[Saga] Star Wars: Rebels with Style OOC

As it stands, with a total of -4 for short range (PB/S/M). My bonus to hit is the same from PB all the way to Long and at most I can only fire every other round.

I am not sure what you are thinking as far as a range increment issue.
Are you thinking of rejiggering the ranges to some effect?

Move action to remain hidden at a -10 to hide check. I still have to aim to use the scope, which takes 2 free actions. At most I will be able to fire every other round

Round 1 Hide (Move) Aim (Free/Std)
Round 2 Fire (Std) Hide (Move)
 

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Perhaps a penalty to Hide after firing?

This kind of defeats the purpose of being a sniper, but it is a big gun. :)

Hmmmm... a painful -5 to hide the round following firing?

This will definitely have me looking for a flash suppressor.
 

FreeXenon said:
As it stands, with a total of -4 for short range (PB/S/M). My bonus to hit is the same from PB all the way to Long and at most I can only fire every other round.

I am not sure what you are thinking as far as a range increment issue.
Are you thinking of rejiggering the ranges to some effect?

I think my wording is not lining up with my thinking.

So I guess the better thing to work out is what kind of penalty can we work out that makes the weapon effective at somewhat longer range, but at the same time, not overly effective in short range.

It's beginning to seem, to me, that the best balance of playability and balancing the weapon itself may just be with what you're suggesting. In fact, I have a proposal to make.

Lets use the weapon as posted above but with the suggestion on the penalties you've mentioned here. We'll see how it works in this initial Prologue and then, once its over with, decide if it needs to be tweaked at all beyond that. Considering this initial adventure will be short, if it is over/under powered it won't effect much for long...but at the same time we'll give it some actual playtest which is just plain better at judging things by than going back and forth on numbers.

How's that sound?

Move action to remain hidden at a -10 to hide check. I still have to aim to use the scope, which takes 2 free actions. At most I will be able to fire every other round

Round 1 Hide (Move) Aim (Free/Std)
Round 2 Fire (Std) Hide (Move)

TECHNICALLY, you don't have to aim every round.

...technically...

Course, its obviously in your benefit to, but you don't HAVE to. ;)
 

That is fair enough. Thank you for your patience and understanding.
You have the patience of a Saint. :)

Sorosub Nightstalker (Ltd. Sniper Rifle, 4000)
Damage: 3d8+4 RoF: S Type: Energy
Weight: 4.5kg Availability: Military

Range: Std + Extreme Long Range (-15): 301-450


Special:

Custom Rifle: This rifle counts as having been 'modified'.

Low-light Targeting scope and Barrel Extension:
A standard Low-light Targeting scope is attached.
The Scope and Barrel may be removed to treat the rifle as a standard blaster rifle.
Adding/Removing the scope and barrel extension requires 10 minutes/ each and
a DC 15 mechanics check

Long Range Accuracy: At Medium and longer you gain a +1 bonus to hit.
Point Blank and Short Range are merged into Short Range.
At Short Range you gain a -2 Penalty to hit.

Extreme Long Range: that goes from: 301-450 sq at -15 penalty.

High Energy Rounds: Each Power Pack must be changed after 25 shots.
Each Shot does 3d8+4 damage.
Until the end of the next round following firing you suffer a -5 to hide attempts from your current location.
 
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Hide Penalty wording: Until the end of the next round following firing you suffer a -5 to hide attempts from your current location.

This gives some encouragement to move and shoot.
 

FreeXenon said:
Perhaps a penalty to Hide after firing?

This kind of defeats the purpose of being a sniper, but it is a big gun. :)

Hmmmm... a painful -5 to hide the round following firing?

This will definitely have me looking for a flash suppressor.

Two things here.

First, there's already a penalty for re-hiding. That's the -10. It doesn't require moving, rather it takes a move action to do. So that's already handled in the rules. No reason to add in another -5 based on the gun unless my brain has died and you're saying something else.

And second, sadly there's no such thing as a flash suppressor for blasters. There's no such things a flash for them, either. Unless you've got a slugthrower, you're shooting blaster bolts and those can't really be suppressed.
 


Thanks for the reply on my character build AMG! No problem considering the armor, and (if that's okay with you, i'll let Ferroushh be an Ubese who can breath atmosphere, but i'd pass him off as constantly wearing his helmet, because of the signs of the Imperial torture.)

I'll be posting an updated profile soon (tomorrow or today) and maybe i'll try to make it a little more deviating from the others (as for diversity and all :) )
 

Ankh-Morpork Guard said:
Technically not late, actually. Kind of leaving this open a bit longer for recruiting for reasons beyond my own knowledge. Just because, I guess.

Basic concept of a Bounty Hunter type in the group seems good. Only two things about it that might be a problem, both of which are essentially the same side of a coin. The first being that the Rebels aren't exactly the best group for Bounty Hunters, mainly due to being on the whole Prey end rather than Predator. Obviously, that one can be worked around, but the way the group is coming together with what we've got already, I'm a bit unsure a Bounty Hunter type would work well, personality wise, within the group dynamic.

Guess what it comes down to is a definite maybe on the concept. It could work, but I'm not too terribly keen on it, if that means anything. Still, the idea of a tracker(specifically of people) among the group isn't one that would be bad soooo....

Ok, im gonna give myself today and tomorrow to think on a bountyhounter that migh work for your ideas, or come up with another class or tweak of the BH.

-DH
 

I guess I'm not seeing the advantage of the customized rifle you're working on over a standard-issue sporting blaster rifle with a standard-issue low-light scope, modified by a tech specialist to do extra damage. It'll do slightly less damage, and won't have an extreme range category, but in every other respect -- including accuracy at long and medium range -- it's a better weapon.

Sporting blaster rifle: 800 credits
Enhanced low-light targeting scope: 1000 credits
Extra damage modification: 2000 credits (market price)
Total cost: 3800 credits

What does that get you? Well, a single-shot only rifle that only does 3d6+2 damage doesn't seem all that great to begin with. But it's an accurate weapon, so it doesn't take penalties at short range. And the targeting scope means you treat all range categories as one lower, so you don't take penalties at medium range. And if, as is not unusual for a sniper, you take the far shot feat on top of that, then all ranges are treated as a category lower a second time. So now you're taking no penalties at long range.

For less money, with a weapon that's effective at point blank and short range. And for another 400 credits, the sniper rifle cut from the core rulebook does more damage, and gets fewer shots per power pack, but is otherwise identical, so you could use that as the base weapon instead...

http://forums.gleemax.com/showthread.php?t=864328&highlight=sniper+rifle
Blaster rifle, sniper
Cost 1,200 credits (military)
Damage 3d8
Size Large
Weight 5.5 kg
Qualities accurate, no autofire/stun settings, 50 shots/power pack.

One of these guys, modified and equipped with a scope as per above, would be 200 credits more than the weapon you're putting together. And would do two points less damage. But again, in every other respect it's better, including long-range accuracy.
 

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