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World Armour Championship

In a future with no war, there are only tanks.

Sometime in the future, considering the current state of things probably thousands of years,
humanity decides to put their differences behind them and solve their problems with more civilised
means. There are still separate nations, we are not talking a unification of peoples here, but the
separate nations decided there had been enough killing and destruction and that total dis-armament
was the only way to stop the mindless slaughter.

Every nation, including those that you wouldn’t expect to do so, stock piled their weapons and their
war-machines, both new and old, for the betterment of the future. A museum, a mighty and very
large museum, was funded and constructed by the now peaceful nations. The military stockpiles
were moved to the museum as the ultimate display of peace, never again would a nation bear arms
against one another.

There is something to be said for the human power to adapt and change, and more importantly,
bend the rules. Very many years later, a gentleman, a very important gentleman, probably the
leader of an influential country, noticed that although there were no wars between nations, there
was the firm indication of aggression. Thinking himself quite an intelligent gent, he suggested to the
other nations that perhaps a friendly competition between their peoples would be a great way for
them to release some steam, while still maintaining the integrity of the peace pact their ancestors
had signed all those years ago.

The other nations thought this was a splendid idea. But what kind of competition should they have?
The very important gentlemen had a think about this. He pondered for a while, and then suddenly it
came to him. Why not use some of that surplus military equipment we have just lying around? If it is
organised and all the nations agree, at least the ones that want to participate, then it technically isn’t
war. This would make for a most entertaining sport, and would take care of that pesky
overpopulation problem everyone has been having now that they were no longer killing each other.

It was unanimous. Everyone, at least the leaders of the countries, thought this was a splendid idea.
They would start with tanks matches, they were the most exciting and there hadn’t been a good
tank battle since World War Two. Maybe they could create some standards and modify the tanks so
that the matches were even, this would make them even more exciting, and create jobs. Design,
manufacturing, implementation, this will create thousands of jobs. What a fantastic idea, the
gentleman thought to himself. What could possibly go wrong…?

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Table of Contents
Table of Contents..................................................................................................................................2
What is World Armour Championship?.................................................................................................4
A note on model sizing......................................................................................................................4
What do I need to play?........................................................................................................................5
Gameplay: An overview.........................................................................................................................6
Tanks: An Overview...............................................................................................................................7
Crew Roles:… An Overview....................................................................................................................8
How skills work......................................................................................................................................8
Morale Penalties................................................................................................................................8
The Advantage System......................................................................................................................8
Crew Positions.....................................................................................................................................10
Orders for Drivers............................................................................................................................10
Orders for Gunners..........................................................................................................................11
Orders for Commanders..................................................................................................................12
Orders for Anyone...........................................................................................................................13
Loss of Crewpersons............................................................................................................................14
Loss of Commander.............................................................................................................................14
Terrain - The Nitty Gritty......................................................................................................................15
Buildings..........................................................................................................................................16
Obstacles.........................................................................................................................................16
Tank Traps.......................................................................................................................................17
Rams!...................................................................................................................................................17
Extreme Tanking..................................................................................................................................18
Falling..............................................................................................................................................18
Jumping...........................................................................................................................................18
GUNZ!!!!!!!..........................................................................................................................................20
Choose a target...............................................................................................................................20
Arc of Fire (AoF)...............................................................................................................................20
Line of Sight (LoS)............................................................................................................................20
Range...............................................................................................................................................20
TO HIT..............................................................................................................................................21
Allocation.........................................................................................................................................23

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Penetration......................................................................................................................................24
Critical Hits.......................................................................................................................................25
Special Rules for Guns.....................................................................................................................25
Disqualification due to technical melting…..........................................................................................26
Tank Special Rules...............................................................................................................................27
How to read and use a Profile Sheet...................................................................................................29
Building your Team..............................................................................................................................31
Matches...............................................................................................................................................32
Elimination.......................................................................................................................................32
Team Elimination.............................................................................................................................32
King of the Hill.................................................................................................................................32
Capture the Flag..............................................................................................................................33
Modelling............................................................................................................................................34
Ideas for Implementation....................................................................................................................35
Reference Sheet..................................................................................................................................36

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What is World Armour Championship?
World Armour Championship, or W.A.C, is a 28mm tank battle game. Players will tank the role of
Team Captain of one, or perhaps a few, tanks and battle it out in an arena. This game can be played
with any number of people in either a free for all or team style. There are several traditional modes
of play, including Capture the flag, King of the Hill or all out destruction.

W.A.C was designed with 28mm wargame tank miniatures in mind. There are a number of
manufacturers who sell 28mm scale models, from sci-fi, to alternate history, and of course WWII
historical models. As long as you play with the same scale it does not matter where you pull your
miniatures from. The story behind W.A.C allows the use of both WWII tanks and sci-fi tanks in the
same match. Your gaming group may already own tank miniatures from a particular game and it is
perfectly fine for you to use these. If, however you own miniatures from a different scale, or want an
excuse to buy some, the measurements in W.A.C can be altered to fit the scale you desire as
described below.

28mm scale – use the standard measurements given in a tanks profile in centimetres.

15mm scale – use half the standard measurements given in a tanks profile in centimetres.

1/35 scale – this is a standard military model scale for many companies. If you want to use these
models use the standard measurements given in a tanks profile in Inches.

A note on model sizing


As the rules stand there are three kinds of tanks you can use in your matches; light, medium and of
course heavy. Generally speaking if you are going to use a heavy tank you should be using larger
models, or at least models that represent heavy tanks from history or are intended to be heavy tanks
of the future. It shouldn’t make too much of a difference in game play, but there will be situations
were size is important, mostly hiding behind terrain, and a player could technically ‘game’ W.A.C , by
selecting a light tank model and playing it as a heavy tank. My suggestion here is to show
sportsmanship in your tank selection and maybe run your selection by your gaming group.

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What do I need to play?
That is a very good question. This game uses D10’s (10 sided dice) so you are going to need a
number of them, at this point in development, four is probably enough. If you don’t have some
already they can be purchased online for very cheap, I’d start with ebay (in fact I did).

Next you are going to need some kind of measuring device; you will be using quite long ranges in this
game so a tape measure is optimal. Depending on the scale you are going to play you will either
need one that displays inches or centimetres.

Then you are going to need somewhere to play. For a match with two tanks you will want a table, or
an area, that is 120cmx90cm (4ft by 3ft). The more tanks you have the larger the area should be,
although sticking to a small area will give you more intense matches.

I would also suggest a good assortment of terrain, be it hills, buildings, tank traps, forests, lakes, etc
etc etc. Playing on an open board is less fun and will probably make for quite an imbalanced game.
Spread terrain out evenly across the board and make sure it is big enough to hide your tanks behind,
or at least provide cover. There will be more on terrain later.

You are going to need some tanks. When you begin it is probably best for each player to start with
only one tank. As your skill level progresses you can add a few more tanks to your team, though I
would still keep it about 3 per player.

Finally, you are going to need these rules, some tank Profile sheets (found at the end of these rules),
and a pencil, dry erase marker, stick of charcoal, or some other tool for making marks on paper or
plastic. More on this later.

In summary, you need –

 About 4 D10s
 Measuring tape or ruler (seriously, use a measuring tape)
 Area to play, at least 120cmx90cm (4ftx3ft)
 A whole bunch of suitably sized terrain, or objects that can represent terrain
 Some tanks
 These rules
 A Profile sheet for each of your tanks (preferably laminated or printed on super glossy
paper)
 Pen, pencil or dry erase marker
 Sportsmanship, a good attitude and a love of fun

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Gameplay: An overview
As has already been stated, you will be controlling a small number of tanks, maybe only one.
However, tanks do not move and fire of their own free will. What you will actually be doing in W.A.C
is giving commands to the individual crewpersons inside each of your tanks, maybe only the one
tank. Here is a very brief overview of how that happens.

