Thread: Sniper shots
View Single Post
  #6  
Old 06-01-2015, 09:14 PM
swaghauler swaghauler is offline
Registered User
 
Join Date: Jan 2015
Location: PA
Posts: 1,482
Default Optional Rules for Optics in Twilight2000

Quote:
Originally Posted by kcdusk View Post
Fictional sniper. 10 strength and 10 rifle skill = 20 to hit.

M21 with bipod has range 75m + 15m = 90 for aimed shot with scope (short range), 180m Medium, 360m long, 720m extreme.


Using rules V2.2 our sniper shooting an aimed shot with sniper rifle, bipod and scope at an open target (i.e. no concealment or cover) 720m away would need to make a to hit roll of 5 or less (20 / 4 (aimed shot with rifle treated as formidable not impossible)).

So a 25% chance.

1. Do you think 25% is too high or low for this shot?



2. Its been reported that shots of 1,200 --> 1,600m have hit in real life. How do you allow or account for this in your game?

3. Do you allow any other positive modifiers in your games?
On an ordinary shot, 25% accuracy at Extreme Range would be about right. You can take into account the longer range shots that have been recorded by doing a couple of things. First, I add a FIFTH range band called Maximum Range. This is 2X Extreme Range (in following along with the basic rules). Maximum Range fire can only be conducted if:
- You have the weapon braced or bipod/tripod mounted.
- Your character has a To Hit Skill of at least 1 at Extreme Range.
- You have an optic on your weapon that will allow you to see the target.
- You use an "Aim" action (this does NOT increase your chance to hit above a snap shot chance).

The real problem is the generic way that Twilight2000 treats scopes. There are no rules regarding scope quality or magnification. I initially developed some basic rules for scopes until I could get better rules written. Here are my basic rules on Magnified Optics. Use what you will and ignore the rest.

Range Adds:

There are four levels of Scope Quality and these levels will vary how much the scope adds to your range. This range adds to the base range band for both snap shots and aimed shots. The four Quality Levels (and how to determine them) are:

Poor Quality: [Magnification X 1] is added to the weapon's base range.
A scope is of Poor quality if:
-It has no definite "click adjustment" for elevation & windage.
-It has distortion or is blurry at the edges of its lens.
-It is poorly sealed (fogs) and/or the lenses are not coated.
-There is no "repeatability" (doesn't return to where it was set) in elevation & windage adjustments.

Fair Quality: [Magnification X 1.5] is added to the weapon's base range.
A scope is of Fair quality if:
-It has a 1 MOA to 1/2 MOA "click adjustment" for elevation & windage.
-It has a small amount of lens parallax but no parallax adjustments.
-It has a sealed tube and coated optics.
-It has reasonable "repeatability" in its adjustments (off by a couple of clicks).

Good Quality: [Magnification X 2] is added to the weapon's base range.
A scope is of Good quality if:
-It has 1/2 MOA to 1/4 MOA "click adjustment" for elevation & windage.
-It has no obvious parallax and/or has parallax adjustments to account for it.
-It is sealed and has multi-coated lenses.
-It has good "repeatability" in its adjustments (off by a click).

Excellent Quality: [Magnification X 2.5] is added to the weapon's base range.
A scope is of Excellent quality if:
-It has 1/4 MOA or less "click adjustment" for elevation & windage.
-It has fully sealed,"optically ground," 1st focal plane reticle, multi-coated lenses.
-It has complete "repeatability" in its adjustments.

Gm's should round the Magnifications down or up based on the description of the scope's quality. This gives the GM one more tool to create truly diverse equipment for his game.

Variable Magnification Scopes: Use the highest magnification for the range adds and the lowest magnification for determining the Minimum Effective Range (see below). You can change the Magnification on a Variable Power Scope by a number of Magnification Power Levels equal to the user's AGL in a single 1 second Initiative Step (or Action).

Range Finders & Bullet Drop Compensation: Scopes which have EITHER of these features get to treat Extreme Range Aimed Shots as fired at Long Range. Scopes with BOTH of these features treat Maximum Range (see above) Shots as Extreme Range shots. Scopes without a Range Finder or Bullet Drop Compensation Do not receive the benefit of reducing the To Hit Difficulty Level at Extreme or Maximum Ranges.

Minimum Effective Range: All scopes have a minimum effective range which increases with the scope's Magnification. If a weapon with a scope is fired at a target below this range; The chance to hit becomes ONE LEVEL more difficult (ie an AVE roll becomes DIF) due to the narrower field of view and "zoom" of the scope's magnification. A scope's Minimum Effective range is determined by multiplying its Magnification by 5 [Mag X 5]. If the combat range drops to the scope's Magnification in meters; The difficulty increases by TWO LEVELS (ie AVE becomes FRM). Variable power scopes use the lowest power setting to determine Minimum Effective Range.

I also include some other scope features that you may find useful in game.

