Marksman idea, playtested well.
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Marksman idea, playtested well.
Marksman
Move: 5"
Skill: 1d6
Armor: 4
When holding a long-ranged weapon(not launchers or machine guns) the weapons range is multiplied by 1.5 and damage die increase a size.
Move: 5"
Skill: 1d6
Armor: 4
When holding a long-ranged weapon(not launchers or machine guns) the weapons range is multiplied by 1.5 and damage die increase a size.
BFenix wrote:Coolest 1000th post everSilent-sigfig wrote:![]()
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Re: Marksman idea, playtested well.
I like this idea.
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Re: Marksman idea, playtested well.
Voin wrote:I like this, and I'd even make a stat-card for this unit, but I have some questions first:
6. How much CP does the Marksman Ability cost?
7. Would an AutoGun used in single-shot mode be okay? Assault rifles, battle rifles, and number of machine guns IRL (like the M2 and the RPK) are able to be used like this by trained marksmen.

6: I have it costing 1 CP, same as CC weapons master. 2 may be better though.
7: I imagine so.
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Re: Marksman idea, playtested well.
I'd change it to range x2 or range +5" or something, not for any balancing reasons, but just to make the math easier. Calculating x1.5 in the middle of gameplay is a little more of a hiccup than I like.
Maybe even range +1d8", just to make him feel more d8ey.
Maybe even range +1d8", just to make him feel more d8ey.
Specialty: Marksman (+1CP). Attacks with a Long-Ranged Weapon or equivalent* are made with Skill d8 and Range +1d8", and do d8s of Damage rather than d6es.
* - includes AutoGuns fired in single-shot mode.
Natalya wrote:Wtf is going on in this thread?
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Re: Marksman idea, playtested well.
Maybe they should have to stay in one spot for a turn to get the bonus?

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Re: Marksman idea, playtested well.
I get where you're coming from but you only really need to calculate it once for each weapon, and when using simple even numbers like 6,8,and10 it's not that difficult(they go to 9", 12", and 15", if it is difficult).stubby wrote:I'd change it to range x2 or range +5" or something, not for any balancing reasons, but just to make the math easier. Calculating x1.5 in the middle of gameplay is a little more of a hiccup than I like.
Maybe even range +1d8", just to make him feel more d8ey.
I haven't tried this but it seems to be more of a hassle than it's worth. It's worth a test though.stubby wrote: Maybe even range +1d8", just to make him feel more d8ey.
They used to have d8 skill but with that, the range, and the damage they were a bit overpowered in the battle I tested them in first. I figured dropping skill made sense, as they would be better shooters, but going for trickier shots.stubby wrote:
Specialty: Marksman (+1CP). Attacks with a Long-Ranged Weapon or equivalent* are made with Skill d8 and Range +1d8", and do d8s of Damage rather than d6es.
* - includes AutoGuns fired in single-shot mode.
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Re: Marksman idea, playtested well.
I had an idea earlier that they could choose one: Skill d8, Range +1d8", or replace a damage die with a d8.Silent-sigfig wrote:They used to have d8 skill but with that, the range, and the damage they were a bit overpowered in the battle I tested them in first. I figured dropping skill made sense, as they would be better shooters, but going for trickier shots.
Natalya wrote:Wtf is going on in this thread?
Re: Marksman idea, playtested well.
The end result of your Marksman rules are very similar to the Sniper Rifle rules I've been using since 2012. Biggest difference is mine are for a weapon and yours is a type of custom minifig.
A sniper rifle, in my homebrew set, is a long range weapon with the following special rules: -2 to user's skill rolls when shooting at targets at 6" or less. If the firer does not move, he may extend the sniper rifle's range by 5" (or multiply the range by 1.5; same effect) at a skill roll penalty of -2.
The sniper rifle, as a weapon not a minifig, allows anyone to become a marksman, would be or otherwise. I suspect your version would be more appealing to people who like to focus on minifigs primarily in terms of special rules.
"I'd change it to range x2 or range +5" or something, not for any balancing reasons, but just to make the math easier. Calculating x1.5 in the middle of gameplay is a little more of a hiccup than I like."