A game of W.A.C is divided into a number of turns. The number of turns played will be determined
by either the game mode you are playing, or when one team has successfully blown up the other
team.

A turn is divided into five intervals. An interval is a short period of time where a crewperson can
complete an action. At the start of a turn the Team Captains (read as: players) will secretly give
orders to each of their crewpersons for each interval. These orders determine what your crew, and
therefore your tank, will do during the turn.

These orders are played out simultaneously, with every crewperson of every General completing
their actions for an interval before moving onto the next. This cannot be stressed enough; any
actions which occur in the same interval are happening at the same time.

To make matters easier for the Team Captains, an ‘advantage system’ is in place to take care of any
silly situations they may arise from tanks moving about the table at the same time. The ‘advantage
system’ determines the order in which each player will actually manipulate their tanks. This is
decided after orders have been given to their teams but before the first interval takes place. We will
get into this more a little later.

Intervals start with each Team Captain moving their vehicles in advantage order. Once movement
has finished for this interval Team Captains resolve Gunner and Commander Actions.

At the end of each turn Team Captains take note of any carry over orders. Then they start the next
turn by writing up their next lot of orders for each interval.

In summary, -

 There are a number of predetermined turns


 However, even if there are turns left, probably stop playing if there is only one team left
 At the start of a turn Team Captains (Players) issue orders to the crewpersons in their tanks
 Next determine who will manipulate their models first with the advantage system
 Start with the first interval, each Team Captain completes the movement actions given to
their Driver for interval one in advantage order (All these actions actually occur at the same
time)
 Each Team Captain then completes their Gunner and Commander actions for interval one in
advantage order.
 Move on to interval two, do the same thing.
 Keep doing this for each interval until you have finished all five intervals.
 Record any carry over orders.
 Start the next turn with Team Captains issuing orders.

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Tanks: An Overview
To start with let’s look at what each tank has. At this point, there are three types of tanks, Light,
Medium and Heavy. Each of these types has statistics as outlined a little later. All three types have
tracks, a hull and a turret with some kind of shooty weapon attached to it.

Although historically tanks have a variety of crew positions and roles, W.A.C tanks have been
modified to make them standardised for the World Armour Championship League. All tanks have
three crew positions a Driver, a Gunner, and a Commander.

Crewpersons sit in one of these positions and fill one of these roles. At this point, it should be said
that there is a difference between a crewperson’s position and a crew person’s role. Let’s
concentrate on a crewpersons position.

A crewperson in the driver position can be given movement orders, a crewperson in the gunner
position can be given shooting orders and a crewperson in the Commanders position can be given,
you guessed it, command orders.

In summary,

 There are three types of tanks; Light, Medium and Heavy.


 These tanks all have tracks, hulls and turrets.
 These tanks all have some kind of ranged weapon on the turret.
 These tanks have three crewperson positions; Driver, Gunner and Commander.
 Crewperson positions are the locations a crewperson sits, and can be given orders, not what
the crewperson is.

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Crew Roles:… An Overview
As has already been stated there is a very important difference between Crew Roles and Crew
positions. Positions determine what orders can be given to your crewperson, which will be
addressed in the next section. Crew Roles determine what a crewperson is skilled at.

There are three (Surprise, Surprise) crew roles; they are the same as crew positions; Driver, Gunner,
Commander. Yes, they are the same as the positions. This is because each crewperson is trained to
fill a specific position in the tank. This is important because each crewperson will have one of the
three specialties. When a crewperson is operating in the position that they have a specialty in they
will be able to put their training to proper use. When a crew person is occupying a position they are
not skilled at they will be nowhere near as efficient.

How skills work


Everyone has a base skill of 4 in their chosen position. This means when they make a skill check for
their specialty they will have to roll 4 or under. When you are assembling your tank crew you will be
able to spend points to modify their base skill but for now let’s assume the following:-

Your Gunner has a Gunner skill of 4.

Your Driver has a Driver skill of 4.

Your Commander has a Command Skill of 4.

When a crewperson makes a skill check there may be modifiers that adjust the number needed to be
successful. The rules will outline when this is necessary.

So, for example, when a Gunner wants to Fire the gun, they start with their Gunner skill and modify
based on what they are trying to shoot. Then, when they want to reload the gun quickly, they use
their base skill to see if they succeed.

Situations where a crewperson will have to use a skill will be outlined in these rules. As you are
reading through the rules it may appear a little complicated, but never fear, included at the end is a
summary of what you need to complete each kind of skill check and which modifiers need to be
applied.

Morale Penalties
Being shelled by an enemy tank is not fun. Even if it doesn’t cause any damage it is still a terrifying
experience. Each time your tank is hit, be it by enemy fire or an attack from a terrain feature, your
crew will suffer a -1 penalty to all skill checks. To clarify, the interval you get hit you are not
penalised. Morale Penalties are cumulative and remain from turn to turn.

Moral Penalties are however reduced by one point per turn, OR be completely removed with a
successful Rally check.

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The Advantage System
Ok, you know the basics of how skills work, so let’s address the first skill check you will be taking;
The Advantage System skill check. First a little about The Advantage System.

The Advantage System cleans up some of the issues with having the Team Captains activating at the
same time. Essentially, this gives the players a turn order.

To determine the order, each Team Captain makes a Command skill check. If a player has multiple
Tanks, they will have multiple Command skills. In this case they should just use their best one. As
stated, to make a Command skill check each player must roll equal to or under their Command Skill.

After each player has rolled, take note of who passed their check and who failed. Now compare the
scores of those who passed their check, whoever has a score closer to 1 wins the roll. If there is a tie
amongst the winners they roll again to see who wins. The person who loses a tie roll off is
considered to have passed the check, even if either their second or first roll actually didn’t pass.

Next, the person who won the check must decide the order of play. They must allocate Team
Captains that failed the roll to go before the players that passed the roll. They should probably
allocate themselves to the last position, but they don’t have to.

To clarify this lets have an example:

Bill, Bob, Mary and Jane are having a 4 player death match game of W.A.C., conveniently they all
have a command skill level of 5. They all roll their dice. Bob and Mary failed the skill check rolling 6
and 8 respectively. Bill and Jane both passed, but Jane scored a 2 and Bill scored a 4. Since 2 is closer
to 1 Jane gets to decide the Advantage Order.

Mary and Bob both failed so they must be allocated first. Mary looks shifty, so Jane decides to
allocate her first. Bill passed so Jane has to allocate Bob to play second. Next obviously will be Bill
then Jane puts herself last, this way she can see what everyone else is going to do and then react to
it.

So the order will be Mary first, Bob second, Bill third, Jane forth.

The advantage system represents planning, tactical knowledge and a little foresight. The person who
wins the roll will get to see where everyone will move and then shoot before they do. Remember
that because Advantage System checks are done at the start of a turn there are never any moral
penalties (though I am considering making moral penalties from the last turn count)

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Crew Positions
So, depending on where a crewperson is seated they can be given different orders. Regardless of
what their Crew Role is, they are always given orders based on where they are seated. Below are the
orders that can be given for each of the positions.

NOTE: - Orders can be given to currently empty positions, but they will only be completed if there is
a crewperson in the position when the interval begins.

