====== Style training ======
You can normally only know one ranged and one melee style.
The styles give access to great many useful techniques and perks, but someone who is fighting you can try to recognize your style as evaluation and get +1 to his or her defenses against your attacks.
Each style package is 25 points.
Each style is one perk for the style[1] and two points in each of the skills listed under skills. That cost is given in the title. Remaining points to 25 should go to the perks and techniques.
If your style base cost is <10, you can, if you wish not use all points in style, leaving 10-style cost for use in skills/background.
Optional traits: If you wish you can take some or all of the optional disadvantages and use the points from them on the optional traits.
note that you can also later use up to 5 points from the Basic skills/background in the optional traits if you have a combat style.
Note that you can replace the base weapon skills with equivalent, like guns(rifle) could be replaced with beam weapons(rifle) if you wish.
=====Ranged styles=====
====BATTLESUIT SHOOTER 13====
Our suits give us better eyes, better ears, stronger backs (to
carry heavier weapons and more ammo), better legs, more intelligence (“intelligence” in the military meaning; a man in a suit
can be just as stupid as anybody else only he had better not be),
more firepower, greater endurance, less vulnerability.
– Robert Heinlein, Starship Troopers
This style is optimized for shooters wearing powered
armor. Its shooting skills favor heavier weapons, to effectively
combat similarly armored opponents and to make the most of
a battlesuit’s increased ST.
Close-Quarters Battle is essential for fire on the move.
Comms Multitasking (Transhuman Space: Martial Arts 2100,
p.15) is useful especially for officers and NCOs to monitor
communications with their units. Targeted Attack is particularly effective to deal with weak points (p. B400) in the battlesuits of the opposition.
Equipment Bond is a common perk to model a suit being
perfectly adjusted to the wearer. Military-trained shooters
often have Battle Drills and Standard Operating Procedure.
For a more cinematic style, see Battledress Training
(Martial Arts 2100, p. 23).
Skills: Four of Artillery (Guided Missile), Gunner (any), or
Guns (LAW, LMG, Rifle, or SMG); Battlesuit; Electronics Operations (Comm).
Techniques: Close-Quarters Battle (any); Comms Multitasking; Corner-Shot (any; p.11); Fast-Firing (any); Immediate
Action (any); Quick-Shot (any); Targeted Attack (any); Zero-G
Shooting (p. 11).
Perks: Battle Drills; Cool Under Fire; Equipment Bond;
Off-Hand Weapon Training (any); Quick Reload (any);
Standard Operating Procedure (any); Trademark Move;
Weapon Bond.
Optional Traits
Secondary Characteristics: Improved Basic Speed.
Advantages:Combat Reflexes; Fearlessness; Signature Gear.
Disadvantages: Overconfidence.
Skills: Armoury (Battlesuits, Heavy Weapons, or Small
Arms); Beam Weapons (Rifle); Connoisseur (Guns); Electronics
Operation (Sensors); Fast-Draw (any); Forced Entry; Forward
Observer; Free Fall; Guns (any); Liquid Projector (Flame -thrower); Soldier; Spacer; Tactics; Throwing; any primary skill
not learned initially.
Techniques: Corner-Shot (any).
Perks: Armorer’s Gift (any); Cross-Trained (any); Early
Adopter (any); Tap-Rack-Bang (any)
====SPACEMARINE 15====
Me and my squad of ultimate badasses will protect you! Check
it out! Independently targeting particle beam phalanx. Vwap! Fry
half a city with this puppy. We got tactical smart missiles, phaseplasma pulse rifles, RPGs, we got sonic electronic ball breakers! We
got nukes, we got knives, sharp sticks . . .
– Private First Class William Hudson, in Aliens
The Space Marine shooting style is a higher TL equivalent of the
Assaulter style modified for the
many operation scenarios that tomorrow’s spaceborne naval
assault forces face. In addition to a variety of gunrelated skills, the style emphasizes combat and survival in and around spacecraft, requiring Free Fall and Vacc Suit.
Boarding operations require fire on the move at
close distance, making the Close-Quarters Battle technique especially important. Zero-G Shooting allows
effective combat in low gravity. Targeted Attack is common – the skull hit location is typical, but depending on
the opponents it may also include specific body parts of
xenomorphs or known weak spots in body armor or
battlesuits (p. B400). Comms Multitasking is common
with officers and NCOs.
