Arethusa
Nov 17 2004, 05:56 AM
Well, it's fine if you're taking out lone targets. Unfortunately, it's only really much use if you're taking out people unimportant enough to be alone for any sufficient amount of time, at which point you might as well just shoot him anyway. The magical sniper, in theory, is ridiculously powerful; in practicality, it's just too much of a mess to be worth it in most cases. I suppose sniping a bug spirit from a mile off, or something, might be an exception.
Crusher Bob
Nov 17 2004, 05:58 AM
The rigger sniper is a pretty good choice too. Put some sniper rifles on condor drones and go to town. You can even use sensor enhanced gunnery.
Herald of Verjigorm
Nov 17 2004, 06:01 AM
Since the zoom is only neccessary to ID targets, you can get away with manaballs from the sniper very easily.
Arethusa
Nov 17 2004, 06:19 AM
QUOTE (Herald of Verjigorm) |
Since the zoom is only neccessary to ID targets, you can get away with manaballs from the sniper very easily. |
But then your astral signature would be painted over everything for at least the next six hours, making you pretty easy to track?
Eyeless Blond
Nov 17 2004, 06:34 AM
QUOTE (Rory Blackhand) |
Very interesting point. I have often said that the vision modifiers should be staged for range. But the range would be visual range, rather than weapon range. If effective visual range was staged into short, medium, long and extreme, I would not have a problem with the penalties doubling each stage. When firing at extreme ranges with open sights I find just fixing on the target is half the battle.
If a figure was standing in a grove of trees 5 meters away he might be difficult to spot, hence the trees would give partial cover, but at 500 meters the same individual is going to be immensly more difficult to spot let alone target with a clean shot in trees at that range. The little bit of penalty you get for firing at extrme range just does not accuratly reflect this magnification of visual penalties at range in my opinion. But as I said it would have to be based on visual range, ie a scope increases visual range. |
Indeed. In fact, I'd say vision in general is one thing SR and most other games don't handle well at all. There really should have been general range limits for human sight, each increment of which causes mists, rains, and other environmental effects to double in intensity. This would have also helped with this ridiculous situation we have now of a mage being theoretically able to stand in a helicopter above Seatle and pick off every person for miles with well-placed Manabolts without so much as a pair of binoculars.
Kagetenshi
Nov 17 2004, 06:58 AM
QUOTE (Crusher Bob) |
The rigger sniper is a pretty good choice too. Put some sniper rifles on condor drones and go to town. You can even use sensor enhanced gunnery. |
Miniblimp sniper wars.
~J
Teulisch
Nov 17 2004, 07:20 AM
Well.....
Extreme range is 9, 5 with smartlink 2+rangefinder, for a TN 7 on called shots.
With a scope, you cant use the smartlink, so its TN 8.
Now, -1 for aim, -1 for stationary target, we can get a TN of 5 before vision and cover add in.
Flare compensation will get rid of glare penalties, and thermographic vision can ignore mist and light fog/smoke/rain, with a mere +1 for heavy fog/smoke/rain if cyber. Low light give the best modifier for partial lighting. so a mere +5 with the right cybereyes in bad conditions., bring the TN to 10
Ultrasound, while possibly usefull, would be a bad idea as it gives away your position, and may not be usefull at extreme range of a sniper rifle.
+4 for partial cover, for a TN of 14 (15 if moving), and you get only one shot.
On the other hand, a non-cyber human with a scope needs a TN of ~26 (minimal light, heavy rain, mist, glare from streetlights; or TN 19 if max +8 vision).
in both cases, it will require several stealth rolls to get in postion, as well as athletics for climbing (and a penalty for wet slippery surfaces). failure at either is lethal (fall X stories, or have a lone star helecopter shine a spotlight on). And after you get your ONE shot, even with a silencer, those bodygaurds will know someone is shooting at them from your direction. They may have a -3 or -4 to locate where the sound came from with the right cyberear enhancements.
