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Shootist

(Basic) Shootist – Gunslinger

On lawless worlds, and to a lesser extent on the more civilised ones, there are those who live by the gun, selling their abilities with firearms to the highest bidder. They are not necessarily outlaws, but many of their actions are illegal. If a lawman requires someone to bulk out a posse, he will turn to a gunslinger just as surely as a gang will hire him to provide extra firepower during a turf war. Many gunslingers will refuse to fight for criminals, restricting themselves to working for the law, or in civil disputes, such as when settlers fight over land, or when a community takes up arms against the mining corporation intent on digging up their village. Other gunslingers have no qualms about who employs them, and will gladly work for anyone with money, possibly even switching sides if a higher counter-offer is made before the previous contract has completely run its course. Occasionally, gunslingers without an employer will try and make a living by shooting people. They will pick fights with a random stranger, and challenging him to a shootout. If the gunslinger wins, he takes the loser’s valuables and sells them on. If the gunslinger loses… well, that rarely happens.

Advance Scheme

WS

BS

S

T

I

Wp

Sg

Nv

Ld

Gunslinger

-

2

-

1

2

-

-

1

-

Abilities:

Dodge

Fast Draw

Gunfighter

 

Quickload

50% chance of Deadeye Shot

50% chance of Marksman

Equipment:

Two civilian pistols, each with one clip of ammunition

Knife

 

Flak armour vest

Career Exits (Military):

Career Exits (Freelancer):

Shootist – Bounty Hunter

Shootist – Hitman

Mercenary – Trooper

Private Security – Corporate Suit

Career Exits (Scholar):

Career Exits (Citizen):

Law Enforcement – Beat Officer

 

(Advanced) Shootist – Bounty Hunter

Many backwater or uncivilised worlds have freelance lawmen, usually operating under some form of licensing scheme. These men and women are hard-bitten gunfighters and usually more at ease with their pistols than with other people. Some are genuinely good men, dedicated to clean up the scum of the galaxy, but averse to the discipline of a police force. Others are vigilantes, who prefer to dispense their own forms of punishment to even minor offenders before turning them in for the reward. Still more, sadly, are little more than legalised killers, more interested in having official backing for their sociopathic killing sprees than they are for justice or civic responsibility. Less scrupulous bounty hunters are not averse to turning in innocent citizens (particularly abhumans, mutants or a member of an unfavoured ethnic group) when their true prey cannot be found. Because planets where bounty hunters are needed tend to have overstretched police forces in the first place, it is rare for corrupt bounty hunters to be censured or prosecuted. When a bounty hunter does fall foul of the law, a change of name and appearance may be required before joining any outlaw bands or the criminal underworld, just in case.

Advance Scheme

WS

BS

S

T

I

Wp

Sg

Nv

Ld

Bounty Hunter

1

3

1

1

3

2

-

3

-

Abilities:

Concealment – Rural

Concealment – Urban

Dodge

Gunfighter

Orientation

Secret Language – Street

Secret Signs – Street

 

Silent Move – Rural

Silent Move – Urban

Shadowing

Strike To Stun

Tracker

Wrestling

Equipment:

Two civilian or military pistols, each with one clip of ammunition

Knife

Flak armour vest

 

Binoculars

Bounty hunters’ licence

D3 pairs of handcuffs

Career Exits (Military):

Inquisitorial Ward

Career Exits (Freelancer):

Shootist – Hitman

Private Security – Private Eye

Career Exits (Scholar):

Career Exits (Citizen):

Law Enforcement – Beat Officer

 

(Advanced) Shootist – Hitman

Some shootists are maladjusted to the extent that they have no problem with murdering people on a professional basis. These hitmen take pride in the meticulous planning behind their assassinations, and are lethally proficient with all manner of executions and killings, although most either prefer sniping or simply walking up behind a target and putting a bullet through his skull. Occasionally, human hitmen of sufficient calibre may be taken in by the Officio Assassinorum, turning them into even more refined instruments of death.

Advance Scheme

WS

BS

S

T

I

Wp

Sg

Nv

Ld

Hitman

2

3

1

-

1

2

-

3

-

Abilities:

Concealment – Rural

Concealment – Urban

Deadeye Shot

Disguise

Marksman

Prepare Poisons (not ogryns)

 

Scale Sheer Surface

Shadowing (not ogryns)

Silent Move – Rural

Silent Move – Urban

Specialist Weapon – Fist

Equipment:

One of the following:

- Stubber with one clip of 15 Limax bullets and a removable silencer

- Autopistol with one clip of 20 Limax bullets and a removable silencer

- Autocarbine with one clip of 30 Limax bullets and an integral silencer

- Las long rifle with a power pack and a telescopic sight

- Needle gun with one clip of 12 conventional needles and a power pack

- Breech loading rifle with 6 Longus rounds, an integral silencer and a telescopic sight

- Ripper gun with one clip of 20 Caedes scatter shells

 

Knife

Garotte (not ogryns)

Flak armour vest

Binoculars

Grapnel (not ogryns)

Infravision goggles

Career Exits (Military):

Intelligence Agent – Cleaner

Officio Assassinorum – Novice (humans only)

Career Exits (Freelancer):

Shootist – Bounty Hunter

Outlaw – Hijacker

Career Exits (Scholar):

Career Exits (Citizen):

Big Game Hunter

Cultist – Death Fanatic

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