| High Tension Cable Gun | ||||
|---|---|---|---|---|
| [Industrial Industries] - The industry leader in the Industry industry. | ||||
| Archetype | [Weapon] | Subtype | [Industrial] | |
| Skill | [Tech] | Mastery | [Industrial] | |
| Value | 1,000c | Upkeep | 150c | |
| Requirement | Damage | Range | Ammo | Hardpoints |
| Brawn: 7 | 2D8 | 12 - 48 | 1 | 4 |
| Traits | ||||
| [Dangerous], [Fortuitous], [Trusty], [Two-Handed] & [Unwieldy]. | ||||
| Effects | ||||
| The [High Tension Cable Gun] can be used to launch ropes and cables for climbing, hauling or building, requiring a [Successful] [Tech] [Check] against an [Appropriate] [DC]. In addition, after a [Successful] [Weapon] [Attack], instead of dealing [Damage], you can apply the [Immobilised] [Condition] to the [Target] until the end of the [Encounter]. You, or an [Adjacent] [Ally], can remove the [Condition] early by performing an [Athletics] [Ritual]; 110/[Action]. Furthermore, when using this [Weapon] to perform a [Check], you may spend 1 [Ammo] to gain the effects of the [Advantage] [Property], as [Appropriate]. Fortuitous: When triggered, you may cancel the [Attack] immediately and automatically inflict an [Injury] or [Malfunction] instead, as [Appropriate]. Dangerous: When triggered, you suffer a [Weapon Jam], as [Appropriate]. |
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| High Tension Cable Gun | ||||
|---|---|---|---|---|
| [Industrial Industries] - The industry leader in the Industry industry. | ||||
| Archetype | [Weapon] | Subtype | [Industrial] | |
| Skill | [Tech] | Mastery | [Industrial] | |
| Value | 4,000c | Upkeep | 300c | |
| Requirement | Damage | Range | Ammo | Hardpoints |
| Brawn: 14 | 4D8 | 15 - 60 | 1 | 4 |
| Traits | ||||
| [Dangerous], [Fortuitous], [Trusty], [Two-Handed] & [Unwieldy]. | ||||
| Effects | ||||
| The [High Tension Cable Gun] can be used to launch ropes and cables for climbing, hauling or building, requiring a [Successful] [Tech] [Check] against an [Appropriate] [DC]. In addition, after a [Successful] [Weapon] [Attack], instead of dealing [Damage], you can apply the [Immobilised] [Condition] to the [Target] until the end of the [Encounter]. You, or an [Adjacent] [Ally], can remove the [Condition] early by performing an [Athletics] [Ritual]; 110/[Action]. Furthermore, when using this [Weapon] to perform a [Check], you may spend 1 [Ammo] to gain the effects of the [Advantage] [Property], as [Appropriate]. Fortuitous: When triggered, you may cancel the [Attack] immediately and automatically inflict an [Injury] or [Malfunction] instead, as [Appropriate]. Dangerous: When triggered, you suffer a [Weapon Jam], as [Appropriate]. |
||||
| High Tension Cable Gun | ||||
|---|---|---|---|---|
| [Industrial Industries] - Your industry leader in the Industry industry. | ||||
| Archetype | [Weapon] | Subtype | [Industrial] | |
| Skill | [Tech] | Mastery | [Industrial] | |
| Value | 9,000c | Upkeep | 450c | |
| Requirement | Damage | Range | Ammo | Hardpoints |
| Brawn: 21 | 6D8 | 18 - 72 | 1 | 4 |
| Traits | ||||
| [Dangerous], [Fortuitous], [Trusty], [Two-Handed] & [Unwieldy]. | ||||
| Effects | ||||
| The [High Tension Cable Gun] can be used to launch ropes and cables for climbing, hauling or building, requiring a [Successful] [Tech] [Check] against an [Appropriate] [DC]. In addition, after a [Successful] [Weapon] [Attack], instead of dealing [Damage], you can apply the [Immobilised] [Condition] to the [Target] until the end of the [Encounter]. You, or an [Adjacent] [Ally], can remove the [Condition] early by performing an [Athletics] [Ritual]; 110/[Action]. Furthermore, when using this [Weapon] to perform a [Check], you may spend 1 [Ammo] to gain the effects of the [Advantage] [Property], as [Appropriate]. Fortuitous: When triggered, you may cancel the [Attack] immediately and automatically inflict an [Injury] or [Malfunction] instead, as [Appropriate]. Dangerous: When triggered, you suffer a [Weapon Jam], as [Appropriate]. |
||||
| High Tension Cable Gun | ||||
|---|---|---|---|---|
| [Industrial Industries] - Your industry leader in the Industry industry. | ||||
| Archetype | [Weapon] | Subtype | [Industrial] | |
| Skill | [Tech] | Mastery | [Industrial] | |
| Value | 16,000c | Upkeep | 600c | |
| Requirement | Damage | Range | Ammo | Hardpoints |
| Brawn: 28 | 8D8 | 21 - 84 | 1 | 4 |
| Traits | ||||
| [Dangerous], [Fortuitous], [Trusty], [Two-Handed] & [Unwieldy]. | ||||
| Effects | ||||
| The [High Tension Cable Gun] can be used to launch ropes and cables for climbing, hauling or building, requiring a [Successful] [Tech] [Check] against an [Appropriate] [DC]. In addition, after a [Successful] [Weapon] [Attack], instead of dealing [Damage], you can apply the [Immobilised] [Condition] to the [Target] until the end of the [Encounter]. You, or an [Adjacent] [Ally], can remove the [Condition] early by performing an [Athletics] [Ritual]; 110/[Action]. Furthermore, when using this [Weapon] to perform a [Check], you may spend 1 [Ammo] to gain the effects of the [Advantage] [Property], as [Appropriate]. Fortuitous: When triggered, you may cancel the [Attack] immediately and automatically inflict an [Injury] or [Malfunction] instead, as [Appropriate]. Dangerous: When triggered, you suffer a [Weapon Jam], as [Appropriate]. |
||||
| High Tension Cable Gun | ||||
|---|---|---|---|---|
| [Industrial Industries] - Your industry leader in the Industry industry. | ||||
| Archetype | [Weapon] | Subtype | [Industrial] | |
| Skill | [Tech] | Mastery | [Industrial] | |
| Value | 25,000c | Upkeep | 750c | |
| Requirement | Damage | Range | Ammo | Hardpoints |
| Brawn: 35 | 10D8 | 24 - 96 | 1 | 4 |
| Traits | ||||
| [Dangerous], [Fortuitous], [Trusty], [Two-Handed] & [Unwieldy]. | ||||
| Effects | ||||
| The [High Tension Cable Gun] can be used to launch ropes and cables for climbing, hauling or building, requiring a [Successful] [Tech] [Check] against an [Appropriate] [DC]. In addition, after a [Successful] [Weapon] [Attack], instead of dealing [Damage], you can apply the [Immobilised] [Condition] to the [Target] until the end of the [Encounter]. You, or an [Adjacent] [Ally], can remove the [Condition] early by performing an [Athletics] [Ritual]; 110/[Action]. Furthermore, when using this [Weapon] to perform a [Check], you may spend 1 [Ammo] to gain the effects of the [Advantage] [Property], as [Appropriate]. Fortuitous: When triggered, you may cancel the [Attack] immediately and automatically inflict an [Injury] or [Malfunction] instead, as [Appropriate]. Dangerous: When triggered, you suffer a [Weapon Jam], as [Appropriate]. |
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