
Hey, you might remember this game from a few years ago run by a user named Ghazkull, if not, let me explain a few things.
This game is basically what would happen if you took girls und panzer and then mixed it with blood bowl and made any injury roll a death. Player are playing as schools that run a tankery program and fight each other in a tournament, which at the end the winner and runner up are granted a good chunk of points.
The game is fairly simple, you take your tanks, and then, fight against another player and try to complete whatever the objective in that game is, be it knocking out the lead tank, or simply holding a position longer then your enemy. The maps will be made using Vassal's panzer module.
Currently, your options for tanks are somewhat limited, this will expand after the first season, and maybe some more if I can get some help stating tanks. The tanks that will be available are ww2 tanks, along with a few prototypes like the Maus later on.
Now, some rules have changed, now instead of a wound of 6 being an instant death, it will result in a injury roll not unlike the kind in Necromunda, which can result in death, obviously. Below are the rules that Ghaz made, with a few edits.
The most important Member in your Tank Company is the Captain of the Team. You are basically him. The higher the leadership skill of your Captain's Tank Crew the more likely the teammembers will follow it to the point and not deviate from his Orders.
Every Tank Crew has several Skills which at the start are rated from 1 to 6:
Leadership (usually only important for your Captain. However should his tank be immobilized it might be practical to have somebody around to take over.
Gunnery
Driving
Special Skills (these may be learned via Training Facilities or through combat action)
Usually a Tank Crew can't increase it's Skill. It's Standard Skillset will be rolled for with 1d6 at the Beginning. Only through extreme Use of these Skills during a Match or through intensive training is a team able to increase its Skills.
It may very well be that Crewmembers can be lost during a match. A stray Bullet, a Fire inside the Tank and similiar things may lead to injuries and worse and permanently incapacitate Crewmembers or bring them back mentally scarred. So Crewmembers while increasing their Skill over time acquire quite the amount of Mental and Physical Scarring which will impact on their Performance on the Field of Battle.
Tanks have quite the Number of Statistics impacting their Performance on the Field and of course their Price.
and While a Panzer 38(t) isn't really up to par in direct battle with a Tiger it is more agile and can outmaneuver it. Not to mention it has the higher Range. On the other hand its guns cannot even penetrate the armour...except you get a lucky hit on the bottom of the tank.
Statistics of a Tank:
Name of Tank
Price
Speed
Maneuverability
Front Plating
Side Plating
Back Plating
Ground Plating
Top Plating
Main Gun
Piercing (Close, Medium, Maximum Range)
Range (of the Fuel Tank)
Special Quirks
Name of School:
Starting Points: 1000
Starting Tanks:
A note at the End: I am no specialist on tanks i just go with the Stats given to me by the last tankery game that was given to Ghaz by Wikipedia and work these into Game Stats. If you find wrong data, feel free to tell me and give me sources/info for improvements, i try to stay close to what i have, but some of the info is added based on similar models or what would (probably) make sense.
Maintenance:
Repairing a Tank: 100 Points
Hiring a Green Crew: 100 Points
Hiring 3 Gunners/Drivers/Captains: 100 Points
Crews Specialization:
Hiring Specialist Crews: NOT UNLOCKED
Training a Crewmember in a Skill: 100 Points (requires Facilities)
Training a Crew in a Skill:300 Points (requires Facilities)
Hiring a Field Medic Team (Field Medicine 10): 500 Points (requires Facilities)
Hiring a Medical Sdkfz 257 1000 Points (requires Facilities)
Tank Upgrades:
Side Skirts: 100 Points (requires Facilities)
Wet Stowage: 100 Points (requires Facilities, only Shermans, reduces chances of Engine Fires)
Booby Traps:100 Points (requires Facilities, prevents tank hijacking)
Flamethrower:500 Points (allows Heating up of Tanks, Burning of Hedges and Crews on Foot as a free extra Action)
Radio tuning: 500 Points (allows taunting enemy tanks from further then close range by entering (and interrupting) their comms)
Immortal: Non purchasable, all shots except for critical hits bounce.
