New O.C.C.
Posted: Mon Apr 09, 2007 9:21 am
All-new Systems Failure O.C.C., the Sniper
They are also known as the Super-shooter, Long-Range Lunatic, Canon Carrier, and Puddle-Maker.
Shortly before the crash, a small group of former military Special Forces were discharged for various reasons (mainly mental and psychological issues) and found themselves in Alaska. One of the men had inherited an old gold mine in the area, and so he set up shop with his friends. He was just getting started when the Bugs invaded. So he and his friends holed up for a while (gotta love being prepared for anything, you can literally go underground, and emerge well armed for what comes next) and emerged several months later to find a changed world.
The first thing they did was make a few trips to nearby towns to find supplies (medicines, food [perishable and non], ammo, guns, clothes, etc), what they found were survivors, and a big @$$ problem. Bugs were swarming the town, killing everybody in sight, smashing things, and generally making mayhem. The dischargies managed to save a few folks, and watched as most of the town was marched off to be bugged. This would not stand; they might not be in the military anymore, but they still wanted to defend their country. They took what provisions they could carry, and set off after the Bugs. After a few days of recon, they managed to free a good portion of the humans, and created enough chaos {i.e. explosions and fires} that they were able to slip out relatively unscathed.
Of course after all that, not only did they have the Bugs hunting for them with a vengeance, but the survivors were looking to them for leadership. They managed to get all the way back to the gold mine, and set things up as a military unit, and began calling themselves the Tundra Knights. With a few dozen extras backs to help, they managed to get a large portion of the mine excavated, shored up, and converted into living spaces. One thing they found, which was a god-send, was an underground river. They were able to set up a hydro-electric generator out of spare parts and equipment, so they had lights and a reasonable amount of power. A few more raids into nearby deserted towns, and they were reasonably well stocked with supplies for several years to come, and gathered enough survivors that their little group grew several times over.
Then they began to train their ‘troops’ in the arts of war. After each group had mastered the basics, they were sent off to the Knight who could compliment their natural skills and abilities best. After a while, they knew that they had the makings of a fairly decent militia, but were seriously lacking in the heavy firepower department. On one foray into different towns, they hit what would be nothing short of gold mine of resources and information. They met another dischargie, one who had found a warehouse with machining equipment, equipment that could be re-tooled to make guns and shells.
They managed to drag most of the equipment back to the gold mine and put it to work. Their newest Knight was a former Sniper, and knew that the weapons that the group had scavenged just wouldn’t cut the mustard against the Bugs thick amour. So he teamed up with the resident explosives expert, and after a few months of trial and error, not to mention severe mental effort, they came out with some new guns with a brand new, much more powerful gunpowder. These new guns were relatively crude, but they had undeniable stopping power, not to mention had fantastic range. The only real problems were their size, the limited ammo capacity, the recoil, and the incredibly loud boom (loud even with earplugs in).
Realizing that to properly use these guns the users would have to make every shot count, the potentials were put through grueling training regimens, forced through situations that would make Hell Week look like a walk in the park. The end result was a group of dedicated snipers who could pick apart any Bug in short order, who could use their every shot to the betterment of the team, and had no compunction against using lethal force against the enemy (whoever they might be).
Sniper O.C.C.
“Of course I can hit ‘em. I can shoot the nuts out of a starving squirrel’s mouth.”
Alignment Restriction: None really, most tend to be Scrupulous or Aberrant though.
Alignment Attributes: P.S. and M.E. of at least 20 (if you can’t get it by using your skill choices, you can’t be a Sniper, sorry), high P.E. a plus, but not required.
Base S.D.C.: 35
O.C.C. Abilities and bonuses:
1) Big-Honking Gun Handling: This refers to their ability to use the Clydesdale Super-Sniper Rifle. Only those who take this Weapon Skill can use this fearsome weapon (and they must have a P.S. of at least 20 I order to do so), if you don’t, well too bad. This weapon is so sensitive and specialized that any other O.C.C. uses up 2 W.P. choices.
2) Long Shot Hero: So long as they take 3 actions per shot, the Sniper can ignore any minuses to strike (due to the size of the target or the range involved, speed will still foul them up but only at half penalty) due to their in-depth training, and their superb weaponry. This only applies to targets more than 100 yards away, any closer, and the Sniper looses this ability.
3) Long Range Striker: +2 to strike with ranged weapons, due to the intensity of their training.
O.C.C. Skill Program: Wilderness Survival (+15%), Basic Military (+10%), and one Military Skill Program (+5%), or one other basic program of choice.
O.C.C. Related/ Secondary Skills: are the same as the Exterminator O.C.C.
Standard Equipment: Clydesdale Super-Sniper Rifle with 20 Big-Big Boom shells, one ‘normal’ rifle (semi-auto or single shot only to begin with) with three extra clips (plus one in the weapon) or shotgun with appropriate amount of shells), one suit of light-weight body armor, basic survival gear, and one bag with two dozen horseshoe ‘claim’ tokens (these are used to mark their kills. Each sniper will, time and circumstances permitting, place one on the forehead area of a bug kill).
