The Gunslinger

Give the Gunslinger a knife and he can slice some bread. Give him a sword and he’ll probably lop off his own hand. But if you give him a couple of pistols, you can just sit back and watch the body count rise.

Health

Gunslingers start with 8+Muscles Health and gain an additional 4+½ Muscles Health at each new level.

Armor

Gunslingers are trained in light armor only.

Weapons

Gunslingers are trained with grenades, light melee weapons, pistols, shotguns and submachine guns. All other weapons are used with a -2 attack penalty.

Starting gear

Gunslingers start with the following items:

  • Autoloader OR six-shooter OR combat magnum
  • Autoloader OR six-shooter OR machine pistol
  • Recon armor
  • Dagger
  • Medkit
  • 2 rations
  • 4 ammo clips
  • $100

Gunslinger abilities

Level 1 Grit, Hotshot
Level 2 Both guns blazing
Level 3 Pistolero
Level 4 Fan the hammer
Level 5 Lightning reflexes
Level 6 Bloody vengeance
Level 7 Nerves of steel
Level 8 Faster than your shadow
Level 9 Who dares wins
Level 10 High noon showdown

Grit

You have 3 points of Grit, which you can spend to use the various tricks and techniques you learn during your career as a Gunslinger, and you gain an additional point at each even-numbered level you attain (2nd, 4th, 6th, 8th and 10th). You also gain +1 Grit if your Guts is 6 or higher, or +2 Grit with Guts 9 or higher.

You can use your various Grit-powered abilities as often as you like, provided that you have enough Grit to spend. If you run out of Grit, you can still try to use such an ability by rolling Guts versus 12 + 2 per point of Grit normally required (an ability costing 3 Grit would be DF 18). Should you fail the roll, you lose your next action (the attack you were attempting in the case of most abilities, or your next available action if you tried to use Bloody vengeance or Faster than your shadow).

You start each battle with at least half of your max Grit available, even if you have used your points in previous encounters. If you usually have 8 Grit max, you will start each battle with a minimum of 4 Grit available to spend. You also recover one used point whenever you score a critical hit or kill an enemy with a one-handed non-explosive ranged weapon (you will still get only one point if your attack is a critical hit that also kills the enemy). All used points are recovered after an 8-hour rest.

Hotshot

Being the fastest gun on Prometheus doesn’t mean much if you can’t hit the broad side of a barn. Spend 1 Grit before an attack with a one-handed non-explosive ranged weapon to gain a +2 bonus to the attack roll and +1 damage die if the attack hits. You can spend an additional point to use this ability with a two-handed weapon.

At the 4th level you can choose to gain +1 critical chance instead of rolling an additional damage die; you must decide before making the attack roll.

Both guns blazing

You have mastered the extremely cool and not at all impractical style of firing a gun with each hand. The penalty for attacking with two ranged weapons is reduced by 2. When both weapons successfully hit with a natural 15 or higher, you can spend 1 Grit to immediately attack with one of them again.

Pistolero

You have trained extensively in the use of pistols, turning such light firearms into instruments of death and destruction. You gain a +2 bonus to attack rolls with pistols. At the 5th level, you also roll +1 damage die with pistols. At the 8th level, your pistol attacks also gain +1 critical chance.

Fan the hammer

When you get going, you can make any pistol look like a freaking machine gun. After you attack with a pistol, spend 2 Grit to immediately attack the same target with that weapon again. You can automatically use this ability without spending any Grit if your attack roll is a natural 19 or higher.

Lightning reflexes

You’re so fast you’re like a blur… and the good thing about blurs is that they don’t get hit that often. You roll +1 die for initiative rolls. You also have a +2 bonus to Evasion against any attack  you’re aware of; you lose this bonus if you are bound, paralysed or otherwise unable to move.

Bloody vengeance

You certainly know how to hold a grudge! After being hit by an attack, spend 1 Grit to gain a +2 bonus to attack rolls and +1 critical chance against the attacker until the end of the battle. This ability can only be used once per battle on the same enemy.

