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!


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.

Comments

  1. 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?

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  2. Not 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?

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