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It is recommended that these new traits be made available as Elite Advances in the same ranks where
careers have access to their prerequisites. In general, these advances should be worth 200xp each.
You have received training in a group of Sniper weapons and can use them without penalty.
Spotter
Prerequisites: Heightened Senses (Sight)
You are especially trained in estimating range, wind speed, light conditions and other factors for
hitting a target. You may assist a single sniper able to understand you to hit a single target that you can
see. To do so, choose a target and make a Challenging (+0) Awareness check – Success will give +5 BS to
your chosen sniper to hit that target this round. Each additional degree of success will provide a further
+5 BS Bonus. This talent requires a Full Action to use.
You are trained to eliminate targets with a single shot. If you make a called shot for the Head of your
target, all damage that gets past Toughness is doubled. This Talent has no effect on objects, Daemons,
creatures with no head (such as Chaos Spawn), or anything with the Machine trait.
Snipers are trained to cripple an enemy in order to draw his allies in for closer attacks. If you make a
Called Shot and successfully inflict damage on your target, roll 1d5-1. Consult the appropriate critical
chart and inflict the critical with the corresponding value on the target.
Weapons
Elysian Angel-20 Designated Marksman Lasrifle
The elite Elysian Drop Troopers rely on high quality commando style weaponry in which is issued to
their troops. The Angel-20 is actually a marksman variant of their commonly used bullpup style Elysian
Lasrifle and is often carried in the field by Elysian Veterans in preference to the common lasgun. It uses
standard Las charge packs and can be overcharged or hot shotted as normal. Its unusual style does not
permit a charge backpack to be used with it.
Possibly the most concealable rifle ever made, it constructed mostly from ceramite and designed to be
made ready from concealment in a single Full Action. It is virtually undetectable by common Auspex
devices in its collapsed form (requiring a Heroic (-60) Tech Use test). In its collapsed state, the weapon
is usually disguised as a fine staff or cane (and is supplied with a wooden sheaf for such at Good quality
or better) or can be stored in any case capable of holding a meter long instrument (such as a golf bag,
quiver, suitcase, or even some briefcases).
Its magnetic powered sabot ammunition is one of the most effective ever made, comparable to
theVindicaire Temple’s Exitus Long Rifle. This ammunition is nearly silent, much like its weaker cousin
the Needle Rifle, and produces no muzzle flash. This, coupled with a potential kilometer long range,
makes the X296-PCK the most desirable sniper weapon any non-Temple assassin could have.
Conventional ammunition for the weapon costs 500 Thrones for a single shot and is Very Rare on Hive or
Forge Worlds and Near Unique everywhere else. It comes in all varieties that normal sniper ammunition
does.
Belasco Deathworks Godfinger Long Las
In order to combat their competitors of house Mariette, House Belasco has produced the far more legal
(and possibly more lethal by some accounts) Godfinger Long Las. Originally conceived as a military
sniper weapon, the Godfinger suffers from several drawbacks keeping it out of the field. Chief amongst
these is its inability to penetrate armor, its high rate of power consumption and its extraordinary cost. In
addition, the Belasco family is in a long standing legal battle with elements of the Cult of Sollex over
copyrights to the weapons heat baffling system and range finding, which has kept the weapon from being
mass produced. As such, only a few hundred of the weapons have ever been made – most of them in the
hands of nobility and collectors.
Rare to find, the gun is of extraordinary make. It is accurate at over a kilometer in range and possesses a
unique silencer system built into its heat baffles that makes the gun very quiet. It has the hardy and
simple construction of a lasgun or long las and is apparently produced from an ancient Mars design of
high repute. This enables the weapon to be easily repaired – even by the relatively unskilled. The
weapon is capable of utilizing any regular basic charge pack, even an overcharged or hotshotted one. It is
not capable of using a Hellgun or backpack charge pack however.
Effects: Increases the Penetration of a weapon to 9 but reduces the Wounds inflicted once the shot gets
past Toughness by 2. This cannot reduce the damage below 1. This damage penalty does not apply to
non-living targets or those with the machine trait.
Incendiary (Ammo)
Used against unarmored, flammable targets, this ammunition can be terrifying against troops.
