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JUSTIFICATION
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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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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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The more rep you get, the more likely it is, too...
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+Sniper
Rifles
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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. |
- Accurate: +6 with Norn-Tek 140-FAR
- Rifle: Ranged Killing Attack 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
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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 |
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Active Points
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87 |
Real Cost
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29 |
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Edit
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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. |
- Accurate: +2 with Norn-Tek 150-FAPR
- Integrated Scope: +4 vs Range Penalties with Norn-Tek 150-FAPR
- Integrated Targetting System: +4 vs Hit Locations with Norn-Tek 150-FAPR
- Light Sniper Rifle: Ranged Killing Attack 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]
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Active Points
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87 |
Real Cost
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41 |
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Edit
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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: Ranged Killing Attack 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)
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Active Points
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157 |
Real Cost
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39 |
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Edit
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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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- 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
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Active Points
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50 |
Real Cost
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50 |
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Edit
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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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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: Ranged Killing Attack 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] |
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Active Points
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75 |
Real Cost
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21 |
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Edit
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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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