Sniper OCC Need Feedback.
Posted: Fri May 14, 2010 7:15 pm
Sniper O.C.C.
A sniper is a highly trained marksman who shoots targets from concealed positions or distances exceeding the capabilities of regular personnel. Snipers typically have specialized training and distinct high-precision rifles.
Snipers are often known to trust their weapon beyond most soldiers. It is said that a sniper without a rifle is just another man with a gun, they are very aware of this and give a high priority to the upkeep, maintance, and upgrades of their rifles. Their rifles are quite often modifed by either themselves or well renowned weapon techs. Scopes are often a must and in many spectrums. The sniper is able to hide and stay out of sight better then most any other trained soldiers can think of.
The Snipers prefered rifle is modifed to keep his position concealed. Reduced muzzel flashes, sound supression are among the basic of these modifications. Though in rifts earth there are many accomidating rifles. The modifications do not affect the damage capability of the rifle in any way, and in some cases make the rifle easier to move. These modifications are subject to GM approval
The sniper often uses the Called Aimed shot which takes three melee actions as he sites in to the target. A spotter may reduce this time by calling the range with the use of a range finder by one action. The spotter must be monitoring their range constantly and is unable to make other attacks or actions, except perception checks. They are often the sniper's extra eyes.
Rifle Bonding
The Sniper often bonds with his rifle, the marines of prerifts earth would state that "this is my rifle, there are many like it but this one is my own." They still carry this creed and often name their rifles. This process is not taken lightly, a gun is not just a gun to the sniper, it is his life and his love. The bonding process takes a matter of weeks to complete as they spend much time doing target practice, taking the gun apart and putting it back together, carrying it everywhere and anywhere they go (yes even to the bathroom). They are often known to be found talking to their rifle's holding conversations with themselves and the rifle (Note Character starts with this bond for one weapon).
This process takes 1d4 weeks, and 1d12 clips of ammo. Snipers can only bond with rifles capable of single shots and favor guns of extreme range and power. During the bonding period they learn the weapon so well that they opt at the end of the period to perform the personal touch (see sniper weapon modifications). At the end of this process the sniper is attached to the gun rather obsessivly and cannot and will not let anyone else tend thier rifle, much less fire it or even handle it.
It may also be noted that the rifle's name will often be etched, carved, or somehow permenantly upon the weapon somewhere. The rifle is always refered to as it's name by the sniper and they are known to get defensive when the gun is not called by it's name and will immediatly correct someone on it's name.
"Thats a nice gun ya got there."
"You mean little Betsy here? yeah she can pack a punch"
To bond to a new rifle before level 6 or 12, the original rifle has to be destroyed or completely discarded. This can happen for several reasons.
1. The weapon is destroyed in combat and is beyond repair
2. The weapon constantly fails the sniper.
3. Some other tragic loss of the rifle.
These reasons and others that the GM decides are prudent can bring about the bonding of a new rifle, however the loss of the old rifle is similar to a severe breakup or the loss of a loved one. It is not unheard of for a sniper to avenge the death of their rifle. However many snipers who loose their bonded rifle must go through a mourning period of 1d10 days. With the intimate knowladge of the rifle the sniper also gains an additional +1 with called or aimed shots from his bonded rifle and an addtional bonus at level 3,6,9 and 12.
Attribute requirements
IQ 11 , ME 13 , PP 10
Alignment (usually Aberrant, somtimes anarchist and unprincipled)
O.C.C. Bonus
+3 initive
+2 Perception
Double Critical strike range when using a rifle (to the required role (20 would now = 19 , required roll of 19 would now be 17+, etc...)
Once the sniper reaches level 10 he gets x4 damage on a nat 20. The Sniper knows all the noocks and crannies of armor and with an exeptional shot (nat 20) the blast hits one of these weak zones.
Snipers mark, +1 to aimed shot for level's 1,3,6,9,12
Snipers Attunement 'the psy sniper'
The Sniper Attunment. Make it a % roll change of 30% or a player can elect to become psy with GM Aprroval.
