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mfb
er, wait. i'm full of the crazy.

our house rule is that, if the ambushing character gets spotted, he doesn't get the -2 TN ambusher bonus. i'd be amenable to the no-surprise-check-at-all rule, though (hell, it made sense to me when i posted it...)
Zeel De Mort
I suppose it is, good point.

I mean, by the letter of the law, if a sniper is really well hidden and you don't spot him and he then takes a shot at you, you STILL get to make a surprise test. If you're a guy with reaction well into the teens there's a good chance you'll beat him. Thus he can't take any offensive action against you, but you haven't spotted him yet so you can't do anything either. You keep walking along the street and he curses at you from his vantage point.

That's the surprise actions over with. You still don't know he's there, but now you've no longer "surprised" him by ambling along the street and he's free to shoot at you, so he tries again and blows your brains out.

Ouch.

I wonder if he'd need to make a new reaction roll every time he tried to surprise you by putting an unexpected bullet in your head. If so you could walk along the street with impunity, safe in the knowledge that most would-be snipers would lack the reaction to beat you in a surprise test and could thus never finish pulling the trigger, being constantly amazed by your potential ability to react, should the situation ever demand it.
Zeel De Mort
The only problem with the no surprise check rule (which I generally like) is what if you get ambushed by a few different guys, some of which you spot and others you don't, some you could beat in a surprise test, others you couldn't?

I guess you'd make a surprise test anyway, and anyone you DID happen to spot you would compare results with as normal. Anyone you don't spot automatically beats you and you're surprised by them for the first round.

Hmm I quite like that, I think.
Req
QUOTE (Zeel De Mort)
I wonder if he'd need to make a new reaction roll every time he tried to surprise you by putting an unexpected bullet in your head. If so you could walk along the street with impunity, safe in the knowledge that most would-be snipers would lack the reaction to beat you in a surprise test and could thus never finish pulling the trigger, being constantly amazed by your potential ability to react, should the situation ever demand it.

That is one of the finest things I've ever read. cool.gif
mfb
depending on the situation, i'd either allow the success test to go off as usual, or simply discard the results against the guys who didn't get spotted.
Krieger
QUOTE (Zeel de Mort)
I wonder if he'd need to make a new reaction roll every time he tried to surprise you by putting an unexpected bullet in your head.

Generally what would happen, Zeel, is that after the initial Surprise Test, the target is no longer surprised that bullets are bouncing off the walls all around him, so it would enter into initiative, when the target, if he has any brains at all, would dive for cover or some similar means of protection.
Jason Farlander
QUOTE (Krieger)
Generally what would happen, Zeel, is that after the initial Surprise Test, the target is no longer surprised that bullets are bouncing off the walls all around him, so it would enter into initiative, when the target, if he has any brains at all, would dive for cover or some similar means of protection.

What bullets? The sniper didn't get an action because he failed the surprise test, so no bullets were fired.
Krieger
Ah. I see.

*cough*

...little help?
Bane
Well, for what it's worth, here's my read of the surprise rules:

First sentence. "Characters sometimes appear unexpectedly" (BBB, pg. 109). This begs the question, if a character doesn't appear (e.g. the character getting sniped doesn't see the sniper) do surprise rules still apply? I'd say that the sniper automatically wins the surprise test and thus the snipee doesn't get combat pool. Whenever using a sniper, I always give my players a perception test against the sniper's stealth, and if they see them, then resolve the surprise situation normally.

As to this business of a complementary skill giving combat pool... eh. Perhaps something similar, such as a sort of Survival knowledge skill that can be rolled complementary with a Perception test. I think that would address everyone's concerns about thinking there is a sniper hiding in every bell tower. But I will stand by my point that a charater getting sniped does not get combat pool. "Characters who are surprised cannot use their Combat Pool to defend against attacks from that opponent" (BBB, pg. 109).
mfb
that's the point, though. if you're in a combat zone, and you're expecting people to be shooting at you, it should be much harder for you to be surprised--even by someone you can't see.
Voran
I don't see there being too much of a problem with getting a reaction test in a surprise situation. I think it evens itself out. Generally speaking, any character without reaction boosting gear, is going to get creamed in an ambush, as would seem generally appropriate.

