Okay I don't quite understand all the hate for accurate weapons. Yes a sniper rifle can oneshot a human leader or a gun servitor, that's what it's supposed to do. As for tanks, are they all driving backwards? Are they just skimmer vehicles? good luck shooting a chimera or even a rhino without getting torn to pieces. The point of the weapon, crunch and fluff wise, is to take out high priority single targets. It can't kill tanks, and you have to be loading your dice for someone to have a reliable chance of one-shotting a chaos space marine.
then again, im an avid sniper rifle user, as trying to hit and damage with most weapons other than flamers, snipers, and grenades often feels like an exercise in futility. If anything, it just shows how bad your standard lasgun and autorifles are at killing even standard grunts.
I feel like i missed a memo or something where inquisitorial acolytes are supposed to be incapable of fighting other humans without substantial backup.
I think part of the problem is the crazy high chance to hit. A sniper can get so many bonuses that its impossible to miss. So add near guaranteed hit with likely lots of d10s and if any of the d10s is low it can be subbed out for the degrees of success. When combined with things like inescapable attack and either the assassin ability or eye of vengeance it can get real dumb.
The other part of this is that both sniper weapons are easy to start with and blow the other starting weapons out of the water.
I honestly don't find it too much of a problem. Accurate weapons hurt like hell, but then they're just as easily dodged as any other shot; a weapon which delivers its damage increase via extra shots (like a semi-auto burst) is a lot harder to avoid entirely.
They're also a lot harder to use tactically; because so much of their effectiveness is bound up in aiming, firing on the move isn't practical, nor can you use them for suppressive fire - which frankly is one of the most powerful options available in the game; a half-competent spud with an autopistol can pin down three or four guys with rifles from 100 metres away easily. He won't hit them, but that's not the point.
Essentially, you want both to make an effective combat unit. The autoguns fire full auto suppressive bursts and keep people's heads down (passing a Wp check with a -20 is **** hard) whilst the snipers take their time and shoot people dead.
I agree on the difficulty of bringing down goons with guns, but I guess that's an issue baked into the basic mechanics - the problem is that the acolytes are essentially identical statline wise to generic opponents - and you don't want them to be one-shotted by some dude with a stub-gun.
It's surprising how lethal you can make a 'normal' gun, by the way, in the hands of a competent fighter. Mighty Shot and Deathdealer (Ranged) stacked together can almost double the lethality of 'normal' weapons.
Easily dodge as long as the firer doesn't pick up one very obvious talent (inescapable attack). This talent stacks stupidly well with the accurate rule.
Unlike the full auto weapons though the sniper rifles practically can't miss they get so many Ballistic skill bonuses and have a smaller chance of jamming.
If a sniper wants to pin he can just overwatch instead of suppressing. Willpower test is easier but far more likely to still hit the target and can shoot at multiple targets for still more base damage than the autoweapon.
Along with talents alternate ammo types can add quite a bit to SP weapons. The las power settings also are pretty helpful.
It was a looted tank. It was not a truk.
I'll ask the guy and try and get more details, but it was ratling sniper who was just blowing holes in this thing.
Let's do an example
Sniper Rifle 1d10+4 I Pen 1
Long Las 1d10+3 E Pen 3
These both seem fairly innocuous weapons. If you are using them properly with special ammo though you should stack up a lot of 1d10's
Sniper BS ~40 Starting ~50 Experienced ~60 Endgame
+20 AIM
+10 ACCURATE
+10 SHORT RANGE
+10 RED DOT
+4 MODIFIED STOCK
+5 CUSTOM GRIP
Target Value is around ~99
79 = 1d10 + 1d10+X
59 = 2d10 + 1d10+X
Mix that with the correct ammo and you can damage tanks. The hobbit had a 'to-hit' value well above 100.
Don't forget most vehicles give a size bonus to hit as well.
Add on some special ammo and/or mighty shot and/or overcharging the long las and it's at least pretty good at hurting vehicles, if not eventually killing them.
Yes, Accurate is powerfull, but (as said) only against single targets. I never had a problem with it, because as a GM I tend to run not only a single enemy, but many smaller ones. Even the Big Bad Boss Guy still has helpers and underlings (with autoguns/lasguns/equivalent) around, who really threaten snipers.
If the sniper wants the benefit of Accurate he can't do anything else in that round (aim: half action / shoot: half action). The goons with the autogun can shoot and move (Try to flank the sniper / Move out of Sight and get closer / etc.). They can force him to make Pinning tests. And they can target more than one PC with Pinning (or even damage if the they are too close to each other), while the sniper can only target one enemy at a time.
Even against lots of small enemies the accurate weapons can be better. They are pretty much guaranteed to hit and do enough damage to easily kill puny enemies. Full auto weapons have a chance to get enough hits to hurt multiple targets but are also far more likely to just miss or jam and do nothing or to fail to get past a tough enemy's damage soak. Since the accurate weapons' d10s are all added together it gives a far better chance to power through high armor and toughness enemies.
Suppressing fire doesn't really even things out thanks to overwatch being stupid (triggering multiple times, also causing pinning and no additional penalties to hit).