This attunment takes a 1d4 weeks and the sniper can only be attuned to one gun at a time. At level 6 add one additional weapon and again at level 12. This time can be combined with the time of rifle bonding but may exceede it. example, a roll of 2 weeks on rifle attunement and a roll of 4 weeks on rifle bonding will be 4 weeks of time total, but the attunement will be done at 2 weeks and bonuses there will apply. Powers of attunement are as follows:
Extreme precision - Reduce the miss chance down to 4 while a party member is engaguged in hand to hand melee as the sniper is using his psy powers to hone in on the target. (3 isp per shot)
In essence the bullet fired from a snipers gun wizzes right by the ear of this party member striking the target.
Sixth Sense - as described in the RUE (same cost)
See Invisible - As R.U.E.
Total Recall - As R.U.E.
Suppress Fear - As R.U.E.
if the sniper is a psy sniper then they get 3d6 isp +ME +1d6/level
Note that the psy abilities of the psy sniper can only be activated if the attuned rifle is at the ready in the sniper's possession.
Snipers weapon Modification "The Personal Touch"
Snipers have to know their gun, how it works. This bonus can only be givin to a bonded rifle, the weapon's upgrade happens on the last day of the bonding, the upgrade is completed and known as the sniper's personal touch.
(Pick one of 4)
1 - Increased range by 50%
2 - Increased Clip Size by 50%
3 - Increased damage by 2d6 or +10 for Guns that use a Multiplier Such as 2d6x10 would be 2d6x10+10. Where a 3d6 would become a 5d6.
4 - Increased accuracy. +3 to aimmed shots.
O.C.C. Skills
Camouflage (+15%)
Concealment (+20%)
Detect Ambush (+10%)
Detect Concealment (+10%)
Land navigation (+17%)
Literacy : choice of one (+10%)
Parachuting (+12%)
Prowl (+20%)
Radio:Basic (+10%)
Radio: Scramblers (+5%)
Recognize weapon quality (+15%)
Sniper
Spelunking (+10%)
Tracking (+15%)
trap/mine Detection (+10%)
Wilderness Survival (+20%)
W.P. Rifles (All)
W.P. Sharpshooting
W.P. Trick Shot (cost of one skill selection)
W.P. (one of choice)
W.P. (sidearm of choice)
H2H : Expert (can be changed to commando/martial arts for 1 skill selection ; or upgraded to assasin {if evilish} )
O.C.C. Related
-Select 7 other skills. Plus select 2 additional skills at level three, two at level 6, one at level 9, and one at level 12.
Communications : Any (+10%)
Domestic : Any
Electrical : Any
Espionage : Any (+15%)
Mechanical : Any
Medical : (first aid, paramedic only) +5%
Military : Any
Physical : Any
Pilot reltated : Any
Rogue: Any (+10%)
Science : Any (+5%)
Technical : any (+5% most, +10% on language & Literacy)
Wilderness : any (+5%)
Secondary Skills :
Select 6 secondary skills from the previous list, these are additional areas of knowledge that do not get the advantage of the bonuse listed. All secondary skills start at the base skill level. Skills are limited (any, only, none) as previously indicated in the list.
Standard Equipment:
A suit of mega-damage body armor (usually light)
A Ghillie suit (+? to concealment?)
Military Fatigues (standard unit uniform)
several sets of camouflage clothing (for various terrain types)
dress clothing (uniform)
a small wardrobe
Laser rangefinder (can be built into binoculars)
Gas mask and air filter
tinted goggles
Tactical web-gear
Binoculars
A Modified (see occ description) rifle of choice (including CS, Triax, or Contraband Items)
+ Scope of choice
twelve extra ammo-clips
Survival knife
-(a side arm)
-
-
Robot medical kit and IrmSS
Knapsack
Backpack
Canteen
appropriate gun cleaning kit
and some personal items
Money : 3d6 x 1000 in credit, and black market items worth 1d6 x 1000 credits.
Cybernetics : Choice of 3 optic upgrades (often telescopic, and two imaging spectrums like nightvision and IR)
as well as 1d3 cybernetic implants
Psy-Snipers get no cybernetic implants
Some Notes as to why:
the extended critical range is to make up for the extreme damage and ruthlessness of the snipers strike. I made this decision on counter to giving the sniper an increase strike bonus.
The spotter is to verify the range so the sniper may make the adjustments without taking the time to calibrate for the range.
Sharpshooting and trickshot are to reflect the snipers keen attunement with his weapon.
Radio skills are standard training for the snipers covert insertion and call for retrieval)
Rifle bonding
this takes away the ability to modify any/everyone's guns. they don't call it the Personal touch for nothing.
