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Made in us
Sneaky Lictor




Wherever they tell me

After reading a thread about Snipers I have decided to try to come up with a mission that I am hoping to try out soon.

250 points for the defender

0-1 HQ
0-1 Elite
1-2 Troop
0-1 Fast Attack
0-1 Heavy Support
The defender also chooses a model worth at least 50 points to be the leader in this match.

The sniper is a single model that has the profile below:

WS BS S T W I A Ld Sv
4 X 4 4 2 4 2 10 4+

Sniper Rifle:
-Range: 36"
-Strength: 6
-AP: 4
-Assault 1
---Pinning

Special Rules:
Steady Aim: The sniper's BS is determined based on how far the sniper moved during the movement phase. Take 7 minus the distance moved (e.g. if the sniper moved 3 inches the BS during that shooting phase is 4)
Stealth: Due to the sniper's training in the art of stealth, he may only be chosen as a target if within sight of an enemy model. To determine if he is seen, measure the distance from any nearby models. Then add the total distance traveled by the sniper in the previous turn (including running) and add it to the nearby model's initiative. Any model that he is in range of may fire at him or assault him this turn.
Kill shot: If the sniper rolls a 6 to hit, and a 6 to wound the enemy model is immediately removed as a casualty with no armor or cover save possible. Invulnerable saves must be re-rolled if passed.
Special Ammunition: Before every shot, the sniper must choose which ammo type to be taken.
---Hollow Point: Add the rending special rule.
---Stopping Power: Add two strength to the Sniper Rifle.
---Full Metal Jacket: Add an additional die for determining armor penetration, or change the AP of the Sniper Rifle to 2.


Rules for the game:
All defender models are broken down into squads of three, with the defender choosing how they are grouped (e.g. Space Marines can put a Veteran sergeant with a member from a Devastator squad and a Scout). If the defender does not have a model count that is divisible by three, the priority on which models are put into full groups is as follows:
--Troop
--Fast Attack
--Heavy Support
--Elite
--HQ

The game is played on a 4' x 4' board.

The defender deploys all their models first at least 12" from the table edges, keeping each group in coherency. The sniper then follows and the sniper model can be placed anywhere at least 1" away from an enemy model. The sniper gets the first turn.

During the sniper's turn, all units within 12" of a group that was shot at must take a pinning test using the highest Leadership in each group. If a wound was taken that turn, the group that took the wound is -2 to the leadership test and all other groups that have to take the test are -1 to the leadership.

Movement in the defender's turn is dependent on what the sniper did in the previous turn.
---If the sniper did not fire, the defender rolls a scatter die and 2D6 for each group. The group then moves in the direction of the arrow (even on a roll of bulls eye) to a distance of the higher of the two dice rolled.
---If the sniper fired and inflicted a casualty, follow the same rules above but a bulls eye allows the player to take control of the unit that turn and they may move the group as normal in any direction they wish.
---If the sniper fired but did not inflict a casualty, the defender may move all his units freely.


Victory conditions:

The sniper wins if the enemy leader is killed.
The defender wins if at the end of 6 turns the leader is still alive.




Let me know what you guys think, I plan to try it out soon and will let you know how it goes.

This message was edited 5 times. Last update was at 2010/04/11 19:53:09



Tyranids 10000 points
Orks 3500 points
Raven Guard 3000 points
 
   
Made in de
Mekboy Hammerin' Somethin'




Lubeck

Just a thing, with the possibility of taking vehicles and choosing a model as the leader, the defender could use nasty things as venerable or Ironclad Dreadnought, Grav Tanks that are always zooming 18" and getting 3+ cover etc. as their leadaer. Might be a problem for the sniper.
   
Made in us
Sneaky Lictor




Wherever they tell me

With a vehicle they take a huge gamble though. I'm going to edit the rules a bit but with the rifle being at Str 6 already, then also rending it can take out any vehicle out there. Also, the defender has to spend a bit of points on a troop choice already. Would you recommend dropping the points down to 200 instead, this will make it so the maximum anyone could spend on a tank would be 150.


Tyranids 10000 points
Orks 3500 points
Raven Guard 3000 points
 
   
Made in de
Mekboy Hammerin' Somethin'




Lubeck

Hard to tell without playtesting. I say, keep the 250, play a few rounds and see how it works out.
   
