Road Kill is made by West Wind
Productions and their website can be found here:
http://www.westwindproductions.co.uk/
Implements of Destruction:
For the second part of Repairing Road
Kill, we're going to start expanding things. In this part, I'm going
to add some new equipment, weapons, and vehicles. To build this list
of weapons and other goodies, I've pulled from the Wargames Factory
Survivor's line, as well as some other minis I own. If you have a
suggestion for something to add, let me know and I'll see what I can
do.
The goal of this installment is to
expand the variety of gear and guns you can carry. I've tried to keep
things balanced, but this is mostly just for fun.
Equipment -
NVGs -
Cost: 2
Description: This item negates the
effects of Shadowy Darkness.
ENC: -
Scope -
Cost: 3 per weapon, may not be put on
pistols
Description: When this weapon fires, it
negates any penalty for firing at Maximum Range.
ENC:-
Weapons -
Rocket Launcher/RPG
Cost: 60
Damage: 15[5]
Special: Recoil, Anti-Armor, Armor
Piercing Ammo, Unwieldy, Limited Ammo [2], Radius - 3”
ER: 36”
ENC: 5
Heavy Machine Gun/Minigun
Cost: 40
Damage: 8[1]
Special: Burst Fire, Recoil, Unwieldy
ER: 30”
ENC: 5
Bow
Cost: 6
Damage: STR + 2D
Special: None
ER: STR x 2”
ENC: 1
Crossbow
Cost: 8
Damage: 4
Special: None
ER: 14”
ENC: 1
Flamethrower
Cost: 35
Damage: 6[2]
Special: Spray/Line, Limited Ammo [4]
ER: 6”
ENC: 2
Grenades (Thrown)
Cost: 10
Damage: 5[1]
Special: Radius 1”, Limited Ammo - 1
ER: STR
ENC: -
Grenade Launcher
Cost: 45
Damage: 5[1]
Special: Radius 2”
ER: 12”
ENC: 2
New Special Traits:
Recoil -
This weapon cannot be fired if the
model carrying it has spent AP to move this turn. Once the weapon has
fired, the model pays double AP to move.
Anti-Armor -
This weapon is designed to destroy
armored vehicles, including tanks. Vehicles are struck by this weapon
are at -2D for all damage checks.
Spray/Line -
When this weapon fires, draw a line to
the maximum of the MR. ALL models under the line, friend or foe, roll
Defense as normal. The line is stopped by Hard Cover only. If a
vehicle is struck, the vehicle itself must roll Defense. If the line
passes over an area that includes a door, window, or open
crew/passenger compartment, all models in that area must roll
Defense, at a -2D.
Limited Ammo -
Weapons with this Trait are usually
rare, hard to build, or unstable. This weapon can only fire the times
listed before it runs out of ammo. Once the weapon is out of ammo, it
cannot fire again in the game (unless there's additional ammo placed
on the board, as in some scenarios).
Vehicles -
Before I go into anymore detail, I
thought it best to explain why I picked some of these. For those of
you who like to find terrain and other bits for cheap, I'm sure you
visit your local dollar store. A while back, my friend (and
co-blogger here) Jay and I found some nifty little HMVs and Jeeps
that are... “Close enough” to scale. So, if you're doing this
game on the cheap (as I suggested in the Let's Review of the game),
here's an easy way to get your crew some vehicles.
Jeep -
Type: Medium
Handling: 3
Body: 6
Speed: 20
Structure: 10
Special: Open, Transport 3(3), Improved
Ram 2(4), Extra Speed 5(5)
Total: 22
HMV -
Type: Medium
Handling: 3
Body: 6
Speed: 15
Structure: 10
Special: Transport 3(3), Reliable
Construction 2(4), Armor Protection 1(4), Firing Ports 3(3)
Total: 34
New Special Traits:
Extra Speed -
1 Point per level, gives a vehicle 1”
per point.
So, there we go. As you can see, I
haven't finished everything, but I'll be adding to this as I
progress. Next time, I'll show off some new factions I've put
together and some ideas for simple characters to fill out your
forces.