Carlos Hathcock (Long Tra'ng du'Kich)
Move: 8”
Skill: flip coin
Armor: 3
Specialties:
Ranged Heroic Ego:
Hathcock is a sniper, and will ignore all Heros on his team until they get too close to him. As such, the normal Cranky penalty only occurs when a Hero on his own team moves within 12” of Hathcock’s position, but it will be -2 on all rolls instead of -1. He will also be unable to fire his weapon at a range of more than 10". If the Hero is killed, knocked out, or leaves the 12” radius, the penalty is removed. Additionally, if any infantry, friend or foe, comes within 6” of Hathcock, he will recive the Cranky penalty as if all the nearby forces are Heros. This also means that Hathcock cannot RedShirt any forces, even if he’s about to take a Mk. V missile to the face.
Master Marksmen:
Hathcock is a Master Marksmen, which means any weapon he uses will automatically become a single shot, scoped sniper rifle, with a range of no less than 14” and no more than 40” (the actual range should be decided based on the weapon's original range, conferring with the other players, and liberal application of “What I Say Goes” rolls). This also means that regardless of the weapons UR, Hathcock only needs to flip a coin. On heads, the shot hits; on tails, it misses by the slimmest margin, alerting the target to Hathcock’s presence. If the coin lands heads, the shot is a kill shot, blowing the target’s head clean off. Roll 1d10 to see how many inches away the head lands. If the target has a helmet that could possibly stop the bullet, decided on a Armor value for the helmet and roll it against 1d10 for the sniper bullet.
White Feather:
Hathcock’s trademark is a small white feather in his hat. Because of this, he can never be more than 2/3 in cover, unless he’s standing behind something that can cover the feather.
Epic Headshot:
If another sniper is attempting to snipe Hathcock, and Hathcock is looking in the general direction of the enemy sniper, it automatically becomes a Sniper Duel. In a Sniper Duel, both players involved will roll 1d6 each. The player with the higher number will fire first. Follow the normal Master Marksmen rules for the battle, and if Hathcock comes out on top, the sniper rifle’s scope will have taken the bullet, reducing the rifles range by ½, but not taking the target’s head off. Instead, place some sort of marker to indicate that the bullet has gone through his eye and blow his brains out.
(Optional) Long Tra'ng du'Kich:
Long Tra'ng du'Kich translates into “White Feather Sniper” and inspires fear in the enemy. As soon as Hathcock is discovered on the battlefield by any unit, word will spread to all infantry on the battlefield, and will demoralize them. They will take a -1 on all rolls until Hathcock is dead. Once Hathcock is dead, the enemy will be overjoyed, and take a +1 bonus to all rolls. They must also roll 1d6 to see if they resist the urge to break out the bootlegged booze they have hidden on their person. On a 4 or up, they beat the urge. On a 3 or less, they fail, and must roll 1d6 on the Ker-Hammered table. If an infantry unit killed him, that unit will get a +2 bonus to all rolls and get a Heroic Feat every turn until the end of the game, as well as automatically resisting the urge to get stinking drunk.
