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Boomers are the best Archetype because when
all else is said and done, laying down heavy
machine gun fire, setting off some sparkin'
pyro, rubbleing a building, or otherwise
letting everyone in the immediate vicinity
know that they got completely crushed is
just fun. |
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ROLE |
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Boomers excel at making things go "BOOM".
Heavy weapons, high explosives, and general
demolitions are the sort of things Boomers
specialize in. Some Boomers are just Shooters
with really big machine guns, while others
are more bomb oriented, and still others
go for unusual weapons with big punch like
grenade or rocket launchers. |
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The main difference between Boomers and
Shooters is primarily in the realm of scale,
precision, and subtlety. If you want a person
dead get a Shooter, if you want a bloodbath
or catastrophe get a Boomer. |
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FOCUS |
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MAXWELL |
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CHARACTER SHEET |
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Boomers should be able to do gobs 'o damage
vs multiple targets, locations, and what
have you. Point targets aren't their main
concern so their overall accuracy doesn't
need to be as high as a Shooters, but they
need to have ways to inflict damage en masse.
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The Autofire Skills can be good, and for
explosives oriented characters the Demolitions
skill should be well covered (obviously). |
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Equipment Availability is a crucial
concern for Boomers, and a large Resource
kit and armory is frequently key. Support
skills like Fast Draw and Weapon Familiarities
with a broad spectrum of weaponry are also
handy just as they are for Shooters. |
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Heavy Weapon style Boomers draw a lot of
attention and are well served by having
their defenses as high as they can get them.
Demo style Boomers usually rely more on
setting things up out of combat and need
various support skills such as Security
Systems, Concealment, Electronics, and similar. |
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Boomers should start play with enough gear
to wreak some havok with, and should pay
attention to their survivability as well.
Many Boomers wear some version of Power
Armor "in the field" and consider the extra
expense worth every half credit. |
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34 |
Validator Minigun:
Attack - Ranged 3d6 (vs. PD), 1000 Charges
(+1), Autofire (10 shots; +1) (135 Active
Points); STR Min 18+ Cannot Add Damage (-1
1/2), OAF (-1), Required Hands Two-Handed
(-1/2), Beam (-1/4), Real Weapon (-1/4) [1000] |
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4 |
Lotsa Lead: +4 with Validator
Minigun |
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3 |
Improved Range: Penalty Skill Levels:
+2 vs. Range Modifier with Validator Minigun |
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Perk: Advanced Military Equipment Availability: 10
points
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WF: Machine Guns: 1 point
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THE HEAVY |
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A recognizable subtype of Boomer is the
"Heavy", a heavy weapon weilding
sort of person. The actual type of weapon
isn't really important, but heavy machinegunners
are stereotypical. |
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In addition to toting BFG's (Big Fraggin
Guns), most Heavies are also beefy, brusier
types that can take a beating and administer
an ass-whuppin. This sort of character might
even be good enough at stompin heads to
do double duty as a Scrapper. |
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30 |
Norn-Tek 225-FAAM:
Killing Attack - Ranged 3d6+1 (vs. PD),
Semi-Armor Piercing (+1/4), Autofire (5
shots; +1/2), 225 Charges (+1) (137 Active
Points); STR Minimum 18 and higher (STR
Min. Cannot Add/Subtract Damage; -1 1/2),
OAF (-1), Required Hands Two-Handed (-1/2),
Beam (-1/4), Real Weapon (-1/4) [225] |
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Perk: Military Equipment Availability: 5
points
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WF: Machine Guns: 1 point
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THE GRENADIER |
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Some Boomers make themselves useful by carrying
a wide array of grenades into combat. Some
use a grenade launcher and others rely on
biceps as delivery mechanisms, but either
way by cleverly selecting and using a wise
assortment of task oriented grenades and
maybe the occasional satchel bomb, the Grenadier
can be very effective indeed. |
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64 |
Norn-Tek MMP-805 Grenade Launcher:
Multipower, 70-point reserve, all slots
Can Be Missile Deflected (+0), Indirect
(Same origin, always fired away from attacker;
Lobbed; +1/4) (87 Active Points); all slots
OAF (Grenade Launcher & Ammo Backpack; -1)
- Concussion: Energy Blast 5d6 (vs.
NND (LS: High Pressure)), 16 Charges (+0),
Explosion (-1 DC/2"; +3/4), NND ([Standard];
Life Support: High Pressure; +1) (69 Active
Points); OAF (Grenade Launcher & Ammo Backpack;
-1) [16]
- Flashbang: Sight and Hearing Groups
Flash 8d6, Explosion (+1/2) (67 Active Points);
OAF (Grenade Launcher & Ammo Backpack; -1),
8 Charges (-1/2) [8]
- Frag: RKA 3d6-1 (vs. ED), 16 Charges
(+0), Semi-Armor Piercing (+1/4), Explosion
(+1/2) (70 Active Points); OAF (Grenade
Launcher & Ammo Backpack; -1) [16]
- Knockout: Energy Blast 3d6 (vs. NND
(LS: High Pressure)), NND ([Standard]; Life
Support: Self Contained Breathing or Life
Support: Extended Breathing or Life Support:
Immune To Poison; +1), Continuous (+1),
AOE (5" Radius; +1), Conforming (+1/2) (67
Active Points); OAF (Grenade Launcher &
Ammo Backpack; -1), 6 Continuing Charges
lasting 1 Turn each (-1/4) [6cc]
- Smoke: Darkness to Sight Group 4"
radius, 12 Continuing Charges lasting 5
Minutes each (+3/4) (70 Active Points);
OAF (Grenade Launcher & Ammo Backpack; -1)
[12cc]
- Splash: EB 9d6+1 (vs. ED), Explosion
(+1/2) (70 Active Points); OAF (Grenade
Launcher & Ammo Backpack; -1), 12 Charges
(-1/4) [12]
- White Phosporus: Energy Blast 4 1/2d6
(vs. EB), Explosion (+1/2), Sticky (+1/2),
Continuous (+1) (69 Active Points); OAF
(Grenade Launcher & Ammo Backpack; -1),
6 Continuing Charges lasting 1 Turn each
(-1/4)
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Perk: Advanced Military Equipment Availability: 10
points
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WF: Grenade Launchers: 1 point
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THE DEMOLITIONIST |
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A more cerebral, or some might say demented,
kind of Boomer doesn't bother hauling around
an arsenal or rely on twitch reflexes and
lots of ammo to get the job done. Instead
they use high explosives and shaped charges.
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This is much more of a thinking man's sort
of Boomer since 90% of the job is in the
planning and preperation and 10% is managing
to get the payload emplaced.
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Few Demolitionists are active Runners, finding
more work as mercs or paramilitary, but
some work both sides of the fence as the
market blows and others enjoy the thrill
of Running. |
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5 |
Smart: +5 INT |
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10 |
Adept: +1 Overall Skill Level |
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11 |
Demolitions +4 |
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3 |
Electronics |
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3 |
Mechanics |
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SS: Chemistry |
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3 |
Security Systems |
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Concealment |
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Analyze: Construction |
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3 |
Analyze: Explosives |
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3 |
KS: Explosives |
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5 |
Perk: Military Equipment Availability |
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55 |
TOTAL |
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THE OGRE |
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A very rare form of Boomer, almost exclusively
the purview of full conversion borgs, some
physical Metas, and a handful of very distilled
Tubers, this sort of Boomer is so strong
or otherwise destructive with melee weapons
(or their bare "hands") that they
can serve the role of a Boomer, tossing
vehicles around, shattering buildings, mowing
down swathes of opponents, and the like.
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