1945 Vehicle Rules

download 1945 Vehicle Rules

of 4

Transcript of 1945 Vehicle Rules

  • 7/30/2019 1945 Vehicle Rules

    1/4

    1

    1 9 4 5Vehicle RulesBy Tom Hinshelwood1.0 Introduction

    The following are rules to allow the use of tanks and other

    vehicles in games of1945. As well as ru les for the use of AFVs(Armoured Fighting Vehicles) there are, of course, rules forblowing them to pieces.

    For tanks include one card in the turn deck to representall of the vehicles crew, not one card for each character. This

    way it makes for simpler play if a ll the characters inside a vehicleact at the same time instead of the possibility of the gunners

    card being drawn before the drivers, with the problem being youwanted the gunner to shoot after the vehicle had moved. Whencharacters exit a vehicle they need to be assigned a separate

    card which is shuffled into the turn deck for the next turn.Vehicles should really only be used in previously

    planned scenarios as they can have immense effectiveness onthe battlefield against small squads.

    2.0 Special Skills

    Below is the Special Skill Driver, which is required by characters

    wishing to effectively use vehicles. It is purchased in the same

    way as other special skills at the cost of 1 upgrade point.

    Driver

    Look, I know where we need to go, its just finding itthats proving a bit tricky.

    This character is skilled in the driving of all wheeled vehicles,including Jeeps, motorcycles and civilian vehicles as well AFVs.

    2.0 Heavy Weapons

    Heavy weapons cover all the really big guns not mentioned in

    other categories, such as anti-armour weapons, mortars andlarge gun emplacements. To use a heavy weapon effectively

    requires special training and therefore to use one without penaltyrequires the Heavy Weapons special skill. Heavy weaponscannot Auto-Fire. All of the below weapons count as Ammo-Low

    and are used as per the normal Fire action.The DMG of each weapon is used when resolving

    direct h its, whether against a tank, house or luckless soldier. Inaddition to this the table below represents the explosive blast of

    the weapon, and how much damage is caused to those that fallwithin its blast radius.

    Bazooka/Panzershreck

    The Bazooka is an American anti-armour weapon that requires a

    two-man crew to operate. The Panzershreck is a German copy of

    the Bazooka, only really differing in the size of the warhead. Forthe purposes of this game both have identical statistics. A

    character from the squad must be assigned to work as the loaderfor this weapon and must remain within 2 of the weapon at all

    times. If he cannot then the Bazooka is unable to fire when thecharacter equipped with it has his go.

    Bazooka: C 1 S 6 M12 L 16 E 24 MR 32 DMG 11 AMMO 5

    2.01 Distance From Blast Damage

    0 to 1 D6+61 to 2 D6+4

    2 to 3 D6+23 to 4 D6+1

    PIAT

    The PIAT is the British anti-armour weapon standing for Projector

    Infantry Anti-Tank. It is operated by a single character.

    PIAT: C 1 S 6 M 8 L 12 E 15 MR20 DMG 13 AMMO 6

    2.02 Distance From Blast Damage

    0 to 1 D6+6

    1 to 2 D6+32 to 3 D6+1

    Panzerfaust

    The Panzerfaust is a one-shot anti-armour weapon that must be

    discarded after firing, whether it hits or not. It is a light-weightweapon that is unique because characters using it only suffer a

    +1 penalty to the TN if they do not have the Heavy Weaponsspecial skill.

    PFaust: C 1 S 8 M 12 L 14 E 16 MR 18 DMG 9 AMMO na

    2.03 Distance From Blast Damage

    0 to 1 D6+6

    1 to 2 D6+3

    2 to 3 D6+1

    3.0 VEHICLE ACTIONS

    Like infantry characters, vehicles move, shoot and turn by using

    actions and special actions and like infantry characters vehiclesmay only make two actions per turn, from either Move or Fire.