Made in us
Sneaky Lictor




Wherever they tell me

I changed up the Sniper Rules, check them out


Tyranids 10000 points
Orks 3500 points
Raven Guard 3000 points
 
   
Made in us
Storm Trooper with Maglight



Buffalo NY, USA

Why not just use a Vidicare (I think that's the sniper) assassin? That way you would know how many points he is worth and your "opponent" could match it. Also there is a Sniper mission in the old 3rd edition Assassin codex that is acctually pretty cool but almost broken with modern rules, I only mention this because you may want to check it out.

This message was edited 1 time. Last update was at 2010/03/31 22:03:55


ComputerGeek01 is more then just a name 
   
Made in gb
Willing Inquisitorial Excruciator





England

I'd say use the vindiacare assassin rules for the sniper then have the 250 points for the defender.

Also, you could say that any model worth over 50 or so points (model+wargear) can be designated the leader. For example, a space marine sergeant from a tactical squad = (90/5=18 + 25 for a power fist and +15 for a plasma pistol = 58.) So he could be the defenders leader.
   
Made in us
Loyal Necron Lychguard






rabid1903 wrote:The defender deploys all their models first at least 12" from the table edges, keeping each group in coherency. The sniper then follows and the sniper model can be placed anywhere at least 1" away from an enemy model. The sniper gets the first turn.


Not to nitpick or whatever, but do you mean "up to 12 inches from the table edge"? If not, then ok.

Otherwise, this sounds fairly intriguing. I'd be willing to give it a play test or two as well.

This message was edited 1 time. Last update was at 2010/04/01 00:08:10


 
   
Made in us
Sneaky Lictor




Wherever they tell me

I will have to find the rules for the Vindicare assassin, and the mission you are talking about.

As for the deployment rules, that is to make it so the Sniper is not immediately surrounded. This puts the defender in the middle of the board and allows the Sniper to move around the outside if he is sneaky enough. Also, if you think about it the idea of a sniper being in the middle of an enemy doesn't seem very sniper-ish.

I also like the idea of making the leader being at least 50 points, let me go in and edit the rules real fast.

This message was edited 1 time. Last update was at 2010/04/01 03:06:21



Tyranids 10000 points
Orks 3500 points
Raven Guard 3000 points
 
   
Made in au
Courageous Questing Knight






Australia

rabid1903 wrote:After reading a thread about Snipers I have decided to try to come up with a mission that I am hoping to try out soon.

250 points for the defender

0-1 HQ
0-1 Elite
1-2 Troop
0-1 Fast Attack
0-1 Heavy Support
The defender also chooses a model worth at least 50 points to be the leader in this match.

The sniper is a single model that has the profile below:

WS BS S T W I A Ld Sv
3 X 3 3 2 3 2 10 5+
[how about you improove it so tey are the same as whoever the armies main sniper is (assuming they have a sniper.)]

Sniper Rifle:
-Range: 36"
-Strength: 6
[WHOA. A S6 SNIPER?]
-AP: 3
-Assault 1
[it's a sniper, heavy 1. you need to aim.]
---Pinning
[sniper rule.]

Special Rules:
Steady Aim: The sniper's BS is determined based on how far the sniper moved during the movement phase. Take 7 minus the distance moved (e.g. if the sniper moved 3 inches the BS during that shooting phase is 4)
[I don't like this rule. how about sticking with something like +1 BS]
Stealth: Due to the sniper's training in the art of stealth, he may only be chosen as a target if within sight of an enemy model. To determine if he is seen, measure the distance from any
nearby models. Then add the total distance traveled in the previous turn (including running) and add it to the nearby model's initiative. Any model that he is in range of may fire at him or assault him this turn.
[just normal rules for Night-vision, give him stealth USP?]
Kill shot: If the sniper rolls a 6 to hit, and a 6 to wound the enemy model is immediately removed as a casualty with no armor or cover save possible. Invulnerable saves must be re-rolled if passed.
[snipers auto-wound on a 4+ is more fun.]
Special Ammunition: Before every shot, the sniper must choose which ammo type to be taken.
---Hollow Point: Add the rending special rule.
[all snipers have rending.]
---Stopping Power: Add two strength to the Sniper Rifle.
[sniper rifle]
---Full Metal Jacket: Add an additional die for determining armor penetration.
[F**K off. a sniper having 6+2D6 armour penetration. thats just psycho.]


