5 PCs (Joe, Jack, John, Jill, and Jim) are escaping in a captured Kubelwagen. Joe is driving, and the other four pile into the back. A German soldier fires a burst of 10 rounds at them with his MP40, succeeds, and rolls that 2 of the 10 shots hit. A roll on the HIT LOCATION TABLE (AUTOMOBILE) renders a result of "Back Seat", so that Jack, John, Jill and Jim are all in danger of being hit. The 4 PCs roll against Luck: Jill succeeds and is not hit, while Jack failed by 11, John failed by 18, and Jim failed by 7. Since 2 shots hit and John and Jack are the two that failed their Luck rolls by the most, these two recieve damage and Jim does not.
* Armored vehicles are defined as those vehicles who have been fitted with armor specially-made to resist the attacks of small arms and explosive shells. In general terms, this includes vehicles that have an Armor value of 15 or more. Regular automobiles and trucks might have an Armor value for the slight protection offered by their chassis and such, but this does not qualify them as armored vehicles.
| HIT LOCATION TABLE (AUTOMOBILE & TRUCK) | ||||
| 1d100 | COMPONENT | HP | EFFECT IF DESTROYED | |
| 01-02 | Headlamps | 2 | Driving in darkness, -10% to all Drive Auto rolls | |
| 03-04 | Suspension | 10 | MOV reduced by ½ | |
| 05-14 | Fuel Tank | 5 |
Roll 1d100 01-35: Vehicle catches fire, roll on VEHICLE FIRE TABLE 36-00: Vehicle rolls to a stop in 4d6+4 rnds, inoperable until repaired and refilled |
|
| 15-24 | Radiator | 10 | Engine overheats in 4d6+4 rnds | |
| 25-49 | Engine | 15 |
Roll 1d100 01-20: Vehicle catches fire, roll on VEHICLE FIRE TABLE 21-00: Vehicle rolls to a stop, inoperable until repaired |
|
| 50-64 | Front Tire | 10 |
Roll Drive Auto -15% Failure: roll +4 on VEHICLE TROUBLE TABLE Success: MOV reduced by ½ |
|
| 65-69 | Rear Tire | 10 |
Roll Drive Auto -20% Failure: roll +4 on VEHICLE TROUBLE TABLE Success: MOV reduced by ¼ |
|
| 70-79 | Driver | Occupant |
Roll on VEHICLE TROUBLE TABLE +5 Someone must take the wheel in this round (DEX check + Drive Auto -20%) or roll on the VEHICLE TROUBLE TABLE +10 in the next round |
|
| 80-89 | Front Seat Passenger | Occupant | Passenger dead | |
| 90-96 | Back Seat or Truck Bed | Occupants & Equipment | Passengers and/or equipment dead or destroyed | |
| 97-98 | Brakes | 6 | No brakes, vehicle must decelerate to stop, and will accelerate to full MOV on an incline. | |
| 99-00 | Steering | 10 | Roll on the VEHICLE TROUBLE TABLE | |
| HIT LOCATION TABLE (MOTORCYCLE) | ||||
| 1d100 | COMPONENT | HP | EFFECT IF DESTROYED | |
| 01-02 | Headlamps | 2 | Driving in darkness, -10% to all Drive Auto rolls | |
| 03-04 | Suspension | 10 | MOV reduced by ½ | |
| 05-19 | Fuel Tank | 5 |
Roll 1d100 01-35: Vehicle catches fire, roll on VEHICLE FIRE TABLE 36-00: Vehicle rolls to a stop in 4d6+4 rnds, inoperable until repaired and refilled |
|
| 20-49 | Engine | 15 |
Roll 1d100 01-20: Vehicle catches fire, roll on VEHICLE FIRE TABLE 21-00: Vehicle rolls to a stop, inoperable until repaired |
|
| 50-64 | Tire | 10 |
Roll Drive Auto -30% Failure: roll +4 on VEHICLE TROUBLE TABLE Success: MOV reduced by ¼ |
|
| 65-89 | Driver | Occupant |
Roll on VEHICLE TROUBLE TABLE +10 |
|
| 90-96 | Sidecar Passenger | Occupant | Passenger dead | |
| 97-98 | Brakes | 6 | No brakes, vehicle must decelerate to stop, and will accelerate to full MOV on an incline. | |
| 99-00 | Steering | 10 | Roll on the VEHICLE TROUBLE TABLE | |
| HIT LOCATION TABLE (ARMORED FIGHTING VEHICLE) | ||||
| 1d100 | COMPONENT | HP | EFFECT IF DESTROYED | |
| 01-04 | Fuel Tank | 5 |
