Monday, March 28, 2016

Repairing Road Kill, Part Two: Implements of Destruction



Before I get started, I thought I should mention where you can pick up official minis for the game.

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.

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