I dont think a sniper is overpowered. Not if they have to survive lugging a gun around before AND after the shooting in 2064 seattle. Most creative concealment i can think of is to hide it in a bow that resembles a extra-large electronic keyboard.
With just the sympathetic magic in SOTA 2063, the casing from your rifle could be a material link if you leave it behind. its not a good link, but its enough to make your day unplesant.
Additional ways to annoy a sniper: Alpha+ synthetic cyberskull, damage dosent stage up for headshots (with room for 1 integrity enhancement for +1 body). Body doubles with the real target disguised as a gaurd. And figureheads where the second in command was the real leader.
ES_Riddle
Nov 17 2004, 09:43 AM
QUOTE (Luke Hardison) |
QUOTE (ES Riddle) | Since the sniper will not be able to put combat pool into a called shot to bypass armor if he wants a target number of 2 (pg. 107, SR3, "take aim"), he has the choice of a lot of dice or full armor. |
No. He can use all the combat pool he wants for the shot. He can't use it on anything between the time he starts aiming and the time he shoots, or else he looses the benifit of aiming. If you read the combat pool part that way, you also have to interpret the paragraph above that one to say that taking a shot instantly makes you loose your aimed shot bonus ....
|
Good point. I guess my gut feeling made me read what I wanted to read and ignore the rest. Combat pool on a long-aimed shot doesn't make any sense in my opinion. I'm so smart that I'm going to shoot you dead just seems a little silly to me in "combat" situations that lacks snap decisions.
Arethusa
Nov 17 2004, 09:49 AM
Remember that in SR, as the game lacks a perception attribute, Intelligence handles that. In the case of combat pool, it's an amalgam of tactical reasoning, quick thinking, and, before any of that happens, sensory perception. Abstract and perhaps sloppy, but there is an amount of internal logic in allowing combat pool in longer term actions.
ES_Riddle
Nov 17 2004, 09:57 AM
QUOTE (Teulisch) |
Well..... Extreme range is 9, 5 with smartlink 2+rangefinder, for a TN 7 on called shots. With a scope, you cant use the smartlink, so its TN 8. Now, -1 for aim, -1 for stationary target, we can get a TN of 5 before vision and cover add in.
Flare compensation will get rid of glare penalties, and thermographic vision can ignore mist and light fog/smoke/rain, with a mere +1 for heavy fog/smoke/rain if cyber. Low light give the best modifier for partial lighting. so a mere +5 with the right cybereyes in bad conditions., bring the TN to 10 Ultrasound, while possibly usefull, would be a bad idea as it gives away your position, and may not be usefull at extreme range of a sniper rifle. +4 for partial cover, for a TN of 14 (15 if moving), and you get only one shot. |
Your sniper isn't aiming long enough. If we assume a skill of 6 (which a sniper character should have at minimum), then you should put in -2 more from aiming. There will also be a second shot, since all of the sniper rifles in shadow run are semi-automatic, IIRC. This means that you'll be looking at a TN of 12 in the worst conditions if you have a well-setup chargen sniper. Take away the called shot and you will triple your number of successes since you're only looking for a 10. If you started with a specialization in your rifle of choice and have increased your skill by 1 point, then you'll be down to TN 11 (9 without the called shot) in a worst-case scenario against a stationary target. In all reality your second shot has very little chance of hitting in this case since your aim mods are gone. In a situation that is better than trying to take out a poorly lit figure in heavy rain from two-thirds of a mile away your target number will be much, much lower, and your second shot will be the one that puts the target beyond any hope of biotech/healing magic.
Rory Blackhand
Nov 17 2004, 11:42 AM
This is all great guys, but it is not dark and raining 24/7. Nor do powerful NPCs wait until it is to move about. With a mobile platform to fire from like the DC snipers had a PC can create chaos. Your ranges in a city will be limited though with that set up. Getting your kit up to the top of a modern sky scraper to increase your stand off range would be the challenge.
