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.
Equipment |
Rope. |
Weapons |
1 Snap Pistols
(1D6 + special damage)
1 Gun belt of Snap pistol
Ammo (last 1D3 adventures) |
Armour |
None. |
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.
2D6
|
Area Hit
|
Damage
|
2
|
Leg |
1D6 |
3-4
|
Arm |
1D6 |
5-6
|
Stomach |
1D6+3 |
7-10
|
Chest |
1D6+4 |
11
|
Head |
1D6+6 |
12*
|
Eye
(no armour modifier)
|
1D6+8 |
*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
ITEM
|
COST (buy)
|
COST (sell)
|
STOCK
|
DESCRIPTION
|
Snap Pistol
|
120 |
50 |
8 |
This is a basic pistol, with
six chambers. |
Snap Pistol Ammo Belt
|
60 |
15 |
5 |
This ammo belt
will supply the Snap Pistol with enough ammunition for 1D3
Adventures. |
Spit Fire Pistol
|
250 |
60 |
8 |
The Spit Fire Pistol fires
a larger bullet, inflicting +1 Damage. |
Spit Fire Pistol Ammo Belt
|
80 |
25 |
5 |
This ammo belt will supply
the Spit Fire Pistol with enough ammunition for 1D3 Adventures.
|
Blood Pistol
|
500 |
60 |
8 |
The Blood Pistol fires armor
piercing bullets, that can ignore a targets armor on a 6+.
The shop owner will only sell this pistol if he sees the Gunfighter
is worthy, e.g. played at least 2 Adventures with the Spit
Fire Pistol. |
Blood Pistol Ammo Belt
|
100 |
400 |
7 |
This ammo belt will supply
the Blood Pistol with enough ammunition for 1D3 Adventures.
|
Dark Pistol
|
1800 |
100 |
8 |
The Dark Pistol fires bullets
that explode outwards once imbedded in a target, causing +
4 dam, if target is actually wounded. The shop owner will
only sell this pistol if he sees the Gunfighter is worthy,
e.g. played at least 3 Adventures with the Blood Pistol.
|
Dark Pistol Ammo Belt
|
300 |
200 |
8 |
This ammo belt will supply
the Dark Pistol with enough ammunition for 1D3 Adventures.
|
Execution Pistol
|
3000 |
1500 |
9 |
The Execution Pistol is the
most powerful Pistol. Its bullets ignore 3 points of armor,
causes +3 dam, and an extra 1D6 damage on a 6+ to hit, and
if another 6 is rolled, then roll again, adding the amount,
etc.
The shop owner will only
sell this pistol if he sees the Gunfighter is worthy, e.g.
played at least 4 Adventures with the Dark Pistol.
|
Execution Pistol Ammo Belt
|
400 |
200 |
9 |
This ammo belt will supply
the Execution Pistol with enough ammunition for 1D3 Adventures.
|
Rifle
|
400 |
100 |
9 |
As long as a mans
arm, these long fire arms are very accurate at long range.
For every 3 square away from the users target +1 may be added
to hit, and +1 to the "Area Hit" chart. |
Rifle Ammo
|
100 |
80 |
9 |
This ammo case
will supply Rifle with enough ammunition for 1D3+1 Adventures.
|
Gattling Gun
|
4500 |
1000 |
10 |
The Gattling gun
is a massive multi barreled gun. The user must sacrifice 1
attack to set it up on its own swivel stand, then wind the
side crank to fire it. Sacrifice all remaining attacks when
firing. Use 1D6 dice to hit, and for each hit roll on the
"Area Hit" chart with a -1 modifier. If that target
is felled then the user can keep firing onto another target,
which must be in and adjacent square (Line of squares). This
time use 1D6-1 dice to hit. Continue this process until either
the hits don't fell a creature or the user runs out of damage
dice. At the end of every battle the Gattling Gun is used
in roll 1D6. On a 1-2 its ammo for the remainder of the Adventure
has been exhausted. Packing up the Gattling gun to move it,
also takes 1 attack. Attacks cannot be made if a warrior is
blocking the target.
|
Gattling Gun Ammo Case
|
600 |
200 |
9 |
This ammo case
will supply Gattling Gun with enough ammunition for 1 Adventure.
|
Explosion Sticks
|
150 each |
50 |
8 |
With a technology,
many believe to be stolen from the dwarves, these hand held
cylindrical sticks explode, when lit and thrown. They cause
the target model 2D6 unmodified damage, and all adjacent models
1D6 unmodified damage. Can also blow open locked doors on
a 5+.
|
Boiler Plate
|
1000 |
- |
10 |
Hard metal Boiler
Plate from Dwarf Forges. Straps onto the front of the Gunsmith
and gives +2 Toughness.
|
Cigars + Fire Sticks
|
20 |
- |
5 |
Cigars are tightly
rolled up dried grasses and leaves, in brown paper. One end
is lit by a "fire stick", and the other end is placed
in the users mouth and "smoked." Fire sticks are
small sticks with crystallized gunpowder at the end. When
drawn across a rough surface the powder ignites and burns
the stick. They can be used to re-light the lantern (instant).
