Is there any rule on what happens when a character shoots a weapon (that can fire up to long range) at short range? Does he get a boost die or something?
Shooting at optimal range
You subtract difficulty die.
You subtract difficulty die.
Age of rebellion page 217.
Short range is difficulty easy ( 1 purple dice ). Then the difficulty goes up with the distance. Medium 2 dice, long 3 etc.
On top of this you get setbacks and all the rest depending on the situation.
You subtract difficulty die.
Age of rebellion page 217.
Short range is difficulty easy ( 1 purple dice ). Then the difficulty goes up with the distance. Medium 2 dice, long 3 etc.
On top of this you get setbacks and all the rest depending on the situation.
Yes, but those difficulties are for any weapon capable to shooting at that range.
For example:
Firing a holdout blaster at short range has a difficulty of 1.
Firing a blaster rifle at short range has a difficulty of 1.
I was wondering if there was a rule that took into account the optimal range of firearms.
It's not optimal range, it's max range, it comes down to the skill dice of the player, a long range weapon can't shoot into extreme range.
You subtract difficulty die.
Age of rebellion page 217.
Short range is difficulty easy ( 1 purple dice ). Then the difficulty goes up with the distance. Medium 2 dice, long 3 etc.
On top of this you get setbacks and all the rest depending on the situation.
Yes, but those difficulties are for any weapon capable to shooting at that range.
For example:
Firing a holdout blaster at short range has a difficulty of 1.
Firing a blaster rifle at short range has a difficulty of 1.
I was wondering if there was a rule that took into account the optimal range of firearms.
The only thing that comes to my mind is page 223 AOE core book about shooting at engaged range - which is easy difficulty + type of weapon used : light ranged gives + 1 difficulty and heavy ranged gives + 2 difficulty. Hope that helps.
The only advantage to having a long-range weapon is that it can shoot at a long-range target. There's no inherent benefit to using one at shorter ranges, and if you're engaged, it's usually detrimental because long-range weapons tend to be Heavy and therefore take a bigger penalty. It's worth pointing out that long-range weapons also tend to have better base damage and crit values (again, because they're Heavy), and they don't really need boost dice on top of that.
Are you suggesting long ranged weapons (like a sniper rifle) should have a penalty to shoot at shorter ranges? The do not as that isn't really how weapons work in the real world and in the rare cases where it does (i.e. you can on;y use a scope, no iron sights, tracking moving targets up close is hard) it's an unnecessary level of complication for a fairly straightforward story based game. Or am I misunderstanding the question?
EDIT: Whoops, I am misunderstanding, you're asking if they get a boost. Silly Squirrel, should pay more attention when reading posts late at night. Also no. It's already easier regardless of weapon because short range is easy difficulty, but longer ranged weapons are not more accurate or easy to use at shorter ranges, they just can fire farther before losing their accuracy. But "it's an unnecessary level of complication" is still valid. This isn't a super high fidelity game engine, it's fast and fun and characterful.
Edited by SquirrelsanThank you all, it seems that I was misremembering.
You could add a Boost die in an Ambush type scenario where the PC sets themselves up in the best position but beyond that it's really not applicable at the scale of the game mechanic.
Talents come into play, like Barrage boosting damage at Long Ranges or that one that reduces the difficulty of shooting while engaged, that do create an 'optimal' sort of range, but that's about it.
There are two possible answers to the OP question, as I see it.
1) Optimal range is the range at which a weapon has the best chance of hitting and killing. Also sometimes called "maximum point blank range." This can get into the hundreds of yards for real-life guns. This means that optimal range varies by weapon and is best reflected in the weapon's "maximum range" statistic. Anything outside of "maximum range" falls into non-optimum and therefore is the domain of sniper shot and other effects/talents used to increase a weapon's "maximum range."
2) Optimal range is the range at which the user of the weapon has the best chance of hitting/killing. The Point Blank Shot talent rules the roost here.
There are two possible answers to the OP question, as I see it.
1) Optimal range is the range at which a weapon has the best chance of hitting and killing. Also sometimes called "maximum point blank range." This can get into the hundreds of yards for real-life guns. This means that optimal range varies by weapon and is best reflected in the weapon's "maximum range" statistic. Anything outside of "maximum range" falls into non-optimum and therefore is the domain of sniper shot and other effects/talents used to increase a weapon's "maximum range."
2) Optimal range is the range at which the user of the weapon has the best chance of hitting/killing. The Point Blank Shot talent rules the roost here.
While I agree with this, the round does not just stop at a certain point and fall to the ground or dissipate into nothing, RAW does not state an optimum range, but, if I remember correctly, does state the weapon cannot shoot beyond maximum range, talents just increase the chances of hitting within range. There is also DP that you can flip to be able to make said shot. Now, before anyone screams at me, as a GM, you can always add setback for firing at a target out of the maximum range limits of said weapon. Optimum range is not outside the maximum range both in RL or in game.
