Callsign Kennedy Stunt Attack Powers

Reactive Shot
Callsign Kennedy Stunt Attack
You quickly fire at the first sign of combat.
Stunt Device (Carbine), Firearm, Metal, Technology, Ballistic, Projectile, Reflexes
No ActionRanged 15
Trigger: You roll initiative
Target: One creature
Attack: +24 (DEX) vs. Reflex
Hit: 3d8 + 24 Ballistic damage.
Miss: Half damage.

Skirmishing Stance
Callsign Kennedy Stunt Attack
You adopt a defensive mobile stance. Your speed helps you catch opponents unprepared and inflict greater damage.
Stunt Device (Carbine), Firearm, Metal, Technology, Ballistic, Projectile, Reflexes, Stance
Minor ActionPersonal
Effect: Until the stance ends, whenever you move at least 4 squares away from where you started your turn, you gain a +2 bonus to Defense and Reflex until the start of your next turn, and your next attack before the end of your next turn deals 2d8 extra damage.

Close-Combat Shot
Callsign Kennedy Stunt Attack
You fire at an enemy that gets too close.
Stunt Device (Carbine), Firearm, Metal, Technology, Ballistic, Projectile, Reflexes
Immediate ReactionRanged 1
Trigger: An enemy enters a square adjacent to you
Target: The triggering enemy
Attack: +24 (DEX) vs. Reflex
Hit: 4d8 + 24 Ballistic damage.
Miss: Half damage.
Special: Using this power doesn't provoke an opportunity attack.

Distancing Stance
Callsign Kennedy Stunt Attack
You stand ready to launch a quick attack against any foe that menaces you.
Stunt Device (Carbine), Firearm, Metal, Technology, Ballistic, Projectile, Reflexes, Stance
Minor ActionPersonal
Effect: Until the stance ends, you can make a ranged basic attack as an opportunity action against any enemy within 5 squares of you that moves closer to you.

Spray Of Bullets
Callsign Kennedy Stunt Attack
You fire repeatedly, showering your opponents with bullets.
Stunt Device (Carbine), Firearm, Metal, Technology, Ballistic, Projectile, Reflexes
Standard ActionClose Blast 3
Target: Each enemy in blast you can see
Attack: +24 (DEX) vs. Reflex
Hit: 3d8 + 24 Ballistic damage.
Miss: Half damage.

Incendiary Grenade
Callsign Kennedy Stunt Attack
You load an incendiary grenade into your launcher.
StuntDevice (Carbine), Firearm, Metal, Technology, Projectile, Fire, Explosive
Minor ActionPersonal
Effect: The next ranged basic attack you make with your rifle before the end of your next turn becomes a burst 2 centered on a target within your attack's range. Use your normal attack bonus. Instead of normal damage, each target hit takes ongoing 10 Fire damage (save ends).

Concussive Grenade
Callsign Kennedy Stunt Attack
You load a concussive grenade into your launcher.
StuntDevice (Carbine), Firearm, Metal, Technology, Projectile, Explosive, Bleed
Minor ActionPersonal
Effect: The next ranged basic attack you make with your rifle before the end of your next turn becomes a burst 2 centered on a target within your attack's range. Use your normal attack bonus. Instead of normal damage, each target hit takes ongoing 10 Explosive damage (save ends).

Hydrocyanic Grenade
Callsign Kennedy Stunt Attack
You load a chemical grenade into your launcher, which releases a choking gas on release.
StuntDevice (Carbine), Firearm, Metal, Technology, Projectile, Chemical, Homeostatic, Targeting (Blood)
Minor ActionPersonal
Effect: The next ranged basic attack you make with your rifle before the end of your next turn becomes a burst 2 centered on a target within your attack's range. Use your normal attack bonus. Instead of normal damage, each target hit takes ongoing 10 Homeostatic damage (save ends).
Special: Targets that do not breathe don't take this damage.

Flashbang Grenade
Callsign Kennedy Stunt Attack
You load a chemical grenade into your launcher, which releases a choking gas on release.
StuntDevice (Carbine), Firearm, Metal, Technology, Projectile, Chemical, Light, Sonic
Minor ActionPersonal
Effect: The next ranged basic attack you make with your rifle before the end of your next turn becomes a burst 2 centered on a target within your attack's range. Use your normal attack bonus. Each hit deals Light and Sonic damage instead of Ballistic damage.

Tear Gas Grenade
Callsign Kennedy Stunt Attack
You load a chemical grenade into your launcher, which releases a blinding gas upon release.
StuntDevice (Carbine), Firearm, Metal, Technology, Projectile, Chemical, Targeting (Eyes)
Minor ActionPersonal
Effect: The next ranged basic attack you make with your rifle before the end of your next turn becomes a burst 2 centered on a target within your attack's range. Use your normal attack bonus. Instead of normal damage, on a hit each target is blinded (save ends).

Callsign Kennedy Stunt Attack Powers

The B-Team Heronator