← Wiki

Vehicles

Statistics, crew, armor, and modules for every vehicle, grouped by nation.

Any

Light anti-tank gunAnySize: 18Speed: 1HP: 16Crew: 5Seats: 5Doors: 52pt▶ details
Nation: AnyFront armor: lightSide armor: noneRear armor: noneSize: 18Speed: 1HP: 16Crew: 5Seats: 5Doors: 5

Traits

Towed gun: The commander picks the targets; the gunner rolls to shoot them. If the commander is dead or gone, the gunner picks targets instead. Manning or unmanning the gun takes a turn to get into proper position. Can be linked to other vehicles, such as cars, trucks and artillery trains, then pulled around. Can be pushed so long as the sum of the pusher's strength = the vehicle's size. Up to [SEATS] individuals - counting the crew - can take cover behind the mantlet. It is 6d6 cover if one isn't manning it.
Light APHE: Medium armor piercing, deals 5 damage to target, plus AoE 3 / -2 / L, up to 7 targets. -3d6 to fire at non-vehicles.
Light AP: Heavy armor piercing, deals 16 damage to target. -3d6 to fire at non-vehicles.
Mantlet: Crew and other sensitive modules behind the mantlet cannot be damaged by small arms fire. Does not protect against explosions.
Wheeled: Takes 2 movement actions to change facings. Wheels have no armor. Destroyed wheels immobilize the vehicle. Can be repaired at combat end without any checks. Takes 15 minutes.

Modules

1x Light high velocity cannon▶ details

Damage: Variable Rate of fire: 1 Ammo: 1 Reload turns: 3 HP: 6 Difficulty: 2 Position: Internal On destruction: Cannon destroyed.

1x Light mantlet▶ details

HP: 6 Difficulty: 1 Position: External On destruction: Mantlet destroyed, no longer offers any protection.

1x Wheels ( 2 wheels )▶ details

HP: 4 Difficulty: 1 Position: External On destruction: The vehicle can no longer move. Can be repaired at combat's end without the need for a check.

A light anti-tank gun, meant to take out ... tanks! Crew: 1 commander (1) 1 gunner (1) 3 loaders / assistant gunners (1) *Light anti-tank gun, prone to being flanked. Reloads faster than most tanks. Crew has no protection from attacking coming from the sides/rear.

Medium anti-tank gunAnySize: 24Speed: 1HP: 20Crew: 6Seats: 6Doors: 63pt▶ details
Nation: AnyFront armor: mediumSide armor: noneRear armor: noneSize: 24Speed: 1HP: 20Crew: 6Seats: 6Doors: 6

Traits

Towed gun: The commander picks the targets; the gunner rolls to shoot them. If the commander is dead or gone, the gunner picks targets instead. Manning or unmanning the gun takes a turn to get into proper position. Can be linked to other vehicles, such as cars, trucks and artillery trains, then pulled around. Can be pushed so long as the sum of the pusher's strength = the vehicle's size. Up to [SEATS] individuals - counting the crew - can take cover behind the mantlet. It is 6d6 cover if one isn't manning it.
Medium APHE: Heavy armor piercing, deals 7 damage to target, plus AoE 4 / -3 / L, up to 7 targets. -3d6 to fire at non-vehicles.
Medium AP: Heavy armor piercing. Deals 24 damage to target. -6d6 to fire at non-vehicles.
Mantlet: Crew and other sensitive modules behind the mantlet cannot be damaged by small arms fire. Does not protect against explosions.
Wheeled: Takes 2 movement actions to change facings. Wheels have no armor. Destroyed wheels immobilize the vehicle. Can be repaired at combat end without any checks. Takes 15 minutes.

Modules

1x Medium high velocity cannon▶ details

Damage: Variable Rate of fire: 1 Ammo: 1 Reload turns: 4 HP: 8 Difficulty: 2 Position: Internal On destruction: Cannon destroyed.

1x Medium mantlet▶ details

HP: 8 Difficulty: 1 Position: External On destruction: Mantlet destroyed, no longer offers any protection.

1x Wheels ( 2 wheels )▶ details

HP: 4 Difficulty: 1 Position: External On destruction: The vehicle can no longer move. Can be repaired at combat's end without the need for a check.

