Building destruction/health: (source Mostlytanks.wordpress). Each building has 3 building points:
· Buildings may be damaged or destroyed by any weapon with a 5+ Firepower rating or better. Weapons with FP 6 cannot damage buildings, neither can weapons with the “No HE” attribute as the shells would pass straight through with no real damage caused.
· Shooting at Normal and Fortified buildings is simple as they are not designed to be concealed (like a bunker). Any building is automatically hit if within 12″/30cm of the attacking unit. If over 12″/30cm but within the attackers normal range, single storey buildings are hit on a 3+ and multi-storey buildings on a 2+.
· Artillery can may range in on a building, in which the ranging in roll is a 2+, modified as normal. If a building is covered by an artillery template at all then it is automatically hit.
· If a building is hit, then then attacker makes an FP test – if successful the building loses 1BP (Breakthrough Guns deal 3 BP damage and therefore auto destroy a Normal Building). Bunker Busters automatically destroy any building they hit.
· If a building is not destroyed in a single hit, then the occupants will have had a chance to escape when it becomes unstable. Any infantry may make it’s basic save (3+) in order to escape the building. Surviving units from a destroyed building are placed in base contact with the ruins.
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| In this picture, you can see 6 green poker chips representing possible advantages for the player that captures them. Each chip had a number with the details on a separate table. |
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1 |
Rock n Roll-ski |
For one turn, one of your vehicles may receive +1 to their rate of fire if they have not moved in the movement step. |
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2 |
Hard Steel |
For one turn, you may increase the front and side armour ratings by +1 for one of your vehicles |
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3 |
Hard Core |
For one turn, you may increase the front armour of a vehicle by +1, IF they advanced directly towards an enemy tank |
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4 |
Burn that Gas |
For one turn, one of your vehicles may increase their movement by 4 inches/10cm |
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5 |
Sneaky Pete |
You may move one of your vehicles to any other place on the table. The designated vehicle cannot within 16 inches of an enemy or placed within 16 inches of an enemy |
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6 |
The Boss Called |
You can use this to re-roll and one die roll, for yourself or an enemy player |
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7 |
Close Call – Lucky 7 |
You can use this to re-roll an armour save, for yourself or an enemy player |
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8 |
Spicey |
You can use this to modify your firepower roll by +1 |
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9 |
Make it Rain |
You can use this to initiate an artillery bombardment. Designated aiming point must be within line of sight of the spotting vehicle |
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10 |
“Where’d he go?!?” |
You can use this to either signal a change in the weather (strong fog has rolled in) or move to nighttime. |
Nighttime or Fog Conditions
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VISIBILITY TABLE (NIGHTTIME and FOG) |
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1 |
4 inches / 10 centimetres |
Roll a die and consult, consult 2nd row. The result is the maximum distance that Line of Sight can extend for the targeting teams against targets that did not shoot. |
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2 |
8 inches / 20 centimetres |
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3 |
12 inches / 30 centimetres |
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4 |
16 inches / 40 centimetres |
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5 |
20 inches / 50 centimetres |
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6 |
24 inches / 60 centimetres |
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At nighttime, thermal and IR use their normal rules; in FOG conditions, thermal and IR roll 2 die on the visibility table and select the lowest value.
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**SCIENCE: the effects of thermal and IR imagery devices can be reduced, scattered, or attenuated by FOG effects. This can lead to reduced image contrast, lower sensitivity, and shorter detection ranges**
Fog shooting: Teams shooting in fog is the same as shooting at night, except that the rolled visibility distance applies whether or not the enemy fired their weapons. Furthermore, fog does not Conceal teams seen through it.
OVERWATCH: teams can be designated to be on overwatch, they may gain gone to ground if they do not move or shoot and are on overwatch for multiple turns.
· Overwatch team can only engage targets within their range.
· Overwatch teams focus on a specific lane of vision or “overwatch lane”. This is an imaginary line drawn from the weapon mounting and/or turret facing of the team. Their overwatch field of fire is limited directly to the front and XX inches either side of the imaginary “overwatch lane”. [in the game this ended up being the width of the rulers that we were using (they were about 2 inches wide). So, in effect, a 4-inch lane of fire centered on a line from weapon mounting projected forward]
· Overwatch teams must pass a skill test to execute overwatch fire.
o At the same time, the enemy team must roll their own skill test. The results indicate who shoots first and second; [the intent with this was to eliminate extra die-rolls in anticipation of a ‘roll-off’ scenario. If both players roll for their skill, a pass is a pass, but if they both pass, then the player with the higher die result gets to execute their move or reaction first]
o if either opponent fails their skill test, then they cannot shoot in this overwatch phase. [similarly, if the targeted player fails their skill test, then they would ‘continue’ with their movement unaware that the opposing player is about to execute an overwatch engagement]
o If the targeted player passes their skill test, they can elect to shoot back or continue their movement forward if the overwatch player fails to hit. [again, in this scenario, there has to be some mechanic for who reacts first beyond passing skill tests as opposing teams may have different skill levels, so the idea of the ‘roll-off’ came to be]

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