There are two possible answers to the OP question, as I see it.
1) Optimal range is the range at which a weapon has the best chance of hitting and killing. Also sometimes called "maximum point blank range." This can get into the hundreds of yards for real-life guns. This means that optimal range varies by weapon and is best reflected in the weapon's "maximum range" statistic. Anything outside of "maximum range" falls into non-optimum and therefore is the domain of sniper shot and other effects/talents used to increase a weapon's "maximum range."
2) Optimal range is the range at which the user of the weapon has the best chance of hitting/killing. The Point Blank Shot talent rules the roost here.
While I agree with this, the round does not just stop at a certain point and fall to the ground or dissipate into nothing, RAW does not state an optimum range, but, if I remember correctly, does state the weapon cannot shoot beyond maximum range, talents just increase the chances of hitting within range. There is also DP that you can flip to be able to make said shot. Now, before anyone screams at me, as a GM, you can always add setback for firing at a target out of the maximum range limits of said weapon. Optimum range is not outside the maximum range both in RL or in game.
Huh... I was fairly sure that the last time I fired a blaster the bolt
did
just dissipate after a certain distance.
Also, Sniper shot to increse a Stingbeam's range to short (from engaged) actually makes it more accurate.
Also, Sniper shot to increse a Stingbeam's range to short (from engaged) actually makes it more accurate.
![]()
Stand corrected on a talent. Still nothing states an optimum range just a max range.
Edited by Osprey
Also, Sniper shot to increse a Stingbeam's range to short (from engaged) actually makes it more accurate.
![]()
Stand corrected on a talent. Still nothing states an optimum range just a max range.
Actually, I don't believe the rules say "max range." Pretty sure they just say, "the range of the weapon."
Perhaps it's best interpreted as "effective range;" especially since talents can increase a weapon's range, even that of a weapon the PC has just picked up. It's nothing to do with the gun, it's all to do with the character, and how they know how to get a little more out of their chosen weapons.
Also, consider the range bands: Long Range is "farther than a few dozen meters." This would point to the "range" of weapons listed being their "effective range," not their "maximum range before the shot dissipates/the slug drops off."
And remember, when all else fails, there's the Impossible difficulty!
Also, Sniper shot to increse a Stingbeam's range to short (from engaged) actually makes it more accurate.
![]()
Stand corrected on a talent. Still nothing states an optimum range just a max range.
Actually, I don't believe the rules say "max range." Pretty sure they just say, "the range of the weapon."
Perhaps it's best interpreted as "effective range;" especially since talents can increase a weapon's range, even that of a weapon the PC has just picked up. It's nothing to do with the gun, it's all to do with the character, and how they know how to get a little more out of their chosen weapons.
Also, consider the range bands: Long Range is "farther than a few dozen meters." This would point to the "range" of weapons listed being their "effective range," not their "maximum range before the shot dissipates/the slug drops off."
And remember, when all else fails, there's the Impossible difficulty!
I believe the intent of max effective range is the range band listed without having a talent or a mod that would get you into the next higher range band, else why have a range band at all?. Either way, the optimum range for any firearm type weapon in the game is short due to the difficulty in the shot, unless there is a weapon that says it does more damage at "X" range than any other range or accuracy is diminished at this distance verses this distance. I would totally allow a PC to shoot into the next higher range band but I would tell them that that band is X difficulty and oh BTW add X setback on top of that, I may even say that you lose 1 dmg if the shot is successful prior to making the shot (the dmg reduction would have to explained somehow, but I am sure I can come up with a reasonable explanation for that, possibly the fact that you don't have near the accuracy if you had a talent or mod to get you there).
BTW, no weapon in real life has a maximum range, if a personal firearm is pointed just right and there are no obstructions, said round will go approximately 5 miles, is 5 miles the max range of said weapon? nope, is 5 miles the optimum range? With a personal weapon, nope. An M-16, the prefered weapon of the United States Infantry, has a range of 550 meters for point target (aimed),800 meter range (spray and pray), and 3600 meters is as far as it will go before hitting the ground somewhere where you can't see. At 550 meters a man sized target is approximately the size of your thumb and the round may not do much damage.
Edited by Osprey
Also, Sniper shot to increse a Stingbeam's range to short (from engaged) actually makes it more accurate.
![]()
Stand corrected on a talent. Still nothing states an optimum range just a max range.
Actually, I don't believe the rules say "max range." Pretty sure they just say, "the range of the weapon."
Perhaps it's best interpreted as "effective range;" especially since talents can increase a weapon's range, even that of a weapon the PC has just picked up. It's nothing to do with the gun, it's all to do with the character, and how they know how to get a little more out of their chosen weapons.
