What are some RPGs where I can both shoot guns and fling spells?

What are some RPGs where I can both shoot guns and fling spells?

Pathfinder.

Shadowrun

GURPS

Dungeons: The Dragoning

This

Savage Worlds
Strike!
Basically all of D&D (remember: crashed spaceships)

Does Apocalypse World have spells? Do Weird abilities count as spells?

Seriously, it'd be easier to list RPGs where you can't.

It's actually one of the most hilarious builds. Arcane Archer Magus+Spellslinger.

Stop shilling Strike! Why does Veeky Forums always shill Strike?

Pathfinder, DnD, +Shadowrun, Dark Heresy (warp powers are kinda like spells), Changeling the Lost, +Mage the Awakening, +Legends, any generic RPG (yes, like GURPs)

Strike! is good, everyone should buy at least two copies of it.

OP's pic can be verbatim a shadowrun character.

>Mage
>Obvious Left cyberarm, Hardpoint modification at the elbow joint.
>Drone with two miniguns and a hardpoint connector. Connect to cyberarm.

Granted, it only works as a Pink Mohawk.

>Left
Brainfarted, meant Right.

shadowrun

You can do that in WoD as nearly any splat.
>mage with guns
>vampire with thaumaturgy and guns
>etc.

Make that three, just in case you need a backup for a backup because it's so popular with your friends!

Iron Kingdoms RPG.
You can even fling spells with your guns.

One for the sheets and another for streets! And a third for friends to borrow!

Witchcraft

>Stop shilling Strike! Why does Veeky Forums always shill Strike?

That one is becoming a meme itself, isn't it?

But can you fling guns with your spells?

But seriously though, is it any good? It looks like some kind of a OSR retrocolone dungeon delver at first glance.

...

Only War

That's s weird impression to get from it.

Strike! is basically sort of a 4e retroclone thing, with the skill system replaced with a more narrative focused one (somewhat similar to *World and FAE).

The main idea (and draw, for me) behind it is streamlining everything down to the bare essentials, then adding back in complexity as optional modules. It's generic, and it's made with refluffability in mind, so it could be used for just about anything, but the strength lies mostly in genres where you expect to be thrown into squad sized combat (making it especially fitting for vidya and shounen inspired games in my opinion). In a way, it's a lot like Savage Worlds in that regard, when I think about it.

It has its fair share of problems, but because it's so simple and modular, it's easy to modify. More than half the book is talking about optional modules and rules, the core rules are like 20 pages, the tactical module (which is its main draw) is somewhere around 50 with everything (classes, roles, feats, glossary) included.