As a side-effect, you also have a +2 bonus to Charisma rolls made to intimidate, threaten or make someone back down.

Nerves of steel

People who lose their cool end up dead more often than not. Your Guts score is permanently increased by 1 point, to a maximum of 10.

Faster than your shadow

They draw first, you shoot them. Spend 3 Grit when you become the target of a ranged attack to make a pistol attack against the attacker; if you are armed with two pistols you can attack with both. If your Reflexes is higher than the enemy’s, you shoot before he does, otherwise your counterattack occurs right after the enemy attack is resolved. You cannot use this ability when you are the target of an explosive or other area-effect attack.

Who dares wins

If it’s not a trick shot, it might as well be a miss. Once per round, when you hit with a non-explosive ranged weapon, you can choose to roll Guts versus a DF selected by you before you make the damage roll. A successful roll inflicts extra physical damage (depending on the DF selected), but the attack becomes a miss if the roll fails.

DF 12 +2 damage
DF 16 +4 damage
DF 20 +6 damage
DF 24 +8 damage
DF 28 +10 damage

High noon showdown

When it’s you against the world, the smart money is on you. Spend 5 Grit and use an action to make three attacks with any non-explosive one-handed ranged weapon. At the end of the round, you can make one more attack with such a weapon, plus an additional attack for each natural 17 or higher that you scored on the previous attack rolls.

New weapons

  Type Damage Range Ammo Cost
Machine pistol Pistol 1D6 physical 50/250 feet 4 $600
Mini-shotty Pistol 1D12 physical 30/150 feet 3 $400
One-shot express Pistol 2D12 physical 100/500 feet 1 $600

 

Common weapons

Mini-shotty

A revolver firing shotgun shells. What will they think of next?

  • Can be held with one hand.
  • +2 attack when shooting at someone within 15 feet.
  • Half damage beyond effective range.
  • +1 critical chance.
  • -2 attack with less than 4 Muscles.
  • Needs both an action and a move to reload.

One-shot express

This is essentially an oversized pistol that can fire heavy sniper bullets, which is both awesome and crazy in equal parts. As the name implies, you only get one shot so make it count.

  • Can be held with one hand.
  • -2 attack with less than 6 Muscles.
  • Critical hits inflict an additional 1d8 damage.

Machine pistol

This small rapid-fire weapon is right up your alley if you’re not a one-hit-one-kill snob. Call it a sub-submachine gun.

  • Can be held with one hand.
  • No penalty when shooting at someone within 5 feet.
  • Reloads as a move.
  • Can be fired as a move with -3 attack.

Special weapons

Bullseye

Rare hand cannon ($10,000)

Featuring unparalleled accuracy for a pistol, this gun is as close as you’ll ever get to a one-handed sniper rifle.

The Bullseye has a +1 bonus to attack rolls and doesn’t suffer any penalty when shooting beyond its effective range.

Models

  1. Brutal: When a hit inflicts more damage than the target’s Toughness, it pushes him 5 feet back and he must roll Reflexes versus 20 to avoid falling prone (requiring a move to stand up again).
  2. Fiery: Shots inflict fire damage.
  3. Heavy: +2 damage.
  4. Lightning: Shots inflict electric damage.
  5. Nasty: +1 critical chance.
  6. Vicious: Critical hits inflict an additional 1d8 damage.

Defiance

Uncommon mini-shotty ($3,000)

The Defiance has a +1 bonus to attack and damage rolls.

Models

  1. Brutal: When a hit inflicts more damage than the target’s Toughness, it pushes him 5 feet back and he must roll Reflexes versus 16 to avoid falling prone (requiring a move to stand up again).
  2. Corrosive: Shots inflict acid damage.
  3. Heavy: +2 damage.
  4. Lightning: Shots inflict electric damage.
  5. Mayhem: Damage reduced to 1D8, but attacks 2 targets with one shot if they are within 5 feet of each other.
  6. Nasty: Additional +1 critical chance.

Destiny

Rare mini-shotty ($9,000)

The Destiny has +2 damage dice.