QUOTE |
And after you get your ONE shot, even with a silencer, those bodygaurds will know someone is shooting at them from your direction. They may have a -3 or -4 to locate where the sound came from with the right cyberear enhancements. |
You made some good points in your post, but a 7.62 round will lose the distinctive "cracking" sound it makes at ranges past 600 meters. In other words, with no way to see the impact and triangulate, the target will not have a clue he is even under fire because the rounds will be silent at those greater ranges.
Nikoli
Nov 17 2004, 01:43 PM
And, well, let's face it. Dedicated sniper role in military terms is almost a suicide mission. After you've torqued off the opposition, do you really think they aren't going to throw EVERYTHING they can short of FAE to rid themselves of a determined sniper. After 3 or 4 shots, suppressive fire, grenades and if available, mortar rounds will be inbound. there's very little to do for it.
Even the US military is moving away from the dedicated sniper role, and moving towards the Designated marksman (in the field, off base). His weapon has a longer barrel, a better scope and might have a different stock configuration, but it's not a 2+ meter anti-material rifle like we see in the movies. It's just not cost effective for the few targets they'd be able to neutralize. With the redesign, he uses the same ammo his teammates use, if he falls, anyone can pickup and use his weapon with their own ammo, or they can grab his ammo for their weapon and the configuration won't be so different that the weapon would be useless in non-longshot situations.
On base, counter snipers would be the more likely to use the huge rifles as they will have the benefit of not having to lug a 12 Kg weapon over several Km through nasty weather nor have to worry about ammo concerns and they'd have the benefit of cover and literally dozens of spotters assisting.
Chances are in a Shadowrun situation a field sniper isn't all that likely to be using a "sniper rifle", it's just not cost effective.
Modesitt
Nov 17 2004, 03:36 PM
QUOTE |
Extreme range is 9, 5 with smartlink 2+rangefinder, for a TN 7 on called shots. With a scope, you cant use the smartlink, so its TN 8. Now, -1 for aim, -1 for stationary target, we can get a TN of 5 before vision and cover add in.
Flare compensation will get rid of glare penalties, and thermographic vision can ignore mist and light fog/smoke/rain, with a mere +1 for heavy fog/smoke/rain if cyber. Low light give the best modifier for partial lighting. so a mere +5 with the right cybereyes in bad conditions., bring the TN to 10 Ultrasound, while possibly usefull, would be a bad idea as it gives away your position, and may not be usefull at extreme range of a sniper rifle. +4 for partial cover, for a TN of 14 (15 if moving), and you get only one shot. |
1. Why would you use a called shot, especially under the kind of conditions you outline later? Let's start with a base TN of 4 from rating 3 magnification(scope or otherwise).
2. Real snipers aren't samurai. You can't use a smartlink with a scope, taking out one of a Samurai's biggest bonuses. The sniper role is ideal for adepts. The sniper will have natural low-light, natural thermo, and flare compensation if he knows what he's doing. No modifier in partial lighting, no modifier in heavy fog/smoke/rain. The TN would still be 4.
3. Partial cover. Maybe. Our TN is now 8.
4. If the target is running, +2 mod. If he is just standing around, -1. Let's just say he's running, just to be pessimistic. +2 TN, so our TN is now 10.
5. 6 skill, spend 3 simple actions aiming(Approximately 4.5 seconds or less). -3 TN. Back down to 7.
6. The adept promptly makes everyone cry by throwing 18 dice(6 base, 6 combat pool, 6 improved ability) at the test.
He'll average something like 3 successes if he doesn't spend a karma to reroll failures, something which he may do if this is basically the one shot he has to make on the run. Then he takes a second shot without the benefit of his combat pool or aiming. Probably miss, but hey.
Or, the Adept can just skip all the stuff on vision modifiers, use the Blindsight power and close his eyes for +4 TN.
Tanka
Nov 17 2004, 03:39 PM
2) At Long and Extreme distance, yes, you can.
Edward
Nov 17 2004, 03:48 PM
The best magical snipers don’t use spells to kill. They use a sniper rifle just like the mundane sniper. Spells like invisibility, stealth and levitate make getting to position with your man sized weapon almost trivial. With levitate and a fore grip and customised grip on the weapon you don’t even need to touch down to take the shot. And because all the spells are on you the only place your astral signature will be left is on you. And a rating 3 optical scope and a enhance aim spell 4 (-2 TN) works wonders. All spells on sustaining foci naturally.
