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    Shadowrunner Stats Guide by Serial

    Updated: 11/06/00 | Search Guide | Bookmark Guide

    Shadowrunner Stats
    Written By: Serial
    
    	This chart was created to help keep track of the Shadowrunners available for hire in the
    SNES game Shadowrun. You can use this to preview a Shadowrunner before you hire one, or to
    compare a Shadowrunner to another, in case you want to hire one for a specific situation or run.
    
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    How to read the key -
    
    Name - Type
    	This gives the name of the Shadowrunner, the race of the Shadowrunner, and the type of
    Shadowrunner they are. There are 3 types of Shadowrunners in the game.
    - Mercs primary function is fighting and shooting.
    - Mages have magical skills.
    - Deckers will hack into computers for you.
    
    Cost:
    	How much Nuyen it would cost you normally to hire a Shadowrunner if you don't pick
    up the Negotiation skill.
    
    After Negotiation:
    	How much it would cost if you max out your negotiation skill to 6 then hire a
    Shadowrunner.
    
    Found At:
    	The location where a Shadowrunner may be found. Named first is the place - ie, Grim
    Reaper Club - and on what level - ie, Tenth Street.
    
    The rest of the stats are what is displayed if you choose to EXAMINE a Shadowrunner.
    
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    	It should be noted that not all statistics have a large effect on how a Shadowrunner is
    used. Sometimes a Shadowrunner will have a firearms skill of 1, yet seem to hit his target like a
    marksmen every time. I'm also unsure how the stats effect the Shadowrunner, or whether all of
    them have any effect on the game.
    
    	I also put a little notation  (fires full auto)  besides the firearms skill if a character will
    use a firearm as though it were fully automatic. It should be noted that it doesn't matter what
    firearm a Shadowrunner is using that determines whether they can use it in full-auto, but on the
    Shadowrunner themselves.
    
    	It should be noted that you CAN give items, weapons and armor to Shadowrunners, and
    they can give them to you, or other Shadowrunners, but they might not always be able to equip
    them or make use of them, like giving a firearm to a mage who normally fights with magic. If
    you give them a firearm, they won't use it. I'm unsure whether the firearm a Shadowrunner uses
    will make a difference in how often they hit, how accurate they are, or how much damage they
    do with each hit.
    
    	I've also included small notes on how you might want to make use of particular
    Shadowrunners.
    
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    Table of Shadowrunners
    
    1. Hamfist the Decker
    
    2. Jagadance the Mage
    
    3. Orifice the Mercenary
    
    4. Dances With Clams the Mage
    
    5. Frogtongue the Mercenary
    
    6. Anders the Mercenary
    
    7. Jetboy the Decker
    
    8. Norbert the Mercenary
    
    9. Kitsume the Mage
    
    10. Spatter the Mage
    
    11. Steelflight the Decker
    
    12. Akimi the Mage
    
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    Hamfist - Orc/Decker
    Cost: 500
    After Negotiation: 300
    Found At: Grim Reaper Club on Tenth Street
    	Body - 3 30/30
    	Magic - 0 0/0
    	Strength - 4
    	Charisma - 4
    	Weapon - T-250 Shotgun
    	Armor - 1, Mesh Jacket
    		Items - Cyberdeck
    		Skills
    		- Firearms 1
    		- Armed Combat 1
    		- Computer 1
    		Cyber - Datajack
    
    Notes: Hamfist is the first Shadowrunner you can hire, and it may be a good idea to make use of
    him. In the earlier stages, he can help you build up your Karma and Nuyen by busting down
    doors and mowing down everyone inside, and you can go and shoot up the cemetery ghouls for
    karma with Hamfist as well. Hamfist can hit most everything quite well, despite his low firearms
    skill. The fact that he's a decker can also help you break into Glutmans computer in the Tenth
    Street stage for more Nuyen, since at that point in the game you'll be unable to hack into
    computers yourself.
    	Once you get to the Caryards though, Hamfist starts to outlive some of his usefulness, as
    he can't take the punishment of real gunfire like some of the other Runners can. He is good
    however for building up karma and Nuyen if you choose to go back to Tenth Street, as he is
    cheap, and will stick around for a good while.
    
