E11 Sniper Rifle and Sniper Shot Talents

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

Hi Everyone,

I have a two questions for you where i didn't found an answer :(

First concerns the E11 Sniper Rifle (page 38 Enter the Unknown)

Where is written: "E11 Sniper rifles are equipped with [...] and a powerful multioptical telescopic sight."

What is this sight :D ?

Is it a "Telescopic optical sight" (Edge of Empire Core Book page 192) or is it a "Multi Optic Sight" (Edge of Empire Core Book page 191) or is it even a combination of both?

The second question of mine is about the Sniper Shot Talent, which increases the range band by 1 for each talent rank. How do you manage this talent for Sniper Characters? I mean every Sniper has a Sniper rifle with a weapon with at least a long range. So with 2 ranks in this talent it gets totally useless.

Every Sniper rifle has already Extreme range (wich includes a Blaster Rifle (Long range) with a marksman barrel). Also it consume one of your maneuver i think this talent is overall totally useless for a "Sniper". Only if you shoot with a pistol ;) , but thats not really cinematic / realistic in my opinion.

A Pistol has a medium range (lets say it can shoot about 500meters), with 2 ranks in sniper shot i can "aim" and shot to extreme range which is about 2km?

Maybe you have some houserules for this talent and will share it to me, or maybe i missed something out :D

(my suggestion for our houserule ( i have to discuss with my GM) is that every Range beyond Extreme will add a boost dice to the roll, because this talent reflects my skill to shoot over a very long range)

Best regards,

Dominik

If you asked me, in my game about the sight, I would say it has neither. However your GM might allow a combination of them because of a single line of fluff, it varies wildly really.

As to the Sniper Shot Talent, I would say, use common sense. Making a pistol shot at Extreme range is silly because the weapon itself is not built to the specifications of shooting at such a distance, no matter how good a shot you are. However, sniper rifles are often able to shoot much much further than the marksman can hit a target, thus the better shot you are the further out you're going to be hit something, so as a GM I would allow you extend into "Close" Planetary range if you have an appropriate weapon(I.E. a rifle with basic Extreme range), though your houserule of a boost dice per Sniper Shot talent is also an excellent suggestion.

If you asked me, in my game about the sight, I would say it has neither. However your GM might allow a combination of them because of a single line of fluff, it varies wildly really.

Thanks for your fast reply. Why would you say it has neither of it ;) ? I mean it is written in the rulebook that it has equipped some kind of a sight :D

If you asked me, in my game about the sight, I would say it has neither. However your GM might allow a combination of them because of a single line of fluff, it varies wildly really.

Thanks for your fast reply. Why would you say it has neither of it ;) ? I mean it is written in the rulebook that it has equipped some kind of a sight :D

I'm AFB, but I would say that if it does indeed come standard with a sight, the bonuses are already worked into the profile, and you could add the attachments as an upgraded version. Basically it comes with its standard stock version of a sight and then you can add a better telescopic, or multi-optical sight to get bonuses on top of the stock sight (which would already be included in the weapon profile).

Whatever is written on a weapon specifically and does not have a tangible mechanic attached to it is fluff, and open to each table's whim.

A sniper isn't going to be able to lug a sniper weapon into every scenario, or at least they shouldn't, if a GM is crafting a wide variety of session types, so having the talent when all you have is a holdout blaster becomes far more attractive.

Cinematic means not realistic, so hitting something with the ridiculously long pistol shot is precisely what we see in 'cinema'.

Extreme range, like the rest is not fixed, it's open to interpretation and it just means to whatever distance the GM thinks is reasonable. A heavy custom sniper energy weapon that might mean the horizon. It's the GM's call, but there is no need for other range bands.

I wouldn't give boost dice for even longer ranged shots, the fact you can take the shot with the talent already represents a 'sniper's' superior skill set.

Edited by 2P51

I see the talent as being able to make a precise shot with any weapon, which is a "sniper shot". You utilize your expertise to use a pistol to shot good to epic distances.

First concerns the E11 Sniper Rifle (page 38 Enter the Unknown)

Where is written: "E11 Sniper rifles are equipped with [...] and a powerful multioptical telescopic sight."

What is this sight :D ?

Is it a "Telescopic optical sight" (Edge of Empire Core Book page 192) or is it a "Multi Optic Sight" (Edge of Empire Core Book page 191) or is it even a combination of both?

Neither, the sight mentioned in the description is a unique model that provides no bonuses beyond those already present in the stats of the E-11/s. The attachments represent improved aftermarket parts that are better then whatever comes stock with the weapon its being mounted on.