As for penetrating magical targets I had a character working on a way to put a core of bio fibre or FAB 2 in large calibre rounds. He didn’t get anywhere unfortunately. And having a spirit use concealment on the bullet itself will make the anchoring focus with detect bullet linked to personal bulled barrier unreliable.
As to the target number. It will usually come out to 2 for a sniper. At extreme range we have 5 with the SL2 with range finder 7 for the head shot. 6 seconds to take the shot is not unlikely while he is going to his car. Based on 2 actions per combat turn witch is trivial to achieve I have 8 simple actions witch will allow me to have TN 2 with up to 2 points of penalty from other conditions.
The best counter to this being done to often is simply not to give runs that focus on killing somebody.
QUOTE |
With just the sympathetic magic in SOTA 2063, the casing from your rifle could be a material link if you leave it behind. its not a good link, but its enough to make your day unplesant. |
and a casing net/bag for your weapon is worth less than a single bullet for a baret 121and I have been using them just for my fingerprints.
QUOTE |
I'm so smart that I'm going to shoot you dead just seems a little silly to me in "combat" situations that lacks snap decisions. |
int represents perception as much as it dose knowledge. Also it would be silly to say no combat pull if you aim as that would often result in aiming making you less likely to hit (6 dice target 2 or 12 dice target 3)
Edward
ES_Riddle
Nov 17 2004, 06:12 PM
QUOTE (Modesitt) |
6. The adept promptly makes everyone cry by throwing 18 dice(6 base, 6 combat pool, 6 improved ability) at the test. |
Against TN 10, 18 dice will typically produce 1.5 successes. If you throw 20 dice, though (7 specialized base, 7 combat pool, 5 improved ability, 1 enhanced articulation), you will add another 1/6 of a success

I wouldn't say your second shot has no chance of hitting, if there is a karmic reroll on it, you will probably have 2 or 3 successes.
enhanced articulation-.3
boosted reflexes 1-.5
space for more 'ware-.2
5 improved ability (rifles)-2.5
5 improved stealth-1.25
Low-light, thermographic, flare compensation-.75
quick draw-.5
pulling out your sniper rifle and killing your opponent in 1.5 seconds-priceless
Tanka
Nov 17 2004, 06:20 PM
*stab*
Never use those damn "priceless" commercials again. Most overused crap I've ever had the displeasure of seeing sprout everywhere.
Kagetenshi
Nov 17 2004, 06:23 PM
To counter Tanka's assertion:
In Soviet Russia, joke overuses you.
~J
Wounded Ronin
Nov 17 2004, 06:23 PM
Multiple opponents rather than just one bigshot.
After the PC snipes out one person, have one of the NPCs scream out "SNIPAAAAAA!" with a funny accent and then have all the NPCs unload 40 rounds of suppressive fire on the PCs vantage point.
And make them all be loading APDS.
And then make one of them have a grenade launcher.
EDIT: Wait, that's what Nikoli said.
Herald of Verjigorm
Nov 17 2004, 06:26 PM
QUOTE (tanka) |
*stab*
Never use those damn "priceless" commercials again. Most overused crap I've ever had the displeasure of seeing sprout everywhere. |
E-mail address: $0
Registering on Dumpshock: $0
Torquing tanka with this style: one painful stab wound
GoldenAri
Nov 17 2004, 07:04 PM
So are my players the only ones where both the sam and the lookout are sporting sniper rifles with APDS (not barretts) instead of assault rifles? Aim once and fire, and you they drop someone every action they try.
Kagetenshi
Nov 17 2004, 07:21 PM
That only works with low TNs. Dodging a single shot is easy unless you've got a lot of successes to dodge off or are increasing dodge TNs somehow (burst-fire/full-auto, wound mods, etc).
