by Lion's Den Wargaming
Series NO. 060397
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Modifier | Condition of Effect |
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+3 | Stationary, engine off. + l per turn vehicle stays stationary. |
+ l | Stationary, engine running. + 1 per turn vehicle stays stationary. |
-1 | Stationary, vehicle firing main gun. |
-3 | Stationary, vehicle under fire. |
-1 | Moving. +1 per turn if vehicle performs no other actions. |
-2 | Moving, vehicle firing main gun |
4 | Moving, vehicle under fire. |
-1 | Orders being received from unit other than commander's, i.e. squad leaders. |
These rules are designed to further enhance the outcome of hit damage on AFV's. Armor penetration is determiined as before, but now an additional dice roll is made to locate a more precise point of impact. If the attack breaches the armor value then the section of the tank that is determined by the die roll is destroyed. Internal damage is then resolved as before with a few additional results added in for effect. If however, the shot hits but does not penetrate the armor value, a die roll is made to randomize certain ill effects that might occur to the outer skin of the vehicle.
The drawing illustrates a Panther V-G tank, but it is given to show the general areas of any AFV. Hit locations are divided into four separate views; side (which could transpose to either left or right side), top, front and rear. Each view is then divided into sections that are located by the black dots with letters to identify the section. Some amount of common sense will have to be employed to resolve those gray areas that inevitably turn up every now and then.
Vehicle Views and Charts (extremely slow: 441K)
Additional Vehicle Charts
ENGINE HIT TABLE | |
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D6 | Result |
1 | Fire! Refer to fire table. |
2-5 | Immobilized, no other effect. |
6 | Passes through engine block; into the fuel cell. Catastrophic kill! |
FIRE EFFECT TABLE | |
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D6 | Result |
1 | Fire goes out. |
2-5 | Continues to burn. |
6 | Fire increases. See below for additional effects. |
As a vehicle burns the chance for fire to increase is considerable. For each turn the fire burns, add +1 to the roll. If the result equals 6 or higher, the fire increases. If a vehicle takes a total of three such results the fire has raged out of control and the vehicle is destroyed! A roll of a 1 always puts the fire out. If the engine is overheating treat as above. Three "strikes" on this effect result, in the engine losing coolant and grinding to a halt. This effect can be overcome by stopping the vehicle for 1 turn for each "strike" it has aginst it. Once an engine has 3 "strikes" it can not cool down.
MAIN GUN ELEVATION JAM RESULTS
When the main gun of an AFV has the elevation jammed it can only shoot at the distance with which the last shot was fired. For example, a tank that fired 50" before the gun jammed, must fire at 50" from that point forward.
WHEEL LOSS TABLE | |
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D6 | Result |
1 | Jammed! Reduce movement by 1/2 per wheel lost. |
2-5 | Blown off.! Wheel shatters and is blown clear. |
6 | Derails track. |
TRACK HIT TABLE | |
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D6 | Result |
1-2 | Track derails. May turn 360 degrees. |
3-6 | Track is blown into several pieces. May turn 360 degrees. |
HULL TRANSMISSION EFFECTS
If the hull is breached and the transmission is hit all movement ceases. Both Driver ant Radio Operator will make saves as in the OPEN. All other crew members will make saves as in ENCLOSED cover.
CREW DAMAGE AND SAVES
If a shot penetrates a crew location, that crew member is killed. Any surviving members that are in the same compartment, turret or hull, will make saves as in OPEN cover. Crew members in adjacent compartmets make saves as in hard cover. This may be modified depending on the angle in which the round hit, such as a hit resulting in Driver taking damage would allow the Radio Operator to make a saves as in SOFT cover due to the transmusion located between them. Common sense and an agreement between players will be helpful in those funky gray areas you hear about.