Shadowrun

Shadowrun Play => Character creation and critique => Topic started by: Devil on <04-01-11/0113:21>

Title: Sniper?
Post by: Devil on <04-01-11/0113:21>
Has anyone taken a crack at making a cybernetically enhanced sniper?

My buddy wants to play one, but I haven't figured out a build.
Title: Re: Sniper?
Post by: Codac on <04-01-11/0600:06>
How Cybered are you talking cause I have several sniper characters with augmentations of the Cybernetic kind.
Title: Re: Sniper?
Post by: Kontact on <04-01-11/0611:38>
As cool as it sounds, being a sniper is really impractical in a typical SR sneak and grab.

Could always do a rigger/sniper.  A sniper rifle on a balloon is pretty much the only way to use that kind of range in a city setting.
Title: Re: Sniper?
Post by: Xzylvador on <04-01-11/0633:28>
It's not that hard really if you want it to be just a sniper.
High agi, either natural+boosted with Muscle Toner or 'ware arms with high agi ratings.
Decent Str + climbing skills (or athletics skill group) would be nice to get on top of roofs and other good vantage points.
Preferably some intuition for perception dice.
Longarms(Sniper Rifle)
Disguise (Camouflage)
Perception (Visual)

I'm making one right now for a table game. Making him a behind enemy lines scout/sniper/assassination kind of guy, all bioware, only "unalarming" cyberware like 'eyes and ears.

Sniping's really not all that difficult, considering you're only doing a good job when the target is unaware, they don't roll any defense.
Longarms6+Spec2+Agi9+Smartgun2 = 19 dice
8P, -3AP, Load Ex-Ex for 9P, -4AP (APDS if you have 'em)
Take Aim for another +4 dice, you should have time for that as sniper.
Aim for a vulnerable spot, -4 dice, +4 DV
Roll 19 dice, 6 avg hits = 6 net hits (no defense)
Total damage: 9DV+4DV+6Hits = 19 damage, -4 armor.
Should kill most things pretty good.

But like ^ said, most runs sniping just isn't an option.
Title: Re: Sniper?
Post by: Kontact on <04-01-11/0721:57>
It works alright for an overwatch role like a hacker, but, yeah, just being a sniper basically equates to waiting outside while everyone goes on a shadowrun and then maybe shooting some dudes if it goes poorly.

Though, it's common often that the run goes poorly...
Title: Re: Sniper?
Post by: CanRay on <04-01-11/0935:12>
OK, show of hands:  How many people have had 'Runs go off right?
Title: Re: Sniper?
Post by: James McMurray on <04-01-11/1211:09>
Hand up.

Not all of them by any stretch of the imagination, but sometimes it happens.

But even when runs are going wrong, being a sniper is a bad idea.

1) It has to go wrong in a way that involves combat.
2) That combat has to happen outside of the building or the team has to draw the firefight outdoors.
3) The enemy can usually just step around a corner or behind a car and suddenly you're taking blond fire mods against structural armor while they're still shooting your friends.
4) Your usefulness to the team has to be so low that having you outside instead of inside helping isn't a problem.

You're often much better off stick a drone with an LMG in the spot your sniper would have been sitting and jumping into it if needed. It'll have no recoil penalties, use your dice, and if it gets left behind or caught you're only out some money instead of a PC.
Title: Re: Sniper?
Post by: Sid on <04-01-11/1311:33>
Quote
But even when runs are going wrong, being a sniper is a bad idea.
Depends, really.
Do a run with a tacnet and ultrasound sensors. Give your sniper the best penetrating power money can buy, then let them play Silent Scope. 8)
Title: Re: Sniper?
Post by: James McMurray on <04-01-11/1315:01>
Or just have them in the room with you where there's no blond fire, no barriers as armor, and no "sorry guys, they popped a jammer so I'm just gonna walk home now". :D
Title: Re: Sniper?
Post by: Sid on <04-01-11/2323:46>
::)

Like there's no way to deal with that ...
Title: Re: Sniper?
Post by: CanRay on <04-01-11/2353:22>
Being able to lip read helps with a lack of communications technology in an external area.  Buildings are a no-go due to heavily tinted or mirrored windows.

Of course, a Panther Assault Cannon to the Window will solve that problem quick.  Then shift over to the sniper rifle, and...
Title: Re: Sniper?
Post by: Angelone on <04-02-11/0000:47>
Or do like in Smokin Aces and shine a laser pointer at the window so the sniper knows where to go to town.
Title: Re: Sniper?
Post by: CanRay on <04-02-11/0120:32>
Or do like in Smokin Aces and shine a laser pointer at the window so the sniper knows where to go to town.
Heavily smoked/mirrored glass.  That trick won't work in Shadowrun.

