Science Fiction tends to be about exploration and to explore you need vehicles. To play games you need rules. Et Voila here are pictures of vehicles with added rules for using them with Two Hour Wargames rules.
Produced by Old Crow this represents a lightly armed transport. It has traditionally been used as an objective in our games but now with the advent of the Spugs its starting to be actively used. The cast is clean, the lines smooth and it looks designed to act as the equivalent of the old tramp steamer.
| Vehicle | Armour | NOE Speed | Crew | Armament |
|---|---|---|---|---|
| Crow Lander | 3 | 36" | 2/1 | Chain Gun |
| Weapon | Range | Targets | Impact |
|---|---|---|---|
| Chain Gun | 60" | 6 | 5/APW3 |
The rules below are based on Nuts! by Ed at Two Hour Wargames. I've assumed from the look of it that it can be flown by a single pilot but that a co-pilot seat does exist and that in combat or dodgy positions this will be filled.
TWO MAN CREWS AND WHAT THEY DO
Pilot (PT)|
Pilot - The Pilot has the following roles 1 - Takes the "Lose Control" test if attempting a stunt. 2 - Takes the "Clank" test. |
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Co-Pilot - The Co-Pilot has the following roles
1 - Takes the "In Sight" test. 2 - Takes the "Ranged Fire" test. |
ONE MAN CREWS AND WHAT THEY DO
Pilot (PT)|
Pilot - The Pilot has the following roles
1 - Takes the "Lose Control" test if attempting a stunt. 2 - Takes the "Clank" test. 3 - Takes the "In Sight" test. 4 - Takes the "Ranged Fire" test. |
BASIC MOVEMENT
As a VTOL the Crow Lander can be moved much like a ground vehicle but it needs to decide the level it is acting at.
NOE (Nap of the Earth) is the normal mode used in games where the Lander is close enough that it can be attacked but also benefit from cover. NOE requires an "NOE" Test to be made each turn to avoid mishap.
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2 "NOE" Check
Pass 2d6
You are the leaf on the wind. The VTOL may be positioned up to the NOE speed away in the desired facing ignoring intervening terrain.
Alternatively go into Flight mode and leave the table.
Pass 1d6
This takes some concentration.
The VTOL may be positioned up to the NOE speed away in the desired facing but must go around intervening terrain.
The pilot cannot perform any other actions.
Pass 0d6
Bloody Hell this is tight. The VTOL is moved in a random direction forwards 3D6". If this takes it into an obstacle then make a "Lose Control" test.
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Flight is the normal transport mode and means the vehicle is high enough up that ground clutter is well below it and all but dedicated Anti-Aircraft fire will not affect it. Flight speeds are so great that they mean that the vehicle cannot remain on board for long but get to make passes over it every so often.
Each turn an off-board aircraft wants to overfly the board then the "Loitering" Test must be made. The aircraft is left there till the next turn when it automatically leaves the board's airspace.
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2 "Loitering" Check
Pass 2d6
Inbound! Place the vehicle anywhere on the table in any position.
If desired you may enter NOE mode.
Pass 1d6
If local air superiority then Inbound! otherwise Jinking!
Pass 0d6
Jinking! Some problem, navigational, positional or maybe enemy interdiction prevents your return this round.
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