Two Hour Wargames Pdf
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HAVENhim by then go to part 1. If you want to confront him RIOTgo to part 2. It was getting ugly and out of control. The 1. He smiles, waves, and drives down the street quarantined areas became breeding grounds for the into the quarantine area and eventually zombies and they were multiplying fast. Healthy leaves the table. people feared for their lives and tried to get out. Who could blame them? Medical services and the police 2. As you move to speak with him (Rep 4 refused to enter these areas. By the end of the week Ganger) he draws a BAP. Go to the Halt everyone in quarantine was without aid and that’s Quarantined Table. If he wins the test he will when the riots started. snap fire then move the vehicle 6” forward trying to escape. If you win the test you draw You and your fellow officers have been called in to your weapon and duck back. Activation is quell a riot in progress. People in the quarantined rolled normally, resolve the situation. area of the city are trying to forcefully breakout. This must be prevented and you can use justifiable force.Power returns –If the street lights went out they See the section called Special Instructions for moreimmediately come back on and visibility is back to information. The Mob must be broken and ordernormal. If the lights are already on then re-roll the restored.encounter. • Victory in the scenario is simple. The MobRiot – If at least one person has been arrested or must not be allowed to exit the table betweeninjured by the police and a building is on fire a Riot the buildings marked 1 and 2.breaks out. The scenario is over. Go to the Police -Riot scenario. AREAIf the above conditions were not met then use the • This encounter takes place in an urban area.Zombie Horde encounter instead. FORCESRunners – Two Rep 4 Civilians will appear inbuilding (1-2) or (5-6). When active they will attempt • Your partner is accompanying you. He is ato Fast Move from the building to the open area of Rep 4 Grunt and you have a police cruiser.town. They will not stop if confronted by an officer. • In addition there are two more police cruisersSniper – The sniper is armed with a Bolt Action Rifle. each with a Rep 4 and Rep 3 Grunt for a totalHe will fire once. On a score of 6 he has hit the of 6 officers.target. He will then disappear. He will target anyofficer or fireman at random.Street lights go out –The power in the area goes out • All of you are armed with a BAP. You alsoand visibility is reduced to 12” until it is fixed. If the have a pistol for backup. There is a shotgunlights are already off then re-roll the encounter. in each cruiser.Street person – A weathered old lady (Rep 3 • All of you also have handcuffs as well.Civilian) pushing a shopping cart loaded withpersonal items is approaching from somewhere in the • You or one of your men can be armed with aquarantined area. Roll 1d6 to determine whether it is tear gas grenade launcher. You will havefrom a building (1-2) or (5-6) or from the street (3-4). 1+1/2d6 tear gas rounds available.She can push the cart 4” per turn. She will movetowards the quarantine line. She will stop if • You will be confronting a Defiant Mob ofconfronted by an officer. A result of charge means twenty Civilians.she will attempt to Fast Move through the quarantineline. Passing 2d6 means she can move 8” with thecart while passing 1d6 means a 6” move. Passing0d6 means she has failed and will move only 4”.Zombies – Roll 1d6 until a (1-2) or (5-6) is rolled.1/2d6 zombies will exit the corresponding buildingand move 1d6” towards the closest human.Zombie Horde – 2d6 zombies enter the street fromthe table edge marked (3-4). Each zombie will move2d6” directly towards the quarantine line or towardsthe closest visible human.© 2009 ED TEIXEIRA – TWO HOUR WARGAMES 11
HAVENPOLICE - RIOT MAP SPECIAL INSTRUCTIONSThe following map is based on a 3x3 foot table with • Zombies are generated by gunfire and noiseeach foot outlined by the dashed lines. as explained on pages 28 and 29 of the ATZ rules. • You and your men have the option of using riot shields, body armor, and batons. o Shields reduce movement to 6” with a Fast Move of 12”. o They count as cover from ranged weapons. o They count as an Impact 1 weapon and when used in conjunction with a baton the combination counts as an Impact 3 weapon when in melee. o Batons count as Impact 2 melee weapons due to design and training. o Body armor effects are detailed on the Recover From Knock Down test on the appropriate QRS. They only come into play if the figure suffers a result of Knocked Down.(1) – Building in the quarantined area. JUSTIFIABLE FORCE(2 – 4) – Street in the quarantined area. In Haven this is how justifiable force is defined.