Sniper Shot talent

By Col. Orange, in Star Wars: Edge of the Empire RPG

My assumption, which I guess I have to apologize for making an assumption here, was that the NPC would be taking an action, not just focusing on closing the ground to extreme range. My apologies for misunderstanding.

Nah. I pictured it as:

Round 1

"Hey, that jerk's shooting at us!"

"Stop it you jerk!"

"He ain't stopping, sarge."

"Let's get over there, so we can shoot him back."

"Good call - double-time, everyone!"

(Enemy can't move+shoot so does move+move to get into Long range)

Round 2

(Everybody shoots everybody)

No apologies necessary. I can appreciate a cunning ruse designed to confuse my poor, addled mind. You're my devious bastard of the week .

Round 3

Everyone has booze and cake.

Edited by Col. Orange

Nah. I pictured it as:

Round 1

"Hey, that jerk's shooting at us!"

"Stop it you jerk!"

"He ain't stopping, sarge."

"Let's get over there, so we can shoot him back."

"Good call - double-time, everyone!"

(Enemy can't move+shoot so does move+move to get into Long range)

Only thing is, they'd be doing this with the rest of the 'sniper's' group, so they'd move+move, end their turn, followed by 2-5 PCs attacking them, without cover, from whatever range band they are relative to that group. Don't forget it's not one Sniper v. a group of NPCs; it's a Sniper+his friends v. a group of NPCs. If this group of NPCs is willing to move to close range and not using an action/engaging/taking cover to the other PCs, then the Sniper did enough to scare the enemies into being wiped up by the rest of his team - I consider that an equally effective action. BUT that's a matter of my own personal opinion obviously :) .

No apologies necessary. I can appreciate a cunning ruse designed to confuse my poor, addled mind. You're my devious bastard of the week .

Haha, I really didn't mean to mislead you!

Edited by MosesofWar

Haha, I really didn't mean to mislead you!

I'm just messing with you. ;)

In the long run I think it can be a useful talent, just not as useful as the designers might have envisioned. Usually if I know I'll be sniping, I'll take my modded gun with extreme range. So, using this would only come up if I'm doing some inpromptu sniping. It happens, but not that often.

It could also be occasionally handy to surprise somebody at long range who is smugly sure you can't hit them with your heavy blaster.

It will come up, but not that often. I'm really only taking this talent on my Assassin because it's required to get to Deadly Accuracy, but I image I will use it now and again.

Edited by Split Light

Never, ever get closer to the Marauder of your own free will. Just keep kiting unless you really want to take a whole bunch of critical hits. Maybe you really want to play a cyborg?

Never, ever get closer to the Marauder of your own free will. Just keep kiting unless you really want to take a whole bunch of critical hits. Maybe you really want to play a cyborg?

If the Marauder is going to be a problem, Sniper Shot will only avoid that problem for one round.

(Dubious value vs. cost.)

Edited by Col. Orange

If the Marauder is going to be a problem, Sniper Shot will only avoid that problem for one round.

(Dubious value vs. cost.)

Indeed. Sniper Shot isn't an 'end-all' for a Marauder - it'll allow certain weapon properties to be trigger from a range band longer, allow for a smaller guns that don't have a 'Cumbersome' rating to be used at one range band longer or allow a sniper to get a shot or two off before an NPC closes range.

It's easy for a PC, or NPC that wants to, to close range quickly and eventually make a talent, like Sniper Shot, or Gunnery not applicable at some point... Unless you've got a Jet Pack or Speeder Bike where you use Gunnery and constantly drive off..

Edited by MosesofWar

Marauders do have a deadly weakness however, it's called a wall. They're absolutely deadly until thwarted by environmental circumstances, at which point they're useless. A sniper with time to prep will beat a marauder. If they meet on the street however, no amount of range is going to save our poor sniper.

Marauders do have a deadly weakness however, it's called a wall. They're absolutely deadly until thwarted by environmental circumstances, at which point they're useless. A sniper with time to prep will beat a marauder. If they meet on the street however, no amount of range is going to save our poor sniper.

True enough for a one on one match, but PCs usually have friends. One turn is often all the time your pals need to save your bacon.

Mmm. Bacon.

Thing is, getting around most environmental circumstances will require Athletics, tied to Brawn, which Marauders have in spades. The other circumstance typically involves Coordination which could be an Achilles heel for a meleeist. At the same time, with how movement works, closing distance and getting around obstacles is frequently as simple as double Maneuvering for a turn or two.

Marauders with Jetpacks. Deal with that.

A higher Piloting skill than the Marauder. Lots of buildings to fly through and hopefully he smacks a wall. :P

Marauders with Jetpacks. Deal with that.

Missiles.

Marauders with Jetpacks. Deal with that.

Okay.

dropbears1.JPG

Something worth mentioning is that, based on the precedent of the advanced targeting array, you can use sniper shot in space. Shooting close range weapons at short range is a distinct advantage.

The Sniper Shot talent is amazing in Starship combat.

Fun Fact: Scopes are a thing, and they reduce the difficulty of Long and Extreme range attacks by one. If you're like me and you allow ranged attacks to extend into the planetary scale with Sniper Shot and/or a marksman's barrel, however, I suggest that you REQUIRE the scope to make these attacks with no other mechanical benefit. :)

Edited by JonahHex

Was thinking about creating a Blaster SharpShooter for my first character.

So far I am only using the Age of Rebellion Core Rulebook for this.

My question:

1. First gun I am planning to purchase is the Heavy Blaster Pistol or a Blaster Carbine (Taking -5 Duty for the extra Credits to purchase this) with a range of Medium

2. If I invest in initial 5 Pt Sniper Shot, does this mean that I can use the Heavy Blaster Pistol or Blaster Carbine at long range? (With an upgraded Difficult for the combat check). Also does the upgrade in combat check increase the number of Difficulty Dice or Upgrade a Difficulty Dice into a Challenge Dice?

Thanks in advance!

Edited by Sincereagape
Added Blaster Carbine, still deciding on main wpn.
11 hours ago, Sincereagape said:

Was thinking about creating a Blaster SharpShooter for my first character.

So far I am only using the Age of Rebellion Core Rulebook for this.

My question:

1. First gun I am planning to purchase is the Heavy Blaster Pistol or a Blaster Carbine (Taking -5 Duty for the extra Credits to purchase this) with a range of Medium

2. If I invest in initial 5 Pt Sniper Shot, does this mean that I can use the Heavy Blaster Pistol or Blaster Carbine at long range? (With an upgraded Difficult for the combat check). Also does the upgrade in combat check increase the number of Difficulty Dice or Upgrade a Difficulty Dice into a Challenge Dice?

Thanks in advance!

"For each rank beyond the normal maximum of the weapon, upgrade the difficulty of the check by one (this is in addition to the increased difficulty of the shot due to longer range)."

For example, firing the blaster carbine at long range requires a maneuver to activate the talent. The difficulty is Hard (3 dice for long range), upgraded once (for exceeding the weapon's range by 1). That makes it 1 Challenge die and 2 Difficulty dice.

If you are short on credits, I recommended getting the Telescopic Optical Sight attachment (250 credits), which reduces the difficulty for Long and Extreme range shots by 1. A blaster carbine with this attachment using the sniper shot to fire at long range has a pool of only 1 Challenge die and 1 Difficulty die.

Edited by OriginalDomingo