The DoorKicker is a force to reckoned with
just by himself/herself. When going into a place he/she either kicks the
fraggin door in or blows its hinges off with their primary weapon, a shotgun
of choice. Since the doorkicker is usually the first in through the door,
and likely to be shot at first, he/she has been cybernetically modified
to take the punishment (the body armor also helps a little). When
not storming gates and destroying innocent doors he/she doubles as point
on patrols. It also noted that this is the meanest & nastiest slot on
the teams.
-
ATTRIBUTES
- Body: 6 (7) (+3 Impact,+2 Ballistic)
- Quickness: 6 (10)
- Strength: 5 (9)
- Charisma: 3
- Intelligence: 5
- Willpower: 5
- Essence: .45
- Reaction: 5 (8)
- Initiative: 5 (Special) +1D6 (+3D6)
- Body Index: 5.175
- Threat/Professional Rating: 4
- Bioware (All Cultured)
- Orthoskin (3)
- Synaptic Accelerator (2)
- Enhanced Articulation
- Muscle Augmentation (4)
- Cyberware (All Beta)
- Bone Lacing (Titanium)
- Tactical Computer (3)
- Orientation System
- Smartlink II
- Cybereyes w/ Protective Covers (+1 Impact)
- Display Link
- Flare Compensation
- Low-Light
- Rangefinder
- Thermographic
- Hearing Amplification
- Dampener
- Spatial Recognizer
SKILLS
- Armed Combat: 5
- Athletics: 3
- Demolitions: 3
- Etiquette (Military): 3
- Firearms: 5
- Shotguns: 7
- Gunnery: 4
- Military Theory: 3
- Tactics (Small Unit): 5
- Leadership: 2
- Psychology: 1
- Stealth: 4
- Urban: 6
- Throwing:4
- Unarmed Combat: 6
- Fist Damage (Str+3)M
- GEAR
- Heavy Security Armor
- Security Helmet
- Harness w/ holsters & ammo pouches
- (1) Shotgun (Primary Weapon)
- (1) Sub-Machine Gun (Secondary Weapon)
- (1) Heavy Pistol (Back-up Weapon)
- (1) Light Pistol (Back-up Weapon)
- NOTE: (3) extra clips carried per gun
- 50 round Bandoleer with various shotgun
ammo
- Cougar Fine Long Blade Knife
- Shock Gloves
- 3 IPE Concussion Grenades 16M (Stun)
(-1/meter)
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