Battle Drills and Standard Operating Procedure are
standard perks for military shooters. Off-Hand Weapon
Training and Quick Reload are popular secondary
choices. Barricade Tactics may be less common due to
technical advances (p. 8), while Weapon Bond will be
more common (p.7).
Most marine units still teach bayonet fighting (Martial Arts,p. 197); boarding units may even use cutlasses
or similar fighting blades. In addition to this shooting
style, space marines also train in unarmed combat,
such as MCMAP (Martial Arts, pp. 183-184) or
Freefighting (Martial Arts, p.210), if mainly to stay
physically fit.
Skills: Four of Fast-Draw (Ammo), Gunner (MG),
or Guns (LAW, LMG, Pistol, Rifle, Shotgun, or SMG);
Electronics Operation (Comm); Free Fall; Vacc Suit.
Techniques: Close-Quarters Battle (any); Comms
Multitasking; Corner-Shot (any); Fast-Firing (any);
Immediate Action (any); Quick-Shot (any); Precision
Aiming (any); Targeted Attack (any); Zero-G Shooting.
Perks: Barricade Tactics; Battle Drills; Cool Under
Fire; Grip Mastery (any); Lightning Fingers (any); Motorized
Training (any); Off-Hand Weapon Training (any); Quick Reload
(any); Standard Operating Procedure (any); Sure-Footed (any);
Trademark Move; Weapon Bond.
Optional Traits
Secondary Characteristics:Improved Basic Speed and Per.
Advantages: Acute Vision; Combat Reflexes; Danger Sense; Fearlessness; Fit; Signature Gear.
Disadvantages: Hard of Hearing; Overconfidence.
Skills: Armoury (Body Armor or Small Arms); Artillery
(Guided Missile); Beam Weapons (Rifle); Carousing; Connoisseur (Guns); Electronics Operation (Security or Sensor); Forced
Entry; Forward Observer; Gunner (any); Guns (any); Liquid Projector (Flamethrower); Soldier; Spacer; Spear; Stealth; Sword;
Tactics; Throwing; any primary skill not learned initially.
Techniques: Work by Touch (Armoury).
Perks: Armorer’s Gift (any); Cross-Trained (any); Early
Adopter (any); Green Eyes; Tap-Rack-Bang (any); Tracer Eyes.
==== ASSAULTER 11====
The Firearms Training Unit teaches newagents tohandle
Bureau-issuedhandguns, shotguns, andcarbines.
–JulieLinkins, “FBIAcademy”(1997)
The Assaulter style covers the use of the entire range of
handheld offensive smallarms in a fluid firefight.It’s primarily
taught to infantry, special warfare units, and police
SWAT teams. Stylistsconcentrateonlongarmsskillsandthe
techniquestoemploythem.
Assaulter stylists are proficient in a number of Guns specialties, with Rifle or SMG almost always being the primary
one. Handgun instruction is often included, as a backup to
the longarms. Depending on instructor and time frame, the
style may feature elements of Point-Shooting or
Modern Pistol. The student learns how to immediately
transition to a sidearm in case the longarm runs dry
or malfunctions.
One of its most important techniques is Close-Quarters
Battle, which allows efficient fire on the move at short ranges.
Quick-Shot is also common, for engaging multiple opponents.
Stylists usually fire at the torso, but those trained in hostage
rescue often learn Targeted Attack. Masked Shooting allows
effective fire while wearing a gas mask. Most assaulters operate in teams, which makes Battle Drills common. Special-ops
troops often have Cross-Trained.
Skills: Five of Fast-Draw(Ammo, Pistol, or Long Arm) or
Guns(Grenade Launcher,LMG,Pistol,Rifle,Shotgun,or SMG).
Techniques: Close-Quarters Battle(any); Fast-Firing(any);
Immediate Action(any); Masked Shooting(any); Quick-Shot
(any); Retain Weapon(any); Targeted Attack(any).
Perks: Armorer’s Gift (any); Barricade Tactics(any); Battle
Drills; Cool Under Fire; Cross-Trained(any); Green Eyes; Grip
Mastery (any); Intuitive Armorer (any); Lightning Fingers
(any); Motorized Training(any); Off-Hand Weapon Training
(any); Quick Reload (any); Standard Operating Procedure
(any); Sure-Footed(any); Tap-Rack-Bang (any); Trademark
Move; Weapon Bond.
