QUOTE (MikeKozar @ Nov 28 2009, 06:34 PM)

I wrestled with realism vs. game balance there. A smart sniper takes the shot and gets the hell out of there; a smart sniper could probably wipe out the team before they could get to him. Since this is the first sniper this bunch of players has had to face, I decided to start off a little less then maximum lethality - no AP or Ex-Ex rounds, no called shots, no shoot and scoot or calls to other units for support. Mostly an exercise in Perception tests and long-range fire. It was still pretty effective - one PC KO'd and two more then halfway to KO'd. Considering this was supposed to be a minor encounter, I think making him any smarter could have been a TPK at the wrong point in the story.
A smart sniper probably would also avoid using drones, since as you pointed out, they can be hacked and it can possibly be used to pinpoint his location. The sniper's strength is stealth, anything that compromises that should be heavily considered as to whether you really need it.
I would suggest that instead of using snipers, use sharpshooters. There's a fundamental difference between the two. Sharpshooters tend to require many others to support them, usually by acting as a barrier between the shooter and the targets. They're also not nearly as clever, dangerous, or difficult as a sniper.
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QUOTE (Mercer @ Nov 28 2009, 09:17 PM)

See, this is why I always invest in the aural boosts. It's usually easier to hear snipers than it is to see them. Visually it's INT+Per+Vision Enhancements, so let's say 4+4+3, minus the ghille suit and range of -7 and a threshold determined by the sniper's Infiltration roll. Hearing it's INT+Per+Aural Enhancements, +2 for the Spacial Recog to pinpoint the location of sounds, minus the range. so let's say 4+4+3+2-3, and the threshold is only [2] for the silenced gunfire.
I think your numbers are wrong, and personally I would say that attempting to locate a sound by pinpointing would be a higher threshold than just hearing it, so I would set the threshold for a check with your spatial recog at 3 not 2, or require that the player first -hears- the sound before he can attempt to pinpoint it. The ability to pinpoint a sound more easily does not convey any additional ability to hear the sound in the first place.
Visually you'd have 4+4+3-4-3 (I'm not sure how you're getting -7 from range) so 4 dice against the sniper's infiltration hits. Playing the averages, I'd say you'd have to get 4 successes to match the sniper's infiltration successes, and that's being generous.
Audibly you'd have 4+4+3-3-6 so 2 dice against a threshold 2 to hear his gunfire.
Personally, I've always felt that the ghillie suit was too underpowered. The only advantage it had over chameleon was that it could technically be worn over anything. I've felt, especially given the penalties, that a -6 would have been far more suitable.
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QUOTE (Tymeaus Jalynsfein @ Nov 29 2009, 12:22 PM)

Hey, It sounds like it worked out well for you...
As for the realism, realism kills PC's more often than not... I liked your solution (Besides, Story trumps realism, as long as it is not too cheesy that is)... And you are right, a good sniper will indeed tend to wipe out characters...
Keep the Faith
Heh, my MO for my sniper PC, when able, is to severely injure one member of the target group then pick off the rest. People tend to hate leaving people behind, unless they're dead.
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QUOTE (Tymeaus Jalynsfein @ Nov 29 2009, 02:54 PM)

We use both ballistics and Tactics as additional Knowledge Skills... the specialty for Leadership in Tactics would apply to get the individuals to FOLLOW your tactical choices, but the Knowledge skill would help you develop them in the first place... (Military Professional Skill would also work too)
Keep the Faith
We personally use Small Unit Tactics and Sniper Tactics knowledge.
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QUOTE (Mercer @ Nov 29 2009, 06:24 PM)

I would see it as a series of tests. INT+Per+whatev to spot the sniper, but that would likely fail for the reasons provided (high threshold from Infiltration, severly penalized pools). So then it becomes a series of LOG+Tactics and LOG + Longarms to determine the most advantageous places to snipe from, and the ones that match the trajectory of the rounds. Then it becomes, "How do we get there?" Especially if by the time you get there, the sniper has moved to another spot.
I think every war movie has a variation on this scene.
LOG+Longarms really wouldn't help much. You don't know what sniper rifle he's using (if he's using a sniper rifle), you don't know how it's modded. You really have no way of telling beyond knowing that sniper rifles are generally useful from 1500m in. This is also partially why I encourage splitting sniper tactics from tactics in general. Sharpshooters and snipers behave differently. Snipers do consider far more criteria than just the shooting field from their chosen cover.
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QUOTE (Tymeaus Jalynsfein @ Nov 30 2009, 10:59 PM)

Which is why you rarely see them in actual play I would imagine... It is way to easy to set up the TPK using a highly skilled Sniper... having been on the receiving end of such a scenario, I know exactly how brutal it is... In the end, the Sniper killed 5 fairly competent individuals and heavily wounded 2 more before the remaining members managed to pull out... it was way brutal, even after we knew what was going on... (average PC Karma Gain at the time was close to 200)
I've told my GM this when I made my sniper... if I'm being targeted, I screwed up bad. Even if I'm running into a building with the rest of the team, a lot of the same skills can apply. If I'm being targeted over most of the rest of the team, I screwed up bad. The sniper's strength is not his distance shooting or firearms skill, it's his knowledge and stealth.
Not only all of these issues, but technically a sniper is one of the few combat characters that is effective with just a single IP. Also consider that most individuals who actually manage to survive a sniper shot almost certainly took more damage than their body, meaning they got knocked down by the shot. I'm beginning to think that using APDS rounds on a Desert Fox when most of your enemies are using 6/4 with a few 8/6 armors might not be the most cost effective strategy....