The people hath spoken the artillery will be removed. Kashyyk you can decide whether to keep it or replace the tank.
In other news rules:
Disclaimer: My notes if i mkae them are usually very convoluted confused and not well made. So yeah what you get here might not be well-written.
Tanks and Movement
Tanks have obviously a movement rating. The rating is decided simply by the speed of the tank. A Tank that can drive 40km/h gets to move forward four tiles.
Theoretically tanks have an offroad and onroad speed. Since having movement rates of two tiles per turn would slow this entire game down to a ridiculously slow speed ignore offroad speeds when creating new tank movements.
Mobility is a wee bit more complicated. Let's take the Panzer IV as our general example tank because i like it and it was the first tank i drew stats up for: the formular for mobility consists of the tanks PS/t (Pferdestärken...i think the English use kw or hp; per tonne). For the Panzer four that is 12 PS/t. Add to that the speed of about 40km/h and you have the mobility of the tank of 52.
Mobility is a stat rather randomly used since its most useful application is for tank duels when two tanks circle each other and try to hit the others back or side plating. Generally you can use it in any test where it becoems important who turns faster and thus gets the better or worse shot.
On movement Orders:
Generally you can resolve all movement orders in any order you like usually it doesn't matter, since firing orders USUALLY take place after moving orders, to save myself sanity and make things go faster.
Now there are several places where this doesnt work out:
1. Two Players giver orders that causes their tanks to crash, go to the same spot or wall off the way. Orders that cause a race for a spot or simple "escape from encirclement/keep encirclement" orders.
2. Tank A fires on Tank B who has been given the order to move into hiding where the other tank can't shoot at it.
In both of those cases you make driving tests.
Case 1: Opposed Driving Test (1d6+driving vs. 1d6+driving)
Case 2: Opposed Driving/Gunnery Test (1d6+shooting vs. 1d6+driving)
the higher value wins and decides who was faster on getting the fuck out of dodge.
thats all i can think of right now about movement. Ah wait there is Range. range of tanks is generally not very important since matches randomly last that long but for 100kms of range presume that the fuel lasts for 10 turns. At turn ten all tanks who have a range of 100 simply stop. Exemption: Roll for every tank that would stop (driving)d6. The result means the tiles you can move despite that because your driver was awesome.
Shooting Shit
Okay theres lots of rules since its the main game but this part will only go around the mechanics of hitting stuff, injuries and tank damage is treated at another point.
When our Panzer IV shoots at a T34 you have several factors to factor in. First who of thsoe two shoots first? To determine that roll 1d6+gunnery for every tank, this is the order of initiative.
lets say the Panzer gets to shoot first. his Gunner has a skill of 5 and the T34 has one of 4.
First we determine how good our own shooter does this turn: roll 1d6+ gunnery
Then we determine how hard the shot is: 1d6+Factors
Factors making a shot harder:
Close Range: +1
Medium Range: +2
Far Range: +3
Indirect Shot: +4
Target moving: +2
Target on a heightened position: +2
(thats all i can think of at the moment)
Factors making a shot easier:
Being on a heightened position: +2
(all i can think of at the moment)
if your gunnery result is higher than the shot difficulty result than the shot hits.
Armor and Penetration
Armor and Penetration are calculated simply by taking the technical data from the actual tanks. Careful with different kinds of ammo they have different kinds of penetration!
So our shot has hit teh T34 at 4 Tiles of range (a medium range shot)
we now determine whether we actually damage the tank:
first Penetration. Penetration is determined by the tanks guns penetration and the armor thickness at the point we have hit the tank. You can theoretically make this more complicated by also finding out armor values for the tower, upper body, lower body etc. but in my opinion it doesnt add much.
We hit the t-34 right in the front armor: 90mm Pen vs. 45mm front plating = 45mm deep penetration that is a penetration value of 5, round up or down after your own gusto, i round up for extra explosions.
now we determine damage: 1d6+5 (aka the penetration value)
Result: 1-4 Glance Shot, nothing happens
5-9 Hit Damage Happens
10+ Critical Hit, bad things happen
Top armor comes into play in two cases:
Indirect Fire
and when two tanks on different heights stand directly next to each other. Say the panzer Iv is on gorund level and the t-34 on a hill. the T-34 gets to shoot at the Panzers top armor.
Lower Armour has so far no use but may come into play in case of mines.
Damage and Crits
now lets get to the meat. Your shot hits its a 9 in damage, thats good, means we get to tear that tank a new one.
First we determine Location: 1d10
1-2: Tower is hit
3-4: Tracks are hit
5-8: Crew/Engines are hit
9: fuel Tank is hit
10: Ammunitions are hit
then we determine severity: 1d6 (in case you rolled more than 10 damage before jump immediately to severity 6 for the afflicted part)
Tower:
1 - nothing
2 - the tower is jammed the tank functions now like a stug (it can be repaired)
3 - the tower is jammed (takes a difficult +2 engineering test)
4 - the gun is damaged (takes a very difficult +4 engineering test)
5 - the tower is blown clean off, the gunner is uninjured
6- the tower is blown clean off, roll injuries for the gunner
Tracks:
1- nothing
2- tracks shot off (easy engineering test)
3- tracks damaged (normal engineering test)
4-6 tracks destroyed tank won't be able to move but can still turn, a second hit disallows even turning
Crew:
1- nothing
2- roll one injury dice assign it to a crewmember
3- roll two injury dice assign them to crewmembers
4- roll three injury dice assign them to crewmembers
5- engine fire, select someone to put it out (make an engineering test and roll an injury dice for the fireman)
6- catastrophic engine fire, FIRST roll 3d6 on injuries for all crewmembers, then if anybody is left standing they have to make a difficult (+2 engineering test) otherwise the tanks burns ever hotter. Crewmembers need to make field medicine tests to get out of the tank or suffer another injury roll every turn
Fuel:
1 - nothing
2 - Fuel leak (can be fixed with an easy engineering test)
3 - large fuel leak (can be fixed with an engineering test)
4 - the fuel tank bursts (needs several difficult engineering tests to fix, should the tank be hit it will burst into flames...see engine fire)
5 - tank explosion (crew gets to roll field medicine tests to escape, otherwise they suffer from injury rolls)
6 - Catastrophic explosion (tank explodes everyone instantly dies)
Ammunitions:
1,2- nothing
3,4- Catastrophic tank fire (see engines under Catastrophic Engine Fire)
5-6- Cataclysmic Explosion (tank explodes everyone dies)
Injuries
Everytime somebody gets injured make an injury roll: 1d6
1 - uninjured
2 - lightly injured -1 to Skills
3 - heavily injured -2 to Skills
4 - Critical but stable (unconscious, skills drop to zero)
5 - Death's Door (unconscious, dies within the turn without medical help)
6 - instant death
for follow up rolls add the result of previous rolls up so if in an engine fire one rolls a 4 and then a 2 he moves up one stage to critical. 4 and 3 instant death, 4 and 1 no change.
Thats all i can think of for the moment...more will follow later and updates just have no time at the nonce.