Orders for Drivers


All tanks need to move, and they need someone sitting in the driver’s seat to make them move.
These orders can be given to the person in the driver’s position.

There are three types of movement, Forward, Backward and Pivoting. If a tank moves half its
movement value or less in one interval it counts as cautious movement. Cautious movement grants
a +1 driver skill bonus for all checks and does not count as moving for shooting, BUT does not grant
the movement bonus when being shot at and cannot be used to ram.

Move Forward – The tanks moves forward up to the number of centimetres denoted in their
‘Movement’ statistic on their Profile sheet, though they do not have to move. Movement is
measured from the front centre of the hull. At any point during a forward movement a tank may
make one turn up to 45 degrees. To turn, pivot the tank from the centre of the model. There are
templates included in this rule set to assist you with turning.

Move Backwards – The same as the top one but in the other direction. The tank moves backwards
up to the number of centimetres denoted in their ‘Movement’ statistic on their Profile sheet, though
they do not have to move. Movement is measured from the rear centre of the hull. At any point
during a backward movement a tank may make one turn up to 45 degrees. To turn, pivot the tank
from the centre of the model. There are templates included in this rule set to assist you with turning.

Pivot – A tank may pivot on the spot up to 90 degrees. To turn, pivot the tank from the centre of the
model. There are templates included in this rule set to assist you with turning.

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Orders for Gunners
Is it really a tank if it doesn’t try to blow stuff up? I don’t know, regardless the tanks in W.A.C do
blow stuff up, and they need someone to pull the trigger. These are the orders that can be given to
someone in the gunners position.

Fire – FIRE THE WEAPON. A gunner can fire at any target within its Line of Sight (LoS) and Arc of Fire
(AoF) more on this later. It should be said that regardless of whether you actually took a shot or not,
if you start an interval with a Fire Order in it, you count as firing.

Aim – A gunner can spend any number of actions before a ‘fire’ action to aim at an enemy vehicle.
This will grant a skill bonus of +1 per aim order spent to a gunners skill checks to fire against the
enemy vehicle they are aiming at, AND a +1 bonus to hit a specific location when used in conjunction
with targeting, more on this soon.

There are a lot of conditions attached to this though. If the tank moves AT ALL while the gunner is
completing ‘aim’ actions, the gunner loses LoS or AoF to the enemy tank, the gunner takes an action
other than Aim or Fire OR the gunners tank is hit by enemy fire, any aim bonuses accumulated up
until and including the interval one of these conditions occur, are lost.

Reload – A gunner can reload their gunner. The number of reload orders that need to occur to
successfully reload a gun are given in the guns profile under ‘Reload’. After Half of the reload actions
have been completed, rounding down for odd numbers, each successive reload action can be
accompanied by a ‘quick reload roll’. This is a skill check made on the gunners skill level. If they pass,
they reload the gun quicker than expected and change any future reload orders this turn into
another order of your choosing.

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Orders for Commanders
Someone has to keep the crewpersons motivated, decide what targets to fire at and change their
minds at the last minute. That role is filled by the Commanders.

Commander positions are special. They are different to other positions. The commander position can
only be filled and utilised by a crewperson with the Command Skill. Other crewpersons do not have
the training, the determination and the arrogance that is required to be a World Armour
Championship League Tank Commander.

Spot – The Commander can identify the positions of enemy tanks, helping the gunner react quicker
when the time comes to fire. A Commander must be able to draw line of sight to an enemy tank,
that is a tank that can be seen from the turret in any direction to successfully complete a spot action.
Assuming the commander can see the enemy tank for the interval they activate the ‘Spot’ order the
gunner gains a +1 to hit the enemy tank spotted turning this turn. The Spot action must be
completed in an interval before the gunners ‘Fire’ action. ‘Spot’ can be used multiple times during a
turn, but it must be used against different tanks. Spotting the same tank two or more times does not
convey any extra bonus.

Target – The Commander can identify a specific location on an enemy tank for the gunner to fire at.
This order must be used in the same interval as the gunner is using a Fire order and the Turret must
have LoS to location on the enemy tank targeted. When targeting use the relevant Allocation
coloumn on the enemy tanks Profile Sheet. The other locations can still be hit, but they are adjusted
depending on the specific location targeted. See example table below: -

Normal Allocation Turret Targeted Hull Targeted Tracks Targeted


Chance
1-2 1-4 1 1-2
3-7 5-7 2-8 3-5
8-10 8-10 9-10 6-10
This table will be correct for most tanks. But in the case of a tank that does not have a turret it will
be different. Check the target tanks Profile sheet for specific allocation chances.

Reassess – A Commander can take a ‘Reasses’ order to change an order from any one of their
crewpersons in an interval that has yet to occur. The Commander makes a skill roll, if they pass they
may immediately change an order to any one of their crewpersons that has not been actioned yet. It
must be from an interval that has yet to occur this turn. In addition a Commander may also change
one of their own ‘Wait’ orders that have not occurred yet.

Rally – Pull yourself together. The commander starts kicking his subordinates backsides. Trying to get
order and control inside the tank. The Commander Makes a command skill roll. If they pass they may
remove one Moral penalty from the tank for this turn. If they fail, the disorder contines unaffected.

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Orders for Anyone
The following orders can be given to any crewperson in any position.

Change Position – This order allows a crewperson to move to another position in the tank. The crew
person spends this interval moving to an unoccupied crew position of your choice. At the start of the
next interval they will be in the new position.

Wait – This orders allows a crewperson to do nothing. They will literally just sit there, waiting to be
told what to do.

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Loss of Crewpersons
So far there has been a lot of talk about the difference between Crew Positions and Crew Roles. It
has been established that a Crew Position is a place that the crew sit in the tank, and the place that
you give orders to, and that Crew Roles are the skills of the crew that sit there.

Here is why the differentiation of the terms is important. In a game of W.A.C it is possible for you to
lose crewperson from enemy fire. How this works we will get into later in the rules, when we talk
about Firing and damage, at this point just know that it happens and what it means for your tank.

A tank that has lost a crew specialist, a driver or gunner, will be a lot less effective in combat. The
other crew members have been shown how the other parts of the tank work, but they are in not as
competent as the people who spend all their time there.

To represent this crew members who are operating in a crew position that is not the same as hier
specialisation do skill checks at a base skill level of Three (3).

So, If a gunner is driving, their driving skill checks will be done at 3.

If a driver is firing the gun, the Fire and Reload skill checks will be done at 3.

Commanders are a little different. Commanders have trained in all aspects of their vehicle. They are
nowhere as good as the specialists, but they are often more capable then the wrong person for the
job. Commanders fire guns and drive tanks at skill level two minus their command skill.

So, If a commander has a Command skill of 5, they will shoot the gun and drive the tank at skill 3.

If a command has a command skill of 8, they will shoot the gun and drive the tank at skill 6.

This is why the ‘change positions’ order is important. If you lose your gunner you may want to move
your Commander to the gunner seat o you can keep blowing up enemy tanks.

Loss of Commander
If your commander dies, co-ordination of the tank kinds of goes to the crapper. Two very important
things happen. First, the seat is now empty, the other crewpersons do not have the training to lead
the tank. Neither the driver nor the gunner can sit in the tank commander’s positions or use the tank
commanders orders. Second, The remaining crewpersons cannot be given orders in the same
interval. So if you give your gunner an order to fire in the first interval, the driver will not be able to
be given a move order. If the driver is moving in the second interval, the gunner can’t reload, and so
on and so forth.

