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shotgunner

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They say there are many methods for combating creatures of pure evil: prayer, clean living, good works. They call me a scoundrel for preferring my trusty blunderbuss, but, well! They can go fuck themselves.

Shotgunners wield a different sort of firearm than Gunslingers do: the kind that disperses a small cone of painful bits across an area instead of singular, well-aimed bullets. The weapon described by these rules cleaves more closely to a videogamey conception of shotguns than the real-life article, but if that kind of thing bothers you then how did you make it this far into the rules anyway?

This is a weapon and subject to universal weapon rules.

Shotgunner Area Weapon. Fire a spread of shrapnel.
caret-right Carnage Increased target potential.
caret-right Flechettes Inflict the Splintered condition.
caret-right Heavy Spit Better damage close-up and longer falloff distance.
caret-right Pump-Action Reloading's not an issue.
caret-right Pushback Knock targets away/down.
Enterprises Shotgunner School
Shotgunner Squad

Shotgunner

Offense plus-circleAttack: As an action, you may make an area attack against a number of targets within an equilateral triangle, one corner of which must be adjacent to your position.

plus-circleVariable Targets: This weapon can hit a different number of potential targets in its area of effect depending on the trigger die, up to a maximum of 4:
- If the trigger die is a 1-3, only the closest target is hit.
- If 4-6, the closest two are hit.
- If 7-9, the closest three.
- If 10-12, the closest four.
If multiple creatures are equidistant and the boomstick cannot hit all of them, select which will be hit randomly.

plus-circleArea Weapon: This weapon does not suffer failure chances from concealment and failure chances from mismatched sizes between attacker and target are reduced by 12.

plus-circleClose Bonus: This weapon deals +2 damage to all targets within 5 meters.

minus-circleRange Falloff: This attack has a special failure chance of 6 against targets within 11-20 meters. It cannot be used against targets further away than 20 meters at all.

minus-circleConstrained: The attack's effect emanates outwards from its starting point (the corner of the triangle that's adjacent to you). Walls and solid barriers can prevent its spread and protect things behind them. Creatures do not constrain the effect's spread.

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, the attack uses 1 point of Supply or one use of an Ammo Bag item. This weapon cannot be used if you have no Supply/Ammo Bag uses remaining.

Carnage

Offense plus-circleMore Targets: The maximum number of targets the weapon can affect per attack is equal to the number on the trigger die (1-12 instead of 1-4, basically).

Flechettes

Offense plus-circleNeedle Spray: When the trigger die displays a result of 10+, all attacked targets gain the Splintered condition.

plus-circleStacker: Every time your attack would inflict the Splintered condition on a target that already has it, the attack instead deals +2 damage.
caret-right Alternative plus-circleConditioner: If you hit with the attack but the trigger die is not 10+, you can choose to apply the Splintered condition anyway.

minus-circleSupply Cost: Every time you force targets to gain the Splintered condition when they normally wouldn't, you must spend 1 Supply/Ammo Bag use.
Help Splintered creatures are stuck all over with jagged bits.
minus-circle Lose 1 Endurance immediately after every move action taken (including free move actions). If no Endurance remains, lose Vitality instead.

Heavy Spit

Offense plus-circleLonger Falloff: The weapon's maximum range and effectiveness at close range are further enhanced, as such:
- Against targets within 2 meters, the attack deals +5 damage.
- Against targets within 10 meters, the attack deals +2 damage.
- Targets within 20 meters are attacked normally.
- The attack has a special failure chance of 6 against targets within 21-50 meters.
- Targets further away than 50 meters cannot be targeted at all.

Pump-Action

Offense plus-circleCh-Chick: Advanced construction means you no longer need to reload between shots.
caret-right Alternative plus-circleBoth Barrels: You can choose to fire off multiple shells per attack to really make sure the job gets done. When giving them both barrels, the attack always deals +2 bonus damage and critically hits (doubling Escalation bonus to damage and inflicting the Bleeding condition) on a 10+ instead of the normal 12. This bonus damage is in addition to the normal bonus damage from close range, if any.

minus-circleAmmo Eater: Every time you choose to use Both Barrels for extra damage, Supply/Ammo Bag uses are consumed on a trigger die roll of 1-6 instead of 1-3.

Pushback

Offense plus-circleHella Kick: Creatures damaged by the weapon are physically moved 2 meters directly away from you.

minus-circleHuge Exemption: Exceptionally large creatures that occupy multiple spaces are immune to this effect unless every space they occupy was in the shrapnel cone.
Offense plus-circleDestabilize: When the trigger die is 10+, all creatures moved by the blast also gain the Prone condition.
caret-right Alternative plus-circleGet Down: You can choose to inflict Prone on all moved targets regardless of the trigger die result.

minus-circleSupply Cost: Every time you knock down targets that weren't normally going to be, you must spend 1 Supply/Ammo Bag use.
Help Prone creatures are lying on the ground or otherwise very off-balance.
minus-circle Impairment to all movement.

minus-circle Incoming melee attacks deal +2 damage.

plus-circle Incoming projectile attacks have a failure chance of 3.

Enterprises

Shotgunner 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 Supply each.
Shotgunner 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. Two of the soldier's five abilities need to be from this class, 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 Supply.
shotgunner.1570649886.txt.gz · Last modified: 2019/10/09 13:38 by kyle