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OPS AND TACTICS: Supply Drop Vol. 7 How to use this book This book is a supplement to the Ops and Tactics RPG system. This book is used to add new, interesting rules on top of the core rule book, in order to give weapons more flavor and more options to players.

Supply Drop: This supply drop is a supplement the main book on instructions and hints involved with playing a , that includes focus and duties, types of snipers and the applicable gear they should and do use, and the aspects of snipers in games from both a player and GM standpoint.

What is a sniper? A sniper is a highly trained who operates alone, in a pair, or with a sniper team to maintain close visual contact with the enemy and engage targets from concealed positions or distances exceeding the detection capabilities of enemy personnel. These sniper teams operate independently, with little combat asset support from their parent units.

Snipers come in two forms: Snipers and Police Snipers.

Military Snipers Military snipers are the generators of the definition of sniper. Military snipers are marked with high discipline, teamwork, and expert in snipercraft. Marksmanship is important, but their job usually entails being out in the field, watching and giving intelligence back to the main base and other squads, as well as providing overwatch and cover. Snipercraft, such as stealth, camouflage, movement, tracking and moving without being tracked, deep survival, and most importantly, patience, are heavily trained and have strict requirements that must be passed in training before a soldier can be called a sniper.

Military Snipers are required work with others. a military sniper often attached to a unit, with a spotter. In addition to their , they carry any other military equipment that would aid them in completing their mission. Most also carry a sidearm.

Police Snipers Police snipers are a much newer breed of sniper, compared to Military. Instead of the focus on snipercraft, they instead focus on intelligence, and high risk engagements. They are usually covered by other officers when they are engaging a target, which negates the necessity for a lot of aspects that military snipers focus on. What they do focus on is marksmanship, and neutralizing a target in high risk situations. Another aspect that is unique to Police Snipers are that they are often patrol officers, who perform all of the duties expected of a patrol officer, in addition their SWAT and sniper duties when they are called on.

Police snipers, when on duty, often carry their policing equipment, with their SWAT gear in the trunk of their patrol car.

Sniper Basics A sniper is no good without tools. The first and foremost important tool in a Sniper's arsenal is his rifle. The rifle is rarely an off-the-shelf model, instead tuned and customized to that particular sniper's requirements and taste. It will have at least a x3 telescopic . It can be bolt action or semi-automatic, with semi-automatic becoming more popular. It is also chambered in a common, high-powered , such as the .308 Winchester, 5.56x45mm NATO, .338 Lapua Magnum, or the .300 Winchester Magnum. Snipers should also invest in upgrades that increase the range and accuracy of their rifle, such as the Heavy Barrel upgrade, the Match Barrel upgrade, and the Ergonomic Upgrade. Snipers should also invest in a good sidearm, since the main is a long distance rife that performs poorly in close ranges. A good or compact machine-pistol makes a proper sidearm.

A Sniper should place themselves and strive to have a majority of the engagement area to be within their 2nd range increment, to maximize their effectiveness.

Playing a Sniper, and Game Mastering for a Sniper Playing a sniper is vastly different from any other style of play. Snipers should only play their role when there is at least some time to setup and prepare for the oncoming battle. Instead of choosing a spot within the battlefield, a sniper will sit off-grid, at a specified distance from the battlefield, usually at a high vantage point if possible. For the purpose of ranging shots, a token will be placed on the corner of the battle map that represents the sniper's location, from that distance. Any shots taken by the sniper will be calculated from that spot, and then the distance the sniper is away will be added to that distance.

Snipers and spotters are also not apart of the standard initiative. Instead of rolling for initiative, Snipers and their spotters can choose to either be placed at the top of the initiative, or the bottom, acting either before everyone else, or after everyone has.

Game Masters should be encouraged to give snipers plenty to do; spotting, relaying information about enemy location, taking out hard to reach or difficult targets. Sniping and spotting can be a boring, but important job, and it's the job of the Game Master to make sniping interesting and fun. New Equipment

Spotting Scope A is a highly magnified scope that is used for target identification, hit confirmation, and assisting a sniper in acquiring a target. When used by a spotter who is within hearing range of a sniper, the sniper gains a bonus to all ranged attacks equal to the spotter's ranged attack bonus, as long as the spotter is spotting for that sniper. Only one sniper can take advantage of a spotter and their scope at a time. The spotting is a medium sized object that weighs 24 oz, and cost 25 WP.

New Ranged Weapon Upgrades

Optics and Sights Upgrades

Canted Sights(Tactical)- These are sighs that are at a 45 degree cant, allowing for a weapon with a to be used with it's . When using these sights, the weapon can use it's standard range even if it has a telescopic sight, but using these sights grants a -10 ft range penalty on any weapon they are attached to. Only Machine pistols, SMGs, , , and Machine Guns.

Killflash(None)- This is an adapter for telescopic sights that makes it more difficult to detect telescopic sights due to the reflection from the glass in any telescopic sight. When installed, it grants a +2 bonus to all Stealth Checks to hide any weapon with a telescopic sight. This upgrade is installed on any telescopic sight. Table: Upgrades Upgrade Available for Location Wealth Point Time Weight Restrictions Cost and Sights Upgrades High Any Rifle, Tactical 10 5 minutes N/a None Visibility , SMG, sights Machine pistol, or Killflash Any weapon None 4 1 minute N/a None with a telescopic sight Credits

All information was found using google from various firearms websites, my own knowledge, and wikipedia. Most writeup text from the firearms was acquired from wikipedia, and their vast number of sources. The Ops and Tactics copyright belongs to Sweet Soul Bro !!H5XdMKmBv5G. All listed firearms are owned by their respective companies, trademarks, copyrights and I do not take to claim any ownership of any. Please don't sue me, I have no monies.

Designed for use with the Ops and Tactics Core Rulebook 5th Edition.