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Terrain - The Nitty Gritty
You know how to move a tank across flat even unimpeded ground, but W.A.C matches aren’t played
on salt lakes, that would be boring. W.A.C matches are played in Arenas. Some have been
purposefully constructed for the sport, whist others have been reappropriated ‘abandoned’ towns,
forest land or ancient battlefields.

NOTE – STOP DEAD – Stop dead means, to stop in the position the tank is currently in with no
pivoting, or moving of any kind for this interval. It represents a tank getting bogged or a driver hitting
the breaks in reaction to something.

There are a few different ways to categorise terrain. The first category is ‘Ground’-

Every area on the arena needs to be categorised as one of the following types of Ground.

Open Ground – most areas in arena s are going to be categorised as Open Ground. This is relatively
flat areas that tanks can easily move over. Think of open fields, or huge paved or concreted areas, or
rolling hills, or the specially made dirt arena’s. There are no special rules for open ground.

Rough Ground – rough ground represents rubble, think or deep pools of mud, very rocky areas,
forests, steep hills, rivers or other bodies of water, anything that may impede a tanks movement.
When a tank is moving into, out of or through rough terrain the driver must make a Driver Skill Test.
If they pass the test they may continue moving, if they fail the test they STOP DEAD.

When moving into Rough Terrain – move your tank till it is 2cm into the terrain feature. Stop
and make a driver skill check. If you pass you may continue with the movement from this interval, if
you fail the tank STOPS DEAD.

When moving through Rough Terrain – before you move your tank make a Diver Skill Check.
If you pass you may move your tank as normal. If you fail the tank cannot move this interval and
counts has STOPPING DEAD.

When moving out of Rough Terrain - move your tank till it is within 2cm of the edge of the
terrain feature. Stop and make a driver skill check. If you pass you may continue with the movement
from this interval, if you fail the tank STOPS DEAD.

If you can move all the way through a Rough Terrain Feature you still need to make the rolls
for entry and exit. If you start your movement in Rough Terrain and move out, you need to make a
check at the start of your movement and then one as you exit.

Dangerous Ground – This could be lava with a cooled surface, mine fields, or something of a
dangerous nature. The rules for Dangerous Ground are the same as Rough Ground except that if you
fail your Driving Skill Test you suffer D10 points of Hit Point Damage.

Immobilizing Ground – This could be a frozen lake or river, a mine field that targets your tracks, or
very rough terrain where the tank has a chance of getting stuck. The rules for Immobilizing Ground
are the same as Rough Terrain but if you fail your Driving Skill Test your tank is Immobilized and can
not move or pivot.

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Impassable Ground – This could be a lava pool, an especially deep body of water, or some kind of
obstacle that a tank cannot drive through. You cannot move through Impassable Ground at all. Your
Driver won’t even attempt it.

Buildings
Depending on the arena this could be structurally sound buildings, like abandoned houses or office
buildings, ruins from past W.A.C. matches, or large obstacles that have been constructed for the
purposes of the match.

Buildings can be destroyed by tanks either by shooting them or driving through them with a Ram!.
All buildings have hitpoints and armour values like tanks. When a building reaches 0 hit points it
collapses into rubble and counts as an area of rough terrain.

With multistorey buildings rather than creating an area of Rough Terrain, make an area of
Impassable or immobilising terrain with a good amount of cover, after all the rubble doesn’t
disappear when it falls.

Building Armour Hit Points


Small shack 0 1
Small building 1 5
Medium building 1 10
Large building 1 20
Large Multistorey building 3 30
Bunker 5 20

Feel free to mess around with these values. Create whatever values you feel will fit your arena. If the
arena is purposefully built for W.A.C. there may be more durable buildings to make for a more
intense match. Maybe your spectators love it when buildings fall down, and you want easily
destructible, multistorey buildings. Have fun with it!

Obstacles
Obstacles are terrain features that either tank up small areas or are linier in nature. They come in
two types; Soft and Hard.

Soft obstacles are wire fences, hedges, power lines, rows of trees, etc. Tanks can move through
these without penalty. When a tank moves through a section of fence or a single soft obstacle,
remove it from play.

Hard obstacles are stone walls, barricades, hurricane fences, etc. Hard obstacles have an armour
value of 2 and Hit Points of 5. Like buildings they can be destroyed either by shooting them or driving
through them with a Ram!. When a tank destroys a section of wall, fence or a single hard obstacle,
remove it from play. Small hard obstacles can also be driven over. For an obstacle to be considered
small it must be no higher than the top of the tank trying to complete the moves tracks. When
moving over a small hard obstacle the Driver makes a Driving Skill Test. If they pass they move over
with no problem. If they fail they Stop Dead on top of the obstacle.

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Tank Traps
What would a W.A.C match be without tank traps. These are barricades that are specially designed
to damage tanks. Tank traps have an armour value of 5 and 10 Hit Points, and they do not suffer
damage from Rams!, though please note the Tank that Rams! The trap still will. There are two types
of tank traps.

Stars – these are tank traps that are designed to hit tanks from any angle. A tank that runs into a Star
tank trap will always count as ramming it.

Pikes – these are tank traps that are angled in one direction, with a handy ramp on the opposite
side. Tanks that move into the front of these traps take damage as described above. Tanks that
move into the side take no damage, and neither do the traps, tanks moving from the rear can drive
over the traps without penalty.

Rams!
Although ramming is a way to deal damage, and we haven’t really talked about that yet, it has been
put here to keep all the movement stuff together.

What is more run then running a tank into another tank? Maybe running a tank into a 3 story
building. If a tank moves into something that has Hit Points, it rams it. Here is how you Ram! stuff.

First move your tank towards the object being Rammed. Stop your tank 2cm from the object and
make a Command Skill Check. This is to see if your Driver is more scared of your Commander or of
crashing the tank.

If you fail the tank STOPS DEAD, (and the commander swears and hits the driver). If you pass, you
now work out how much you hurt the object you rammed, and how much you have hurt yourself.

First, work out how far you have moved straight. Movement carries over from turn to turn, so make
sure you record your movement from previous turns. Add half of this movement to your front hull
armour value. This becomes your penetration value and your damage value for the Ram!. You
always use the Front Hull Armour Value of the ramming tank regardless of whether you have head
on, backed into or fallen on the target. This attack will be made on the Hull of the enemy tank.

Now, before you get all excited. The object being Rammed will also get to do this to you. Add the
hull armour of the side being Rammed, if it’s a tank, or just the armour value if it’s a building or
other terrain feature, to half the distance the Ramming tank moved. This becomes the penetration
and damage value against the ramming tank. This attack will be made on the hull of the ramming
tank.

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Extreme Tanking
What would a W.A.C match be without some extreme tanking, namely, driving your tank up ramps
and jumping off onto enemy tanks and obstacles. Here are some rules for extreme tanking.

Falling
If you move off an edge of some kind you will fall to the ground, gravity sucks. You count as falling if
you have not moved more than 1 interval in a straight line before you move off an edge. You’re your
tank straight off in the direction it is driving, if there is enough room on the ground for you to fit,
without changing direction, place your tank into this location. You can move onto another building,
or ramp, or other terrain feature if you are able to place your tank on both features without it falling
off.

A tank will not sustain, or administer, any damage if it falls the height of its tracks. If, however, it
does fall further then the height of its tracks you calculate a Ram! against it Tracks with the full
distance it fell, rather than half the distance. If it lands on the ground, use armour 5 for the grounds
penetration roll against you.

