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Sniper build

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Ranger

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« Reply #15 on: <08-28-11/2255:29> »
Another thing to consider along with the fact that snipers are infiltrators as much as anything else is the fact that after they fire they tend to move to another firing postion.  Probaly easier to do with a rifle than an Cannon.  Also I am pretty sure you could get sound suppressors on a sniper rifle which would serve to conceal your postion even better I dont think they would work on a Panther though I might be wrong on that.  My campaigns tend to go more of the 'semi realistic' style than the numbers crunched into damage machines so I admittedly don't have a ton of experience with Cannons.
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RonyoStorm

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« Reply #16 on: <08-28-11/2257:06> »
I like all the feedback and thank you for it. I like Kirk's idea for the true sniper idea and was thinking more along those lines. Maybe go with a good sniper rifle for the recon and long range shots, and get a good assault rifle with a good optic and options, and maybe a nice powerful hand gun. The tracking and field ops was going to be an option. Thanks for all the great advice, and I  do like the cannon idea for maybe something as a in case of emergeny blow the crap out of something idea.

Tsuzua

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« Reply #17 on: <08-28-11/2307:48> »
While I admit that heavy weapons have advantages, but if your close combat option is busting out a man portable full machine gun I think you have slipped a bit more to the pink mohawk side of the street that I usually go.  Unless you are in zero zone, a feral city, or a full on combat run where subtle be damed and we are going to make some noise, this type of hardware brings swat teams in v-stal assault craft.  You can't hide a Ma-Deuce under a trench coat, troll or no troll.  And I think a Panther Cannon would be more suitcase portable the briefcase portable considering the size of the thing.

And everyone would be cool with you with a sniper rifle?  I think they'll be calling the same support for either (what they can get before you get away).  You can silence either them just as well in SR.

Personally I'm more of a fan of just using an assault rifle.  It's good damage, not that unusual (the things are restricted after all), and range should be good enough for the vast majority of cases you'll want to "snipe" in SR.  Battle Rifles are even better for this role if you allow them.  Or get a mage with optical binoculars and call it a day.

As for character building, sniping is something you can do, not a role.  A guy who can snipe is useful because that lets you take advantage of opportunities when they knock, a guy who can only snipe is dead weight most of the time.  Honestly though, most combat characters who have some interest in stealth can snipe.  I do suggest Umaro's Ghost build as a start. 

baronspam

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« Reply #18 on: <08-28-11/2333:28> »
 
And everyone would be cool with you with a sniper rifle?   

A sniper rifle will get you arrested for sure, but heavy weapons induce extreme response in police and security.  Firearms are fairly common in this society, but heavy weapons are a declaration of intent.  Yes, anyone shooting will provoke a stong response.  A "shots fired" com call with brings more units from security/police.  But "Troll with heavy machine gun" brings swat teams and craploads of more units, maybe a mage, drones, air cover, etc.  Its not just a mook with a gun, its either a psycho with military hardware or a professional with very blunt intentions.  It touches a nerve.
« Last Edit: <08-28-11/2340:17> by baronspam »

baronspam

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« Reply #19 on: <08-28-11/2338:39> »
I like all the feedback and thank you for it. I like Kirk's idea for the true sniper idea and was thinking more along those lines. Maybe go with a good sniper rifle for the recon and long range shots, and get a good assault rifle with a good optic and options, and maybe a nice powerful hand gun. The tracking and field ops was going to be an option. Thanks for all the great advice, and I  do like the cannon idea for maybe something as a in case of emergeny blow the crap out of something idea.

Normally I don't advocate the Firearms skill group, but if you follow my advice on Agillity this might be a case where Firearms SG 4 makes sense.  With smartllinked weapons thats still 15 dice with any non-heavy non-exotic firearm, and you can start to add specializations with your first Karma.  Not bleeding edge good, but 15 dice is a solid pool by any standards, you can still "snipe" fairly well, and you can use pistols/automatics as the situation calls for it. 

Crash_00

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« Reply #20 on: <08-28-11/2352:44> »
Just a few opinions of mine.

A.) I wouldn't blow 5BP on Restricted Gear for Muscle Toner 4 a starting character unless its a one shot event or something you don't plan on getting to play long. Getting those extra two levels of Muscle Toner is only another 16k plus surgery expenses. Should be easily affordable in two to three runs if you play your cards right.

B.) My understanding is that Assault Cannons can only fire Assault Cannon rounds. Sniper Rifles can fire multiple types of ammo. This makes them a better option to me just for the ability to quickly adapt to your target by switching ammo types. If you want to give up this adaptability for a really heavy hitting gun, slap High Power Chambering on a Barret (You'll want to pick up ammo in game for it to be an efficient choice) for 11P -5AP. Total gun is 18k most effecient bought in character.

C.) Don't underestimate the value of sporting rifles as well if you're wanting to seem like a citizen. Another nice choice in this group is getting a reduced barrel on the PJSS Elephant rifle and loading it up with EX-exp rounds. Pulling both barrels will put your damage at 11P -2AP.

D.) While shotguns aren't the best option, they are not horrible if you want a good close combat option to supplement your sniping talent.

Agility 5 (7) + Longarms 6 + Skill Recorder 1 + Smartlink 2 = 16 dice pool. First two karma pick up a specialization in sniper rifles, 16k in pick up two more levels of Muscle Toner (or you could pick up one level of Muscle Toner and raise AGI once with Karma) to get up to 19 dice. Don't forget, being a sniper you're going to be taking aim in many instances (a 6 skill lets you take three simple actions for a +3 to you attack) and if they aren't aware they don't get a defense roll (net hits = extra damage), in addition called shots for damage and negating armor can be good calls too.