    There are no vehicle special actions. . or one special action. Touse any vehicle, whether a humble jeep or a mighty Tiger tank,

    requires the use of this special action. Any character can use thisspecial action, but to do so without the Drive special skill means

    that any tests made will be at +1 TN. If the vehicle in question isa tank then this penalty is +2 instead.

  • 7/30/2019 1945 Vehicle Rules

    2/4

    3.1 Move

    Each vehicle has a Movement Allowance which is the number of

    inches it is able to travel by taking this action. During this actionthe vehicle is able to make any number of changes of direction

    up to 45-degrees at the cost of 1 for each. Any distancetravelled in reverse is done so at the cost of 2 from the

    Movement Allowance for every 1 travelled.Should the vehicle need to make any turns of an angle

    greater than 45-degrees the driver must make a Morale testagainst TN 4, with the greater the success equalling the lesser

    cost from the Movement Allowance for the turn. Consult thebelow table (3.11) for the result. Add the vehicles Manoeuvre

    modifier to the roll.

    3.11 Mora le Result Cost of Turn

    -1 or less 3

    +0 to +1 2+2 or more 1

    Vehicles must make the appropriate rolls for crossing difficult

    terrain as do infantry. If the vehicle fails to equal the TN then itbecomes temporarily stuck and loses the rest of its Movement

    Allowance for this action. Use the vehicles Manoeuvre modifierwhen making such rolls.

    Getting In and Out of Vehicles

    As long as a character can reach the entrance to the vehicle

    during one of his actions the character is then considered to haveboarded that vehicle and the player can select whereabouts in

    the vehicle he is, such as in the drivers seat of a Jeep. As longas a vehicle is stationary a character can leave it without any

    need for ro lling. However, if the vehicle is moving at the time, thecharacter will suffer damage according to how fast the vehicle ismoving, as shown on the below table (12.11).

    3.12 Vehicle Speed Damage TN

    1 to 12 D6

    12 to 24 D6+324+ D6+5

    Ramming

    If a character is in the path of a moving vehicle the driver of the

    vehicle rolls a D6 adding his Morale modifier to create a TN thatthe character rammed must equal with a D6 roll plus his

    Movement modifier as he attempts to jump out of the way. If thecharacter equals or beats the TN he has managed to avoid being

    hit and suffers no damage, if his score is less than the TN thenhe suffers damage dependant on the vehicles speed, as shown

    on the below table (3.13), with a modifier depending on thevehicles front Armour Rating, as shown in the second belowtable (3.14).

    3.13 Vehicle Speed Damage TN

    1 to 12 D6

    12 to 24 D6+324+ D6+5

    3.14 Vehicle Armour Rating TN Modifier

    +1 to +6 +1

    +7 to +12 +212+ +3

    If a vehicle rams another then both vehicles involved need to roll

    a D6 and add the Armour Rating for the appropriate sections thatcollide, once for each vehicle. For example: A crazed German

    driver rams his Tiger tank into the side of an Allied truck. Theeffect of the ram is first worked out for the truck. The Tiger tank

    rolls a D6 and adds its frontal Armour Rating of +16 for a total of18, which then becomes the target number for the truck to beat,

    but with its side Armour Rating of +5 it only manages to get 10 intotal. With a difference of +8 the truck is destroyed instantly. Now

    the effect of the ram must be worked out for the Tiger. The truckmakes its roll, getting 11 this time which the Tiger automatically

    beats with its Armour Rating of +16, meaning it goes completelyunscathed.

    3.2 Fire

    A tank must first spot its target in the same way that infantrycharacters do so, but because of the restricted view caused bybeing inside a tank, such spot rolls are made at a +1 modifier to

    the TN if the target in question is within a 90-degree arch,otherwise the penalty is +2. This penalty can be avoided if the

    tank commander opens hatch for a look around. If he chooses todo this then he risks being subjected to attacks from the

    Covering Fire action or from well-played Leadership cards. Theloss of the tank commander means that all TNs are subject to a

    +1 penalty.This fire action is performed the same as the Fire

    action for infantry. Consult the below table (3.21) to determine

    the effect of the firing. In addition tanks that Move before Firing

    have a +2 penalty to the TN for firing from a moving vehicle,instead of the normal +1. A tank may not fire its main armamentmore than once per turn.

