Thanks for answering!
How does this look:
1) First target is always caught unaware
2) After each shot, roll stealth vs perception
3) Enemies who beat his roll run for cover in right direction and can roll defense for other shots. Next turn they can try and spot him.
4) Enemies who don't beat his roll...I dunno...what do you suggest? They panic and are still considered unaware?
Thanks!
1) first target it always unaware but instead of a free hit, consider using the lower of a "dodge roll" or his movement (in meters/turn)+the number of the tier penalty for range. For example: Deadeye was hired to kill Doland Rump who is running for mayor of seattle in 2076, and deadeye is stationed inside a hotel with vantage on the park plaza that Rump's campaigning is taking place in today and is aproximately 625m away; Deadeye has a riffle with no range modifications. Currently Mr. Rump just stepped out of his helicopter and is walking towards the podium at a speed of 2 meters per turn. If he gets to the podium, he will be talking and stationary but the podium is providing Mr. Rump partial cover. If Deadeye takes the shot now, he will have to hit a threshold 4 (2m/t+2ranged penalty tier) shot in order to lead the shot proporly, or he will lose two dice if he tries to shoot while Doland is stationary but its at a threshold 2 (ranged penalty tier), Deadeye decides the stationary shot will be better and takes the moment he has to scan for counter snipers, and takes the shot once the speech is underway.
2)the remaining threats should be immediately aware although they cannot react to another shot unless they can tell when one happens. To continue: The shot rings out because all Deadeye has is a thermal suppressor. Rump is struck with a bullet and begins to fall backwards. Two of the three bodyguards rush to Rump to get him to safety and act as meatshields while the third begins scanning the crowd for potential shooters. The countersnipers were too busy scanning for snipers to notice their VIP is hit and they are too far away to hear the shot over the street noise so they are fully unware for the first round while someone is radioing to them that the VIP is shot. First full round: Deadeye domes one of the spotters for a counter sniper because he is stationary, unaware, and only a Threshold 3 to hit; the counter sniper, now alerted because his buddy is dead, radios that there is a sniper and begins scanning, but and can roll perception at the next shot. Meanwhile the other spotters begin scanning as well, one of which is outfitted with a thermographic scope which he uses to pick up the heat trail from the supersonic round (because thermal vision basically turns all sniper bullets into tracers, yay science) and tell his friend where the shot came from. Turn 2: Deadshot decides to fire at another spotter, not realizing his position is compromised, and pick the group that has found him, and takes a shot: but because that spotter can see the shot happen through his scope, he is able to try to dodge out of the way and manages to narrowly avoid death. Thermo-guy's friend fires back and Deadshot rolls dodge and gets away too, but, unfortunately for him, the counter snipers are using tracers and the remaining two groups quickly zero in and both fire as well; because Deadshot is looking through a scope not pointed at the other two, he cant react to their shots, but the well concealed vantage point means he only has to soak one round that cripples his right cyberarm. Round 3: Deadeye decides its time to go but first checks again to make sure the VIP is down for good and when he does so he see's through his scope enhancements that one of the Bodyguards is on a call with KE and likely calling in a HTR team and thinks he should slow them down first; Deadshot takes a shot at the man attempting to blow his brains out through his comlink: the man is facing, looking at, and knows where Deadshot is, but he cannot see what dead shot is aiming at or see when he shoots so the Caller is unaware and is a threshold 2 to hit. Deadshot strikes true ending the call and cutting KE off some information delaying the reinforcements by a couple minutes. Deadshot spends his remaining simple action and move action to duck out of the building and meets with his rigger and face in an alley who help him get past the road blocks and safetly away. A meetup later and the group score a hefty paycheck and about 20 street cred and 10 notoriety.
Hope this cleared it up.
As well, silencers are still good for sniper riffles as the crack doesnt travel far from the bullet's path and the silencer helps to not alert people in the building that there is a sniper there. Civilian noise complaints and all.
My advice to integrating snipers into most missions is that the sniper is firesupport and overwatch (and likely has the offsight hacker with him feeding the sniper data). Try to give the sniper moments where he has the drop on people and can pick the off to help pinned down friends (so use suppressive fire more) as well as limit him to times when he doesn't have line of sight because a wall or something is in the way. Another suggestion is to let the sniper pick a vantage point from a list you give based on the maps available to them and to allow them to vary the angle somewhat , like switching to a different window or area of a roof (or if the party can afford a helicopter, flying around the building). You might even be nice and give him a mission where the playing field is nice and open so he doesn't have to micromanage the scardie men running for cover.
[Edit: As well, it would be a perception (sight) to spot firing (but an auditory check could be subbed for those where the difference matters to determine the general location of where it came from) which for spotting most snipers should be ridiculously reduced because of A. distance (if its more than 500 meters away you have to be able to see the flash, you cant really see the person stand out at this point), B. every sniper conceals their vantage points (simply things like lowering the light in the room, hiding under a tarp, making the hole your firing through smaller, etc. should each take away a dice to spot the sniper), and C. any and all suppressors have flash reduction which makes distance even more of a hindrance. That said, you could make a sniper roll his sniper skill (alone) every round he is taking aim and every time he critical glitches (successes or regular glitches irrelevant) this roll, he accidentally glints his scope at someone important who gets a free perception check against just the sniper's stealth+agility.]