But just like there is an optional rule for wired reflexes reflecting how twitchy the can be if you don't have an off-switch for them, it makes sense they help you in an ambush. A wired character (cyber, bio or otherwise) is so tweaked they can possibly react faster than non-wired types.

I admit it does become a bit more grey when you apply it to the sniper situation. A squad popping up from ambush to blast your runners is a little different from a guy lying on a roof half a mile away with a rifle.

Then again, in the urban setting of SR, I'd argue it makes it a little more difficult for a sniper to find a good place to shoot from. The general sense I get from the source/flavor books is that there's pollution, rampant crime and general sense of grit and grime. I think buildings are more cramped, taller and give poorer angles to fire from. Open windows are likely a rarity, and pretty suspicious. I get the sense with drones and helicopters and other stuff flying around, sitting on a roof is pretty risky anyway.

Sure the security and such decreases as zones get worse, but in the world of SR, if you aren't getting more paranoid as you go into a worse or worse zone, I personally think you deserve getting shot, or bit in the ass by a devil rat, or jumped by a vampire, or whatever.
SilverWolf_assassin
My Gm experience has taught me one thing. If the game isn't fun no one will play. With that in mind I shape the adventure around not a "Sniper" but an "assassin" with sniping capability.

Professional snipers take only one shot. You don't want to give away your position. Look at the Kennedy assassination. With this in mind I usually don't have my professional assassins start by firing at unsuspecting runners. I give them some hints of people looking for them. Contacts phone the runner scared, sometimes a contact winds up dead. Then before the assassination I try planting an explosion (in an obvious manner, meetings at places way to shady for even runners with smells of sulfur in the air). The "Sniper" won't fire the actual single sniper bullet till players think they are safe. And then he will only fire once. If I am not running a particularly hard-nosed campaign, I might drop an indicator to put them on their guard possibly resulting in a reaction test to get behind a dumpster or out of a window.

This tactic I only leave for players foolish enough to take hunted 6 or alternatively, disobey a direct order from Lofwyr (ask Bane for details). Even then, I always aim for the troll. Remember if game rules don't cover the needs of your playing style, they are only a skeleton for the game as a whole. The game only the GM and the dragons intend to win.

Maverick, assassin for hire,
Distance strike, delay damage, killing hands and 305 karma.
There are worse things then a sniper . . . much, much worse.
Kagetenshi
Professional assassins take as many shots as they need, they just don't hang around afterwards. Especially in Shadowrun, there's no real disadvantage to, after firing off your carefully aimed shot, taking another off-the-cuff one at the same target (or even a different one). Especially if your weapon is suppressed, the odds of finding you really don't increase that much.

~J
Kanada Ten
Can vehicle sensors detect gun fire?
Kagetenshi
True, there are audio portions. Then again, if there are really good vehicle sensors around they'll probably have you nailed after the first shot.

~J
JaronK
QUOTE (SilverWolf_assassin)
Professional snipers take only one shot. You don't want to give away your position. Look at the Kennedy assassination.

I don't get it. Oswald fired three times. 3 times != 1 time!

JaronK
SilverWolf_assassin
Firing constantly is hindering to your stealth but if the assassin is cocky. . . well, that is whole different story. I wouldn't let a player get away with cocky and probably not an NPC, unless the Troll Adept ignores the first bullet.
"I am coming for you Billboard! MWAHAHAAH."

Here is a good game example, from Mob War, of a PRO- (GO CHIMERA!!)

"She shot him with a sniper rifle from a concealed location, then escaped. James O'Malley died instantly from a gunshot wound to the head; All the DocWagon medics could do was pronounce him dead when they arrived."

Shooting a mob head in a Triple A is not fun. No statistics are given for Firebird but a rifle skill of 8 and a smartlink will make just about anyone "buy the farm" chummers.

Solomon, Melee Specialist
"I didn't have to take this crap in Her Majesty's Royal Navy."
Kagetenshi
Taking two shots != firing constantly.

~J
Bane
QUOTE (SilverWolf_assassin)
Firing constantly is hindering to your stealth

I think I know what you mean by this, but can I have a page reference anyway? biggrin.gif
That way, next time we challenge you on it you can bust out the rule and say, "Screw you guys!"

