Firing Anti-Tank Rounds (p. 30ss FL Rulebook)
If the target is hit, take into account the Armour Piercing (AP) value of the weapon, which ranges from -4 to +8, and add any factors for a more precise shot (from +0 to +3). This gives the unmodified AT value which thus ranges from -4 to +11.
If this unmodified AT value is more than double the armour value of the target vehicle (which ranges from +0 to +6), any damage will be Lethal.
The firer now adds a D6 roll to his unmodified AT value to give his final damage roll, and compares it to the target's armour value.
Target value beaten with odd number :
Crew is Stunned
Target value beaten with even number :
Crew is Panicked
Target value is doubled, or beaten by a Lethal attack
Crew take a Bail Test
If the damage roll was a :
1 - the vehicle cannot move until its crew spends three Actions on repairs
2 - the vehicle cannot fire until its crew spends three Actions on repairs
3 - the vehicle loses one random special rule (representing loss of equipment)
4 - the vehicle is immobilised
5 - one random crew member is killed; vehicle Q drops by 1
6 - one random weapon system is knocked out
Target value is tripled
The vehicle is Knocked Out; if the damage roll was a 6, it Brews Up.
Stunned
The crew must spend an Action ro recover. If a vehicle is moving and the crew only receive one action, the action cannot be used to recover, and the vehicle can either move forward in a straight line its full move or stop.
Panicked
The crew must pass a Morale Check. If they do not, they remain Panicked and the vehicle comes to a halt. If they pass, they become Stunned, see above.
Bail Test
The crew makes a Morale Check. If they fail, they will make their movement away from the vehicle, the first movement stick taking them adjacent to it. The vehicle comes to a halt. Crew can be represented by figures or counters. If represented by counters, they cannot engage combat whilst out of their vehicle, but can be engaged by the enemy.
Any passengers riding in or on the vehicle may choose to leave it and are placed adjacent to it.
Knocked Out
The vehicle is no longer combat worthy. Leave the wreck on the table as it will provide heavy cover. The crew make a Morale Check; if they succeed, they are placed adjacent to the vehicle.
Any passengers riding in or on the vehicle must also leave it and are placed adjacent to it.
Brew Up
The vehicle explodes, instantly killing all crew members. Any passengers take a C5 hit, and any figures within Short of the vehicle take a C2 hit. The wreck is aflame or otherwise leaking toxic material; no figure can come or remain within C of it and line of sight through it is blocked as if through a smoke screen.
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