Optional Traits
SecondaryCharacteristics: ImprovedBasicSpeedandPer.
Advantages: AcuteVision; CombatReflexes; DangerSense;
Fearlessness; Fit; NightVision; SignatureGear.
Disadvantages: Chummy; Hardof Hearing; Impulsiveness;
Overconfidence.
Skills: Armoury (Small Arms); Axe/Mace; Connoisseur
(Guns); ForcedEntry; Gunner(MG); Guns(LAW); Intimidation;Shield;Soldier;Spear;Stealth;Tactics;Throwing;anyprimaryskillnotlearnedinitially.
Techniques: Close-Hip Shooting (any); Double-Loading;
WorkbyTouch.
Perks: EarlyAdopter(any); TracerEyes.
==== MODERN PISTOL 7 ====
... a pretty quick hit was better than a lightning-fast miss.
–JackWeaver, “HistoryoftheWeaverStance”(2003)
TheModernPistol styleoriginatedinthe1960sand1970s
fromagroupof Americanhandgunshooters, chief among
themJeff Cooper, aformerMarinelieutenant colonel. It was
named“modern”incontrastwithexisting, one-handedmethods–from19th-century“targetshooting”toearly20th-century
Point-Shootingstyles(p. 49-51).
TheModernPistol styleusesatwo-handedstance(p. 11-12) at all ranges, rather thanjust for long-distance shots.
Instructors originally favored the asymmetric “Weaver
stance,”butsincethe1990s, manyhavereplaceditwiththe
moreflexibleandnatural “Isoscelesstance.”ModernPistol
stylistsalwaysshoot withthesights(p. 13)–at least witha
wobbly“flashsightpicture.”
ModernPistolshootersusuallyfireatthecenterofmass,as
it’seasilytargetedand(inreal life)maydamagethevitalsby
chance; usetheadvancedwoundingrulesonp. 162of HighTechtoreflectthis. StudentsarealsotaughtTargetedAttacks,
typicallytothevitals andskull; someinstructors favor the
pelvic shot (p. 15). Some ModernPistol schools teachthe
Mozambiquedrill (pp. 15-16), whichworksbest withQuickShot(Pistol)andTargetedAttack(Pistol/Skull).
Sinceastylist drawshispistol withonehandbut gripsit
withtwo, astudentcantakeGripMastery(Pistol)assoonas
hebuystheStyleFamiliarityandGuns(Pistol)–insteadofhavingtofirstspend10pointsonthestyle.Thisdoesn’tchangethe
limitonhowmanyperkshecanlearn(p. 37).
Trainingfocusesonpresentingandreloadingthepistol as
fast aspossible; QuickReloadiscommon. Manystylistsalso
learnImmediateActionandTap-RackBang, toquicklyget a
malfunctioning weaponback intoaction. ConcealedCarry
Permitistypicalforcivilians.
In recent years, the previously well-entrenched lines
betweenPoint-ShootingandModernPistol havebecomepermeable.SomeModernPistolinstructorshaveadoptedinstinctive, unsightedshootingandemergencyone-handedmethods
likeBehind-the-BackShotandClose-HipShooting–butonly
assecondarytrainingforclose-quarterssituations.
Skills:Fast-Draw(Ammo);Fast-Draw(Pistol);Guns(Pistol).
Techniques: Close-QuartersBattle(Pistol); Fast-Firing(Pistol); Immediate Action(Pistol); Quick-Shot (Pistol); Retain
Weapon(Pistol); TargetedAttack(Pistol/SkullorVitals).
Perks: Armorer’s Gift (Pistol); Barricade Tactics (Pistol);
BattleDrills; ConcealedCarryPermit; CoolUnderFire; CrossTrained (Pistol); Grip Mastery (Pistol); Intuitive Armorer
(weapon);LightningFingers(Pistol);Off-HandWeaponTraining(Pistol);One-HandDrills(Pistol);StandardOperatingProcedure(CleaningBug); Sure-Footed(SandorUneven); Quick
Reload(DetachableMagazineor Swing-Out Revolver); TapRack-Bang(Pistol); TrademarkMove; WeaponBond.
Optional Traits
SecondaryCharacteristics: ImprovedBasicSpeedandPer.
Advantages: AcuteVision; CombatReflexes; DangerSense;
NightVision; SignatureGear.
Disadvantages: HardofHearing; Overconfidence.
