Advanced
Vehicle Rules v2.6
I. Movement
Vehicles
move in straight or curved paths. They
never move back and forth. They move up
to the full range on their profile.
Vehicles in units must stay within 4 inches of each other. They can drive backwards: halve their speed.
Vehicle
crews can dismount in their movement turn.
Voluntary dismounting can only happen if the crew passes a courage
test. They can mount without penalty or
test. Vehicle crew will be forced to
dismount if their vehicle is damaged or hit by an h- or t- class weapon of
strength 7 or higher. Roll 4+ for each
crewmember to escape. Bailed out
crewmen cannot shoot the tank’s weapons.
They have to test courage to remount.
If the crew is reduced to 50% or lower, the main gun gets a -1 penalty
after remounting. If the crew is
reduced to 1, the vehicle cannot move and the main gun gets a -2 penalty to hit
(or the vehicle cannot move and the machine gun can shoot without penalty). Vehicle crews can join up with other crews
if both have been reduced. They can
only join with vehicles of the same type.
Vehicles
can run over enemy infantry. The
vehicle moves as normal. The soldiers
in the way must test their courage individually, not by squad. A fail means the soldier is crushed and
removed from play. Prone troops will
not be affected and non-infantry teams cannot be ran over.
When
a fully tracked vehicle enters, leaves, or stops in difficult terrain, roll
1d6: the vehicle will be immobilized on a roll of one or two. It can only fire its machine guns. The vehicle may retake the test the next
turn. On a one to three the vehicle is
able to resume movement. Vehicles noted
as Heavy can roll one to four. However,
vehicles are never slowed down by terrain.
If a vehicle is immobilized when moving 6 inches or more, it will
receive a wound.
II. Shooting
Tanks
shoot as infantry. Use this chart for
shooting penalties:
|
Movement |
Shooting penalties |
|
0 inches |
Main gun, all MGs
shoot |
|
1-6 inches |
Main gun w/-1
penalty, 1 MG shoot |
|
More than 6 inches |
1 MG can shoot w/-1
penalty |
The
main gun is the gun in the turret or hull.
Along
with this, pivoting counts as movement.
A weapon must have line-of-sight to the enemy target to fire. Vehicle turrets and pivoting tanks get up to
90 degrees free; each further 45 degrees count for 1 inches. Pivoting must occur in the movement phase.
Some
vehicles have two armor ratings (noted with an A): front and flank. The front is the front and sides. The flank is the rear and turret. To hit the turret when facing the front
armor, roll a 4+ after hitting. If it
fails, then the front is hit. Artillery
hitting a unit of vehicles will hit all vehicles under the template on the
front armor rating unless specified by the weapon table (i.e. mortars hit flank
armor).
For
t-class weapons, range represents not actual range but practical range. When a weapon fires at a target that is less
than half the practical range, the weapon gets a +1 to hit. Should the target be practical range plus
half range, the gun will get a -1 to hit penalty. For example, a 75mm AT (US) will hit a target 20 inches away on a
roll of 3+; the same gun can hit targets 41 to 60 inches away on a roll of 5+.
Weapons
noted as HE can fire special high explosive shells. The shells will fire on a 2x2 template and will count as the
strength of the shell, but as h-class.
Otherwise it will work as regular shooting. For example, a 75mm AT (US) can fire a HE shell, which has a
strength 6h instead of 6t, and it will fire on a 2x2 template.
III. Hand-to-Hand Combat
Vehicles can participate in hand-to-hand combat (HTH). Instead of fighting, the vehicle will move
up to 6 inches in the HTH phase to get in base contact with enemy
infantry. The squad must test their
courage. If they fail, they fall back
2d6 inches. If they pass, they
fight. The machine guns on the tank can
fire at the enemy infantry. The
infantry can use grenades and demolitions.
The grenades count as range 6 inches, strength 3t; they automatically
hit the flank armor. One grenade per
squad can be used; every two additional soldiers in the squad will add +1 to
the wound roll.
IV. Artillery
Self-propelled
guns move like regular vehicles. They
have to remain still to fire. SP guns
fire like tanks, but use the following procedure for firing:
1)
Place a template and
find the range. If out of range, then
the round is wasted.
2)
Roll to hit. If the target is in a different position
than in the previous turn, add a -1 penalty to hit.
3)
If a miss, roll a
scatter dice to determine where the shot lands in 2d6 inches.
4)
If a hit, then roll a
scatter dice to determine where it lands in 1d6 inches.
5)
If a 1 is rolled to
hit, then the shot disappears over the horizon. If a 6 is rolled, the shot hits the original target.
6)
All soldiers and
bases under the template are hit by the strength of the weapon.
Artillery
firing on vehicles uses the rules regarding weapon strength.
V. Courage
Vehicles
do not flee like regular troops. If a
situation calls for a courage test, take the test as normal for the tank
platoon/vehicle unit. A fail means the
unit cannot move or shoot their main guns the next turn but can shoot their
pintle machine guns. If assaulted by
infantry, they can still fire their machine guns.
VI. Transports
They
are regular vehicles that carry troops.