~J
GoldenAri
Nov 17 2004, 07:36 PM
Heavy vision mods, smartlink 2, and aiming once every time. 13 dice (6 skill + 6 cp + 1 Enhanced art). Leads to a fair number of successes, small unit tactics keeps them with plenty of combat pool, and all it takes is one net success and the target is soaking a TN 10+ serious wound. There's 2 of them firing, and occationally the Troll heavy weapons platform.
Kagetenshi
Nov 17 2004, 07:45 PM
But they're soaking the same thing, give or take, with an AR burst, only with the burst they need a single 5 to dodge instead of a 4, meaning they only dodge one-third of the time with a single die instead of one-half. Not to mention that the AR gives you suppressive fire versatility.
~J
GoldenAri
Nov 17 2004, 07:52 PM
yeah, except that they don't have to deal with recoil in firing. and the amount of damage done tends to be higher.
Singel Burst from an Assault rifle 10S
with APDS against a target with 8 armor = Target soaks a 6S
+1 TN to dodge
+3 TN to hit
Single round from a sniper rifle 14S
with APDS against a target with 8 armor = Target soaks a 10S
Loss of suppression fire (which is a good point)
...
So I take it then they are the only ones.
Kagetenshi
Nov 17 2004, 08:05 PM
Three points of recoil compensation are trivial to come by. If you're using sniper rifles rather than sporting rifles you do have a point with regard to base damage.
I'm not saying it's a bad choice, certainly. I would, however, argue that it isn't much of a better one. IIRC magazine size tends to be smaller (even counting total number of firing actions rather than raw bulletcount), too.
~J
Cynic project
Nov 17 2004, 09:18 PM
QUOTE (Fortune) |
The Detect Guns (or Bullets) Anchoring Focus combo always cracks me up. The Focus would go active almost immediately in any area with security, or gangs, or ...
The Range is Force * Magic, which is pretty much guaranteed to include someone with a pistol, and the spell doesn't distinguish between holstered weapons and ones that are being brandished.
Detect Enemies is a better spell for an anti-sniper Focus.
As for 'breaking the rules' ... it isn't like the normal Shadowrun is picking Daisies for Aunt Clara. |
You are right, but remember that the riffle he is using is heavy duty milspec. It doesn't do anything but kill,(killing in shadowruns have their places, but if you can wound, or take out the gourds without killing them it will save the corp money.You breached your contract,and let people get past you.Your FIRED. And not I am sorry misses Smith,but your husband was killed in the line of duty, heree take this big wad of money.) and is very likely to be rare. So, when the news gets out that the same shooter has been using the weapon over and over, he will get to be famous.And what happens when the corp knows who you are,and how you are hurting their bottom lines?
The single most deadly thing to a runner is being famous.
Rory Blackhand
Nov 17 2004, 11:33 PM
QUOTE |
After the PC snipes out one person, have one of the NPCs scream out "SNIPAAAAAA!" with a funny accent and then have all the NPCs unload 40 rounds of suppressive fire on the PCs vantage point. |
Ok, you are in the drive thru of the local stuffer shack. Your contact, dressed as a homeless squatter shuffles over to your vehicle and sprays water on your windshield. After he smears it around a bit you crack the window and hand him the optical chip he is there to collect. Before you can close the open window, your boss' head explodes in a greasy shower of red and the torso sitting next to you slumps into your lap. You didn't hear the round breaking the sound barrier so you know it was fired from 600+ meters or it was a sub sonic round fired from across the street maybe.
Your first reaction is to hose the contact with a burst of SMG fire from the fully loaded UZI you had cradled in your lap, but then you realize that the shot could have only come from the 5 story building across the street....errr or the 46 story multi building complex towering in the background 3 blocks away....errr or the 95 story skyscraper 15 blocks away rising above that. Your security crew jumps out of their vehicles with their fully tricked out AK98s searching desperately for the shooter's position. They see movement in the building across the street and decide to unload. "Snipaaa!" one screams as he pulls the trigger to the under barrel grenade launcher just as fast as his fingers will pump.