Also, consider the range bands: Long Range is "farther than a few dozen meters." This would point to the "range" of weapons listed being their "effective range," not their "maximum range before the shot dissipates/the slug drops off."
And remember, when all else fails, there's the Impossible difficulty!
I believe the intent of max effective range is the range band listed without having a talent or a mod that would get you into the next higher range band, else why have a range band at all?. Either way, the optimum range for any firearm type weapon in the game is short due to the difficulty in the shot, unless there is a weapon that says it does more damage at "X" range than any other range or accuracy is diminished at this distance verses this distance. I would totally allow a PC to shoot into the next higher range band but I would tell them that that band is X difficulty and oh BTW add X setback on top of that, I may even say that you lose 1 dmg if the shot is successful prior to making the shot (the dmg reduction would have to explained somehow, but I am sure I can come up with a reasonable explanation for that, possibly the fact that you don't have near the accuracy if you had a talent or mod to get you there).
BTW, no weapon in real life has a maximum range , if a personal firearm is pointed just right and there are no obstructions, said round will go approximately 5 miles, is 5 miles the max range of said weapon? nope, is 5 miles the optimum range? With a personal weapon, nope. An M-16, the prefered weapon of the United States Infantry, has a range of 550 meters for point target (aimed),800 meter range (spray and pray), and 3600 meters is as far as it will go before hitting the ground somewhere where you can't see. At 550 meters a man sized target is approximately the size of your thumb and the round may not do much damage.
Tasers have a maximum range.
I didn't mean to get into the nitty-gritty. Obviously this is "a long time ago, in a galaxy far, far away..." I just wanted to point to some considerations that should be made when taking the rules-as-written into account (general length of the range bands, and the effect talents can have on various weapon ranges).
Also, giving a mere Setback die for increasing the weapon's range totally steps on the feet of the Sniper Shot talent...jsyk. IMO, the
Impossible
difficulty should be the requirement (in addition to spending a Destiny Point) is a PC wants to shoot with a weapon outside it's range. You want it cheaper? Get Sniper Shot, or an attachment. Or a better weapon
But a measly Setback die is cheap bananas.
Also, Sniper shot to increse a Stingbeam's range to short (from engaged) actually makes it more accurate.
![]()
Stand corrected on a talent. Still nothing states an optimum range just a max range.
Actually, I don't believe the rules say "max range." Pretty sure they just say, "the range of the weapon."
Perhaps it's best interpreted as "effective range;" especially since talents can increase a weapon's range, even that of a weapon the PC has just picked up. It's nothing to do with the gun, it's all to do with the character, and how they know how to get a little more out of their chosen weapons.
Also, consider the range bands: Long Range is "farther than a few dozen meters." This would point to the "range" of weapons listed being their "effective range," not their "maximum range before the shot dissipates/the slug drops off."
And remember, when all else fails, there's the Impossible difficulty!
I believe the intent of max effective range is the range band listed without having a talent or a mod that would get you into the next higher range band, else why have a range band at all?. Either way, the optimum range for any firearm type weapon in the game is short due to the difficulty in the shot, unless there is a weapon that says it does more damage at "X" range than any other range or accuracy is diminished at this distance verses this distance. I would totally allow a PC to shoot into the next higher range band but I would tell them that that band is X difficulty and oh BTW add X setback on top of that, I may even say that you lose 1 dmg if the shot is successful prior to making the shot (the dmg reduction would have to explained somehow, but I am sure I can come up with a reasonable explanation for that, possibly the fact that you don't have near the accuracy if you had a talent or mod to get you there).
BTW, no weapon in real life has a maximum range , if a personal firearm is pointed just right and there are no obstructions, said round will go approximately 5 miles, is 5 miles the max range of said weapon? nope, is 5 miles the optimum range? With a personal weapon, nope. An M-16, the prefered weapon of the United States Infantry, has a range of 550 meters for point target (aimed),800 meter range (spray and pray), and 3600 meters is as far as it will go before hitting the ground somewhere where you can't see. At 550 meters a man sized target is approximately the size of your thumb and the round may not do much damage.
Tasers have a maximum range.
![]()
A Taser is not a Firearm.
I didn't mean to get into the nitty-gritty. Obviously this is "a long time ago, in a galaxy far, far away..." I just wanted to point to some considerations that should be made when taking the rules-as-written into account (general length of the range bands, and the effect talents can have on various weapon ranges).
Also, giving a mere Setback die for increasing the weapon's range totally steps on the feet of the Sniper Shot talent...jsyk. IMO, the Impossible difficulty should be the requirement (in addition to spending a Destiny Point) is a PC wants to shoot with a weapon outside it's range. You want it cheaper? Get Sniper Shot, or an attachment. Or a better weapon
But a measly Setback die is cheap bananas.