Anti-Magician techniques work both ways.  :(
Title: Re: Sniper?
Post by: Angelone on <04-02-11/0140:45>
Wasn't it like that in Smokin Aces? Or am I thinking of just the Penthouse?
Title: Re: Sniper?
Post by: Codac on <04-02-11/0518:09>
I think it was Smoking Aces.

Nothing says your sniper has to be "sniping" all the time. With the kind of accuracy a sniper character has he can be in the building shooting targets for you. I had a character once who was room clearing with a Model 121 and I didn't have problems.

And if you don't like the unrealistic feel of using snipers in that close of range give them one of the new battle rifles from WAR they're almost as powerful as a sniper rifle.

And for the Cyber question well you pretty much give them anything.
Title: Re: Sniper?
Post by: Teyl_Iliar on <04-02-11/0534:32>
you gents are correct that is smoking aces.
http://www.youtube.com/watch?v=8b-c6rPPyVk&feature=related

I don't know. I'd figure that inside a city, a sniper might not be as useful as in a natural environment. long lines of sight, lots of time to cover team mates as the approach objectives, get one sniper have him with a few well placed smart firing platforms* covering the angles you need you'll have badass overwatch all the way in and all the way out to your pickup extraction point. Besides, if he's really talented/prepaired he can direct IDF on heavy armor or, hell he could call in air strikes via target designator; commit area denial, basically be the biggest distraction a fire team could ask for. Keep him and a rigger that's hooked up to self loading mortars and a few other *sniper rifles or an attack helicopter that makes for a hell of back up plan IMO.
Title: Re: Sniper?
Post by: CanRay on <04-02-11/1136:29>
The advantage of Snipers is the Longarm Skill.

HELLO, SHOTGUN!  :D  The poor Shadowrunner's Grenade Launcher.  :P
Title: Re: Sniper?
Post by: Glyph on <04-02-11/1844:35>
Sniping, as others have pointed out, is, like melee combat, a niche role.  That doesn't mean you can't make a decent sniper - but simply make a good high-Agility street samurai, and then take long arms as a secondary ranged skill.  Being a sniper is like being the driver or the medic - it's something you pick up in addition to your main schtick.
Title: Re: Sniper?
Post by: Xzylvador on <04-02-11/1844:54>
Quote
And if you don't like the unrealistic feel of using snipers in that close of range give them one of the new battle rifles from WAR they're almost as powerful as a sniper rifle.
These use automatics or longarm skill?
Since one of them is SA without BF, and none of them have FA, all use sport rifle ranges, so I'm guessing longarm.
But some use high-velocity ammo, which sound weird for longarms.
Also, aside from clip capacity, I don't see why they're much better than Walter MA-1200. (With less AP)

Second question: any rules on modding rifles like Barret 121 so they don't suffer for "use outside of sniping situations"? Does melee hardening do that? (Would seem weird being able to smash someone's skull with it without a problem, but shooting that person breaks your gun?)
Title: Re: Sniper?
Post by: Codac on <04-02-11/1852:48>
I figured it was long arms myself and they aren't better it was just a suggestion for if you didn't like using a sniper rifle from a RP perspective.

And there are no rules that I am aware of giving you any negatives for using a sniper rifle close range.
Title: Re: Sniper?
Post by: CanRay on <04-02-11/1853:20>
I don't know, Wheelman can be a specialized job that can be used on most 'Runs.  Even the ones that go off need a person that can use the streets to their advantage to lose electronic trails.

But, yeah, Sniper is more of a secondary role for Shadowrunners.  Mercs, now, would have use for a full-on Sniper.
Title: Re: Sniper?
Post by: Glyph on <04-02-11/1903:45>
And there are no rules that I am aware of giving you any negatives for using a sniper rifle close range.
The Ranger Arms SM-4 gets -1 to attacks if its sensitive barrel is bumped (which the text implies is a given any time it is used outside of a purely sniping role).  But it is the only sniper rifle with that disadvantage listed (in fact, the Walther MA-2100 description makes a point of saying it is "free of the design instabilities common to other sniper rifles").
Title: Re: Sniper?
Post by: Xzylvador on <04-02-11/1908:41>
Quote
And there are no rules that I am aware of giving you any negatives for using a sniper rifle close range.
SR4A p319, right below Sniper Rifles
(Basically, you face dice losses every turn you use it in non-sniping situations.)

