Gunner

Gunners carry heavy automatic firepower. Subclass of Rifleman.

Class Features
Gunners gain proficiency with all automatic Firearms.

Starting Equipment
Gunners can start with a Light Machine Gun with 250 rounds of ammo, instead of a rifle.

Lift Capacity
The Gunner is adjusted to heavier than normal equipment load and gains a +10 MISC lift bonus

Bonus Disciplines

 * Suppressing Fire: The Gunner picks a 10ft by 10ft area to suppress. This consumes an additional 3 ammo every round and the gunner cannot make more than one attack (regardless of weapon and BAB). But any creatures in the area suppressed receive the following debuffs: 1/4 movement speed, -4 on attack rolls.

Machine Gun Nest (Ex)
At 1st level the Gunner can take a move action to set up his machine gun reducing the penalty of subsequent attacks by 3. (Going from -5 to -2) Takes another move action to pack up. Replaces First Discipline.

Covering Fire
All allies within 25 feet of the gunner gain a +1 enhancement bonus on attack rolls. The gunner does not gain any benefit. Replaces formation Fighting.

Artillery Team
At 10th level the Gunner gains Artillery Team as a bonus feat. Replaces, Cross Training.

Improved Covering Fire
At 20th all allies within 80 feet of the gunner gain a +2 enhancement bonus on attack rolls. The gunner does not gain any benefit. Replaces The Emperor's Shield.