A medium anti-tank gun, packs a stronger punch, vehicles should avoid it greatly! Crew: 1 commander (1) 1 gunner (1) 4 loaders / assistant gunners (1) *Medium anti-tank gun, prone to being flanked. Reloads faster than most tanks. Crew has no protection from attacking coming from the sides/rear.

Artillery trainAnySize: 54Speed: 3HP: 14Crew: 1Seats: 1Doors: 11pt▶ details
Nation: AnyFront armor: noneSide armor: noneRear armor: noneSize: 54Speed: 3HP: 14Crew: 1Seats: 1Doors: 1

Traits

Horse team: Each horse has 4 HP. 1 horse dies for every 4 HP lost. Light artillery requires 1 horse for each distance moved; medium artillery requires 2; heavy artillery requires 3. These horses are especially dumb, and do not accept being mounted.
Wheeled: Takes 2 movement actions to change facings. Wheels have no armor. Destroyed wheels immobilize the vehicle. Can be repaired at combat end without any checks. Takes 15 minutes.

Modules

1x Artillery train▶ details

HP: 8 Difficulty: 0 Position: External On destruction: The horses are dead.

1x Wheels ( 4 wheels )▶ details

HP: 6 Difficulty: 1 Position: External On destruction: The vehicle can no longer move. Can be repaired at combat's end without the need for a check.

An artillery train, meant to carry artillery around. Crew: 1 conductor (0) *Required in order to move artillery around. Or better yet, use a truck! ...

Horse artillery trainAnySize: 80Speed: 3HP: 30Crew: 1Seats: 1Doors: 12pt▶ details
Nation: AnyFront armor: noneSide armor: noneRear armor: noneSize: 80Speed: 3HP: 30Crew: 1Seats: 1Doors: 1

Traits

Horse team: Each horse has 4 HP. 1 horse dies for every 4 HP lost. Light artillery requires 1 horse for each distance moved; medium artillery requires 2; heavy artillery requires 3. These horses are especially dumb, and do not accept being mounted.
Wheeled: Takes 2 movement actions to change facings. Wheels have no armor. Destroyed wheels immobilize the vehicle. Can be repaired at combat end without any checks. Takes 15 minutes.

Modules

1x Horse-artillery train▶ details

HP: 24 Difficulty: 0 Position: External On destruction: The horses are dead.

1x Wheels ( 4 wheels )▶ details

HP: 6 Difficulty: 1 Position: External On destruction: The vehicle can no longer move. Can be repaired at combat's end without the need for a check.

An artillery train, meant to carry artillery around, except its faster since it has more horses. Crew: 1 conductor (0) *Required in order to move artillery around. Or better yet, use a truck! ...

Civilian

CarCivilianSize: 18Speed: 6HP: 7Crew: 1Seats: 5Doors: 41pt▶ details
Nation: CivilianFront armor: noneSide armor: noneRear armor: noneSize: 18Speed: 6HP: 7Crew: 1Seats: 5Doors: 4

Traits

Focused driver: The driver cannot shoot out of the vehicle; they need to focus on driving.
Wheeled: Takes 2 movement actions to change facings. Wheels have no armor. Destroyed wheels immobilize the vehicle. Can be repaired at combat end without any checks. Takes 15 minutes.

Modules

1x Civilian engine▶ details

HP: 2 Difficulty: 1 Position: Internal On destruction: The vehicle can no longer move.

1x Civilian fuel tanks▶ details

HP: 1 Difficulty: 1 Position: Internal On destruction: The fuel tanks catch fire! *The fire deals a continuous 3 damage to the vehicle until it is put out. *Crew is unharmed from the fire; you manage to keep your distance from it. *To put it out, one must roll a 6 on a 1d6. Any crewmember can attempt to put the fire(s) out. *The vehicle will run out of fuel only at combat end or after 10 turns pass, whichever is faster, leaving it immobile. *A fire may only be started once per combat - it cannot be set alight again.

1x Civilian wheels ( 4 wheels )▶ details

HP: 4 Difficulty: 1 Position: External On destruction: The vehicle can no longer move.

An average ol' car. It's just like a Puma, it drives on all fours. Crew: 1 driver (1) 1 front passenger seat (1) 3 passengers (1) *The trunk can hold up to 10 weight units of cargo. *Remember that people are considered to have 3 weight.