If you land on an obstacle, building or another tank, make a regular Ram roll, against each other. This
includes using your front armour for your penetration roll, this represents the weight of the tank.
But rather than taking the enemies penetration roll against your front armour you will be taking it
against your tracks.

Jumping
You can do a sick jump if you drive all crazy like off a ramp or edge. Jumping is like falling, but you do
it if you have moved more over half your movement in a straight line before the jump. Move you
tank straight off the edge its movement value in a straight line. Now grab the 45 degree temple and
place it at the end of this distance. Your tank will fall in a straight line at 45 degrees from the end of
its movement. Here is a terrible diagram.

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Like falling, you will only suffer damage if you fall further than you’re the height of your tracks. So
you can jump to adjacent terrain if at least 2cm of your tank makes it. When you jump you may run
into a building or another tank at some point during your air time. If you do, calculate a ram based
on the distance you have flown through the air. If you hit something before you hit the ground, use
your front armour for the ram, if you hit the ground, use your track armour the same as in the fall.

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GUNZ!!!!!!!
Tanks have guns. You need guns to make stuff blow up. This is a step by step guide on how to shoot
stuff. There is a more condensed version of this in the Reference sheet at the end of the rules.

Choose a target
The first thing you need to do is decide what you will be shooting at. Choose a target on the board.
You cannot pre-measure ranges, but you may have a look to see if you can see the target before you
choose.

Arc of Fire (AoF)


To shoot it, you must be able to see it. First you must check the Arc of Fire. Most Tanks will have a
360 degree Arc of Fire, but some will be based on the direction the turret is facing, or if the gun is
mounted on the hull rather than on a turret. Use the Arc of Fire template, place the point of the
template on the point where the gun is mounted to your tank. For the target tank to be a valid
target it must be within the AoF. If the target is within your arc or fire, point the turret at the target.
Most of the time it won’t be an issue but if it ever comes up, all guns have an elevation and
depression of 45 degrees, 22.5 degrees up, 22.5 degrees down. Elevation is the angle a gun can
move up and depression is the angle a gun can move down. If you are ever in doubt use the Arc of
Fire template on its side to determine whether a target is within your elevation.

Line of Sight (LoS)


Next you need to check if you have Line of Sight (LoS) to the target. Get down to tank level and see
you if can see the target from your turret. As long as you can see at least part of tank or terrain
feature you are firing at you can shoot it. Banners, turned out crewpersons and gun barrels don’t
count as ‘part of the tank’. A quick note on cover, if you can see through soft cover, you can see
through it, full stop (period for our American friends). It still provides the cover penalty to shooting
but you can see it and draw range to the point you can see. Heavy cover can never been seen
through. Even if a building terrain piece is designed with windows it is assumed there are enough
walls, people running madly or some other something in the way.

Range
All weapon ranges in W.A.C. are infinite, meaning a target will always be ‘in range’. However, the
range between the firing tank and the target is important when determining your ‘To hit’ modifiers.
To measure the range between the firing tank and the target measure from the point where the gun
barrel joins the turret, or hull.

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TO HIT
You get a number of shoots per ‘Fire Action’ as your guns ‘Sh’ statisitic. When rolling to hit you can
roll these all at once.

To hit, you need to roll equal to or under your gunners Gunner Skill. In a perfect world this would be
all, but the world of W.A.C. is not perfect. You must modify your chance to hit based on several
conditions. How each of these conditions works will be explained in a moment, but for now let’s look
at a list of what they are and how they modify the shot.

Condition Modifier
Can only see between 0-25% of the target -1
Target is in Soft Cover -1
Target is in Hard Cover -2
Moral Penalty -1 (per hit)
Your tank moved this interval -1
Enemy Tank moved this interval -1
Target is over the effective range of your gun -1
Target is within combat range of your gun +1
Target has been spotted by your Commander +1
Your tank is stationary +1

Lets assume for a second your gunners skill is 5. The target is over your effective range, they moved,
and are in hard cover. So 5-1-1-2 = 1, in this case you would have to roll 1 hit your target or 2 to hit
the Hard Cover. If your Driver waited for 2 intervals, and your command spotted the enemy tank,
1+1+1=3, so now you are rolling 3 or under to hit the target or 4 to hit the hard cover.

If your shot is modified down to 0, you won’t be able to hit the target, however, a shot can never be
modified to less than 1, so if an enemy tank is in Hard Cover and you roll a 1, you will hit the cover. It
is almost always possible to hurt something.

If your shot is modified to 10, you automatically hit. This won’t happen very often, but when it does,
WOOHOO!

Cover

Cover is anything that gets in the way of you gun and the tank the tank you are firing at. If a tank is in
cover, it can still be seen, it just may be difficult to target effectively or might have some kind of
protection. There are two types of cover, soft and hard.

To determine if a tank is in cover get down level with your turret and look down the barrel of your
gun. If anything, blocks LoS to at least 50% of the tank you are firing at it in cover. This does not have
to be one terrain feature. Perhaps a tree is partially concealing the front of the tank and a hedge is
concealing the back half, leaving the middle exposed. As long as AT LEAST half of the tank is covered,
it is in cover. Just to be clear, things like banners, gun barrels and turned out crew etc do not count
as parts of the tank when determining cover. Just use the turret, hull and tracks.

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Quick side note – you do not have to be up against cover to get the benfits EXCEPT if you are being
fired at indirectly. Any cover you have one side of your tank flush against will give you cover from
artillery. Any other cover will not.

Soft cover = hedges, fences with vines on them, Billboards, etc. Stuff that inhibits your view of the
tank but doesn’t necessarily stop the shells. Soft cover provides a -1 penalty to hit.

Hard cover = stone walls, bunkers, buildings, other tanks, anything that may detonate the shell if it
were to hit the cover by accident. -2 penalty to hit.

Modifiers for cover are not cumulative; the target may choose what they are receiving cover from,
usually the best modifier but not always, and will use the modifier from that. So if 25% of a tank is
concealed by soft cover and 25% of the tank is concealed by Hard cover, the owner of the tank being
shot at can decide whether the shooter receives modifier for hard or soft cover. In the case of hitting
a terrain feature, use the best cover modifier, unless the cover is provided by a tank. This stops Team
Captains targeting cover with hit chances of 0 to ‘accidently hit enemy tanks they wouldn’t normally
be able to hit (see below).

One last thing with hard cover. If you are shooting at a tank that has a modifier from hard cover,
decide what object that is before you make your roll to hit. If the firer misses the shot by one, e.g.
they needed a 5 but they rolled a 6, the shoot hits the Hard Cover instead. If it’s a tank roll for
allocation, then penetration, and critical if necessary, then apply damage, if it’s a terrain feature roll
for penetration and apply damage if required.

Movement Penalties

Just some quick clarifications. For a movement penalty to be in place the target, or the Firer’s tank,
depending on the penalty we are talking about, actually has to move. If they are given a movement
order but do not move at least 1cm, they do not count as moving. In addition, pivoting any amount
does count as moving, though again the tank actually has to pivot.

Range Penalties and Bonuses

The Combat Range and Effective range of your tanks weapon are given in the weapons profile. If at
least part of the tank you are firing at, that you can see, is within the Combat range then apply the
‘To hit’ bonus. If the Target is outside of the Effective range, remembering not to use the enemy’s
guns banners crew etc as points of reference, then apply the Beyond effective range penalty.

In addition the target of your shot is within 10cm, you also apply an ‘INSANE range bonus’, add an
addition this is +2 ontop of any other range bonus or penalty.