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    Jagadance - Jamaican/Mage
    Cost: 1500
    After Negotiation: 800
    Found At: Grim Reaper Club on Tenth Street
    	Body - 3 30/30
    	Magic - 4 40/40
    	Strength - 3
    	Charisma - 3
    	Weapon - Fichetti L. Pistol
    	Armor - 2, Mesh Armor
    		Magic
    		- Powerball lv2 (6)
    		- Heal lv2 (6)
    		- Armor lv1 (5)
    		Skills
    		- Firearms 1
    		- Armed Combat 1
    		- Leadership 1
    		- Negotiation 2
    
    Notes: Jagadance is the Jamaican that you see on the phone at the Grim Reaper club when you
    start off in the game. Once you get past the Caryards, he'll be off the phone, and you can hire
    him.
    	The major problem with Jagadance though, is that he can't hit the broadside of a barn,
    and when he does manage to hit something, his peashooter barely makes a dent. His magical
    skills aren't anything to get all worked up about either, he has only 3 spells at low levels.
    Jagadance is however, the cheapest Mage you can hire.
    	For fighting your way through Tenth Street, Hamfist is the better choice. I'm almost
    inclined to rate Jagadance as the worst Shadowrunner to hire.
    
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    Orifice - Orc/Merc
    Cost: 500
    After Negotiation: 300
    Found At: Sputnik Club in Old Town
    	Body - 4 40/40
    	Magic - 0 0/0
    	Strength - 1
    	Charisma - 1
    	Weapon - T-250 Shotgun
    	Armor - 1, Mesh Armor
    		Skills
    		- Firearms 4 (fires full auto)
    		- Armed Combat 3
    
    Notes: Orifice is the next step up from Hamfist, and is a wonderful fighter, and at a good price as
    well. He'll live through most of your low-level fights, however, taking him into buildings and
    complexes is a bad idea, as he isn't THAT good. He also won't stay around for very long, and
    you can probably do most of the fighting on your own when your in Oldtown.
    
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    Dances (With Clams) - Shaman/Mage
    Cost: 2000
    After Negotiation: 1000
    Found At: Sputnik Club in Old Town
    	Body - 3 30/30
    	Magic - 5 50/50
    	Strength - 4
    	Charisma - 1
    	Weapon - None
    	Armor - 0, None
    		Magic
    		- Powerball lv3 (7)
    		- Heal lv1 (5)
    		- Invisibility lv5 (9)
    		- Armor lv1 (5)
    		- Summon Spirit lv3 (14)
    		Skills
    		- Leadership 3
    		- Negotiation 1
    
    Notes: Dances main problem is that he's expensive and he doesn't stick around for very long. As
    said before, at your first opportunity to pick him up, you can probably do most of the fighting on
    your own in Old town.
    
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    Frogtongue - Orc/Merc
    Cost: 1500
    After Negotiation: 1000
    Found At: Wastelands... Downtown
    	Body - 7 70/70
    	Magic - 0 0/0
    	Strength - 5
    	Charisma - 1
    	Weapon - HK 277 A. Rifle
    	Armor - 3, Bullet Proof Vest
    		Skills
    		- Firearms 8
    		- Armed Combat 5
    
    Notes: I have to rate Frogtongue as one of the best Mercs to have around. He plays second fiddle
    only to Norbert, as they make a great team for storming those tough buildings and complexes.
    He also sticks around for a good while, and will live out most battles.
    
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    Anders - Samurai Warrior/Merc
    Cost: 1000
    After Negotiation: 800
    Found At: Wastelands... Downtown
    	Body - 5 50/50
    	Magic - 0 0/0
    	Strength - 5
    	Charisma - 1
    	Weapon - Uzi III SMG
    	Armor - 1, Mesh Jacket
    		Skills
    		- Firearms 10 (fires full auto)
    		- Unarmed Combat 6
    		- Armed Combat 6
    
    Notes: Anders is sort of like a poor mans Norbert. He's quite cheap for the quality you get,
    however, he might not outlast some of the fights that Norbert or Frogtongue can, and he also
    won't stick around as long. I consider him to be the 3rd best Merc in the game however, so if
    your taking a big team of Shadowrunners, Anders might be your ticket.
    
