Stealth, Awareness and Sniping

By vogue69, in Game Mechanics

How does it work? can someone give me an example how a fight with a sniper would go down?

let's say the sniper is a ratling with comrade (Agi 45, stealth skill +10) with a cameloin cloak and sniper rifle (silenced) at 100m range, the opponents are 3 orks boyz (perception 32).

I am confused because of the silencer trait of the sniper rifle, how does that play into the fight?

The silencer would make it very difficult for the Boyz to find the player, if not impossible. What would most likely happen, is that the player would do a reasonable job of hiding (especially with the chameoline cloak), and get ready to make the first shot. The Orks would get a chance to percieve the player, modified by other things (pretty sure chaemoline is at least a -20 modifier for them), so are making tests at around 5-17 perception (not going to succeed).

The player would then open fire.

As it is unexpected, the first Ork wouldn't have a chance to dodge. He will probably die due to the total amount of damage dealt by an accurate basic weapon, although his high toughness could keep him alive. At this point initiative is rolled. On each Ork turn, they would have to continue to make a perception test to locate the player. Since the rules for exactly what silencers do are kind of wonky (we don't know the base range at which its a +0 test to locate a firing weapon), I would generally leave it to visual perception to actually locate anyone. Being Orks, its difficult to say what they'd do. They might take cover until they have a clear enemy to charge at, or they could just charge in a random direction because they "know" the 'humie is there.

Personally, I would increase their chances to locate the player each time they shoot, to represent being able to piece together where the shooter "should" be. Maybe add +10 or +20 per shot; eventually they will locate the player. They would probably call for more Orks. If it gets down to one Ork, he would probably flee, if only to tell the rest of the Boyz.

Even if they're unaware of the shooter's exact location, I would allow them to dodge, representing a general "combat sense." Of course, the ratling has a comrade ability to prevent targets from dodging (which, in theory, might help give away the players position).

Overall, yes, a dedicated sniper with chameoline, being set up in stealth from the get go, facing only a few enemies, all of whom have a pretty low perception, it would be a cakewalk.

once the orks hear the shot, couldn't the ratling just re-stealth?

oh and an orc boy has a dodge of 10…

man the ratling comrade is insane. that aim special is wayyyyy out there in terms of awsomeness.

spotter aim fullroud -> ratling shoots 1/2 action with +30BS and +10BS for range, does insane amount of dmg, move 4meters and restealth 1/2 action.

or in a firefight:

ratling delays 1/2 action -> spotter aims fullround -> ratling waits till an enemy uses a reaction against another pc -> BAMM 1/2 action with +30BS and +10BS range.

shooting a stationary ratling: -10 size, -10 prone, -30 cameleoline cloak = -50 BS

Well the thing is they didn't hear a shot in the first place, so theres no need to "re-stealth." That said, if he doesn't change positions, they will eventually figure out where he is. They may not be the most intelligent beings out there, but they excel at fighting, and will find you.

Quite simply though, at that range, there is no good way for them to close the gap before the sniper takes em all out. The thing is, that situation is highly unlikely. One of those orks is going to shout Waaaaaaagh!, and call the rest of the orks to his position. 3 might be easy. 15… not so much.

And ork shooting is never something to be concerned about. Be concerned when they charge at you.

Who needs shootas to deal with a runty rat 'umie when ya got stikkbombs, burnas an' rokkit launchas?

Something almost impossible to hit with a direct BS attack getting you down? Break out the template weapons.

spotter aim fullroud -> ratling shoots 1/2 action with +30BS and +10BS for range, does insane amount of dmg, move 4meters and restealth 1/2 action.

Note that stealth is not invisibility. If the enemy can see you moving those 4 metres before you go back to stealth (even assuming that the area is sufficiently stealth-friendly), he still knows where you left his sight and thus where to charge - or, as Galaga noted, where to throw a stikkbomb.

Cifer said:

spotter aim fullroud -> ratling shoots 1/2 action with +30BS and +10BS for range, does insane amount of dmg, move 4meters and restealth 1/2 action.

Note that stealth is not invisibility. If the enemy can see you moving those 4 metres before you go back to stealth (even assuming that the area is sufficiently stealth-friendly), he still knows where you left his sight and thus where to charge - or, as Galaga noted, where to throw a stikkbomb.

as far as I know, stealth can be compined with a move action. so that in combinaton with chamo cloak will indeed render you invisible. well the orcs will be at the short end of an opposed stealth (agi +10 size + 20 chamo) vs Awareness (12 for an orc?) roll. let's hope the stickybomb hasn't blast(4) angel.gif

@vogue

let's hope the stickybomb hasn't blast(4)

If one uses the stats of a common frag grenade, chances are a little below 50% for a hit, assuming the grenade doesn't land on target (yeah, right…)

as far as I know, stealth can be compined with a move action. so that in combinaton with chamo cloak will indeed render you invisible. well the orcs will be at the short end of an opposed stealth (agi +10 size + 20 chamo) vs Awareness (12 for an orc?) roll.

That assumes the GM allows a stealth test once an ork is nearby. I, for one, would certainly not allow "re-stealthing" if there's no possible cover that can keep you hidden from the ork that has just charged within 4 metres of your new position. Meaning, yes, it's possible to eliminate an ork patrol this way, but you're going to have to do it very slowly, with lots of time spent moving to new hiding places sufficiently far away that you can slip out of sight after every shot. Also, note that even if a test is possible, you may have to deal with modifiers for distance and alertness.

This actually brings up an excellent rules issue. Chameoline cloaks give a bonus to Concealment tests. Concealment is no longer a skill in OW. It should be worded to "Stealth" tests. It will still need extra wording though, as it doesn't assist in being able to move silently, or otherwise be hidden while moving, simply that once stopped, it aids in hiding.

As others have said, Stealth isn't invisibility. Move around enough in an open area and you will be spotted. If you can see them, they can see you. Yes, their base Awareness roll may be terrible, but there is such a thing as situational modifiers.

Once again though, no, 3 orks shouldn't be a problem for a dedicated sniper. The problem comes from the likelihood that one is going to get away and bring the rest of the boyz.