Skills: Armoury (Small Arms); Connoisseur (Guns);
Holdout; Stealth; Tactics.
Techniques: Behind-the-Back Shot (Pistol); Close-Hip
Shooting(Pistol); MaskedShooting(Pistol); TargetedAttack
(Pistol/Pelvis).
Perks: Early Adopter (Pistols); Fastest Guninthe West;
GreenEyes; MotorizedTraining(Pistol); StandardOperating
Procedure(any); Supplier(any)
==== POINT-SHOOTING 7 ====
We were not taught to hold the gun out at arm’s length or with
two hands but to draw the gun and hold it tucked into your navel
with the gun pointing straight ahead so that wherever you looked
your gun moved round toward the target you were looking at.So
you... drew your gun straight into your navel, pom, pom, the
chap was dead...
–Ronald “Henry” Hall, “Memories on His and Her Majesty’s Service”(2004)
Point-Shootingteachesashootertofirehisweapon(usuallya
handgun)bypointingitinstinctivelyatthetarget,ratherthanby
“properly”aiming. Outsideofconventional militaryoperations,
mostgunfightsoccuratlessthan10yards,andoftenbelowthree
yards(HandgunRanges, pp. 9-10). Takingthetimetoproperly
sight isn’t feasibleat suchdistances, especiallyif theweapon
mustfirstbedrawnfromaholsterandtheopponentisclosing
in. Unfavorable(buttypical)conditions, suchasbadlighting, a
movingandshootingopponent, andotherdistractions, make
sightedshootingevenmoredifficultinactualcombat.
Many successful 19th-century gunfighters and duelists
usedthis style, despite conventional wisdomat the time
beingtoonlyfiredeliberateshotswithanoutstretchedarm.
SomecavalryunitsalsotrainedinPoint-Shooting, sinceridingahorsemadeaimingdifficult. Bytheearly20thcentury,
progressive-minded firearms instructors, such as William
Fairbairn of the Shanghai Municipal Police, developed
coursesthattaughtstudentshowtoshootunderadverseconditions. SeeMartial Arts: FairbairnCloseCombatSystems
formuchmoreonFairbairn, theSMP, andtheAlliedagents
andcommandosheandEricSykestrainedinWWII. After
thewar, Point-Shootingwasquicklyforgotten, exceptbyspecialists liketheBritishSAS(Special Ops, pp. 42-43), who
favoredituntil the1980s.
Point-Shootingpreparesagunmanforcombatatshortdistances–about10yardsorless.Forlongershots,atwo-handed
stance(p.11-12)andaimedshooting(p.13)aremoreeffective,
thoughseldomtrainedmuch.
Astylist is adept at quickly drawing andreadying his
weaponfromaholster, andistrainedtouseone-handedand
hip-shootingstances(p. 11). Hewill primarilyuseunsighted
shooting(p.13),whichgiveshimanedgeinWhoDrawsFirst?
(p. 10) contestsandinclosecombat (pp. 25-26). Instructors
teachanexaggerated“combat crouch” –ahunchedposture
whichreducestheshooter’ssilhouette. Thisismodeledbythe
abilitytododge(p.17),possibleonlywithunsightedshooting.
Point-Shootingdoesn’t botherwithTargetedAttacks–the
styleisall aboutspeed, nothitlocation. Shootersusuallyfire
atthetorso, asit’seasiesttohitand(inreal life)maydamage
the vitals bychance; use the advancedwoundingrules on
p.162ofHigh-Techtoreflectthis.
After abrief peakduringthe mid20thcentury, PointShootinghasbecomerare, havingbeenall butovertakenby
ModernPistolstyles(p.48).Thisismainlyduetothesuccess
ofthetwo-handedshootingstance, whichallowsbettercontrol overthehandgun. Thoughslowertoassumethanaonehanded position, its stability makes all shooting more
accurate, aimedornot.
ModernPistol isalsopreferredbymanyorganizationsfor
itsemphasisonsafety. Point-Shootinginsistsonhavingyour
fingeronthetriggeratall times, whileModernPistol keepsit
outsidethetrigger guarduntil you’reabout toshoot. While
experiencedshootershavebeenawareof thisrulesincethe
19thcentury, makingitapartofbasichandguntraininghelps
preventthekindof(all-too-common)negligentdischargethat
endangersinnocentbystandersoreventheshooterhimself.
