Você está na página 1de 8

THE GUNNER

LEVEL BASE ATTACK FORT SAVE REF SAVE WILL SAVE SPECIAL
BONUS
1st +1 +2 +0 +0 Full kit, gunner knack
2nd +2 +3 +0 +0 Gunner knacks (2)
3rd +3 +3 +1 +1 Armor training 1
4th +4 +4 +1 +1 Gunner knack, honed instincts +1
5th +5 +4 +1 +1 Weapon training 1
6th +6/+1 +5 +2 +2 Gunner knack
7th +7/+2 +5 +2 +2 Armor training 2
8th +8/+3 +6 +2 +2 Gunner knack, honed instincts +2
9th +9/+4 +6 +3 +3 Weapon training 2
10th +10/+5 +7 +3 +3 Gunner knack
11th +11/+6/+1 +7 +3 +3 Armor training 3
12th +12/+7/+2 +8 +4 +4 Gunner knack, honed instincts +3
13th +13/+8/+3 +8 +4 +4 Weapon training 3
14th +14/+9/+4 +9 +4 +4 Gunner knack
15th +15/+10/+5 +9 +5 +5 Armor training 4
16th +16/+11/+6/+1 +10 +5 +5 Gunner knack, honed instincts +4
17th +17/+12/+7/+2 +10 +5 +5 Weapon training 4
18th +18/+13/+8/+3 +11 +6 +6 Gunner knack
19th +19/+14/+9/+4 +11 +6 +6 Armor Mastery
20th +20/+15/+10/+5 +12 +6 +6 Capstone knack, Honed instincts +5

Every four levels thereafter (9th, 13th and 17th), Blunt: BKI Shotfist, RS security truncheon, SO
a gunner becomes further trained in another manriki-gusari, unarmed strike, WT Shillelagh
group of weapons. He gains a +1 bonus on attack Havoc Stick
and damage rolls when using a weapon from Close: AoG Armaments Exo-Claw, BKI kite shield,
this group. In addition, the bonuses granted by BKI Shotfist, BKI Swordgun, RS Jointlock stun
previous weapon groups increase by +1 each. For gloves, UP Duke McCoy combat knife, unarmed
example, when an gunner reaches 9th level, he strike, WT lacerator knife.
receives a +1 bonus on attack and damage rolls
with a new weapon group, and a +2 bonus on Energy: AGA BC1 beam carbine, AGA BSR 1 beam
attack and damage rolls with the weapon group sniper rifle, AGA MR1 maser rifle, AGA PL-1 pulse
selected at 5th level. Bonuses granted from over- laser pistol, AGA PLR pulse laser rifle, AGA PMG-1
lapping groups do not stack. Take the highest pulse machine gun, AGA X-4 particle beam rifle,
bonus granted for a weapon if it resides in two particle beam cannon, SR Cyclone EMP gun.
or more groups. A bounty hunter also adds this Enforcement: Black Knight Xbow bolt thrower,
bonus to any combat maneuver checks made Marsworks Javelin coil bolt thrower, Ravenlocke
with weapons from this group. This bonus also Securities riot gel gun, Ravenlocke jointlock stun
applies to the bounty hunters Combat Maneu- gloves, Ravenlocke security truncheon, Senti-
ver Defense when defending against disarm and nel Rock cyclone EMP gun, Sentinel Rock gyroc
sunder attempts made against weapons from pistol, Sentinel Rock gyroc rifle, Sentinel Rock
this group. retiarius net launcher, and Wasteland Traders
Weapon groups are defined as follows (GMs shillelagh havoc stick.
may add other weapons to these groups, or
create entirely new groups):
11
Heavy: AGA Arbalest 120mm heavy ML, AGA bonus on the attack rolls made by a single ally
Annihilator personal rail cannon, AGA Damna- who can see or hear the gunner. That ally gains
tion, AGA Mjolnir AMR, AGA Purge , AGA-RG30 the bonus until the end of the gunners next
Enforcer railgun, AGA Thumper, AGA Vindicator turn. The gunner can use this ability a number of
rail cannon, AS Foley Arms TAW 2022, BK Lib- times a day equal to 3 + his Intelligence modifier.
erator minigun, BK Maverick light auto cannon, Camouflage: The gunner can use the Stealth
Bessy .50 heavy machine gun, Pyro-Hydra 4 skill to hide in any of his favored terrains, even if
Tube 50mm ML, RPG-17 rocket propelled grenade, the terrain doesnt grant cover or concealment.
