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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.
- +3 to Strike on aimed shots.
- -
- Critical Strike on a unmodified 19-20
- -
- +1 to Strike on aimed shots.
- Critical Strike on a unmodified 18-20
- -
- +1 to Strike on aimed shots.
- Critical Strike on a unmodified 17-20
- It know only takes three rounds prep time to fire.
- +1 to Strike on aimed shots.
- Critical Strike on a unmodified 16-20
- -
- +1 to Strike on aimed shots.
- 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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