Rifts RPG Optional Rule: sniper MOS and sniper special abilities

Snipers are experts at covert infiltration, covert exfiltration, observation and marksmanship. They use this combination of skills in pursuit of their mantra “one shot, one kill.” They will spend days slowly,
cautiously moving into position and then wait days for the perfect shot to present itself. In addition to their individual marksmanship skills, snipers are trained observers who may spend weeks in position just
watching the target and collecting information to relay back to command or calling in indirect fires or air strikes.

Taking the sniper MOS

Snipers are appropriate in any setting with firearms or energy weapons. Any military or man-at-arms OCC may take the Sniper MOS package as long as they have the appropriate number of skill slots and meet the ability requirements.
Requirements: IQ of 10 or higher. PE and ME of 12 or higher.


Cost: The class must sacrifice 9 OCC or OCC Related skills. In exchange, the character gains the eight skills below in addition to the sniper special abilities.

Sniper MOS
WP: Rifle (setting dependent)
Prowl +20%
Camoflauge +20%
Intelligence +5%
Literacy +5%
Basic Math +5%
Radio: Basic +15%
Sniper

Special abilites of the sniper MOS

Hide construction
A sniper may construct a hide in 2D6 hours. On a successful camoflauge skill check, this gives anyone attempting to detect the sniper -20% on detection and perception rolls. A failed role means that
the hide does not provide additional concealment but still provides shelter from the elements and does not make the sniper easier to detect.

Concealed first and second shot
Before taking a shot from a stable shooting position, the sniper may make a camoflauge check. If the check is successful then the shot does not give away the sniper’s position. Other parties will hear
the shot but will be unable to detect it’s direction or location, even when using advanced technology.

In game terms, anyone attempting to detect the location of the sniper is at -50% to do so. On a second, follow-up shot the sniper may again make a camoflauge roll.

On the second shot, however, the penality to detect the sniper is reduced to -15%. Further shots may not be concealed

Long range shot
A trained sniper is capable of making ballistic calculations and evaluating the environment in order to make shots at extreme distances. In game terms, this means a sniper may make a shot at twice the
weapon’s normal effective range witout penality if he makes a successful skill check using Basic Math.

Kill shot
A sniper may focus for an entire melee round, making a called and aimed shot. During this time the sniper may not take any other action, including speaking. When the sniper is making a kill shot he gets
to score a critical hit on a MODIFIED roll of 18 or greater.

Kill shots do not depend on concealment but cannot be made from unstable shooting positions or when taking damage.

Optional rule on kill shots
Instead of typical double damage on a critical hit, use the following: Against SDC characters, damage done with a kill shot is delivered directly to hit points. Against MDC characters or armor, triple damage is done.

Note than in all cases, the four sniper abilities may be combined in any fashion. For example, a concealed long range kill shot can be made from a sniper hide. In this case it would require the sniper to
succeed in one basic math roll, two camoflauge rolls and focus for a melee round. A failed roll means that only that particular ability as applied to the shot fails, not the whole shot.