The Cigars and Fire Sticks will last for 1D3 Adventures.
|
Chewing Tobacco
|
15 |
- |
5 |
Small grass leaves,
chewed by some gunfighters, then spat out. There is enough
chewing tobacco for 1D3 Adventures. |
Riding Horse
|
1500 |
- |
6 |
A horse will give
the Gunfighter a quicker travel time. Each journey he may
deduct 1-2 weeks from travel time. The Horse costs an extra
2 Gold a day to feed at a settlement. |
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:
1 Moving over to pull
the two drunks off her he slips in the mud cracking his head
on a rock. He awakes early next morning to find 1D6x100 Gold
gone from his carry bag.
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
ACTION
|
MODIFIER
|
Barge Aside |
0 |
Bluff Enemies |
+2 |
Climb on Shoulders |
+1 |
Climb Wall |
+1 |
Construction |
0 |
Crawl |
+1 |
Difficult Shot |
+3 |
Disarm Enemy |
0 |
Disarm Trap |
0 |
Distract Enemy |
+1 |
Duck |
+1 |
Fight Defensively |
-1 |
Hide |
-1 |
Hold Door |
0 |
Identify |
0 |
Improvise Weapon |
- |
Interrogate |
+2 |
Jump |
0 |
Kick Over |
+1 |
Leap |
0 |
Lift Trapdoor |
0 |
Listen at Door |
+1 |
Loosen/Tie
Bonds |
0 |
Make Bandages |
0 |
Make Rope |
0 |
Move Heavy
Objects |
-1 |
Pick Lock |
-1 |
Play Dead |
0 |
Read |
0 |
Search Object |
0 |
Search Rooms |
0 |
Start Fires |
+2 |
Stun Enemies |
+1 |
Swing on Rope |
+1 |
Take Cover |
+3 |
Understand
Speech |
0 |
Wait/Interrupt |
+1 |
Wedge Door |
0 |
BATTLE
LEVEL TABLE
Battle Level |
Gold
|
Title
|
Move
|
WS
|
BS
|
Str
|
Dam. Dice |
T
|
Wounds
|
I
|
A
|
Luck
|
WP
|
P
|
1 |
0 |
Gunslinger |
4 |
2 |
3+ |
3 |
1 |
3 |
1D6+7 |
5 |
1 |
1 |
6 |
3+ |
2 |
2,000 |
Marksman |
4 |
2 |
3+ |
4 |
1 |
3 |
2D6+7 |
5 |
1 |
1 |
6 |
3+ |
3 |
4,000 |
Marksman |
4 |
3 |
3+ |
4 |
1 |
3 |
2D6+7 |
5 |
2 |
1 |
6 |
3+ |
4 |
8,000 |
Marksman |
4 |
3 |
2+ |
4 |
2 |
4 |
3D6+7 |
5 |
2 |
2 |
6 |
2+ |
5 |
12,000 |
Sharp Shooter |
4 |
4 |
2+ |
4 |
2 |
4 |
3D6+7 |
5 |
3 |
2 |
6 |
2+ |
6 |
18,000 |
Sharp Shooter |
4 |
4 |
2+ |
4 |
2 |
4 |
4D6+7 |
5 |
3 |
2 |
6 |
2+ |
7 |
24,000 |
Sharp Shooter |
4 |
4 |
2+ |
4 |
3 |
4 |
4D6+7 |
6 |
3 |
3 |
7 |
2+ |
8 |
32,000 |
Sharp Shooter |
4 |
4 |
2+ |
4 |
3 |
4 |
5D6+7 |
6 |
3 |
3 |
7 |
2+ |
9 |
45,000 |
Expert |
4 |
4 |
2+ |
4 |
3 |
5 |
5D6+7 |
6 |
4 |
3 |
7 |
2+ |
10 |
50,000 |
Expert |
4 |
4 |
2+ |
4 |
3 |
5 |
6D6+7 |
6 |
4 |
4 |
8 |
2+ |
Gunfighter
by Ben Head.
|