A sniper is a highly trained marksman who shoots targets from concealed positions or distances exceeding the capabilities of regular personnel. Snipers typically have specialized training and distinct high-precision rifles.
Snipers are often known to trust their weapon beyond most soldiers. It is said that a sniper without a rifle is just another man with a gun, they are very aware of this and give a high priority to the upkeep, maintance, and upgrades of their rifles. Their rifles are quite often modifed by either themselves or well renowned weapon techs. Scopes are often a must and in many spectrums. The sniper is able to hide and stay out of sight better then most any other trained soldiers can think of.
The Snipers prefered rifle is modifed to keep his position concealed. Reduced muzzel flashes, sound supression are among the basic of these modifications. Though in rifts earth there are many accomidating rifles. The modifications do not affect the damage capability of the rifle in any way, and in some cases make the rifle easier to move. These modifications are subject to GM approval
The sniper often uses the Called Aimed shot which takes three melee actions as he sites in to the target. A spotter may reduce this time by calling the range with the use of a range finder by one action. The spotter must be monitoring their range constantly and is unable to make other attacks or actions, except perception checks. They are often the sniper's extra eyes.
Rifle Bonding
The Sniper often bonds with his rifle, the marines of prerifts earth would state that "this is my rifle, there are many like it but this one is my own." They still carry this creed and often name their rifles. This process is not taken lightly, a gun is not just a gun to the sniper, it is his life and his love. The bonding process takes a matter of weeks to complete as they spend much time doing target practice, taking the gun apart and putting it back together, carrying it everywhere and anywhere they go (yes even to the bathroom). They are often known to be found talking to their rifle's holding conversations with themselves and the rifle (Note Character starts with this bond for one weapon).
This process takes 1d4 weeks, and 1d12 clips of ammo. Snipers can only bond with rifles capable of single shots and favor guns of extreme range and power. During the bonding period they learn the weapon so well that they opt at the end of the period to perform the personal touch (see sniper weapon modifications). At the end of this process the sniper is attached to the gun rather obsessivly and cannot and will not let anyone else tend thier rifle, much less fire it or even handle it.
It may also be noted that the rifle's name will often be etched, carved, or somehow permenantly upon the weapon somewhere. The rifle is always refered to as it's name by the sniper and they are known to get defensive when the gun is not called by it's name and will immediatly correct someone on it's name.
"Thats a nice gun ya got there."
"You mean little Betsy here? yeah she can pack a punch"
To bond to a new rifle before level 6 or 12, the original rifle has to be destroyed or completely discarded. This can happen for several reasons.
1. The weapon is destroyed in combat and is beyond repair
2. The weapon constantly fails the sniper.
3. Some other tragic loss of the rifle.
These reasons and others that the GM decides are prudent can bring about the bonding of a new rifle, however the loss of the old rifle is similar to a severe breakup or the loss of a loved one. It is not unheard of for a sniper to avenge the death of their rifle. However many snipers who loose their bonded rifle must go through a mourning period of 1d10 days. With the intimate knowladge of the rifle the sniper also gains an additional +1 with called or aimed shots from his bonded rifle and an addtional bonus at level 3,6,9 and 12.
Attribute requirements
IQ 11 , ME 13 , PP 10
Alignment (usually Aberrant, somtimes anarchist and unprincipled)
O.C.C. Bonus
+3 initive
+2 Perception
Double Critical strike range when using a rifle (to the required role (20 would now = 19 , required roll of 19 would now be 17+, etc...)
Once the sniper reaches level 10 he gets x4 damage on a nat 20. The Sniper knows all the noocks and crannies of armor and with an exeptional shot (nat 20) the blast hits one of these weak zones.
Snipers mark, +1 to aimed shot for level's 1,3,6,9,12
Snipers Attunement 'the psy sniper'
The Sniper Attunment. Make it a % roll change of 30% or a player can elect to become psy with GM Aprroval.
This attunment takes a 1d4 weeks and the sniper can only be attuned to one gun at a time. At level 6 add one additional weapon and again at level 12. This time can be combined with the time of rifle bonding but may exceede it. example, a roll of 2 weeks on rifle attunement and a roll of 4 weeks on rifle bonding will be 4 weeks of time total, but the attunement will be done at 2 weeks and bonuses there will apply. Powers of attunement are as follows:
Extreme precision - Reduce the miss chance down to 4 while a party member is engaguged in hand to hand melee as the sniper is using his psy powers to hone in on the target. (3 isp per shot)
In essence the bullet fired from a snipers gun wizzes right by the ear of this party member striking the target.