Stationary Tank

Your tank counts as stationary if your driver didn’t move in the last interval and the current interval.
This includes pivoting.

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Allocation
At this point you have hit your target. If the target was a terrain feature you can skip this step.

If the target was a tank then they will suffer a moral penalty for any following intervals this turn.

The next part is allocating damage, finding out what part of the tank you hit. On every tank profile
there will be a hit allocation table. Roll a D10 for each successful hit to determine what part of the
tank you will hit. If you have targeted a specific area, by using the Target Order in conjunction with
the Fire Order, then use the adjusted allocation table.

At this point you will know if you are hitting the turret, hull or tracks. Turrets and terrain features
have a single armour value so it doesn’t matter what side you hit it from. Tanks have two sets of
tracks, one on each side. Most of the time it will be obvious which one you are hitting, the one
closest to you. If there is any doubt, for example you are facing the target tank head on, roll a D10,
1-5 left track, 6-10 right track. The hull is another matter.

To determine what side of the of the hull you are hitting draw an imaginary line, or use the tape
measure, from your tanks barrel directly to the target. Now measure the perpendicular distance of
the sections you can see. The side that has the longest perpendicular distance is the side that is
targeted. If they are the same, the firer may choose.

I understand this is a little confusing. So here is a diagram: -

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Penetration
You now know what side you will be hitting. So let’s work out what you need to roll. There are two
ways you can do this depending on what kind of maths you like.

A) Take the penetration value of your gun and subtract the armour value of what you are
hitting. You will now have either a positive or negative number. Modify a base roll of 5 by
that number.

Or

B) Take the base roll of 5. Add the penetration value. Subtract the Armour Value.

e.g. Penetration 10, Armour 6.

Either A) 10-6= 4; 5+4 = 9. Penetration roll will be 9 or under.

B) 5+10=15; 15-6 = 9. Pentration roll will be 9 or under.

Another e.g. Penetration 4, Armour 6

Either A) 4-6=-2; 5+(-2)=3. Penetration roll will be 3 or under.

B) 5+4=9; 9-6=3. Penetration roll will be 3 or under.

You now make your Penetration Roll. There are several outcomes for this.

If you roll the Penetration Roll number, you reduce the armour value of the area hit by 1 for the rest
of the game.

If you roll between the Penetration number and 1, you reduce the armour value of the area hit by 1
for the rest of the game and reduce the tanks Hit Points by your guns Damage value.

If you roll a 1 you have hit something critical. Reduce the armour value of the area hit by 1 for the
rest of the game and reduce the tanks Hit Points by your guns Damage value and roll on the critical
table for the enemy tank.

Armour 0

If a target has an Armour value of 0, reduce the hit points of the target instead of -1 armour. So this
means that any roll that penetrates will cause damage, and any roll that penetrates and does is not
the penetration roll will cause double damage.

Multiple shots in one interval

Shots are calculated for the interval. If a tank fires two shots in one interval and both hit the tank in
the same spot, roll them against the armour from the start of the interval, then modify the armour
at the end.

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Critical Hits
Different things will happen depending on what is hit by a critical.

Gunner – this refers to the person sitting in the gunners position, who may not be the gunner
depending on how unlucky this tank is. Whoever is sitting here is now dead. Remove the crew token
of the person who was killed. If there is no one in this position nothing extra happens.

Commander- This refers to the person who is seated in the commanders position. This will always be
the commander (though in future releases this may change). Remove your commander token. If
there is no one in this position nothing extra happens.

Driver- This refers to the person sitting in the Drivers position, who may not be the Driver depending
on how unlucky this tank is. Whoever is sitting here is now dead. Remove the crew token of the
person who was killed. If there is no one in this position nothing extra happens.

Turret – The turret rotation mechanisms are shot. The turret is stuck in the direction it is currently
facing and cannot move for the rest of the game. This means that the AoF for this gun is now
considered to be 0 degrees (directly in front of the turret). You will have to aim by moving the tank.
If the turret has already been critically hit nothing extra happens.

Gun- When this happens it is really bad. You gun has been destroyed. You may no longer fire. The
advantage to this is your tank no longer needs to make command checks when ramming things. If
the gun is critically hit again nothing extra happens.

Engine- Your engine has suffered damage. Half your movement statistic (rounding down) for the rest
of the game. Each time you get critical hit in the engine, half the current speed. If you are unlucky
enough to get a critical hit in the engine to the point where half is no longer a whole number your
tank is immobilized and can no longer move, not even pivot.

Ammo- KABOOOM!!!. Your ammo supply has been hit. Take double damage to your Hit points. You
can have a critical hit here any number of times.

Temporary Track Damage – You tracks get jammed. You can only pivot for three intervals. You can
take Temporary Track damage multiple times. Each time you take it add three intervals to the wait
time, even if you haven’t finished the last lot.

Sustained Track Damage- Your tracks got blown off. Oh no. You can only pivot for the rest of the
game. A getting critical hit here again has no effect.

Special Rules for Guns


At this point there are only two special rules for guns.

Mechanical Loading – A gun with Mechanical loading can use the fire order three times before they
need to reload.

Underpowered – Underpowered guns can’t penetrate armour. Instead they try to grind the armour
of an opposing tank down. Any successful roll to penetrate from an underpowered gun against a
target that has an armour value higher than 0 counts as a -1 armour result.

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Disqualification due to technical melting…
Once your tank has reached 0 or less hit points it is destroyed. Make some kind of indication that it is
a dead tank and leave it on the battlefield. Now, it’s a piece of Hard Cover with 10 Hit points and the
same armour it had when it died. If it loses these 10 hit points, remove it from play.

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Tank Special Rules
Most of the information about your chosen tank will be on the tanks Profile Sheet found at the end
of the rules. However, there are some rules that are a little complicated, so they have been given
short and catchy names that will appear on the Profile sheet, but the descriptions are found here.

Blitz Bunny

Tanks with this special rule are super-fast and usually quite small. When firing at a Tank with the Blitz
Bunny special rule you add a -1 To Hit penalty when they are stationary and a -2 To Hit penalty,
instead of the – 1, when they are moving.

Lumbering Behemoth

Tanks with this special rule are very slow and often large. When firing at a tank with Lumbering
Behemoth that is moving you don’t add the -1 moving To Hit penalty. In addition, Lumbering
Behemoths don’t add the penalty for moving and shooting at an enemy.

Finally, a Lumbering Behemoth cannot pivot 45 degrees during their movement and rather than
pivoting 90 degrees in a Pivot action the pivot 45 degrees.

Reinforced Turret

I don’t have a stupid name for this one yet. Sometimes the designers will have the brilliant idea of
sticking a huge whopping gun on a tiny tank. When they do, they need to reinforce the turret
gearing system to handle the extra weight and Umph.

A Tank with the Reinforced Turret special rule must align their turret before firing. First off, a tank
with a Reinforced turret has an AoF of 45 degrees. In addition, the gunner has an extra order called
“Align turret”. When the gunner is given this order they can turn the turret up to 90 degrees from its
current position.

Howy

A tank with the Howy, special rule is equipped with a weapon that can be fired either directly or
indirectly (a Howitzer). Firing directly is pretty much what you have been doing. Indirect fire is a
little different and you should declare you are doing before you measure range when you fire.

Indirect fire has a minimum range of 40. Any target inside of this range cannot be targeted and the
shot fails. Indirect fire has a -2 To Hit modifier imposed on it.

As you will be hitting the tank on the top you can ignore most cover as described in the cover
section. Also you will use one of the modified Allocation tables below when hitting an enemy tank.