In light of experience doing essentially what you describe, I recommend that you NOT do this; that makes the range of the rifleman 20" with no penalty to accuracy (under Silent's rules). This would be to make an infantry variant, and a non-elite one I'm not mistaken, very, very powerful. The way I used to play it at this range level it was harder to score a hit (higher UR) and it was still extremely powerful. Not only that, it encouraged camping and specialist spam, which is why I nerfed my own homebrew armory to +5" for Sniper Rifles instead of +10" to make it more of a specialist's side grade rather than a direct upgrade.
A sniper rifle, in my homebrew set, is a long range weapon with the following special rules: -2 to user's skill rolls when shooting at targets at 6" or less. If the firer does not move, he may extend the sniper rifle's range by 5" (or multiply the range by 1.5; same effect) at a skill roll penalty of -2.
The sniper rifle, as a weapon not a minifig, allows anyone to become a marksman, would be or otherwise. I suspect your version would be more appealing to people who like to focus on minifigs primarily in terms of special rules.
"I'd change it to range x2 or range +5" or something, not for any balancing reasons, but just to make the math easier. Calculating x1.5 in the middle of gameplay is a little more of a hiccup than I like."
In light of experience doing essentially what you describe, I recommend that you NOT do this; that makes the range of the rifleman 20" with no penalty to accuracy (under Silent's rules). This would be to make an infantry variant, and a non-elite one I'm not mistaken, very, very powerful. The way I used to play it at this range level it was harder to score a hit (higher UR) and it was still extremely powerful. Not only that, it encouraged camping and specialist spam, which is why I nerfed my own homebrew armory to +5" for Sniper Rifles instead of +10" to make it more of a specialist's side grade rather than a direct upgrade.
Check out mah BOL's of STIL! http://brikwars.com/forums/viewtopic.php?f=3&t=16612
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Re: Marksman idea, playtested well.
I like this idea as it really represents the mastery a marksman has over his shooting abilities.stubby wrote: I had an idea earlier that they could choose one: Skill d8, Range +1d8", or replace a damage die with a d8.
He can either take his time to shoot more accurately within normal range, take his time to try a tricky far distance shot or take his time to try an hit a vital target such a head or fueltank.
I would only allow him this bonus though when the marksman is taking an extended action so he doesn't go around running and gunning.
Hell, I would even allow him to stack the bonuses if he sits still aiming and calibrating for the same amount of turns.
I think I would even allow a spotter to use his action so that the marksman could choose two bonuses instead of one.
I think I might actually play test this just to see if it ever gets annoyingly complicated.
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Re: Marksman idea, playtested well.
*CRAZYHORSE* wrote:Hell, I would even allow him to stack the bonuses if he sits still aiming and calibrating for the same amount of turns.stubby wrote: I had an idea earlier that they could choose one: Skill d8, Range +1d8", or replace a damage die with a d8.
I think this could be a better way of doing things.
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Re: Marksman idea, playtested well.
Try it out, tell us how it plays.
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Re: Marksman idea, playtested well.
Okay, I think I have a good way to do Marksmen and scoped weapons.
Marksman Training: +1
Attacks with Long-Ranged Weapons have a range of 15" and deal damage d8s instead of d6s.
Marksman units using scoped weapons can increase their skill die to a maximum of 1d12.
Scoped Rifle: +1cp
A turn of aiming with a scoped rifle increases a unit's skill roll by one dice size. Units With Marksman Training can stack aiming over multiple turns.
Marksman Training: +1
Attacks with Long-Ranged Weapons have a range of 15" and deal damage d8s instead of d6s.
Marksman units using scoped weapons can increase their skill die to a maximum of 1d12.
Scoped Rifle: +1cp
A turn of aiming with a scoped rifle increases a unit's skill roll by one dice size. Units With Marksman Training can stack aiming over multiple turns.
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Re: Marksman idea, playtested well.
I like this because it allows a fig without marksman training to still take advantage of a scoped weapon, but not to the extent as a fig trained in it.Silent-sigfig wrote:Okay, I think I have a good way to do Marksmen and scoped weapons.
Marksman Training: +1
Attacks with Long-Ranged Weapons have a range of 15" and deal damage d8s instead of d6s.
Marksman units using scoped weapons can increase their skill die to a maximum of 1d12.
Scoped Rifle: +1cp
A turn of aiming with a scoped rifle increases a unit's skill roll by one dice size. Units With Marksman Training can stack aiming over multiple turns.
Do scopes only work with rifles? How about rocket launchers?
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Re: Marksman idea, playtested well.
I suppose you could, but I personally don't think that rocket launchers should really be accurate.
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