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Regimental Marksman................................................................... .............................75pts
WS BS S T W I A Ld Sv
Sniper 3 6 3 3 2 3 1 9 5+
Spotte 3 4 3 3 1 3 1 8 5+
Wargear: Special Rules: Unit Type:
-X15 Mark Rifle (Sniper) -Master Infiltrators -Infantry
-Advanced Chemoline -Stealth
-Spotting Gear -Eagle Eye Unit Composition:
-Stalker Boltgun (Spotter) -Regimental Marksman
X15 Mark Rifle:
Experimental rifle issued to the Regimental Marksman due to their unparalleled skill with weapons. Designed to handle any target, the X15 can take many different kinds of ammo. The ammunition has the following stats:
Range Str. AP Type
kraken 72" X 4 Heavy 1,Sniper,Arching*
Toxic 36" X 4 Heavy 1,Sniper, Poisoned(2+)
Virus 36" X 4 Heavy 1,Sniper,Virus**
*Due to the arching of the bullet at extreme ranges, the target gets harder to hit, as a result BS is affected, 37"-48" BS- (d3-2), 49"-60" BS- (d3-3), 61"-72 BS- (d3-4).
**If the targeted model is wounded (Saved or Unsaved), then for the next two turns the model has been infected with a quick killing virus, the infected model must rolla d6 once per movement phase, 1-2 the model loses two wounds, 3-4 the model loses one wound, 5-6 the model fights the virus for that turn.
This special camouflage makes the Marksmen and his spotter nearly invisible. More often than not the enemy won't be aware of their presence on the battlefield 'til the shots start flying. As a result, If the Sniper doesn't fire a shot in the shooting phase, then the opponent may not fire at the Regimental Marksman in the subsequent shooting phase. Enemy models with Acute Senses USR are not effected by this rule.
The Spotter often carries a rare, but effective style Boltgun. The weapon is loaded with silenced shells that don't compromise position when fired, making it ideal for sniper team spotters and lengthy infiltration work. The weapon has the following profile:
Range Str. AP Type
36" 4 5 Heavy 2, Rending, Pinning
The Spotter has special gear that can identify the target's weaknesses easier,make target acquisition much more precise, or help the Sniper to increase the accuracy of his shot. The Spotter may forgo shooting to assist the Sniper in shooting. This has one of three effects, once per shooting phase. The owning player may do one of the following:
-Any to wound rolls are now Rending on a 5+
-The Sniper may fire an extra shot, but the opponent may allocate the extra wound to a model of choice in the targeted unit.
-Any wounds inflicted by the X15 Mark Rifle ignore cover saves.
To become the Regimental Marksman, you cannot merely be good with a weapon, but must excel at every aspect of being a warrior. Though as a Marksman, you not always be in close-quarters combat, but you must still master the blade. Same with infiltration, the Regimental Marksman gains the Infiltrate USR. In addition, during the first turn the enemy may not shoot at the Regimental Marskman,even if he fires a shot.
When the Regimental Marskman puts an enemy in his crosshairs, the chance of survival for the target drops to almost nothing. Any wounds caused by the X15 Mark Rifle are allocated by owning player of the Regimental Marksmen.
i would really like a second or third opinion on this
There's no need for so many special rules. Just reinvent him as a Regimental Advisor with a basic-stats sniper rifle that wounds on 2+ and lets you pick the model. Put the cost at maybe 30 points and you can take two. The best rules are the simplest rules.
"My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard
What intrepid said is probably the better way and definitely the easiest course of action if you want to play pick up games with it. However on critiquing your rules...
It's too complicated. Here's how I'd simplify it:
I would make advance cameoline a simple +2 to cover or must test using night fighting rules to target (halving distance if actually at night).
Master infiltrator could be a rule like marbo, in reserves. Infiltrate but if held in reserves, place anywhere, counts as not movingnfor purposes of firing.
Change the virus round to: any model wounded but not killed must pass a toughness test at the beginning of controlling players each subsequent turns. If failed the model loses another wound with no saves allowed. If passed the model fights the infection.
Arching is actually a cool rule, reminds me of a barret .50 making the mile shot. I would simplify it still though, maybe change it so that 37-60" hits on 4+ and 61+ hits on a 6+
Now from a fluff perspective I really dislike the spotter. I don't see why he has a stalker patterned boltgun, that's a rare weapon that not many space marines use, and he's not the sniper anyhow. I say give him a lasgun and call it a day. As far as the spotting rules, I think eagle eye should be tied to him. He calls out high priority targets allowing you to allocate wounds as long as he doesn't shoot. Simplified and definitely makes him a valuable asset, and seeing as (to my knowledge) only the vindicate and the space marine scout master can allocate wounds like this, it's not too out of character that a team of humans do what what one super human does.
Also, I think you should call the toxic round hellfire. Toxic and viral are kind of the same thing whole hellfire is a known 40k substance that always wounds on 2+
Just my two cents. Love snipers though, may try your rules out sometime.
Most Notable Achievements:
Killed a Revenant Titan in one shot.
Killed 900 pts worth of Blood Angels in 2 turns while only loosing 4 pts.
Thank you Guys for the critique its extremely helpful,
As for the regimental advisor idea, i agree simple rules are fun and not over board
Ummm and yes it needs to be simpler, thanks for those ideas... I woul like to infiltrate early game so they can do more raw damage becuz they are on the board longer, conversely they would be subject to more damage so idk, its a toss up.
which would be more effective:
-night fight rules
-night fight rules + stealth
-or super-stealth (+2 cover)
And thx for the compliment with the arching rule, the one-mile .50cal shot was exactly what I envisioned
Why not make a 'Master Sniper' an upgrade to a CCS? Have him replace a CC and have the veterans as spotters/other Snipers. Then the Master can confer the infiltrate, Stealth and the other special rules to the rest of the unit? He'd have to loose his Orders and the rest of the CCS would have to loose a lot of the weapon options/Flag/Advisors etc..