Big Bridge #2

 

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Oddball’s Army Support Units

Name(1)

Rank

Rep(2)

Attrib(3)

Effect

Weapon(4)

Rng

Tar

Imp

Other(5)

US 42nd Engineers, Bridging Unit, Squad #1(6)

Bellamy

Sgt





 

 

 


Roland

Cpl








Tank Repair


Pvt



 


 

 

 

 

(1)  Bellamy and Roland are the only two named characters from the Bridging Unit.

(2)  These engineers have some experience in combat, but its not their forte.  A mix of Rep 4s and 3s would be good.

(3)  The entire platoon gains HARD AS NAILS as their bonus for “doing this one for themselves”. The Engineers main function is putting up bridges so they have BRIDGE BUILDING attribute.  See NEW RULES – BRIDGE BUILDING.  Feel free to assign any other attributes.

(4)  They use weapons per NUTS! 2nd Edition US Infantry List page 9.

(5) About 50% of these engineers can also repair tanks.  Give another 10 Engineers TANK REPAIR Skill.  See NEW RULES below for TANK REPAIRS IN FIELD.

(6)  The Engineers are arbitrarily arranged into 2 squads of 12 GIs per US Infantry List page 9 of NUTS! 2nd Edition.  You need to make these lists.

 

Bridging Unit’s Vehicle (along with 60 feet of Bridge)

US Vehicle

Front Armr

Side Armr

Top Armr

APR Main Gun

HE

AA MG

Hull MG

CoAx MG

Speed

Crew

Other

Tracked Utility Vehicle(1) x6

0

0

0

None

-

Yes

No

No

16"/10"

2

Hauls Bridging material(2)

Truck

0

0

-

None

-

No

No

No

28"/14"

2


Jeep

-

-

-

None

-

No

No

No

32"/16"

2/2


(1)  These vehicles are basically enclosed tank tractors with top mounted 50 cal HMGs, but no armor.  There are 6 total and you need to stat the rest.

(2)  The Bridging Material towed by the Tractors is about 20 feet (real world) long.

 

NEW RULE - Tank Repair Skill:  This skill allows for Tank Repairs in the Field.  If a tank gets minor damage [Pass 1d6 on Penetration Table NUTS! 2nd Edition page 47], a soldier with this skill can roll on the KH Vehicle Recovery Table (variation of NUTS! 2nd Edition page 52.)

  

2          KH IN FIELD VEHICLE RECOVERY TABLE 

Roll vs. Tank Repairer's Rep or Head Technician if several


Pass 2d6

·       Tank easily repaired with items in field and back in service in 3 hours; 2 hours for 2 Tank Techs and 1 hour for 3 Tank Techs.  Double this time if in a Combat Zone. 

Pass 1d6

·       If you have a Utility Vehicle, it will take 1d6+3 hours to repair.  -1 hour for 2 Techs, -2 hours for 3 Techs.  Double this time if in a Combat Zone.

Pass 0d6

·       After an hour of repairing, it still won’t work.  Tow it or destroy it.

 

 

NEW RULE - Bridge Building:  It takes 5 hours for 5 Engineers and 15 workers and 2 tractors to put up bridge.  Use Rep of a Sgt. Or Corp, plus 1d6 for each hour undisturbed or for additional 5 engineers or 1 tractor.  These bonuses are cumulative.  Army Corps of Engineers expect to be building in a fight zone thus the bonus for non-combat.

 

NEW RULE – Engineer Skill:  Engineers can build bridges, roads, gun emplacements and knows how to set demolition charges.  Roll Rep after the project is completed to see the quality.

 

 

2          ENGINEERING QUALITY 

Roll vs. Engineer’s Rep or Head Technician if several

 

Pass 2d6

·       Good = +1 on Bridge Strength Chart 

Pass 1d6

·       Adequate for a short time.

Pass 0d6

·       Fails or easily destroyed = -1 on Bridge Strength Chart

 

 

2          BRIDGE STRENGTH 

Driver's Rep

 

Pass 2d6

·       Vehicle gets across 

Pass 1d6

·       Vehicle stuck, try again next turn. If 2 stucks in a row, vehicle can't move.

Pass 0d6

·       Bridge collapses and vehicle falls into river.

(1)  The bridge gets weaker with each vehicle.  -1 for each vehicle beyond the second that goes over it.  Thus vehicle #4 is Rep-2, etc. until bridge is repaired.

 

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