Rules for the game:
All defender models are broken down into squads of three, with the defender choosing how they are grouped (e.g. Space Marines can put a Veteran sergeant with a member from a Devastator squad and a Scout). If the defender does not have a model count that is divisible by three, the priority on which models are put into full groups is as follows:
--Troop
--Fast Attack
--Heavy Support
--Elite
--HQ

The game is played on a 4' x 4' board.

The defender deploys all their models first at least 12" from the table edges, keeping each group in coherency. The sniper then follows and the sniper model can be placed anywhere at least 1" away from an enemy model. The sniper gets the first turn.

During the sniper's turn, all units within 12" of a group that was shot at must take a pinning test using the highest Leadership in each group. If a wound was taken that turn, the group that took the wound is -2 to the leadership test and all other groups that have to take the test are -1 to the leadership.

Movement in the defender's turn is dependent on what the sniper did in the previous turn.
---If the sniper did not fire, the defender rolls a scatter die and 2D6 for each group. The group then moves in the direction of the arrow (even on a roll of bulls eye) to a distance of the higher of the two dice rolled.
---If the sniper fired and inflicted a casualty, follow the same rules above but a bulls eye allows the player to take control of the unit that turn and they may move the group as normal in any direction they wish.
---If the sniper fired but did not inflict a casualty, the defender may move all his units freely.


Victory conditions:

The sniper wins if the enemy leader is killed.
The defender wins if at the end of 6 turns the leader is still alive.




Let me know what you guys think, I plan to try it out soon and will let you know how it goes.


I really don't like this. how about making it a sniper-assasain, like this:
taken as a troop add-on.
WS4 BS5 S3 T3 W1 I3 A1 Ld10 sv 4+ (or w.e.)

Weapon:
RA 36 SX AP2 Heavy1, Sniper.

Rules:
Stealth, -(always hit as night-fighting.)- steady aim (+1 BS)


DR:90S+++G++MB+I+Pw40k096D++A+/areWD360R+++T(P)DM+
3000 pt space marine 72% painted!
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2500 pt Bretons 10% painted
W/L/D 1/0/0
http://www.dakkadakka.com/dakkaforum/posts/list/337109.page lekkar diorama, aye? 
   
Made in us
Sneaky Lictor




Wherever they tell me

I think that would be nice for a normal game, and would bring it to what the Vindicare assassin used to be (an addon for other armies). However, I am more of looking to make a separate mission solely designed to simulate a lone sniper (or possibly one with a spotter... we'll see) on a mission to take out a key target.


Tyranids 10000 points
Orks 3500 points
Raven Guard 3000 points
 
   
Made in gb
Deadshot Weapon Moderati





Rochdale (GW Manchester)

Used as a fun game its a great idea, but as a game where teams are balanced it would never work. The defender has a much better chance of winning! When the sniper does win it will come with much gloating

"Innocence Proves Nothing... Except That You've Done Nothing Wrong"

Welcome to the Daemonhunters, the ranks of the exalted Ordo Malleus and their cannon fod....er, I mean, loyal allies. Remember...the only ones who need fear the righteous might of the Ordo Malleus are the Daemonic.


quote: Dashofpepper: ...sad rivulet of demon prince tears. He ponders for a moment, then lashes the demon hunters into him. He assaults them, kills a terminator or two....and then demon hunters being demon hunters....they proceed to wtfpwn him. Second player leaves the table... 
   
Made in gb
Utilizing Careful Highlighting






A post Brexit Wasteland

mmm.... this would turn into the sniper in the corner taking shots at the leaders squad?

Eagle.
   
Made in fi
Major




give sniper option to use limited artillery barrages witch use los as range and full shatter to even the numbers and put no vehingles rule thats not really fair "chimera w/lord commissar"
   
Made in us
Sneaky Lictor




Wherever they tell me

I like the idea of an artillery strike, but I think that would be a once a game thing.

My reasoning on allowing the vehicles is because in all honesty it's a bad idea on the defenders part. All the sniper has to do is take full metal jacket, and he has 6 + 2D6 armor pen for that turn (average of 13) which can take out pretty much any vehicle. Also, the defender would have to spend maybe 50 points on troops to be able to have the one model worth 50, and a tank.

I honestly thought the game was fairly balanced as is, because the sniper can choose to take the bullet with +2 strength (putting him up to strength 8). With that bullet he has a good chance of doing instant death on most everyone.


