Conveyances are all of the vehicles we will be using that are not powered exclusively by muscle. In our period that means steam almost exclusively (players wishing to research actual alternative power sources will find a lot of creative thought going on in the late 19th Century, and it wasn't only Tesla!).
Land conveyances come in three basic varieties; wheeled, tracked and walkers. Wheeled are the most reliable and fastest, tracked handle soft and rocky ground better and walkers are capable of crossing nearly any surface. Conveyances will come in three sizes, light, medium and large.
Light Conveyances
Cost four points
Free Order Stand To
Move as Regular Cavalry, if wheeled, minus two inches if tracked and minus four if a walker
Fight in close combat with three dice hitting on a 5+
This is a steam car, a scout walker or light traction engine, it has no inherent transport capacity beyond its crew but can pull wagons or guns in place of draft-teams. It will survive eight hits before stopping working. If wheeled or tracked it can pull a gun at no loss of movement or up to three wagons at the cost of one inch of movement per wagon.
Wheeled conveyances can only cross good going but can add 1d6 per turn of movement.
Tracked conveyances cross difficult terrain and obstacles as if they were not present (but have to test for track-breakage in rocky ground or while crossing stone walls; roll 2d6 on a 2 or a 3 a track is broken and the vehicle is immobilized for the rest of the game).
A walker can pass all types of terrain, moving at half speed while crossing "impassible" terrain.
Medium Conveyances
Cost eight points
Free Order Stand To
Move as Regular Cavalry, if wheeled, minus two inches if tracked and minus four if a walker
Fight in close combat with six dice gitting on a 5+
This is a steam truck, a light battle walker or medium traction engine, it has an inherent transport capacity of eight figures beyond its crew and can pull wagons or guns in place of draft-teams. It will survive ten hits before stopping working. If wheeled or tracked it can pull a gun at no loss of movement or up to three wagons at the cost of one inch of movement per wagon.
Wheeled conveyances can only cross good going.
Tracked conveyances cross difficult terrain and obstacles as if they were not present (but have to test for track-breakage in rocky ground or while crossing stone walls; roll 2d6 on a 2 or a 3 a track is broken and the vehicle is immobilized for the rest of the game).
A walker can pass all types of terrain, moving at half speed while crossing "impassible" terrain.
All of these can carry up to eight figures or one weapon system on board in addition to towed wagons of weapons. Transported troops count as being in Hard Cover. The vehicle may fill it's weapon slot with a Close Combat weapon gaining two additional dice and hitting on a 4+. No troops can be carried if this option is taken, however its ability to tow guns and wagons is unimpeded
Heavy Conveyances
Cost sixteen points
Free Order Stand To
Move as Regular Cavalry, if wheeled, minus two inches if tracked and minus four if a walker
Fight in close combat with eight dice hitting on a 5+
This is a massive steam truck, a battle walker or huge Landship, it has an inherent transport capacity of up to sixteen figures beyond its crew and can pull wagons or guns in place of draft-teams. It will survive fourteen hits before stopping working. If wheeled or tracked it can pull a gun at no loss of movement or up to three wagons at the cost of one inch of movement per wagon.
Wheeled conveyances can only cross good going.
Tracked conveyances cross difficult terrain and obstacles as if they were not present (but have to test for track-breakage in rocky ground or while crossing stone walls; roll 2d6 on a 2 or a 3 a track is broken and the vehicle is immobilized for the rest of the game).
A walker can pass all types of terrain, moving at half speed while crossing "impassible" terrain.
All of these can carry up to sixteen foot figures or two crewed weapon systems on board in addition to towed wagons of weapons. Transported troops count as being in Hard Cover at Long Range. The vehicle may fill one, or both, of its weapon slots with a Close Combat weapon gaining two additional dice for each such weapon and hitting on a 4+. Eight fewer troops may be carried for each Close Combat weapon if this option is taken, however its ability to tow guns and wagons is unimpeded
Weapon Systems
May be mounted in the vehicle so as to be able to fire while the vehicle is in motion. If this is done they become part of the vehicle and can no longer be dismounted., Troops may fire from a Conveyance if they are being transported but need to treat that as an Ordered Action (even if they have Fire as a free action). Crewed weapons use four spots as far as carrying capacity goes. Fields of fire will be that of the model presented so choose wisely.
Leadership failures
In the event that the unit fails to pass its Leadership test it cannot move that turn (it has lost steam, Mr Cubbins the stoker has stopped for tea, or some other unfortunate event has occurred). If a Tracked unit is crossing difficult ground when it fails a Leadership test it suffers a minus one to its Leadership roll on the following turn, having jammed the tracks with rock or such, the same applies to Walkers except that if they are crossing impassible terrain when that happens they suffer a minus two on the subsequent turn. In the event that a two is rolled for Leadership the conveyance has suffered a catistrophic failure and is dome for the rest of the game, if a Walker is crossing Impassible terrain when this happens it will trip and fall causing it to become a total loss.
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