Quote
The Ranger Arms SM-4 gets -1 to attacks if its sensitive barrel is bumped (which the text implies is a given any time it is used outside of a purely sniping role).  But it is the only sniper rifle with that disadvantage listed
The "penalty" for sniper rifles is mentioned before any specific sniper rifle. It counts for all weapons in sniper rifle category unless specifically mentioned otherwise, like the Walther MA-2100... that's how I interpreted that anyway.

So, was looking to mod that away, would hardening do that?
Title: Re: Sniper?
Post by: CanRay on <04-02-11/1912:29>
The Designated Marksman Rifles (DMRs) in War! are good options for "Sniper Rifles" as well, useful in the tighter quarters of a city.

Although, I'm still trying to figure out how the Russians made a delicate weapon.
Title: Re: Sniper?
Post by: Codac on <04-02-11/1919:01>
Hey Xzylvador could you post a quote of that section for me I don't have a copy of 4A near me and I don't see anything like that in SR4 or the changes document.
Title: Re: Sniper?
Post by: The Seven on <04-02-11/1943:35>
The sniper in my first campaign started the game off as a face/sniper and ended as a nano-cyber-powered melee enthusiast with a fixer job on the side (they had 30+ street cred and 10+ notoriety).

And he never fired a single shot the whole campaign, be it sniper's or any other projectile weapon's.
Title: Re: Sniper?
Post by: CanRay on <04-02-11/1952:36>
The best 'Runs are the ones where a round never leaves the barrel.
Title: Re: Sniper?
Post by: The Seven on <04-03-11/2100:54>
The best 'Runs are the ones where a round never leaves the barrel.

Disagree. I like my runs gory and traumatizing. That way the players are edgy, and make mistakes easily.

</evil laughter>
Title: Re: Sniper?
Post by: CanRay on <04-03-11/2144:06>
Me (While preparing a game when the group gets whiny):  "I'm adding more violence."

Group (In unison):  "We'll shut up!"

If I don't have my gun or car porn happening in game, I'm not a happy GM.  :P
Title: Re: Sniper?
Post by: Kontact on <04-04-11/0254:15>
Hey Xzylvador could you post a quote of that section for me I don't have a copy of 4A near me and I don't see anything like that in SR4 or the changes document.

Quote
Use the Longarms skill when firing precision sniper rifles. While stur-
dier than earlier models, sniper rifles in 2072 are still not designed
for close-up combat. At the end of every Turn in which the rifle is
used in a running firefight (as opposed to a sniping situation), roll an
Edge Test. For every Edge Test failed, the weapon incurs a –1 dice
pool modifier until it is recalibrated with an Armorer + Logic (8, 1
Minute) Extended Test. The modifier is doubled if the weapon is used
in combat as a melee weapon or to defend from a melee attack.
Title: Re: Sniper?
Post by: Devil on <04-07-11/2150:19>
As much cyber as it takes. Basically I'm just trying to build the optimal sniper.
Title: Re: Sniper?
Post by: Kontact on <04-08-11/0810:20>
The optimal sniper is a Mystic Adept.  No cyber needed.

Things that magic can do that cyber can't.

Give you a Longarms skill of 9 with Improved Ability.
Use the Enhance Aim spell to automatically negate all range penalties so that you can engage two targets per pass.
Shapechange you into a bird to fly yourself and your rifle wherever you need to be.
Title: Re: Sniper?
Post by: CanRay on <04-08-11/0947:25>
Big fraggin' bird!

"What is the air speed velocity of a Swallow laden with a Ruger 100?"
Title: Re: Sniper?
Post by: Devil on <04-08-11/1048:05>
I'm looking for optimization within the specified parameters. This character is for someone else. He wants a human sniper with cyber. Bioware is probably fine to use too.
Title: Re: Sniper?
Post by: Teyl_Iliar on <04-08-11/1049:56>
I'm building a concept, like that since i read the topic, would you like me to post it joker?
Title: Re: Sniper?
Post by: Devil on <04-08-11/1105:26>
Absolutely.  ;D
Title: Re: Sniper?
Post by: Teyl_Iliar on <04-08-11/1106:35>
soon as i finish tweeking him around I'll pass him on then :)
Title: Re: Sniper?
Post by: Kontact on <04-08-11/1852:13>
Big fraggin' bird!

