d20 Lunar Eclipse Games Mercenary Armory - Sniper Rifles.pdf

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Mercenary Armory
Sniper Rifles
Lunar Eclipse Games
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Mercenaries Armory
Sniper Rifles
Written by James Culshaw
Cover Art by James CUlshaw
Interior Art by Miguel Santillan
Introduction
The use of a sniper rile in a team can add a new dimension to games beyond the usual assassination
scenarios. Although perfect in that use, sniper riles provide a degree of lexibility to any team as they
provide support from an advantageous position. They can provide covering ire for an advancing team,
picking off sentries or heavy weapon crews, or even counter sniper ire. In today’s Special Forces team there
is usually a Sniper to do just that.
What follows is a selection of some of the world’s current sniper riles in use by various military and law
enforcement agencies. As some of these weapons are only in use with their nations military getting complete
data turned out to be near impossible, so please forgive what seems like some thin on the ground coverage
- its all that’s available.
The following is the information that may be provided with each weapon:
Calibre: The bullet calibre(s) that the rile is manufactured in.
Operation: The iring mechanism of the rile - either bolt-action, semi-automatic, or fully-
automatic
Capacity: The amount of bullets the magazine can hold
Weight: The weight of the rile with or without scope/loaded or unloaded (it is noted with the
rile what the weight refers to)
Length: The overall length of the rile
Barrel Length: The overall length of the barrel
Rate of Fire: This is the amount of rounds that can be ired in a minute. In the case of semi and fully
automatic riles this may be subdivided into max and effective rates of ire. These
describe the maximum rate of ire the weapon can achieve, and the rate of ire at which
the weapon is still useful due to the effects of recoil
Scope Type: The scope that is used as standard on the rile
Scope Data: Extra data about the scope
Compatible Scopes: Other scopes that are capable of being itted to the scope mount
Range:
The effective maximum range of the rile - the maximum range that you can reason
ably expect to hit the body of the target.
Accuracy:
The accuracy of the rile measured in Minutes of Angle (MOA)
Price:
The price in USD that the weapon costs on the open market
Telescopic Scopes
The d20 Modern rules states ‘ A standard scope increases the range increment for a ranged weapon by one
half (multiply by 1.5). However, to use a scope a character must spend an attack action acquiring his or
her target. If the character changes targets or otherwise lose sight of the target, he or she must reacquire
the target to gain the beneit of the scope.
The standard scope referred to in this statement covers scopes between x3 and x6 power. For scopes that are
of greater power than this, the range increment should be multiplied by two. This gives a bit more realism to
the game due to the wide variety of scopes that are available and used.
In the irst edition of this book there were some different rules proposed for scopes but they gave an unfair
advantage to untrained users of sniper weapons. A properly trained sniper knows how to judge distances
and gauge effects of wind etc., and so can set up a scope for maximum effect. The previous rules gave
over-powerful bonuses to every user of a scope and belittled the skills of a sniper and so that is why they
have been removed.
Prestige Class
Sniper
The Sniper is a highly trained military marksman that can plan and execute missions and is self-reliant in the
ield. This class is based on the requirements for the UK Army Sniper school.
The fastest path to this prestige class is through the Soldier or Iniltrator advanced class, though other
paths are possible.
Requirements
To become a Sniper, a character must fulil the
following criteria.
Skills:
Knowledge (Tactics) 6 ranks
Hide
8 ranks
Move Silently
8 ranks
Navigate
8 ranks
Spot
8 ranks
Survival
8 ranks
Feats:
Personal Firearms Proiciency
Stealthy
Track
Weapon Focus (Sniper Rile)
Class Information:
The following class information pertains to the Sniper prestige class.
Hit Die
The Sniper gains 1d8 hit points per level. The character’s Constitution modiier applies.
Action Points
The Sniper gains a number of action points equal to 6 + one half their character level, rounded down, every
time they attain a new level in this class.
Class Skills
The Sniper’s class skills are as follows:
Balance (Dex), Climb (Str), Concentration (Con), Hide (Dex), Jump (Str), Knowledge (Tactics) (Int),
Listen (Wis), Move Silently (Dex), Navigate (Int), Repair (Int), Search (Int), Spot (Wis), Survival (Wis).
Skill Points At Each Level: 6 + Int modiier.
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Class Feature:
Determine Range
At 1st level, the Sniper gains +1 to hit due to being able to successfully determine range within a matter of
metres allowing correct setting of targeting scope/iron sights.
Camoulage
At 2nd level, the Sniper gains the ability to use any natural cover to maximum advantage. Whenever the
Sniper has tries to hide, he gets a bonus to his Hide skill of equal to their level.
Ghost-Walk
At 3rd level, the Sniper becomes adept at moving without any noise, even on forest loors etc. The Sniper
gains a competence bonus equal to their level on all Move Silently checks.
Set Scope
At 4th level, the Sniper gains the ability to guage wind and atmospheric effects, allowingthe to correctly set
their scope. The Sniper gains a bonus to hit equal to 50% their level rounded up.
Eagle Eyes
At 5th level, the Sniper becomes adept at spotting targets, even when hidden or concealed. The Sniper
gains a competence bonus equal to their level on all Spot checks, and a 20% reduction on their chance of
missing a concealed target.
Class
Level
1st
2nd
3rd
4th
5th
Base Attack
Bonus
+0
+1
+1
+1
+2
Fort
Save
+0
+1
+1
+2
+2
Ref
Save
+1
+2
+2
+3
+3
Will
Save
+1
+1
+2
+2
+3
Defensive
Bonus
+1
+2
+2
+2
+3
Reputation
Bonus
+0
+0
+0
+0
+1
Special
Determine Range
Camoulage
Ghost-Walk
Set Scope
Eagle Eyes
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