TEXT: Notes from the Bunker 
   
  Snipers, Pro and Con 
  Page 1 of 5 
  Snipers, Pro and Con 
  Notes from the Bunker 
  by Rich Redman 
   
  "I do it real good, you know. When I was nineteen, I did a guy in Laos from a thousand yards 
  with a rifle shot in high wind. Maybe eight or even ten guys in the world could have made that 
  shot. It's the only thing I was ever good at."  
  -- Martin Riggs (Mel Gibson) in Lethal Weapon (Warner Brothers, 1987)  
   
   
  Welcome to my bunker. As one of the designers of the d20 Modern 
  Roleplaying Game, and a veteran of real-world modern combat 
  (having served as a tank platoon leader in Operation: Desert Storm), 
  I'm in a unique position to offer insights into the game. 
  This month's topic is snipers. While in the military, I learned a great 
  deal about how snipers work and what they need to succeed. Such 
  knowledge breeds a healthy respect for the skills of these highly 
  effective killers, as well as extreme caution when traveling through 
  areas where they might be active. In fact, for some time after Desert 
  Storm, I drove a different way to work every day just to confuse "the snipers." 
   
  Definitions 
  Not everyone who can hit a target from a distance is a sniper. That term applies specifically to a 
  military person or a police officer who has had special training in stealth, infiltration, 
  concealment, and long-range target shooting. A sharpshooter working for a government could be 
  either a sniper or an assassin. Someone with a rifle and a scope who goes out and kills others for 
  personal reasons is just a serial killer, plain and simple. 
  The military sniper's primary role is to cause trouble. Typical missions for a sniper of this sort 
  might include eliminating leaders or striking deep inside enemy territory to remove any illusion 
  of safety the locals might have. A police sniper is often assigned to provide pinpoint covering 
  fire for teammates or to protect hostages by eliminating those who would threaten them. 
   
   
  
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  Snipers, Pro and Con 
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  Snipers in Games 
  Historically, snipers have operated quietly, carrying out their missions efficiently and usually 
  anonymously. The profession was not limited to soldiers or even to men; in fact, many Soviet 
  snipers in World War II were women. But because sniper characters have been featured in many 
  popular movies, such as Navy SEALS (1990) and Sniper (1993), players may have a heightened 
  interest in emulating their tactics in d20 Modern games. The idea of outwitting an opponent in 
  the modern equivalent of single combat is certainly at least as romantic as the swashbuckling 
  swordsman saving the day in a medieval fantasy tale. GMs, for their part, may find that snipers 
  make excellent guards for their villains. 
  Thus, it's important that anyone wishing to use sniper tactics, whether player or GM, understand 
  the pros and cons. Heroes using these techniques properly could save not only their own lives, 
  but also those of their allies. Furthermore, a hero who understands snipers' tactics may be able to 
  spot opposing snipers before they can do any damage. 
   
  Requirements 
  "One shot, one kill."  
  -- Motto, United States Marine Corps Snipers 
  Besides a weapon built for the job, what does a sniper need to operate effectively? First, she 
  needs foreknowledge of the engagement so that she can be in the right place at the right time 
  with the right equipment. Second, she needs distance, so that she can fire and move away before 
  any surviving opponents can reach her. Third, she needs time to survey the location, choose a 
  position, and set up her equipment. Finally, she needs a teammate to watch her back while she 
  concentrates on the view within her sights. 
   
  Foreknowledge 
  In military operations, foreknowledge is often the most difficult commodity to acquire. A soldier 
  has no control over his opponent's actions, so he has to be ready for anything. But there are 
  plenty of ways to gain the necessary information through a little espionage. For example, a 
  sniper working as a guard has access to all the information he needs. He knows all the routes in 
  and out of his position, he has plenty of time to arrange for concealment, and he has a pretty 
  good idea of the range at which he'll have to fire. 
  But perhaps the best way for a sniper hero to fulfill the foreknowledge requirement is for his 
  teammates to lure an opponent into an area that they know and control. To accomplish this goal, 
  of course, the heroes must know what the opponent wants and convince him that they have it. 
  While the first part of that requirement usually isn't a problem for heroes who know their enemy, 
  the second part isn't as easy as it sounds, especially when you consider that all three of the 
  campaign models presented in the d20 Modern game feature opponents that can read minds! 
  Once the heroes have arranged to lure the opponent to the chosen site, they must maintain full 
  control of it. Smart opponents always send scouts ahead to clear an unfamiliar area before 
  stepping out into the open, so heroes must be prepared to locate and neutralize such agents 
  silently. I say "neutralize" not because I like euphemisms, but because it's not always necessary 
  to kill the scouts. Knocking them out or fooling them into reporting the "all clear" is just as 
  effective, and this tactic often results in fewer legal entanglements later. 
  
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  Snipers, Pro and Con 
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  Distance 
  The right amount of distance for the shot is usually the toughest variable for the sniper to 
  determine. The sniper wants to fire and then put a lot of obstacles between herself and any 
  pursuit. The faster she can move, the closer she can be to her target. If she can fire from within 
  her vehicle, or from close by it, she needs even less distance. 
  Another factor in determining how close the sniper must be is how good a shot she is -- a 
  variable represented by her Dexterity modifier, base attack bonus, and relevant feats such as Far 
  Shot. "One shot, one kill" is the goal of every sniper, so a less-skilled operative must try to shoot 
  from closer range. 
  The sniper must also consider the capabilities of her opponents. In some campaign models, the 
  opponents may be able to fly, and in others, they may have ready access to helicopter support. 
  Either of these factors greatly enhances the potential speed of pursuers and thereby increases the 
  necessary distance. On the other hand, if the sniper's opponents are undisciplined gang members, 
  they probably have less skill and worse equipment than corporate mercenaries do, so the sniper 
  can afford to shoot from a closer position. Even if such street toughs have hand guns, the sniper 
  is much safer than she would be if they had one or more snipers of their own. 
  Finally, equipment is also an important factor. A weapon with an 80- or 90-foot range increment 
  is more effective at a distance of 200 or 300 feet than a weapon with a 20- or 30-foot range 
  increment would be. That's why the United States Marines use the M40A1, a modified 
  Remington model 700, for missions in which range is important. Of course, heroes may find 
  their equipment limited by their finances, so they often have to use whatever they have on hand. 
  This restriction actually helps by eliminating one factor from the distance equation. Once the 
  capabilities of the available equipment are known, all the heroes have to do is evaluate the 
  opponents' capabilities and decide how fast the sniper can put obstacles between herself and her 
  opponents. 
   
