Two Hour RPGs


5150 New Hope City PI - Back in print expanded!

Must read NHC PI Bat RepWhen the Cops Just Won't Do.In New Hope City PI you’re a Private Investigator. When the cops won’t do, they hire you. If you want to be a Police Detective instead, you can still use these rules. In fact you can use these rules for investigating in any gaming period, with any Two Hour Wargames rules.As a PI you’ll be offered a variety of Crimes to solve from Robbery to Murder. The way to solve a Crime is to find a certain number of Clues based on how difficult the Case is. The more difficult the Case the more Clues you need to find. This can be either finding an Object or Questioning a Person of Interest.Sounds simple enough but you’ll be facing twists and turns as you’ll be moving through all the levels of society in New Hope City, from the Movers and Shakers to the Criminal Element as well.NHCPI

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FNG Tour of Duty and FNG Unconventional Warfare now Out!

In FNG: Tour of Duty you’ll step into the dusty, muddy boots of a Grunt, a Boonierat who slogs through jungle and rice paddies, and fights house to house in Hue City and scores of villages and towns across Vietnam. You will be Infantry, but you will encounter people of different Professions during your Tour of Duty that will serve as the focus of Missions, help or hurt you in your campaign – or just add to your story.UW introduces the “tactical role-playing game” side of FNG. Players can use UWto “flesh out” their characters, giving them an almost life-like feel. UW blends Role-Playing elements with a fast and easy to follow combat system. Unlike FNG this combat system is on a personal level and truly unique. Check it out here!

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Coming next month - FNG: Tour of Duty and...

FNG: Unconventional Warfare.It’s Vietnam - 1965 to 1973. You’re part of an elite unit made up of highly trained soldiers where the only FNG you’ll find is the rules you’ll need to play the game.Your unit will conduct unorthodox operations such as reconnaissance, sabotage, snatching prisoners, rescuing airmen, ambushing the enemy, and in many cases “out guerrillaing the guerrilla”. And these are almost always carried out on the enemy’s home turf.Unlike the traditional soldier, your impact on the war cannot be measured solely by “kill ratios” or “ground gained”. Your Missions are different than that; your Missions are “special”.We’d like to tell you more , but we can’t. What we can tell you is that if you like FNG: Tour of Duty, you’ll love FNG: Unconventional Warfare.

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5150: Bugs Breakout! Now on Sale

 The last of the 5150: Bugs Wars Trilogy has just been released. There's Bugs in New Hope City and the various groups have allied to kick them out. Play as Civilians Police, Gangers, Survivors, Planetary Militia or Star Marines. All have different goals, but all can agree...The Bugs must go!We're now offering all three Bug Wars books for one low price. Click here of more info..Kill the brain; save the world!

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5150 Bugs Outbreak - Call in the Militia!

Part 3“You have a choice of course,” the Gaea Prime Diplomat said semi-insincerely. “If you want our aid, give us the rights to build an orbital Space Station, solely under our control, overNew Hope.”“That violates the Halverson Accord,” the City Mayor said. “Perhaps there’s an alternative?”“Yes, yes there is,” the Diplomat replied. “You can all die from the Bugs; your choice.”The City Mayor shook his head. and replied "We'll mobilize the Planetary Militia first. They'll handle it.""Do what you want, just know it's your neck the people of New Hope will want when you fail."Two days later, the City Mayor's body was found on the streets of  the Downtown Area, dead from a "self-inflicted wound". Next day, the first elements of Gaea Prime Star Marines landed in NHC.

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Coming This Week - Six Gun Sound Devil's Elbow - With Paper Minis

Maybe you’re an Outlaw looking for a place to lay low. Or maybe you’re a Mountain Man, Cowboy, or Gambler running from the law, or someone else. No questions asked and no questions answered. We don’t judge you here in Devil’s Elbow and you better not judge us.************Devil’s Elbow is a tucked away place in the mountains of New Mexico. To find it you must first have a positive Interaction (page 14) with an Outlaw, then a positive Further Interaction result. Once that happens, welcome to the club!Six Gun Sound - Devil's Elbow will be released this week. It comes complete and ready to play with paper minis, both counters and A-Frame stand up paper minis as well as two color Battle Board. Playable with any minis as well. Here are some samples that I chose to place on clear plastic bases direct from Litko or Amazon like I did.Six Gun Sound - Devil's Elbow, coming this week!

