Non-Ratling Snipers/Sharpshooters?

By Frankie, in Game Mechanics

See, the thing with adding Ratlings is that few Regiments would have them and not everyone wants them.

So what would you add to Weapon Specialist so they have talents to support them being a marksman?

Frankie said:

See, the thing with adding Ratlings is that few Regiments would have them and not everyone wants them.

So what would you add to Weapon Specialist so they have talents to support them being a marksman?

Weapons specialist with the Ratling Comrade abilies

Santiago said:

Weapons specialist with the Ratling Comrade abilities

How about this?

Marksman Specialist
Starting Aptitudes, Talents and Modifiers:

  • Characteristic Bonus : +5 Ballistic Skill.
  • Starting Aptitudes: Agility, Ballistic Skill, Fellowship, Fieldcraft, Finesse, Perception.
  • Starting Skills: Athletics or Survival, Awareness or Stealth, Deceive, Navigation (Surface), Common Lore (Imperial Guard, War).
  • Starting Talents: Deadeye Shot, Heightened Senses (Sight or Hearing) or Rapid Reload, Weapon Training (Las, Solid Projectile), Weapon Training (1 excluding Heavy and Exotic).
  • Specialist Equipment: Good craftsmanship Long Las or Good craftsmanship Sniper Rifle, 2 smoke grenades, Telescopic Sight, Chameleoline Cloak.
  • Starting Wounds: 6+1d5

Comrade Advances:

  • As Ratling comrade advances.

Quick and dirty sort of build. Cross-referenced both the Weapon Specialist and the Ratling for a comparative "pick and choose" construction process. Used the Operator starting wounds, as an additional balancing factor. The addition of smoke grenades to the Marksman's kit is sort of on a whim, meant as a means to cover a withdraw if they come under fire.

Opinions, constructive criticisms?

-=Brother Praetus=-

I think this looks good. The only changes I would make is get rid of Deceive as a starting skill and leave the starting wounds per the Weapons Specialist, 8+1d5.

Eradico Pravus said:

I think this looks good. The only changes I would make is get rid of Deceive as a starting skill and leave the starting wounds per the Weapons Specialist, 8+1d5.

Deceive also allows people to disguise themselves, not just lie convincingly. It was more that use that I included it; for additional infiltration uses. A lower starting wound total seems balancing to me, as a sniper probably shouldn't be drawing fire. I can concede that the 6+1d5 might seem low, but I do not think they should be as tough as your average guardsmen, either; perhaps an increase to 7+1d5 may be appropriate.

Like I said, quick and dirty idea. Fine tuning is something that always requires feedback.

-=Brother Praetus=-

I was mentioning this in another thread.

I've no problem with the ratling being the 'better' sniper, so there's no need to make a new archetype, and I certainly wouldn't want to pinch the comrade special abilities.

All that's really needed is to add the long-las into the list of specialist weapons. I don't get the 'good quality lasgun' anyway - good quality does nothing for a lasgun, which is already reliable. Deadeye shot instead of Rapid Reload or Lasgun Barrage would be nice, too, but that's as far as I'd go; that's a beginning from which you can make a decent sniper, especially since you can get pinning from your comrade's supporting fire.

I will give the Humans this, in terms of BS, they have the better potential. A Hunter Killer Weapons Specialist from one of the Homeworlds that starts with a choice can theoretically have a 51 BS at Chargen, easily have it if you use point buy.

I would drop Deceive and make Stealth AND Awareness mandatory. Stealth would suit a "military-themed" Marksmen better that Deceive - which I would consider the better "assassins" trait. Furthermore dropping Fellowship Aptitude and taking Toughness or even Willpower (Waiting in a good hiding spots for days or hours would suit him better than talking his way out of trouble or being the charming guy of the bunch).

Sym