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Sniper O.C.C.

By: Shawn Merrow (ShawnM011D@aol.com)


Snipers are usually trained and used by militaries and law enforcement agencies. They can also be found in mercenary groups and occasionally freelancing. They are trained to get close to the target with out being seen and kill the target. The goal is to do this in one shoot. The reason for this is that the more you shoot at the target the more likely they will spot you and shoot back or the target may escape. The work of a sniper will often require them to work alone. At the best they will usually only get a spotter to help the sniper identify targets and watch his back. This problem though is not faced by snipers working for law enforcement units.

Sniper O.C.C.

Attribute Requirements: I.Q. 10, P.P. 10
Alignment: Any except Principled
O.C.C. Bonus: +2 to initiative, +1 to strike with modern ranged weapons.
O.C.C. Skills:

Radio: Basic (+10%)
Detect Ambush (+5%)
Intelligence
Tracking (+10%)
Wilderness Survival
Armorer (+5%)
Camouflage (+20%)
Athletics (general)
Climbing
Prowl (+15%)
Language: One other language beside native (+20%); Native language at (98%)
Literacy: Native language (+10%)
W.P. Bolt-Action Rifle with Combat Sniper skill*
W.P. Energy Pistol
W.P. Energy Rifle with Combat Sniper skill*
Land Navigation (+10%)
Hand to Hand: Basic; can be changed to Expert at the cost of one other skill, or Martial Arts at the cost of two other skills (or assassin if of evil alignment).
 
* See below for Combat Sniper Skill

O.C.C. Related Skills: Because of the intensity of the training required for this skill there is not much time to acquire other skills. Select four other skills. Plus two skills at level four, eight and one twelve. All new skills start at level one proficiency.

Communications: Any
Cowboy: None
Domestic: Any
Electrical: Basic Electronics only
Espionage: Any (+10%)
Mechanical: Automotive Mechanics & Weapons Engineer only
Medical: First Aid only.
Military: Any
Physical: Any
Pilot: Any
Pilot Related: Any
Rogue: Any (+5%)
Science: Chemistry and Math only
Technical: Any (+5%)
W.P.: Any
Wilderness: Any (+5%)

Secondary Skills: The character gets to pick four more skills from the previous list. These are additional areas of knowledge that do not get the advantage of the bonus listed in parentheses. All secondary skills start at the base skill level. Also, skill are limited (any, only, none) as previously indicated in the list.
Standard Equipment: A set of light mega-damage body armor, military fatigues, a custom made Ghillie suit*, and a small wardrobe. Also a gas mask and air filter, tinted goggles, infrared distancing binoculars, one long ranged high power rifle of choice with telescopic scope, thermo- imaging and laser targeting, one energy pistol of choice, one knife, two other hand held weapons of choice, six e-clips or reloads for every appropriate weapon, robot medical kit and IRMSS, backpack, canteen, two weeks of rations.

* Ghillie suit: Is a suit made by the sniper to match the terrain to help him sneak up on his target. A universal suit will provided a +5% bonus to prowl. A suit made up to match the local terrain will give a +15% bonus to prowl.

Money: 2D6 x 1,000 in credits, and black market items worth 1D6 x 1,000 credits.
Cybernetics: 1D4 cybernetic implants of choice.

Experience Table

1. 0,000 - 2,120
2. 2,121 - 4,240
3. 4,241 - 8,480
4. 8,481 - 16,880
5. 16,881 - 24,880
6. 24,881 - 34,880
7. 34,881 - 49,880
8. 49,881 - 69,880
9. 69,881 - 94,880
10. 94,881 - 129,880
11. 129,881 - 179,880
12. 179,881 - 229,880
13. 229,881 - 279,880
14. 279,881 - 329,880
15. 329,881 - 389,880

New Skill:

COMBAT SNIPER (military)

This is a new sniper skill. It costs two other skill selections to get and must be selected separately for each weapon proficiency. For example if a player wanted it for W.P. Bolt Action Rifles and W.P. Energy Rifles the skill would have to bought twice. Note: This skill can only be used with weapons that can fire single shots. In other words no firing bursts or full auto. Also it can only be used with ranged weapons. Its called Combat Sniper to make it easier to tell from the Sniper skill in the main book.

Another thing I think should be done is have a distance penalty. For every 500 ft. the target is away a -1 to strike is applied (any scope or sight modifiers or added after this). The reason for that is at long range the target will be harder to see and you have to account for the effects of the environment on the shot (wind, gravity, etc.). It also takes four melee rounds (60 seconds) to get prepared to take a shot. For every melee round less then three a -1 is applied. It can never be done in one melee round since that is not enough time to position the rifle and get in the right mind set. The reason for this is the sniper needs to be relaxed so the weapons can be held steady and be able to concentrate on the target to make it die! Preferably in one clean shot.

Note: For skill selection purpose this is a military skill. So if a O.C.C. can't normally get skills from the military list they can't get this one.

  1. +3 to Strike on aimed shots.
  2. -
  3. Critical Strike on a unmodified 19-20
  4. -
  5. +1 to Strike on aimed shots.
  6. Critical Strike on a unmodified 18-20
  7. -
  8. +1 to Strike on aimed shots.
  9. Critical Strike on a unmodified 17-20
  10. It know only takes three rounds prep time to fire.
  11. +1 to Strike on aimed shots.
  12. Critical Strike on a unmodified 16-20
  13. -
  14. +1 to Strike on aimed shots.
  15. Critical Strike on a unmodified 15-20

© 1999 Shawn Merrow. Thanks to bertra02@potsdam.edu (Wachunga), cindgulb@enoreo.on.ca (Wade Gulbrandsen), rchaulk@efni.com (CowMan) whose suggestions made this skill better.

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