Money: 1d6x$100 in precious metals and trade items, but travels fairly light (aside from guns and ammo, of course).
Upside: You can stomp just about any Bug in existence without fear. From a distance that is; up close, you tend to be a bit of a lightweight. You just need to squish ‘em before they get close, and that’s what you excel at.
Downside: You tend to be fairly cold and detached, not really caring about friendly casualties, just so long as you can squish some bugs. And all your power comes from your gun, whose bullets weigh a pound each. And your going deaf, every level above one, you have a 10% chance of losing the hearing in one ear (GM’s, use your discretion on penalties). First time this happens, you are only temporarily deafened for about six months, second time, permanently.
Use the Survivalist Experience Table
Clydesdale Super-Sniper Rifle (a.k.a. the Puddle-Maker, due to their tendency to turn people into puddles): Special Sniper Rifle with devastating power, accuracy, and range. Each one of these rifles must be individually hand crafted over the course of several weeks, and weighs almost 50 pounds. It’s over five feet long, very crude and ungainly looking, and is customized for the grip of the owner (anyone else, even with the Big-Honking Gun Handling skill is at a -3 to strike with it). The recoil from this monstrosity is so powerful, that it cannot be fired in the standing position (attempting to do so will knock the idiot flat on their keister, costing them 2 action points, and loosing them initiative for the next round), kneeling or prone only.
Range: An outstanding one half mile, comes with a very good scope for those long distance shots.
Damage: 2d4x10 as a rifle, but this behemoth is so big, it can be used as a 2d4 club (but at -2 to strike and parry[each strike or parry with the barrel carries a 1% cumulative chance of misaligning the barrel. If the barrel is misaligned, roll a 20 sided die each time it is fired. Anything over 16 is a total miss, and a natural 20 means the shell totally backfires, and hits the user for double damage. It costs about $200 per percentile to fix this gun, so don’t use it as a club unless you have to, it can also only be fixed at the main base.].)
Ammo capacity: One, in the pipe. Takes one action to remove old shell and reload.
Fate of fire: 2 actions, one to fire and one to reload, or 4 actions, 3 for Long Shot Hero and one to reload.
Cost: Absolute bare minimum of $40,000, plus the cost of materials, plus about $20,000 for training, and six months to a year for training. The shells, Big-Big Boom shells cost $50 a piece, and can only be bought from the Tundra Knights. (So this is not something that the average Joe will be able to learn, and they must meet the requirements for using this weapon, and are subject to the penalties as well.)
They are also known as the Super-shooter, Long-Range Lunatic, Canon Carrier, and Puddle-Maker.
Shortly before the crash, a small group of former military Special Forces were discharged for various reasons (mainly mental and psychological issues) and found themselves in Alaska. One of the men had inherited an old gold mine in the area, and so he set up shop with his friends. He was just getting started when the Bugs invaded. So he and his friends holed up for a while (gotta love being prepared for anything, you can literally go underground, and emerge well armed for what comes next) and emerged several months later to find a changed world.
The first thing they did was make a few trips to nearby towns to find supplies (medicines, food [perishable and non], ammo, guns, clothes, etc), what they found were survivors, and a big @$$ problem. Bugs were swarming the town, killing everybody in sight, smashing things, and generally making mayhem. The dischargies managed to save a few folks, and watched as most of the town was marched off to be bugged. This would not stand; they might not be in the military anymore, but they still wanted to defend their country. They took what provisions they could carry, and set off after the Bugs. After a few days of recon, they managed to free a good portion of the humans, and created enough chaos {i.e. explosions and fires} that they were able to slip out relatively unscathed.
Of course after all that, not only did they have the Bugs hunting for them with a vengeance, but the survivors were looking to them for leadership. They managed to get all the way back to the gold mine, and set things up as a military unit, and began calling themselves the Tundra Knights. With a few dozen extras backs to help, they managed to get a large portion of the mine excavated, shored up, and converted into living spaces. One thing they found, which was a god-send, was an underground river. They were able to set up a hydro-electric generator out of spare parts and equipment, so they had lights and a reasonable amount of power. A few more raids into nearby deserted towns, and they were reasonably well stocked with supplies for several years to come, and gathered enough survivors that their little group grew several times over.
Then they began to train their ‘troops’ in the arts of war. After each group had mastered the basics, they were sent off to the Knight who could compliment their natural skills and abilities best. After a while, they knew that they had the makings of a fairly decent militia, but were seriously lacking in the heavy firepower department. On one foray into different towns, they hit what would be nothing short of gold mine of resources and information. They met another dischargie, one who had found a warehouse with machining equipment, equipment that could be re-tooled to make guns and shells.
