FF HERO: Gunner
by
on Thursday 09-02-2010 at 09:49 AM (161 Views)
GUNNER
Category: expert
Ability maxes: 8 10 12 10 10 10
Allowed Weapons: Crossbows, rifles
Allowed Armor: Armwear, Hats, Suits
Starting Ability:
Quick Trigger: +½d6 RKA Autofire: 5 shots (+1/2) Active cost 15 OAF (-1), 5 shot charges 2x clips (-1/2) Real cost 6 pts.
With smaller rounds, you are able to squeeze of 5 quick rounds. Costs no END. Make 5 shots. Get 2 clips per day.
Other abilities
Big shot: +2d6 RKA (30 Active points) OAF (-1) extra phase (-3/4) 4 Charges (-1) Real cost: 8 points.
You have a clip with extra powerful ammo. Activates on next phase. 4 uses per day.
Armor Piercing shot: Add AP to any rifle or crossbow atk up to an active cost of 35 pts (9 active pts). Delay phase (-1/4) real cost 7 pts.
Make any shot an armor-piercing round. Add the advantage AP to any weapon/power up to 35 active points in cost. Requires a delay phase action to use.
Shotgun blast: nonselective 16 m cone to any rifle or crossbow atk up to an active cost of 35 pts (9 active points). no range(-1/2) Real cost: 6 pts.
You spray an arc of bullets. Add the advantage 16 m non selective cone to any weapon/power up to 35 active points in cost. Cannot be used at range.
Grenade Launcher: +1d6 RKA area (4 m radius) (+1/4) 22 active points OAF (-1) extra segment (-1/2) 4 Charges (-1) Real cost: 6 pts.
Launch a grenade that blasts in an area. Target a spot (DCV3) then do 1d6 HKA to all targets in that area. 4 Charges per day.
Rubber Bullets: 6d6 blast (30 active pts) OAF (-1) 16 charges (-0) Real cost 15 pts.
Replace normal bullets with rubber bullets to help knock an opponent unconscious. 16 uses per day.
Magic Bullets: +4d6 RKA armor piercing (+1/4) (75 active points) OAF (-1) Requires a specific monster knowledge roll (-1/2) Variable limitation [only works against X {X being one of 3 monster types that are chosen at beginning of day] (-1/2) 3 Charges of 3 clips {for each monster type} (-3/4) Active cost 20 pts.
You utilize tailor-made bullets that penetrate a creature’s defenses. Each day, you get 3 clips of 3 charges each. Each clips contain creature specific killing rounds (chosen at beginning of day). To use each bullet, you must first make a knowledge roll about that monster type.
Suggested skills/talents:
Autofire
Weapon Familiarity
Weaponsmith
Combat Skill Levels
Defense Maneuvers
Fast Draw
Combat Luck
Combat Sense
Deadly Blow
Monster knowledge












