SniperScope

WWII Infrared

by Devin Cooley


At war's end in Europe, the Americans captured many German experimental weapon designs. One such experiment was an infrared night vision device designed to be used in conjunction with the MP-44 Assault Rifle. The capture and subsequent study of this weapon by American scientists immediately enhanced and accelerated American efforts to produce a similar infrared night vision device. By August, 1945 the American version of the German influenced design hurried into combat with Army and Marine Corps forces on Okinawa in August, 1945.

Dubbed the "Sniperscope," this heavy (30 lbs.) infrared night device was mounted onto a light M-2 Automatic Carbine and could identify targets out to 125 yds. The sighting device itself consisted of an infrared spotlight and an electrical telescopic sight both powered by a battery/power pack carried in a backpack. Success of the Sniperscope on Okinawa was instant, accounting for approximately 30% of all Japanese casualties caused by small arms fire on the island. The Sniperscope was later sparingly used in Korea and could be mounted on the M-1 Garand Rifle and even the 3.5 in. Bazooka.

A companion, non-weapon mounted infrared sight called the "Snooperscope" also saw service in observation roles. Both of these American infrared night sights marked a revolution in modern night fighting and are regarded as the "grandfathers" of modern American military night vision devices.

Try adding the M-2 Carbine/Sniperscope combination to the Okinawa "Silence the Dragon" scenario found in Easy Eight's Islands of Glory, or to your own scenario!

Special Rules

Snipers: All Sniper bonuses apply when using the Sniperscope. Snipers are the only ones who can begin a scenario with a Sniperscope. Any non-sniper figure (including spotters) wishing to acquire the Sniperscope must always spend two actions to equip himself (one action to pick it up, one action to don the battery backpack). Any non-sniper figure wishing to fire the Sniperscope must pass a one-time 1/2 Skill Check. Failure indicates the figure does not have enough training and/or experience in sniping or experimental weaponry!

Range: The Sniperscope's maximum range is 40".

Sighting: Normal Night rules require all ranges to be tripled on the Sighting Chart. When viewing enemy targets through the Sniperscope do not apply this Night rule; roll as normal on the Sighting Chart. Note that flash suppressors are not present on weapons sporting the Sniperscope; it is possible for enemy figures to spot muzzle flashes when firing weapons utilizing the Sniperscope per the Night Muzzle Flash rule.

Heat Signatures Large heat signatures, such as a flamethrower or an explosion, will render the Sniperscope useless if such a heat signature blocks the Sniperscope's Line Of Sight. If LOS is affected by a heat signature, the Sniperscope's user is effectively blinded by the bright blob of light in his scope for the rest of the current game turn and cannot fire. If its user has already fired this turn, the user may not have the opportunity to spot for the rest of the turn due to the blindness caused by the heat signatures.


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