Turreted Tank
1-3 4-5 6-7 8-9 10
Front Rear Left Right Turret Tank without turret
side side 1-3 4-6 7-8 9-10
Front Rear Left Right
side side
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In addition these tanks have a 45 degree elevation, and a 22.5 degree depression when direct firing.

Scout

A tank with the scout special rule has been given a long range radio and a pair of binoculars. They
can help friendly tanks triangulate the position of targets. When a tank with Scout uses a Spot order
they can pass on the information to another Friendly tank within 90cm. Both tanks will receive the
bonus, though a tank can only receive one spot bonus per turn from the same tank.

To clarify, a tank can get the +1 from their spot bonus, and a +1 from each scout that is within 90cm
who grants them the bonus.

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How to read and use a Profile Sheet
The current selection of profile sheets give you almost all the information you need to know about
your tank. At this point in development, you grab the Profile sheet of the tank you want to use, fill in
some fluff details and your crew skill levels and you should be good to go.

I would suggest printing the Profile sheets onto High Gloss paper, or just printing them on normal
paper and laminating them, so you can use dry erase markers to fill them in and change stats as the
game progresses.

Let’s go through the profile sheets a section at a time. Each section of the profile sheets are
separated by a line with two dots on either side. This is to make it easier to differentiate each
section. It would be handy to have the Medium Tank profile sheet in front of you when you read the
next section.

Profile Sheet Type

At the very top of the Profile sheet on the right hand size is the type of tank the sheet is for. For the
Medium Tank Profile Sheet it says ‘Medium Tank’.

Names

The first section on the sheet has three areas to write the some names down. The first is Team
Captain, that’s you the player. Write your name in here.

Next is Team Name. If your team is competing in the World Armour Championship they are probably
representing one of the nations, if they are playing in one of the minor leagues they could be
representing a local area. Either way the team will have a name. This is so you know which tanks in
the arena are on your side.

Finally is Tank Name. Tanks often have something catchy, like wrestlers. Think of something cool and
write it in this section.

Drivers Pit

The next section is the Drivers Pit. This has all the information you need to know about driving your
tank around. First up is the Drivers name and skill level, write them in here. After that is the drivers
location. This isn’t all that important, but it can be handy to know.

Under that we have the Tanks standard and cautious movement statistics. You will notice there is a
large gap to the left of each of these. If you suffer engine damage you can write your new movement
values in here.

To the right of that section is the critical damage section. This is so you can keep track of the critical
damage that effects the driving of the tank. When something is damaged mark it however you like.

Gunners Position

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The next section is the gunners position. Like the driver we start off with the Gunners name, skill
level and their location in the tank.

Below that we have the statistics for the gun the gunner will be gunning with. The guns stats are as
follows.

CR – Combat Range; ER – Effective Range; Sh – Shoots; Pen – Penetration; Dam – Damage; Reload –
Intervals it takes to reload; Special – Any special rules regarding the gun; AoF- The Arc of Fire of the
weapon.

Next on the left hand side we have the Critical table for the Gunners position. As with the driver you
can mark these off as you lose them.

Finally, you have a condensed ‘To hit’ modifier table, with room to write in your Morale penalties for
this turn.

Commanders Station

The next section crosses over onto the other sheet. This is the commanders section.

Again, we first up have the commanders stats.

Then we have a list of available orders for the tank crew.

At the bottom of that are any special rules that apply to this tank. For the medium tank there aren’t
any but many other tanks have something here.

After that is the Command Centre this is where you will be writing up your orders for this turn. There
is space at the top of each section to record carry-over information from the last turn, like number of
reloads and the like.

Damage Report

The last section is the damage report.

First up you have your hit points and a space to write your new hit point total when you get shot.

Underneath is the Allocation table for your tank, with different chances if the Firer has targeted an
area of your tank.

Underneath on the left hand side is the armour stats for your tank. There is enough room to write in
any changes throughout the game.

Finally on the right of that is the critical hit table for your tank.

Profile Sum-Up

As you can guess from this explanation, you are going to be writing on your sheet quite a lot during
the game, hence the suggestion to use glossy paper and dry erase markers.

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The sheets have also been designed so that you don’t have to jump back and forth when doing
something. If you are firing at a tank, you only need the gunners section. If you are being shot at, you
only need the Damage report section. Issuing orders? Just use the command section.

Building your Team


Before you go into battle you are going to want to get your crew ready.

The first thing you will want to do is pick a Tank. I would suggest steering clear of the Scout and SPG
tanks for a free-for-all match. Also, if you are playing a team match, talk to your other Team Captains
and decide as a team what to take.

Once you have chosen a tank you will need to decide what League you are playing. This will give
each Team Captain a Salary Cap (points) so they can choose the best Crewpersons for their Team
(distribute points as they see fit). The leagues are as follows

Youth League – 6

Local League – 10

National League- 20

World Armour Championship League – 30

Now that you have decided on what league you are playing it’s time to distribute points. Everyone
starts at skill 4. To increase a Crewperson skill simply pay the points above the level.

Skill Table
Points 1 3 6 10 15 21
Skill Level 5 6 7 8 9 10

E.g. – I am playing a Youth League Match. I have three crew, like everyone else. I could have One
level 7 crewperson and two level 4 crewpersons. I could have Two Level 6 Crewpersons and one
level 4 crewperson, or I could have two level 5 and one level 6. The points are yours to spend on
whoever you want.

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Matches
Now you and your opponent/s each have a tank ready to battle… I mean, play a match with. What
match are you going to play. Below is a list of World Tank Championship Authorised game types that
you can choose from, though feel free to invent your own.

Elimination
This is a free-for –all match, with one tank per player.

This game is best with lots of terrain and a small tight playing area.

Each player starts by making an Advantage System Roll. The winner decides the order of deployment
following the standard Advantage System rules.

Each Team Captain places their tank with the rear of the tank on a board edge is a position that does
not have LoS to any other tank. The Rear of the tank must be flush against the board edge.

The last tank surviving wins.

Team Elimination
This is a team based match, with as many players per side as you like and as many tanks per play as
you like. If you are playing on a very large board feel free to have up to four teams.

This game is best with a decent amount of terrain and a smallish playing area. Feel free to scale it
based on the number of tanks on the board.

Each player starts by making an Advantage System Roll. The winner decides the order of deployment
following the standard Advantage System rules.

Each team deploys on a different side of the board. They are allowed to deploy anywhere up to
20cms from their board edge.

The team with the last surviving tank wins.

King of the Hill


This can either be played in teams or as a free-for-all match.

This game is best with a decent amount of terrain, especially in the area of the ‘Hill’.

Deployment for this match depends on if you are playing Free-for-all or Team. Use the deployment
from the relevant Elimination match type.

Place an Objective marker in the centre of the table, this is the hill. To win the hill A tank must spend
5 intervals on the marker, including the interval they moved on. After these five intervals, they no
longer need to remain on the Objective marker and they score 1 point for each following interval
that it remains under their control.

Once an enemy tank moves onto, or over, the Objective marker it becomes instantly neutral. It can
be captured again by using the above process.

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This game lasts 10 turns. At the end of the 10 turns whoever has the most points wins.

Capture the Flag


This is a team Match best played with at least 3 tanks.

Each team makes an Advantage System Role with the Commander of their choosing. The Winner
Decides who will Place their Flag first.

Each team must place their flag within 20cm of their board edge. Make another advantage system
role for deployment. Deploy as for a team game.