This isn't the only instance, it seems that FFG is of the opinion most blaster come with snazzy looking sights and scopes that aren't good enough to provide any specific in game bonuses. In fact I can think of one blaster with sights that provide a permanent unremovable penalty

Cinematic means not realistic, so hitting something with the ridiculously long pistol shot is precisely what we see in 'cinema'.

Extreme range, like the rest is not fixed, it's open to interpretation and it just means to whatever distance the GM thinks is reasonable. A heavy custom sniper energy weapon that might mean the horizon. It's the GM's call, but there is no need for other range bands.

Suspension of Disbelief is a thing in Cinema. Someone making a pistol shot at what would normally be a sniper rifles range, would be more than enough to break that for me.

Extreme ranged is a fixed range, its just not fixed to any hard number. Semantics? Maybe. Important? Yes. For example, you're in a firefight, an opponent is running away, he moves from long range to Extreme, I would allow you to make a pistol shot at that range because the belief is that is a "ridiculously long pistol shot". However if you're on a hillside above a road watching a stormtrooper patrol move along it through your macrobinoculars, you are in the -Same- range band, but I would not allow a pistol shot because the difference in range between the -start- of the Extreme range band (i.e. the guy running away) and the end of the Extreme range band is, well, Extremely different (See what I did there). YMMV

Edited by BigSpoon

Sniper Shot seems to be a talent used when your applying your Sniper technique to other ranged weapons. You use your steady hands, careful breathing and understanding of the environment to do what others simply cannot. As others have said its not much use on the E11, but when the chips are down and your left standing there with a "borrowed" Carbine trying to shoot the escaping villain then this comes in handy, it's not an every shot thing, most talents are not, but it gives the GM reason to include a scenario where it can be used.

The extra difficulty and required manoeuvre is trying to emulate you taking time and using your impressive skill to shoot further. When you include Targeted Blow/Anatomy Lessons, Lethal Blows and Deadly Accuracy then there's a dam good chance the target is going down.

As to the scope question, i would agree with most that the weapons stat block incorporates a "basic" scope, but there's always upgrade options. The system try us to reduce complexity by not having different attachment options for every individual weapon. In this instance you may think of it as factory standard E11's come with a competent scope, but no E11 stays factory standard for long. The manufacturer puts a basic scope on so the price is kept lower, knowing full well that most E11 owners will be fitting a better scope anyway. The manufacturer probably has off the shelf upgraded E11's that have the better scopes already, and they cost that little bit extra.

Not sure if you have ever built a new home or bought a new car, but it's the optional extras and upgrades that they sell you on where they make their cream.

I would say that the integrated scope is what accounts for the E-11s having the Accuracy 1 quality and the extreme range.

Unless you have crazy good eyesight (for long distances, anyway) you're going to have a hard time even seeing a target at what's normally referred to as Extreme range. The scope that comes with the rifle, like Ghostofman said, merely lets you aim accurately at something that far away. If you want something even better, something that gives actual bonuses beyond what the stat block says, you need to pony up the credits for some high-quality optics.

I checked the Order 66 episode 28 when they had a discussion with Andrew Fisher (dev) about EtU and they begin discussions of the E11 at the 1:21:00 mark. Unfortunately the scope is not mentioned, but Andrew does make it clear that sometimes fluff & rules are different.

This is IMHO one of the biggest problems with this system, where fluff and RAW are different. But the Heavy Repeating Blaster comes with a tripod according to the fluff, so there is precedent there for this to happen. So probably leave it to GM/Player agreement.

Yeah I do find it interesting that sniper shot really isn't something a sniper uses while sniping.. but it is handy as others have said when using a weapon like a blaster pistol trying to hit a target a little out of range.

For instance I have a scout/driver/marksman that's a scout trooper that went awol. won't go into the whole story but I have an E-11s and a Holdout Blaster. was handy socking a guy at medium range so I didn't have to leave cover or try and draw the E-11 (its stored in a specialty bag a re-purposed modular bag with the three extra pockets)

Edited by winters_night

I think you're taking this a bit too far. For example, the Bowcaster description mentions explosive arrows and whatnot, but those options don't really exist anywhere, because they don't matter. Explosive arrows can explain the Dam 10 on the Bowcaster, though, and maybe knockdown, the same way the scope in this case explains the extreme range and the Accurate attribute. Fluff =/= rules. If you want a real scope, you'll have to install one (you can see it as an upgrade to the one it "already has").