SG2: Sniper rules suggestions..
From: Jonathan white <jw4@b...>
Date: Thu, 16 Apr 1998 09:52:14 +0100
Subject: SG2: Sniper rules suggestions..
These are out 'house rules' as to snipers, as we've been having some
dispute recently. I'd like people's opinions if possible..
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There are basically two sorts of snipers - Character Snipers and Squad
Snipers.
1) Character Snipers
These are the snipers as defined in the SG2 rules. They can use all the
additional sniper rules such as hiding. They operate as individual
characters on the battlefield and may not be attached to squads.
2) Squad Snipers
These are figures who are squad members that are equipped with sniper
weapons. They are effectively a form of specialist trooper a la' SAW
equipped troopers. They can fire their weapons in two ways..
They can add their firepower dice to a standard small arms firing (in
addition to SAW's etc if available) but they CANNOT pick their target
figure nor are their range bands doubled.
They can also fire as a separate action from general fire - similarly to
the way squad GMS systems are fired. In this 'mode' they do gain double
range bands and the ability to pick their targets if they gain two
successes on the dice roll.
Squad snipers cannot hide.
-----------------------------------
basically, the squad sniper gives up a lot of the special abilities of
sniper characters in favour of being able to add their fire to squad
fire.
Sniper weapons tend to have high firepower dice so this is actually a
fairly big plus. As far as I remember about probability theory, adding
another dice to a roll doesn't actually increase the chances of gaining
a
number of successes, but it will increase the number of hits a squad
fire
is likely to cause.
TTFN
Jon
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