(5) – Building in the quarantined area. Justifiable force is that which is used in self-defense if that person reasonably believed that use of force was(6: 1-3) – Possible mob entry point. necessary to protect him or her from imminent danger of bodily harm. The amount of force used(6: 4-6) – Possible mob entry point. may not exceed the amount of force a reasonable person, in the circumstances and from the viewpointDotted line – This is the physical quarantine line. It of the defendant, would have used to prevent theconsists of plastic tape affixed to wooden saw horses. bodily harm.It does not impede movement. A victim receiving a result of Out of the Fight has1 – Building in the open area of town. suffered justifiable force.2 – Building in the open area of town.DEPLOYMENT DEADLY FORCE • You may set up your officers and three police Just in case the subject ever comes up in Haven. cruisers anywhere on the table. Deadly Force is the force which a person uses for the • Roll 1d6. purpose of causing death or serious bodily harm. The use of Deadly Force is justified only under conditions • If a result of (1-5) occurs the mob will be of extreme necessity as a last resort, when all lesser entering the street from off the table on the means have failed or cannot reasonably be section labeled (2-4) and will try and exit the employed. table between the buildings marked 1 and 2. Place them 12” from the table edge. A victim receiving a result of Obviously Dead has suffered deadly force. • On a score of (6) it will enter the street from off the table on the section labeled (6: 1-3) or (6: 4-6). Place them 6” from the table edge.© 2009 ED TEIXEIRA – TWO HOUR WARGAMES 12
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HAVENTHE MOB SNIPER“A riot is an ugly thing.. undt, I tink, that it is chust The sniper is armed with a Bolt Action Rifle. He willabout time ve had vun.” fire once. On a score of 6 he has hit the target. He will then disappear. He will target any officer at Inspector Kemp random. Young Frankenstein – 1974 TYPES OF MOB MEMBERSEvery riot will have a Mob. This is a large disorderly There are two types of Mob Members calledcrowd that is protesting against the people in charge Protestors and Rioters.or authorities and will do so in a variety of ways. PROTESTORSMOB TYPES AND BEHAVIOR These are usually less aggressive than other MobA Mob will have a life of its own and its level of members. When separated from the Mob they areaggression, its goals, and even its size can fluctuate easily subdued. They are Rep 3 Civilians.during the scenario. Mobs have three levels ofaggression in Haven called Defiant, Aggressive, and RIOTERSOut of Control. Tougher than Protestors these Mob members will put up a fight. They are both Rep 4 and Rep 5 Civilians.DEFIANT AGITATORSDefiant Mobs will advance towards authorities and These are the backbone of any Mob. Their role is tohurl improvised missiles. They will not charge into encourage aggression by speech and action. A Mobmelee but will defend themselves if charged. will count a +1d6 bonus when taking the Current Mob Rep Test for each functioning (non-OOF or OD)AGGRESSIVE Agitator it has. There is not a figure that represents an Agitator. Instead place a coin or chit marking theAggressive Mobs will advance towards authorities number of functioning Agitators in the Mob.and throw improvised missiles. However, they willcharge into melee if directed by the Mob Movement TARGETING AGITATORSTable. When a Mob member is knocked Out of the Fight orThere will always be 1/2d6 Agitators in an Aggressive becomes Obviously Dead roll 1d6. On a score of 6Mob. Note the number of Agitators in the Mob and the casualty was an Agitator and may no longerrealize that they are not represented by any particular influence the mob.figure. See the section on Targeting Agitators (page13). MOB LISTOUT OF CONTROL Roll 2d6 for each Mob member and use the following table.Out of Control Mobs will advance towards authorities,and throw improvised missiles. They will move faster MOB TYPE REPthan other Mobs and charge into melee if directed by Protester 3the Mob Movement Table. # Rioter 4 2 to 6 Rioter 5There will always be 1 + 1/2d6 Agitators in an Out of 7 to 10Control Mob. Note the number of Agitators in the Mob 11 or 12and realize that they are not represented by anyparticular figure. See the section on TargetingAgitators (page 13).There is also a chance (1-3) that the Mob will have asniper providing cover fire for the group. See theSniper encounter below.© 2009 ED TEIXEIRA – TWO HOUR WARGAMES 13
