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Skip Navigation LinksMetaCyber>Characters>Archetypes>Shooter
 
MetaCyber
 
 

Characters

Archetypes Shooter Boomer Scrapper Hacker
Driver Breaker Patcher Facilitator
 
 
 
SHOOTER
 
CeeCee Ismet Taggert Zap Shade
 
JUSTIFICATION
Shooters are the best Archetype because theres a whole lot of people in the world that really really really deserve to get shot. And practically every Run needs at least a back up Shooter in case things get wet -- that's what is known as "job security".
ROLE
Shooters, as the name implies, bring useful skills with guns (or more rarely other ranged weapons) to the table.
However it takes more than a gun to be a Shooter. Many characters can provide respectable ranged capacity to a Run, but real Shooters are exceptional at it.
Precision and reliability are the hallmarks of a good Shooter.
It doesn't even particularly matter what kind of weapons a Shooter favors so long as they are reliable and effective with them.
CEECEE
CEECEE
CHARACTER SHEET
HERO DESIGNER FILE
CEECEE Pic
CeeCee (HDC)
Snipers, submachine gunners, "Dirty Harry's", gunslingers, and even odd ball Archers are all Shooters.
FOCUS
Shooters should have good overall accuracy, whether that be pure DEX based OCV, relevant Combat Skill Levels, or Range Levels. Penalty Skill Levels to offset Hit Location penalties are also a useful ability.
Support skills like Fast Draw and Weapon Familiarities with a broad spectrum of weaponry are also handy. Two Weapon Fighting (Ranged) is a popular choice as well.
Shooters can get away with lower overall defenses in general, if they make a habit of shooting first, keeping their distance, and using terrain to their advantage.
Shooters should start play with at least one decent weapon, and perhaps a back up.
THE SNIPER
One of the most dangerous types of Shooters, Snipers can lend a powerful tool to a Run, particularly wet ones. However their lack of ability in closer quarters and particularly inside large complexes limits their employability somewhat.
Nevertheless, Snipers are among the most feared threats in the world of Runners. No matter how bad ass you think you are, you have to live with the knowledge that you might be in someone's crosshairs right now.
The more rep you get, the more likely it is, too...
+Sniper Rifles
(5e)
Gear Lvl 2
Military, 60,000 creds
This well constructed weapon is a single-shot assault rifle. While accurate and reliable, its often overlooked in favor of burst-capable assault rifles. With the addition of a sniper scope it becomes a very creditable long range threat. A silencer is also a manufacturer option.
  1. Accurate: +6 with Norn-Tek 140-FAR
  2. Rifle: Killing Attack - Ranged 3d6+1 (vs. PD), 32 Charges (+1/4), AP (+1/2) (87 Active Points); OAF (-1), STR Minimum 14 (STR Min. Cannot Add/Subtract Damage; -1), Beam (-1/4), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (Bi-pod, shoulder strap, or forward hand; -1/4) [32]