Hospital Ward:1.000 Points
Allows recruitment of Medical Crews
Allows recruitment of Medical Sdkfz's
Allows training of Field Medicine Skill
Allows Out of Action Crew to recover
Firing Range:1.000 Points
Allows training of Gunnery Skill
Officers School:1.000 Points
Allows training of Leadership Skill
Tank Workshop:1.000 Points
Allows Tank Upgrades
Allows training of Engineering Skill
Obstacle Course:1.000 Points
Allows training of Driving Skill
Guerilla School:1.000 Points
Allows training of Hijacking Skill
Allows Booby Trap Upgrade
Traditions are received upon having exclusively Tanks of one Nationality in your Team. You can buy them once and they stay and are active for your entire team as long as you have only tanks of one nationality. German/Russian/American tanks do get these bonuses, however, since their tanks are by and large superior to those of other factions they wont be anywhere near as powerful. This is merely a bonus to those people who severely limit themselves by using tanks from one faction. Thus, despite having to drive only Italian tanks you still are competitive.
Traditions will become only visible as you unlock them. (Although some of you might remember one set of traditions...)
German Traditions
1.000 Points: Ghost Divisions - Tanks stay invisible until they open fire or are 6 tiles or less away from an enemy tank at the end of their turn.
1.000 Points: STuG Life - Assault Guns can deploy in Ambush Positions at the beginning of the Game
1.000 Points: Blitzkrieg - You can push your machines beyond what they are designed for. Once you have done your movement you can use this ability to move again and thus effectively double your movement rate on a roll of 5+ your engine might even survive the ordeal. Can be used repeatedly
Finnish Traditions
1.000 Points: Trading Upwards - Instead of having to get out of their own tank and then start hijacking, Finnish Tank Crews can drive up to an enemy tank and hijack it in the same turn, ignoring booby traps while doing so
1.000 Points: Tracks for the Track God - For every vehicle tracked during a match, the Finnish Team gets one extra action that can be done by any member of the team
1.000 Points: SISU - as long as Finnish Teams are outnumbered all hits are automatic crits
Soviet Traditions
1.000 Points: For the Rodina!: Gives your tanks the ability to ram, opposed drivers test+ armor thickness determines who wins the losers tank will be made immobile and set on fire.
1.000 Points: Waste not Want not: Russian Infantry units can repair ostensibly utterly destroyed tanks and drive them off the field at two moves per turn, if they succeed they can keep it (Or a copy of it, depending on what has been agreed upon)
1.000 Points: Order 227: Russian teams can add an extra crew member: the Commissar. He may execute crew members for a bonus to all crew's skill's except them self and prevent crews from abandoning the tank without direct orders to do so.
Polish Traditions
1.000 Points: "DRIVE ME CLOSER I WANT TO HIT EM WITH MY SWORD!"- if an enemy is within 3 tiles of a polish tank, the commander may elect to activate this perk to immediately attempt to cozy-up at the cost of an enemy reaction shot. he can do that in his or in his enemies turn
1.000 Points: Winged Hussars - Polish Tanks can decide to forego shooting to double their movement range. Should they reach Cozy-up range they can immediately cozy-up to avoid being shot at, but cannot shoot this turn (aka a cozy-up without a top-armor shot)
1.000 Points: "Drive-By Demobilization"-Should a TKS fail a cozy-up, instead of being shot at they can attempt stealing an enemies tracks, permanently rendering them immobile. This is a hijacking vs hijacking test
Tenacious: reduce wounds by 1 (so instead of out cold get bleeding out and so forth)
Survivor: Your Crewmember can stay for three turns in Bleeding out, If caught in an exploding tank(or similiar) roll 1d6 on a 4-6 he somehow survives unscathed.
Pyrophobe: This Crewmember is afraid of fire. If the tank cataches fire it will immediately abandon it.