WT MG-762m 7.62mm. A gunner must have the favored terrain ability
Cybermonk: AD pain whip, SO dragonfly tessen, and be at least 8th level to select this ability.
SO manriki-gusari, SO Miyamoto K-tana, SO Close Control: The gunner becomes skilled at
monowhip, SO whirlwind butterfly swords, forcefully moving his opponent around. The
unarmed strike. gunner gains a +1 bonus on bull rush, drag, and
Natural: unarmed strike and all natural weapons, reposition combat maneuver checks. The gunner
such as bite, claw, gore, tail, and wing, including also gains a +1 bonus to CMD when attacked
cyberweapons. with the bull rush, drag, and reposition maneu-
Pistols: AGA Black Knight Limited, AGA Cyber- vers. These bonuses increase by +1 for every
chromium Rat .75, AGA Thunderbolt, AS Foley four levels after 2nd (to a maximum of +5). This
Arms TAW 2022, AS Foley Arms Watchdog, HT bonus also applies to the DC of any Escape Artist
HT-9 holdout pistol, PD Saturday Night Sprawl attempts made to escape any restraints you
Special, SC Urchin pistol, SR 12.7mm Gyroc pistol, place on opponents.
SR Street Talker 6mm, UP Columbus twin-barrel, Cooperative Combatant: When a gunner uses
WT long barrel the aid another special attack, he may affect one
Rifles: AGA-12 MAW, AS Foley Arms TAW 2022, additional ally per point of his Intelligence modi-
BKI BK-616, BKI Amphibious Rifle, BK XBow fier. For each ally that a gunner aids, he can pick
Bolt Thrower, MW Javelin Coil Bolt Thrower, whether to grant that ally the +2 bonus on its
SC Assassins Rifle, SR 12.7mm Gyroc Rifle, UP next attack or the +2 bonus to his Defense Score
Punk3D Rifle, Tarantula Hunting Rifle, WT Pneu- against the opponents next attack on that ally,
matic Dart Rifle and can grant different allies different bonuses.

Shotguns: AGA Thunder, AS Foley Arms TAW Evasion: The gunner can avoid attacks with
2022, BKI Tiger Claw, RS Riot Gel Gun, WT BD-4DY great agility. If he makes a successful Reflex
12g saving throw against an attack that normally
deals half damage on a successful save, he
Submachine guns: Mosquito Storm, RS P9D, UP instead takes no damage. Evasion can be used
Gutter Punk, WT Wanderer only if the gunner is wearing personal armor or
Thrown: SO dragonfly tessen, UP Duke McCoy no armor. A helpless gunner does not gain the
combat knife, UP Ironfang spring-blade, WT lac- benefit of evasion. A gunner must be at least
erator knife. 8th level to select this ability.
Armor Mastery: At 19th level, a gunner gains Favored Enemy: The gunner selects a type from
an extra DR 4/ whenever he is wearing armor the favored enemies table. This may be a par-
or using a shield. ticular race and subtype, such as androids, or a
particular type of person, such as gangers. He
GUNNER KNACKS
gains a +2 bonus on Bluff, Knowledge, Percep-
Battle Insight: As a swift action, a gunner can tion, Sense Motive, and Survival checks against
grant his Intelligence modifier as an insight creatures of his selected type. Likewise, he gets
12
a +2 bonus on weapon attack and damage rolls (geography), Perception, Stealth, and Survival
against them. A gunner may make Knowledge skill checks when she is in this terrain. A bounty
skill checks untrained when attempting to iden- hunter traveling through her favored terrain
tify these creatures. adds half her class level to any DCs to be tracked
At 5th level and every five levels thereafter (though she may leave a trail if he so chooses).
