Monday, July 22, 2013

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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