AlthoughPoint-Shootingisprimarilyintendedforusewith
handguns, it’salsotaughtforlongarmsincludingSMGs, carbines, andshotguns.
Skills: Fast-Draw
(Ammo); Fast-Draw(Pistol);Guns(Pistol).
Techniques: Behind-theBack Shot (Pistol); CloseHip Shooting (Pistol);
Close-Quarters Battle(Pistol); Fast-Firing (Pistol);
ImmediateAction(Pistol);
Quick-Shot (Pistol); Retain
Weapon (Pistol); Thumbing(Pistol).
Perks: Concealed Carry
Permit; Cool Under Fire;
Cross-Trained(Pistol); Double-Loading; FastestGunin
theWest (Pistol); Off-Hand
Weapon Training (Pistol);
QuickReload(any); StandardOperatingProcedure
(Cleaning Bug); SureFooted(Sandor Uneven);
Tap-Rack-Bang (Pistol); Tracer Eyes; Trademark Move;
WeaponBond.
Optional Traits
SecondaryCharacteristics: ImprovedBasicSpeedandPer.
Advantages: AcuteVision; CombatReflexes; DangerSense;
NightVision; SignatureGear.
Disadvantages: HardofHearing; Overconfidence.
Skills: Acrobatics; Armoury (Small Arms); Broadsword;
Connoisseur (Guns); Guns (any); Holdout; Shield; Soldier;
Stealth; Tactics.
Techniques: Cavalry Training (any); Close-Hip Shooting
(any); Close-Quarters Battle (any); Combat Riding(Horse);
Dual-Weapon Attack (Pistol); Fanning (Pistol); Fast-Firing
(any); Immediate Action (any); Masked Shooting (any);
MountedShooting(Horse/Pistol); Quick-Shot(any).
Perks: BarricadeTactics(any); BattleDrills; Cross-Trained
(any); EarlyAdopter (any); GreenEyes; GunShtick(Twirl);
IntuitiveArmorer (any); LightningFingers (any); Motorized
Training (any); Quick-Swap (Pistol); Standard Operating
Procedure(any); Supplier(any)
==== RIFLEMAN 5 ====
Myrifleismybestfriend. Itismylife. ImustmasteritasI
mustmastermylife.
–WilliamRupertus, “MyRifle: CreedofaU.S. Marine”(1941)
Riflemanisforthoseshooterswhorelyentirelyoratleast
mostlyonanordinaryrifle. It’stypical of, but not exclusive
to, TL5-6infantrytroopspriortothewideadoptionofautomaticweapons. Stylistsareexpertsatgettingthemostoutof
bare-bonesequipment. Whilemanywill beadept at usinga
slingtocarryandbracetherifle(p. 12), theyseldomuse
sophisticatedtargeting equipment or “tactical” gear, often
duetolimitedmeans. Asasideeffect, stylistsusuallyhave
highGunsskill; if youcan’t affordtowastecartridges, you
learntomakeeachshotcount.
Astylistwill oftenhaveTargetedAttacktoensureone-shot
kills. Relatedskills suchas Guns (Grenade Launcher) and
Spearmayalsobepartofthetraining
Skills: Fast-Draw(Ammo); Guns(Rifle).
Techniques: Fast-Firing(Rifle); Immediate Action(Rifle);
MaskedShooting(Rifle); Quick-Shot (Rifle); TargetedAttack
(Rifle/SkullorVitals).
Perks:Armorer’sGift(Rifle);BattleDrills;CoolUnderFire;
Cross-Trained(Rifle);GripMastery(Rifle);LightningFingers
(Rifle); Off-Hand Weapon Training (Rifle); Quick Reload
(any); Standard Operating Procedure (any); Sure-Footed
(any); Tap-Rack-Bang(Rifle); TracerEyes; TrademarkMove;
WeaponBond.
Optional Traits
SecondaryCharacteristics: ImprovedBasicSpeedandPer.
Advantages: AcuteVision; CombatReflexes; DangerSense;
NightVision; SignatureGear.
Disadvantages: HardofHearing.
Skills:Armoury(SmallArms);BreathControl;Connoisseur
(Guns); Fast-Draw(any); Guns(any); Soldier; Spear; Stealth;
Tactics; Throwing.
Techniques: Cavalry Training (any); Close-Hip Shooting
(Rifle); Close-Quarters Battle (Rifle); Combat Riding (any);
MountedShooting(any/Rifle);PrecisionAiming(Rifle);Retain
Weapon(Rifle).
