by Matthew Hartley
Introduction You are a Predator-type sniper, working alone in the streets of a human settlement. Your mission is to kill as many of the human warriors as possible. You have been taught that you can lure more soldiers to their deaths by seriously wounding one of their colleges, who they will undoubtedly try to rescue. Now is your chance to put that training into practice. Game set-up and layout The game is played on one area. The area can be of any reasonable size (say 1 foot square), although the actual size is unimportant. Assorted rubble, low-walls burnt vehicles etc. can be added to taste, although they have no effect on the game. Markers or figures will be needed to represent the marines. No figure is required to represent the sniper. Markers or a paper record will need to be kept to indicate which marines have leg or gut shot wounds. The game begins with one marine (the pointman) placed in the area. He begins the game uninjured. The sniper has a ‘Nerve’ score. This is basically an EDNA score, distilled from all the factors which make up normal EDNA values (morale, training, etc.) The snipers starting Nerve value is 8. Shooting requires a successful Nerve roll. A success result occurs if the roll on 2 d6 is equal to or less than the Nerve score. A total above the Nerve score is a failure. Turn Sequence The game progresses in a series of turns. During each turn there are a number of phases during which events may occur. These phases proceed in the order described below.
Sniper Shooting The sniper may fire once per turn at any one marine in the area. The sniper decides on the target figure and determines the type of shot attempted. There are three different types of shot, each one will have a different effect on the target if successful, and each one carries a different Nerve test modifier.
Other modifiers.
Shot at last turn. - 1 Nerve. (this includes covering fire from outside the area) If the roll is successful, the effects are applied to the target marine immediately. Marine Reaction The marine squad reacts to the sniper during this phase. A d6 is rolled on the table below, with appropriate modifiers applied.
1 or less Smoke in the area. 3 marines move into the area 2 3 marines enter area 3 2 marines enter area, covering fire from outside area. 4 2 marines enter area. 5 1 marine enters area, covering fire from outside area. 6 or more 1 marine enters area Modifiers:
New marines can be placed anywhere in the game area. Marines who have been in the area for at least one turn may remove one injured fellow marine. Both the wounded and the unwounded marine are removed from the area. If there are no wounded marines in the area during this phase, all remaining unwounded marines withdraw and the game is over. Marine Shooting Roll 1 d6 for each marine in the area who is not wounded or dead. On a roll of 6, the sniper loses one point of Nerve permanently. If the snipers Nerve is reduced to less than 2, he bugs out and the game is over. Winning The game ends when either the sniper’s Nerve has been reduced to less than 2 or there are no live marines remaining in the area. The player should judge his victory by the number of marines he has killed. Full Plastic Bodybag Two Solo Sci-fi Games Back to Table of Contents -- Lone Warrior # 141 Back to Lone Warrior List of Issues Back to MagWeb Magazine List © Copyright 2003 by Solo Wargamers Association. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |