First, anybody who has a Guns skill of 12 or better can buy these schticks. These schticks replace (not add to) the currently available Gun schticks. New Gun schticks cost (5 + x).
There is a new trait that Gun types need to have with this system. It's called Ammunition (AMO for short). AMO works similar to Fu for Martial Artists or Chi for Transformed Animals. A shooter can use a number Gun schticks during one sequence whose total AMO cost does not exceed his AMO trait.
Okay, so where does AMO come from? For starting characters, AMO is based on REF. The Killer archetype gets AMO(=10). AMO can be raised with XP just like any secondary attribute. Making a normal(non-schtick) attack costs no AMO. As long as you have your Guns with you, you may shoot normally all you want.
Shot Cost: 0
AMO Cost: 0
This character has a large suitcase or duffel bag filled with a variety of firearms and ammunition. On a successful Guns check, the owner of the Bag may reach into it and pull out any gun from the list in the book (and any other GM-approved weapons). The difficulty of finding a pistol and matching ammo is 5, the difficulty of finding a submachinegun or shotgun and matching ammo is 10, and the difficulty of finding an assault rifle and matching ammo is 15. On a failed roll, the owner pulls out an unloaded gun of the wrong type. On a botched boxcars, the bag is out of useful guns, and cannot be used again until refilled (between scenes).
Once a particular gun is found, it is assumed that it comes with one full load of ammo. To find more ammo, another Guns check is needed at 5 less difficulty for that weapon. 2056 guns and antiques are not normally in the Bag, although the character can fill the Bag with those if she has access to them.
The Bag has a Concealment of 5, regardless of how many guns are actually in it. Each additional schtick of Bag Full Of Guns increases the roll for finding a particular gun by 2. If the character has Lightning Reload, there is no need to roll to find more ammo.
If a character besides the owner of the Bag searches through it for a weapon or ammo, increase the difficulty of the check by 5.
Treat the Bag as a Signature Weapon in the sense that it cannot be lost or damaged under normal circumstances.
Blaze of Glory
Shot Cost: 5
AMO Cost: 8
Make a normal Guns attack. If the task check is successful, you may make another Guns attack on the same opponent at 0 shot cost. You may continue doing this until you fail a task check.
This schtick costs two schticks to buy.
Both Guns Blazing
Shot Cost: 3
AMO Cost: 3
With a gun held in each hand, blaze away at your opponent. Damage is equal to (the total damage of both guns) + (outcome) - (opponent's toughness x 2).
Bullet Shield
Shot Cost: 1
AMO Cost: 1
Throw off your opponent's aim by showering them with a hail of lead. Add +5 to your Dodge Value. Counts as a defensive action.
Carnival of Carnage
Shot Cost: 3
AMO Cost: X+1
Attack X unnamed characters, making a normal Guns task roll for each.
Itchy Trigger
Shot Cost: 0
AMO Cost: 3
Reduce any 3 shot Guns action to a 1 shot action.
Fast Draw
Shot Cost: 0
AMO Cost: 1
Draw a gun as a 0 shot action.
Kamikazi Run By Carl Congdon.
Shot Cost: 9
AMO Cost: 6
In a particularly dramatic moment, when everything looks grim, the character can come screaming from behind cover, guns blazing, and make a final charge toward the enemy. Everything moves in slow motion as the character and enemy come face-to-face....
By using this schtick, the character bypasses the Toughness of his opponents and goes straight to dealing out damage. Mooks go down if they get hit, period. Plus, the character gets to make a +3 AV Intimidation roll against his opponent(s). Mooks who fail the check get the hell out of Dodge, while named opponents might lose some Shots if their check fails. The bad news is that the character's Dodge AV drops to 0 as he/she is no longer interested in surviving, and the character's Toughness drops to 1/2 (round up). This ends when the Kamikaze Run is over, assuming the character lives.
This can only be used once per story per Schtick the character has. The character can only buy three Schticks in Kamikaze Run.
Kneecap (aka Dirty Harry)
Shot Cost: 3
AMO Cost: 5
Not only can you shoot, you're a mean sombitch. Shoot you opponent in the kneecap by making a Guns task check at -2. If you succeed, your opponent suffers -1 impairment for the remainder of the combat. This schtick cannot be used more than twice on a single opponent. Use of this schtick also adds +1 to Intimidation attempts.
Lightning Reload
Shot Cost: 0
AMO Cost: 0
Just like the regular schtick from the book.
Missed Me by That Much
Shot Cost: 0
AMO Cost: X
Subtract X from the damage suffered by a Gun attack.
Pistol Whip
Shot Cost: 3
AMO Cost: 1
You may club an opponent with your firearm, using your Guns Action Value instead of Martial Arts. Damage is equal to STR + 3.
Retributive Fortune
Shot Cost: 0
AMO Cost: 3
Once you have been injured you can declare that your opponents gun has run out of ammo or jammed, you declare this as he fires.
Revolver Mastery By Luke Newton.
Shot Cost: 1
AMO Cost: 1
1) (Surprising Turn of Events) A warrior may load just one round into his revolver (at a shot cost of 1) and spin the chamber, where it stops exactly on the one round. This can only be performed once in a turn (and so is useful for those last-ditch, last-minute shots).
2) (Your Number's Up) Same as Surprising Turn of Events, but a roll must be made. If the result is positive (without rolling a Fortune die), then it stops at the round and causes that particular shot to take down a mook on an outcome of 3 or less.
Ricochet
Shot Cost: 3
AMO Cost: X
Shoot your opponent from an unexpected direction by bouncing your shot off nearby surfaces. Make a Guns task check with a difficulty equal to 10 + X (where X is the number of bounces the shot will make). If you succeed, you may attack your opponent normally, regardless of cover or line-of-sight.
Rock and Roll
Shot Cost: 6
AMO Cost: X
Cut loose with a weapon on full-auto, slathering the area with hot
lead. For this attack only, the opponent suffers a penalty to his or
her Dodge value equal to the amount of
AMO you elect to spend.
Damage is equal to the normal (non-autofire) damage of the weapon.
This schtick costs two schticks to buy.
Sharpshooter
Shot Cost: 3
AMO Cost: 2
Make a Guns attack that ignores any Armor your opponent may have.
Shoot First
Shot Cost: 0
AMO Cost: 3
Add 3 to the result of your Initiative Roll. Your first action must be a Guns attack.
Shotgun Mastery
Shot Cost: 1
AMO Cost: 3
Until the end of the sequence, your normal shotgun works as if it was capable of firing on full-auto.
Signature Weapon
Shot Cost: 0
AMO Cost: 0
Just like the regular schtick from the book.
Suppression Fire
Shot Cost: 6
AMO Cost: X
With a weapon on full auto, "cover" an area by continuously shooting into it. Suppression Fire activates the shot you declare it and continutes for six shots. During that time, you may make a one normal Guns attack per shot on any character in the affected area. The area covered may not be larger than a circle of radius X in meters.
This Time its personal
Shot Cost: X
AMO Cost: 3
You spend X number of shots carefully reloading your weapon. X is added to damage next time you fire.
Trick Shot
Shot Cost: 3
AMO Cost: 1
Make a normal Guns attack. If you succeed, you may disarm your opponent by shooting their weapon from their hand. Your attack does no damage.
Way of the Killer
Shot Cost: 0
AMO Cost: 3
Until the end of the sequence, you receive 2 points of Armor vs. Gun attacks.