"What is the air speed velocity of a Swallow laden with a Ruger 100?"

That's entirely dependent on the Force of the Air Spirit using Movement on it.  :P

Joker, you want a classic bush-sniper?  Outdoor group all swole with points?  Digestive expansion so he can live off leaves and cat poop?
or,
Do you want an urban assassin who'd be making his cheddar popping capos and disapperating?
Title: Re: Sniper?
Post by: Teyl_Iliar on <04-14-11/0002:40>
So Joker, how's that concept sniper working out for you?
Title: Re: Sniper?
Post by: Sid on <04-14-11/0046:29>
Is someone going to post it?
Title: Re: Sniper?
Post by: Teyl_Iliar on <04-14-11/0048:53>
my bad i just sent it to him...


and i didn't save a copy to outbox.... so he's got my only copy that won't take me a few hours to re-type out.
Title: Re: Sniper?
Post by: Xzylvador on <04-14-11/0502:44>
Infiltrator / Sniper / Melee.
Almost all bioware so he can easily pass security stations looking very average and unthreatening. The chameleon cloak and shock frills he explains to be required for wildlife/wild critter photography.
The non-tailored bioware is second hand.

Name: Cheveyo ‘Chev’ Ngoyva
Alias: Whistler
Race: Ork
Sex: Male
Nationality: Pueblo
Lifestyle: Low
Karma Spent: 0
Physical Description: Nothing special... Orkish.
Personality/background Trained and "built" by an ambitious member of the Koshari who wanted to create his own private Tir Ghost/Red Samurai in order to deal with his rivals (both outside enemies as rivals on the way to the top). Managed to keep the 'project' hidden for a decade until his plans got out and was violently put to an end by very angry Koshari. Chev managed to get away in the chaos and managed to save the lives of the surgeon and his family.

Attributes

BodyAgilityReactionStrength
5(6)5(8 )4(7)6(9)
CharismaIntuitionLogicWillpower
2423
EdgeMagic/ResonanceEssenceInitiative
2/.4711

Positive Qualities
Black Market Pipeline ('wares)
Restricted Gear (Suprathyroid Gland)
Negative Qualities
Combat Monster
Records on File (Evo)
SINner (Pueblo Citizen)
Buggy 'Ware (Eyes)
Buggy 'Ware (Ears)

Martial Arts
Ninjutsu, +1 Gymnastic Dodge
Ninjutsu, +1 Infiltration
Wildcat, +1 Called Shot for increased damage

Maneuvers
Follow-Up
Sweep
Riposte

Active Skills
Stealth Skill Group3
Athletics Skill Group2
Survival Skill Group1
Unarmed Combat (Martial Arts)4(6)
Longarms (Sniper Rifles)4(6)
Perception (Visual)3(5)
Throwing Weapons1
Pilot Groundcraft1
Etiquette (Security)1(3)
Knowledge Skills ( [Logic + Intuition] x 3 free points)
Merc Hangouts3
Security Procedures3
Security Design3
Parazoology3
Sports2
Language Skills
EnglishN
Sioux (Speak)1(3)
Or'zet (Speak)1(3)

Cyber/Bioware
CyberwareEssenceCostNotes
Cybereyes R30.4900¥Buggy 'Ware
+Vision Magnification/900¥
+Vision Enhancement 3/4050¥
+Smartlink/900¥
+Thermographic Vision/900¥
+Image Link/Recorder/
+Low-Light Vision/900¥
+Protective Covers/90¥
Cyberears R20.3675¥Buggy 'Ware
+Sound Link/Recorder/
+Damper/675¥
+Balance Augmenter/4500¥
+Audio Enhancement 3/4050¥
Nanohive R60.759000¥
+ Oxyrush 505000¥+5 Fatigue, 2.5hrs of air.
Wired Reflexes 22.457600¥Alpha, +2 Rea, +2IP
Bone Density Augmentation1.0827000¥+3 damage resist, (Str/2)+2 unarmed
Synthacardium 30.3613500¥+3 Athletics Group
Gecko Hands0.125400¥Better grip and climbing
Suprathyroid Gland0.8420250¥+1 physical attributes
Muscle Toner0.487200¥+2 Agi
Muscle Augmentation0.486300¥+2 Str
Adrenal Regulator0.488100¥-2 composure threshold