They managed to drag most of the equipment back to the gold mine and put it to work. Their newest Knight was a former Sniper, and knew that the weapons that the group had scavenged just wouldn’t cut the mustard against the Bugs thick amour. So he teamed up with the resident explosives expert, and after a few months of trial and error, not to mention severe mental effort, they came out with some new guns with a brand new, much more powerful gunpowder. These new guns were relatively crude, but they had undeniable stopping power, not to mention had fantastic range. The only real problems were their size, the limited ammo capacity, the recoil, and the incredibly loud boom (loud even with earplugs in).
Realizing that to properly use these guns the users would have to make every shot count, the potentials were put through grueling training regimens, forced through situations that would make Hell Week look like a walk in the park. The end result was a group of dedicated snipers who could pick apart any Bug in short order, who could use their every shot to the betterment of the team, and had no compunction against using lethal force against the enemy (whoever they might be).
Sniper O.C.C.
“Of course I can hit ‘em. I can shoot the nuts out of a starving squirrel’s mouth.”
Alignment Restriction: None really, most tend to be Scrupulous or Aberrant though.
Alignment Attributes: P.S. and M.E. of at least 20 (if you can’t get it by using your skill choices, you can’t be a Sniper, sorry), high P.E. a plus, but not required.
Base S.D.C.: 35
O.C.C. Abilities and bonuses:
1) Big-Honking Gun Handling: This refers to their ability to use the Clydesdale Super-Sniper Rifle. Only those who take this Weapon Skill can use this fearsome weapon (and they must have a P.S. of at least 20 I order to do so), if you don’t, well too bad. This weapon is so sensitive and specialized that any other O.C.C. uses up 2 W.P. choices.
2) Long Shot Hero: So long as they take 3 actions per shot, the Sniper can ignore any minuses to strike (due to the size of the target or the range involved, speed will still foul them up but only at half penalty) due to their in-depth training, and their superb weaponry. This only applies to targets more than 100 yards away, any closer, and the Sniper looses this ability.
3) Long Range Striker: +2 to strike with ranged weapons, due to the intensity of their training.
O.C.C. Skill Program: Wilderness Survival (+15%), Basic Military (+10%), and one Military Skill Program (+5%), or one other basic program of choice.
O.C.C. Related/ Secondary Skills: are the same as the Exterminator O.C.C.
Standard Equipment: Clydesdale Super-Sniper Rifle with 20 Big-Big Boom shells, one ‘normal’ rifle (semi-auto or single shot only to begin with) with three extra clips (plus one in the weapon) or shotgun with appropriate amount of shells), one suit of light-weight body armor, basic survival gear, and one bag with two dozen horseshoe ‘claim’ tokens (these are used to mark their kills. Each sniper will, time and circumstances permitting, place one on the forehead area of a bug kill).
Money: 1d6x$100 in precious metals and trade items, but travels fairly light (aside from guns and ammo, of course).
Upside: You can stomp just about any Bug in existence without fear. From a distance that is; up close, you tend to be a bit of a lightweight. You just need to squish ‘em before they get close, and that’s what you excel at.
Downside: You tend to be fairly cold and detached, not really caring about friendly casualties, just so long as you can squish some bugs. And all your power comes from your gun, whose bullets weigh a pound each. And your going deaf, every level above one, you have a 10% chance of losing the hearing in one ear (GM’s, use your discretion on penalties). First time this happens, you are only temporarily deafened for about six months, second time, permanently.
Use the Survivalist Experience Table
Clydesdale Super-Sniper Rifle (a.k.a. the Puddle-Maker, due to their tendency to turn people into puddles): Special Sniper Rifle with devastating power, accuracy, and range. Each one of these rifles must be individually hand crafted over the course of several weeks, and weighs almost 50 pounds. It’s over five feet long, very crude and ungainly looking, and is customized for the grip of the owner (anyone else, even with the Big-Honking Gun Handling skill is at a -3 to strike with it). The recoil from this monstrosity is so powerful, that it cannot be fired in the standing position (attempting to do so will knock the idiot flat on their keister, costing them 2 action points, and loosing them initiative for the next round), kneeling or prone only.
Range: An outstanding one half mile, comes with a very good scope for those long distance shots.
Damage: 2d4x10 as a rifle, but this behemoth is so big, it can be used as a 2d4 club (but at -2 to strike and parry[each strike or parry with the barrel carries a 1% cumulative chance of misaligning the barrel. If the barrel is misaligned, roll a 20 sided die each time it is fired. Anything over 16 is a total miss, and a natural 20 means the shell totally backfires, and hits the user for double damage. It costs about $200 per percentile to fix this gun, so don’t use it as a club unless you have to, it can also only be fixed at the main base.].)
Ammo capacity: One, in the pipe. Takes one action to remove old shell and reload.
Fate of fire: 2 actions, one to fire and one to reload, or 4 actions, 3 for Long Shot Hero and one to reload.
Cost: Absolute bare minimum of $40,000, plus the cost of materials, plus about $20,000 for training, and six months to a year for training. The shells, Big-Big Boom shells cost $50 a piece, and can only be bought from the Tundra Knights. (So this is not something that the average Joe will be able to learn, and they must meet the requirements for using this weapon, and are subject to the penalties as well.)