Glyph

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« Reply #21 on: <08-29-11/0014:20> »
Being a sniper is similar to being a close combat specialist, in that it is a very niche role, BUT a lot of the things you need to be a good sniper have a more general usefulness.  Perception and infiltration are bread and butter skills for shadowrunners, and a high Agility is useful for all of the other skills linked to that Attribute.

For skills, though, I generally take the skill of 6 plus specialization for pistols or automatics, and the skill of 4 plus specialization for the "sniping" dice pool.  The reason for this is that sniping is typically an aimed shot against an unaware target - you don't need quite as high of a dice pool.

baronspam

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« Reply #22 on: <08-29-11/0035:33> »
Something else I thought of-  With the exception of the Ares Thunderstruck, which has an availability of 24f making it unavailable even with Restricted Gear, the assault cannons are single shot.  The sniper rifles are semi-auto.  You can get more rounds down ranger in the same amount of time with the sniper rilfe.  The rounds do hit for less, but double the effective rate of fire (two shots per action phase rather than one) must be considered in the overall damage output of the weapon.

Also, as someone else already said, on a covert operation the ability to use a fully legal and easy to transport sporting rifle might come in handy
« Last Edit: <08-29-11/0058:55> by baronspam »

Crash_00

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« Reply #23 on: <08-29-11/0100:24> »
Well it's a rather cheap mod to make the Assault Cannon semi-auto (300 and 1 slot).

My preferred starting sniper rifle:
Ares Desert Strike
Built In Mods: Extended Barrel, Detachable Image Scope, Shock Pad
[Electric Firing, Silencer, Smartlink, Improved Range Finder]

With subsonic ammo: 8P -1AP, -7 penalty to be heard
With flechette ammo: 10P +2AP
With Ex-exp ammo: 9P -4AP
With APDS ammo: 8P -7AP

Neurosis

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« Reply #24 on: <08-29-11/0345:58> »
Unless, of course, you're a guy that's designed around using a Sniper Rifle instead of an Assault Cannon.  Like, y'know, a sniper.

Interesting real life example of a sniper using an MG...longest distance kill ever, I believe. Some kind of record, not necessarily that one. (I know an MG's not an assault cannon, but still, a mildly ridiculous occurence.)

Only laziness prevents me from linking it.
« Last Edit: <08-29-11/0351:28> by Neurosis »
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The Big Peat

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« Reply #25 on: <08-29-11/0430:54> »
In terms of rules, Umaro is right. There is no reason not to use the Assault Cannon really.

In terms of thematics and sense, the sniper rifle is the obvious choice. It's also not a major downgrade in power.

In terms of comedy, threatening gangers with an elephant gun is where its at.

Tsuzua

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« Reply #26 on: <08-29-11/0737:14> »
C.) Don't underestimate the value of sporting rifles as well if you're wanting to seem like a citizen.

Actually is this the case in the SR universe?  After all, the AK-97 is as legal (Restricted), cheaper or as cheap, and has the same availability as any sporting rifle. 

It makes a fair amount of sense as well.  The wilderness (and cities) in the SR universe is quite more dangerous, full of paracritters that either have no fear or are actively hostile towards metahumans.  Since nearly all paracritters are some form of glass cannon, you really need to be able to take them down quickly if encountered.  An AK-97 is good at taking down most paracritters with even a modest dice pool due to the ability to wide burst.  Whereas a sporting rifle is more iffy.




JoeNapalm

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« Reply #27 on: <08-29-11/0959:49> »
In terms of rules, Umaro is right. There is no reason not to use the Assault Cannon really.

In terms of thematics and sense, the sniper rifle is the obvious choice. It's also not a major downgrade in power.

In terms of comedy, threatening gangers with an elephant gun is where its at.


This.

Sometimes doing what is numerically superior isn't in line with your character concept.

My Merc, for example, has the Firearms Skill Group. Is it the most efficient use of his BP during CharGen? No...but it fit the character concept.

This gives him the ability to use Sniper Rifles without the Heavy Weapons skill that an Assault Cannon would require. He's not a sniper, per se, but he can snipe. Or pick up a shotgun. Yeah, he doesn't own those...he carries a highly modified (read: Concealable) Assault Rifle and a few pistols...but he can use them if the situation arises.

Is he as efficient as if I had spent those points on Automatics and Pistols? Firearms Skill Group cost 40BP, whereas with Automatics 4 (AR +2) and Pistols 4 (Heavy Pistol +2) I would have been better with my weapons and saved 4 BP. I can see an argument that would be the best decision...but, again, based on his backstory, he should be able to use whatever firearms are on hand. *Shrug*

I usually am an advocate for specializing your character concept, and efficient use of your points - but "Style over Substance" is also a guiding principle, when it comes to all things Cyberpunk.

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squee_nabob

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« Reply #28 on: <08-29-11/1016:01> »
If you want to snipe, shouldn't you be a mage? LOS spells have very good distance and hit very hard. Plus they are very concealable.

kirk

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« Reply #29 on: <08-29-11/1142:09> »
If you want to snipe, shouldn't you be a mage? LOS spells have very good distance and hit very hard. Plus they are very concealable.
heh - i actually started drawing up a mage sniper when this got posted. Don't like what I have right now, but it was a fun exercise. Not least was thinking of improved invisibility and phantasm on that frigging approach the target exercise.