Path of the Gunner

The Path of the Gunner is for gunslingers, soldiers, and mercenaries who think any problem can be solved with more bullets. This Path is recommended for PER- and DEX-focused fighters who want to deal many multi-target ranged attacks.

**Requirements:** Quickfire (Fighter)

**Path Completion Bonus**: +1 Dexterity AND +1 Perception

## Core Abilities

**Trained Aim**

**Cost**: 300 XP

**Expedited for**: Alertness

**Activation**: Passive

For every ability purchased in the Path of the Gunner, gain +1 Accuracy on all attacks.

**Steady Sights**

**Cost**: 300 XP

**Expedited for**: Alertness

**Activation**: Passive

Whenever your Accuracy is reduced for a specific attack, regain 5 \* PER Accuracy up to your original Accuracy.

**Diamond Sights**

**Prerequisite**: **Steady Sights**

**Cost**: 400 XP

**Expedited for**: Alertness

**Activation**: Passive

*Can't make a diamond without a little pressure.*

Whenever your Accuracy is reduced for a specific attack, gain 10 \* PER Accuracy. (This may exceed your original Accuracy.) This ability replaces **Steady Sights**.

**Gun Down**

**Cost**: 300 XP

**Expedited for**: Alertness

**Activation**: 2 Actions, 3 Vim

Choose a hex up to PER meters away. Make a ranged skill strike on all hexes between you and your target hex; this attack has -20 Accuracy.

**Wild Shot**

**Cost**: 300 XP

**Expedited for**: Finesse

**Activation**: Attack, 3 Vim

This attack has -60 Accuracy and -6 damage (min. 1) but cannot be Evaded.

**Spray and Pray**

**Cost**: 300 XP

**Expedited for**: Finesse

**Activation**: 2 Actions, 4 Vim

*If this hailstorm don't hit you, nothin' will. Oh and, uh, duck friends!*

Choose a contiguous area 3 hexes by 6 hexes such that at least one hex is adjacent to you. Make a ranged skill strike against everything in this area (including allies); this attack has half of your normal Accuracy and deals half damage.

**Bullet Blitz**

**Cost**: 300 XP

**Expedited for**: Alertness, Finesse

**Activation**: 2 Actions

Make a ranged skill strike with each weapon in your hands at a -20 Accuracy penalty. You may pay 4 Vim to instead make two skill strikes per weapon. The attacks can have the same or different targets.

**Repeater Shot**

**Cost**: 300 XP

**Expedited for**: Alertness, Finesse

**Activation**: Attack, 3 Vim

This attack has half Accuracy and deals half damage but hits twice (against the same target).

**Six-Way Spree**

**Prerequisite**: **Spray and Pray**

**Cost**: 400 XP

**Expedited for**: Finesse

**Activation**: 2 Actions, 4 Vim

Make a ranged skill strike at a -30 Accuracy penalty. This attack targets every hex in six lines: from all of your adjacent hexes to PER meters away. If you are dual-wielding weapons, you may instead make two ranged skill strikes against the target area.

**Once More With Feeling**

**Prerequisite**: **Repeater Shot**

**Cost**: 400 XP

**Expedited for**: Finesse

**Activation**: Attack, 3 Vim

This ability is usable immediately after using **Repeater Shot**. Make another ranged basic attack against the target of your **Repeater Shot**.

**Gunner's Echo**

**Prerequisite**: **Once More With Feeling**

**Cost**: 500 XP

**Expedited for**: Finesse

**Activation**: Passive

Once per Rest, immediately after making any ranged skill strike, repeat that skill strike as a Free Reaction after resolving the first attack. The second attack does not need to have the same target.

**Lock and Load**

**Cost**: 300 XP

**Expedited** **for**: Alertness, Finesse

**Activation**: 3 Actions, 1 Reaction

*"Hold up, I'm reloading."*

Gain DEX **Loaded Ammo**. You may spend a **Loaded Ammo** as a free action to make your next ranged attack cost only 1 Action. You may use this ability between Encounters. You can hold only DEX **Loaded Ammo** at once.

**Bullseye**

**Cost**: 300 XP

**Expedited for**: Alertness

**Activation**: Passive

When you roll damage for a single-target ranged attack, roll an extra 1d6 every time a die shows a 6 (6s are "exploding").

**Quick Draw**

**Cost**: 300 XP

**Expedited for**: Finesse

**Activation**: Free Reaction, 3 Vim

Until the start of your next turn, using Equipment that normally require 1 Action now require only 1 Reaction, and using Consumables that normally require 1 Reaction are now free Reactions.

**Follow-Through**

**Cost**: 300 XP

**Expedited for**: Alertness, Finesse

**Activation**: 1 Reaction, 2 Vim

Until the start of your next turn, when your ranged attacks directly hit or kill your target, you may make another attack as a Free Reaction by spending 2X Vim, where X is the number of attacks you've made since you used **Follow-Through** last. Attacks made using **Follow-Through** cannot target enemies you've already attacked since you used **Follow-Through** last.

**The Shot Heard Around the World**

**Prerequisite**: **Follow-Through**

**Cost**: 400 XP

**Expedited** **for**: Finesse

**Activation**: Attack, 10 Vim

This ability is usable once per Rest when making a basic attack with a gun. This attack deals triple damage and is incredibly loud. For example, in an open field, the shot can be heard for miles around. In a building, the shot echoes throughout the building. The exact range of the sound is left to the GM's discretion.

