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2 - Two Hour Wargames

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THE KHANG<br />

UNIT ORGANIZATION -<br />

Platoon Soldiers<br />

# Squads 2<br />

Squad<br />

# Troopers per Squad 10 (1)<br />

Dice Generation 6 + 1d6<br />

NCO<br />

Rep 5 (1-3) (83 pts)<br />

Rep 4 (4-6) (63 pts)<br />

Laser Pistol<br />

Rep 5 (1) (83 pts)<br />

Rep 4 (2-5) (66 pts)<br />

Troopers<br />

Rep 3 (6) (50 pts)<br />

Laser Rifle<br />

(1) Khang squads may exceed 10 but any figure over the tenth<br />

must be Rep 3 regardless of any Rep rolls made.<br />

ATTRIBUTES<br />

All Khang share the following Attributes:<br />

• Agile: When the figure is “fast moving” he does<br />

not suffer this penalty when firing. In effect a<br />

score of 8 would ignore the fast movement<br />

penalty, unless the target is fast moving.<br />

• Crappy Shot: Minus 1 to rep when firing.<br />

• Lightweight: Rolls 2d6 in melee but can only<br />

count the best individual result.<br />

• Steady: Ignore all terrain penalties when moving.<br />

• Clumsy: If when rolling for “fast moving” and a<br />

“1” is scored, he will move 1d6” instead and fall<br />

forward. He may not get up until active.<br />

WEAPONS<br />

Laser technology is the choice of the Khang.<br />

The Khang rely on a small range of weapons<br />

but all are very deadly. Their basic squad weaponry<br />

is as follows:<br />

• Laser Pistol - Carried by NCOs and officers.<br />

• Laser Rifle - Carried by all Khang infantry.<br />

SUPPORT WEAPONS<br />

In addition to the basic squad weapons the<br />

Khang have access to the following weapons. Heavy<br />

weapons are usually detached from HQ and allocated<br />

two per platoon. Choose either two different weapons<br />

or two of the same kind.<br />

• Heavy Laser Rifle– <strong>Two</strong> man team<br />

operated.<br />

• Bright Light Mortar – <strong>Two</strong> man team<br />

operated.<br />

• AP Mine – Three mines counting as one<br />

option.<br />

© 2007 Ed Teixeira – <strong>Two</strong> <strong>Hour</strong> <strong>Wargames</strong><br />

5150: Illegal Aliens<br />

10<br />

• AT Mine – Three mines counting as one<br />

option.<br />

ROBOTIC TROOPER<br />

The Khang often use rudimentary robotic<br />

troopers to support their squads. These robots are<br />

easily distinguishably from the Khang themselves. In<br />

fact, the technology used can best be described as<br />

“alien” to the Khang.<br />

See the 5150 KHANG ROBOTIC<br />

TROOPER QRS for specifics.<br />

ARMOR<br />

Khang troopers wear Reflective Armor (55<br />

points).<br />

REINFORCEMENTS<br />

KHANG REINFORCEMENTS TABLE<br />

2 = Off Board Fire Support (1)<br />

3 = Vehicle (2)<br />

4 = Robotic trooper<br />

5 = Rest of Platoon with Bright Light Mortar<br />

6 = Rest of Platoon<br />

7 = One infantry squad with Heavy Laser team<br />

8 = Heavy Laser team<br />

9 to 12 = One infantry squad<br />

(1) The side can call in for an Off Board Fire Support Mission as<br />

outlined in the 5150 rules.<br />

(2) Vehicle. When this result comes up the player will consult the<br />

appropriate Vehicle Availability table following<br />

VEHICLE AVAILABILITY<br />

1 KHANG VEHICLE AVAILABILITY<br />

1 = APC<br />

2 = APC<br />

3 = Hvy A Car<br />

4 = Lt Tank<br />

5 = Med Tank<br />

6 = Hvy Tank

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