  Time 
  When the heroes have to hunt down their opponents, time becomes the most important factor in 
  their planning. Taking the battle to the enemy allows him to control the location of the fight. 
  Thus, it's likely that the opponent has fortifications, guards, and a thorough knowledge of the 
  area. The only way to take the advantage away from the enemy is to scout the location carefully, 
  and that takes time. How much time depends on the size of the site -- a single building takes less 
  time to check out than a factory complex or port. The longer the heroes can operate undetected in 
  the opponent's backyard, the more likely they are to be successful when the shooting starts, so it's 
  often a good idea for players interested in sniper activity to give their characters plenty of ranks 
  in stealth skills, such as Hide and Move Silently. 
  The ideal location for a sniper to set up offers cover, concealment, and good lines of sight. The 
  highest point on the map is not necessarily the best place, since it limits the sniper's options for 
  evading pursuit and often does not provide lines of sight into buildings. When the target is likely 
  to be inside a building, the sniper may want a lower position. Only the GM can describe the 
  situation well enough for the sniper's player to make the right choices, so effective 
  communications at the gaming table are vital. 
   
  
  Notes from the Bunker 
   
  Snipers, Pro and Con 
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  Teammates 
  A sniper needs at least one teammate for backup because his own concentration must remain 
  tightly focused on the target. When using a telescopic scope (see below), his perception of the 
  area around him is extremely limited. He can see only what's in the tiny circle of the viewfinder -
  - not what may be creeping up on him from the sides. 
  Teammates can maintain watch and provide protection for the sniper. They can also help by 
  observing the target through binoculars (which offer a wider field of view) and providing advice 
  on conditions that the sniper can't perceive. 
   
  Telescopic Scopes 
  The d20 Modern Roleplaying Game doesn't provide guidelines for telescopic scopes, but a set of 
  rules governing the use of such devices can lend considerable realism to the game. I suggest the 
  following. 
  • 
  When using a telescopic scope, a hero cannot use automatic 
  fire, or the Burst Fire, Double Tap, or Strafe feats. 
  • 
  A hero gains the benefits of the Dead Aim and Far Shot feats 
  when using a telescopic scope, even if she does not have those 
  feats or qualify for them. 
  • 
  A hero using a telescopic scope takes a -10 penalty on Spot 
  checks made to detect opponents within 30 feet. 
  • 
  Making an attack when using a telescopic scope requires a 
  full-round action. 
  • 
  A telescopic scope provides no benefit at ranges less than 50 feet. 
  • 
  Depending on their quality, telescopic scopes provide varying equipment bonuses on 
  attack rolls, according to the following table.  
   
  Scope 
  Equipment Bonus  
  Purchase DC 
  x3  
  +2  
  14  
  x8  
  +4  
  16  
  x12  
  +6  
  17  
  Zoom, x3-x12  
  +6  
  18  
   
  
  Notes from the Bunker 
   
  Snipers, Pro and Con 
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  Summary 
  Snipers can be excellent additions to a group of heroes or serve as effective guards for villains, as 
  long as they have the right tools and favorable conditions. The key aspects of sniper tactics and 
  requirements are summarized below. 
  • 
  Snipers use planning and specialized equipment to engage their opponents at long range. 
  They require foreknowledge, distance, time, and teammates to operate most effectively. 
  • 
  The best way for heroes to control an engagement is to lure their opponent to a place they 
  control at a time of their choosing. 
  • 
  Heroes must carefully consider their opponents' capabilities when planning a sniper 
  operation. 
  • 
  Groups of heroes that emphasize sniping should ensure that all members spend ranks on 
  stealth skills, particularly Hide and Move Silently. 
  • 
  The highest position is not necessarily the best one for a sniper. 
  • 
  Telescopic scopes are handy pieces of equipment that can improve a sniper's 
  effectiveness at the cost of overall perception. A sniper using such a device needs a 
  teammate more than one who doesn't.  
  On a personal note, I stopped worrying about snipers years ago. I still pay careful attention to 
  cars driving down my street, but I don't take cover "just in case" anymore. 
   
   
  About the Author 
  Before Rich Redman came to Wizards of the Coast RPG R&D department, he had been an Army 
  officer, a door-to-door salesman, the manager of a computer store, a fundraiser for a veterans' 
  assistance group, and the manager of Wizards of the Coast's Customer Service department. Rich 
  is a prolific game designer, having worked on the Dungeons & Dragons game, the d20 Modern 
  Roleplaying Game, the Marvel Super Heroes Adventure Game, and Dark*Matter. When he's 
  not working as vice president of The Game Mechanics, a d20 design studio, Rich does freelance 
  game design, cooks, and performs yoga. 
   
  
SOURCE: textdata/thevault/D20 system/D20 Modern/The Game Mechanics/D20 Modern - The Game Mechanics - Supplement - Snipers.pdf