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Gunshot of the Extremists (JLA enemy) ( DC Comics) vs. Guy Gardner

Gunshot


Power Level:
Game system: DC Heroes Role-Playing Game
  • This article assumes that you’ve read our main article about the Overmaster’s Cadre.
  • The New Extremists have but capsule profiles with speculative stats, since there’s so little material about them.

Background

  • Real Name: Unrevealed
  • Marital Status: Unrevealed
  • Known Relatives: None
  • Group Affiliation: New Extremists ; Cadre
  • Base Of Operations: Mobile
  • Height: 5’11” Weight: 180 lbs.
  • Eyes: Brown Hair: Black


Powers and Abilities

Gunshot appears to be a well-trained fighter toting advanced weapons and armour. The chestpiece of his armour includes an energy projector, in a similar arrangement to Iron Man’s uni-beam.

The armour can make enhanced jumps, perhaps using jump jets. This mobility is integrated into Gunshot’s tactics, and he’s trained to fire whilst in mid-jump.

His most common tactic is to expand the ammunition of all his ranged weapons, then grab his axe and melee. Each ranged weapon seems to have about five shots or so.

Our game stats assume a military background, though it wasn’t stated or demonstrated.


History

In 2006, years after his appearance with the New Extremists, Gunshot was spotted in Brisbane, Australia.

He was on top of downtown building, surrounded by the police and with a hostage. The situation was defused by Miss Martian, who hurled Gunshot from the building and destroyed his cannon. She made him promise never to be bad again in exchange for catching him before he cratered.

Gunshot poses with his rifle


Description

See illustrations.


Personality

Very little was apparent in the department for the New Extremists. They seem to be professional killers.


Quotes

“Things are going very well, Meanstreak ! We have the JLA split up. Now we need to go in for a quick kill !”

“The only way out of here is through Hell, bug eyes !”


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Game Stats — DC Heroes RPG Print Friendly

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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 RPG Print Friendly

Tell me more about the game stats

Gunshot — Averaged PL 9.2

STR STA AGL DEX FGT INT AWE PRE
02 (07) 02 (10) 02 04 04 00 01 01

Devices

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

Combat Advantages

All-out Attack, Close Attack 2, Ranged Attack 2

Other Advantages

None demonstrated

Skills

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)

Offense

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

Defense

Dodge 8 Fortitude 11/3*
Parry 8 Toughness 10/2*
Will 3

* Without Power armour

Complications

  • Temper Violent thug

Power levels

  • 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.

Notes

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.

By Sébastien Andrivet

Source of Character: DC Universe

Writeup completed on the 25th of May, 2010.

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