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Mailing List Logs for ShadowRN

From: Mike Loseke <mike@*******.COM>
Subject: Re: Sniping in SR
Date: Thu, 28 May 1998 17:06:07 -0600
Thus spake DrakkathX@***.COM:
>
> the goal of this message is to get feedback on the "Sniper Shot." I do
not
> wish to address other issues of sniping in this post.
>
> The "Sniper Shot" as i have dubbed it would allow PC's to combine several
> skills into one roll for a hit.
> ex. Jon rolls firearms + 1/2 demolitions + 1/2 biotech
> against Dead
> guy A.
> but to keep things from going sploot too fast you've got to add lots of
> limitations.
>
> Here's my idea:
> >>>>>>>a 3 point edge "Sniper's
Accuracy"
> If the character spends 5 actions Aiming, and
> nothing else, no
> movement; **no combat pool for defense**;
> nothing-
> allow them to make the shot using firearms + 1/2
> demolitions(nonliving targets) or + 1/2 biotech(living
> targets)
> to their skill---- with a -2 to TN.
>
> perhaps if this is overpowered, raise cost of the edge, or impose limits on
> the maximum bonus from the other skills( +2 die), or increase the number of
> actions to aim(6+ spent aiming). **Maybe allow the target a perception test
> to see the sniper taking aim, and give them a chance to get out of sight.**
> And do the reverse if it is underpowered.

The simple house rule we use is that the sniper gets to make his shot
with all the normal modifiers (he is, after all, just shooting at a
target, moving or not) but the target doesn't get to use any combat
pool to resist the shot, only body dice. This is only if the sniper
was stealthy enough, or the target was otherwise oblivious to him. If
the target can see and react to the sniper then it goeas to normal
combat rules.

If the sniper is worth his salt, he'll drop almost any target with
target numbers of two and probably about 16 successes. Not many people
are going to be able to keep breathing after that.

--
| Even Einstein objected to the idea of
Mike Loseke | wave-function collapse, calling it
mike@*******.com | "spooky action-at-a-distance."

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