Gun Fu

Unofficial rules!

Training advantage:
Gun Fu - 4 pts
You gain 2 fu points per session. When you want to make a gun-fu attack, declare it, declare targets, spend the point, and then make the attack. You can perform any shot listed here so long as you meet the requirements. If you have no fu points left, you may spend a plot point instead. If you have no plot points left, tough!

Format

Name of Attack
Description of attack.
Accuracy: Bonus or penalty to marksmanship roll.
Damage: Bonus or penalty to damage per shot.
Shots: Number of shots made between the two guns.
Special: Other notes.

Two Gun Fu

In order to make these shots, the gunslinger must have a pistol in each hand. The guns must each be identical, ie the same make and model. Left and right hand variations are acceptable.

Guns a' Blazing
Arms extended, the gunslinger taps out three shots in quick succession.
Accuracy: +0
Damage: +2
Shots: 3
Special: -

Merciless Shots
Cruel and merciless shots, intended to maim rather than kill.
Accuracy: -2
Damage: +0
Shots: 2
Special: If one merciless shot hits a target, they are counted as being on at least -1 wound penalty despite their current HP total. If they are hit by both, they are counted as being on -2. This penalty cannot be increased by merciless shots.

Precise Shots
Small and well placed shots aimed at the chinks and cracks in the enemy's armor.
Accuracy: +1
Damage: +0
Shots: 2
Special: Precise shots ignore soak.

Spray n' Slay
The gunslinger fires a reckless spray of bullets leaving his enemy little choice but to die.
Accuracy: +2
Damage: +0
Shots: 5
Special: Must spend next turn reloading.

Professional Shots
Timed and controlled shots.
Accuracy: +2
Damage: +2
Shots: 2
Special: -

Dive Shots
Diving away from or into incoming fire whilst contributing fire of your own.
Accuracy: -1
Damage: +1
Shots: 2
Special: +2 defense vs. the targets you fired upon while using this ability.

One Gun Fu

In order to make these shots, the gunslinger must have a pistol in his hand (or in his holster in the case of Quick Draw)

Quick Draw
The gunslinger draws his guns and fires at incredible speed.
Accuracy: +2
Damage: +2
Shots: 1
Special: This must be done at the start of combat. The gunslinger automatically goes first in initiative order and draws his gun as a free action. If two gunslingers with Quick Draw both use it, they determine initiative normally between the two of them.

Kneecap
A brutal shot aimed to disable the legs.
Accuracy: +1
Damage: +0
Shots: 1
Special: Target moves half speed until he next sees a medic. If shot a second time with kneecap, they fall prone and cannot move until they see a doctor.

Critical
The gunslinger aims for sensitive and weak parts of the enemy's anatomy.
Accuracy: +0
Damage: +0
Shots: 1
Special: If the shot hits, it automatically causes a critical hit. If the shot rolls a critical, triple damage is done instead of double.

Shoot the Moon
The gunslinger is an expert at tracking the relative location of an enemy, even one he can't see.
Accuracy: -1
Damage: +0
Shots: 1
Special: This shot takes no penalty other than the accuracy penalty in the description. Therefore, it ignores penalties for an invisible or hidden enemy, an enemy in cover, magical or technological protection and so on.

Shootout
The gunslinger empties the clip with great prejudice.
Accuracy: -1
Damage: +0
Shots: 4
Special: Must spend next turn reloading.

Double Tap
The gunslinger taps the trigger twice lightly.
Accuracy: +1
Damage: +0
Shots: 2
Special: Both shots must be aimed at the same target.

Bang Bang
The gunslinger fires two shots off in different directions with surreal coordination.
Accuracy: +0
Damage: +1
Shots: 2
Special: Both shots must be aimed at different targets.

Supernatural Gun Fu

In order to make these shots, the gunslinger must have a single pistol in his hand, and meet the supernatural requirements for the shot. Each supernatural shot takes up two choices from the Gun Fu advantage.

Lightning Draw
The gunslinger draws his guns and fires at blinding speed.
Accuracy: +4
Damage: +4
Shots: 1
Requirements: Either an electrical or air enchanted gun, or any lightning or air-based supernatural ability that can be fired from the hands.
Special: Changes damage type to electrical. This must be done at the start of combat. The gunslinger automatically goes first in initiative order and draws his gun as a free action. If two gunslingers with Lightning Draw both use it, they determine initiative normally between the two of them. Lightning draw always beats quick draw.

Telekinetic Shot
The shot spurred forward by telekinetic powers.
Accuracy: +2
Damage: +4
Shots: 1
Requirements: Any amount of telekinetic ability from any source.
Special: -

Displaced Barrel
The slinger fires a shot from the front. The bullet arrives in the enemy's back.
Accuracy: +2
Damage: +2
Shots: 1
Requirements: A specially runed bullet.
Special: The shot can come from any direction within your line of sight.

Immolation Bullets
The gunslinger fires a bullet that ignites what it hits.
Accuracy: +0
Damage: +6
Shots: 1
Requirements: Either a fire, smoke or fission enchanted gun, or any fire, smoke or fission-based supernatural ability that can be fired from the hands.
Special: Until the end of combat, the victim is on fire and takes 4 damager per round. They may spend a full turn putting the fire out, after which they end up prone.