(10th, 15th, and 20th level), the gunner may At 8th level and every five levels thereafter, the
select an additional favored bounty. In addi- bounty hunter may select an additional favored
tion, at each such interval, the bonus against terrain. In addition, at each such interval, the skill
any one favored enemy (including the one just bonus and initiative bonus in any one favored
selected, if so desired) increases by +2. Alter- terrain (including the one just selected, if so
nately, a gunner can choose to focus on a more desired), increases by +2.
specific subset of enemy. If a gunner chooses If a specific terrain falls into more than one cat-
a focused enemy, then he gains a +4 bonus egory of favored terrain, the bounty hunters
against them, but only a +1 bonus against others bonuses do not stack; she simply uses which-
of the larger group. For example, he may choose ever bonus is higher.
to focus not simply on gangers, but on the South
Side Stormtroopers in particular. Against those Hide in Plain Sight: While in any of his favored
particular gangers, the gunners bonus is +4, terrains, a gunner can use the Stealth skill even
but only +1 against gangers from other gangs. while being observed. A gunner must be at least
10th level to select this ability.
The favored enemies are divided by both phys-
iology and culture. If a specific creature falls into Hunters Bond: A gunner gains the ability to
more than one category of favored bounty, the share his expertise with his companions. This
bounty hunters bonuses do not stack; he simply allows the gunner to spend a move action to
uses whichever bonus is higher. grant half his favored enemy bonus against a
single target of the appropriate type to all allies
Favored Terrain: At 3rd level, a bounty hunter within 30 feet who can see or hear him. This
may select a type of terrain from the Favored bonus lasts for a number of rounds equal to
Terrains table. The bounty hunter gains a +2 the bounty hunters Wisdom modifier (minimum
bonus on initiative checks and Knowledge 1). This bonus does not stack with any favored
TABLE: FAVORED ENEMIES enemy bonuses possessed by his allies; they
TYPE (SUBTYPE) use whichever bonus is higher.
Aberration Hunters Tricks: Hunters tricks typically grant a
Agent boon or bonus to the gunner or a nearby ally. The
Animal (cyborg) gunner learns one trick, selected from the list
Animal (synthetic) below, at the level he chooses this knack. Every
Construct two levels thereafter, he learns another trick. A
Ganger gunner can use these tricks a total number of
Grifter times per day equal to 1/2 his gunner level + his
Hacker Wisdom modifier. Tricks are usually swift actions,
Humanoid (android) but sometimes move or free actions that modify
Humanoid (cyborg) a standard action, usually an attack action. Once
Humanoid (human) a trick is chosen, it cant be retrained. A gunner
Humanoid (hybrid) cannot select an individual trick more than once.
Humanoid (simulacrum) A gunner must be at least 6th level to select
Smuggler this ability.
Street Rat
13
The following is a list of hunters tricks and their attacks of opportunity against it when it moves
effects. from that square. The ally must end this move-
Aiding Attack: The gunner can use this trick ment in a square adjacent to the bounty hunter.
as a free action when he hits a creature with The ally must be able to see and hear the gunner
an attack. The next ally who makes an attack to take this movement.
against the target creature before the start of Hateful Attack: The gunner can use this trick as
the gunners next turn gains a +2 circumstance a free action when he makes an attack against
bonus on that attack roll. one of his favored enemies. The gunner doubles
Bolster Ally: The gunner can use this trick as the threat range of his weapon for this attack.
an immediate action when an ally is hit with an This does not stack with other abilities that
attack or a combat maneuver. The allys Defense increase a weapons threat range.