Slightly more on-topic, I don't think vehicle sensors would help against a sniper rifle. Unless it happened to be a shotgun mic pointed at the sniper's location... in which case you probably should be doing more than just sitting there, listening for the shot. Not sure if K-10 was implying that they do pick it up, but I figure I'll throw this out there anyway.
Sandoval Smith
I don't have the books with me, so I can't check the surprise mechanics, but in the ambush example, I would have the first guy take his shot, (and the rest of the ambush team if they had planned to take the first shot all at a signal). If the PCs have comeptly failed to notice any of the attackers setting up, then that first shot at least catches them completly flatfooted, as I would say it is the muzzle flash, the gunshot, or Johnny Redshirt spontanously generating a new facial orifice that tips off the PCs to the threat.

Once the intial action has been completed, then the sammies can whip all those wired reflexes into play.
Austere Emancipator
QUOTE (Bane)
Slightly more on-topic, I don't think vehicle sensors would help against a sniper rifle. Unless it happened to be a shotgun mic pointed at the sniper's location... in which case you probably should be doing more than just sitting there, listening for the shot.

A shotgun microphone, as it's described in SR3, wouldn't help here. If the sniper is at a very long range or has a very effectively suppressed weapon, and there is a lot of background noise in the area, then you might need some sort of audio sensors to pick up the sound of the gunshot, but a shotgun mic would be pretty bad for that. The audio sensors in a basic vehicle Sensor package would (/should) be better.

IRL, there's a whole bunch of sensors which can tell you where a shot came from. Directional mics picking up the sound of the gunshot are one, and work especially well at rather short ranges or in more open areas. Specialized sensors picking up the sound of the passing bullet, tracking its trajectory and calculating its point of origin are extremely useful -- against a large caliber rifle, the vehicle could be 100+ meters away from the actual bullet trajectory for this. The sound of a flying .50BMG is pretty obvious hundreds of meters away when there isn't much background noise.

Then you've got (millimeter-wave) radars checking the airspace for small, fast-moving objects, and tracking their trajectory. Someone once linked a site about a VIP protection podium/lectern, which used a mm-wave radar to spot incoming bullets. It had small explosive charges of some kind that fired up armored plates around the speaker if an incoming bullet was spotted.

Military-grade vehicles with high-rating Sensors should logically have a whole bunch of sensors capable of instantly recognizing shots, where they're coming from, etc, as long as there's not a whole lot else happening around them at the time. If 10 guys open up with automatic weapons at the same time, it'd be impossible for the operator of the vehicle to keep track of all of it, even if the vehicle could -- but they probably would not care about the exact positions of all the shooters at that point, as much as they'd care about getting the hell out of there.
DarkShade
goinmg back to magic options, I think detect bullet is completely an utterly useless in this situation. why? because the bullet is already well underway at somewhere near mach 3 heading for your ear. and the area you detect at isnt that big..you can calculate the time detect bullet leaves you to dodge.. you wont be able to move a centimeter even assuming infinitely low reaction times. <ie you start dodging away instantly when you `hear`the alarm from detect bullet>
detect bullet only works when coupled with something that automatically fires up like another spell..
that said, should you survive bullet nr 1, detect bullet might help you figure out where it came from, at least in general terms..
DS
Austere Emancipator
Detect Bullet-6 with Magic 6 = 36 meters. .338 Lapua incoming at 900m/s (close range) leaves you 0.04 seconds to react. You'd only need an Initiative of 751 to have a full Initiative Pass to act before it hits, in which time you could move maybe 0.5 meters if you've got a god-like QUI and a good Athletics skill. That's not too bad.
Firewall
QUOTE (SilverWolf_assassin)
Firing constantly is hindering to your stealth but if the assassin is cocky. . . well, that is whole different story. I wouldn't let a player get away with cocky and probably not an NPC, unless the Troll Adept ignores the first bullet.

Much of it depends on the message that you want to send. Not everyone is killed for the same reason and security is different for every target.

A mob boss shot from 1km away by a sniper is an assassination, it tells the mob that they can have all the bodyguards they want but a skilled sniper only needs line-of-sight for a few seconds.