Roll 1d100 01-35: Vehicle catches fire, roll on VEHICLE FIRE TABLE 36-00: Vehicle rolls to a stop in 4d6+4 rnds, inoperable until repaired and refilled |
|
| 05-14 | Engine | 15 |
Roll 1d100 01-20: Vehicle catches fire, roll on VEHICLE FIRE TABLE 21-00: Vehicle rolls to a stop, inoperable until repaired |
|
| 15-29 | Tread | 10 |
Roll Drive Auto -20% Failure: roll +4 on VEHICLE TROUBLE TABLE Success: MOV reduced by ¼ |
|
| 30-49 | Turret or Front Cab |
Turret occupants (Hull occupants take ½ dmg) |
Occupants dead If driver dead, roll on VEHICLE TROUBLE TABLE +5 Someone must take the wheel in this round (DEX check + Drive Auto -20%) or roll on the VEHICLE TROUBLE TABLE +10 in the next round |
|
| 50-51 | Main Gun* | 15 | Main gun inoperable | |
| 52 | Coaxial Gun* | Weapon HP | Coaxial gun inoperable | |
| 53-54 | Hull Gun* | Weapon HP (or 15) | Hull gun inoperable | |
| 55-74 | Hull or Bed |
Hull occupants (Turret occupants take ½ dmg) |
Occupants dead If driver dead, roll on VEHICLE TROUBLE TABLE +5 Someone must take the wheel in this round (DEX check + Drive Auto -20%) or roll on the VEHICLE TROUBLE TABLE +10 in the next round |
|
| 75-89 | Magazine* | 10 | Vehicle explodes, all occupants take 12d6 dmg | |
| 90 | Headlamps | 2 | Driving in darkness, -10% to all Drive Auto rolls | |
| 91-92 | Suspension | 10 | MOV reduced by ½ | |
| 93-94 | Gun-Laying Equipment* | 5 | All attacks with main gun at -25% | |
| 95-96 | Radio* | 2 | Radio inoperable | |
| 97-98 | Brakes | 6 | No brakes, vehicle must decelerate to stop, and will accelerate to full MOV on an incline. | |
| 99-00 | Steering | 10 | Roll on VEHICLE TROUBLE TABLE | |
SPECIAL ATTACKS
ANTI-TANK WEAPONS: several weapons were developed during the war to specifically destroy armored vehicles.
RAMMING: Ramming is a special manuever requiring a Drive Auto rolls (or Operate Heavy Machinery for tanks). If the rolls succeeds, the target takes damage as per the VEHICLE COLLISION TABLE but the ramming vehicle takes only ¼ damage. Ramming can also be used to run another vehicle off the road, so that a successful ram causes no damage but does require the driver of the rammed vehicle to roll against their Drive Auto skill at -20% or roll on the VEHICLE TROUBLE TABLE. If a ramming roll fails, the driver must roll against his Drive Auto skill at -15% or roll on the VEHICLE TROUBLE TABLE.
FIREARM COMBAT: Shooting from a moving vehicle is very difficult, especially at high speeds. For every MOVE unit the vehicle is moving greater or less than the target, the attack is modified by -1%.
EXAMPLE: Firing from a jeep moving at MOVE 36 at a Kubelwagen at MOVE 48 has a modifier of -12%. Next round, the jeep goes MOVE 50 and accelerates past the Kubelwagen, still at MOVE 48, so the modifier is -2%. Then on the next round, the jeep slows down to MOVE 48 pull alongside the Kubelwagen, still at MOVE 48, so the modifier is -0%.Attacks made from (and at) vehicles moving at less than or equal to MOVE 6 are not modified.
An attack aimed at a specific location on a vehicle (driver, tires, tank treads) requires a Called Shot. Such attacks must still penetrate the armor by doing more damage than the Armor Value of the vehicle, unless the target is exposed.
| VEHICLE FIRE TABLE | ||||
| d10 | RESULT | |||
| 1-5 | Minor Fire: occupants take damage minus armor value | |||
| 6-7 | Minor Engine Fire: occupants take damage minus armor value; vehicle inoperable until successful Mechanical Repair roll |
|||
| 8-9 | Major Engine Fire: occupants take 1d6+2 damage/round; vehicle inoperable | |||
| 10 | Explosion: occupants take 1d6+2 damage/round + 3d6 concussion damage. | |||
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