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Six Gun Sound - 1st Night in Devil's Elbow - Part Two

Part OneAfter a good night of carousing in Devil's Elbow, Billy leaves the Golden Lady saloon and is confronted by two figures in the street.Gambling in THW is a good way to gain increasing Rep d6, which can help you to improve your Rep. But when you leave the gambling place, especially after winning, there's a chance you could run into problems. 1st up - There's a chance that you can get robbed. Winning at gambling increases the chance of it happening.2nd problem - Hard Feelings If you win at gambling, the NPCs that lost could decide to have Hard Feelings and will meet you outside to get their money back. This time - it was a case of Hard Feelings.You can play Six Gun Sound - Devil's Elbow with minis or paper counters. In fact, we've included two color card stock Battle Boards and great color counters AND some awesome A-Frame cowboy counters. Brett at Precis Intermedia has provided these minis and if you haven't seen all their products, rules, terrain tiles and great paper minis, check them out.The Conf

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Six Gun Sound - 1st Night in Devil's Elbow

Maybe you’re an Outlaw looking for a place to lay low. Or maybe you’re a Mountain Man, Cowboy, or Gambler running from the law, or someone else. No questions asked and no questions answered. We don’t judge you here in Devil’s Elbow and you better not judge us. ************Devil’s Elbow is a tucked away place in the mountains of New Mexico.Billy Pink (Rep 5 Star Jack of All Trades) has just entered Devil's Elbow for the first time. I decide to go to the Golden Lady Saloon. Devil's Elbow has 7 buildings to choose from and each has a number of PEFs (Possible Enemy Force) to be resolved, based on the Day Part - Daytime or Nighttime. It's Nighttime so there's 5. The first one in the Golden Lady is always Kat Dushae, the owner. There are 5 different Non-Player Characters in Devil's Elbow, each with a Special Ability. I won't go into detail about Kat, but it's a good idea to Sweet Talk her.I roll for the second PEF and score Townsfolk and Gambler. Billy interacts with them and gains a favorable result so gains 1 Inc

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Six Gun Sound - Shootout in Santa Fe Bat Rep

With Six Gun Sound - Devil's Elbow coming out soon, been doing lots of play testing and fine tuning. The new Draw mechanics add a level of tension to the game that isn't  in any other THW games.  1877 - Santa Fe New MexicoThe Sheriff has collected his Deputies to confront Charlie Ward and his Outlaw gang. First a little Story telling. Enough talk. Before you actually Draw, each Character must take the Will They Draw Test. There's six Professions and some may talk the talk, but won't walk the walk. Citizens, Townsfolk and the like tend to leave before the shooting starts. Easy to do, just roll 2d6 versus Rep and modify it by any applicable Profession or Attribute. In this case, the Lawman and Outlaw pass 2d6. Let's do this! Now here's where it gets intense. Each Character rolls 3d6 versus Rep. TOTAL the d6 scores from all the passing d6, in this case the Sheriff has 5 and the Outlaw 4 as he's Rep 4. If he was Rep 5 he would go first as his total would be 9 versus the Sheriff total of 5

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The Big I - #3 Escort

Catch up on what happened earlier. Encounter #1 Find - The Big I  Encounter #2 Chillin' - The Big IThe old guy spent a couple of drinks worth talking to Spence and he convinced him to go with him the following morning. He had an errand to run in south Albuquerque and promised Spence payment if he went with him. What he didn’t tell Spence was that his two grand kids would be with him. This is a major change in the Story. With Bee being infected finding the "Cure" is now Spence's primary importance. Grandpa and the kids can come with the group or leave. Grandpa decides it's good to stay with the group for now. Spence figures the kids can help find Loot. 

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