GunFighter The Gunfighter is just as the name suggests a Gunslinger, a Sharp Shooter and a Drifter. With technology on the slow uprise throughout the Old World, Gunfighters, although still rare, have become more frequent. They are slim with piercing eyes, and an iron will. Their power is within the two pistols at their sides, which they use with deadly accuracy.
STARTING AS A GUNFIGHTER The Gunfighter may use any items that Barbarians and Elves can use, including 'Barbarian Only' but not 'Elf Only' items. The Gunfighter starts with the following equipment.
SPECIAL RULES The Gunfighter is an expert marksman with his pistols, and whenever firing them at a target, must go through the following procedure. First - Designate the target. Roll to hit using Ballistic Skill. If successful, roll 2D6 on the "Area Hit" chart below, and roll appropriate damage.
*When hitting a humanoid target (nothing larger that an Ogre) in the eye roll another 1D6. On 5-6 they are killed outright, as the bullet pierces the brain. When shooting at Monsters without one or any of the parts in the "Area Hit" chart, still use it, as it refers to the equivalent part on that monster. In place of a death blow, if he kills a Monster with one shot he may fire at another Monster in a forward arc as long as he has enough bullets. This is referred to as 'Fanning'. Once the six bullets in a gun have been fired it must be reloaded, costing one attack. It will cost two attacks if the Gunfighter is pinned by an enemy actually attacking him, and only sacrificing 1 attack in this situation will load 3 bullets. The Gunfighter is only allowed 1 attack for his whole career. All attack bonuses on the Battle Level chart refer to the amount of ballistic attacks he can make a turn. The Gunfighter also has the Dodge 6+ special ability. He is so quick on his feet and is able to dodge out of the way of enemy's attacks. SETTLEMENTS The Gunfighter may enter any Human settlement without problem. Gun Slingers have been around for sometime now and many older one have retired and started up "Gunsmith Shops." These keep various old and new pistols and in some cases rifles. To see if there is a Gunsmith in the particular settlement the Gunfighter is in roll 2D6. On a 5 or higher, (+1 for City or Seaport) there is, and he may visit it. GUNSMITH
UNEVENTFUL DAYS Uneventful days for the Gunfighter are rare, so when one is rolled, roll 2D6 on the following table: 2 The Gunfighter spends his day cleaning his pistol(s), and checking ammo. 3 The Gunfighter runs into an old enemy Gunslinger in town. A stand off takes place where the fastest draw is the winner. Roll 1D6. On a 3-6 the Gunfighter has won, and takes his Gun belt of Snap pistol ammo, good for 1 more Adventure. On a 2, Roll again as both people missed. On a 1 the rival gunfighter has shot the Gunfighter Dead, and robs his body of valuables. 4 The Day Passes without incident. 5 The Gunfighter is approached by another Gunfighter. He strikes up the idea of a shooting contest, with the winner winning 250 Gold from the other. He also says he will supply the ammo if he accepts. If he does accept then both of them walk just outside of town where the Gunslinger sets up 1D6 bottles on an old fence. The Gunfighter must then roll 1D6 to see how many he shoots down. Now the same amount of bottles are placed up on the fence for the rival Gunslinger, who must also roll 1D6 to see how many he shoots down. The shooter who shot the most down wins. If it is a draw then repeat the procedure. They then part ways and return to the settlement. 6 The Gunfighter comes across two drunken men molesting a young lady. If he wishes to intervene roll 1D6: 2 Calling out to the two men, he tells them to hit the road, but one turns quickly and fires a crossbow at him, causing 1D6+4 damage. The Gunfighter then shoots the crossbow man down, and his accomplice flees. He then helps the woman to the nearest hospitable building and continues on his way. 3 Walking slowly up behind the two drunks he says in a low powerful voice "Are you done?" Whirling around at the interruption the two (roll 1D6). On a 4-6 they flee at the sight they see before them. On a 1-3 they get up to attack. The Gunfighter sustains 1D6 damage before shooting them both dead. He then helps the woman to the nearest hospitable building and continues on his way. 4 The two men see his approach and flee down the alleyway fearful of his epic silhouette. He then helps the woman to the nearest hospitable building and continues on his way. 5 Noticing a dagger in one of the men's hands he lifts his pistol and fires. The shot shoots the dagger clean out of his hand, and the Gunfighter says "I think you boys best be on your way." With that they stumble down the street in a drunken stagger. Helping the lady to her feet he finds her to be of wealthy stature and has no problem receiving the 1D6x50 Gold she gives him for his help. 6 Walking slowly up to the two men from behind the Gunfighter draws one of his pistols and cracks the butt of it over one of their heads, knocking him out. The other man turns his head sharply only to have the pistol barrel shoved in his mouth. The mans eyes rise to see the Gunfighters cold glaring eyes, scaring him so much he stumble backwards and flees down the alleyway. Helping the lady to her feet he finds her to be of wealthy stature and has no problem receiving the 1D6x50 Gold she gives him for his help. 7 Walking down the main street of town the Gunfighter is avoided by most people. Finally he comes to a large man who actually steps into his path. Glaring into the mans eyes the Gunfighter says nothing. Roll 1D6. (If he has the "glaring squint" skill go directly to 4-6. On a 1-3, the large man says, "You're a trouble maker! I've seen you before, you're the one who killed my friends!" With that he attacks. Fight a battle with the man. Treat him as a Battle Level 1 Barbarian. Collect treasure from the battle, from what the man had on him. On a 4-6 the Gunfighters piercing eyes cause fear in the man and he steps aside. 