HAVENWEAPONS REACTION TESTSNext roll 1d6 for each member of the Mob to When individual figures are outside of 4” of anotherdetermine what weapon, if any, it has. group member it will use the Civilian Reaction Tests found in the ATZ rules.1 MOB WEAPONS When in a group of two or more figures, the group does not need to take any Reaction Test but will (Rolled to determine the weapon used) function as per the Mob Movement Test. # WEAPON MOB NUMBERS1 to 3 The Defiant and Aggressive Mob member If there comes a time during the scenario that the 4 is unarmed and will fight with fists, feet, and police outnumber the Mob members the Mob is teeth counting as Impact 0 when in melee. broken and the members dispersed. 5 The Out of Control Mob member will use Improvised weapons that will count as an FORMATION Impact 1 weapon when used in melee. A Mob will always have at least three ranks and The Defiant Mob member will use never more than 1/3 of its members in the front. improvised missiles such as rocks and bricks Members with improvised missile weapons or ranged with a range of 6” and an impact of 1. weapons will always be in the front rank of the Mob. The Aggressive and Out of Control Mob member will use Improvised weapons that MOB REPUTATION will count as an Impact 1 weapon when used in melee. Mob behavior usually is totally out of character with how the individuals in the Mob would normally The Defiant Mob member will use behave. This is reflected by the Mob having its own improvised missiles such as rocks and bricks Reputation. Below is the starting Rep for each type of with a range of 6” and an impact of 1. Mob. The Aggressive Mob member will use Improvised weapons that will count as an • Defiant Mobs have a Rep of 3. Impact 1 weapon when used in melee. The Out of Control Mob member will be • Aggressive Mobs have a Rep of 4. armed with a pistol (1-4) or BAP (5-6). • Out of Control Mobs have a Rep of 5.6 The Defiant Mob member will use improvised missiles such as rocks and bricks A Mob’s Rep may never exceed 5 and if it ever is with a range of 6” and an impact of 1. reduced to 0 it will be broken and its members dispersed. The Aggressive and Out of Control Mob member will be armed with a pistol (1-4) or CURRENT MOB REP BAP (5-6). After the riot has started*, at the end of each turn theSPECIAL MOB RULES Mob must roll 3d6 versus its Rep and take the Current Mob Rep Test to see what their Rep will beThis section will cover the special rules that apply to for the next turn. A Mob’s Rep may go up or downa Mob. during the riot as circumstances change.GROUPS * The riot has officially started when any side charges, throws an improvised weapon, or fires a ranged weapon.For Mobs, groups are those figures within 4” of oneanother and in clear LOS of another group member.Mob members will not willingly move away from thegroup.ACTIVATIONWhen individual figures are outside of 4” of any othergroup member it will use its own Rep for activationpurposes.When in a group of two or more figures, the group willuse the Current Mob Reputation for activation.© 2009 ED TEIXEIRA – TWO HOUR WARGAMES 14
Two Hour Wargames Pdf Download
HAVEN3 CURRENT MOB REP 2 MOB MOVEMENT (Taken by the Mob at the end of each turn) (Taken when the Mob activates)+1d6 for each functioning Agitator in the Mob. # OF D6 RESULT+1d6 of each result of OOF or OD the Mob caused this turn PASSED-1d6 for any result of OOF or OD the Mob received this turn The Defiant Mob will move forward 4” 2 towards the enemy and fire their ranged # OF D6 RESULT weapons. PASSED 1 The Aggressive Mob will move forwardPass 3 or If this is the first turn that deadly force is 6” towards the enemy and fire theirmore d6 used the Mob Rep is increased by 1. 0 ranged weapons. If they contact the • Otherwise, if fired on by tear gas the enemy they will melee and count as ifPass 2d6 charging. Mob Rep stays the same. The Out Of Control Mob will movePass 1d6 • If not fired on by tear gas Rep 3 and forward 8” towards the enemy and firePass 0d6 their ranged weapons. If they contact the 4 mobs will increase their Rep by 1 enemy they will melee and count as if while Rep 5 mobs will add one charging. Agitator. The Defiant Mob will halt in place doing If this is the first turn that deadly force is nothing. used, the Mob Rep is decreased by 1. The Aggressive Mob will halt in place • Otherwise, if fired on by tear gas, the and fire their ranged weapons. Mob Rep is decreased by 1. The Out Of Control Mob will move • If not fired on by tear gas the Mob forward 4” towards the enemy and fire Rep will stay the same. their ranged weapons. If they contact the Mob Rep decreased by 1. enemy they will melee and count as if Mob is broken and its members charging. dispersed. The Defiant Mob will break and its members are dispersed.MOB MOVEMENT The Aggressive Mob will break and its members are dispersed.When the Mob activates roll 2d6 versus its Current The Out Of Control Mob will halt inMob Rep and consult the Mob Movement Test to place and fire their ranged weapons.determine what they will do. USING TEAR GAS Tear gas may be fired by Police during a riot. One figure in your force may be designated to have a tear gas grenade launcher. It has a range of 24” and an 8” blast circle. To use it the shooter must be active and nominates a spot within LOS and range. Any figures within the blast circle will immediately move 8” away from the direction that the grenade was fired. This movement replaces one turn of their activation whether current or in the future. Figures hit by tear gas do not count as Out of the Fight. The overall effects of tear gas are reflected in the Current Mob Rep Test.© 2009 ED TEIXEIRA – TWO HOUR WARGAMES 15