So you agree that there is a maximum range to ranged weapons in the game?
Yeah, I twisted it, but agree with yeah on doing the impossible.
Maximum Range in an RPG is really just an average of potential maximum effective range in most situations. Projectiles may go further and could do damage but hitting anything during a combat situation is so unlikely that there is no point to giving it a difficulty so they don't. Talents and Mods are this systems chosen factor that can break this limit, so if you want to be able to make an Attack Roll beyond a particular weapon's range you need to get the Talent and/or Mod, otherwise you're SOL.
Also, Sniper shot to increse a Stingbeam's range to short (from engaged) actually makes it more accurate.
![]()
Stand corrected on a talent. Still nothing states an optimum range just a max range.
Actually, I don't believe the rules say "max range." Pretty sure they just say, "the range of the weapon."
Perhaps it's best interpreted as "effective range;" especially since talents can increase a weapon's range, even that of a weapon the PC has just picked up. It's nothing to do with the gun, it's all to do with the character, and how they know how to get a little more out of their chosen weapons.
Also, consider the range bands: Long Range is "farther than a few dozen meters." This would point to the "range" of weapons listed being their "effective range," not their "maximum range before the shot dissipates/the slug drops off."
And remember, when all else fails, there's the Impossible difficulty!
I believe the intent of max effective range is the range band listed without having a talent or a mod that would get you into the next higher range band, else why have a range band at all?. Either way, the optimum range for any firearm type weapon in the game is short due to the difficulty in the shot, unless there is a weapon that says it does more damage at "X" range than any other range or accuracy is diminished at this distance verses this distance. I would totally allow a PC to shoot into the next higher range band but I would tell them that that band is X difficulty and oh BTW add X setback on top of that, I may even say that you lose 1 dmg if the shot is successful prior to making the shot (the dmg reduction would have to explained somehow, but I am sure I can come up with a reasonable explanation for that, possibly the fact that you don't have near the accuracy if you had a talent or mod to get you there).
BTW, no weapon in real life has a maximum range , if a personal firearm is pointed just right and there are no obstructions, said round will go approximately 5 miles, is 5 miles the max range of said weapon? nope, is 5 miles the optimum range? With a personal weapon, nope. An M-16, the prefered weapon of the United States Infantry, has a range of 550 meters for point target (aimed),800 meter range (spray and pray), and 3600 meters is as far as it will go before hitting the ground somewhere where you can't see. At 550 meters a man sized target is approximately the size of your thumb and the round may not do much damage.
Tasers have a maximum range.
![]()
A Taser is not a Firearm.
![]()
No, but it is a weapon, and blasters are not technically firearms either.
Also, Sniper shot to increse a Stingbeam's range to short (from engaged) actually makes it more accurate.
![]()
Stand corrected on a talent. Still nothing states an optimum range just a max range.
Actually, I don't believe the rules say "max range." Pretty sure they just say, "the range of the weapon."
Perhaps it's best interpreted as "effective range;" especially since talents can increase a weapon's range, even that of a weapon the PC has just picked up. It's nothing to do with the gun, it's all to do with the character, and how they know how to get a little more out of their chosen weapons.
Also, consider the range bands: Long Range is "farther than a few dozen meters." This would point to the "range" of weapons listed being their "effective range," not their "maximum range before the shot dissipates/the slug drops off."
And remember, when all else fails, there's the Impossible difficulty!
I believe the intent of max effective range is the range band listed without having a talent or a mod that would get you into the next higher range band, else why have a range band at all?. Either way, the optimum range for any firearm type weapon in the game is short due to the difficulty in the shot, unless there is a weapon that says it does more damage at "X" range than any other range or accuracy is diminished at this distance verses this distance. I would totally allow a PC to shoot into the next higher range band but I would tell them that that band is X difficulty and oh BTW add X setback on top of that, I may even say that you lose 1 dmg if the shot is successful prior to making the shot (the dmg reduction would have to explained somehow, but I am sure I can come up with a reasonable explanation for that, possibly the fact that you don't have near the accuracy if you had a talent or mod to get you there).
BTW, no weapon in real life has a maximum range , if a personal firearm is pointed just right and there are no obstructions, said round will go approximately 5 miles, is 5 miles the max range of said weapon? nope, is 5 miles the optimum range? With a personal weapon, nope. An M-16, the prefered weapon of the United States Infantry, has a range of 550 meters for point target (aimed),800 meter range (spray and pray), and 3600 meters is as far as it will go before hitting the ground somewhere where you can't see. At 550 meters a man sized target is approximately the size of your thumb and the round may not do much damage.
Tasers have a maximum range.
![]()
A Taser is not a Firearm.
![]()
No, but it is a weapon, and blasters are not technically firearms either.
Whatever ya say.