This signals the rest of your crew to unload. A dozen assault rifles open up on the building, mini grenades bring down the upper floor in a shower of plascrete and dust. Your two trolls wearing gyro mounts and Valliant LMGs chime in with belted destruction. All in all an impressive display of firepower.
Your last thought as the sniper's second shot smashes thru your skull is that LMGs, assault rifles, and grenade launchers don't have the range of a sniper rifle. "hope he is not in that 95 story skyscraper 1000 meters away".
Kagetenshi
Nov 18 2004, 12:12 AM
What would really suck: sniper without a rangefinder trying to snipe a still target at 1,002 meters.
~J
Voran
Nov 18 2004, 08:02 AM
Paying attention to security zone ratings may or may not be helpful. In the higher rated ones, I find it less likely a sniper can just setup wherever they please without major juice and high level contact kinda support. Plus drone patrols are more frequent, etc etc.
On the other spectrum, if you live in a hellzone, and don't assume you're always a target when you're out of cover, you deserve to get shot.
Crusher Bob
Nov 18 2004, 08:10 AM
This is why one of the first things to do when receiving sniper fire in an urban zone is to move. Especially if you don't know where the bullet came from. If you are in a car, just hit the gas. Don't stand around like an idiot.
Hmm, been watching stand alone complex recently, I though of something even better to do. Send an anthroform drone to the meet, physically masked to look like your face. If someone shoot it, oh well. Would there be a penatly to negotiations when talking trough a rigged drone? It does save your from those pheremones...
ES_Riddle
Nov 18 2004, 08:13 AM
QUOTE (tanka) |
*stab*
Never use those damn "priceless" commercials again. Most overused crap I've ever had the displeasure of seeing sprout everywhere. |
Ow. I think my pride just took an M wound.
KarmaInferno
Nov 18 2004, 02:14 PM
QUOTE (Kagetenshi) |
QUOTE (Crusher Bob @ Nov 17 2004, 12:58 AM) | The rigger sniper is a pretty good choice too. Put some sniper rifles on condor drones and go to town. You can even use sensor enhanced gunnery. |
Miniblimp sniper wars.
~J
|
You know the silliest thing is that you can stick a Barrett on the Condor mini-blimp and the drone apparantly has no problem with recoil, according to the rules.
-karma
balloon-mounted cannons, who'da thunk?
Nikoli
Nov 18 2004, 02:27 PM
Nerps t that, just install the AoE cranial bombs in a swarms of the cat anthro-form drones and have them swarm your target, but more amusing.
Tanka
Nov 18 2004, 02:41 PM
QUOTE (Crusher Bob) |
This is why one of the first things to do when receiving sniper fire in an urban zone is to move. Especially if you don't know where the bullet came from. If you are in a car, just hit the gas. Don't stand around like an idiot.
Hmm, been watching stand alone complex recently, I though of something even better to do. Send an anthroform drone to the meet, physically masked to look like your face. If someone shoot it, oh well. Would there be a penatly to negotiations when talking trough a rigged drone? It does save your from those pheremones... |
Well, if you want to spend the money to make it look like you every time, you're free to do so. However, don't cry when you can't find all the parts for the thing when you need it.
Just use caution, really. If you think there's a sniper, don't ever walk/stand still in the open. Run. Stay under cover.
Nikoli
Nov 18 2004, 02:42 PM
And invest in flash bangs, thermal smoke grenades and flashpaks
toturi
Nov 18 2004, 02:44 PM
QUOTE (Cynic project) |
So, when the news gets out that the same shooter has been using the weapon over and over, he will get to be famous.And what happens when the corp knows who you are,and how you are hurting their bottom lines? The single most deadly thing to a runner is being famous. |
How does the corp know who you are? Did you take out an advertisement? If all the PC did was use the same MO, all that is famous or infamous is the MO.
Also paying attention to the security ratings for zones is a good idea, if you are the shooter. You shoot from a lower rated zone into a higher rated one. If possible fire from a Z-zone into a higher rated zone(easier done if the target was slumming it for the night).
