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Gunshot
| Dex: 05 | Str: 04 | Bod: 04 | Motivation: Mercenary |
| Int: 04 | Wil: 03 | Min: 04 | Occupation: Mercenary |
| Inf: 03 | Aur: 03 | Spi: 03 | Resources {or Wealth}: 004 |
| Init: 012 | HP: 025 |
Skills: Military science (Camouflage, cartography, demolition): 03, Vehicles (Land): 03, Weaponry: 08
Advantages: Familiarity (Military equipment and protocols)
Connections: Mercenary scene (Low)
Drawbacks: Minor Rage
Equipment:
- BODY ARMOUR [/STR/ 09 /BODY/ 08, Energy blast (Ammo: 05): 13, Jumping (Ammo: 05): 05, Radio communications: 09]
- 75mm Rifle [BODY 04, Projectile weapon: 11, Ammo: 05]
- Energised battle axe [BODY 10 EV 11, Rec. STR 06]. This might be powered by a battery in his armour.
The best defence
Most New Extremists will spend their HPs offensively, spending everything on a mix of AV and OV within the first three Phases or so.
This allowed them to credibly engage the JLA, since the League doesn’t generally spend HPs on a bunch of nobodies. But the tide turned as the New Extremists ran dry - and their more powerful opponents regrouped, started two-teaming them, shook off the Stuns, etc.
Game Stats — DC Adventures
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Gunshot — Averaged PL 9.2
| STR | STA | AGL | DEX | FGT | INT | AWE | PRE |
| 02 (07) | 02 (10) | 02 | 04 | 04 | 00 | 01 | 01 |
Power armour ● 37 points (Removable) ● Descriptor: Technology
- Enhanced Strength 5, Enhanced Stamina 8
- Radio — Radio Communication 3
- Tactical jumps — Leaping 8, Move-by-Action, Quirk (about five uses before it goes dry)
Ordnance Array ● 22 points (Removable) ● Descriptor: Technology
- Chest beam — Ranged Energy Damage 13, Quirk 1 (About five shots before it goes dry)
- 75mm rifle — Ranged Ballistic Damage 10, Improved critical 1, Quirk 1 (About five shots before it goes dry)
- Power axe — Strength-based Close Slashing Damage 3, Improved Critical 2
All-out Attack, Close Attack 2, Ranged Attack 2
None demonstrated
Athletics 3 (+10), Close combat (Unarmed) 2 (+8), Close combat (Axes) 8 (+12), Expertise (Military) 8 (+9), Insight 1 (+2), Perception 3 (+4), Ranged combat (Firearms) 6 (+12), Ranged combat (Chest beam) 6 (+12), Vehicles 2 (+6) (Limited 2 to common land vehicles)
| Initiative +2 |
| Unarmed +8, Close, Damage 7 |
| Chest beam +12, Ranged, Damage 13 |
| 75mm Rifle +12, Ranged, Damage 10, Critical 19-20 |
| Power axe +12, Close, Damage 10, Critical 18-20 |
| Dodge | 8 | Fortitude | 11/3* |
| Parry | 8 | Toughness | 10/2* |
| Will | 3 |
Temper Violent thug
Trade-off areas Attack & Effect PL 13, Dodge/Toughness PL 9, Parry/Toughness PL 9, Fort & Will PL 7
Point total 128 Abilities 32, Defences 13, Skills 19, Powers 0, Devices 59, Advantages 5. Equiv. PL 8.
The New Extremists normally front-load their assaults. They’ll spend any Hero Points they have in the first round to raise mediocre and poor dice rolls, concentrating on the offensive but leaving little for defense. Thus, they’ll hit quite hard at first, but then run dry and be easier to mop up than you’d expect. They also prefer offensive tactics - for instance Gunshot normallly uses All-Out Attack, especially early in the fight.
