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gunslinger

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Take a look at this thing, now. All you've got to do is point the O-shaped bit away from you and squeeze on it a little, and you get to see a murder. What will they think of next?

Gunslingers wield a range of firearms that shoot bullets singly or in small groups (like most muskets, pistols, rifles and suchlike). Firearms that function significantly differently than this basic form are modeled with different classes entirely, such as Shotgunner or Gatling.

This is a weapon and subject to universal weapon rules.

Gunslinger Wield firearms.
caret-right Headshot Empowered critical hits.
caret-right Magazined Reloading's no longer a problem.
caret-right Piercing Shoot through barriers.
caret-right Rifling Greatly increase range.
caret-right Silenced Attacking makes no extra noise.
Enterprises Gunslinger School
Shooting Range
Squad

Gunslinger

Offense plus-circleAttack: As an action, you may make a Remote attack against any target within 50 meters.

plus-circleDamage Bonus: This weapon is exceptionally powerful, dealing +2 bonus damage on every attack.

plus-circleConditions: When the trigger die is 10+, this weapon inflicts its wielder's choice of the Bleeding, Cracked, or Sore conditions to its target.

plus-circleBackstab: If you attack a target that cannot see you, you deal +2 damage.

minus-circleLoud: Attacking with this weapon creates a loud noise that gets the attention of everything in the general area, especially when used multiple times in succession. The consequences of this will vary depending on the circumstances, but in any case makes this weapon an exceptionally poor choice for stealth.

minus-circleSlow Reload: In order to use this weapon, you need to reload it first. Reloading happens automatically when you take a movement action, or costs an action by itself if you don't want to move. Once reloaded, the weapon can be used to attack with another action as normal, but will then need to be reloaded once again.

minus-circleAmmunition: When the trigger die rolled with the attack is 1-3, mark off 1 Supplies. This weapon cannot be used if you have no Supplies remaining.
caret-right Alternative plus-circleLonger Range: You can fire at subjects further away than 50 meters, up to a maximum of 500 meters.

minus-circleAccuracy Drop: Shooting at very distant targets carries a failure chance. Failure chance is 3 for targets within 51-100 meters, 6 for targets within 101-200 meters, and 9 for targets within 201-500 meters.
Condition Explanation
cut-palm Bleeding minus-circle When rolling to remove condition at the end of the round, lose 1 Flesh if result is 1-4 and lose nothing if result is 5-8. Rolling to remove as an action during the round does not cause damage regardless of trigger die result.
cracked-helm Cracked minus-circle Maximum Flesh is reduced to 4. Lose any excess Flesh when gaining the condition. Regain any Flesh lost to the condition when it is removed. When inflicted by a weapon attack, Cracked is applied to the subject immediately after damage is dealt.
player-pain Sore minus-circle Do not automatically regain lost Attention at the beginning of each round.

Headshot

Offense plus-circleDevastating Critical: Critical hits with this weapon deal triple normal damage instead of the normal double damage.

Magazined

Offense plus-circleAnother In The Chamber: Advanced construction means you no longer need to reload between shots.
caret-right Alternative plus-circleDouble Tap: You can choose to fire off multiple bullets per attack to really make sure the job gets done. Bonus damage on a Double Tap attack is increased to +5 instead of the normal +2.

minus-circleAmmo Eater: Every time you choose to Double Tap for extra damage, Supplies are consumed on a trigger die roll of 1-6 instead of 1-3.

Piercing

Offense plus-circleCover Breaking: Attacks ignore partial cover, and treat total cover as total concealment instead (failure chance 6).

plus-circleShield Denial: Attacks ignore the protection afforded by shields from the Shieldbearer class.

plus-circleLineshot: When the trigger die is 7+, your shots pass through your primary target and hit another target of your choice behind them. The same trigger die result is used for the effect of your shot on both targets. You must be able to draw a straight line through any part of your space and both your targets' spaces in order to use Lineshot on them.

minus-circleLet's Not Get Crazy: While your shots have amazing piercing power, they're not unlimited. You can shoot through a normal wall to hit a target hiding behind it without any trouble, but probably not two walls or a wall that's made of brick. You definitely can't shoot through a reinforced vault door or a meter of concrete. The referee gets veto power for what can and can't be shot through.

Rifling

Offense plus-circleLong Distance: Your base range increases to 200 meters instead of 50.
caret-right Alternative plus-circleRemote Strike: You can choose to increase your base range up to 1000 meters instead of 200.

minus-circleSlow Shot: Increasing base range in this way requires you to spend an action aiming, then another action to shoot.

minus-circleSpecial Ammo: Bullets capable of accuracy at such long range don't come cheap. Every shot fired in this way cost 1 Supplies regardless of the trigger die result.
caret-right Alternative plus-circleLonger Range: You can fire at subjects further away than 200 meters, up to a maximum of 2000 meters (or if you're also using the Remote Strike alternative application detailed above further away than 1000 meters, up to a maximum of 10 km).

minus-circleAccuracy Drop: Shooting at very distant targets carries a failure chance. Failure chance is 3 for targets within 201-500 meters (1001-2000 meters for Remote Strike), 6 for targets within 501-1000 meters (2001-5000 meters for Remote Strike), and 9 for targets within 1001-2000 meters (5001-10000 meters for Remote Strike).

Silenced

Offense plus-circleSsh!: Using the weapon does not create any noise (at least, not any louder than any other weapon).

Enterprises

Gunslinger School The settlement hosts an institution that teaches the secrets of this class for a small fee. Keystones of this class can be purchased here for 1 Dosh each.
Shooting Range Space has been set aside for target practice with Remote weapons. Adventurers can spend a training fee of 1 Dosh in the establishment to temporarily increase their Remote combat skill by +1 until the end of the current session. A Shooting Range cannot be used more than once in a given session by any single adventurer.
Squad The settlement is home to a squad of 10 soldiers focusing on this class's weapon type. A single settlement can have multiple versions of this enterprise. All 10 soldiers are level 5 and have the same abilities/statistics, determined by you. At least two of the soldier's five abilities need to be weapon abilities, and all of the soldier's abilities need to be ones personally known by the retiring adventurer who establishes the squad. Squads fight for the interests of their local settlement. If a squad is wiped out, it can be restored to fighting order by spending 5 Dosh.
gunslinger.1584474766.txt.gz · Last modified: 2020/03/17 13:52 by kyle