Tyranids 10000 points
Orks 3500 points
Raven Guard 3000 points
 
   
Made in us
Boosting Black Templar Biker




California

Looks interesting. A buddy of mine wants to try this out so if we give it a shot I'll let you know how it goes. Also he plays necrons so if anything will break this they will.
   
Made in us
Sneaky Lictor




Wherever they tell me

Awesome thanks

I don't get to play very often with how much schooling everyone around here does, but I should be able to try it out for the first time myself next week.

I'm brainstorming on ideas for people to choose to have a close combat version as well, so we will see how that goes.


Tyranids 10000 points
Orks 3500 points
Raven Guard 3000 points
 
   
Made in us
Blood Angel Terminator with Lightning Claws




Montgomery, AL

Try to get a hold of the Old Codex Assassin from 3rd. There was a mission where one player used only a single Assassin model. It was a pretty good mission and could be adjusted to 5th with little trouble.

On Dakka he was Eldanar. In our area, he was Lee. R.I.P., Lee Guthrie.  
   
Made in us
Sneaky Lictor




Wherever they tell me

I got to play test it tonight, and it went pretty well. We played both sides and each won 50% of the time so I think it is balanced. I edited a few rules, mainly swapping him to be a MEQ with a 4+ save and editing the sniper rounds because they were really redundant in the match.

This message was edited 1 time. Last update was at 2010/04/08 05:35:47



Tyranids 10000 points
Orks 3500 points
Raven Guard 3000 points
 
   
Made in gb
Utilizing Careful Highlighting






A post Brexit Wasteland

I have been thinking, would an side arm (such as a pistol) following a statline like this,

S5 Range:12 Assualt 3

Just a thought.

EagleArk
   
Made in gb
Bryan Ansell





Birmingham, UK

EagleArk wrote:I have been thinking, would an side arm (such as a pistol) following a statline like this,

S5 Range:12 Assualt 3

Just a thought.

EagleArk


A bit like an Exitus pistol from 2nd and 3rd ed. R:12 S:5 AP2 pistol


Against vehicles you could include a special round for the sniper rifle just like 3rd ed Vindicare rules:
Turbo Penetrator: Against vehicles only: roll to hit as normal. Roll 3d6 and add together Vs vehicles armour to determine penetration.

Unwieldly in a normal game but, for a fun sniper mission, it wouldn't matter too much.
   
Made in us
Battlewagon Driver with Charged Engine




rabid1903 wrote:
Stealth: Due to the sniper's training in the art of stealth, he may only be chosen as a target if within sight of an enemy model. To determine if he is seen, measure the distance from any nearby models. Then add the total distance traveled in the previous turn (including running) and add it to the nearby model's initiative. Any model that he is in range of may fire at him or assault him this turn.


I'm not at all sure I'm reading this right. This would seem to imply that there is always at least one model within range, because you take the distance from the nearest model and add distance moved + Initiative. . .

 
   
Made in us
Sneaky Lictor




Wherever they tell me

You add the distance moved by the sniper in the previous turn. Therefore, if he moved a lot than it is easier to find him. In the play testing I did that seemed to work pretty well, because if the defender had control of his units in the previous turn than it was much more likely that he would find the sniper. However, if the defender did not have control than the sniper generally went undetected if he did not move.


Tyranids 10000 points
Orks 3500 points
Raven Guard 3000 points
 
   
Made in us
Loyal Necron Lychguard






So basically the rule needs to clarify that you add the movement of the SNIPER unit in the previous movement phase and add the units initiative that is trying to spot him. So if he moved 6 inches, the space marine nearby is 10 inches away, he would see him because the total of initiative 4 + movement 6 would be 10 which equals (or exceeds) the distance between him and then. Right?
   
Made in us
Sneaky Lictor




Wherever they tell me

Internet Fail #1

This message was edited 1 time. Last update was at 2010/04/11 19:51:11



Tyranids 10000 points
Orks 3500 points
Raven Guard 3000 points
 
   
Made in us
Sneaky Lictor




Wherever they tell me

Internet fail #2

This message was edited 1 time. Last update was at 2010/04/11 19:51:24



Tyranids 10000 points
Orks 3500 points
Raven Guard 3000 points
 
   
Made in us
Sneaky Lictor




Wherever they tell me

Yah, I will clarify it to avoid any further confusion. It seemed to work out very well, because the sniper could stay in his position to get a better shot; however, if someone is getting close he risks being caught because he did not move.


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