A room full of Knights Errant with their arms pulled off and their heads lined up neatly in front of the corpse of the target is still an assassination, the message this time is to be afraid.

QUOTE
I don't get it. Oswald fired three times. 3 times != 1 time!

Ah... That assumes that Oswald killed Kenedy. Look at the other Kenedy assassination; shot in the back at point-blank range by a man standing in front of him and at a distance...
Nikoli
Well, speaking as someone who knows an Airforce counter sniper (he was trained by the Army as a sniper as par tof the training)
Most short range sniping uses a sub sonic round, so yes, you could conceivably hear the shot before it hits you, however, a sub sonic round is almost impossible to hear from more than 20m away.

Also, the game mechanics are specifically designed to alienate snipers, can anyone else give me a reason why vision mag and smartlink don't work togethr when logic would seem to say that you must have one for teh other to work properly?
Austere Emancipator
QUOTE (Nikoli)
Most short range sniping uses a sub sonic round, so yes, you could conceivably hear the shot before it hits you, however, a sub sonic round is almost impossible to hear from more than 20m away.

Much of assassination-type short range sniping may well be done using subsonic ammunition. I wouldn't say most, simply because effective, accurate and subsonic ammunition is not exactly common, and going subsonic usually nets you at least one of the following: very short range, horrible penetration or substandard terminal effect.

A subsonic round would be very difficult for your average human to hear, indeed. A suppressed, subsonic gunshot may well not be. The H&K SL9SD manages 100dB which is about as "silent" as serious firearms get. The VSS Vintorez seems to be about as loud. You can probably get a good bit lower with a .22, but that has its own problems...

For comparison, a pneumatic drill/jackhammer produces 100dB, as does a jet takeoff at 500 meters. If there's not a lot of other noise around, you're going to hear that a whole lot further than 20 meters.

However, hearing the shot won't do you a whole lot of good, because all of those bullets are only barely subsonic. At 20 degrees C, 320m/s muzzle velocity, at 100 meters you've got about the same 0.04 seconds between hearing the gunshot and the bullet hitting you, even after taking deceleration of the bullet into account.

Personally, I'd rather cause 165dB at 400 meters than 100dB at 50.
Nikoli
Well, the Subsonic 22 is used by groups like Mosad, I'm sure there is some silencing involved aside from the round itself.

I'm just saying that there are "quiet" rounds available.

And if you want really quiet, there's always the old OSS .45 Bolt round, which looked remarkably like a crossbow bolt, could be used in the m1911 pistol with no modification and was as quiet as anyone could hope for and it would chamber a normal round afterwards.

Austere Emancipator
Tiny little round, very little powder burning = very small amounts of gas escaping at the muzzle at not too high a velocity. Add a sound suppressor and a weapon that does not automatically cycle, and you can get off with a very low aural signature.

The downside to the tiny little round moving slowly is that you either have to riddle someone with them or put a few through the head (in case the first doesn't penetrate the skull). We're talking 4L in SR terms, and truly sucky ranges.

It works when you're working in urban areas and a lot going on, where you can get within 20 meters of the geezer that's your target and get off a clear shot or several. This is the sort of thing I imagine groups like Mossad do on a regular basis... When your target is a tough bastard likely to wear lots of armor, I wouldn't want to be stuck with that tiny a cartridge. Could you imagine trying to tag a troll with that?

Anyway, yeah, you can get a relatively "quiet" firearm. And, like I said, in many cases, like with the subsonic .22, you get all three bad things: sucky range, sucky penetration, sucky terminal effect.
toturi
Has anyone actually fired a De Lisle carbine? How is it? From what I hear it is 1 silent weapon.
Raygun
If anyone here says they have, they are more than likely lying to you. There were only 167 of them made and most of those are either still in service or have been destroyed. (That does not include the Valkyrie Arms reproduction; I believe Valkyrie made another 200 of them). You'd be pretty lucky to run into someone who has had their hands on one, let alone shot it or been around someone else who has.

Unfortunately I don't have my books here at the moment, otherwise I could tell you exactly how quiet the Delisle Carbine is. IIRC, it's in the 125-130 decibel range. Pretty quiet, but not as quiet as suppressed firearms can get these days.