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    Jetboy - Heavy Dude/Elf/Decker
    Cost: 1000
    After Negotiation: 800
    Found At: Wastelands... Downtown
    	Body - 3 30/30
    	Magic - 0 0/0
    	Strength - 3
    	Charisma - 1
    	Weapon - Beretta Pistol
    	Armor - 1, Mesh Jacket
    		Items - Cyberdeck
    		Skills
    		- Firearms 2
    		- Armed Combat 1
    		- Computer 3
    		Cyber - Datajack
    
    Notes: As a decker and a fighter, I have to rate Jetboy low. Hamfist can do the same job cheaper,
    as he has the same HP, the same armor, and the same computer rating for hacking into
    computers. Although Jetboy will stay with you longer than Hamfist, he isn't quite as good a
    fighter, especially for the mean streets of Downtown. If there's a hacking job that needs only a
    level 3 hacker, Hamfist can do the job.
    
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    Norbert - Dwarf/Merc
    Cost: 2000
    After Negotiation: 1500
    Found At: Wastelands... Downtown
    	Body - 6 60/60
    	Magic - 0 0/0
    	Strength - 5
    	Charisma - 2
    	Weapon - Uzi III SMG
    	Armor - 1, Mesh Jacket
    		Skills
    		- Firearms 8 (fires full auto)
    
    Notes: Norbert has to be the best Merc in the game. Despite the fact that his firearms level is
    the same as Frogtongues, and lower than Anders, he seems to be able to mow down hitmen
    better than both of them. Norbert will also stick with you longer than any other Merc. There is
    the small problem that Norbert has, as sometimes he can't outlast a gunfight as long as
    Frogtongue can. If you want a good team of Mercs to storm a building, get Norbert 1st,
    Frogtongue 2nd, and Anders 3rd.
    
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    Kitsume - Catwoman/Mage
    Cost: 3000
    After Negotiation: 2400
    Found At: Jagged Nails Club Downtown
    	Body - 5 50/50
    	Magic - 17 170/170
    	Strength - 1
    	Charisma - 7
    	Weapon - None
    	Armor - 0, None
    		Magic
    		- Powerball lv4 (8)
    		- Heal lv6 (10)
    		- Invisibility lv2 (6)
    		- Summon Spirit lv5 (18)
    
    Notes: I've never found the Mages abilities to be very useful. Sometimes a magical attack does
    some nice damage, but the really good place that Mages do well is with healing. Kitsume is the
    only Mage with a maxed out spell, and that spell being Heal. Kitsume will stay with you
    permanently if you beat the Rat Shaman while she's with you, however, trying to keep her alive
    through the whole game is difficult. If you choose not to have Kitsume with you permanently,
    she will stay with you for a long period of time before she chooses to leave though. 
    	It may be better in some cases to have other people in your party other than Kitsume, as
    her only real strength is her Heal spell. It's been said before that a good defense is a good
    offense, and it rings true in this game as well. If you choose a better Merc rather than Kitsume,
    you'll more than likely kill the attacker before they have a chance to continue damaging you.
    
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    Spatter - Mage
    Cost: 2000
    After Negotiation: 1500
    Found At: Jagged Nails Club Downtown
    	Body - 6 60/60
    	Magic - 8 80/80
    	Strength - 4
    	Charisma - 1
    	Weapon - Warhawk H. Pistol
    	Armor - 1, Mesh Jacket
    		Magic
    		- Powerball lv5 (9)
    		- Heal lv3 (7)
    		- Armor lv4 (8)
    		Skills
    		- Firearms 4
    		- Negotiation 2
    
    Notes: Spatter can be better than some of the other Mages, however, for total firepower, a Merc
    could be substituted in his place. It seems that Spatter has a less than average fighting ability,
    as Hamfist could beat this guy in a shooting contest. As always, the real advantages of Mages are
    the healing spells, other than that, you might want to get another runner for the same price.
    Norbert is probably the runner you want for 1500 Nuyen.
    	If you take Spatter to the 4th floor of the Drake building, he'll tell you that he's tired of
    following you around, and then he'll turn right around and shoot you. If you kill him or let him
    live by leaving the room, he won't be back at the Jagged Nails Club. If you want to hire Spatter
    on any later occasion, you'll have to leave him behind, or kill him on the 3rd floor of the Drake
    building if you ever want to hire him again after that point.
    