Perks: Barricade Tactics (Rifle); Deadeye; Early Adopter
(Rifles); GreenEyes; MotorizedTraining(Rifle); Quick-Sheathe
(LongArm);Supplier(any).
==== SHARPSHOOTER 9 ====
Hisjobistodeliverdiscriminatoryhighlyaccurateriflefire
against enemytargets, whichcannot beengagedsuccessfully
bytheriflemanbecauseofrange,size,location,fleetingnature,
orvisibility.
–U.S. ArmyHeadquarters, FM23-10SniperTraining(1994)
Sniper, sharpshooter, precision marksman – the
Sharpshooterstylecovershighlytrainedriflemenwhoshoot
fromhiddenpositionsoverlongdistancesat high-valuetargets. Thetermdatesbacktothespecializedriflemenof the
late18thcentury, butthisstyleisspecificallyforelitemarksmenusingprecisionrifleswithoptical sights. Thefirstsuch
shootistsappearedinthelate19thcentury, duringconflicts
suchastheAmericanCivilWar,butthearttrulycameintoits
ownduringWWI.
Astylistisoftenasmuchofareconnaissanceassetasheis
ashooter. Hisabilitytoapproachanddepart unseenallows
himtogather intelligence–tobeeither passedbacktohis
superiorsorusedtosetupaperfectshot.
For a military sniper, the most important technique is
PrecisionAiming(p. 45). Hewill almost alwaysfireat ranges
from300to2,000yards–usuallyattheeasiesthitlocation:the
torso. For apoliceor hostagerescuesharpshooter, Precision
Aimingislessimportant,asmostofhisengagementstakeplace
within 100 yards. Instead, the marksman will emphasize
TargetedAttack(Rifle/Skull),asheneedstomakeabsolutelycertainthatthetargetcan’tposeadangertoinnocentsaftertheshot
isfired.
ManysharpshootershaveDeadeye. WeaponBondcanrepresentariflemodifiedtoperfectlyfittheshooter(p.69).Some
modernsnipers, especiallythosewhomust shoot fromhelicopters, haveMotorizedTraining.
Sharpshooterstylistsusuallyhavetopasshigherqualifications thanother shooters. Inaddition, sometraits arerare
amongmilitaryorpolicesnipersduetotheirpotentialliability,
including Addiction(Tobacco), correctable BadSight, and
even left-handedness! Many sniper rifles are bolt-action
designsonlyavailableforrighties; foraleftie, suchaweapon
requiresaReadymaneuverbetweeneachshot.
Stylistsusuallyworkinpairs–oneactingasshooter, the
otherasspotter(seeSpottersandObservers, p. 27). Bothare
fullyqualifiedsharpshooters. Theyexchangeplaces tokeep
bothalert; peekingthroughscopesisquitetiring(seeHarsh
RealismforTactical Shooters, p. 32)
Skills: Camouflage; Guns(Rifle); Observation; Stealth.
Techniques: Immediate Action (Rifle); Precision Aiming
(Rifle); TargetedAttack(Rifle/SkullorVitals).
Perks: Armorer’sGift(Rifle); Cross-Trained(Rifle); Deadeye;
EarlyAdopter(Rifles); IntuitiveArmorer(weapon); Motorized
Training(Rifle);StandardOperatingProcedure(CleaningBug);
Supplier(any);TracerEyes;TrademarkMove;WeaponBond.
Optional Traits
SecondaryCharacteristics: ImprovedPer.
Advantages: AcuteHearing; AcuteVision; Combat Reflexes;
DangerSense;Fit;NightVision;SignatureGear;Single-Minded.
Disadvantages: Callous; Loner.
Skills:Armoury(SmallArms);BreathControl;Cartography;
Connoisseur(Guns); Fast-Draw(Ammoor LongArm); Guns
(any); Intelligence Analysis; Navigation (Land); Soldier;
Survival(any); Tactics; Throwing; Tracking.
Techniques: MaskedShooting(Rifle).
Perks:BattleDrills;CoolUnderFire;GreenEyes;Lightning
Fingers (Rifle); Standard Operating Procedure (any); TapRack-Bang(Rifle).