To capture the enemies flag you will need to spend one interval in base contact with all of your
crewpersons taking the wait command. Once you have done this you are carrying the flag. You then
must get the flag back to base contact with your flag.

If your flag is where it started you cannot score.

Your flag can be taken off an enemy by successfully ramming them. They drop the flag and you pick
it up. Once you have it you will need to return it to it’s starting position.

Whoever has both flags in their starting position first wins the game.

Keep an eye out for these Matches Coming Soon…

Tankana – Extreme Stunt Tanking

Rally – Race with some sweeeeeet Obstacles.

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Modelling
The tanks that are used in the World Armour Championship matches are historical, modern and
futuristic tanks that have been heavily modified to fit within the stringent specifications. So, as has
been stated already, Team Captains can use any tank models they like as long as they fit within the
scale you would like to play. Many teams like the aesthetic of the old World War 2 tanks, while some
like something a little more ‘Spacy’.

In addition, as this is a spectator sport, many Teams paint their tanks in bright colours, or a team
livery. Some prefer the original camouflage patterns, and a couple just paint them Matt black. It is up
to the Team Captain how they want their team to look.

As there are no penalties for things like Banners and Gun barrels, some Team Captains will have
massive flags attached to their tanks, and some like to put huge fake gun barrels to psych out their
opponents.

There is literally a huge array of things you can do with your tank.

I mentioned this at the start but I will make a note of it here too.

You should pick a base model that best fits the type of tank you are using. If you are using a heavy
tank, pick a model that represents a heavy tank. Do this for each different kind of tank.
You may have noticed that the Scout tank is based on the light tanks profile and the Tank Destroyer
is based on the Medium Tanks profile. It is perfectly acceptable to use a model of a light tank as a
scout and a model of a medium tank as a tank destroyer. Though I would suggest modifying it
appropriately.

The best thing about W.A.C. is that is uses 28mm standard as its normal scale. This means if you and
your friends already play a Wargame that uses 28mm tanks, and you have some from your army,
you can play W.A.C without an addition purchase. Go on, give it a go.

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Ideas for Implementation
At this point I would like to get the game working with the current set of rules. These are a few ideas
that will be implemented at a later point.

Different Guns – once the game has been balanced with the current set of guns, I am looking to add
a whole lot more. On top of this I want to make each tank’s guns a little more customisable, so you
will be able to, for example, switch out the Autocannon on a light tank for an AP cannon.

Different Ammo – Lots of Tanks roll around with different types of Ammunition, normally High
explosive and Anti tank. One of the next things that will be implemented is different kinds of Ammo,
and gunners being able to switch ammo.

Wargear – The tanks in the W.A.C. are modified. Sometimes they are modified to ‘tank’ better, but
sometimes it’s just for showmanship. I want to implement a Wargear system that will allow greater
customisation of the W.A.C. tanks.

More crew – at this point I have a couple of ideas for adding crew. One is the addition of back up
crew, in case you lose some. Or things like loaders and radio operators. And finally maybe tank
riders, more on this later.

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Reference Sheet RAMMING!!!
Turns
1. You have to have moved in a straight
1. Start of Turn line to ram.
2. Allocate Orders 2. Move your tank to within 2cm of the
3. Roll for Advantage object you are Ramming.
4. Complete Intervals 3. Make a Command Skill Check, if you
5. Record Carry over orders fail STOP DEAD.
6. End of Turn 4. If you pass, move your Tank against
the object you are ramming.
Intervals 5. Work out how far you have moved in
a straight line before the Ram.
Complete in Advantage Order. Remembering, 6. Add half your movement, rounding
each interval is occurring at the same time for down, to your tanks hull front armour
each player. value.
7. Use this Value for the penetrating roll
Always do Movement for each player first.
and the damage amount.
Then do Command and Shoot orders for each
8. Add half your movement and the
player.
targets armour of the side you hit.
Movement 9. Use this value for the penetrating roll
and damage amount against your
Movement, Forward – Move between 0 and tank.
‘M’ value forward. May make one turn up to a
max of 45 degrees. Moving 0 does not count Falling
as moving.
1. You fall off an object if you have
Movement, Backwards - Move between 0 and moved one interval or less off an
‘M’ value Backward. May make one turn up to edge.
a max of 45 degrees. Moving 0 does not count 2. If you fall less than or equal to the
as moving. height of your tracks, you suffer no
damage.
Cautious Movement, Forwards – Same as 3. If you fall greater than the distance of
Movement, forward, except half movement your tracks, do a Ram against your
value and +1 to driver check for rough, tracks using the armour of the objet
dangerous and immobilising ground. you hit.
4. If the object is a tank or hard cover,
Cautious Movement, Backwards – Same as
you will ram this object with you front
Movement, backwards, except half
armour, but you always take the Ram
movement value and +1 to driver check for
against your tracks.
rough, dangerous and immobilising ground.
5. If the object is the ground, or soft
Pivot – Spin, up to 90 degrees in one cover, use the grounds armour of 5 to
direction. Counts as moving. work out the Ram against your tracks.

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 Immobilising Ground – Same as Rough
Ground, but you also become
Jumping immobilised if you fail your test.
 Impassable Ground – You cannot
1. You are considered to be jumping if move through this area.
you have moved more than one  Buildings can be destroyed. Place a
interval before you reach the edge some rough or immobilising ground
you are moving off. once a building is destroyed.
2. Measure out your movement statistic  Soft Obstacles can be driven through
from the edge of the jump in a with no problem. Just remove them
straight line. when you do.
3. Then measure 45 degrees down from  Hard Obstacles can be driven through
this point till you hit something, or with a Ram move. They have Armour
land. 2 and Hit Points 5. They can be moved
4. If you fall less than the height of your over as long as they are no taller than
tracks, and land on the ground, you your tracks. Take a Driver skill test, if
don’t take any damage. you fail you STOP DEAD.
5. If you Fall more, than make a damage  Tank tracks cannot be Rammed. They
roll the same as when falling, using are Armour 5 and Hit Points 10.
the distance you have movement
through the air. Shooting
6. If you hit something use the total
distance you have flown through the 1. Choose Target – do not premeasure
air. Use your front hull armour, when ranges
making your Ram attack, 2. Check Arc of Fire
7. If you ram something before you hit 3. Check Line of Sight
the ground, make the opponents 4. Check Range
penetration roll against your front 5. Determine ‘To Hit’ roll.(Drivers skill +
armour. If you hit the ground first, positive modifiers – negative
make the penetration roll against modifiers.)
your tracks. 6. Roll equal to or under Modified ‘To
Hit’ roll. 11 is auto hit, 0 is auto miss.
Terrain 7. If miss see if you hit terrain (one over
the number needed)
 Open Ground – no special rules. Most 8. If hit, calculate penetration, (5 + Guns
areas, except on highly specialised penetration – Targets Armour =
maps, will be open Ground. Penetration roll)
 Rough Ground – Make driver skill 9. Roll equal to or under Modified
checks when moving in, through or Penetration roll. Always roll, 1 is
out of Rough Ground. If you fail you critical.
STOP DEAD. 10. Reduce armour and/or hit points if
 Dangerous Ground – Same as Rough successful.
Ground, but you also take d10 11. If critical also roll on critical table.
damage when you fail your test. 12. Apply all damage and critical damage
for next interval.

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Notes –

Have to move half distance to count the movement penalty for being shot at. But always count if
you moved at all.

Maybe when you are in close range you can choose where to hit

Rules for determining which track to hit

Please don’t touch the opponents tanks

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