The Few: Your Crewmembers just don't seem to get hurt. If a Crewmember is wounded or injured they must be targeted last. In effect that means that if you would have three injury rolls all three would hit Crewmembers without this trait. Once all Crewmembers without this trait are out cold, roll wounds normally.
We didn't start the fire: When causing a fire immediately escalate it to a Catastrophic Fire, forcing immediately three-injury rolls before attempting to repair the tank.
Suspected Cowards: No penalties...yet.
You Call That a Wound?: This crewmember is very resilient, flesh wounds and minor injuries do not add a penalty to this character.
To the last: This crewmember enters extreme levels of focus when all seems lost, preforming at their absolute best they possibly can be. +1 to all rolls when in the last surviving tank on the team.
Scarrrred for life: This crew member is missing an eye, a foot or leg, and a hand...They are inspiring in how they continue on despite the disabilities but their disabilities prevent them from working as well as others.
Tanks and Movement
Tanks have obviously a movement rating. The rating is decided simply by the speed of the tank. A Tank that can drive 40km/h gets to move forward four tiles.
Theoretically tanks have an offroad and onroad speed. Since having movement rates of two tiles per turn would slow this entire game down to a ridiculously slow speed ignore offroad speeds when creating new tank movements.
Mobility is a wee bit more complicated. Let's take the Panzer IV as our general example tank because i like it and it was the first tank i drew stats up for: the formula for mobility consists of the tanks PS/t (Pferdestärken...i think the English use kw or hp; per tonne). For the Panzer four that is 12 PS/t. Add to that the speed of about 40km/h and you have the mobility of the tank of 52.
Mobility is a stat rather randomly used since its most useful application is for tank duels when two tanks circle each other and try to hit the others back or side plating. Generally you can use it in any test where it becomes important who turns faster and thus gets the better or worse shot.
On movement Orders:
Generally you can resolve all movement orders in any order you like usually it doesn't matter, since firing orders USUALLY take place after moving orders, to save myself sanity and make things go faster.
Now there are several places where this doesnt work out:
1. Two Players giver orders that causes their tanks to crash, go to the same spot or wall off the way. Orders that cause a race for a spot or simple "escape from encirclement/keep encirclement" orders.
2. Tank A fires on Tank B who has been given the order to move into hiding where the other tank can't shoot at it.
In both of those cases you make driving tests.
Case 1: Opposed Driving Test (1d6+driving vs. 1d6+driving)
Case 2: Opposed Driving/Gunnery Test (1d6+shooting vs. 1d6+driving)
the higher value wins and decides who was faster on getting the fuck out of dodge.
thats all i can think of right now about movement. Ah wait there is Range. range of tanks is generally not very important since matches randomly last that long but for 100kms of range presume that the fuel lasts for 10 turns. At turn ten all tanks who have a range of 100 simply stop. Exemption: Roll for every tank that would stop (driving)d6. The result means the tiles you can move despite that because your driver was awesome.
Shooting stuff
Okay theres lots of rules since its the main game but this part will only go around the mechanics of hitting stuff, injuries and tank damage is treated at another point.
When our Panzer IV shoots at a T34 you have several factors to factor in. First who of thsoe two shoots first? To determine that roll 1d6+gunnery for every tank, this is the order of initiative.
lets say the Panzer gets to shoot first. his Gunner has a skill of 5 and the T34 has one of 4.
First we determine how good our own shooter does this turn: roll 1d6+ gunnery
Then we determine how hard the shot is: 1d6+Factors
Factors making a shot harder:
Close Range: +1 (1 to 3 tiles away)
Medium Range: +2 (4 to 7 tiles away)
Far Range: +3 (8 to 12 tiles away)
Indirect Shot: +4 (3 to 12 tiles away)
Target moving: +2
Target on a heightened position: +2
(thats all i can think of at the moment)
Factors making a shot easier:
Being on a heightened position: +2
(all i can think of at the moment)
if your gunnery result is higher than the shot difficulty result than the shot hits.