I'll post numbers later.

QUOTE (Austere Emancipator)
A subsonic round would be very difficult for your average human to hear, indeed. A suppressed, subsonic gunshot may well not be. The H&K SL9SD manages 100dB which is about as "silent" as serious firearms get. The VSS Vintorez seems to be about as loud.

That's really quiet. So-quiet-I-doubt-it's-true quiet. An automatic action is probably going to make more than 100dB at about a meter just cycling.
Austere Emancipator
QUOTE (Raygun)
That's really quiet. So-quiet-I-doubt-it's-true quiet. An automatic action is probably going to make more than 100dB at about a meter just cycling.

Yeah, I started doubting it myself. Since a suppressed, subsonic .22 is lucky to get below 115dB, excluding the action, I'm now considering the 100dB mentioned on the HKPro.Com site as BS until proven true.

I'm really quite ashamed I believed what a few hype-y Russian sites claimed about the Vintorez. 130-135dB would make a lot more sense.
toturi
Woah... 130? Quiet? Several sites dealing with sound(physics) state that 130 dB is the sound threshold of pain. That is LOUD, like a jet plane taking off loud. Even GPMGs weren't that loud.
DrJest
Probably the most efficient "quiet" round out there at the moment is the .300 Whisper. Here is a link to a site describing it, although I can't find a db level mentioned in that description. It does make the interesting point that "Supersonic ammunition will create a ballistic "crack" even with a suppressed weapon. However the '"crack" of the bullet is non directional - you can't tell the origin of the shot".

Ah, found a custom-chop gun with a rough aural comparison: "This is a visitor’s SSK 300 Whisper Upper mounted on a Colt Match Target Pre-Ban AR-15. The silencer is a SSK unit and Dave advises that when using the silencer with 240-gr subsonic loads at 1050fps that the rifle sounds like a 0.30 caliber pellet gun. Supersonic 150-gr bullet loads are described as sounding like a .22 rimfire from the supersonic crack." It's on the same site under "sample weapons".
Austere Emancipator
QUOTE (toturi)
Even GPMGs weren't that loud.

Ehh, no. Your average assault rifle will produce somewhere around 150-155dB. A 7.62x51 rifle produces about 155dB. A GPMG on full auto could easily produce 160dB.

This page on Raygun's site has all the important information about the noise created by conventional small arms and how they are suppressed, and here are the rules to go with it. That deals with the differences of subsonic vs supersonic, different types of suppression, etc etc.
Raygun
QUOTE (toturi)
Woah... 130? Quiet? Several sites dealing with sound(physics) state that 130 dB is the sound threshold of pain. That is LOUD, like a jet plane taking off loud. Even GPMGs weren't that loud.

140 dB is the European Risk Limit and the Occupational Safety & Health Administration's limit for the threshold of pain for sustained sound pressure. 141 dB for impulse sound pressure. Exposure to that level of noise or louder can cause hearing damage immediately.

There is also a difference in frequency response to the human ear. A silenced firearm tends to make sounds in the upper frequencies of our hearing range, sometimes beyond our ability to perceive sound. While the amount of pressure doesn't change, the frequency does. This kind of thing makes a gun seem much quiter than it actually is.

Machine guns are generally much louder that 130 dB. An M16A1 gets 165 dB. An AKM get 167 dB. A 7.62x51mm rifle get 168 dB a meter from the muzzle (and that's what most GPMGs are going to get). A .50 BMG rifle runs 170-172 dB. All according to Alan Paulson's Silencer: History and Performance books.

Death will likely occur from the mechanical damage of the pressure wave at 220 dB.

Looks like I was wrong about the De Lisle. Alan Paulson tested one of the Valkyrie Arms reproductions in the spring 2004 issue of Special Weapons for Military & Police. According to him, the Valkyrie Arms repro was made using the original Sterling blueprints.

QUOTE (Alan Paulson)
I Evaluated the De Lisle carbine using Black Hills .45 ACP 230-grain FMJ ammunition. Testing was conducted at a temperature of 86 degrees Farenheit.

