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Downstrike Lieutenant
Joined: 03 Mar 2012 Posts: 80
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Posted: Thu Apr 05, 2012 7:31 pm Post subject: |
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Bren wrote: | I would assume that the firearms skill covers all facets of operating the weapon |
I wanted that to be a bit more tounge n cheek.
That being said, I member the first time I went to break down the Jatimatic for a cleaning. The buddy that passed it to me gave me a run down on the safety being the charging handle out as a forward grip. Rack it back and trigger pull was easy, everything you'd want in pistol range. Sitting there on the floor with a ton of paper towels and a can of WD-40, I must of messed with it for at least 15 minutes before I got inside. Failed some roll somewhere... |
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Fallon Kell Commodore
Joined: 07 Mar 2011 Posts: 1846 Location: Tacoma, WA
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Posted: Thu Apr 05, 2012 9:03 pm Post subject: |
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Downstrike wrote: | Sitting there on the floor with a ton of paper towels and a can of WD-40, I must of messed with it for at least 15 minutes before I got inside. Failed some roll somewhere... | Knowing what WD-40 does when you heat it up, you may also have had a chance die failure! _________________ Or that excessively long "Noooooooooo" was the Whining Side of the Force leaving him. - Dustflier
Complete Starship Construction System |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14229 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Fri Apr 06, 2012 3:06 am Post subject: |
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Have you bothered looking at the spec force sniper template i have posted here? _________________ Confucious sayeth, don't wash cat while drunk! |
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Naaman Vice Admiral
Joined: 29 Jul 2011 Posts: 3190
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Posted: Fri Apr 06, 2012 9:09 pm Post subject: |
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interesting conversation about where basic maintenance falls as far as a skill... Not aure it really matters in more than 99% of games but id rule that if it involves taking the weapon apart, ts covered under technical. As for clearing a jam, immediate action would be the weapon skill. Remedial action would be the technical skill. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14229 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sat Apr 07, 2012 1:23 am Post subject: |
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Agreed... as part of our weapon's training in the navy we were trained on immediate action.. only GM's got training on remedial. _________________ Confucious sayeth, don't wash cat while drunk! |
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Naaman Vice Admiral
Joined: 29 Jul 2011 Posts: 3190
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Posted: Sun Apr 08, 2012 2:17 am Post subject: |
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Interesting. In the army, we learn ramedial for every weapon from M9 to Mk19.
After a rescue mision in Baghdad once, my .50 cal wouldnt lock to the rear. Once I figured out that the Jesus pin had somehow fallen out, I had to take the weapon apart with a round in the chamber in order to clear it. I was a private at the time. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14229 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sun Apr 08, 2012 6:13 pm Post subject: |
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Maybe its cause the branches are different... _________________ Confucious sayeth, don't wash cat while drunk! |
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jmanski Arbiter-General (Moderator)
Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
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Posted: Mon Apr 09, 2012 6:42 pm Post subject: |
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I got to thinking... most of the SpecForce divisions would have snipers. Wilderness fighters has already been pointed out, but Infiltrators would have their own, as well as Urban fighters. Each would have a different sniper skillset suited to their division.
Okay, brain = empty _________________ Blasted rules. Why can't they just be perfect? |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16326 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Mon Apr 09, 2012 8:01 pm Post subject: |
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jmanski wrote: | I got to thinking... most of the SpecForce divisions would have snipers. Wilderness fighters has already been pointed out, but Infiltrators would have their own, as well as Urban fighters. Each would have a different sniper skillset suited to their division.
Okay, brain = empty |
But following that line of thinking, there would also be Heavy Weapons specialists for each division. Instead, SpecForce has a dedicated Heavy Weapons division that attaches to the other units (SpaceOps, Wilderness, Urban, etc.) as needed. As I said above, I think a dedicated SpecForce Sniper is probably best fit into the Pathfinder units. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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Kira Firestorm Sub-Lieutenant
Joined: 17 May 2010 Posts: 72
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Posted: Mon Apr 09, 2012 9:42 pm Post subject: |
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Agreed, Pathfinders and Infiltrators would be the two that would have dedicated Snipers in these units. _________________ "To find our future, we must look to our past" |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16326 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Mon Apr 09, 2012 11:07 pm Post subject: |
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Kira Firestorm wrote: | Agreed, Pathfinders and Infiltrators would be the two that would have dedicated Snipers in these units. |
Of the two, Infiltrators are much more close combat oriented. However, if you read the description of Pathfinders, their combat style meshes well with the sniper mission. In addition, if you look at the skill-set for the Pathfinder NPC, it is a pretty good match with the list of skills that have been proposed in this topic for the skills for a sniper. All it would take would be a slight tweaking of the skills (adding in Firearms, if one felt that a slug rifle would be a better choice for a Star Wars sniper), and the addition of a sniper weapon to the equipment section.
As far as the sniper weapon itself, I'm of two minds as to whether it should be energy or projectile based. One of the advantages of a sniper firing actual bullets is that they don't leave a visible trail back to the sniper's position (as a blaster would). The best option for a blaster-based sniper would, IMO, be a needle-beam weapon, with an extremely tight focus and minimal light being given off from the beam itself. On the flip-side, there are plenty of options for projectile weapons, as well. Recently, a munitions manufacturer in the United States demonstrated a guided bullet that tracks an IR beam designator, and I know there is a rifle in Galladinium's Fantastic Technology that uses wire-guided bullets. What with how prolific blaster technology is, I would probably lean more towards the needle-beam rifle being standard issue, with the guided projectile rifle being reserved for special purpose shots.
Another thing worth considering is the weapon scope. A sniper is not just a good shot, he is also a trained scout who can do more damage with the intel he delivers than he can with any sniper shot. As such, the weapon scope should function as a multi-mode sensor pod, allowing the sniper to make sensor readings and recordings of his target to transmit back to the main unit. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14229 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Mon Apr 09, 2012 11:23 pm Post subject: |
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Reposting for sake of showing it..
Rebel sniper
Dex 3D+2, skills, Blaster, Brawl parry, Dodge, Grenade, Firearms, Melee, Melee parry
Know 3D, skills: Alien species, Anatomy, Language, Streetwise, Survival
Mech 2D+1, skills: Communications, Hover vehicle ops, Repulsor ops, Starship gunnery
Per 3D+1, skills: Bargain OR Con, Camouflage, Hide, Command, Search, Sneak
Str 3D+1, skills: Brawl, Climb/jump, Lift, Stamina, Swim
Tech 2D+1, skills: Blaster repair OR Computer prog/rep, Demolitions, First aid, Firearm repair.
Starting Equipment and bonuses/penalties: Gets 2 free specialties. One in firearms. Of the type of rifle he uses, The other for firearm repair. Cannot be (or purchase later) force sensitive. Starts with one free rifle of type he specializes in of either increased range (+50%), or Increased damage (+1D), 50 bullets, a 50X45 scope (with infrared capability or low-light capability, silencer and bipod. 2 blaster pistols, 4 power packs, belt, 1 cammo suit, 3 regular uniforms, and 2000 credits std. _________________ Confucious sayeth, don't wash cat while drunk! |
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jmanski Arbiter-General (Moderator)
Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
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Posted: Fri Apr 13, 2012 8:09 pm Post subject: |
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Was reading through ROE last night and found mention of Infiltrator snipers.
I think snipers are used by Pathfinders, Wilderness fighters, Infiltrators, and perhaps Urban units. My thinking is that snipers are simply operators with better marksmanship, a better weapon, and are capable of caring for said weapon (this way they have the same skills as the other operators). _________________ Blasted rules. Why can't they just be perfect? |
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