No matter how tactically prepared a group is, no matter how well equipped, only one person can get through a door at a time. The first one to do this must have fast reflexes, mobility, a room clearing weapon, and solid brass balls. He is the first one into an ambush, and the last one standing. He is the pointman. Pointman stylists emphasize fast, accurate shooting at close ranges. Many learn to target the face, as the penetration of their chosen weapons is weak against modern body armor. Limited ammo supplies puts a priority on quick reloads.
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| - No matter how tactically prepared a group is, no matter how well equipped, only one person can get through a door at a time. The first one to do this must have fast reflexes, mobility, a room clearing weapon, and solid brass balls. He is the first one into an ambush, and the last one standing. He is the pointman. Pointman stylists emphasize fast, accurate shooting at close ranges. Many learn to target the face, as the penetration of their chosen weapons is weak against modern body armor. Limited ammo supplies puts a priority on quick reloads.
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| - No matter how tactically prepared a group is, no matter how well equipped, only one person can get through a door at a time. The first one to do this must have fast reflexes, mobility, a room clearing weapon, and solid brass balls. He is the first one into an ambush, and the last one standing. He is the pointman. Pointman stylists emphasize fast, accurate shooting at close ranges. Many learn to target the face, as the penetration of their chosen weapons is weak against modern body armor. Limited ammo supplies puts a priority on quick reloads. 4 Points Skills: Forced Entry; Guns (Shotgun or Submachine Gun); Stealth. Perks: Akimbo (Shotgun or Submachine Gun); Cool Under Fire; One-Armed Bandit (Shotgun); Grip Mastery (Shotgun or Submachine Gun); Quick Reload (Detachable Magazine or Tubular Magzine); Scattergun. Techniques: Close-Hip Shooting (Shotgun or Submachine Gun); Close-Quarters Battle (Shotgun or Submachine Gun); Double-Loading; Retain Weapon(Shotgun or Submachine Gun); Targeted Attack (Shotgun or Submachine Gun Shoot/Face). Optional Traits Advantages: Combat Reflexes; Danger Sense; Daredevil; Fearlessness; Night Vision Disadvantages: Hard of Hearing; Post Combat Shakes Skills: Fast-Draw (Long-Arm); Intimidation; Spear; Tactics.
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