Gear (43000¥)
ARMOR15/12
Chameleon Cloak9650¥
+Insulation 3
+Nonconductivity 6
Form-Fitting Full-Body Suit4900¥
+Thermal Damping
+Fire Resistant
Helmet100¥
PPP Leg and Arm Casings350¥
PPP Vitals Protector200¥
PPP Forearm Guards400¥
+Shock Frills
PPP Shin Guard350¥
+Shock Frills
WEAPONS 7P, -3AP
Walter MA-210011710¥
Chameleon Coating
Easy Breakdown (Man.)
Int. Silencer
Sling
Melee hardening
9x 10 Ex-Ex Rounds900¥
5 x 10 Gel Rounds150¥
5 x 10 Stick-n-Shock320¥
Shock Frills (Arms)6S(e)
10 charges
Shock Frills (Legs)6S(e)
10 charges
Flash-Pak200¥
3 Flash-Bang Grenade90¥
5 High-Explosive225¥
3 Narcoject Grenade350¥
5 Pepper Punch Grenade125¥
GEAR
Medkit Rating 6600¥
Stim Patch R6150¥
Fake SIN (R4)4000¥
Hoa Ngoy, Wildlife Photographer
Fake Licence, Bike400¥
Fake Licence, Chameleon Cloak400¥
Fake Licence, Shock Frills400¥
Fake Licence, Wired Reflexes400¥
Chisel20¥
Glasscutters10¥
Wireclippers25¥
Glasscutters10¥
Glue Sprayer150¥
Miniwelder250¥
Microwire 100m50¥
Standard Rope 100m50¥
Gecko Tape Kneepads & Soles250¥
Rapelling Gloves70¥
Endoscope250¥
Professional Camera800¥
Telephoto Lens625¥
False-Bottom Case (-6 Conceal)900¥
False-Bottom Backpack (-6 Conceal)1500¥
Jammer, Directional Rating 52500¥
White Noise Generator Rating 6300¥
Earbuds710¥
+Select Sound Filter R3
+Spatial Recognizer
Contact Lenses3200¥
+Flare Compensation
+Ultrasound
+Ultrawideband Radar
140x Betel140¥
LIFESTYLE
2 Months Low Lifestyle2000Y
+Easy-going LandlordHe knows it ain't much, we don't complain, neither does he.
+Friendly NeightborsBeing in the same shitty situation creates bonds.
-Green PlanExpect frequent power shortages.
-Network BottleneckCrappy Reception here.

Vehicles
Thundercloud Contrail + Morphing Plates + Spoof Chips
HandlingAccelSpeedPilotBodyArmorSensorAvailabilityCost
120/401801641 6500¥

Contacts
ContactC/L
Dr. Kirk Weston (Private & Evo 'ware specialist)C6 L5

Build Point totals:  400BP = 124 Skills + 6 Maneuvers + 180 Stats + 20 Race + 10 Edge + 11 Contacts + 49 Gear + 35 Qualities - 35 Qualities[/quote]
[/tr][/table]
Title: Re: Sniper?
Post by: mdp on <04-14-11/0601:50>
just one remark on your build Xzylvador: He has Wired reflexes lvl2 - that's a big flash on cyberware scanners might be usefull to get a fake license for that one too
just have it say in is fake sin he's ex military and they couldn't be safely removed
I know its Alpha ware, but you have in total 4 pieces of cyberware wich will affect the threshold for detection
Title: Re: Sniper?
Post by: Xzylvador on <04-14-11/0653:40>
True... I wanted to buy it betaware, but dang that's expansive ;)
Yeah, should get a licence for them, thanks.
Title: Re: Sniper?
Post by: Teyl_Iliar on <04-14-11/1055:32>
Suprathyroid Gland: Placed on top of an individuals existing thyroid gland, the suprathyroid gland supersedes the metabolic functions of the thyroid, optimizing catabolism and anabolism. The altered metabolism produces more energy and effectively supercharges the recipient. Characters with a suprathyroid gland have a tendency toward hyperactivity and must ingest twice as much food and drink as a normal person to fuel the the higher metabolic rate. - SR4A P.346

while i understand why you want a suprathyroid gland, it's just my personal opinion that for a sniper, it might not be the best choice. especially considering the normal duties of said sniper. Hyperactivity isn't exactly something that's useful for someone that's supposed to be a bush for up to a week. although I'll be the first to admit that i totally had one in my build until i read the above description. Then again if your boy is playing the urban assassin role that might work better than how i had my build who could do either. also just an edit, it's not the survival skill group, it's the outdoors skill group.