Models

  1. Arctic: Shots inflict cold damage.
  2. Brutal: When a hit inflicts more damage than the target’s Toughness, it pushes him 5 feet back and he must roll Reflexes versus 18 to avoid falling prone (requiring a move to stand up again).
  3. Fiery: Shots inflict fire damage.
  4. Heavy: +2 damage.
  5. Mayhem: Damage reduced to 1D8, but attacks 2 targets with one shot if they are within 5 feet of each other.
  6. Nasty: Additional +1 critical chance.

Fury

Rare one-shot express ($11,000)

The Fury has a +1 bonus to attack and damage rolls, and +1 critical chance.

Models

  1. Brutal: When a hit inflicts more damage than the target’s Toughness, it pushes him 5 feet back and he must roll Reflexes versus 18 to avoid falling prone (requiring a move to stand up again).
  2. Corrosive: Shots inflict acid damage.
  3. Fiery: Shots inflict fire damage.
  4. Heavy: +2 damage.
  5. Hunting: Range increased to 200/1,000 feet.
  6. Vicious: Extra critical damage increased to 2d8.

Mosquito

Rare machine pistol ($11,000)

The Mosquito has a +1 bonus to attack and damage rolls and inflicts an additional 1d8 damage on a critical hit.

Models

  1. Balanced: Only suffers -2 attack when attacking with two weapons (other weapon suffers the usual penalty).
  2. Corrosive: Shots inflict acid damage.
  3. CQB: +2 attack and +2 damage when shooting at someone within 15 feet.
  4. Fiery: Shots inflict fire damage.
  5. Heavy: +2 damage.
  6. Turbo: When an attack roll scores a natural 19+ (hit or miss), you may immediately fire another shot at the same target.

Nosferatu

Rare six-shooter ($8,000)

Each shot of this gun steals vital nutrients from the target and transmits them back to you via a psi-link. It’s a win-win.

                The Nosferatu rolls +1 damage die. When an attack hits, you regain 1 Health if the highest damage die rolled 1-3, 2 Health on a roll of 4-5 or 3 Health on a roll of 6. You don’t regain any Health if the target is a mech.

If you score a natural 1 on an attack roll with the Nosferatu, you immediately lose 1d6 Health.

Models

  1. Balanced: No penalty when attacking with two weapons.
  2. CQB: +2 attack and +2 damage when shooting at someone within 15 feet.
  3. Fiery: Shots inflict fire damage.
  4. Heavy: +2 damage.
  5. Thirsty: On a critical hit, you regain twice the normal Health.
  6. Vicious: Critical hits inflict an additional 1d8 damage.

Outgunner

Rare combat magnum ($10,000)

A revolutionary close quarters battle system designed to be even more accurate with multiple targets makes sure that you can be outnumbered, but never outgunned.

The Outgunner doesn’t suffer any penalty when shooting at someone within 5 feet. It gains a +3 bonus to attack and damage rolls against someone within 15 feet. This bonus is increased to +4 if there are at least 3 enemies within 15 feet, and +5 with 5 or more enemies.

Models

  1. Arctic: Shots inflict cold damage.
  2. Balanced: Only suffers -2 attack when using two weapons (other weapon suffers the usual penalty).
  3. Fierce: Spend 1 additional ammo before an attack to fire a burst that does +1 damage die and +2 damage if it hits.
  4. Heavy: +2 damage.
  5. Nasty: +1 critical chance for shots within 15 feet.
  6. Stabilised: No penalty for low Muscles.

Redeemer

Legendary mini-shotty ($33,000)

Thanks to its multiple modes of fire, from pinpoint accurate to widespread mayhem, this clever gun can meet a variety of challenges and come out on top.

The Redeemer has a +2 bonus to attack rolls and a +4 bonus to damage rolls. Choose one of the following modes of fire before making an attack:

  • Buckshot: Does 3D12 damage with Range 50/250 feet and can attack 2 targets with one shot if they are within 5 feet of each other.
  • Shrapnel: Attacks everyone in a cone that is 30 feet long and 15 feet wide at its end. Make a single attack roll; anyone hit takes 3D8 damage.
  • Slug: Does 3D12 damage with Range 100/500 feet and its damage is not reduced beyond the effective range.

