Gun Size
AP Penetration Over Range Chart
Short (S) Standard Long (L) Extra Long (XL)
PB
- +25% +25% +25%Short
-10% - - -Med
-25% -10% - -Long
-50% -25% -10% -Ext.
-75% -50% -25% -10%Gun Size
Gun to Hit Chart
Short (S) Standard Long (L) Extra Long (XL) 5" 8" 8" 10" 23" 30" 45" 53" 60" 75" 90" 113" 75" 103" 113" 150" 90" + + + PB
16
Short14
Effective12
Long8
Extreme4
Fire Based DRM Green... +2 Non Qualifyed...+2 Captured Use...+3 Leadership Ability... -x Elite... -2 Aimed Shot... -2 Fire on Move.... +12 No Target...1/2 Moved in Previous Action...+5 Buttoned Up...+2 HEAT round...+2 No Commander...+3 Zeroed In...-4 Acquired Target...-1/-2 Target Based DRM Moving Front...+1 Moving Side...+1 per 3" Very Small Target...+2 Small Target...+1 Large Target...-1 Very Large Target...-2 Light Woods...+3 To Hit Modifyersa HEAT round; never to bazookas, panzerschreks, panzer- faust or other infantry carried missile weapon with a HEAT warhead.
No Commander Whenever the commander is not directing
the fire of the Main Gun the gun receives the No Commander penalty.
Zeroed In If units are in defended positions for very long
they ususally zero in their guns on the enemy’s likely avenue of approach. They fire a round or two and “tweak” the target location in. When firing into a Zeroed In location the unit gains a -4. After the tank moves or the crew abandons the vehicle this modifier is lost. Vehicles may be allowed to Zero In as part of a scenario set up.
No Target This modifier is applied whenever a gun is fired at
an area and not a specific target, such as into a cloud of vehi- cle launched smoke.
Elite Crew Elite crews receive a -2 To Hit because of their
experience and skill in firing in combat.
Green Crew A Green crew recieve a +2 To Hit because of
their lack of training and combat experience.
Leadership Modifier Vehicles with a tank leader as the com-
mander may use that leader’s modifier on the To Hit die if the leader is spending his action directing the fire and if he choos- es to apply the modifier on the To Hit roll and not the loca- tion roll.
Target Based DRM
Motion When the target has moved in its last action phase it
is considered still in motion.
Moving Front The target gains a +1 whenever the target is moving and the shot is to the front or rear.
Moving Side The target gains a +1 for every 3” of movement. The faster a target is moving the harder it is To Hit. This only applies to targets that are not moving directly at the shooter.
Target Size The size of the target makes it harder or easier To
Hit. There are 5 sizes and each has a modifier associated with it. Each tank has a Target Size listed in the Tank Chart. Very Small +2 This is for small jeeps and motorcycles and the like. All anti-tank guns are considered very small targets. Small +1 This category is for small tanks and cars and other vehicles with very low silhouettes. They gain a +1 To Hit modifier.
Medium The normal size for a target is the typical mid-war tank like the German PzKw IV. There is no modifier for this target size.
Large -1 It is easier To Hit a large target and therefore there is a -1 modifier for large targets.
Very Large -2 In the war there were several extremely large tanks and vehicles that where built. These are considered a very large target and gain a -2 to the die roll.
Acquired Target When the gunner has been shooting at the
same target several times he can adjust his fire. The shooter may not move and the target may never have left the shoot- er’s sight for this bonus to apply. For the first shot there is no modifyer. The second shot gets a -1 in order To Hit, the third a -2. A -2 modifier is the maximum Acquired Target modifier allowed.
Light Woods Vehicles in light woods are +3 to be hit. This
represents the chance of the incoming round striking a tree and thus missing. Light woods are the only type of terrain that ever cause a To Hit penalty and are an exception to the Hit Location and cover rules given below.
jamming
Any time a To Hit roll is an unmodified 20 there is a Jam. When a Jam is rolled no round has been fired. Instead the round was a dud, the round was misconnected, or some other mishap has occurred in loading. It takes the loader one action to clear the Jam. Once the jam has been cleared the gun must be reloaded, using the load time for the gun and crew in ques- tion.
Hit Location
Once a hit has been scored it is necessary to establish where the target tank has been hit. To determine Hit Location roll a d20 and refer to the Hit Location Chart appropriate to the fac- ing of the target. This chart will indicate any specific damage done by a Non-Penetrating round, and any additional effects of a penetrating round. Note that Non-Penetration Effects apply only to weapons of 37mm or larger caliber. Any size gun will receive Automatic Penetration when striking the 1 location from front or rear.
Automatic Penetration The round has struck the ground and richocheted upward into the underbody of the tank or has passed through a vision slit or similar aperture. Regardless the round does not roll to penetrate but immediatly rolls on the Penetration Effects chart, using all modifiers.
Immobilized The round has destroyed the vehicle’s tracks/ suspension or has knocked out the engine. Fully tracked vehi- cles that are immobilized by a track hit may take advantage of the Dead Tracks rule.
Crew -1 action This Non-Penetrating effect represents the stunning effect of a round bouncing off the location of a crew member’s seat. The effected crewman loses one action on his next card. Any crew member who is Unbuttoned or exposed will be KIA /MC instead, but the round still does not pene-