Sixth Sense - as described in the RUE (same cost)
See Invisible - As R.U.E.
Total Recall - As R.U.E.
Suppress Fear - As R.U.E.
if the sniper is a psy sniper then they get 3d6 isp +ME +1d6/level
Note that the psy abilities of the psy sniper can only be activated if the attuned rifle is at the ready in the sniper's possession.
Snipers weapon Modification "The Personal Touch"
Snipers have to know their gun, how it works. This bonus can only be givin to a bonded rifle, the weapon's upgrade happens on the last day of the bonding, the upgrade is completed and known as the sniper's personal touch.
(Pick one of 4)
1 - Increased range by 50%
2 - Increased Clip Size by 50%
3 - Increased damage by 2d6 or +10 for Guns that use a Multiplier Such as 2d6x10 would be 2d6x10+10. Where a 3d6 would become a 5d6.
4 - Increased accuracy. +3 to aimmed shots.
O.C.C. Skills
Camouflage (+15%)
Concealment (+20%)
Detect Ambush (+10%)
Detect Concealment (+10%)
Land navigation (+17%)
Literacy : choice of one (+10%)
Parachuting (+12%)
Prowl (+20%)
Radio:Basic (+10%)
Radio: Scramblers (+5%)
Recognize weapon quality (+15%)
Sniper
Spelunking (+10%)
Tracking (+15%)
trap/mine Detection (+10%)
Wilderness Survival (+20%)
W.P. Rifles (All)
W.P. Sharpshooting
W.P. Trick Shot (cost of one skill selection)
W.P. (one of choice)
W.P. (sidearm of choice)
H2H : Expert (can be changed to commando/martial arts for 1 skill selection ; or upgraded to assasin {if evilish} )
O.C.C. Related
-Select 7 other skills. Plus select 2 additional skills at level three, two at level 6, one at level 9, and one at level 12.
Communications : Any (+10%)
Domestic : Any
Electrical : Any
Espionage : Any (+15%)
Mechanical : Any
Medical : (first aid, paramedic only) +5%
Military : Any
Physical : Any
Pilot reltated : Any
Rogue: Any (+10%)
Science : Any (+5%)
Technical : any (+5% most, +10% on language & Literacy)
Wilderness : any (+5%)
Secondary Skills :
Select 6 secondary skills from the previous list, these are additional areas of knowledge that do not get the advantage of the bonuse listed. All secondary skills start at the base skill level. Skills are limited (any, only, none) as previously indicated in the list.
Standard Equipment:
A suit of mega-damage body armor (usually light)
A Ghillie suit (+? to concealment?)
Military Fatigues (standard unit uniform)
several sets of camouflage clothing (for various terrain types)
dress clothing (uniform)
a small wardrobe
Laser rangefinder (can be built into binoculars)
Gas mask and air filter
tinted goggles
Tactical web-gear
Binoculars
A Modified (see occ description) rifle of choice (including CS, Triax, or Contraband Items)
+ Scope of choice
twelve extra ammo-clips
Survival knife
-(a side arm)
-
-
Robot medical kit and IrmSS
Knapsack
Backpack
Canteen
appropriate gun cleaning kit
and some personal items
Money : 3d6 x 1000 in credit, and black market items worth 1d6 x 1000 credits.
Cybernetics : Choice of 3 optic upgrades (often telescopic, and two imaging spectrums like nightvision and IR)
as well as 1d3 cybernetic implants
Psy-Snipers get no cybernetic implants
Some Notes as to why:
the extended critical range is to make up for the extreme damage and ruthlessness of the snipers strike. I made this decision on counter to giving the sniper an increase strike bonus.
The spotter is to verify the range so the sniper may make the adjustments without taking the time to calibrate for the range.
Sharpshooting and trickshot are to reflect the snipers keen attunement with his weapon.
Radio skills are standard training for the snipers covert insertion and call for retrieval)
Rifle bonding
this takes away the ability to modify any/everyone's guns. they don't call it the Personal touch for nothing.