I like him though. build looks solid :D
Title: Re: Sniper?
Post by: Xzylvador on <04-14-11/1135:51>
Hah, that's selective reading for you.
I figured he earned his nickname "Whistler" because he started whistling a song while lying in wait fully camouflaged... He was the only whistling bush for miles around. The glands might have encouraged that. As for food, yeah... I figure rations anno 2073 have a very good nutrient/weight ratio.

You can actually get better shooting dice by dropping the glands, then using that money and the 5BP quality to increase the Muscle Toner to Rating 4, netting you 9 Agility instead of 8, so if you don't think the flavour fits, there you go.

The original build also had a R2 Nanite Hive and Universal Nantidotes R9; figured a near immunity to poisons fits snipers very well... But staying below 50BP in gear is really hard!

Thanks... spent 2 weeks building that. I friggin' hate making chars!
Title: Re: Sniper?
Post by: Teyl_Iliar on <04-14-11/1201:15>
Thanks... spent 2 weeks building that. I friggin' hate making chars!
:o....... DUDE I LOVE BUILDING CHARACTERS! ;D Seriously. It's like a hobby for me or something.... Damn economy.
Title: Re: Sniper?
Post by: Xzylvador on <04-15-11/1817:10>
Formatting Fixed, Gear Improved (got a licence for the reflexes).

If your GM allows it, making him an Ogre (Ork Metavariant) might work pretty cool, being able to eat pretty much everything = good for surviving.
Also Ogre Stomach and Suprathyroid Gland might almost cancel eachother out fluff-wise.
Title: Re: Sniper?
Post by: baronspam on <05-03-11/0040:31>
Expert Sniper basically is a bunch of agility plus a bunch of longarms firearms skill.  The also makes you very good with a shotgun, so you have a option for situations where true sniper shooting is not practical.  I have just recently returned to the game, but I think I am finding that building a character is a balancing act between specialization and some utility/secondary abilities.  Everyone in the group should be very, very good at something, but they should also have a minor interest or two.  Be moderatly good at a couple of things other than pulling the trigger (you could be a infiltration guy, or the medic, or some outdoor skills, etc, basically a second expertise that can come up once in a while) and keep a shotgun in the van. 
Title: Re: Sniper?
Post by: KarmaInferno on <05-04-11/1054:08>
I dunno if it's just me, but sooo often I see players new to Shadowrun say, "I wanna play a sniper."

I mean, just skim through the threads on this message board alone.



-k
Title: Re: Sniper?
Post by: Teyl_Iliar on <05-04-11/1112:25>
I dunno if it's just me, but sooo often I see players new to Shadowrun say, "I wanna play a sniper."

I mean, just skim through the threads on this message board alone.



-k
Dude you aren't alone. A lot of people have an idea in their heads what snipers are. It's like a picture of straight COOL. They tingle with the chance to pop some combat mage's head from so far away they never had a chance to defend from it. But what they fail to realize a lot is that most shadowrun's don't have any place for a committed sniper. (Before all the NAY-sayers leap in this coming from a guy who played for his first year of SR by playing as A SNIPER. I've been there and I know.)

Most shadow run engagements happen inside buildings, or at least within 300 meters which makes it impractical for a sniper to set up at all unless he's doing area denial covering a team leaving. The best thing about them is their ability to infiltrate in any environment, but aside from that the amount of specialization required to be an amazing sniper makes it very hard for them to break out of that roll.(the character and the PC) Snipers are good to have when you've got a run that calls for it, but in day to day run's that aren't just wetwork, snipers aren't very useful to a team by comparison to a face, a covert ops specialist, or a drone rigger (who with the right gear could be both). My SUGGESTION to anyone that want's to play as a sniper, build someone with the same skills and then use karma earned over time using that character to make them into one. That way you get a character that is functional outside of that roll but can pull it off when it's really needed.
Title: Re: Sniper?
Post by: KarmaInferno on <05-04-11/1121:38>
It's on the list of "character concepts that sound cool and are great for writing stories, but generally are not so great for roleplaying games".

Also on the list are "mysterious lone wolf who barely speaks", "mindlessly violent hair-trigger berserker", "lord dark emo of ebon sorrow darkness", and in some cases, paladins.



-k
Title: Re: Sniper?
Post by: Teyl_Iliar on <05-04-11/1136:18>
Also on the list are "mysterious lone wolf who barely speaks", "mindlessly violent hair-trigger berserker", "lord dark emo of ebon sorrow darkness", and in some cases, paladins.



-k
.... that sounds like almost ever single other sniper character I've ever encountered! ROFL.