Shark_Force wrote:so, i figured i'd pop out my RUE and see if i was crazy and there were no good targets for snipers. here's some things i found:
(note: i've not seen the stats for this naruni sniper cannon, but if it is similar to the ATL-7 i expect similar results).
(also note: most of these can potentially take place before the fight properly starts, and also that anything which requires 2 snipers can also potentially be done by one sniper firing a second shot at the start of a fight. and remember, if they don't know when you're attacking, they get no chance to dodge).
on a SAMAS, you can take out a wing very easily with the heavy single-shot weapons in the game. no wing, no flight. you could also take out the ammo drum (easily) and/or the main gun (slightly more difficult) in a single hit, or the mini-missile system if you want to prioritize that. a non-flying SAMAS may be all you need in many cases. a SAMAS with no gun has been seriously crippled in its combat capabilities. you can also destroy the head with a decent shot,reducing their effectiveness significantly, and exposing their head to future shots (and given they have ample evidence you can land that shot, motivation to run away).
for a UAR-1, you can easily take out a mini-missile turret or short-range missile launchers, have a good chance of taking out the railgun, and stand a decent chance of taking out one of the medium range missile launchers. you can probably take out the sensor turret, which likely means the missiles are going to have an awfully hard time acquiring a target, especially against anyone not in direct line of sight (the rules don't say you can't fire them, so i presume you can at least point and shoot, but if this was reality that wouldn't work). if you have a friend, you can take out a leg, which is going to make most of the weapon systems a lot less useful.
against a spider skull walker, you stand a fair chance of destroying one of the main rail guns. if you have a friend, you can destroy a second leg on one side, which will severely unbalance the robot.
for a mark v APC, the forward auto-cannons appear to be made out of paper, as do the manned hatch guns and side mounted lasers. you can likely take out the rail gun turret, and are *very* likely to take out the main laser turret or a mini-missile launcher. the auto-cannons in particular are an extremely high-value target in my opinion; taking them out will likely make the battle a lot easier.
against a death's head transport, the forward windows and/or side lasers are easy. the main railgun is reasonably likely. with a friend, you can probably shoot out the windows and render a pilot ineffective by shooting their helmet out. you may also be able to get an explosive into the room, which will probably have some very unpleasant consequences for the controls.
against a sky-cycle, you stand a fair chance of simply disabling the vehicle.
against a skelebot, the rifle is an extremely soft target, the head is a probable shut down (and severe crippling strike) and is a soft target, and the main body is very much within reach for a single-shot disable.
most non-combat vehicles can be disabled entirely with a single shot easily. likewise for most body armour, which will generally make people very hesitant to continue fighting at the very least.
most handheld weapons will be easily destroyed in a single shot.
against samson PA, the ammo drum is a soft target, as is the rail gun and the mini-missile launchers. not quite as easy to fully disable weapons as a SAMAS, surprisingly, but i'd much rather face a samson that has 4 mini-missiles and no railgun (or potentially 2 mini-missiles before you shoot the second launcher out).
against a flying titan, the head is a fairly soft target and the pilot will probably be KO'd. the wings are a soft target, and without that the suit cannot fly (also, the weapon systems are wing-mounted).
against a titan combat robot, the sensors are a soft target. the rail gun is a fairly soft target. the missile launchers are somewhat tough, but you stand a decent chance of taking them out in one shot.
i certainly won't say that sniper-proof targets don't exist, but they seem to be pretty rare from my perspective.
The heaviest common sniper rifles are 6D6+6 MD...average damage: 27 MD but they require an additional melee action. For sniper rifles that require only 3 actions for am Aimee called shot 4D6 is the high side...or 14 points of average damage
Naruni Cannon: 2D4x10 MD....average damage: 50 MD (note-this is a rare weapon).
ATL-7: 3D6x10+20...average damage 120 MD (note-this weapon is virtually unknown of in North America)
CA-3 Armor MDC of Arm- 55 ( most troopers wear CA-4)
Old Style SAMAS wing- 50 MDC
Super SAMAS Wing: 95
Smiling Jack SAMAS wing: 85 MDC
Hell raiser sensor cluster: 90 MDC
Hellfire main weapon systems: 90-120 MDC
I don’t think you are taking out SAMAS wings with the most powerful common sniper rifles with just standard rules and you are degrading the combat effectiveness of any other systems either...
And you aren’t limiting the effectiveness of even a lightly armored trooper
Using the Deaths Head Transport example (though not a good target for a sniper, snipers should be targeting leadership, comms, weapons carriers), it will take 4 shots on the same window to overcome the window,s MDC. It would take 3 shots to take out 1 of a sky cycle’s 3 rear jets (which is not a good target for a sniper unless the vehicle is grounded).
For Flying Titan and Titan Robotics, Samson (Mark I) yes, they have legitimate weaknesses...but they aren’t systems that I have found to be common in most games, but it still requires the most common powerful sniper rifles.
This is why I wonder if people are actually playing the game...the armor levels are so high that the average sniper rifle in recent world books requires 3 consecutive LUCKY shots to breach the weakest part of armor that is in recent world books...
It is better to “snipe” with a rail gun or automatic plasma cannon...WP bonuses are reduced by half and you can’t aim but you can call the shot, but there are no other penalties so assume:
Target is an old-style SAMAS head (8+3(size)+1 (moving)+2(speed))=14+
Sniper rifle with level 6 WP needs 11+ to hit the head (9+ with sniper) - so a 60% chance of doing an average of 14 MD with sniper (4D6 sniper....6D6 snipers require an additional action than a burst from a rail gun or plasma cannon). Risk value=14*.6= 8.4 damage
Railgun WP Heavy Energy Weapons +3 strike...becomes +1, so 13+ to hit doing an average of 35 damage. Risk value= 35 * .4= 14 damage...
167% more effective to make called shots with a rail gun than with the highest power single shot sniper laser that doesn’t take an additional melee action to fire.
Now, you can increase the risk with the sniper rifle to 70% by aiming (9.8 damage) but it requires an additional melee action...and the rail gun is still 142% more effective