Sniper!
After the success of our sniper-based 'Snatch and Grab' mission, I've decided to put up our trial rules for snipers. These were devised by an avid sniper-maniac and historian, so they aim to offset a few inaccuracies (if you'll pardon the pun) in some of the sniper rules.
I'll stress that the GW out-of-the-box rules are not wrong as such; they are designed for a balanced game. These are a bit more realistic (stronger, longer ranged) and as such are not really fair. That's a recurring theme with our games, we are prepared to make them a little less fair in exchange for them being a little more realistic. Because life isn't fair.
Another brand of house rule is the ad-hoc, make-it-up-as-you-go sort of job. For example, in the last game two Guardsmen were charging down a corridor towards a sniper. He shot and killed the front man, and on the spur of the moment we decided that if he rolled a '6', the round passed through the front man and into the second. Unfortunately for me as the Guard player, it did. Nonetheless, it was fun and added a little more of the cinematic to the game. These sorts of one-offs make for a more interesting - although again, less balanced - game.
Anyway, here are the sniper rules. Playtest and enjoy!
I'll stress that the GW out-of-the-box rules are not wrong as such; they are designed for a balanced game. These are a bit more realistic (stronger, longer ranged) and as such are not really fair. That's a recurring theme with our games, we are prepared to make them a little less fair in exchange for them being a little more realistic. Because life isn't fair.
Another brand of house rule is the ad-hoc, make-it-up-as-you-go sort of job. For example, in the last game two Guardsmen were charging down a corridor towards a sniper. He shot and killed the front man, and on the spur of the moment we decided that if he rolled a '6', the round passed through the front man and into the second. Unfortunately for me as the Guard player, it did. Nonetheless, it was fun and added a little more of the cinematic to the game. These sorts of one-offs make for a more interesting - although again, less balanced - game.
Anyway, here are the sniper rules. Playtest and enjoy!
LIGHT SNIPER RIFLES
Range Str AP Type
36" 4 6 Special 1*, Sniper
*Rapid Redeployment: Some rifles may be sufficiently well-engineered (or simply light) enough to allow the firer to move into position quickly, set up, and snap off a shot in moments. A Light Sniper Rifle is treated as an Assault weapon in that its firer can move and fire in the same turn. However, in all other respects it still counts as a Heavy weapon – ie. it does not confer any extra bonuses for assaulting or allow a move, fire and assault in the same turn.
Long Range Shot: Skilled snipers can judge wind, elevation and a myriad of other subtle factors to compensate and bring a shot down at extreme ranges. A sniper can declare he is firing a Long Range Shot at the start of the shooting phase before he measures the range. For every full 12” above the maximum range the shot is, he suffers a -1 to the to hit roll, but then may fire as normal. Remember that a leadership test must be taken to fire at a unit that is not the closest target. A Long Range Shot and Rapid Redeployment may not be used in the same turn.
HEAVY SNIPER RIFLES
Range Str AP Type
36" 5 4 Heavy 1, Sniper, Rending
Long Range Shot: Skilled snipers can judge wind, elevation and a myriad of other subtle factors to compensate and bring a shot down at extreme ranges. A sniper can declare he is firing a Long Range Shot at the start of the shooting phase before he measures the range. For every full 12” above the maximum range the shot is, he suffers a -1 to the to hit roll, but then may fire as normal. Remember that a leadership test must be taken to fire at a unit that is not the closest target.
I could have sworn I posted yesterday. Really like these rules, not really too overpowered when kept to small numbers. Do you have a points value for them at all?
ReplyDeleteNot yet - the 'light' rifles we'll probably do as an upgrade to the issue one, possibly 20-25pts to compensate for rapid redeployment and long range shot. For the heavy rifles, 25-30pts?
ReplyDeleteThat sounds good to me
ReplyDelete