**Rapid Fire Assault**

**Cost**: 300 XP

**Expedited for**: Alertness, Finesse

**Activation**: 2 Actions, X Vim up to DEX

Make X ranged attacks, using the same damage roll for all of them. Each attack deals 6 less damage than it normally would (min. 1) and has -10X Accuracy.

**Suppressive Fire**

**Cost**: 300 XP

**Expedited for**: Finesse

**Activation**: 1 Action, X Vim up to DEX

Choose 3X contiguous hexes within sight. All creatures in those hexes lose X Vim.

**Ricochet Shot**

**Cost**: 300 XP

**Expedited for**: Alertness, Finesse

**Activation**: Attack, 4 Vim

This ranged attack bounces off walls, objects, and creatures. Choose one effect:

* The attack targets up to PER targets within sight, using the same damage roll. Every subsequent attack after the first deals half the damage of the previous attack.
* The attack may target a hex that you don't have line of sight to if you have line of sight to a location that would be able to target that hex (such as around a corner)

**Loose Trigger**

**Cost**: 300 XP

**Expedited for**: Alertness, Finesse

**Activation**: Passive

Whenever you make a ranged skill strike, gain a **Loose Trigger** counter, up to 6. You may spend 3 **Loose Trigger** counters to make a ranged skill strike as a Free Action at a -30 Accuracy penalty.

**Anti-Tank Rounds**

**Cost**: 300 XP

**Expedited for**: Alertness, Finesse

**Activation**: Attack, 1 Reaction, 5 Vim

This attack ignores all Armor.

## Course of Heroism

**Toss Me a Clip**

*This ability is not required for the Path Completion Bonus.*

**Prerequisites**: Course of Heroism, **Lock and Load**

**Cost**: 400 XP

**Expedited** **for**: Alertness, Finesse

**Activation**: Passive

When an ally Supports you and you have less than DEX **Loaded Ammo**, regain 1 **Loaded Ammo**.

**You Have My Guns**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Heroism

**Cost**: 400 XP

**Expedited** **for**: Finesse

**Activation**: 1 Action, 5 Vim

Choose an ally within sight. They are Supported. Until the start of your next turn, whenever they attack an enemy, you may make a ranged skill strike against that enemy as a Free Reaction.

## Course of Combat

**Take Cover!**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Combat

**Cost**: 400 XP

**Expedited** **for**: Finesse

**Activation**: Passive

While you are taking Cover, gain +15 Accuracy and 3 Armor.

**Threatening Suppression**

*This ability is not required for the Path Completion Bonus.*

**Prerequisites**: Course of Combat, **Suppressive Fire**

**Cost**: 500 XP

**Expedited** **for**: Finesse

**Activation**: Passive

When you use **Suppressive Fire**, you may choose to also threaten all affected creatures.

**Brought the Boom**

*This ability is not required for the Path Completion Bonus.*

**Prerequisites**: Course of Combat

**Cost**: 400 XP

**Expedited** **for**: Finesse, Craft

**Activation**: Passive

You carry explosives with you at all times, gaining a pool of Blasting Powder. You can carry up to TEK Blasting Powder, which has 0 Bulk. At the start of every Quest, gain up to your maximum amount of Blasting Powder. You may spend 3 Blasting Powder to acquire any standard Grenade worth up to 30sp as a Free Action as if you had brought it with you.

## Course of Conditions

**Screaming Shelling**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Conditions, **Rapid Fire Assault**

**Cost**: 500 XP

**Expedited for**: Alertness, Finesse

**Activation**: Passive

**Rapid Fire Assault** deals triple damage to temporary HP.

## Course of Damages

**Flintlock Musket**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Damages

**Cost**: 400 XP

**Expedited for**: Finesse

**Activation**: 2 Actions

Once per Encounter, you may shoot the **Flintlock Musket**, which is a one-handed Rifle weapon that also deals 1d6 bleed damage and 1d6 + DEX Vim damage.

**Flaming Culverin**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Damages

**Cost**: 400 XP

**Expedited for**: Finesse

**Activation**: 2 Actions

Once per Encounter, you may shoot the **Flaming Culverin**, which is a Shotgun weapon that deals 4d6 burn damage.

## Course of Surroundings

**Jump the Gun**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Surroundings

**Cost**: 400 XP

**Expedited for**: Finesse, Alacrity

**Activation**: Free Reaction

This ability is usable only when you roll Initiative. Move up to Speed meters ignoring rough and very rough terrain.

**Tear Down Barrage**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Surroundings

**Cost**: 400 XP

**Expedited for:** Alertness, Finesse

**Activation**: Attack, 2 Vim

This attack deals double damage against breakable terrain, surfaces, or objects.

**Red Barrel Expert**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Surroundings

**Cost**: 400 XP

**Expedited for**: Finesse

**Activation**: 1 Action, 3 Vim

You look around for an explosive to shoot. The GM declares the surroundings to be poor, moderate, or plentiful in objects which could be explosives. Based on this result, you discover 0, 1, or 3 Explosive environmental objects which the GM places within 60 meters of you. If the surroundings have plentiful explosives, you may declare one of the placed objects to be a large explosive or a powerful explosive. For explosives placed in this way, regardless of their HP set by the GM, any damage you deal to them causes them to explode. This ability cannot be used if Explosive environmental objects already exist in the Scene.