GROUND VEHICLE COMBAT RULES

  1. Highest DEX goes first.
  2. Roll to hit.
  3. Roll for damage. Subtract damage from the Armor value (if any).
  4. If damage is less than the Armor value, the attack does no effect.
  5. If damage is more than the Armor value, the attack has penetrated the vehicle's armor. Roll on the HIT LOCATION TABLE for that vehicle type.
  6. Subtract the damage (minus the Armor value) from the vehicle's Base HP.
  7. Once the vehicle's Base HP reaches zero, the vehicle is destroyed, and all occupants recieve damage from the attack (minus the Armor value).

* 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

* if there is no such component onboard the vehicle, ignore the result

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

* if there is no such component onboard the vehicle, ignore the result


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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