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Counter Sniper tactics?

Started by Serious Paul, November 26, 2011, 07:42:57 PM

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Serious Paul

I already addressed that exact same comment in this thread.

Spike

Based on what is said here I'm gonna go with a few points that I think are relevant rather than the entire spectrum of counter-sniper gaming.

First: High priority targets tend to have a lot of paranoid security types who do silly things to keep their VIPs from being sniped... like only getting in an armored car inside an underground garage.  At no point should a sniper in Shadowrun just set up outside of, say, ARES HQ and just wait for the CEO to randomly show his face to catch a bullet.

Going with that point: A sniper op in shadowrun should be built so that the actual shot itself is almost anti-climactic, the dice roll almost a formality to capstone a long, group intensive operation to find when and where the target will be, setting up holes in security, distractions and more so that, at the end of the day the Sniper can do his job (Or for extra fun: Miss (Dice Gods!), so that the next session is all fallout from screwing up).

Also: Consider how security would be protecting a target. Long running 'zephyr' drones with sniper rifles on overwatch make rooftops lethal for the 'Runner'. People have mentioned doubles, though in Shadowrun that's just a likely to be an illusion or clone-skinned drone as a dude with surgery. Then there are protections...

Second: How many Shadowruns should you be building where popping a single target is a make or break it situation?  A well built character of any type should be able to 'one-shot' a target of their choice under circumstances that favor that character. So what?  A single good, well planned, dice roll should not dominate any single session.    

Third, and since I don't feel like doing hours of typing, last: never neglect the penalties. Its been a while since I checked, but in SR4, most of the neat toys and tricks only help offset penalty conditions, they don't fully negate them (Er, other than range penalties... stupid game). Since degrees of success actually matter, reducing dice pools by even trival amounts can alter the degrees of success. Its easy to succeed, it can be hard to succeed well.  Next time your super-sniper is about to take a 'game changing shot', take a quick time out to actually add up the modifiers properly. Why not? Its "GAME CHANGING"... nobody should be complaining you are bogging the game down at that point.   I've found a lot of 'overpowered' players are simply taking advantage of the fact that the GM doesn't want to penalize them. Personally, I'm cool with that... until the other players complain!
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Quote from: Serious Paul;493438I already addressed that exact same comment in this thread.
Ah; I apologize.
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