Models

  1. Arctic: Shots inflict cold damage.
  2. Brutal: When a hit inflicts more damage than the target’s Toughness, it pushes him 5 feet back and he must roll Reflexes versus 22 to avoid falling prone (requiring a move to stand up again). This ability doesn’t work in shrapnel mode.
  3. Focused: The Redeemer gains +2 damage but cannot use shrapnel mode.
  4. Heavy: +2 damage.
  5. Nasty: Additional +1 critical chance.
  6. Vicious: Critical hits inflict an additional 1d8 damage.

Ruiner

Uncommon one-shot express ($4,000)

The Ruiner has +1 critical chance.

Models

  1. Arctic: Shots inflict cold damage.
  2. Brutal: When a hit inflicts more damage than the target’s Toughness, it pushes him 5 feet back and he must roll Reflexes versus 16 to avoid falling prone (requiring a move to stand up again).
  3. Corrosive: Shots inflict acid damage.
  4. Heavy: +2 damage.
  5. Hunting: Range increased to 200/1,000 feet.
  6. Vicious: Extra critical damage increased to 2d8.

Shieldmaiden

Uncommon autoloader ($2,500)

Sometimes the best defence is not a good offense, but a gun that envelops you in a protective field. And can also shoot bullets.

While holding the Shieldmaiden, you gain a +1 bonus to your Evasion and armor. This is cumulative with any armor that you are already wearing and cannot be damaged by acid attacks.

Models

  1. Balanced: No penalty when attacking with two weapons.
  2. CQB: +2 attack and +2 damage when shooting at someone within 15 feet.
  3. Fierce: Spend 1 additional ammo before an attack to fire a burst that does +1 damage die and +2 damage if it hits.
  4. Heavy: +2 damage.
  5. Lightning: Shots inflict electric damage.
  6. Overprotective: Protective bonus increased to +2.

Slicer

Uncommon autoloader ($2,500)

Razor-sharp bullets inflict nasty wounds and blood loss by the bucketful, so that even a grazing shot by this gun is dangerous.

Anyone hit by the Slicer loses 1 Health at the end of each round, for a number of rounds equal to the damage rolled. This effect stops if the target receives any kind of healing (any effect that restores 1 or more Health). Mechs are immune to this effect.

Multiple attacks with the Slicer against the same target will not cause additional health loss, but may extend the duration of the effect.

Models

  1. Balanced: No penalty when attacking with two weapons.
  2. Corrosive: Shots inflict acid damage.
  3. CQB: +2 attack and +2 damage when shooting at someone within 15 feet.
  4. Fierce: Spend 1 additional ammo before an attack to fire a burst that does +1 damage die and +2 damage if it hits.
  5. Heavy: +2 damage.
  6. Tormenting: Anyone shot also suffers a -1 penalty to any d20 rolls required by actions for as long as he continues losing Health.

Stinger

Uncommon machine pistol ($4,000)

The Stinger has a +1 bonus to attack and damage rolls.

Models

  1. Balanced: Only suffers a -2 penalty when attacking with two weapons (other weapon suffers the usual penalty).
  2. CQB: +2 attack and +2 damage when shooting at someone within 15 feet.
  3. Fiery: Shots inflict fire damage.
  4. Heavy: +2 damage.
  5. Lightning: Shots inflict electric damage.
  6. Turbo: When an attack roll scores a natural 19+ (hit or miss), you may immediately fire another shot at the same target.

Surprise

Rare mini-shotty ($9,000)

It’s a cookbook! Come unarmed, then take your enemies by surprise as this extremely useful gun suddenly appears in your hand.

The Surprise has a +1 bonus to attack and damage rolls.

A newly acquired Surprise can be attuned to your biometric and psionic signature as a 15-minute process. The same process is required when transferring the gun to another person. It can only be primed to a single user at a time.