Light Transmission: A scope's light transmission is determined by the scope's "Exit Pupil." To determine a scope's "Exit Pupil," divide the scope's Objective (in mm) by its Magnification (use the lowest one on variable power scopes). The three transmission ratings are:

Poor: Exit Pupil of Less than 4. Scopes with poor light transmission are one level more difficult to shoot in reduced light settings.

Normal: Exit Pupil of 4 to 7. Scopes with standard light transmission give the shooter no penalty or advantage in reduced light situations.

Good: Exit Pupil of more than 7. Scopes with good light transmission are as easy to shoot in light level 2 (as per Twilight2000) conditions as in direct sunlight.

Weapon Speed: Scopes with a fixed magnification of less than X10 add 1 to the weapon's bulk for determining who shoots first. Scopes with a magnification of X10+ OR a variable power magnification, add 2 to the weapon's bulk for weapon speed.

Field of View: This is important when a character is "on his scope" and needs to spot a target. Field of view in degrees can be converted to ft at 1000 yards by using this formula [Degrees X 52.5 = feet]. You can then convert to meters. Scopes can be used just like binoculars to reduce the Range of Observation (see my post in Spotting and Observation for more about this) for spotting a potential target. The spotting range reduction bonus is 1/2 the Scope's Magnification.

Durability: This is a trait that I use to determine damage to Optics, Electronics, Power Tools and other delicate items. It is a rating from 1 to 10 and measures a device's "resistance" to impacts or abuse. Whenever an item is dropped or subject to concussion or hard impact (say being run over by a car) it is subject to a durability check. If the distance dropped in meters or blast damage in dice is less than the object's durability; NO DAMAGE IS TAKEN. If the force it is higher than the object's durability; INCREASE THE OBJECT'S WEAR VALUE BY THE REMAINING AMOUNT. Gm's may want to have players roll OVER the NEW WEAR VALUE to avoid damage that must be fixed. Durability falls into three distinct categories:

"Poor Durability"......... is from 1 to 2
"Normal Durability"..... is from 3 to 5
"Rugged Durability" .... is from 6 to 8
"Milspec Durability" ..... is from 9 to 10

The Gm should set the item's durability based on its real world description.

Other Equipment of The Sniper:

Bipods: I have three distinct types of bipod in my game.

Light Bipods: Light bipods represent the very thin bolt on or "clip on" (via a scissors-type clamp) after market bipod. These bipods only add 5 meters to a rifle's range and are more suited to Assault Rifles than DMRs or Sniper Rifles. The bipod on the FAMAS is of this type. These Bipods add 1 to the weapon's bulk when attached UNLESS THE BIPOD IS INTEGRATED INTO THE WEAPON (like the FAMAS).

Medium Bipods: These represent the heavier but still limited in adjustment bipods. The typical example of this type are the bipods on the RPK, RPK-74, and the BAR. These are not as "flimsy" as Light Bipods, and add 10 meters to the weapon's base range when used. Medium Bipods NOT INTEGRATED INTO THE WEAPON'S DESIGN add 1 to the weapon's bulk.

Heavy Bipods: These are the robust but limited adjustability bipods of GP Machineguns or the slightly smaller (but equally heavy) fully adjustable bipods often put on Target and Sniper rifles. The Harris Bipod would be a good example if this. These bipods add 20 meters to the weapon's base range and add 2 to the bulk of any weapon not designed with one on it.

Target slings: These represent a specialized sling like the "Ching Sling." You adjust the sling to "tie yourself into the weapon," and help reduce recoil by 1 point. The downside is that this type of sling will increase your weapon's "bulk" for determining weapon speed by 1 point as well. The shooter may choose not to use it at any time; "picking speed versus control" in his shooting. Ching Slings run about $100 use standard swivels and are (c/c).

Wind Meters/Barometers: These are used to identify atmospheric conditions, which are then used to make scope corrections (known as "doping the scope"). This will give the shooter a bonus of 1 to his To Hit Roll if he spends 2 combat rounds computing the wind and "doping his scope." These are also valuable tools for Artillery Fire Direction. Wind meters, like the commonly used Kestral Brand, cost $150 (S/S) have a Durability of 6, a Bulk of 0.1 (in my system) , and a Weight of 0.1kg.

Ballistic Computers: This is either a Black Berry looking device or as an APP for 21st Century Smart Phones. The external device costs $500 ($100 for the APP) (R/R), has a Durability of 4, a Bulk of 0.25, and a weight of 0.2kg. It does calculations for bullet drop, spin drift, wind effects, altitude, and barometric pressure. It takes 3 combat rounds to enter the data and "dope your rifle," but these computers make your hit probability ONE LEVEL BETTER (ie AVE becomes EASY) than the base shot would have been.

Surefire"KillFlash" Lens Covers: This lens cover goes over the front of your scope and reduces "lens flash" that might reveal the shooter's position when using a scope without an "anti-flash" coating on it. The item costs $100 (S/S) and has negligible weight and bulk.


I hope this helps you bring more depth to your DMRs and Sniper Rifles in game.

Swag.

Last edited by swaghauler; 12-12-2016 at 02:51 PM. Reason: made changes developed during play.
Reply With Quote