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===Arbites Marksman=== [[File:AGunner_Sniper.PNG|220px|right|thumb|Proving that shotguns have a use at any range.]] Sometimes, the Arbites need to deal with enemies from long range. For this purpose, the Marksmen make use of [[Executioner Shotgun]]s, [[Awesome|shotguns that are customized to also act like sniper rifles by removing the scatter and adding a scope.]] Whilst one may wonder about the logic behind turning a weapon meant for close-quarters combat into ''anything'' resembling precision handling, this isn't as absurd as one might expect. Shotguns ''are'' renown for their versatility in real life; being relatively simple to make and maintain, as well as being able to fire multiple type of shells and is pretty accurate and long-ranged contrary to mainstream depiction. I mean yeah, it ain't no dedicated marksman rifle, but real-life Shotguns don't magically become useless beyond 10 meters. So turning a shotgun into a DMR isn't that outlandish. The superstructure is already there, you just need some better rifling and the proper ammunition to transform it into one, which would make it pretty economical for the Arbites as they don't need to scrounge for an [[STC]] (And resources) for one. These sniper shotguns, while undeniably effective against any lightly-armored foes and especially against any demagogue that hides behind their herd, are not quite as potent as a true sniper rifle or a long-las. But hey, it is at least better than nothing. On the Kill-Team tabletop, Marksmans are your dedicated sniper, with a literal fucking [[awesome|sniper-shotgun]]. While Heavy and a bit lacking at 3+ BS and 3/1 damage, it packs a punch with MW3 crits and if you spend an action with aim you can also give it Balanced and No Cover so you can aim at anything anywhere. As such, they're not really there to straight-up kill something outright, but more to finish off an injured enemy so that the others can move on and get to the next target. They are classified under as a Marksman unit. {{Clear}}
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