If you are primed to the Surprise and your hand is free, you can use a move and think a mental keyword to teleport the weapon to your hand from up to 100 miles away. The Surprise will appear almost instantaneously and allow you to make one attack against a target up to 30 feet away as part of the same move. It cannot teleport again for the next hour.

Models

  1. Brutal: When a hit inflicts more damage than the target’s Toughness, it pushes him 5 feet back and he must roll Reflexes versus 18 to avoid falling prone (requiring a move to stand up again).
  2. Fiery: Shots inflict fire damage.
  3. Heavy: +2 damage.
  4. Mayhem: Damage reduced to 1D8, but attacks 2 targets with one shot if they are within 5 feet of each other.
  5. Nasty: Additional +1 critical chance.
  6. Party: You can shoot twice when the weapon teleports in.

Tarantula

Uncommon six-shooter ($2,500)

Sometimes you might want to take an enemy alive. This gun can fire shots that entangle the target in a mess of sticky and surprisingly strong fibres.

Before making an attack roll with the Tarantula, you can choose to fire a web shot instead of a regular shot. If it hits, the target takes no damage but becomes entangled in a web that reduces his speed to just 5 feet and inflicts a -4 penalty to most physical actions (including attacks). While trapped, the target does not add his Reflexes to Evasion. The target can use an action to try and break free by rolling Muscles versus 16. The webbing can also be cut by doing 10 or more damage with a sharp weapon.

The Tarantula cannot entangle a huge creature. It must be reloaded after firing a web shot.

Models

  1. Balanced: No penalty when attacking with two weapons.
  2. Corrosive: Shots inflict acid damage.
  3. CQB: +2 attack and +2 damage when shooting at someone within 15 feet.
  4. Heavy: +2 damage.
  5. Iron: +2 DF to break free.
  6. Vitriolic: An entangled target suffers 2 points of acid damage at the beginning of each round.

Torquemada

Exotic machine pistol ($24,000)

Thanks to the nasty shredder ammo it shoots, simply walking around with this gun is considered a crime against humanity.

Anyone hit by the Torquemada loses 2 Health at the end of each round and suffers a -1 penalty to all d20 rolls required by actions, for a number of rounds equal to the damage rolled. Multiple attacks against the same target will not cause additional Health loss or action penalty, but can extend the duration of the effect. This effect stops if the target receives any kind of healing (any effect that restores 1 or more Health). Mechs are immune to the Torquemada’s effect.

Models

  1. Balanced: Only suffers -2 attack when attacking with two weapons (the other weapon suffers the usual penalty).
  2. CQB: +2 attack and +2 damage when shooting at someone within 15 feet.
  3. Heavy: +2 damage.
  4. Lightning: Shots inflict electric damage.
  5. Tormenting: Action penalty increased to -2.
  6. Turbo: When an attack roll scores a natural 19+ (hit or miss), you may immediately fire another shot at the same target.

Zigzag

Exotic one-shot express ($24,000)

It might only have one bullet in the chamber, but when that bullet is smart enough to zig to bandit no 1, zag to bandit no 2 and generally perforate multiple targets, you might not need a second one.

When you hit a target with the Zigzag, you can immediately make an attack against another enemy within 50 feet of the target at a -2 penalty. If the second shot also hits, make a third attack against someone within 50 feet of the second target at a -4 penalty. Continue making additional attacks at an increased penalty (-6, -8 and so on) until one of them fails or you run out of targets. The additional attacks do not consume any ammo and cannot strike the same target twice.

Models

  1. Brutal: When a hit inflicts more damage than the target’s Toughness, it pushes him 5 feet back and he must roll Reflexes versus 20 to avoid falling prone (requiring a move to stand up again).
  2. Fiery: Shots inflict fire damage.
  3. Heavy: +2 damage.
  4. Homing: No penalty for the first extra attack.
  5. Hunting: Range increased to 200/1,000 feet.

Vicious: Critical hits inflict an additional 2d8 damage.

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