Bronco

Tough Enough For A Tombstone

MarineArmsman

“I don’t have to kill you. I’d settle for hurtin’ you real bad.”

~ Tack Blackhand, Bulleteater Bronco

The Frontierland chews up any soft fool that gets it in their head that they could dominate the natural order. It’s a place of beasts, not for the faint of heart, where the strong survive and the weak return to the Salt. The caravans still spin tall tales of the peerless warriors that wander the wilds: Broncos, unmatched marksmen that could stand against any threat the Frontierland could unleash.

As the hybridization of the Marine and Armsman Base Classes, the Bronco is a larger-than-life warrior of legendary skill and efficiency. The trademark of a Bronco is their renowned deadliness when a Ranged Weapon is in their capable hands. The Bronco can also inflict debilitating Wounds from afar, rapidly switch between different equipment, and return fire with deadly accuracy.

Historically Speaking

Salt's oldest and most well-known tales are about the mighty, resilient Broncos that blazed through the Frontierland, dealing out justice with genuine integrity and hot lead. Broncos were almost always portrayed as growing up on a quiet Homestead, out in the wilderness, when struck by tragic circumstances, such as a bandit raid or a natural disaster. Displaced from their home, these rough and tumble travelers roamed the lands in search of peace or purpose. The Bronco would be a masterwork sculptor if a gun were a chisel. Tales of Broncos and their miraculous bullets, impossible shots, and uncanny marksmanship have long set the benchmark for being a skilled gunman, both individually and among peers. Likewise, the rustlers and drivers of yesterday serve as a significant source of inspiration for countless warriors, motivated to pick up a big iron and test their stamina.

The Modern Bronco

These days, the occasional city-slicker bets on themselves against the wild and win, but most Broncos are made the same way they’ve always come to be—hard times falling on hard people. When a person has nothing left but a hatchet and a hand cannon, survival is the only option. Whatever it takes. A modern Bronco makes for an ideal Company enforcer, as they are deadly gunmen, expert duelists, and rugged survivalists. A Bronco would find a suitable career as a bodyguard, caravanner, or officer. Unscrupulous Broncos ride out looking to inflict fear, terror, and death on any who cross them out on the Frontierland.

Class Features

The Bronco’s Class Features are focused on enhancing their lethality and discipline with Ranged Weapons, rapidly changing equipment, and returning fire. The Bronco Class benefits from having high Skill, Will, and Power Attributes.

Vitals

Hit Points Per Rank: +9

Action Points Per Rank: +2

Equipment Training

Due to the Bronco's Big Iron Class Feature, applying a Training Rank to a Ranged Weapon as part of gaining a Bronco Rank will count as two (2) Training Ranks instead, even toward a selection outside the Bronco’s standard Equipment.

Weapons: Blade, Greatblade, Hammer, Handcannon, Longarm, Polearm, Rifle, Shotgun, Thrown, Warhammer

Armor: Heavy Armor, Light Armor, Light Shield

Elements: Biotic, Cryonic, Electric, Pyrotic

Class Abilities

At Bronco Rank One (1), a Character receives the following pair of Class Abilities:

Innate Class Abilities: Athletics/Investigation

They gain a bonus to Class Ability Checks equivalent to half (½) of their Bronco Rank. An additional Class Ability from the following list is chosen at Bronco Ranks Three (3), Five (5), and Seven (7):

Selected Class Abilities: Acrobatics, Apothicine, Drive, Nature, Perception, Stealth

Bronco Ranks

When distributing a Class Rank, remember that a Character’s Hybrid Class Rank cannot exceed both of a Character’s Base Class Ranks.

Broncos gain the most benefit from a high Skill Attribute, enhancing Class Features such as High Noon, their Ranged Attacks, their Physical Armor, their Initiative and Speed, their effectiveness with Maneuvers, and any Acrobatics, Drive, and Stealth Ability Checks. Bronco players can also benefit from a high Power Attribute, enhancing Class Features such as Bullseye, Melee Attacks and Damage, Maneuvers and Inventory Space, and any Athletics Ability Checks. Bronco players also benefit from investing in a high Will Attribute, enhancing Force Armor, Effect Duration, and Initiative, and increasing any Apothicine, Investigation, Nature, or Perception Ability Checks.

