Sniper Idea

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Sniper Idea

Post by Silent-sigfig » Wed May 21, 2014 5:29 pm

I don't know about costs, but how about this for sniper ability:

-Doubles range of handheld weapons
-50% (Coin flip) chance of hitting target
-On miss: Nothing Happens
-On hit: If the sniper hits the target and fails to kill it, the sniper must relocate at least 5" away and go a turn without shooting. On kill the sniper may remain in place.
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Re: Sniper Idea

Post by IVhorseman » Wed May 21, 2014 5:54 pm

Sounds less effective than a fig just making a regular skill roll, in all honesty. I like the idea of snipers being able to land an insta-kill, but more recently I've been wondering if I should just make Gunners and/or heavies carry around a big size 2 rifle and just call it a sniper.

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Re: Sniper Idea

Post by *CRAZYHORSE* » Wed May 21, 2014 8:05 pm

That would definitely be the simpler route.
Maybe add a simple specialty that doubles the limit of the range bonus gained of a height advantage to 10". It would certainly encourage to put your guy somewhere up high and give him that extra range when he is acting sniper-y.
Of course he should be sitting still.
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Re: Sniper Idea

Post by stubby » Wed May 21, 2014 10:04 pm

The current plan is just to make Sniper Shots an Automatic Hit past a certain range (say, 5"+ maybe). The usual Damage penalties for Out Of Range shots apply, so it's still not an insta-kill.
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Re: Sniper Idea

Post by *CRAZYHORSE* » Thu May 22, 2014 7:05 am

Sounds like a solid plan.
It should only count for guns or single shot use of auto guns of course as sniping with a launcher might be a bit game breaking.
Give him compensating and a 2" gun and boom you've got yourself a slow but heavy sniper.

I might even add a Marksman-ego home brew specialty that states that if possible the unit should always target an enemy sniper first over other units.
Thus creating awesome sniper duels.

EDIT: this brings up a question about compensating. Can you still use compensating when standing still on a moving vehicle?
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Re: Sniper Idea

Post by stubby » Thu May 22, 2014 10:09 am

*CRAZYHORSE* wrote:It should only count for guns or single shot use of auto guns of course as sniping with a launcher might be a bit game breaking.
Give him compensating and a 2" gun and boom you've got yourself a slow but heavy sniper.
I'm thinking any gun over size 2" would be game-breaking, so there'll have to be a limit. The Death Star can't be used as a sniper rifle.
*CRAZYHORSE* wrote:EDIT: this brings up a question about compensating. Can you still use compensating when standing still on a moving vehicle?
I think I'd say yes as long as they're standing. If they're sitting in a seat or saddle, then no.

If a Heavy wants to stand on the back of a galloping Horse, then I'd probably give him a tough Skill roll to avoid being Disrupted.
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Re: Sniper Idea

Post by IVhorseman » Thu May 22, 2014 1:31 pm

Sniping with a launcher sounds fine - sniping with a multi-shot weapon on the other hand would indeed be pretty brutal.

I think automatic hit for the first shot made with any weapon 2" or smaller sounds pretty good.

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Re: Sniper Idea

Post by *CRAZYHORSE* » Fri May 23, 2014 7:48 pm

IVhorseman wrote:Sniping with a launcher sounds fine
I kind of fail to see how shooting 1d10 explosives across the entire playing field with 100% accuracy is fine.

Another question totally unrelated to the topic of this thread: When an opponent's unit is marked by a scout, does the +1 attack bonus still apply to blast weapons?
What about Flame throwers? What about automatic weapons?
stubby wrote:If a Heavy wants to stand on the back of a galloping Horse, then I'd probably give him a tough Skill roll to avoid being Disrupted.
I reread the rules and it states that compensating only works if the unit is standing still. The 'still' part might be more important than I we thought as that's probably where compensating on the back of a horse arguably becomes impossible."
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Re: Sniper Idea

Post by Nimja » Sat May 24, 2014 9:32 am

when I use snipers I just make every result "one grade up".
So critfails become misses, misses become hits, hits become overskill hits, overskill hits become instakill (or -1 effective size)
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Re: Sniper Idea

Post by IVhorseman » Sun May 25, 2014 1:44 am

*CRAZYHORSE* wrote:
IVhorseman wrote:Sniping with a launcher sounds fine
I kind of fail to see how shooting 1d10 explosives across the entire playing field with 100% accuracy is fine.
Because it's totally fucking awesome?

In all seriousness though, 1d10 on average only rolls a little bit higher than 1d6+1 (6 average damage vs. 5). On top of that, explosive shots are finite. Works for me.

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Re: Sniper Idea

Post by mercury19 » Sun May 25, 2014 7:06 pm

In my group snipers are regular minifigs with rifles that have infinite range.

This has resulted in a 80% failure rate, and a 50% slapthepoo rate, mostly among brikboyz men.
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Re: Sniper Idea

Post by *CRAZYHORSE* » Mon May 26, 2014 6:59 pm

IVhorseman wrote:
*CRAZYHORSE* wrote:
IVhorseman wrote:Sniping with a launcher sounds fine
I kind of fail to see how shooting 1d10 explosives across the entire playing field with 100% accuracy is fine.
Because it's totally fucking awesome?

In all seriousness though, 1d10 on average only rolls a little bit higher than 1d6+1 (6 average damage vs. 5). On top of that, explosive shots are finite. Works for me.
Eh shit , you convinced me.
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Re: Sniper Idea

Post by Silent-sigfig » Mon Jun 02, 2014 12:59 pm

danlorenz wrote:Sniper its great type of battle that u can hide and shoot by long distance.
This guy gets it.
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Re: Sniper Idea

Post by M220 » Wed Oct 15, 2014 5:47 pm

*CRAZYHORSE* wrote:Maybe add a simple specialty that doubles the limit of the range bonus gained of a height advantage to 10". It would certainly encourage to put your guy somewhere up high and give him that extra range.
This is something I was talking over with Quadruple Digits. So finally someone else has thought of it. :D
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