    3.21 Fire Result Effect

    -3 or more The shell travels 2d6

    inches as described inthe below table (3.22)

    -2 to1 The shell travels 1d6inches as described in

    the below table (3.22)+0 to +1 The shell hits the target.

    +2 or more The shell hits the targetbut receives a +2

    modifier to the DMG roll.

    3.22 D6 Result Effect

    1 The shell lands 90-degrees to the

    left of the targe t2 The shell lands 45-degrees to the

    left of the targe t3 The shell lands directly short of the

    target4 The shell lands directly long of

    the target5 The shell lands 45-degrees to the

    right of the target

  • 7/30/2019 1945 Vehicle Rules

    3/4

    6 The shell round lands 90-degrees

    to the right of the target

    Usually a tank is armed with a machinegun of some sort, this canbe employed with the Fire action in addition to the main weapon.

    Use the standard Fire action for resolving this.

    4.0 VEHICLE DAMAGE

    All Vehicles have Armour Ratings which are similar to theStrength ability that infantry characters have. When a vehicle ishit by any weapon the attacker rolls for damage as normal to get

    the TN, and the player controlling the vehicle makes an Armourtest by rolling a D6 and adding the Armour Rating for the area ofthe vehicle hit. If the result is equal or higher than the damage

    TN then the vehicle is hit but not damaged. If the result is lessthen consult the below table (4.01) for the effect.

    4.01 Armour Result Effect

    -1 Minor Damage No effect, but

    treat the next Minor Damage result

    as Major Damage-2 Serious Damage The character

    suffer a +1 modifier to the TN of all

    tasks when using the vehicle andthe movement allowance is

    reduced by 2 .-3 Crippling Damage Characters

    suffer a +2 modifier to the TN to alltasks when using the vehicle and

    the movement allowance isreduced by 4 . All crew must makea Strength test against DMG TN

    D6+1.

    -4 Immobilised The vehicle comesto a ha lt and cannot be used again.The driver must make a Drive test

    TN 6 to avoid crashing. On a D6roll of 4+ any mounted weapons

    are still operational. Any furtherArmour rol ls are made at +6 TN. All

    crew must make a Strength testagainst DMG TN D6+3.

    -5 or less Destroyed The vehicle explodes.If moving the vehicle automatically

    crashes. Everyone inside is killed.Everyone within 4 must make a

    Strength test against the explosion,TN D6+3

    5.0 TANK ARMAMENTS

    For simplicities sake tank armaments are divided into threecategories, Light, Medium and Heavy, each progressively more

    powerful than the last. On the vehicle stats it will state which typeof gun the tank is armed with.

    The infantry rules do not go in to detail about the effectsof range on the stopping power of bullets, but when using tanks

    range plays an important factor in how penetrating the round is.Use the range category of the target to determine the modifier, if

    any, to the DMG of the hit, as shown on the below table (5.1).

    5.1 Range DMG Modifier

    Close +2Short +1

    Medium +0Long -1

    Extreme -2

    When a tank round scores a direct hit use the DMG modifier inthe profile. Below it is the explosive effect of the round.

    Light

    C 1 S 10 M 20 L 40 E 60 M 80 DMG 10 AMMO 6

    5.2 Distance from Shell Damage

    0 to 1 D6+4

    1 to 2 D6+2

    2 to 3 D6+1

    Medium

    C 1 S 13 M 25 L 50 E 75 M 100 DMG 12 AMMO 6

    5.3 Distance from Shell Damage

    0 to 1 D6+5

    1 to 2 D6+32 to 3 D6+1

    Heavy

    C 1 S 15 M 30 L 60 E 80 M 120 DMG 14 AMMO 6

    5.4 Distance from Shell Damage

    0 to 1 D6+6

    1 to 2 D6+42 to 3 D6+2

    6.0 Light Vehicles

    To use all land vehicles effectively requires proper training,therefore to do so without penalty requires the Drive special skill.