My reference standard was a Marlin Camp Carbine with a 10-inch barrel, which delivered an unsuppressed sound signature of 155 decibels (dB). Using a ghost ring sight, it delivers easy 135-yard snap shots on Pepper Poppers. The De Lisle had a suppressed sound pressure level of 119 decibels, which works out to a net sound reduction of 36 decibels. It is safe to say that is astonishing performance.

By way of comparison, several modern, well-known .45 caliber submachine gun suppressors deliver sound signatures in the 139-143 decibel range. When you consider that the decibel scale is logarithmic, a 20dB difference is phenomenal. The De Lisle is quieter than some mainstream silenced .22 rifles and quieter than a Crossman Model 1377 .177 caliber air rifle.


QUOTE (DrJest)
Probably the most efficient "quiet" round out there at the moment is the .300 Whisper. Here is a link to a site describing it, although I can't find a db level mentioned in that description.

That would probably be because sound reduction had a bit more to do with the suppressor than the ammunition itself. This site describes the ammunition, not the suppressors it's fired through.

In Silencer: History and Performance, Volume 2, Alan Paulson (again) tested the .300 Whisper on one of SSK's Thompson/Center carbines, using SSK's full-auto capable, large volume .30-caliber suppressor. It produced an SPL of 122 dB one meter from the muzzle for -37 dB of net sound reduction.

I contributed some information to Quarterbore's website. You'll see a credit for my work on his SSK Whispers page.
toturi
Stupid me, db != loudness. OK, I get it now.
Kanada Ten
Still, the 130 db of suppressed gun fire could be detected by a sensor at any frequency easier than the human ear. How far apart would the microphones have to be apart to pinpoint the shots location? Or should I start googling...

(New spell idea: Detect Gun Shot, Extended Range).
Raygun
Google away. Probably not that far apart.

As for silenced shots at long range, you might as well use supersonic ammunition. The sound of the bullet travelling through the air will be far more pronounced than that of the muzzle blast, it would be disorienting as the shock wave decompresses orthogonally to the bullet's flight path, and by the time you hear it, it's too late anyway.
Kanada Ten
QUOTE
As for silenced shots at long range, you might as well use supersonic ammunition. The sound of the bullet travelling through the air will be far more pronounced than that of the muzzle blast, it would be disorienting as the sound wave decompresses orthogonally to the bullet's flight path, and by the time you hear it, it's too late anyway.

I'm thinking more about finding the sniper following the shot. Alerted by the sensors, a Secret Service rigger in the "second limo" pinpoints the shot and send drone units in seconds later. Those are followed by agents and more vehicles, should the shot actually be aimed at the president. Or whomever, just a train of thought going.
Raygun
Yeah, that doesn't sound far-fetched at all. Not much for protection, but it would help find the shooter pretty quickly.

Of course, considering SR technology, if you're planning on whacking a president, you might want to consider laser-beaming him, Jackal-style.
DrJest
QUOTE
In Silencer: History and Performance, Volume 2, Alan Paulson (again) tested the .300 Whisper on one of SSK's Thompson/Center carbines, using SSK's full-auto capable, large volume .30-caliber suppressor. It produced an SPL of 122 dB one meter from the muzzle for -37 dB of net sound reduction.


That's actually pretty good for the size of round, if I understand these things correctly? Heh, and who said computer games were pointless... I learned about the Whisper round from playing the NATO 3 mod for Rogue Spear wink.gif some gun nicknamed the widowmaker, which I think was their house mod to a custom Knight Arms gun.
Raygun
37dB is very good sound reduction for any sound suppressor. Subsonic loads for the .300 Whisper burn about the same amount of powder as a standard .45 ACP load, so if you compare it to the 58 year-old De Lisle, you'll see that the suppression technology used for SSK's suppressor is very effective, but not very high-tech, as the SSK suppressor is only slightly smaller than the De Lisle's. Generally, you can get a little better suppression from a smaller suppressor these days.

I played the NATO3 mod as well (still do, sometimes). There's also an "M4-SD" in .300 Whisper there, too. The "KAC SR-25 Widowmaker" in the mod is a .338 Whisper. A bit bigger of a cartridge than the one we've been talking about.
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