8 The Gunfighter remembers the past and all the people he has helped and slain. Clearing these thoughts from his mind he continues on. Roll 1D6. On a 1 he is at -1 Luck next adventure, on a 6 he is at +1 Luck for the next adventure. 9 Deciding to catch up on some target practice the Gunfighter goes just outside of town and sets up some bottles shooting them down with ease. For the next adventure he may add +1 to the "Area Hit" chart. 10 Along the Gunfighters travels in the settlement he comes across a Gunsmith selling all items at 10% off. 11 The weary Gunfighter is stopped by a woman on the street who chats on about meaningless rubbish while he says nothing. Finally she moves on and the Gunfighter only finds out later that 1D6x50 Gold has been stolen from him, perhaps from an accomplice to the woman. 12 Seeing a robbery in progress the Gunfighter steps in the doorway of the bank, blocking their exit. The three robbers turn to run out, only to be greeted by the chiseled silhouette of the Gunfighter in the doorway. They all raise their crossbows to fire at him. Roll 1D3 to see how many he manages to shoot down before they let loose their bolts. Any remaining robbers fire a crossbow bolt causing 1D6+4 damage. He then shoots the remainder down, and is rewarded by the bank 1D6x70 Gold for his efforts. SKILLS The Gunfighter gain new skills through the experience of adventuring. Every battle level the Gunfighter achieves may result in him gaining a skill, listed below. 2 ACCURACY The Gunfighter has grown extremely accurate when firing his pistols. When ever using the "Area Hit" chart, he may add +1. He may also add +1 when rolling on the Gunfighters unexpected settlement event 5. 3 FAST RELOAD The Gunfighter has become so used to his pistols that reloading them has become automatic. It will now cost no attacks to reload his gun(s), even if pinned! 4 REACTION SHOT The Gunfighter has become a very fast draw and when monsters are placed on the board (when no other battle is going on), he draws his pistol with lightning speed, firing off 1D3 bullets before any other turns, including ambush. 5 CRACK SHOT Once per adventure the Gunfighter may, when using a pistol, bypass rolling on the Area Hit chart and go directly to the eye result on that chart. 6 REPEAT FIRE Once per adventure the Gunfighter may sacrifice one attack to fire off all remaining bullets in his pistol at one target. The damage is totaled. If the target is killed, he cannot fire at another (like deathblow). 7 GLARING SQUINT The Gunfighter has become a master of glaring at people with un-fearing eyes, and using powerful, seldom spoken words. Whenever coming across an event that includes negotiations to achieve something, with a human, or humanoid (use common sense), he may add 2 to the roll required. If it is an event to try and purchase something, roll a dice and times it by ten to find the percent he gets off the item. 8 DOUBLE GUNS The Gunfighter now has the ability to use two pistols at once. He must state which he is using at the time and may alternate them with his different attacks. Once ammunition is exhausted, one gun must be holstered, while the other is reloaded. He may then pull out another, loaded one. (No attack sacrifice, house rule). 9 FEARLESS Through-out his career the Gunfighter has faced death many times and now no longer fears it. He has become immune to all fear. Terror rolls remain the same. 10 DISARM The Gunfighter has become skilled at shooting weapons and items from people's hands and belts. Once per battle he may attempt this. He must choose a weapon or item on an enemy and make a successful ballistic roll. If it is an item that is hit, it has been damaged or broken beyond use. If the target is a weapon then it is shot out of the enemies' hand 1D3 squares in a random direction. When the enemy is unpinned it will move to the weapon and pick it up, costing one whole attack phase. While unarmed, a Monster will use a normal sword instead. 11 RICOCHET When the Gunfighter misses a target that is standing directly in front of a wall or solid object, roll 1D6. On a 6 the bullet has rebounded off the wall back at the target. Roll on the "Area hit" chart with a -2 modifier, and work out the damage accordingly. 12 CRITICAL HIT Whenever a 6 is rolled to hit, roll another 1D6. On a 1-3 work out damage as normal. On a 4-6 the shot has hit a critical area on the target, causing double damage. ROLEPLAY MODIFIERS
BATTLE LEVEL TABLE
by Ben Head. |