Gunslinger

Rim shootist, quick-draw artist, hired gun who bets their name on a steady hand.

The Gunslinger is the Rim's freelance deadliness. They are the person a Station security chief does not want to meet in a corridor, the person a corporate enforcer hires when the message needs to be delivered at the speed of a hollow-point. The Gunslinger's name is the asset: a reputation for the draw, the shot, the trick round, the shot that should not have landed but did. They do not wear powered armour because powered armour is for soldiers; the Gunslinger is not a soldier, the Gunslinger is a craftsman.

The corp cannot book the Gunslinger the way it books the Soldier. The Gunslinger's contract is per-job, per-duel, per-name. They ride the Kadiss when it suits them and run dark when it does not. Some are retired military; some are Rim-raised from childhood and learned to shoot before they learned to read. Most are somewhere in between. What they share is the eye and the refusal to be hurried.

The Gunslinger's Reflexes are the body that has been trained to draw before the brain has finished thinking. Trick Shot is the eye that sees the off-switch on a target's weapon, the strap on a target's shoulder, the environmental feature that turns a shooter into a shooter-who-controls-the-room. Dead Eye is the moment when the shot lands where the Gunslinger told it to land, every time, regardless of what the dice say.

Operating on the combat chassis (d10 HD, full BAB, Fort/Ref good, Will poor) with the Scout save profile. They wear light and medium armour only. Will poor is the price of the lone-wolf posture: trust the iron, trust the crew, trust the moment. The Gunslinger who trusts the wrong thing at the wrong time stops being a Gunslinger.

Rules Reference

FieldValue
Armor AllowanceLight, Medium
Bab Tierfull
Base Skill Points4
Hdd10
Hd Sides10
Max Level20
Primary AbilitiesDEX, WIS
Prime RequisitesDEX, WIS
Save Tiers / Fortitudegood
Save Tiers / Reflexgood
Save Tiers / Willpoor
Weapon AllowanceAll pistols and handguns, All rifles, All slugthrowers and energy small arms

Notes

Archetype Niche: Ranged combat specialist and master of firearms. The Gunslinger delivers the highest single-target ranged damage in the game through extra attacks and critical threat range expansion. Their trick shots provide ranged control options (disarm, trip, pin) that no other class can execute from a distance. The Gunslinger's niche is winning the quick-draw duel before the enemy closes to melee range.

Multiclass Notes: Gunslingers can multiclass with Soldier and Operative archetypes. Non-human gunslingers use simultaneous multiclassing rules.

Level Table

Greenhorn

FieldValue
bab1
fortitude2
level1
reflex2
skillPoints16
titleGreenhorn
will0
xp0

Quick-Draw

FieldValue
bab2
fortitude3
level2
reflex3
skillPoints4
titleQuick-Draw
will0
xp2000

Sharpshooter

FieldValue
bab3
fortitude3
level3
reflex3
skillPoints4
titleSharpshooter
will1
xp4000

Gunfighter

FieldValue
bab4
fortitude4
level4
reflex4
skillPoints4
titleGunfighter
will1
xp8000

Pistoleer

FieldValue
bab5
fortitude4
level5
reflex4
skillPoints4
titlePistoleer
will1
xp16000

Deadeye

FieldValue
bab6
fortitude5
level6
reflex5
skillPoints4
titleDeadeye
will2
xp32000

Legendary Gunslinger

FieldValue
bab7
fortitude5
level7
reflex5
skillPoints4
titleLegendary Gunslinger
will2
xp64000

Duelist

FieldValue
bab8
fortitude6
level8
reflex6
skillPoints4
titleDuelist
will2
xp125000

Grand Master Gunner

FieldValue
bab9
fortitude6
level9
reflex6
skillPoints4
titleGrand Master Gunner
will3
xp250000

Supreme Gunslinger

FieldValue
bab10
fortitude7
level10
reflex7
skillPoints4
titleSupreme Gunslinger
will3
xp500000

Pistol Master

FieldValue
bab11
fortitude7
level11
reflex7
skillPoints4
titlePistol Master
will3
xp750000

Legendary Shot

FieldValue
bab12
fortitude8
level12
reflex8
skillPoints4
titleLegendary Shot
will4
xp1000000

Gun Supreme

FieldValue
bab13
fortitude8
level13
reflex8
skillPoints4
titleGun Supreme
will4
xp1250000

Rim Gunfighter

FieldValue
bab14
fortitude9
level14
reflex9
skillPoints4
titleRim Gunfighter
will4
xp1500000

High Marksman

FieldValue
bab15
fortitude9
level15
reflex9
skillPoints4
titleHigh Marksman
will5
xp1750000

Sharpshooter Captain

FieldValue
bab16
fortitude10
level16
reflex10
skillPoints4
titleSharpshooter Captain
will5
xp2000000

Chief Gunslinger

FieldValue
bab17
fortitude10
level17
reflex10
skillPoints4
titleChief Gunslinger
will5
xp2250000

Gunfighter Ace

FieldValue
bab18
fortitude11
level18
reflex11
skillPoints4
titleGunfighter Ace
will6
xp2500000

Lord Gunner

FieldValue
bab19
fortitude11
level19
reflex11
skillPoints4
titleLord Gunner
will6
xp2750000

Gunslinger Overlord

FieldValue
bab20
fortitude12
level20
reflex12
skillPoints4
titleGunslinger Overlord
will6
xp3000000

Special Abilities

Gunslinger's Reflexes

FieldValue
level1
nameGunslinger's Reflexes

description: Free Quick Draw feat (draw and fire as a free action, +2 initiative). One extra pistol attack per round at -2 to all attacks that round; stacks with Rapid Shot. Never provokes attacks of opportunity for making ranged attacks in melee. The draw has been drilled until the body no longer asks the brain; the trigger falls before the thought completes.

Trick Shot

FieldValue
level3
nameTrick Shot

description: Once per encounter, a called shot at no penalty. Disarm (target drops weapon on failed Reflex save), trip (target falls prone), or pin (clothing or armour pinned to a surface, immobilised until a standard action breaks free). Save DC = 10 + Gunslinger level + DEX modifier. The trick shot is the shot that ends a fight without killing anyone -- or starts a killing by removing the only weapon that mattered.

Dead Eye

FieldValue
level5
nameDead Eye

description: Critical threat range with one chosen firearm type increases by 1 (20 becomes 19-20). Stacks with other threat-range effects. Once per day, automatically confirm a critical hit. At level 10, twice per day. The Dead Eye is the shot that lands where it was called, regardless of what the firing solution suggests.