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Old 05-08-2009, 06:52 AM   #31
chris1982
 
Join Date: Nov 2006
Default Re: Sniper and Medic

Quote:
Originally Posted by Icelander
OTOH, yeah, it totally works differently here. Back in 2007, we used to pay EU-citizens in table scraps for those services, so we didn't have to sully our own hands. ;)
While now the EU-citizens come on vacation to Iceland because everything is so cheap... ;-)
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Old 05-08-2009, 08:00 AM   #32
Xplo
 
Join Date: Apr 2006
Default Re: Sniper and Medic

Alternately...

If you want your combat situations to be highly cinematic, you can have them that way. The trick is to do things the way they're done in movies. That means that you don't have a sniper, because a sniper would probably kill off one or more of the PCs. Or, if you have to have a sniper, then he manages to fire just as someone bends over to pick something up, alerting everyone to the danger so they can take cover. Or he picks off some redshirt instead of an important character. Maybe he's not a very good sniper, and he takes a really long time to line up his shots, giving PCs a chance to find him and snipe him back. Imagine what would happen in an action movie, and do that.
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Old 05-08-2009, 08:35 AM   #33
Gedrin
 
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Default Re: Sniper and Medic

For super healing, while trying to maintain some sort of realism, you might want to try "experimental medicines".

Tell the PC's that the medicine is experimental.
Have the doctors and pharmacists providing it REFUSE to discuss side effects.
Ask the PC's to put a tick mark down every time they take the experimental medicine.

Now, there don't have to be any side effects for real. Maybe there are, maybe not, but just doing the above will probably be enough to discourage the PC's from treating it as a font of eternal life.
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Old 05-08-2009, 09:40 AM   #34
Last Pawn
 
Join Date: Jun 2006
Location: Between.
Default Re: Sniper and Medic

Quote:
Originally Posted by Ragitsu
Food for thought.

I hope I can balance the heroic fuel against the nitty gritty of human physiology.
Along those lines, consider suggesting (or if your players will stand for it mandating) Sense of Duty: Human Race as a campaign disadvantage to represent the Us vs Them mentality that would likely crop up after an alien invasion. Then add a few NPCs to the group (the NPCs could be the first to take sniper fire, btw). Outside of combat take time to make the NPCs real chacters to your players and to explore the condition of humanity as a whole. Combat remains cinematic, but reality strikes when their mission is to scavenge antibiotics for a local village and the arrive too late for that one little girl that they'd promised to make everything OK...
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Old 05-08-2009, 05:16 PM   #35
Ragitsu
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Default Re: Sniper and Medic

Where can one get Power Up 2 at?
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Old 05-08-2009, 05:20 PM   #36
Diomedes
 
Join Date: Mar 2008
Location: Dallas, TX
Default Re: Sniper and Medic

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Originally Posted by Ragitsu
Where can one get Power Up 2 at?
It's a PDF on e23.
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Old 05-08-2009, 07:51 PM   #37
Þorkell
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Default Re: Sniper and Medic

Quote:
Originally Posted by chris1982
While now the EU-citizens come on vacation to Iceland because everything is so cheap... ;-)
There's another, and not so generous, way of looking at this now...
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Old 05-08-2009, 08:52 PM   #38
Whitestreak
 
Join Date: Aug 2004
Location: Elk Grove, CA
Default Re: Sniper and Medic

[QUOTE=Xplo]Generally, you survive in a GURPS game the same way you survive in real life. I don't know anything about countering snipers, but high-tech small unit combat is often more about superior tactics than superior firepower. Your party is going to want to stay out of sight if possible; if they can't do that, they'll want to act on good intel (where is the enemy, and what's the best way to kill them?) and/or with as much backup as possible. Think of it like a chess game.

<SNIP>
QUOTE]

In real life, the best counter to a sniper is covering fire and maneuver. It's doubtful a sniper will:

A) Miss a fatal *first* shot.
B) Remain in place *after* that first shot.
C) Engage in any kind of fire fight unless there is no escape route.
D) Not have an escape route featuring cover and/or support.

When the first guy goes down, the other targets should go to cover, try to bring superior fire upon the sniper's position and send someone out to flank the sniper's position.

Cover means hidden from the sniper's view, superior fire includes the unit's larger number of generally automatic weapons (in modern times) as well as artillery if available, and if they're lucky, the flankers can interdict or cross the sniper's escape route.

Simple. except when it's not.


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Old 05-08-2009, 09:25 PM   #39
Ragitsu
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Default Re: Sniper and Medic

Here is a completely unrelated question: if one wanted to stat a creature that is small, but good at grappling (like a Facehugger from the Alien series), what relevant Advantages/Skills are critical?

And on that note, are there some streamlined/truncated for creature creation?
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Old 05-08-2009, 09:32 PM   #40
Ulzgoroth
 
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Default Re: Sniper and Medic

Quote:
Originally Posted by Ragitsu
Here is a completely unrelated question: if one wanted to stat a creature that is small, but good at grappling (like a Facehugger from the Alien series), what relevant Advantages/Skills are critical?
Giving it extra arms is helpful. The Power Grappling perk (from PU2) is extremely valuable if a small creature of realistically limited strength is supposed to win certain grappling-related contests of ST with larger creatures.

And of course a good level of whatever skill it's grappling with.
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