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MnM... Help me create a super-sniper...
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<blockquote data-quote="The Grackle" data-source="post: 1791558" data-attributes="member: 23976"><p>I use the optional Combat skill, but I use 4; melee (weapons), range, unarmed, and mental.</p><p>If I didn't bother w/it I would at least sperate out mental attacks from BAB.</p><p></p><p>I don't know if I'd allow a BAB as a power/extra though. It's never come up. Maybe for a super sniper's gun, but not just a normal attack power.</p><p>----</p><p>There aren't too many powers useable in combat that automatically hit. Possession is the only one that comes to mind right now- I might require 2 extras for that instead of one, b/c it's really powerful. Using BAB as an extra is probably a better way to do it, if only because an attack power w/o an attack roll doesn't feel right. Assuming he has maxed BAB, and a 20 dex he'll shoot w/a +25 attack!</p><p></p><p>As for range Sight, that's good- no range penalties. Technically you could be shooting moon buggies w/this gun, but as part of the fx you could say such things are impossible.</p><p></p><p>Telescopic sight at rank 10, means you make spot checks at 1024 x 10ft =10240ft range increments. That might be more than you need. When aiming your sniper would have to take into account things like the curvature of the earth! Make a seperate power w/ Flaw:device, and Flaw:restricted-must be mounted.</p><p></p><p>As for Autofire, and Area I'd say those are "thematically inappropriate." Remember the snipers' motto is "One Shot, One Kill" I'd give him some other weapon that he uses at close range to defend his person.</p><p></p><p>Is this a villain? Your players are going to hate you.</p></blockquote><p></p>
[QUOTE="The Grackle, post: 1791558, member: 23976"] I use the optional Combat skill, but I use 4; melee (weapons), range, unarmed, and mental. If I didn't bother w/it I would at least sperate out mental attacks from BAB. I don't know if I'd allow a BAB as a power/extra though. It's never come up. Maybe for a super sniper's gun, but not just a normal attack power. ---- There aren't too many powers useable in combat that automatically hit. Possession is the only one that comes to mind right now- I might require 2 extras for that instead of one, b/c it's really powerful. Using BAB as an extra is probably a better way to do it, if only because an attack power w/o an attack roll doesn't feel right. Assuming he has maxed BAB, and a 20 dex he'll shoot w/a +25 attack! As for range Sight, that's good- no range penalties. Technically you could be shooting moon buggies w/this gun, but as part of the fx you could say such things are impossible. Telescopic sight at rank 10, means you make spot checks at 1024 x 10ft =10240ft range increments. That might be more than you need. When aiming your sniper would have to take into account things like the curvature of the earth! Make a seperate power w/ Flaw:device, and Flaw:restricted-must be mounted. As for Autofire, and Area I'd say those are "thematically inappropriate." Remember the snipers' motto is "One Shot, One Kill" I'd give him some other weapon that he uses at close range to defend his person. Is this a villain? Your players are going to hate you. [/QUOTE]
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