
Gunshot
Context
Gunshot is part of a 1990s DC team of somewhat generic villains. It was one of the groups going by “the Extremists”. Well, the New Extremists.
This entry is meant to be read after the profile for the Overmaster’s Cadre, which explains all the background.
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
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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. 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.
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 !”
Game Stats — DC Heroes RPG
Tell me more about the game stats
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, Claws: 11, Recommended STR 06]. This might be powered by a battery in his armour.
The best defence
Most New Extremists will spend their Hero Points 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
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.
Source of Character: DC Universe.
Writeup completed on the 25th of May, 2010.