Snipers

Rules questions, suggestions, and discussion

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Re: Snipers

Postby IVhorseman » Tue Mar 05, 2013 10:46 pm

Quantumsurfer wrote:players should feel free to share their ideas.


I think this is the core idea that needs to remain true. Everyone can share their ideas yes, but if I (or anyone else) sees an idea that can be improved by a previous idea, they should share that too. Hell, even if someone thinks your idea is shitty they should be able to share that - that doesn't mean you need to listen to them.

I guess I can't speak for anyone else, but I personally take zero offense to people pointing out where my idea has been thought of before, or at least elements of it. Even if it's a worse idea. I wish I didn't have to censor myself and completely nitpick apart some truly tasteless rules (read: sam, collette, etc.), but it's neither worth my effort, nor constructive to the free flow of ideas. Boy could they be improved with a bit of criticism, though.
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Re: Snipers

Postby Quantumsurfer » Tue Mar 05, 2013 11:26 pm

Ok, fair enough. I did say that a tad too forcefully. I totally agree. Constructive criticism should always be welcomed. Pointing to previous ideas to supplement is totally fine. I suppose I meant when players come up against "the wall." I have seen it before where it seems like previous material is constantly being pointed out and hailed as the be all and end all. I've seen a fair few newbies over the years get really frustrated with being constantly dismissed like that and that's all I meant. We should be saying, "ok, and..." and "that's good but have you also considered...," not "No, been done, fuck off." That's completely putting aside the discussion about what kind of pussy you are if you run crying from the forum when someone is mean to you, though. But I think we're on the same page.
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Re: Snipers

Postby IVhorseman » Wed Mar 06, 2013 11:22 am

We are. This is page 3. Nobody else is here (yet!).
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Re: Snipers

Postby Quantumsurfer » Wed Mar 06, 2013 11:26 am

Mind. Blown.
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Re: Snipers

Postby Rev. Sylvanus » Wed Mar 06, 2013 1:26 pm

Image

Here is what I use for snipers in my Sci-Fi force. Pretty simple. Guy with slightly beefier stats than a minifig. I treat the rifle as a size 2 gun with a bipod (read: turret) and a scope after IVhorseman's design (+d6" when aiming). Since I'm operating on a commando-sniper-type model, I give them that Recon ability, essentially hiding anywhere on the field they want after the first turn. A little munchkiny toward getting around the weight restrictions of the gun, but it seems to work and has never been an overpowered ability in any of our games.
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Re: Snipers

Postby *CRAZYHORSE* » Wed Mar 06, 2013 3:57 pm

I completely agree with what quantumsurfer is saying but remember that this forum as a whole isn't a very kid/newb friendly place to begin with.

IVhorseman wrote:I wish I didn't have to censor myself and completely nitpick apart some truly tasteless rules (read: sam, collette, etc.), but it's neither worth my effort, nor constructive to the free flow of ideas. Boy could they be improved with a bit of criticism, though.

:godwin:
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Re: Snipers

Postby Silverdream » Sun Mar 17, 2013 4:07 pm

Might as well point out my sniper stats. They're not as much snipers as much as mobile artillery.

Sniper Cannon:
Use: 5
Range: 15"
Damage: 3d6
Special: Can only be used by a basic minifig.

I limited them with the special because that way they're not OP. With a squad of five it's likely one or two will get to shoot.
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Re: Snipers

Postby IVhorseman » Mon Mar 18, 2013 2:21 pm

I'd just change it to a size 3 gun and be done with it if I were you. That way, you'd need a team of three just to carry it around and set it up!
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Re: Snipers

Postby Silverdream » Mon Mar 18, 2013 3:14 pm

Less payoff though. With these guys I might have a once in a lifetime roll where they are able to unleash a long range death attack.
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