Rank-by-Rank Attributes/Features

Rank One (1). Skill (+2), Power (+1), Charm (+1)—Big Iron, Bull’s Eye

Rank Two (2). Pick (+1), Grit (+1)

Rank Three (3). Skill (+1), Will (+1)—Gunslinger

Rank Four (4). Pick (+1), Focus (+1)

Rank Five (5). Power (+1), Skill (+1), Will (+1)—Desperado

Rank Six (6). Pick (+1), Grit (+1)

Rank Seven (7). Skill (+1), Will (+1)—Hair Trigger

Rank Eight (8). Pick (+1), Focus (+1)

Rank Nine (9). Power (+1), Charm (+1)

Rank Ten (10). Skill (+2), Power (+1), Grit (+1), Will (+1)—High Noon

Bull’s Eye

Beginning at Bronco Rank One (1), the Bronco retains a Style Enhancement bonus to Ranged Damage equivalent to half (½) of their Power Attribute. Additionally, the Bronco can perform Wound through any Ranged Attack, including Heroics with an Attack roll as part of the action.

Big Iron

The Bronco is an expert in ranged weaponry and firearms, gaining skill in their use more quickly. Therefore, whenever a player invests a Training Rank toward a Ranged Weapon while distributing a Bronco Class Rank, it counts as two (2) Training Ranks instead. This Class Feature even applies when training Ranged Weapons outside the Bronco’s Class Equipment list.

Gunslinger

Beginning at Bronco Rank Three (3), the Bronco may swap their equipped weapon with the weapon from their Reserve Slot once per Round as a Free Action. The Bronco can use Gunslinger anytime during combat, such as after being Disarmed, or between Attacks of a Multi-Attack Class Feature or Heroic, such as Empty the Clip.

Desperado

Beginning at Bronco Rank Five (5), in response to Evading a Ranged Attack, or if a Ranged Attack fails to exceed the Bronco’s Armor, the Bronco can attempt a counter Ranged Attack against their Attacker as a Reaction. Additionally, any Perks, Heroics, or other adjustments that affect or improve Attacks of Opportunity also affect Desperado.

Hair Trigger

Once at Bronco Rank Seven (7), the Bronco expands their Threatened Space to match the Weapon Range of their currently equipped Ranged Weapon. Enemies moving through a Threatened Space travel at half (½) Speed and provoke an Attack of Opportunity from the Bronco.

High Noon

As a Master Bronco, at Bronco Rank Ten (10), the Bronco can initiate a duel with an opponent within their equipped Weapon Range as a Full Action. The Bronco and their adversary clash with a contested Melee or Ranged Attack roll (whichever is applicable). The lesser roll loses the duel, suffering a Critical Hit with a Precision Enhancement bonus to Damage equivalent to the sum of the victor’s Power and Skill Attributes. In the event of a tie, both participants suffer typical Weapon Damage.

Bronco Perks

Crowseye

Prerequisite: Bullseye

Increase your Bullseye bonus to Ranged Weapon Damage to your Full Power Attribute. 

Pilgrim

Prerequisite: Big Iron

You can benefit from Big Iron while selecting a Ranged Weapon Training when gaining a Marine Class Rank. This does not apply to any retroactive Equipment Ranks. 

Switch Step

Prerequisite: Gunslinger

You may include a Sidestep as a part of the Action while changing Equipment as a part of Gunslinger. 

The Quick And The Dead

Prerequisite: Desperado

You can now use Desperado as a Free Action instead of a Reaction. 

You Can Run

Prerequisite: Hair Trigger

Your Attacks Of Opportunity ignore any circumstantial bonuses to Armor granted by Cover. 

Sandbagger

Prerequisite: High Noon

In the event of a tie, you are the victor of a High Noon duel. 

Bronco Heroics

Draw a Breath

Prerequisite: Bronco(Rank 1) 

AP Cost: 10

Action Type: Draw a Bead

As an Alternate Use of your Draw a Bead Class Feature, you instead gain a bonus to your Melee Weapon Attack and Damage Rolls. 