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    Steelflight - Elf/Mage
    Cost: 5000
    After Negotiation: 4000
    Found At: Jagged Nails Club Downtown
    	Body - 10 100/100
    	Magic - 0 0/0
    	Strength - 4
    	Charisma - 2
    	Weapon - Warhawk H. Pistol
    	Armor - 4, Bulletproof Vest
    		Items - Cyberdeck
    		Skills 
    		- Firearms 4
    		- Computer 6
    		Cyber - Datajack
    
    Notes: When you talk to Steelflight, you'll quickly realize he's quite full of himself, and assured
    that he's the best Decker there is, and for his price, he has a right to brag.
    	As a Decker, Steelflight has all your cyberspace needs for hacking his way through
    complexes, as his Computer rating is maxed out. Even if you've maxed out your own computer
    level to 6, he can function well as a secondary hacker in case you've taken to much damage, and
    it might be to dangerous to jack into someones computer. Thats only a small reason for hiring
    Steelflight though. Steelflight also has the highest HP than any other runner, and he also has the
    highest armor. Combine that with a nice fighting skill, and the fact that he'll stay with you for a
    long time, and you'll see that Steelflight can outlast LOTS of gunfights.
    	Instead of hiring a Merc, a good alternative can be Steelflight.
    
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    Akimi - Mage
    Cost:
    After Negotiation: 8000
    Found At: Daley Station Downtown, departing from a train after being summoned by phone
    	Body - 7 70/70
    	Magic - 20 200/200
    	Strength - 1
    	Charisma - 6
    	Weapon - None
    	Armor - 0, None
    		Magic
    		- Powerball lv5 (9)
    		- Heal lv4 (8)
    		- Invisibility lv5 (9)
    		- Armor lv2 (6)
    		- Summon Spirit lv4 (16)
    		- Freeze lv3 (7)
    		Skills
    		- Leadership 4
    		- Negotiation 3
    
    Notes: For mages, Akimi is top notch, but darn expensive. She's expensive to the point where
    you might consider getting a Merc, or some other Mage in her place. However, Akimi does offer
    the benefits of staying around for a long time, having high HP, fighting well with magic, and
    having maxed out MP. Take note that NONE of her spells are maxed out.
    	Akimi also only comes along late in the game, after you've defeated Drake, so the only
    new place to take her is the Akemi building, because she appears SO late in the game. Price may
    be less of a consideration since Akimi appears so late in the game though.
    
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    And the best one is...
    
    Mercs -
    
    Between Hamfist, Orifice, Anders, Frogtongue, Norbert and Steelflight -
    
    1st place goes to Norbert. He can basically do more damage shooting than any other runner in
    the game.
    2nd place goes to Frogtongue. He does almost as much damage as Norbert, and he can take more
    abuse than Norbert.
    3rd place goes to Anders, probably the  best buy  Merc in the game.
    Runners up -  Hamfist is great when your first starting out.
    
    Deckers -
    
    Bewteen Hamfist, Jetboy and Steelflight -
    
    1st place goes to Steelflight. If you don't have your computer skill maxed out, he's the best
    decker there is.
    2nd place goes to Hamfist. Although Hamfists computer abilities are the same as Jetboys, he has
    other qualities make him worth more.
    
    Mages -
    
    Bewteen Jagadance, Dances With Clams, Spatter, Kitsume and Akimi - 
    
    1st place goes to Akimi. Although her healing spell isn't as powerful as Kitsumes, her MP is
    maxed out, so she can heal more often. Her HP is also higher than Kitsumes allowing her to last
    longer.
    2nd place goes to Kitsume. Her heal spell is maxed out, making her much more important than
    some of the other Mages. She can also stay with you permanently. Her magic attack is weaker
    than Akimis and Dances though.
    3rd place goes to Spatter. He's just beefier than Jagadance and Dances.
    
    Overall - 
    
    1st place goes to Steelflight. He can take more abuse than any other runner, he's a decker, AND
    he has a good fighting ability.
    
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    Teams you might want to use - 
    
    Norbert, Frogtongue and Anders. They can destroy just about anything that walks in their way.
    Akimi, Steelflight and Norbert. They have you covered on all 3 fronts, for fighting, decking, and
    Magic
    Kitsume, Steelflight and Norbert. In cases where you want to keep Kitsume permanently, or if
    you can't obtain Akimi yet.
    
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    If you have any questions or comments, you can e-mail me at: andersen@mnsi.net
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    ********************************************************************************
    
    Aknowledgements - The people who help put the first two Shadowrun FAQs out.
    
    Dataeast and FASA for making Shadowrun for the SNES.
    
    ********************************************************************************
    
    P. S. - Dataeast mentioned in the credits that they were going to make a sequel to Shadowrun,
    but it never came. Would anyone like to try to make a hack for use in emulators? I'd be willing
    to help
    

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