Civilian truckCivilianSize: 24Speed: 4HP: 7Crew: 1Seats: 18Doors: 181pt▶ details
Nation: CivilianFront armor: noneSide armor: noneRear armor: noneSize: 24Speed: 4HP: 7Crew: 1Seats: 18Doors: 18

Traits

Focused driver: The driver cannot shoot out of the vehicle; they need to focus on driving.
Exposed rear crew: Targeting the rear crew on this vehicle does not deal damage to the vehicle.
Wheeled: Takes 2 movement actions to change facings. Wheels have no armor. Destroyed wheels immobilize the vehicle. Can be repaired at combat end without any checks. Takes 15 minutes.

Modules

1x Civilian engine▶ details

HP: 2 Difficulty: 1 Position: Internal On destruction: The vehicle can no longer move.

1x Civilian fuel tanks▶ details

HP: 1 Difficulty: 1 Position: Internal On destruction: The fuel tanks catch fire! *The fire deals a continuous 3 damage to the vehicle until it is put out. *Crew is unharmed from the fire; you manage to keep your distance from it. *To put it out, one must roll a 6 on a 1d6. Any crewmember can attempt to put the fire(s) out. *The vehicle will run out of fuel only at combat end or after 10 turns pass, whichever is faster, leaving it immobile. *A fire may only be started once per combat - it cannot be set alight again.

1x Civilian wheels ( 4 wheels )▶ details

HP: 4 Difficulty: 1 Position: External On destruction: The vehicle can no longer move.

A truck! A bit slower than most, but can carry a lot of weight! Crew: 1 driver (1) 1 front passenger seat (1) 16 passengers on the back (1) *Each seat for passengers on the back can carry 3 weight units, for a total of 16 x 3 = 48 weight. *Choose whether to have a tarp cover over the back of the truck. No cover leaves the stats as they are, and rear passengers can fire out of the vehicle. *Covering the back with a tarp gives the rear passengers (2) cover instead, but only allows them to shoot backwards. *The tarp limits the doors to 4 instead, as rear passengers can longer climb along the sides of the truck, only through the rear.

MotorcycleCivilianSize: 6Speed: 6HP: 5Crew: 1Seats: 2Doors: 21pt▶ details
Nation: CivilianFront armor: noneSide armor: noneRear armor: noneSize: 6Speed: 6HP: 5Crew: 1Seats: 2Doors: 2

Traits

Focused driver: The driver cannot shoot out of the vehicle; they need to focus on driving.
Exposed crew: Targeting the crew on this vehicle does not deal damage to the vehicle.
Wheeled: Takes 2 movement actions to change facings. Wheels have no armor. Destroyed wheels immobilize the vehicle. Can be repaired at combat end without any checks. Takes 15 minutes.

Modules

1x Civilian engine▶ details

HP: 2 Difficulty: 1 Position: Internal On destruction: The vehicle can no longer move.

1x Civilian fuel tanks▶ details

HP: 1 Difficulty: 1 Position: Internal On destruction: The fuel tanks catch fire! *The fire deals a continuous 3 damage to the vehicle until it is put out. *Crew is unharmed from the fire; you manage to keep your distance from it. *To put it out, one must roll a 6 on a 1d6. Any crewmember can attempt to put the fire(s) out. *The vehicle will run out of fuel only at combat end or after 10 turns pass, whichever is faster, leaving it immobile. *A fire may only be started once per combat - it cannot be set alight again.

1x Civilian wheels ( 2 wheels )▶ details

HP: 2 Difficulty: 1 Position: External On destruction: The vehicle can no longer move.

An average motorcycle. Pretty agile, but you can't bring all of your friends. Crew: 1 driver (0). 1 passenger (0). *If the driver is incapacitated/dies while the vehicle is moving, it collapses immediately. *When collapsing, it will move however many distances it had moved last turn, dragging its rider(s) with it. *The riders take damage equal to how many distances it moves. *Optionally choose to have a Pannier - a side cart to your motorcycle. Not having a pannier leaves the stats unchanged. *Choosing to have a pannier decreases speed to 5, but allows a 3rd passenger, and raises the number of doors to 3. *The 3rd passenger has (0) cover.