Speed Loader

Prerequisite: Bronco(Rank 2) 

AP Cost: 20

Action Type: Full Action

As a Full Action, you Reload all of your  Equipped Ranged Weapons. 

Deadeye Shot

Prerequisite: Bronco(Rank 3) 

AP Cost: 30

Action Type: Ranged Weapon Attack

Range: Weapon Range

As a Standard Action, you can expend One(1) Ammo to attempt a Ranged Weapon Attack against a Target within your Weapon Range. If successful, your Target suffers 1D8 Pierce Damage for every Point of your Skill Attribute, in addition to your normal Weapon Damage. If Deadeye Shot were to fire the last round of Ammo from your Ranged Weapon, you could instantly Reload it. 

Shuffle Strike

Prerequisite: Bronco(Rank 4) 

AP Cost: 40

Action Type: Standard Action

Range: Weapon Range

As a Standard Action, you can attempt Two(2) Melee or Ranged Weapon Attacks against a single Target within Range while swapping your Equipped Weapon in between Attack Rolls. In addition, you can compile your Weapon Damage into a single Source before calculating Damage Resistances. 

Bayonet

Prerequisite: Bronco(Rank 5) 

AP Cost: 50

Action Type: Desperado

As an Alternate Use of Desperado, after successfully avoiding a Melee Attack, you can counter with a devastating point-blank Ranged Weapon Attack. If successful, in addition to your normal Weapon Damage, your Target suffers an additional 1D10 Slash Damage for every point of your Power Attribute and a Stack of the Bleed Injury for every Two(2) Points of your Power Attribute. This Ranged Weapon Attack does not require Ammo and does not suffer any penalties for engaging an Adjacent Target. The Target can attempt a Physical Save against your Attack Roll to Negate the Injury.

Disfinger

Prerequisite: Bronco(Rank 6) 

AP Cost: 60

Action Type: Ranged Weapon Attack

Range: Weapon Range

Effect Duration: Rounds

As a Standard Action, you can expend One(1) Ammo to attempt a Ranged Weapon Attack against a Target within your Weapon Range with a shot aimed at their wielding hand. If successful, in addition to your normal Weapon Damage, your Target is Disarmed of their Weapon and suffers the Fractured Injury, removing the use of their limb for the Effect Duration. The Target can attempt a Physical Save against your Attack Roll to Negate the Maneuver and Injury.

Mercy

Prerequisite: Bronco(Rank 7) 

AP Cost: 70

Action Type: Ranged Weapon Attack

Range: Weapon Range

As a Standard Action, you can expend One(1) Ammo to attempt a Ranged Weapon Attack against a Target within your Weapon Range with a shot aimed to put an Injured Target out of the misery. If successful, in addition to your normal Weapon Damage, your Target suffers 1D10 Pierce Damage for every Point of your Power Attribute for each Injury Effect they are currently suffering. 

Dead Man Walking

Prerequisite: Bronco(Rank 8) 

AP Cost: 80

Action Type: Ranged Weapon Attack

Range: Weapon Range

Effect Duration: Rounds

As a Standard Action, you can expend One(1) Ammo to attempt a Ranged Weapon Attack against a Target within your Weapon Range by firing a shot aimed straight for their heart. If successful, in addition to your normal Weapon Damage, the Target suffers the Cardiac Injury, causing the loss of One(1) Essence each Turn for the Effect Duration. The Target can attempt a Physical Save against your Attack Roll to resist the Essence Loss each Turn. 

Slayerpoint Ammo

Prerequisite: Bronco(Rank 9) 

AP Cost: 90

Action Type: Reload

Range: Weapon Range(Line)

As a part of Reloading a Ranged Weapon, you can instead load it with Slayerpoint Ammo. Until Reloaded, your Ranged Weapon Attacks will pierce through all Targets within a straight line up to your Weapon Range, delivering any Class Features or Heroics that normally would strike a single Target to all Targets in the Affected Area. 

Tombstone

Prerequisite: Bronco(Rank 10) 

AP Cost: 100

Action Type: High Noon

As an Alternate Use of your High Noon Class Feature, you can instead issue a challenge to an additional Target for every remaining Ammo in your Equipped Ranged Weapon, attempting a contested Attack Roll with each Target and distributing the outcomes accordingly.