Well, I had a sit down and a think about how a loco-loco could be used in SAEaE. This jumbled stream of consciousness is what I've got so far:
Loco Loco
1.
A one-off event: ie once per game only and only
in games where there is a track.
2.
Attacking Player declares his intention.
3.
Place loco loco on track on his baseline
4.
Throw 1D6 each time attackers have initiative:
move that number of squares
5.
Loco-Loco not subject to activation but does
count against number of units attacker can move each turn. EG if attacker rolls
2 on 1D6 then 1 unit plus the train can move.
6.
Train continues until it strikes target area or
is de-railed.
7.
Defender can place mines on track: throw 1D6:
1,2 = 2 mines, 3,4 = 1 mine, 5,6 = 0 mines
8.
Place mines on track: marker of some kind
9.
If train passes over mine throw 1D6: 1,2,3 mine
triggered; 4,5,6 mine failed.
10. If mine triggered throw 1D6 to see if train
derails or is going fast enough to jump the gap: 1,2,3 Jumps; 4,5,6 Derailed.
11. If derailed throw 1D6 to see if explosives
detonate. If explodes then damage occurs as in 12.
12. On contact with target train automatically
explodes and all units within 1 square/3 hits, 2 squares/2 hits, 3 squares/1
hit. Hits apply to attacking and defending forces. No saves.
I will do some play-testing on this lot and report back.
UATH!
Interesting; a sort of totally random mini-game.
ReplyDeleteLook forward to the playtest
That's right, Alan, and I think it will be very exciting for those involved. The randomness also reflects the loco nature of the whole business ;-)
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