied or an Archery SFX Arrow Stunt readied, and a target is within range you may play this card. 1 ammunition of the applicable type is consumed. | | Refer to the applicable Weapon or Arrow Stunt for resolution of this reaction. | | You may move one additional step closer to Offensive stance before resolving this Stunt. | | If your attack succeeds, you gain the Protected condition for (SR/2) rounded up. | | During your End of Turn phase, move the initiative marker you used up one step; it is available to your superteam next Turn. | | | | |
EditBullet Hail| Bullet Hail | Recharge: (6-SR);   | | Ranged | | Prereq: Ranged weapon | | Ranged Skill (Ag) | | If there are any opponents within range of your weapon and you are not engaged with an opponent you may play this card. | | 1: All opponents within range of your weapon must make a Coordination (Ag) check vs SR difficulty or take damage equal to SR + your weapon's Damage Rating. You expend 1 shot of ammunition per opponent. | | 3: As (1), + 2 damage. | | 5: As (3), and each opponent must also make a Discipline (Wp) check vs Average (2d) difficulty or gain the Demoralized condition for (SR). A Grandstand is appropriate. | | +: +1 damage | | ++: +2 damage | | -: Suffer 1 fatigue | | !: What the!: targets that are hit also suffer 2 stress. | | ?: Jammed: Your weapon requires the Prepare maneuver be used prior to being used again. |
EditFull Auto| Full Auto | Recharge: (8-SR);  | | Ranged | | Prereq: Ranged weapon | | Ranged Skill (Ag) | | If you have at least 10 shots of ammunition remaining and one or more opponents are within range of your weapon and you are not engaged with an opponent you may play this card. | | Your weapon requires the Prepare maneuver to reload prior to being used again. | | 1: Chose an opponent; they and everyone engaged with them must make a Coordination (Ag) check vs SR difficulty or take damage equal to SR + your weapon's Damage Rating. You expend 10 shots of ammunition or one per opponent, whichever is higher. If a target fails their Coordination check they suffer 1 critical for each calamity in their results. | | 4: As (1), and each opponent must also make a Discipline (Wp) check vs Hard (3d) difficulty or gain the Demoralized condition for (SR). A Grandstand is appropriate. | | ++: Any target that suffered a critical takes +2 damage. | | -: Suffer 1 stress | | !: Food for the guns: move minion morale down SR steps. | | ??: Overheated: Your weapon requires an Average (2d) Repair check to fix before being used again. |
EditSpray and Pray| Spray and Pray | Recharge: 4;   | | Ranged, React | | Prereq: Ranged weapon | | Ranged Skill (Ag) | | If you are using the Ward action you may nominate a target spot between Close range and your ranged weapon's maximum range, and play this card. You do not have to be able to draw a clear line of sight or see a target, but you do have to have an unobstructed line of fire; thus you can fire around doors, corners, from behind cover, and so forth without exposing yourself to return fire. | | 1: Everyone within Close range of the target spot must make a Coordination (Ag) check vs Average (2d) difficulty or take damage equal to SR + your weapon's Damage Rating. You expend (10-SR) shots of ammunition or one per target affected, whichever is higher. | | 4: As (1), you have +SR DEF until your next Beginning of Turn phase. | | 6: As (4), and each opponent must also make a Discipline (Wp) check vs Average (2d) difficulty or gain the Demoralized condition for (SR). | | -: Suffer 1 stress | | !: What the!: targets that are hit also suffer 2 stress. | | ?: Jammed: Your weapon requires the Prepare maneuver be used prior to being used again. |
EditControlled Burst| Controlled Burst | Recharge: (6-SR);  | | Ranged, Open | | Prereq: Ranged weapon | | Ranged Skill (Ag) | | If you have at least 5 shots of ammunition remaining and one or more opponents are within range of your weapon and you are not engaged with an opponent you may play this card. | | 1: Chose an opponent; they and up to 4 other targets engaged with them must make a Coordination (Ag) check vs SR difficulty or take damage equal to SR + your weapon's Damage Rating. You expend 5 shots of ammunition or one per opponent, whichever is lower. | | 5: As (1), and each opponent must also make a Discipline (Wp) check vs Average (2d) difficulty or gain the Demoralized condition for (2). A Grandstand is appropriate. | | +: Any target that suffered a critical takes +1 damage. | | !: Food for the guns: move minion morale down 1 step. | | ?: Out of Ammo: Your weapon requires a maneuver to reload before being used again. |
EditOverwatch| Overwatch | | Recharge: * | | Ranged, Delay, React | | Prereq: Agility 3+, Intelligence 3+, Ranged skill trained | | At the beginning of your Turn you may move SR steps closer to Defensive stance and play this card. | | You immediately suspend your Turn. At any time before the end of the Round you may interrupt any other characters Turn and resume taking your Turn. | If you play a Ranged SFX attack after resuming your Turn, you may add SR # of to that action's dice pool. | | | | | | | | | | |
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