Gunslinger
You can make uncannily precise shots without aiming. This ability works with any weapon that uses Beam Weapons, Gunner, Guns, or Liquid Projector skill. It gives no bonuses when using muscle-powered missile weapons (but the GM is free to introduce a low-tech version that works with Blowpipe, Bow, Crossbow, Sling, etc.).
This is the cinematic gunman advantage. In a Gun Fu campaign, it gives access to any cinematic ability (advantage, perk, skill, or technique) that the GM feels could logically work with a gun, and these following combat effects:
- When firing single shots (RoF 1-3) from a one-handed weapon, you get the Accuracy bonus of your weapon without the need for an Aim maneuver. When using a two-handed weapon or automatic fire, you get half the Accuracy bonus (round up) without the need to Aim. If you do Aim, you always get full Acc, and bracing, scopes, and additional seconds of Aim provide the usual benefits.
- While you can’t add your gun’s Acc bonus when you Move and Attack, you can ignore its Bulk penalty as well as any extra penalties the GM assesses for jumping or acrobatics on foot. This makes Close-Quarters Battle (p. 26) redundant for you.
- Ignore the -2 for Pop-Up Attacks (p. B390). You enjoy the benefits of Cool Under Fire (p. 18) without needing that perk.
- Ignore the rules for Bulk in close combat (p. B391). You don’t get your Acc bonus there, but you never suffer a Bulk penalty. Close-Hip Shooting (p. 26) is unnecessary for you.
- Ignore the Hypnotism and Power Blow prerequisites for Invisibility Art (p. 24) and Flying Leap (p. 24), respectively.
- Halve the default penalties for Fanning (p. 27), Fast-Firing (p. 27), Quick-Shot (p. 29), Thumbing (p. 29), and Two-Handed Thumbing (p. 30). If you choose to raise these techniques, buy them up from their improved defaults.
- Halve the sum of all Fast-Draw (Ammo) penalties and round in your favor. You can easily reload while moving, crouching behind cover, etc.
Special Limitations
At the GM’s option, you can buy a cheaper version using the Accessibility limitation (p. B110):
- Arsenal: All one-handed ranged weapons used with Beam Weapons, Guns, and Liquid Projector (beam pistols, handguns, self-defense sprays, and machine pistols and sawed-off shotguns used in one hand); all two-handed ranged weapons used with Beam Weapons, Guns, and Liquid Projector (all varieties of long arms, from shotguns to flamethrowers to laser rifles); or everything used with just one of the three skills above (e.g., “Beam Weapons Only” or “Gunner Only”). -20%
- Gun Rack: All one-handed ranged weapons used with either Beam Weapons, Guns, or Liquid Projector (e.g., “One-Handed Guns Only” or “One-Handed Beam Weapons Only”); all two-handed ranged weapons used with either Beam Weapons, Guns, or Liquid Projector (e.g., “Two-Handed Guns Only” or “Two-Handed Beam Weapons Only”); or everything used with one specialty of the three skills above (e.g., “Guns (Pistol) Only” or “Beam Weapons (Rifle) Only”). -40%
- Type: A subset of everything used with one specialty of the three skills above (e.g., “Revolvers Only” or “Blaster Pistols Only”). -60%
- Model: One specific model of ranged weapon (e.g., “Colt Model 1873 Only” or “Ford ‘Solo’ Blaster Only”).
This ability is intended for cinematic games with an “action movie” ambience. The GM may wish to forbid it in a completely realistic campaign.