Thursday, February 16, 2017

(Gnome Wars) Gnomish Air Support

Gnomes have been seeking an advantage in combat since the first gnome slew another.  One of the easiest advantages has been taking the high ground, and little high ground is taller than being airborne themselves.

Gnomish tinkers have labored in their workshops for centuries trying to perfect flying machines, but it has only been in recent history that somewhat reliable contraptions have been created. 

Self-Propelled Suits

Early flying were powered by the gnomes tiny arms, but soon improvements were made to allow pulley arrangements or small clockwork contraptions to simulate the flapping wings. 

While early inventions were used to spread joy or presents throughout the villages, a militaristic use was soon implemented.  Flying suits have been used for reconnaissance as well
Minimum Movement: 6"  Maximum Movement: 18"   Any movement over 12" is a stress test on the apparatus.  For over 6 up to12", a 6 on 1d6 results in one damage to the apparatus.  Over 12 and up 18", a 5-6 on 1d6 results in one damage. 

Weapons: certain nationalities with unique Grenadiers may have their flyers drop tankards, cheese, scotch, etc.  Automatic hit if movement is minimum and range is under 12".   Use grenade to hit rolls, if moving faster, or flying higher.   Bombs (one per machine) can be dropped, regardless of nationality following the light mortar rules. 

Hits:  If someone shoots the flyer, roll 1d6.  On 1-4, the apparatus take 1 hit.  On 5-6 the pilot is hit.  If the apparatus takes six hits, the machine drops immediately to the ground, killing the pilot.  Each hit will deduct 1" of movement to the device, however it must maintain 6" of movment to stay aloft at the end of the round.


Balloons
Both hot-air and gas balloons have always been popular items.  Most could be used for reconnaissance from a safe distance and, if they were hit, there was a chance of recovery before it plummeted to Earth.   A balloon could be weaponized, usually dropping bombs.  The momentum from gunfire would usually push the balloon away from the fight.

Movement: 0"-6" horizontal AND vertical.  Balloon may be tethered to a fixed point. 

Drift:  During the Medic Phase, balloons will adjust to the wind.  Balloons will move 1d3 inches in a random direction.   Tethered balloons will never be more than 3" away from the fixed point.  However, if tethered balloons suffer three consecutive turns of 3" in any direction, the rope snaps and the balloon will move 6" instead of 3" for the third turn.

Weapons:  Grenades may be dropped per the self-propelled rules approved. Bombs (unlimited) may be dropped by any nationality following the light mortar rules.  Heavy Bombs (max 3)  may be used by the French using the light mortar rules, but heavy mortar blast template

Hits: If someone shoots the balloon, roll 1d6.  On 1-5, the structure take 1 hit.  On 6 the pilot is hit (roll randomly if more than one gnome is in the basket).  If the apparatus takes six hits, the machine drops immediately to the ground, killing the pilot.  Each hit will deduct 1" of vertical movement to the balloon, and it will immediately drop in inches equal to the total number of structure hits. 


Self-Propelled Balloons
Balloons with propellers are a recent advance and have been wildly embraced by many nations, but especially the Irish. 


Movement: 0"-12" horizontal and 0"-6" vertical per turn.  Balloon may be tethered to a fixed point only if the propeller is turned off. It takes two turns for the propeller to restart and allow movement.

Drift:  During the Medic Phase, balloons will adjust to the wind.  Balloons will move 1d3 inches in a random direction.   Tethered balloons will never be more than 3" away from the fixed point.  However, if tethered balloons suffer three consecutive turns of 3" in any direction, the rope snaps and the balloon will move 6" instead of 3" for the third turn.

Weapons:  While grenade and bomb rules apply, the self-propelled balloons are designed for light machine guns (single or two man teams).  In addition to traditional drift, self-propelled will be moved an additional 1d3 inches in the exact opposite direction away from the target the machine gun is firing at.  Tethered

Hits: If someone shoots the balloon, roll 1d6.  On 1-5, the structure take 1 hit.  On 6 the pilot is hit (roll randomly if more than one gnome is in the basket).  If the apparatus takes six hits, the machine drops immediately to the ground, killing the pilot.  Each hit will deduct 1" of vertical movement to the balloon, and it will immediately drop in inches equal to the total number of structure hits. 

2 comments:

  1. Are these rules the same as those used in convention games like the Historicon game pictured? I recognize my son's shirt in the background, I was playing part of the Irish force. Great memories.

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  2. Truth be told, I don't know. I somehow missed every session over the years with the Irish machine gun platform, but Ive played with Jim enough that they're probably similar.

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