Dismounting and mounting counts as half move each for the vehicle. All mounting and dismounting occurs before
the unit can move. All figures exit
automatically from visible hatches and doors.
Artillery and heavy weapons need a full turn to set up after
dismounting. All transports have crew, but they can still run if there is only 1
crewmember left alive. If a bail out is
called for, roll for the passengers if mounted. Any machine guns on it can be used only if there are any soldiers
being carried in it.
Transports
cannot assault and their passengers cannot dismount directly into HTH.
VII. Damaged/Destroyed Vehicles
When
a vehicle has been damaged with a roll of 6 (excluding vehicles that need a 6
to damage), roll on the KO chart. A
broken tread means the vehicle cannot move or pivot. A jammed turret means the turret cannot move but the vehicle can
still move. A KO means the vehicle is
totally destroyed, and the crew was completely wiped out in the explosion. Any troops in base contact with it will also
be killed. Troops within 2 inches
receive strength 1d6 hits. Damage is
cumulative.
Destroyed
vehicles can be pushed aside by vehicles with a higher front armor rating. A destroyed vehicle cannot move or
shoot. Roll 5+ for each crewmember to
escape. Leave the vehicle on the table
but place the turret next to it. Place
stretched-out cotton balls on KO’ed vehicles.
This counts as smoke for terrain.
Destroyed and KO’ed vehicles cannot be touched by infantry or weapon
teams. They can be destroyed by
demolitions: a turn is needed for a soldier to set it up. Roll the fight value of the soldier to
destroy. When destroyed, it counts as
being KO’ed.
Non-KO’ed
vehicles can be recovered by an armored recovery vehicle. They must be in contact. The crew counts as being dismounted for a
whole turn. The next turn the recovery
vehicle pulls the vehicle away towards the friendly table edge with no
penalty. If the recovery vehicle is
destroyed, both stop where they were. A
recovery vehicle that leaves the board
can return 3 turns later.
VIII. Open top/hull
Open
top: These vehicles do not have a roof, like the M10 tank destroyer. When in an assault, the infantry can choose
to lob grenades into the crew compartment: roll to wound the crewmen. When dismounting or bailing out, the crewmen
get a +1 modifier to the rolls.
Open
hull: These vehicles are very vulnerable to infantry fire, like the M7
self-propelled guns. S- and h-class
weapons can wound the crew; s-class weapons get a -1 penalty to hit the crew
instead of the vehicle. Passengers in
open-hull vehicles are treated as crew.
They can also fire their weapons; treat them as having moved.
IX. Special Upgrades
Pintle
machine guns: Pintle machine guns
on turrets can be fired if a vehicle crewman is partially out of the
turret. The main gun gets a +1 to hit
modifier when the commander is out but does not shoot the machine gun. The commander can be shot at by rifle-armed
soldiers and snipers. He is hard to
hit, however, and can only be hit on a roll of 6. If wounded, the main gun gets a permanent -1 penalty to
fire. Pintle machine guns can fire at
air strikes.
Heavy
Camouflage: The vehicle is
painted well and covered with mud and branches. Enemy troops targeting the vehicle get an additional -1 penalty
to hit when firing over practical range.
Tread
guards: They ignore all
immobilized results on the KO chart.
Extra
armor: This includes items
such as Schützen, sandbags, bedsprings and extra tracks. They give a vehicle a 4+ save if hit by
infantry-carried weapons (grenades, bazooka, etc).
Bulldozer
blade: The vehicle counts
hedges, walls, and like terrain as difficult terrain. Also, after blowing over such terrain, the terrain features are
destroyed in a gap the width of the tank.
Bulldozer blades can also be used to push aside vehicles with equal
front armor ratings.
Smoke
grenades: They automatically
hit. Place stretched-out cotton balls
around the vehicles front. They count
as smoke for terrain and shooting. They
can be launched by destroyed vehicles by recovery vehicle crew. After the end of each turn, roll 1d6: 1-3
smoke leaves.
Communications: Only platoon and company command vehicles can have them.
They let the platoon take courage tests with the company command’s courage
value. They do not need line of sight
with the company command vehicle to do this.
They also can be more that 6 inches away. Company command vehicles can order air strikes with the
communications.
Gyro
stabilizer: They allow a
vehicle’s main gun to ignore the penalty to shoot when moving 1-6 inches
(includes pivoting).
Tanks
and officers and crew: This is not
an upgrade. Platoon command tanks count
as having an officer (lieutenant) amongst its crew. Company command vehicles count as having an officer (captain)
also. Officers can save their wounds
with a roll of 4+.
NOTE: All vehicle upgrades have to be
properly modeled.
X. Sample Tank Platoon
|
|
Sh |
D |
W |
C |
M |
P |
notes |
|
Panzer IV H |
4+ |
5/4A |
2 |
4 |
12 |
50 |
75mm KwK L/43, 2x MG34, 5 crew |
Late
War Germany Panzer Zug: 175 points
1
Panzer IV with communications, pintle MG42, officer
2
Panzer IV
Pintle
MG42: 10pt.
Communications: 15pt.