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Lexicanum

Hive Ganger Gunner

A hive criminal with a gun and a bad angle.

Threat File — Hive Ganger Gunner

TR 2 · Renegade Imperials and Imperial Adversaries
ImperialCriminalRangedStat Block Priority: Low
Hive Ganger GunnerTR 2Human · Gunner
ImperialCriminalRanged
Defense 11 · Vitality 8 · Move 30 ft. · Initiative +2
STR +0AGI +2TGH +0INT -1WIL -1PRS +0

Proficiencies: Stealth +3, Awareness +2

// Traits

Spray and Pray. The gunner's ranged attacks gain +1 to hit against Exposed targets but suffer Disadvantage beyond half its weapon's normal range.

Gutter Instinct. The first time each round a creature makes a ranged attack against the gunner, it may move 5 feet toward cover before the attack is rolled.

// Actions

Stub Gun. Ranged Attack: +3 to hit, range 40/120 ft., one target. Hit: 1d8 + 1 ballistic damage.

Panic Fire. The gunner suppresses a 5-foot zone within stub gun range. Creatures in the zone make a Willpower Save DC 11 or become Pinned until the start of the gunner's next turn. The gunner's next attack has Disadvantage.

Morale: Fires until shot back at with real weapons, then flees down the nearest hole.

Tactics: Position gunners high or behind wreckage where they harass the party's movement while melee gangers close. They exist to force a choice between advancing under fire or wasting a turn digging them out. Never let one stand and duel.

Loot / Evidence / Hooks: A battered stub gun, a handful of mismatched rounds, and directions to the gang's ammo cache if pressed.

Enemy Dossier

GM Reference

A Hive Ganger Gunner is a criminal with a stolen or rebuilt firearm and no formal training in anything but survival. The gun is unreliable; the willingness to use it from hiding is not.

// Battlefield Use

Use this enemy to give gang encounters ranged teeth — rooftop potshots, alley crossfires, and cheap suppression the party cannot entirely ignore.

// Threat Profile

Threat Profile: Very low durability, unreliable ranged pressure, dangerous from concealment or elevation, worthless in the open.

// Signature Traits

Spray and Pray. Its attacks gain +1 to hit against Exposed targets but suffer Disadvantage beyond half range.

Gutter Instinct. May move 5 feet toward cover whenever an enemy first aims a ranged weapon its way.

// Signature Actions

Stub Gun Burst. Cheap ranged attack; on a miss, the target still treats the lane as dangerous ground until its next turn.

Panic Fire. Suppresses a 5-foot zone; failed Willpower Save causes Pinned, but the gunner's next attack has Disadvantage.

Morale: Fires until shot back at with real weapons, then flees down the nearest hole.

Tactics: Position gunners high or behind wreckage where they can annoy the party's movement while melee gangers close. They exist to make the party choose between advancing under fire or wasting a turn digging them out. Never let one stand and duel.

// Variants
Autogun GunnerHeavy Stubber NestBlasting-Charge ThrowerVeteran Gang Shooter

Full Stat Block Priority: Low

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