
Ecliptic12 |
Sniper rifles seem to be rather weak compared to small arms or long arms due to class synergies (such as small arms and operatives).
Is there a class or some sort of combo that makes using a sniper rifle worth it? Or are they purely around for RP and taking shots at 1000 feet from a hidden position?
It would be fun to have an assassin type operative who specializes in small arms and sniper rifles and rolls with high stealth, but mechanically the benefits of getting the exploit to use snipers with tricks seem rather pointless.
Thanks

The Mad Comrade |

Of course, there’s a vast array of technological devices available in most settlements—well beyond the number that could possibly be presented in any real-world book. In general, any minor piece of equipment with a real-world equivalent (alarm clock, camera, digital keys for vehicles you own, timer, watch, and so on) can be purchased with GM approval, costs 5 credits and has light bulk.
Since you can find such scopes via Google search, it's 5 credits at L bulk. ;) Like so.

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Starfinder CRB p. 218 wrote:Since you can find such scopes via Google search, it's 5 credits at L bulk. ;) Like so.
Of course, there’s a vast array of technological devices available in most settlements—well beyond the number that could possibly be presented in any real-world book. In general, any minor piece of equipment with a real-world equivalent (alarm clock, camera, digital keys for vehicles you own, timer, watch, and so on) can be purchased with GM approval, costs 5 credits and has light bulk.
I would argue that. X80 weapon scope is not a minor piece of equipment. It would be a piece of tactical equipment or gear.
I can find a Delorian using google too, but that doesn't make it a minor piece of equipment

The Mad Comrade |

The Mad Comrade wrote:Starfinder CRB p. 218 wrote:Since you can find such scopes via Google search, it's 5 credits at L bulk. ;) Like so.
Of course, there’s a vast array of technological devices available in most settlements—well beyond the number that could possibly be presented in any real-world book. In general, any minor piece of equipment with a real-world equivalent (alarm clock, camera, digital keys for vehicles you own, timer, watch, and so on) can be purchased with GM approval, costs 5 credits and has light bulk.I would argue that. X80 weapon scope is not a minor piece of equipment. It would be a piece of tactical equipment or gear.
I can find a Delorian using google too, but that doesn't make it a minor piece of equipment
A Delorean is a vehicle which has its own rules section.
An early 21st century piece of technology in a setting featuring antimatter and nuclear munitions, FTL-capable RVs/starships and direct energy weapons producing x-ray, gamma ray, particle beam and gravitic emissions at the absolute worst costs 1% of $ in credits and is much better manufactured if we want to get picky about it. So the same scope costs 35 - 50 credits while adding 0 bulk to the weapon to which it is attached. Since Starfinder doesn't do fractional credits ...

The Mad Comrade |

... I'm pretty sure the sniper rifles already have scopes since every sniper rifle in the game is named after their scopes.
Problem is two-fold. They seem to have mostly omitted Perception modifiers from range-to-target which makes no sense whatsoever. There is zero mention of what the scopes do in mechanical terms.

Xenocrat |

Milo v3 wrote:... I'm pretty sure the sniper rifles already have scopes since every sniper rifle in the game is named after their scopes.Problem is two-fold. They seem to have mostly omitted Perception modifiers from range-to-target which makes no sense whatsoever. There is zero mention of what the scopes do in mechanical terms.
...they let you take a move action to shoot their long range increment.

Zwordsman |
are any of them battery based? If so a mechanic with overcharge wouldn't bea bad choice. Get moer oomph per shot
Level 5 get technomantic dabbler with supercharge and the transfer charge thingy.
Not really gonna be shooting from crazy distances cause well... game size and logic.
but it isn't a horrible idea if anything is battery based

Ecliptic12 |
are any of them battery based? If so a mechanic with overcharge wouldn't bea bad choice. Get moer oomph per shot
Level 5 get technomantic dabbler with supercharge and the transfer charge thingy.
Not really gonna be shooting from crazy distances cause well... game size and logic.
but it isn't a horrible idea if anything is battery based
There are only 5 of them and they are all analog and use rounds as ammunition.

Zwordsman |
Zwordsman wrote:There are only 5 of them and they are all analog and use rounds as ammunition.are any of them battery based? If so a mechanic with overcharge wouldn't bea bad choice. Get moer oomph per shot
Level 5 get technomantic dabbler with supercharge and the transfer charge thingy.
Not really gonna be shooting from crazy distances cause well... game size and logic.
but it isn't a horrible idea if anything is battery based
That is surprisingly disappointing... There are some cool sci Fi based long range blasters. Or they could've had battery powered rail guns for a sniper. Ala Mass Effect style.

The Mad Comrade |

Ecliptic12 wrote:That is surprisingly disappointing... There are some cool sci Fi based long range blasters. Or they could've had battery powered rail guns for a sniper. Ala Mass Effect style.Zwordsman wrote:There are only 5 of them and they are all analog and use rounds as ammunition.are any of them battery based? If so a mechanic with overcharge wouldn't bea bad choice. Get moer oomph per shot
Level 5 get technomantic dabbler with supercharge and the transfer charge thingy.
Not really gonna be shooting from crazy distances cause well... game size and logic.
but it isn't a horrible idea if anything is battery based
Magnetar sniper rifles would sound about right given the in-print nomenclature.

Tursic |

In game a long arm with the feat far shot will do very good. With a range increment of 120ft for lasers, if you take just one shot instead of a full round action to shot it is only a -4 to attack to take a shot at a range of up to 600ft. A character with a normal speed of 30ft, can run 120ft a round. it will take 4 rounds of running to close the range, if the sniper stays still. Some the higher level heavy weapons have range increments of 150ft. So a max range of 1,500ft.
The high level sniper rifles have a sniping range of 1,000ft. A high level character who is likely the one to have that kind of weapon, say level 15. Would have and attack bonus around +23. Taking a -10 for range penalties would still give them a +13 to attack. The shot would be doing 6d10+15 damage at a range of around 10,000ft, almost two miles.
Now this is not going to be used very much in game. They can work for a high speed character. A dex based bliz soldier, could take the fleet, jet dash, quick draw, and deadly aim feats. Take the run action first thing to put distance from yourself and the main battle. Base speed of 50ft time 6 is 300ft, that is a little over the shortest sniper rifle range. First round use jet dash to remove your self from the main battle. Round two, use a swift action to draw sniper rifle, move action to aim, standard action to fire. A 10 level blitz, sharpshooter soldier using deadly aim, sniper's aim,and a advanced Shirren-eye rifle, would likely have an attack of +13, and be doing 2d10+10+5 damage per shot. Not a bad build, and it would work for most battle not on a ship.