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As it is now in LnLT, if a tank is penetrated, the tank is destroyed. I don't like this as there is no
detail here and tank battles just come down to penetration rolls vs armor rolls.
PROS: The below flow adds systems damage and hex fires on successful penetrations. Adding
narrative and detail to tanks and other armored units.
CONS: It may slow down tank play a TINY bit and add to complexity (having to track which units
have what systems damage, rolling for fires, etc.) For tracking, I just use a letter written on a
strip of paper and placed under the vehicle.
System Damage:
Result = 1: Result = 2:
Optics Damaged (O) Track Damaged (T)
Result = 3: Result = 4:
Result = 5: Result = 6:
Critical explosion!
Fire Result = 6:
FIRE
Each game turn, at the beginning of the RALLY phase roll 1d6 to determine if the fire spreads
FIRE DAMAGE
ONLY armored units can be in a hex that is on fire. If an unarmored, GO unit of any type is
present in a hex when fire spreads to it, they are shaken. If they are already shaken, they
take casualties. No unarmored unit of any type is allowed to move into or through a hex that
is currently on fire.