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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".
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ROLE
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Shooters, as the name implies, bring useful skills with guns
(or more rarely other ranged weapons) to the table.
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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.
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Precision and reliability are the hallmarks of a good Shooter.
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It doesn't even particularly matter what kind of weapons a Shooter
favors so long as they are reliable and effective with them.
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Snipers, submachine gunners, "Dirty Harry's", gunslingers,
and even odd ball Archers are all Shooters.
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CEECEE
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CHARACTER
SHEET
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FOCUS
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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.
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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.
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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.
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Shooters should start play with at least one decent weapon,
and perhaps a back up.
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THE SNIPER
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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.
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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.
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39 |
Gallo Avenging Eagle LRL5 Laser Sniper Rifle:
Killing Attack - Ranged 6d6 (vs. ED), Increased
Maximum Range (3,375"; +1/4), Reduced Endurance
(0 END; +1/2) (157 Active Points); STR Minimum
6-14 (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) |
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Perk: Advanced Military Equipment Availability:
10 points
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WF: Beam Weapons: 1 point
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The more rep you get, the more likely it is, too...
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THE GUNSLINGER
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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.
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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.
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5 |
Dodgy: +1 DCV |
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8 |
Dead Eye: +1 Ranged Combat |
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9 |
Gunslinger: +3 w/ Pistols |
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6 |
Good Aim: +3 vs. Range Penalties
w/ Pistols |
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6 |
Crack Shot: +3 vs. Hit Location Penalties
w/ Pistols |
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7 |
Fast Draw (Pistols) +2 |
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8 |
Lightning Reflexes: +5 DEX to act first
with All Actions |
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WF: Pistols |
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TOTAL |
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THE GUNNER
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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.
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21 |
Zabijak SMG-9: Killing Attack - Ranged
2d6 (vs. PD), 60 Charges (+1/2), Autofire
(10 shots; +1) (75 Active Points); OAF (-1),
STR Min 14 Cannot Add Damage (-1), Beam
(-1/4), Real Weapon (-1/4) |
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Perk: Enforcement Equipment Availability:
3 points
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WF: Beam Weapons: 1 point
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Gunners still favor accuracy and controlled bursts despite using
automatic weapons, and can be very dangerous additions to any
Runner team.
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THE ARCHER
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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.
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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.
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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.
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THE BLASTER
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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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