Score and combat maneuver defense increase Hobbling Attack: The gunner can use this trick
by +4 for the purposes of that attack. If the as a free action when he hits with an attack. The
attack still hits, the ally only takes half damage target of the attacks land speed is reduced by
(if any). The ally must be able to see or hear the 1/2 for 1d4 rounds.
gunner to benefit from this trick. Hunters Step: The gunner can move up to twice
Catfall: The gunner can use this trick as an his speed as a move action. The gunner does not
immediate action when he falls 20 or more feet, take any penalty on Stealth checks for move-
ignoring the first 20 feet of the fall when cal- ment during this move. This move provokes
culating the falling damage. If the gunner takes attacks of opportunity as normal.
no damage from the fall, he does not fall prone. Quick Climb: The gunner can climb at his full
Defensive Gun Stance: The gunner can use this speed as a move action without penalty.
trick as a swift action. Until the start of his next Quick Swim: The gunner can swim at his full
turn, his ranged attacks do not provoke attacks speed as a move action without penalty.
of opportunity.
Rattling Strike: The gunner can use this trick as
Deft Stand: The gunner can spend a move a free action before he makes a melee attack.
action to stand up without provoking attacks If the attack hits, the target is shaken for 1d4
of opportunity. rounds.
Distracting Attack: The gunner can use this trick Reckless Leap (Ex): As a free action, the gunner
as a free action before he makes an attack. If can attempt a jump as if he had a running start,
the attack hits, the target takes a 2 penalty on without moving at least 10 feet before the jump.
all attack rolls for 1 round.
Second Chance Strike (Ex): When he misses with
Expert Advice: As a swift action, the gunner can a melee attack, the gunner may reroll his attack
grant all allies within 30 feet that are within line at a 5 penalty. Using this ability is an immedi-
of sight and can hear him a +2 bonus on skill ate action.
checks with a single skill of his choice. The gunner
must have at least one rank in the chosen skill. Skill Sage (Ex): As a free action, the gunner can
This bonus lasts for 1 round. roll twice on any one skill check and take the
better result. He must have at least 1 rank in
Follow Me!: The gunner can use this trick as an that skill to use this ability.
immediate action when an ally moves. When
the ally moves, the square it starts out in is not Stalkers Senses: As an immediate action, the
considered threatened by any opponent it can gunner gains a +10 insight bonus on Perception
see, and therefore visible enemies do not get checks for 1 round.

14
Sucker Punch: The gunner can use this trick as a Mobile Gunner: The gunner becomes skilled
swift action, allowing an ally to make one melee at firing ranged weapons while in a vehicle.
attack against an adjacent creature as an imme- He only takes a 2 penalty on attack rolls with
diate action. The ally must be able to see and ranged weapons if the vehicle he occupies takes
hear the bounty hunter to make this attack. a double move. This penalty increases to 4
Surprise Shift: The gunner can move 5 feet as a during a triple move. A gunner must be at least
swift action. This movement does not provoke 4th level to select this ability.
attacks of opportunity and does not count as Move Along!: A gunner gains a +5 competence
a 5-foot step. bonus to Diplomacy and Intimidate checks made
Trick Shot: As a standard action, the gunner to direct crowds. Additionally, a gunner can make
can make a ranged attack that ignores conceal- the Diplomacy check as a standard action rather
ment (but not total concealment), soft cover, than a full-round action.
and partial cover. Quarry: A gunner can, as a standard action,
Upending Strike: The gunner can use this trick denote one target within his line of sight as
as a free action just before he makes a melee his quarry. Whenever he is following the tracks
attack. If the attack hits, he may make a free trip of his quarry, a bounty hunter can take 10 on
combat maneuver against the target. his Survival skill checks while moving at normal
speed, without penalty. Any Bluff, Diplomacy,
Vengeance Strike: The gunner can use this trick or Intimidate rolls used to gather information
as an immediate action when an enemy adja- or convince someone to aid him in finding his
cent to him hits an ally with a melee or ranged quarry gain a + 4 bonus. In addition, he receives
attack. The gunner can make a single melee a +2 insight bonus on attack rolls made against
attack at his highest base attack bonus against his quarry, and all critical threats are automat-
the opponent who attacked his ally. ically confirmed. A gunner can have no more
Improved Evasion: The gunners evasion than one quarry at a time and the creatures type
improves. This ability works like evasion, except must correspond to one of his favored enemy
that, while the gunner still takes no damage types. He can dismiss this effect at any time as
on a successful Reflex saving throw against a free action, but he cannot select a new quarry
attacks, he henceforth takes only half damage for 24 hours. If the gunner sees proof that his
on a failed save. A helpless gunner does not quarry is dead, he can select a new quarry after
gain the benefit of improved evasion. A gunner waiting 1 hour. A gunner must be at least 10th
must have evasion ability and be at least 14th level to select this ability.
