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COWBOYS & VIKINGSCompendium of the Wild Wastes

Catalog / Sample Adversaries / Gunhand

Gunhand

Sample Adversaries

Level 2
Rank Standard
Role Sniper
Creature type Humanoid
Morale traits Mercenaries
Skills Firearms +5, Stealth +3, Perception +4

A hired gun who keeps to the ridgeline, picking off anyone who strays from cover.

Tactics

Opens from long range, pins the most dangerous target and falls back when rushed. Breaks when the pay stops looking worth it.

Loot

Revolver, 10 pistol rounds, 3d6 sp.

Abilities

Revolver

Make 1 action check with the adversary's ranged check bonus against 1 creature within range. On a success, deal Average piercing damage (Damage Track). Range(30). Has Armor Piercing equal to the Average Step.

Dagger

Make 1 action check with the adversary's melee check bonus against 1 creature within melee reach. On a success, deal Weak piercing damage (Damage Track). It can be thrown instead, Range(10), using the ranged check bonus. Against a Prone, grabbed, Restrained or otherwise compromised target, add Weak damage.

Prepared Shot

Choose a visible enemy within range and a trigger (it moves without Disengaging, uses a Manipulate or Concentrate action, or attacks). Until the Sniper's next turn, the first time it happens the Sniper may attack it as a reaction, dealing 1 extra damage die (Average Step) on a hit.

Fall Back

Trigger: An enemy ends movement within 10 feet (Strong Magnitude).

Move up to half its Speed without provoking movement reactions.

Mercenaries

The first casualty is an extra -1 ME; a bribe or exit offer makes the next check Misfortune.

Statistics are worked out from level, rank and role (see the Adversaries chapter).