  • Optional Sniper Scope: +6 vs Range Penalty With Rifle Attached To
    +2,880 creds, Real Cost: +12 points
  • Optional Silencer: Naked Modifier: Invisible to Hearing Group (+1/4) for up to 87 Active Points, Reduced Endurance (0 END; +1/2) (33 Active Points); OIF (-1/2)
    +3,500 creds, Real Cost: +22 points
Active Points 87 Real Cost 29
Edit
(5e)
Gear Lvl 2
Military, 86,100 creds
This new high tech and very well constructed rifle is essentially a single-shot assault rifle with extensive integrated targeting technology that makes it frighteningly accurate. Marketed as a "Light Sniper Rifle", it has a certain cachet as a highly desirable and stylish to have weapon system. The new hot thing on the market, many gun experts are giving it heavy hype.
  1. Accurate: +2 with Norn-Tek 150-FAPR
  2. Integrated Scope: +4 vs Range Penalties with Norn-Tek 150-FAPR
  3. Integrated Targetting System: +4 vs Hit Locations with Norn-Tek 150-FAPR
  4. Light Sniper Rifle: Killing Attack - Ranged 3d6+1 (vs. PD), 32 Charges (+1/4), AP (+1/2) (87 Active Points); OAF (-1), STR Minimum 14 (STR Min. Cannot Add/Subtract Damage; -1), Beam (-1/4), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (Bi-pod, shoulder strap, or forward hand; -1/4) [32]
Active Points 87 Real Cost 41
Edit
(5e)
Gear Lvl 3
Advanced Military, 183,690 creds
Sporting the most powerful weaponized laser currently available in a rifle form-factor, this expensive instrument of death is notable in that it has an integrated powerpack. When the trigger is pulled there is no kick and very little noise, but there is a slight delay to charge the laser making the weapon difficult to use. However it's almost certainly lethal, especially with a head or vitals shot though the visible laser is less than stealthy.
Gallo Avenging Eagle: Killing Attack - Ranged 6d6 (vs. ED), Increased Maximum Range (3,375"; +1/4), Reduced Endurance (0 END; +1/2) (157 Active Points); STR Minimum 10 (STR Min. Cannot Add/Subtract Damage; -1), Extra Time (Extra Segment, -1/2), Required Hands Two-Handed (-1/2), Concentration (1/2 DCV; -1/4), Beam (-1/4), No Knockback (-1/4), Real Weapon (-1/4)
Active Points 157 Real Cost 39
Edit
ISMET
ISMET
CHARACTER SHEET
HERO DESIGNER FILE
ISMET Pic
Ismet (HDC)
THE GUNSLINGER
Some Shooters, many even, are all about the twitch reflexes. Fast on the draw, most Gunslingers favor one or two pistols, but they are so deadly accurate with them that they are able to over come the limitations of their weapons.
Some Gunslingers are of the one shot one kill method, but many like to pop off a lot of rounds, and there's a definite element of gunslinger / swashbuckler mentality at play whereby style matters.
(5e)
  • Dodgy: +1 DCV
  • Dead Eye: +1 Ranged Combat
  • Gunslinger: +3 w/ Pistols
  • Good Aim: +3 vs. Range Penalties w/ Pistols
  • Crack Shot: +3 vs. Hit Location Penalties w/ Pistols
  • Fast Draw (Pistols) +2
  • Lightning Reflexes: +5 DEX to act first with All Actions
  • WF: Pistols
Active Points 50 Real Cost 50
Edit
THE GUNNER
Some Shooters go for the burst capable and fully automatic guns. Submachine guns, machine pistols, the occasional light machine gun, or more high-tech Pulson Assault guns are their tools of the trade.
(5e)
Gear Lvl 0
Street, 15,750 creds
This mean little sub-machine gun is popular on the streets and widely used. It's main claim to fame is a very high rate of fire, which ensures its popularity with the "spray and pray" crowd, particularly Gangers.
Zabijak SMG: Killing Attack - Ranged 2d6 (vs. PD), 60 Charges (+1/2), Autofire (10 shots; +1) (75 Active Points); OAF (-1), STR Min 13 Cannot Add Damage (-1), Beam (-1/4), Real Weapon (-1/4); [60]
Active Points 75 Real Cost 21
Edit
Gunners still favor accuracy and controlled bursts despite using automatic weapons, and can be very dangerous additions to any Runner team.
THE ARCHER
Only a very few Shooters use a Bow, or more commonly a Crossbow, as their primary weapons. However, the quality of modern Bows and Crossbows ensures that these are still capable armaments and there are some limited advantages to their use to partially counter out their cons, principally for purposes of stealth.
Regardless, a Runner has to be very good to be taken seriously if they show up to a Fixers packing nothing but a bow and arrow getup.
See pages 37-42 of Gadgets & Gear for gimmick arrows. The Broadhead, Chisel Point, Acid, Blunt, Exploding, and Grapnel options are available in a MetaCyber campaign.
THE BLASTER
Some meta's have strange abilities that allow them to project force or energy at range, effectively making them a Shooter (tough some are more properly equivalent to Boomers). Because each meta's powers are specific to themselves, few things can be said of this small minority en masse, but as a general statement dudes that can shoot fire or lasers from their fingers definitely have Runner-worthy abilities and can do well in the field.
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