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7/27/2019 NM 02 Sniper http://slidepdf.com/reader/full/nm-02-sniper 1/2 HIRED GUN SNIPER bv Warwick Kinrade Necromunda has a vast Planetary Defence Force, this forms the backbone of Necromunda's defence against invaders from off planet or rebels from within. Along with the Imperial Guard regiments stationed there, the PlanetaryDefence Force is garrisoned across the entire planet. Millions of men stand ready to defend Necromunda from attack. Life in the planetary defence force is harsh and brutal. Discipline is rigid and with so many men - mostly recruits from the Underhives themselves - it is the only way of keeping control. Floggings and capital punishments for lapses in disciple are not uncommon. Those who fail to follow orders face the threat of summary execution by their officersor Imperial Commissars.Even trivial runrters, such as failing to march in step, failing to addressan officer correctly or poor maintenance of kit result in a flogging or postingsto penal legions. To escape his life of rigid discipline, with no freedom of action, where every minute of everyday is strictly conffolled, many of the indentured soldiers desert. The penalty for such a crime would be death, should they be caught, but these desperate indMduals are prepared to risk it for a taste of freedom. The Underhive is a refuge for these deserters. Hidden from the Imperial authorities, their military training and stolen equipment makes hem ideal Hired Guns. RECRUITING SNIPERS If a player wants to hire a Sniper he must pay the standard hire fee, which is 2O credits. A gang can only recruit one Sniper. The profile and skills for the Sniper are worked out after they are hired. For the purpose of calculating the gang rating a Sniper has a value of 100 (i.e, his hire fee of 20 x5). SNIPER PROFITE Snipers may have special skills and superior characteristic values. This is worked out only after the Sniper is recruited. The basic characteristic profile is given below, which is the base level for characteristic values. In addition to this Snipers will have a number of advancesas explained below MWSBSSTWIALd 3r SNIPERADVANCES In addition to the aboye star line the Sniper has 4 advances'which are either bonuses on his profile or skills. Roll a D6 four times and consult the chart below, noting down the increasesas you go along. A Sniper may not improve any characteristic by more than +2; if an increase s rolled for a third time re-roll the result. Similarly, if you roll the same skill twice re-roll to get another.

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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.

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+ 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.