level to select this ability. Secure the Prisoner: A gunner adds half his
Improved Quarry: The gunners ability to hunt class level to the DC of Escape Artist checks
his quarry improves. He can now select a quarry against any restraints he places on a target.
as a free action, and can now take 20 while Serve and Protect: At 5th level, a gunner can
using Survival to track his quarry, while moving provide cover fire for allies and protect those
at normal speed without penalty. The bonus close to him. When using a full attack action with
to Bluff, Diplomacy, or Intimidate rolls used to a firearm (either a full attack, burst, or autofire),
gather information or convince someone to aid enemies take a 1 penalty on ranged attack rolls
him in finding his quarry increases to +8. His against the sector cop and his allies. These pen-
insight bonus to attack his quarry increases to alties increase by 1 for every four levels after 5th
+4. If his quarry is killed, he can select a new (to a maximum of 4 at 17th level).
one after 10 minutes have passed. A gunner
must be at least 14th level to select this ability.

15
Shadow Target: A gunner learns to track a target Take Em Alive: When a gunner makes an attack
through urban areas, by keeping visual contact with a melee weapon, pistol, or rifle that would
on the subject and following without being seen do enough damage to render the target dead or
as well as using tracers to ping a targets TAP, dying, he may choose to inflict nonlethal damage
following by tracking interactions between the instead. A gunner must be at least 6th level to
targets TAP and hyper reality devices as well select this ability.
as DataNet connectivity. Track: A gunner adds half his class level (minimum
Using the first method is a Bluff check opposed 1) to Survival checks made to follow tracks.
by a Perception check by the target. If the gunner Capstone Knack: At 20th level, a gunner
beats his target on the opposed roll, then the chooses one of the following knacks.
target is unaware it is being followed. This
opposed roll is repeated each time there is a Master Hunter: A gunner of 20th level becomes
change of route or venue (the target turns onto a master hunter. He can always move at full
a different street and the gunner follows, or the speed while using Survival to follow tracks
target leaves the street and enters a building without penalty. He can, as a standard action,
with the gunner following). make a single attack against a favored enemy at
his full attack bonus. If the attack hits, the target
The second method requires a Knowledge takes damage normally and must make a For-
(local) check by the gunner to identify the target titude save or die. The DC of this save is equal
by its TAP signature. If this roll is successful, then to 10 + 1/2 the gunners level + the gunners
the gunner continues to make Knowledge (local Wisdom modifier. A gunner can choose instead
checks) to track the targets movements and to deal an amount of nonlethal damage equal
location, or alternately the gunner can activate to the creatures current hit points. A successful
a tracker engram to follow the target instead save negates this damage. A gunner can use this
(using the engrams Knowledge (local) score in ability once per day against each favored enemy
place of the gunners score to do so). type he possesses, but not against the same
Sub Rosa: A gunner learns how to subtly probe creature more than once in a 24-hour period.
for leads when attempting to locate his quarry. Weapon Mastery: At 20th level, a gunner
He adds +2 to any Bluff, Diplomacy, or Intimi- chooses one weapon. Any attacks made with
date rolls used to gather information or convince that weapon automatically confirm all criti-
someone to aid him in finding a target. cal threats and have their damage multiplier
Swift Tracker: The gunner can move at her increased by 1 (x2 becomes x3, for example). In
normal speed while using Survival to follow addition, he cannot be disarmed while wielding
tracks without taking the normal 5 penalty. He a weapon of this type.
takes only a 10 penalty (instead of the normal
-20) when moving at up to twice normal speed Gunner Paths
while tracking. A gunner must be at least 8th
level to select this ability. The three provided paths for gunners are the
bounty hunter, mercenary, and the sector cop.