    If the character operating one of these vehicles does not havethis skill all TN are subject to a +1 penalty on account of hisinexperience.

    Motorcycle

    Used primarily as a scout vehicle, the motorcycle can be used toattack by having a sidecar with an attached machinegun.

    Movement Allowance: 14 Manoeuvre:+3

    Armour: Front: +3 Sides: +3 Rear: +3Crew: Driver, (Gunner) Passengers: 1 (1)

  • 7/30/2019 1945 Vehicle Rules

    4/4

    Jeep

    The iconic vehicle used by the American army during the warafter for decades afterwards. It may be equipped with a turret-

    mounted weapon, usually a machinegun, in place of being ableto carry two passengers. Use these statistic for British Land

    Rovers and other similar four-wheel drive vehicles.

    Movement Allowance:12 Manoeuvre: +2Armour: Front: +6 Sides: +4 Rear: +4

    Crew: Driver, (Gunner) Passengers: 3 (1)

    Civilian Car

    These statistics can be used to represent any average car of theear. For sports cars simply increase the Speed/Manoeuvre

    modifiers and lower the Armour and number of passengers.

    Movement Allowance: 12 Manoeuvre: +3 Armour:

    Front: +5 Sides: +5 Rear: +5Crew: Driver Passengers: 3

    Truck

    Like the statistics for the civilian car, these statistics can be

    modified to closer resemble the type of truck being used or canbe left alone to represent any unarmoured transport vehicle.

    Movement Allowance: 10 Manoeuvre: +1

    Front: +7 Sides: +6 Rear: +6

    Crew: Driver Passengers: 20

    7.0 Armoured Fighting

    Vehicles

    Characters operating these vehicles without the Drive specialskill perform all tasks with a +2 penalty to TNs on account of

    their lack of proper training.The amount of different tanks in the period is vast and

    the below list is but a small selection of the numerous variations.

    For other tanks just use statistics for the equivalent type of tankor devised statistics for particular vehicles, basing them on thosedescribed below.

    Panzerkampfwagen IV

    Movement Allowance: 7 Manoeuvre: +2

    Armour: Front: +12 Sides: +10 Rear: +8Gun Type: Medium

    Additional Armaments: Heavy MachinegunCrew: 5

    Panzerkampfwagen V Panther

    Movement Allowance: 8 Manoeuvre: +2

    Armour: Front: +14 Sides: +13 Rear: +10Gun Type: Medium

    Additional Armaments: Heavy MachinegunCrew: 5

    Panzerkampfwagen VI Tiger

    Movement Allowance: 7 Manoeuvre: +2

    Armour: Front: +14 Sides: +12 Rear: +10Gun Type: Heavy

    Additional Armaments: Heavy MachinegunCrew: 5

    Panzerkampfwagen VI Knigstiger (King Tiger)

    Movement Allowance: 7 Manoeuvre: +1

    Armour: Front: +16 Sides: +13 Rear: +11Gun Type: Heavy

    Additional Armaments: 2x Heavy MachinegunCrew: 5

    M4 Sherman

    Movement Allowance: 8 Manoeuvre: +2Armour: Front: +12 Sides: +10 Rear: +9

    Gun Type: MediumAdditional Armaments: Heavy MachinegunCrew: 5

    Tank Destroyer M10 Wolverine

    Movement Allowance: 8 Manoeuvre: +1Armour: Front: +13 Sides: +11 Rear: +10

    Gun Type: HeavyAdditional Armaments: Heavy Machinegun

    Crew: 5