Heavy Weapons Guy

“Strength and muscle and jungle work!”

*Bullet Wizard: The Steps in Heavy Weapons Guy require a currently equipped weapon with rounds/charges in order to be used, and must be used on any steps that specify a basic abilitech. If a step requires you to spend rounds/charges, you must spend a minimum of one.

  • Covering Fire: As a reaction, you may expend a basic abilitech’s worth of rounds/charges to impose one d4 Block die against an attack against AC. When equipped with a weapon with rounds/charges, your block radius becomes the weapon’s normal range.
    • Danger Zone: When you make an attack that uses rounds/charges, if you generate Block dice on the same turn, you can impose it on the target and everyone within 5 ft. of them. If it isn’t single-target, you instead impose it on all targets. [Requires Covering Fire]
  • Ballistic Bafflement: Once per strife, you may throw… something (spare bullets, an empty mag, a full mag, the gun itself, a mag about mags…), making a basic abilitech targeting Will that costs no rounds/charges. If you break resistance, it only deals damage equal to any stat mods that would be added, but the enemy is baffled by your bullshit and is Crippled (half, 2 rounds) and Impaired (2 rounds). This counts as non-damaging for the purposes of synergizing with other Steps and effects.
  • Ordnance Fire: If you have not yet moved this turn, you may spend all but 10 feet of speed to Daze (1 round) with your ranged attack rolls this turn. Alternately, spend all your speed as a minor action to Sunder (3) instead.
  • Ballistic Evidence: When at half HP (ignoring temp HP) or lower, you have Ward (Lvl/2).