War Brokers Wiki
Advertisement
Marksman's Rifle 7.62
Verified: v511
INFO
Class Marksman
Fire Mode(s) Semi-Auto
STATS
Ammunition 16
RPS 8
Crouch Recoil 80%
RLD Time 1.75s
Swap Time 0.6s
Run Speed 87%
DAMAGE TYPE DMG DPS
Person 95 760
Critical Hit 190 1520
Turret 1.9 15.2
Tanks 4.75 38
APC and Car 9.5 76
Heli and Jet 14.25 114
Base Damage Drop

The Marksman's Rifle is a fast-firing semi-automatic marksman rifle. It was modeled and tuned by developer ZaBaboon before its release in v511 (Dec 19, 2024).

As it was modeled by a developer, it does not use an existing model provided by Synty. The model takes inspiration from the real M110 SASS. The entire weapon is a yellowish-cream, similar to that seen on the SCAR and VEK SMG.

In Standard modes the Marksman's Rifle has a unique 4x scope. In Survival modes the Marksman's Rifle uses Rifle Ammo . Each Marksman's Rifle comes with 16 rounds loaded.

Performance[]

The Marksman's Rifle is a marksman rifle that directly competes with the Hunting Rifle. At the time of writing (v511) the Marksman's Rifle outperforms the Hunting Rifle. There is likely to be a balancing update in the future. Without the existence of the Hunting Rifle, the Marksman's Rifle is a powerful and well-balanced weapon that sits nicely between the medium ranges that the assault rifle family of weapons and Mutant provides, and the longer far ranges of the Auto Sniper and Sniper Rifle within the marksman rifle family.

Weapon Base Damage RPS Min. Range Max. Range Min. Damage
Marksman's Rifle
95
8
400m
762m
9.5
Hunting Rifle
95
4
200m
400m
47.5


In theory the Marksman's Rifle is meant to be a bridge between the Hunting Rifle and the Auto Sniper for ranged combat. Both the Hunting Rifle and the Marksman's Rifle share the potential to kill in two head shots; however the Hunting Rifle carries a 6x Scope against the Marksman's Rifle's 4x Scope. This only changes in survival modes where the Marksman's Rifle is the only weapon of the two that accepts the Sniper Scope, greatly enhancing maximum range of effect and making it very competitive with the Auto Sniper there.

Designed as a long medium–ranged rifle, the Marksman's Rifle would sound like a good option to use at distance but in reality is not. 8 RPS is a great fire rate initially, but as range grows the targets get smaller and the 4x Scope provided is not powerful enough to adequately aim fast enough to accurately land all hits at a sustained 8 RPS. As range increases, players will inevitably fire slower and slower. While the Marksman's Rifle may have the numbers to perform great at range, in practical use the Auto Sniper doesn't take long to become an ideal replacement despite firing multiple times slower at full potential.

On numbers alone, the option of range is still there thanks to damage drop not starting until 400m out. Unlike the Hunting Rifle, the Marksman's Rifle suffers a big hit and will fall by 90% damage by 762m out. Because the Hunting Rifle only drops by 50% damage, even though it drops from 200m to 400m (dropped fully before the Marksman's Rifle has even started to drop) the Hunting Rifle will actually be the better option to use out of the two at very far ranges (though the Hunting Rifle is far from recommended for these ranges to begin with). By 604m the Marksman's Rifle has fallen to 5 head shots (the Hunting Rifle never goes below 4 head shots to kill). By 702m the Marksman's Rifle has fallen to 8 head shots and by 714m it has fallen to 9 head shots, cementing itself as definitively worse than the Hunting Rifle even if by sheer skill a player was able to line up every shot perfectly at a maintained rate of 8 RPS.

This is an odd balance as conceptually a 4x Scope should keep the Marksman's Rifle closer, which it does, but the effective range it has is equal to the range Hunting Rifle drops its damage anyway. While the Hunting Rifle has the benefit of a 6x Scope, its stats keep it held back for damage at the range regardless and keeps the two weapons within the same range of effect.

In practical use, the Marksman's Rifle will suffer 300m and beyond unless playing in survival modes and a Sniper Scope is equipped. While crouching will help reduce recoil by 20% on the Marksman's Rifle, the effort needed to line up shots to begin with begins to be more than is worth it for any desirable level of effect. Players do not need to spam click to the full potential of 8 RPS for the weapon to shine. The Hunting Rifle previously proved itself very powerful at only half that fire rate, so dropping to 6 or 5 RPS is perfectly reasonable. Even falling to a steady rate of 4 RPS is fine as this still ties with the maximum potential of the Hunting Rifle while allowing a player to benefit from extended range of the same performance they may expect from the Hunting Rifle.

Available Attachments[]

Barrels Scopes Grips Magazines

Laser

2x Scope

Grip

Fast Load Mag

Compensator

4x Scope

Stock

40 Round Mag

Flash Reducer

6x Scope

50 Round Mag

Silencer

Sniper Scope

100 Round Mag


History[]

v511 Added Marksman's Rifle to the game

Gallery[]

Trivia[]

  • When equipped, the POV of the weapon will use its own arms instead of arms that match the player's equipped uniform. The arms do not match with any existing uniform.
  • Equipping a scope will provide the correct magnification like usual but when used will display its own unique scope model and reticle for that magnification
    • A Sniper Scope will be the most noticeable due to the lack of the circular black border restricting vision to only the reticle
  • Equipping a 50 Round Mag or 100 Round Mag will display the physical drum in place of the Marksman's Rifle's default magazine on the model
    • This behavior is only shared with the Mutant
  • The POV of the Marksman's Rifle will lose the stock (back portion) of the gun in survival modes
Advertisement