Gunner
valzi edited this page Dec 4, 2019
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2 revisions
Grit | Additional items |
---|---|
1 | 3 Blunderbusses, derringer, powder horn. |
2 | Blunderbuss, dagger, powder horn. |
3 | Blunderbuss, derringer, powder horn. |
4 | Blunderbuss, powder horn. |
5 | Pistol, powder horn. |
6 | Fake pistol, powder horn. |
HD: 1D6.
Saving throws against poison and area effects succeed on a 1-2 on 1D6.
Trained in light armor.
Trained in (able to use the tags of) guns.
Tag:
- +1 to Initiative.
- Reloading a firearm only requires one round.
- If you fire a gun at a stationary target over 30' away and miss, your next ATK roll against the target gains a Boon.
- When bracing your body against a stable object for 2 rounds to prepare, +1 per damage die for the first shot. (The modified result may cause exploding damage.)
- If no one is looking toward you, you can draw your gun and shoot it before anyone reacts.
- If you make a startling attack with a gun and kill your target, enemies who can see the attack must Check Morale.
- +1 damage to all firearm damage dice. (The modified result may cause exploding damage.)
Require a powder horn or flask.
When hit by a firearm, Save or lose your action(s) on the next combat round.
3 rounds to reload.
Name | Tags | Range | Cost |
---|---|---|---|
Blunderbuss | [accurate] [deadly] [reactive] | melee | -- |
Derringer | [deadly] [reactive] | melee | -- |
Musket | [heavy] [deadly] [reactive] | 100' | -- |
Pistol | [deadly] [reactive] | 30' | -- |
[accurate]
- Instead of the attacker rolling ATK or the defender rolling DEF, the defender must Save against Paralysis. (Against a laser, a character must spend an entire round to attempt the save.)
- If there are multiple attackers, the save is normal versus the first, at -4 versus the second and so on.
[deadly]
- On a Damage roll of 6, roll again and add the damage. This continues until a number that is not 6 is rolled. Now any ammo in the weapon is depleted.
[heavy]
- Roll 2D6 and keep the higher result for damage. (Crossbows deal 1D6*2 damage.)
- A non-martial character wielding a heavy weapon goes last in combat.
- Wielding [heavy] weapons without training penalizes Initiative by +1.
[reactive]
- When attacked while wielding a [reactive] weapon the defender will receive an automatic, additional attack with that weapon before the attacker can complete their own attack.