AN ONGOING NEWSLETTER September 2005


Let Slip the Dogs of War!
Rules for Dogs in Combat Zone
by Daniel Stevenson

Dogs are a low-tech solution to many problems. They act as early warning systems and additional muscle for Law enforcement, the Military, and Criminals alike.

Some folk just cuddle 'em.

Wherever you find people you will find dogs. Whether unwanted strays, beloved pets, or hard-workers, they all interact with the humans around them.

Law enforcement groups world wide make use of dogs, as do many gangs. Corporations love them as a low-cost (but more reliable) alternative to low-cost security guards.

Gaming ideas:

Bomb dogs

A explosive harness is fitted to the dog and it is sent towards the enemy. When its close enough, the bomb is detonated. The only problem with this is some dogs lose focus (especially without its handler/master). If they fail a reaction test, they wander around in a random direction, sniffing and scent marking! This can de determined in the same way as area effect weapon deviation.

'Lassie I wish youd go home'

If you are a real deviant, you could make a dog a hero figure. A whole lassie style game can be run. And for all us poor suffering people forced to watch lassie as a child therapy at last. Take aim, and let your minis wipe that do-good smart-assed mutt from the face of the planet!

Types of Dog:

Cur Quality - Green Points - 5
This is the average street dog. Often an abandoned pet or stray, it has a heightened sense of its own survival and will flee at the first sign of trouble. It will rout upon hearing first burst of gun fire, but may fight to the death for a string of sausages or a nice juicy t-bone.

Pet Quality - Green Points - 6
Pampered pooches are kept by many. Although generally afraid of it's own shadow, it will guard its owner and their property. This is often just fierce yapping, but it is not unknown for a pet dog to lay down it's life to protect it's master.

Guard Dog Quality - Average Points - 8
Popular with gangs and corporations alike, these dogs are trained to guard property, and often wander freely within enclosures. Upon observing intruders the dog barks fiercely to chase them off and alert any human guards. If the intruder persists, the beast will happily sink it's teeth into something soft.

Of course those may be attack dogs wandering about, and they don't bark to warn intuders off. They welcome intruders...

Search/Tracker Dogs Quality - Veteran Points - 9

The most common dog used by law enforcers, these dogs are highly trained to follow scents and lead their handler to it's target (i.e. a fugitive). The dog will bark to announce it's find, and the handler will call backup to deal with the find. The handler may issue a command to the dog to seize a fleeing fugitive. The dog will run to it's target and grab it, dragging it to a stop (a handy way to catch routing enemy troops). These dogs are trained not to fear gun fire. To control the dog the handler must be within coherency range.

Attack Dogs Quality - Elite Points - 10
Attack dogs are used by the odd gang, but are quite rare. Law enforcement will only use them as a last resort. These dogs are trained to do one thing only, attack and if possible kill its victim. The targets are defined by the handler, and he/she lets them loose. The dogs will run towards their victim and launch an attack. This involves leaping at the target, knocking it to the ground. Once the dog has pinned its victim, a snap of the jaws to the throat/neck is usually all that is needed to kill its target. The dog may also do the usual bite the nearest part attack, favoured by other dogs. These dogs do not fear gun fire. The handler may call off the dog's attack but must be within coherency range.

Rules:

  • All Dogs have a movement of 7cm per 1 AP spent.
  • Dogs actions are pickup/drop item (must be small enough for dog to carry!) 1AP
  • Panicking Dogs will drop anything carried.
  • Bark 1AP
  • Bite attack 1AP
  • Seize attack 2AP (search/tracker & attack dogs only).
  • Leap attack 4AP (attack dogs only).
  • Handler giving commands 1AP
  • Handler/master dragging dog off 4AP
  • Dog quality APs are the same as humans.
  • Cur, pet and guard dogs are prone to panic when under fire and will often route.
  • Dog type must be recorded before the game starts. Dogs handler/master must also be recorded.
  • Dog attacks are close combat only.
  • All dogs may perform bite attacks.
  • Dogs may not use weapons.
  • If dog wins an attack, it is prone to frenzy. Roll D6 on a 6 the dog doubles its attack for the next turn only. The exception to this is the Leap attack as the dog has to run and jump. Dogs with frenzy ignore the commands of its handler/master. Frenzied dogs will attack nearest human regardless of which side its on!.
  • Dogs may be equipped with armour, with same penalties and costs as humans.
  • Units with dogs gain +1 per dog to initative rolls for the first round only. This reflects a dogs excellent sense of smell and hearing.
  • Dogs coherency distance is 25cm of its handler/master. This is due to a dogs excellent sense of hearing.
  • All dogs must have a handler/master. Dogs with out a handler/master have panic reactions.
  • Dogs without handler/master will follow highest quality dog. If two or more dogs are of the same quality a huge dogfight will ensue.
  • There can be no more than one handler per dog. Once the handler is dead they cannot be replaced. A handler may control up to 5 dogs at a time.
  • Firing on dogs there is a -1 to hit modifier as the dog is low to the ground.

Gaming ideas:

Bomb dogs - A explosive harness is fitted to the dog and it is sent towards the enemy. When its close enough, the bomb is detonated. The only problem with this is some dogs lose focus (especially without its handler/master). If they fail a reaction test, they wander around in a random direction, sniffing and scent marking! This can de determined in the same way as area effect weapon deviation.

'Lassie I wish youd go home' - If you are a real deviant, you could make a dog a hero figure. A whole lassie style game can be run. And for all us poor suffering people forced to watch lassie as a child therapy at last. Take aim, and let your minis wipe that do-good smart-assed mutt from the face of the planet!

Rules:

  • All Dogs have a movement of 7cm per 1 AP spent.
  • Dogs actions are pickup/drop item (must be small enough for dog to carry!) 1AP
  • Panicking Dogs will drop anything carried.
  • Bark 1AP
  • Bite attack 1AP
  • Seize attack 2AP (search/tracker & attack dogs only).
  • Leap attack 4AP (attack dogs only).
  • Handler giving commands 1AP
  • Handler/master dragging dog off 4AP
  • Dog quality APs are the same as humans.
  • Cur, pet and guard dogs are prone to panic when under fire and will often route.
  • Dog type must be recorded before the game starts. Dogs handler/master must also be recorded.
  • Dog attacks are close combat only.
  • All dogs may perform bite attacks.
  • Dogs may not use weapons.
  • If dog wins an attack, it is prone to frenzy. Roll D6 on a 6 the dog doubles its attack for the next turn only. The exception to this is the Leap attack as the dog has to run and jump. Dogs with frenzy ignore the commands of its handler/master. Frenzied dogs will attack nearest human regardless of which side its on!.
  • Dogs may be equipped with armour, with same penalties and costs as humans.
  • Units with dogs gain +1 per dog to initative rolls for the first round only. This reflects a dogs excellent sense of smell and hearing.
  • Dogs coherency distance is 25cm of its handler/master. This is due to a dogs excellent sense of hearing.
  • All dogs must have a handler/master. Dogs with out a handler/master have panic reactions.
  • Dogs without handler/master will follow highest quality dog. If two or more dogs are of the same quality a huge dogfight will ensue.
  • There can be no more than one handler per dog. Once the handler is dead they cannot be replaced. A handler may control up to 5 dogs at a time.
  • There is a -1 to hit modifier when firing on dogs as the dog is low to the ground.


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