The Real-Deal Sniper rules

Supplement ideas, house rules, homemade stat cards, homebrew weapon types, and other cool variations

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pesgores
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The Real-Deal Sniper rules

Post by pesgores » Fri Sep 26, 2008 1:54 pm

SNIPER(Trooper):

CP COST:
8
SKILL:
2d6 (when using the sniper rifle)
1d6 (for other objects/weapons)
ARMOR:
4 (just like a normal minifig)
MOVE:
6" (just like another normal minifig)
ABILITIES:

Permanent Diazepam (+2): A special drug that removes involuntary trembling, injected into the Sniper's body, decreases the UR for the Sniper Rifle by 1.

Bull's Eye (+2): The UR doesn't increase when the range does the same.

SNIPER(Weapon):

CP COST: 5
UR: 7 (if the target is covered by somethign enough to cover half of his body, it increases to 8; if the target has only the head visible, 9; if the target only has something with the size of a minifig hand uncovered (and all the rest covered), 10)
DAMAGE: 1d6+3
RANGE: 24" (the UR increases by 1 if the target is at more than 12" away and it then increases by 2 if the target is at least 18" away)
MISC: If shooting through glasses, the entire glass is destroyed without rolling for damage and such.

ITEMS RELATED:

Diazepam: Removes involuntary trembling for 2 turns. Cannot be used if the user has diazepam still having effect or Permanent Diazepam. COST: 2

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Now these are realistic, deadly, and guarantee a lot of fun and tactical play.

And a game card would be nice, please.
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My official post number 1000 was "The whole battle?"
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IVhorseman
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Post by IVhorseman » Fri Sep 26, 2008 2:25 pm

It's also a lot of unnecessary dice rolls and addition. These stats just don't sound very... fun. it just seems like more of a chore to use a sniper than anything.

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Bonn-o-Tron
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Post by Bonn-o-Tron » Fri Sep 26, 2008 2:27 pm

REALISTIC and TACTICAL aren't supposed to be fun
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pesgores
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Post by pesgores » Fri Sep 26, 2008 2:28 pm

I like snipers. I playtested it, in a scenario with 2 opposing houses. 2 snipers kicked a lot os asses. It really works and there is ownage.

How about YOU playtest it?
"You can get more of what you want with a kind word and a gun, that you can with just a kind word." - Al Capone
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IVhorseman
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Post by IVhorseman » Fri Sep 26, 2008 2:34 pm

pesgores wrote:2 snipers kicked a lot os asses. It really works and there is ownage.
not a good thing. I am strongly in favor of the coin-flip snipers.

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pesgores
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Post by pesgores » Fri Sep 26, 2008 2:38 pm

IVhorseman wrote:
pesgores wrote:2 snipers kicked a lot os asses. It really works and there is ownage.
not a good thing. I am strongly in favor of the coin-flip snipers.
Well i use this method. If any of you think it is good, use it.
"You can get more of what you want with a kind word and a gun, that you can with just a kind word." - Al Capone
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Theblackdog
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Post by Theblackdog » Sat Sep 27, 2008 12:51 pm

I just give my snipers the Marksmanship ability, which adds +1 to their Skill with ranged weapons and subtracts 1 from their skill with CC weapons.
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Dr. X
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Post by Dr. X » Sat Sep 27, 2008 5:22 pm

I just make my snipers awesome. Who needs special rules? I saw either use the 2001 book, or make it awesome as you go along.
I think those stats only apply to non-Mexicans.

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Post by Pvt Expendable » Wed Oct 01, 2008 10:22 pm

will we get a stat card depository one day?

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