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7/27/2019 NM 02 Sniper
http://slidepdf.com/reader/full/nm-02-sniper 1/2
HIRED GUN
SNIPERbv Warwick Kinrade
Necromunda has a vast Planetary DefenceForce, this forms the backbone ofNecromunda's defence against invadersfrom off planet or rebels from within. Alongwith the Imperial Guard regimentsstationed there, the PlanetaryDefence Forceis garrisoned across the entire planet.
Millions of men stand ready to defendNecromunda from attack.
Life in the planetary defence force is harshand brutal. Discipline is rigid and with somany men - mostly recruits from theUnderhives themselves- it is the only way ofkeeping control. Floggings and capitalpunishments for lapses in disciple are notuncommon. Those who fail to follow ordersface the threat of summary execution bytheir officersor Imperial Commissars.Eventrivial runrters, such as failing to march instep, failing to addressan officer correctly orpoor maintenance of kit result in a floggingor postingsto penal legions.
To escape his life of rigid discipline, with nofreedom of action, where every minute ofeveryday is strictly conffolled, many of theindentured soldiers desert. The penalty forsuch a crime would be death, should they becaught, but these desperate indMduals areprepared to risk it for a taste of freedom.
The Underhive is a refuge for thesedeserters. Hidden from the Imperial
authorities, their military training and stolenequipment makes hem ideal Hired Guns.
RECRUITING SNIPERS
If a player wants to hire a Sniper he mustpay the standard hire fee, which is 2Ocredits. A gang can only recruit one Sniper.
The profile and skills for the Sniper areworked out after they are hired.
For the purpose of calculating the gang
rating a Sniper has a value of 100 (i.e, hishire fee of 20 x5).
SNIPER PROFITE
Snipers may have special skills and superiorcharacteristic values. This is worked out
only after the Sniper is recruited. The basiccharacteristic profile is given below, which isthe base level for characteristic values. Inaddition to this Snipers will have a numberof advancesas explained below
M W S B S S T W I A L d
3r
SNIPERADVANCESIn addition to the aboye star line the Sniperhas 4 advances'which are either bonuses onhis profile or skills. Roll a D6 four times andconsult the chart below, noting down theincreasesasyou go along. A Sniper may notimprove any characteristic by more than +2;if an increase s rolled for a third time re-rollthe result. Similarly, if you roll the same skill
twice re-roll to get another.
7/27/2019 NM 02 Sniper
http://slidepdf.com/reader/full/nm-02-sniper 2/2
+ 1 Ballistic Skill
*l WeaponSkill
*1 Leadership
Roll a further D6:
1: Initiative
2: *1 Strength
3: *1 Toughness
4: *1!flound
5: *l Attack
6: *1 BallisticSkill
5-6 Roll a further D6:
1: Crack Shot (shooting skill)
2: FastShot (shooting skill)
3: Rapid Fire (shooting skill)
4: Ambush (stealth skill)
5: Infiltration (stealth skill)
6: Weaponsmith (tech skill)
SI|IPER WEAPONS
A Sniper f ights with his own weapons as
described below. They are well armed and
equipped with stolen equipment. A Sniper
cannot buy or use any othef weapons of
equipment, they trust to what they have!
Snipers are armed with the following:
Any number of knives
Laspistol or autopistol
Lasgun or Autogun
Flak armour
Photo-visor or photo-contacts
Respirator or filter plugs
Plus choose one of the following:
Red Dot Laser Sight
Telescopic Sight
Hotshot Power Pack
Weapon Reload (choose which weapon)
SPECIALSNIPERRUTES
All Snipers have the Marksman skill. Theymay ignore the normal restrictions whichobliges fighters to shoot at the nearesttarget. Instead, he can shoot at any target hecan see.
In addition, the Sniper may shoot at targetsat extreme range - this is between normalmaximum range and half as far again. Forexample, a lasgun has a rqormal maximumrangeof 24" and an extreme rangeof 24-36".shots at extfeme range suffer the same 'to
hit' penalty as long range.
This skill may only be used with basicweapons. It may not be used with pistols,special or hear,yweapons.