Tactical Awareness: The gunner gains a +1 bonus
GMs and players can create new paths as they
on initiative checks. This bonus increases by +1
choose, or simply pick and choose talents regard-
for every four levels thereafter, to a maximum of
less of the path with which they are associated.
+5. For example, if the gunner takes this knack
at 2nd level, the bonus increases to +2 at 6th BOUNTY HUNTER
level, +3 at 10th, and so on. Bounty hunters are guns for hire, tasked with
the retrieval or elimination of specific targets.
Whether criminals attempting to skip the
16 countryor even the planetor individuals
that a government or Mega-Conglom wants Abilities: battle insight, cooperative combatant,
returned, dead or alive, the bounty hunter is tactical awareness, tactician, and the weapon-
the person for the job. His skill set allows him to mastery capstone.
track his quarry, and his combat training allows Feats: Armor Proficiency (military)*, Armor
him to take the quarry down once hes found it. Proficiency (power)*, Greater Called Shot*,
Role: Bounty hunters are useful to have around Improved Called Shot*, Martial Weapon Profi-
when someone needs to be found, no matter ciency (energy)*, Martial Weapon Proficiency
where. They can also hold their own in a fight, (flamethrower)*, Martial Weapons Proficiency
using their trained techniques to quickly take (special)*, Pilot Golemmech*, Weapon Focus, and
down the foe, dead or alive. Weapon Specialization.
Bounty Hunter Knacks: The following knacks *Feats marked with an asterisk are found in
are best suited for creating a bounty hunter. this book.
Abilities: camouflage, evasion, favored enemy, SECTOR COP
favored terrain, hide in plain sight, hunters
Sector cops have the taxing and dangerous job
bond, hunters tricks, improved evasion,
of enforcing law in the sprawl, a hostile envi-
improved quarry, quarry, shadow target, sub
ronment that actively dissuades such behavior.
rosa, swift tracker, take em alive, track, and the
Sector cops are hated and feared by the local pop-
master hunter capstone.
ulace, and not without reason. These men and
Feats: Agile Maneuvers, Combat Expertise, women have targets on them during working
Combat Reflexes, Greater Disarm, Greater hours. Sector cops respond to potential threats
Trip, Improved Disarm, Improved Trip, Martial with quick, decisive, and often lethal action. Add
Weapons Proficiency (special), Stand Still, Step to that many sector cops are as bad as the crim-
Up, Weapon Focus, Weapon Specialization. inals they oppose, and one can understand why
MERCENARY no benefit of the doubt is given. Still, there are
those who strive to do their duty and uphold
The battlefield in 2090 is more fearsome the law in a manner befitting their motto: To
than ever. Soldiers wage war on a battlefield Protect and Serve.
where giant golemmechs spread devastation,
thought-controlled drones can strike from land, Role: Sector cops know the streets as well as
air, or sea, and hackers and viruses play real- any ganger, and bring along a whole lot of fire-
time roles in combat maneuvers. The soldiers power to boot. They know how to function under
that come back alive from engagements in this pressure in an organized, professional fashion.
day and age are some of the toughest people That sort of discipline under fire can be a boon
walking, and some of the most in demand for to any team.
paid mercenary work. Not all wars are fought Sector Cop Knacks: The following knacks are
on open battlefields, but they all need experi- best suited for creating a sector cop.
enced warriors. Abilities: close control, move along!, no escape,
Role: Combat training, battlefield experience, shadow target, and serve and protect.
and conditioned to follow orders. You cant ask Feats: Ambush Squad, Combat Expertise,
for a better combination when you need some Combat Reflexes, Improved Disarm, Improved
serious muscle on your team. If you need a Initiative, Improved Trip, Improved Unarmed
golemmech pilot, or someone who can handle Strike, Improved Grapple, Martial Weapon Pro-
a missile launcher, then a mercenary is your best ficiency (special)*, Quick Draw, Step Up, Stunning
bet. Fist, Suppressing Fire*, and Suppression
Mercenary Knacks: The following knacks are
best suited for creating a mercenary. 17

Você também pode gostar