Historicon Thursday Wrap-up
Had a great trip to Fredericksburg for Historicon. I spent the mornings working the preregistration desk and the afternoons and evenings running games.
My Thursday games were two episodes of Pterosaurs at One O'clock High. The view is from the flying monkey base of Mibutt Island. Action is mid way through the first game.
The dials are custom made "X-Wing" style done by the Dial Dude http://dialdude.ca/ I can provide the data files he used to make the dials
The rules I use are below. At some point in the future I should add explanatory text. I am providing them free. If you like them enough to donate, give me a buzz.
Pulp Flying Rules
Turns run in phases
1.
Select
Movement on dials
2.
Move
simultaneously
3.
Determine
any melees and boarding actions by
monkeys
4.
Firing
5.
Resolve melees
Boarding and Hand to Hand (Deadly at
altitude)
o
Any figures that comes into
contact at the end of the turn may melee
§
Flying
monkeys may jump up to 8" from the edge of their carpet into melee
§
Figures
that initiate melee may not fire
o
Once all the figures are in melee, add
up the dice
§
Each
human or monkey adds one die
§
Each
piloted dinosaur gets one die
§
Wing
Kong gets 6 dice
§
The
unpiloted Ornithocheirus gets 5 dice
§
The
unpiloted Pteranodons or eagles get 3 dice
§
Bombs
get 2 dice (may only defend)
o
Roll the Dice
§
The
side with the highest single roll wins and kills the opposition
§
Each
roll from the winning side that falls below the losers high roll will cause a
casualty
§
A
defeated bomb will go off course or explode causing casualties to the winners
Shooting
o
Determine
who is in range
o
Fire
at available targets (any 8 or better on a d10 hits)
o
Determine
damage
Bombing
·
Only
affects large objects like carriers or bases
·
Small
bombs attack targets 4" in front of the Stukasaur, hit on 8+ and do one
damage
·
Large
bombs may be released and will travel one or two turns forward at the same
speed
·
Hit
on a 5 or better on a d10
·
Bombs
do d6 damage
·
American
Rocketeers carry Satchel Charges, need on turn to set up (no move) cause D6
damage
·
Damage
to Zeppelins can be catastrophic - roll an extra d6 for every attack that
causes damage
|
Damage
|
Result
|
Cavemouth
|
10
|
Destroyed
|
American
or German Carrier
|
5
|
Withdraw
|
American
or German Carrier
|
10
|
Destroyed
|
Carpet
Carrier
|
3
|
Destroyed
|
Shooting
Weapon
|
Dice
|
Range
|
Damage
Modifier
|
Autocannon
|
1
|
21"
|
+3
|
HMG
|
4
|
15"
|
+1
|
LMG
|
3
|
15"
|
|
SMG
|
2
|
12"
|
|
Pistol/Bow/Monkey
Poo
|
1
|
9"
|
|
|
First
Wound
|
Second
Wound
|
Third
Wound
|
Human
|
No change
|
Killed
|
|
Dinosaur
|
No change
|
Return to base
|
Killed
|
Flying
Carpet
|
Small
|
|
Flying
Carpet
|
Large
|
10+
|
Destroyed - all crew
lost
|
|
11+
|
Destroyed - Crew may
attempt to fly to any object with in 10"
|
9
|
2 Monkeys killed
|
|
10
|
3 Monkeys killed
|
5-8
|
1 Monkey killed
|
|
8-9
|
2 Monkeys killed
|
4
|
Damage, Return to base
for reweave
|
|
4-7
|
1 Monkey killed
|
1-3
|
No Effect
|
|
1-3
|
No Effect
|
Rocketeer
|
|
|
Unpiloted
Stukasuar /Eagle/Wing Kong
|
|
10+
|
Killed
|
|
10+
|
Killed
|
8-9
|
Wounded
|
|
6-9
|
Wounded
|
6-7
|
Lost primary weapon
Shoot pistol only
|
|
1-5
|
No Effect
|
4-5
|
Return to carrier
|
|
|
|
1-3
|
No Effect
|
|
|
|
Piloted Stukasaur
|
|
|
Carrier
|
|
10+
|
Killed
|
|
11+
|
2 Damage
|
9
|
Pilot Wounded
|
|
10
|
1 Damage
|
6-8
|
Stukasaur wounded
|
|
8-9
|
1 Crew Killed
|
4-5
|
Equipment damage -Jettison
bombs
|
|
6-7
|
1 Crew Wounded
|
1-3
|
No Effect
|
|
5
|
AA Gun Damaged
|
|
|
|
1-4
|
No effect
|
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