Shooting is a sport. Some of your first memories were of shooting a gun: you shot cans, then car doors, then holotargets and, eventually, your fellow man. You then made it your lifestyle in the crime-filled streets. You were trained as a military sniper relieving enemy officers and politicians of their duties, as a MAX-TAC marksman wielding a smartchipped Militech cannon, or as a corpo assassin cleanly flatlining those who got in the way of business.
On the streets, Clicks are a subsect of solos, but unlike those steel-plated gonks fresh out of the military, you’ve received specialized training. You stalk the foe, sometimes remaining undetected for days and bearing the brunt of the elements while learning their patterns. You’ve become a machine that calculates the effects of wind, weather and gravity on your bullets to ensure the death of your quary regardless of the distance that separates you. Your weapon is an extension of yourself: a polymer and steel third arm with which you deliver death with a single click of the trigger. It might be war out there, but to you, shooting is a sport, and you’re good at it.

The Click makes important use of the Aim action (CP2020, p.98), but the famously confusing multiple action rules for Cyberpunk 2020 means that different groups often rule the action completely differently from one another. We suggest the following ruling for the Aim action with this homebrew content:
Aim
You aim at a specific target, gaining +1 to hit on them for every consecutive turn of aiming, up to 3 rounds. You cannot aim and attack on the same turn. If you lose sight of your target or move, you stop aiming at them, losing the benefits.
This suggested ruling clarifies how aiming works in combat and puts a limiter on the lethality of the Click. If the Click wants to take advantage of their Precision, they need to burn a turn every now and then. The losing sight condition also means that they have to remain at least partially out of cover to look at the enemy.