==== SHOTGUNNER 5 ====
Theshotgunisbestsuitedforclose-range,short-durationconflictsthatdonotrequireagreatdeal offirepower. . . orextreme
penetration. Theforgivingnatureof itsammunitionmakesthe
shotgunparticularlyusefulforlow-lightencountersorsituations
wheretheantagonistsaremovingquickly. Additionally, it isan
easyweapontolearn,anditsmanualofarmsisuncomplicated.
–Gabriel Suarez, TheTacticalShotgun(1996)
Theshotgunisnotanidealcombatweaponforavarietyof
reasons,butit’swidelyavailableandcanbeemployedsuccessfullyinagunfight. Atactical shotgunnerwill bethoroughly
trainedinexploitingtheweapon’sinherentadvantages, andin
workingarounditsdownsides.
Ashotgunnerknowswhentousewhichammunition,from
buckshot forclose-quarterscombat toslugsforfairlyprecise
medium-rangeshots. Heknowswhat patternashotloadwill
throwfromhis particular gun, andwhichshot size(HighTech, p. 173) toselect dependingontheintendedtarget and
circumstances. ThisisallpartofGuns(Shotgun)(p. 42).
Quick-Shot (Shotgun) ispopular, especiallyamongaccomplishedhuntersandskeetshooters.ManylearnDouble-Loading,
whichworks not onlyfor double-barreledguns, but alsofor
shotgunswithintegral tubemagazines–yousimplystacktwo
shellsfront-to-backandslidethemin. Shotgunnerstrainedin
doorbreaching(p.24)willhavetheForcedEntryskill.
Skills: Fast-Draw(Ammo); Guns(Shotgun).
Techniques: Close-HipShooting(Shotgun); Close-Quarters
Battle (Shotgun); Double-Loading; Fast-Firing (Shotgun);
Immediate Action(Shotgun); Quick-Shot (Shotgun); Retain
Weapon(Shotgun).
Perks: Armorer’s Gift (Shotgun); Cool Under Fire; CrossTrained(Shotgun);GripMastery(Shotgun);LightningFingers
(Shotgun); Off-Hand Weapon Training (Shotgun); Quick
Reload(Breechloader, DetachableMagazine, orInternal Magazine); StandardOperatingProcedure(CleaningBug); SureFooted (any); Tap-Rack-Bang (Shotgun); Trademark Move;
WeaponBond.
Optional Traits
SecondaryCharacteristics: ImprovedBasicSpeedandPer.
Advantages: AcuteVision; CombatReflexes; DangerSense;
NightVision; SignatureGear.
Disadvantages: BadSight; Bully; HardofHearing.
Skills: Armoury(Small Arms); Connoisseur (Guns); FastDraw(LongArm); ForcedEntry; Guns (any); Intimidation;
Soldier; Spear; Stealth; Tactics, Throwing.
Techniques: MaskedShooting(Shotgun).
Perks: Barricade Tactics (Shotgun); Early Adopter
(Shotguns);MotorizedTraining(Shotgun);SkipShot(Shotgun);
StandardOperatingProcedure(any);Supplier(any)
=====Melee styles=====
Any of the melee styles in Martial arts. Note that the base cost is (cost given there)*2-1.
Good options are the military styles, judo based skills and some of the fictional styles.
=====Parkour 9=====
*Skills: Acrobatics; Climbing; Jumping; Running.
*Techniques: Acrobatic Stand; Breakfall (Acrobatics or Jumping); Dive n' Roll; Evade; Rappelling; Rope Up; Running Climb; Scaling; Skidding; Sliding; Spinning.
*Cinematic Skills: Flying Leap; Immovable Stance; Light Walk; Lizard Climb.
*Cinematic Techniques: Roll with Blow.
*Perks: Compact Frame; Special Exercises (Arm ST 1 or 2); Special Exercises (Basic Move can exceed Basic Speed by 4); Sure-Footed (Sand, Slippery, or Uneven); Sure-Handed (Crumbly or Slippery); Urban Jungle Gym.
Optional Traits
*Secondary Characteristics: Improved HT, Per, and Basic Move.
*Advantages: Daredevil; Enhanced Dodge 1; Flexibility; Perfect Balance.
*Disadvantages: Overconfidence.
*Skills: Area Knowledge; Dancing; Escape; Forced Entry; Judo; Karate; Lifting; Stealth; Streetwise; Urban Survival.
*Techniques: Feint (Acrobatics); Flying Jump Kick; Jump Kick.
*Perks: Acrobatic Feints; Acrobatic Kicks.