Crusher Bob
Nov 18 2004, 02:52 PM
Hmm, a high force spell similar to fashion to reshape the exterior of the drone? Just phusical mask it to have the right features?
I guess if you are reduced to a mage/rigger in a suitcase, there are still ways to have sex with your ally spirit.
Arethusa
Nov 18 2004, 05:20 PM
QUOTE (Crusher Bob) |
This is why one of the first things to do when receiving sniper fire in an urban zone is to move. Especially if you don't know where the bullet came from. If you are in a car, just hit the gas. Don't stand around like an idiot.
Hmm, been watching stand alone complex recently, I though of something even better to do. Send an anthroform drone to the meet, physically masked to look like your face. If someone shoot it, oh well. Would there be a penatly to negotiations when talking trough a rigged drone? It does save your from those pheremones... |
Speaking of Stand Alone Complex, I believe the second to last released episode of 2nd Gig included a lot of stuff about dealing with a sniper. Well, sort of.
Wounded Ronin
Nov 18 2004, 07:37 PM
QUOTE (Rory Blackhand) |
QUOTE | After the PC snipes out one person, have one of the NPCs scream out "SNIPAAAAAA!" with a funny accent and then have all the NPCs unload 40 rounds of suppressive fire on the PCs vantage point. |
Ok, you are in the drive thru of the local stuffer shack. Your contact, dressed as a homeless squatter shuffles over to your vehicle and sprays water on your windshield. After he smears it around a bit you crack the window and hand him the optical chip he is there to collect. Before you can close the open window, your boss' head explodes in a greasy shower of red and the torso sitting next to you slumps into your lap. You didn't hear the round breaking the sound barrier so you know it was fired from 600+ meters or it was a sub sonic round fired from across the street maybe. Your first reaction is to hose the contact with a burst of SMG fire from the fully loaded UZI you had cradled in your lap, but then you realize that the shot could have only come from the 5 story building across the street....errr or the 46 story multi building complex towering in the background 3 blocks away....errr or the 95 story skyscraper 15 blocks away rising above that. Your security crew jumps out of their vehicles with their fully tricked out AK98s searching desperately for the shooter's position. They see movement in the building across the street and decide to unload. "Snipaaa!" one screams as he pulls the trigger to the under barrel grenade launcher just as fast as his fingers will pump. This signals the rest of your crew to unload. A dozen assault rifles open up on the building, mini grenades bring down the upper floor in a shower of plascrete and dust. Your two trolls wearing gyro mounts and Valliant LMGs chime in with belted destruction. All in all an impressive display of firepower. Your last thought as the sniper's second shot smashes thru your skull is that LMGs, assault rifles, and grenade launchers don't have the range of a sniper rifle. "hope he is not in that 95 story skyscraper 1000 meters away".
|
So you're telling me you had this huge security crew but didn't think to meet in a place that wasn't open to potential sniping locations?
Also, you're forgetting about the LOS magical bobardment, too. Salvo of manabolts is good clean fun.
Kagetenshi
Nov 18 2004, 07:48 PM
His point is that the return fire idea isn't always such a great one, though, and that's accurate. Not that you wouldn't return fire, but the whole taking-cover idea is what the focus should be on.
~J
Rory Blackhand
Nov 18 2004, 08:19 PM
Sure, if you want to trade mobility for stasis you can live in a hole and never come out for fear of snipers. My point is that snipers can strike from ranges without fear of being hit back, and you won't be able to see where it came from. Most street thugs carry pistols and SMGs, even assault rifles can't touch a sniper at range. Lighting an area up with grenades and 40 rounds each is of limited to useless value. It is a sure way to bring Lone Star down on you. And if they can't handle the job I am sure the boys at Fort Lewis can.
The best way to limit a sniper is to enforce realism on the sniper's movement with his gear and his set up. Have the target take precautions like not keeping a schedule, moving alot, using stealth, magic defense, etc... A cautious target can make stalking him a logistical nightmare. No sniper can stay on station forever.
If you make it easy for PCs to take the shot then expect them to.