Weapon Range, Advanced Targeting Array, Sniper Shot, and Sensor Range

By HappyDaze, in Star Wars: Edge of the Empire RPG

Looking back at the official answers thread, Sam has previously ruled that Sniper Shot should not generally apply to planetary weaponry (but he doesn't see a real game balance issue if it is allowed). He also says that the Advanced Targeting Array specifically should allow for Sniper Shot if that Mod is taken. Regardless, it should be possible to use Sniper Shot from a vehicle in some manner.

In space, this creates a curious situation. It appears to be possible to use Sniper Shot to fire a weapon beyond the Sensor Range of the firing ship. Assuming that your not getting sensor feeds from another unit (there's another thread for that), can you fire your weapons beyond your Sensor Range?

Example: A Y-wing has Sensor Range Close. It also has Proton Torpedoes that can fire to Short. In order to do so, would it first have to have a crew member use an Action to actively extend the Sensor Range (per the rules for that)? If the Y-wing is fitted with an ATA modded for Sniper Shot, the Proton Torpedoes can now fire to Medium, but can it actually engage targets at that range when its Sensor Range cannot exceed Short?

This situation is a bit messy. I don't see within the raw an easy way to circumvent it. May be adding two difficulty dice (Or upgrading the difficulty twice) to the atacker's dice pool per range band beyond the sensors range?

Edited by Yepesnopes

Or simply say, "meh, whatever, just roll the dice and see what happens". Since this can work both in favour of and against the players, I don't really see it as a problem. Now, if they tried shooting at a target they hadn't detected yet, then sure. But once combat has begun I'd just have them roll and get on with it.

Had a similar issue was hashing out: how to you conduct starship combat in the presence of an active ecm?

The solution I came up with was to replace the sensors with a perception check (difficulty based on range modified by environment and target details). It would provide similar effect in allowing a valid target and attack roll, but obviously wouldn't provide that target info that a proper sensor sweep would (shield status, ect).

Seems like that would work here too.

I don't have the book to check and I'm a little iffy on space combat myself but aren't sensors just for identifying targets so if you already know its there you should be able to fire @ em provided they're in weapon range and also its not like its a stationary battle you can always move closer easily enough. That's just my take on it though.

Knowing something is out there is different than knowing where out there it is to shoot at it.

So if it's outside sensor range and you aren't receiving targeting data from another ship, I don't think there's a reasonable way to target the weapon.

Targetting data? Sensors? Have you seen these things operate? It's just like shooting womp rats.

Scanning from a starship is a (***)perception roll, I'd roll with that. If they move around to the other end of your ship, you lose your visual targetting.

Knowing something is out there is different than knowing where out there it is to shoot at it.

So if it's outside sensor range and you aren't receiving targeting data from another ship, I don't think there's a reasonable way to target the weapon.

Just an observation: the ecm blocks all sensors within range, forcing the shooter to count the target as one sil smaller.

In the sensor thread, didn't someone bring up listed sensor ranges being for passive scans and that active scans can reach into extreme?

In which case you could have sensor officer locating the enemy (computer vs diff. based on range) and feeding the data to the gunner (who then does the sniper shot thing). Teamwork!

In the sensor thread, didn't someone bring up listed sensor ranges being for passive scans and that active scans can reach into extreme?

In which case you could have sensor officer locating the enemy (computer vs diff. based on range) and feeding the data to the gunner (who then does the sniper shot thing). Teamwork!

Active sensors only increase the range by one band. I mentioned this in the op.

Active sensors only increase the range by one band. I mentioned this in the op.

Oops!

I think we need a 1 HP upgrade that increases the sensor range by 1, with, 1 or 2 mods to increase the sensor range by another 1.

I think we need a 1 HP upgrade that increases the sensor range by 1, with, 1 or 2 mods to increase the sensor range by another 1.

Age of Rebellion Beta teases us with one that increases Comms, but so far nothing for Sensors.