Armor and Penetration
Armor and Penetration are calculated simply by taking the technical data from the actual tanks. Careful with different kinds of ammo they have different kinds of penetration!
So our shot has hit the T34 at 4 Tiles of range (a medium range shot)
we now determine whether we actually damage the tank:
first Penetration. Penetration is determined by the tanks guns penetration and the armor thickness at the point we have hit the tank. You can theoretically make this more complicated by also finding out armor values for the tower, upper body, lower body etc. but in my opinion it doesn't add much.
We hit the t-34 right in the front armor: 90mm Pen vs. 45mm front plating = 45mm deep penetration that is a penetration value of 5, round up or down after your own gusto, i round up for extra explosions.
now we determine damage: 1d6+5 (aka the penetration value)
Result: 1-4 Glance Shot, nothing happens
5-9 Hit Damage Happens
10+ Critical Hit, bad things happen
Top armor comes into play in three cases:
Indirect Fire
Cozy up
and when two tanks on different heights stand directly next to each other. Say the panzer Iv is on gorund level and the t-34 on a hill. the T-34 gets to shoot at the Panzers top armor.
Lower Armour has so far no use but may come into play in case of mines.
Damage and Crits
now lets get to the meat. Your shot hits its a 9 in damage, thats good, means we get to tear that tank a new one.
First we determine Location: 1d10
1-2: Tower is hit
3-4: Tracks are hit
5-8: Crew/Engines are hit
9: fuel Tank is hit
10: Ammunitions are hit
then we determine severity: 1d6 (in case you rolled more than 10 damage before jump immediately to severity 6 for the afflicted part)
Tower:
1 - nothing
2 - the tower is jammed the tank functions now like a stug (it can be repaired)
3 - the tower is jammed (takes a difficult +2 engineering test)
4 - the gun is damaged (takes a very difficult +4 engineering test)
5 - the tower is blown clean off, the gunner is uninjured
6- the tower is blown clean off, roll wound for the gunner
Tracks:
1- nothing
2- tracks shot off (easy engineering test)
3- tracks damaged (normal engineering test)
4-6 tracks destroyed tank won't be able to move but can still turn, a second hit disallows even turning
Crew:
1- nothing
2- roll one wound dice assign it to a crewmember
3- roll two wound dice assign them to crewmembers
4- roll three wound dice assign them to crewmembers
5- engine fire, select someone to put it out (make an engineering test and roll an injury dice for the fireman)
6- catastrophic engine fire, FIRST roll 3d6 on wounds for all crewmembers, then if anybody is left standing they have to make a difficult (+2 engineering test) otherwise the tanks burns ever hotter. Crewmembers need to make field medicine tests to get out of the tank or suffer another injury roll every turn
Fuel:
1 - nothing
2 - Fuel leak (can be fixed with an easy engineering test)
3 - large fuel leak (can be fixed with an engineering test)
4 - the fuel tank bursts (needs several difficult engineering tests to fix, should the tank be hit it will burst into flames...see engine fire)
5 - tank explosion (crew gets to roll field medicine tests to escape, otherwise they suffer from wound rolls)
6 - Catastrophic explosion (tank explodes everyone instantly goes out cold)
Ammunitions:
1,2- nothing
3,4- Catastrophic tank fire (see engines under Catastrophic Engine Fire)
5-6- Cataclysmic Explosion (tank explodes Injuries for everyone)
Injuries
Everytime somebody gets injured make an wound roll: 1d6
1 - uninjured
2 - Flesh wound -1 to Skills
3 - Injured -2 to Skills
4 - Unconscious (skills drop to zero, for obvious reasons)
5 - Bleeding out (unconscious, suffers an injury roll at the end of the turn without medical help)
6 - Out cold (Instantly suffer an injury roll and take the crewmember out of play for the rest of the battle)
for follow up rolls add the result of previous rolls up so if in an engine fire one rolls a 4 and then a 2 he moves up one stage to bleeding out. 4 and 3 out cold, 4 and 1 no change.
