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Vehicle rules

Many war stories are about a pitched tank battle, jeeps with machine guns on them
as the streak trough the desert or fighters in a pitched battle for control of the skies.

GENERAL COMMENTS
The unstoppable advance of a tank, half-tracks transporting
motorised infantry, jeeps that speed across
the battlefield… all these things make our games
even more exciting. This chapter will teach you the
basic mechanisms related to the use of vehicles. Just
like Infantry, each unit gets one order per turn even
though sometimes, when performing certain orders,
some crew members may remain inactive.

covers tanks, soft vehicles, halftracks, SP guns, artillery, anti tank as well as infantry
guns and weapons.

500 separate vehicle data sets for German, US, British & Commonwealth, Japanese,
Russian, Polish and Italian forces.

l A character can move one zone with minimum effort. For instance. . a full action is needed to move more than one area. Only weapons with the AP tag can harm an armored vehicle. Armor=0 means the vehicle does have small-arms resistant armor. VEHICLES & DRIVING Vehicle armor resists all small arms attacks. but it is thin and vulnerable to AP attacks. nearby and far off. someone armed with a rifle can shoot out to far away without a disadvantage.The gm sets the areas of conflict a character can interact with anyone in his area.

2 AP. 8 AP. 2d6 ramming damage against smaller targets. Beats running. Fits four people. Fits 6-8 people. but it takes skill and a successful DEX check to pull off a crazy or daring maneuver behind the wheel. 900 Slugs Truck (XL) 80 HP. tank. Advantage in rough terrain. These can only be repaired if Scrap is used and an INT test is passed. 5 AP. 5 HP. 15 AP. 20 HP.30 Slugs Dirt Bike (S) Fits two people. 3-5 “Let’s gut it!” . Attack rolls made while in a moving vehicle have Disadvantage. but cheap. Fits 25+ people or a huge amount of cargo. When a vehicle reaches 0 Hit Points. 2d10 ramming damage against smaller targets. 3d6 ramming damage against smaller targets. 40 HP. 15 AP. MODEL DESCRIPTION COST Moped (S) Fits two people. Slow but nigh unstoppable. Space for mounted machine gun etc. d4 ramming damage against smaller targets. 6 *BOOM!* . 8 HP. 700 Slugs CAR CRASH 1-2 “Come on!” . d8 ramming damage against 150 Slugs Pickup Truck (M) Fits 4 people.Can be repaired if d4 Scrap is used. 1AP. Vehicles have Hit Points and Armor Points. roll a d6 on the table on the opposite page. one in the back. d12 ramming damage against 350 Slugs Bigfoot (L) Fits four people.Everyone Nearby takes 1d8 damage.The wreck is good for 2d6 Scrap. 1300 Slugs Semi-Trailer (XL) Needs a vehicle to drive it. 40 HP. 1 AP. Slow. 25 AP.70 Slugs Junker Car (M) smaller targets. while Defence Rolls have Advantage. 30 HP. 750 Slugs Armored Van (M) smaller targets. heavy crew: 5 . Fits 4-5 people. 40 HP. d6 ramming damage against smaller targets.Everyone can drive a Vehicle. Can safely drive over most other vehicles.

Top 4 assault gun crew: 4 ƒ Heavy Assault Gun (9d AP ordnance loud area near/far/ex breach) ƒ Heavy Machine Gun (4d ordnance near/far/ex area suppress) Armor: Front 6. Passengers . Side 5. Top 2 armored car crew: 4 ƒ Main Gun (5d AP ordnance loud messy far/ex 2-crew) ƒ (Coax) Light Machine Gun (3d near/far autofire suppress) Armor: Front 4. High Mobility. Top 4 tank. Rear 3. Rear 4. Side 5. Top 0 car.ƒ Main Gun (10d AP ordnance loud messy far/ex 2-crew) ƒ (Bow) Light Machine Gun (3d near/far autofire suppress) ƒ (Coax) Light Machine Gun (3d near/far autofire suppress) ƒ Grenade Tubes (4d ordnance close messy indirect) Armor: Front 10. medium crew: 5 ƒ Main Gun (7d AP ordnance loud messy far/ex 2-crew) ƒ (Bow) Light Machine Gun (3d near/far autofire suppress) ƒ (Coax) Light Machine Gun (3d near/far autofire suppress) ƒ Grenade Tubes (4d ordnance close messy indirect) Armor: Front 8. recon crew: 3 ƒ Main Gun (5d AP ordnance loud messy far/ex 2-crew) ƒ (Coax) Light Machine Gun (3-harm near/far autofire suppress) Armor: Unarmored Advantages: Fast. Rear 6. Side 7. Rear 5. Side 3.