Effects: Grants the Flame quality to the weapon. However this ammo is dangerous to store – if the bearer
is hit by any Flame attacks, he is at -10 to all tests to avoid or put out the flames and takes +1 damage
from such weapons.
Explosive (Ammo)
Used against unarmored, flammable targets, this ammunition can be terrifying against troops.
Weapons: Sniper SP
Tracer (Ammo)
Used primarily to help target rounds and single out possible targets
Effects: This ammunition grants a +5 BS Bonus when used, however it will almost certainly give away
the position of the shooter.
Sniper weapons are powerful and often cause hesitation in troops. This means that if Sniper weapons
cause even a single wound to a target they will cause Pinning in both the target and all his or her allies
within 5 meters of the target.
Weapons with the Sniper trait utilize a different variety of ammunition, found in the Ammo section of this
supplement.
Knockback
A target that is less than Hulking in size or without the multiple limbs or Auto Stabilized trait that is hit
by this attack (regardless of whether they take damage), they must make a Difficult (+10) Toughness test
or be knocked off their feet.
Silenced
This weapon is innately silent. It has all the benefits of a silencer without having to have one attached.
This means that Awareness Tests to hear shots made with a silenced weapon suffer an additional -20
penalty and can only be attempted at half the normal distance for detecting gunshots.
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Law Enforcement
Angel-20 Basic Las 125m S/3/- 1d10+5 I 0 20 Full 4.5kg Accurate, Reliable 300 Very Rare
Yarrick Basic SP 150m S/2/- 1d10+5 I 0 15 Full 4.5kg Accurate, Reliable 200 Scarce
Righteous Basic SP 250m S/3/- 1d10+4 I 0 10 Full 7kg Accurate, Tearing 180 Average
Vigilante Sniper SP 200m S/3/- 1d10+5 I 0 5 2Full 7kg Accurate 225 Scarce
Military
Blue Shark Basic Las 120m S/3/- 1d10+4 I 5 20 Full 3.5kg Reliable 180 Average
Ferryman Sniper Las 350m S/-/- 1d10+5 E 1 40 Full 4.5kg Accurate, Reliable 350 Rare
Furor Sniper Las 350m S/3/- 1d10+5 E 4 12 Full 9kg Accurate, Tearing 1500 Very Rare
Night Raptor Basic SP 400m S/-/- 1d10+5 I 0 7 Full 4.5kg Accurate, Silenced 380 Very Rare
Protectorate Sniper SP 200m S/-/- 1d10+6 I 0 5 Full 6.5kg 375 Average
Moonlight Sniper SP 150m S/-/- 2d10-1 I 0 3 Full 5kg Inaccurate 500 Average
Anti-Materiel Rifles
Tragic-5 Sniper SP 600m S/-/- 2d10 I 0 5 Full 11kg Knockback 1000 Scarce
Erasi Sniper Bolt 500m S/2/- 2d10 +2 X 6 5 2 Full 15kg Knockback, Tearing 3000 Very Rare
Forgiver Sniper Las 600m S/-/- 2d10-1 E 10 6 2 Full 20kg Reliable 4000 Very Rare
Annihilatrix Sniper Plasma 350m S/-/- 2d10+10 E 8 6 4 Full 24kg Overheats, Recharge 8000 Very Rare
Maximal 4d10+10 E 8
Hunting Rifles
Prizemaker Sniper SP 225m S/-/- 1d10+3 I 0 5 Full 5kg Accurate 125 Abundant
Nomad V2 Sniper SP 300m S/-/- 1d10+5 I 3 4 Full 10kg Accurate, Reliable 2500 Very Rare
Assassination Rifles
Malfian Toothpick Sniper SP 450m S/-/- 1d10+7 I 10 1 Full 3kg Accurate, Silenced 1500 Rare
Godfinger Sniper Las 600m S/-/- 2d10-1 E 0 3 2 Full 20kg Reliable, Silenced 4000 Very Rare
Revised Exitus Sniper Exotic 600m S/-/- 2d10+2 I 9 10 Full 9kg Accurate, Knockback X Near Unique