Injury rolls are like Necromunda where you roll 2 d6 for the result of the injury, the higher the number, the worse the result.
Taunting
Quite a simple and effective tool for using your less important tanks as bait and leaving the more important ones not getting shot at constantly.
Lets say Tank A is at close range to Tank B, and decides to Taunt Tank B, Tank B has orders to shoot Tank C. Both tanks captains roll a D6+ their leadership skill, if tank B rolls higher, they ignore Tank A and follow through with their orders to shoot tank C, if Tank A rolls higher, Tank B will shoot Tank A instead of Tank C. In the case of a Tie, the taunter loses and the one they are taunting ignores them.
Taunting naturally is an action, and cannot be used at the same time as shooting, and you cannot taunt when in a disabled tank or on foot.
Abandoning a Tank
In the middle of combat, you might consider that discretion is the better part of valor and having your crew bottle it and run out of the tank itself is a wise idea. Normally doing this is fairly easy and will not need a roll to do so, but, in some cases, like the tank being on fire you will have to make a roll to escape, this roll is a first aid roll for simplicity sake.
Once outside the tank, the crew can move one tile a turn and can have them heal eachother as well. However, if it has been agreed upon, they can be shot at by other tanks if the other team really didn't like how you played in your last match, or really just doesn't like that crew which took out three of their best tanks prior to ditching. This works similarly to normal shooting a normal tank, just without the penetration rolls.
Naturally, shooting a crew when its not been agreed upon is considered bad sport...the last time that happened it took three weeks to find all the parts of the tank...
Emergency Evasive Maneuvers
Basically whats on the tin, once per turn a driver can use this on one of two occasions: either directly when being shot at or if the tanks suffers critical damage.
In the first Case, when the Tank is being shot at, you have to declare evasive manouevers before we resolve whether the tank is hit, in which case the gunner has to not only test against the normal shot difficulties but also half of the drivers driving skill (to a minimum of 1, rounded up), if the shot is unsuccessful continue as normal.
If you fail, the Tank is knocked out immediately, counts as damaged and the crew has to take a collective light injury roll. This even holds true if the tank normally couldn't penetrate!
The Second Case is when the shot has already been declared and it becomes apparent that critical damage would befall the tank that would destroy it and kill the crew. Instead you have to do a 1d6+driver skill roll against the damage, if successful the tank is not completely destroyed but knocked out, with the crew required to take normal injury rolls.
Knocked out is a new state for your tank. It has some engine damage or is otherwise completely unable to continue in partaking in the match, if you watched girls und panzer basically what happens to the tanks there (including the white flag heh), After the First Rounds of the New World Championships it has been decided to introduce advanced security mechanisms to protect the lives of crewmembers. Which resulted in the above things.
Cozying up
As our tanks become more and more advanced, the lower tiers seem less and less interesting: their cannons cannot penetrate anymore and their armor is to thin to withstand even a single shot.
Well no more. Another new Drivers Skill: Cozying up is being introduced. It brings some parity between the super tanks and the little ones. Again stolen from Girls und Panzer, it basically is the attempt of the driver to bring his little tank close enough that hte other tank cannot fire upon it anymore, while the little tank still can.
It's an opposed drivers skill test, which if successful for the attacking driver gives his tank the ability to fire a shot on the enemies top armor. If it is failed the other tank gets a free shot at the side armor of the tank.
If two tanks with the Cozy Up Trait are next to each other, they can both continue firing or use the skill to hit the top armor of the other.
Warning this is not available for all tanks but only for tanks with that trait.
Trading Crews
You can trade crews in the game if you feel so inclined to. Quite simply how this works is you buy a crew from another school, most likely one that is out of the competition, and how many points is given to the selling team for the duration you use the crew along with how long you keep said crew and if any compensation is given to the seller should the crew be harmed is worked out between the buyer and seller. Of course such deals are to be brought to me so no one tries stealing a crew for little or nothing unless both players agree to it as a kind of gift.
Forgot to put this here, but
Discord link for where all the fights and stuff will happen.