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JUSTIFICATION
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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 pyro, blowing a building, or otherwise
letting everyone in the immediate vicinity know that they got completely crushed
is just plain 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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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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Gear Lvl 2 |
Military, 143,500 creds This fearsome weapon, beloved by many Boomers and gun nuts, is one of the most lethal and destructive man-portable weapons in the world. Relatively rare and regarded as a highly recognizable "signature" weapon, its distinctive percussive whine has been the last thing heard by many and brings a chill to most peoples spines. |
Jones & Strat Validator Minigun: Ranged Killing Attack 3d6+1 (vs. PD), 32 Charges (+1/4), Does Knockback Not Knockdown (+1/4), Semi-Armor Piercing (+1/4), Variable Advantage (+1 Advantages; Limited Group of Advantages (Area of Effect Line: 34", Area of Effect Cone: 17", Area of Effect Radius: 13" Half Circle); +1 3/4) (175 Active Points); STR Min 18+ Cannot Add Damage (-1 1/2), OIF (-1/2), Required Hands Two-Handed (-1/2), No Range (-1/2), Real Weapon (-1/4) [32] |
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Active Points
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175 |
Real Cost
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41 |
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Edit
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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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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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While Grenadiers are particularly beneficial in situations that need tactical options,
they must learn to practice caution lest they become their own victims.
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+GrenadeLaunchers
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Gear Lvl 2 |
Military, 111,360 creds This very functional grenade launcher features an ammo hopper in a backpack form factor filled with all manner of grenades. Buttons on the forward stock send commands to the computer controlled hopper to serve up the selected type of grenade in sub-one second. The system practically never jams, and is very highly regarded in the military. |
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); all slots ULTRA
- 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: Ranged Killing Attack 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), Area of Effect Radius: 5", Conforming (+1 1/2) (67 Active Points); OAF (Grenade Launcher & Ammo Backpack; -1), 6 Continuing Charges lasting 1 Turn each (-1/4) [6 cc]
- 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) [12 cc]
- Splash: Energy Blast 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) [6 cc]
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Active Points
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87 |
Real Cost
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64 |
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Edit
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Gear Lvl 2 |
Military, 100,000 creds This brutal, stubby Grenade Launcher is custom fitted for the large M29 HE-F (Mark 29 High-Explosive Frag) gyroid. This military grade payload is a real mule-puncher and very dangerous. |
Gallo Mark 29 Grenade Launcher: Ranged Killing Attack 4d6-1 (vs. ED), Indirect (Lobbed; +1/4), Does Knockback Not Knockdown (+1/4), Semi-Armor Piercing (+1/4), Does x1 1/2 Knockback (+1/2), Explosion (-1 DC/3"; +1) (179 Active Points); STR Minimum 15 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), 16 clips of 1 Charge (-3/4), Extra Time (Extra Segment, -1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) [1] |
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Active Points
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179 |
Real Cost
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34 |
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Edit
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Gear Lvl 2 |
Military, 35,000 creds A no-nonsense, practical, and adaptable manually-loaded grenade launcher that will fit a wide variety of standard-ordinance grenades. It requires a 1/2 Phase Action to load each grenade; a version of Fast Draw called Fast Load can be purchased and used to reduce loading to a 0 Phase Action on a successful skill roll. |
Gallo MPTGL-650 (Multi-Purpose Tactical Grenade Launcher): Multipower, 60-point reserve, all slots Indirect (Lobbed; +1/4) (75 Active Points); 1/2 Phase Action Or Fast Load Skill Roll To Load Each Grenade (Charge) (-1/2); all slots STR Minimum 15 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4)
- Scattershot Grenade: Ranged Killing Attack 2d6 (vs. PD), 15 Charges (+0), Semi-Armor Piercing (+1/4), Area of Effect Radius: 2" (+3/4) (60 Active Points); STR Minimum 15 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) [15]
- Flashbang Grenade: Sight and Hearing Groups Flash 7d6, Explosion (+1/2) (60 Active Points); STR Minimum 15 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), 8 Charges (-1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) [8]
- Frag Grenade: Ranged Killing Attack 3d6-1 (vs. ED), 16 Charges (+0), Explosion (+1/2) (60 Active Points); STR Minimum 15 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) [16]
- Cyanide Grenade: Ranged Killing Attack 1d6-1 (vs. NND), 6 Continuing Charges lasting 1 Minute each (+0), Invisible to Hearing, and Sight Groups, SFX Only (Visible To Smell / Taste; +1/2), NND (No Need To Breath, Immunity To Poison; +1), Does BODY (+1), Continuous (+1), Area of Effect Radius: 5" (+1), Conforming (+1/2) (60 Active Points); STR Minimum 15 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) [6 cc]
- Knockout Grenade: Energy Blast 3d6 (vs. NND), NND (No Need To Breath, Immunity To Poison; +1), Continuous (+1), Explosion (-1 DC/3"; +1) (60 Active Points); STR Minimum 15 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), 4 Continuing Charges lasting 1 Turn each (-1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) [4 cc]
- Smoke Grenade: Darkness to Sight Group 3" radius, 12 Continuing Charges lasting 20 Minutes each (+1) (60 Active Points); STR Minimum 15 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) [12 cc]
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Active Points
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75 |
Real Cost
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23 |
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Edit
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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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Gear Lvl 2 |
Military, 82,000 creds This classic belt-fed machine gun is popular with some old war vets, but largely ignored by more discerning marksmen due to it's indifferent accuracy. |
Norn-Tek 225-FAAM Machine Gun: Ranged Killing Attack 3d6+1 (vs. PD), Semi-Armor Piercing (+1/4), Autofire (5 shots; +1/2), 225 Charges (+1) (137 Active Points); STR Minimum 18+ (STR Min. Cannot Add/Subtract Damage; -1 1/2), OAF (-1), Required Hands Two-Handed (-1/2), Beam (-1/4), Real Weapon (-1/4) |
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Active Points
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137 |
Real Cost
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30 |
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Edit
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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.
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Instead they use high explosives and shaped charges. Now, that's usin yer noggin!
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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 preparation and 10% is managing to get the payload emplaced.
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Most Demolitionists avoid actual combat like the plague.
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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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- Smart: +5 INT
- Adept: +1 Overall Skill Level
- Demolitions +4
- Electronics
- Mechanics
- SS: Chemistry
- Security Systems
- Concealment
- Analyze: Construction
- Analyze: Explosives
- KS: Explosives
- Perk: Military Equipment Availability
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Active Points
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55 |
Real Cost
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55 |
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Edit
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THE DESTROYER
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This sort of Boomer is a Meta with a ability that allows them to be impressively
destructive. Rare, and generally unique in their own way, the only thing that can
be said about them collectively is that they tend to be scary mofo's and all bets
are off until their particular weird abilities can be figured out and protected
against...if its not too late.
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Most can demand a big pay off, but work might tend to be sparse.
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Also, because they are so unique, they often have to worry more about being identified
and dealt with later by survivors and irked target corporations. Some have been
known to take extreme precautions such as going to great lengths to maintain their
anonymity.
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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.
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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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