Britain

Tank, Mark IV ( MALE )BritainSize: 54Speed: 2HP: 40Crew: 9Seats: 9Doors: 36pt▶ details
Nation: BritainFront armor: mediumSide armor: mediumRear armor: lightSize: 54Speed: 2HP: 40Crew: 9Seats: 9Doors: 3

Traits

Directional mounts: Each mounted weapon can only fire in its listed facing. Difficulty is doubled if trying to attack a weapon on the opposite end of the vehicle.
Light HE: Deals AoE 5 / -3 / L, up to 7 targets.
Light APHE: Medium armor piercing, deals 5 damage to target, plus AoE 3 / -2 / L, up to 7 targets. -3d6 to fire at non-vehicles.
Flammable: Vehicle has internal fuel tanks, which, upon destruction, begin spreading fire throughout the vehicle. *The crew must hold their breaths in order not to inhale toxic smoke for as long as it burns. A crewmember takes 3 damage for every turn they inhale toxic smoke. *The fire starts on the respective fuel tank, then begins to spread randomly at the start of each turn, onto a crewmember or a module. A fuel tank cannot be set on fire again. *Fire deals 3 damage at the end of the target's turn until extinguished. Extinguish it by rolling a 6 on 1d6. Burning targets can do nothing besides extinguish the fire or flee from its source.
Tracked: Takes 1 movement action to change facings. Tracks do not take area damage, they must be targeted directly. Destroyed tracks immobilize the vehicle. Can be repaired at combat end without any checks. Takes 1 hour.

Modules

2x Light cannon▶ details

Damage: Variable Rate of fire: 1 Ammo: 1 Reload turns: 3 HP: 6 Difficulty: 2 Position: Internal On destruction: Cannon destroyed.

3x Machinegun▶ details

Damage: 3 Rate of fire: 11 Ammo: 100 Reload turns: 3 HP: 4 Difficulty: 2 Position: Internal On destruction: Machine gun destroyed.

1x Engine▶ details

HP: 4 Difficulty: 3 Position: Internal On destruction: The vehicle can no longer move.

1x Fuel tanks▶ details

HP: 2 Difficulty: 3 Position: Internal On destruction: The fuel tanks catch fire, which begins to spread throughout the vehicle. Only catches fire if directly destroyed by an attack, or if destroyed by fire - aoe damage does not make it explode. *The vehicle will run out of fuel only at combat end or after 20 turns pass, whichever is faster, leaving it immobile.

1x Tracks▶ details

HP: 8 Difficulty: 1 Position: External On destruction: The vehicle can no longer move. Can be repaired at combat's end without the need for a check.

1x Light ammo stowage▶ details

HP: 2 Difficulty: 5 Position: Internal On destruction: The vehicle immediately explodes, destroying it and killing off everyone within it. Only explodes if it is directly destroyed by an attack, or if destroyed by fire - aoe damage does not make it explode.

The first tank of the war, but outdated by this point - nevertheless, it remains in production and use alike. Crew: 1 commander (3). 1 driver (3). 1 engineer (3). 2 cannon gunners (2). 2 mg gunners / assitant gunners (2). 2 loaders (2). *The commander mans one of the frontal machineguns. *The cannons can only aim forward; they cannot target an enemy at distance 3 or closer, as the side-sponsons will not have visibility in such a case. *Assistant gunners can help reload the cannons on their respective side. Loaders can help reload any weapon on their respective side, except the commander's *One machinegun points left, one right, and one to the front.

Tank, Mark IV ( FEMALE )BritainSize: 54Speed: 2HP: 34Crew: 9Seats: 9Doors: 36pt▶ details
Nation: BritainFront armor: mediumSide armor: mediumRear armor: lightSize: 54Speed: 2HP: 34Crew: 9Seats: 9Doors: 3

Traits

Directional mounts: Each mounted weapon can only fire in its listed facing. Difficulty is doubled if trying to attack a weapon on the opposite end of the vehicle.
Flammable: Vehicle has internal fuel tanks, which, upon destruction, begin spreading fire throughout the vehicle. *The crew must hold their breaths in order not to inhale toxic smoke for as long as it burns. A crewmember takes 3 damage for every turn they inhale toxic smoke. *The fire starts on the respective fuel tank, then begins to spread randomly at the start of each turn, onto a crewmember or a module. A fuel tank cannot be set on fire again. *Fire deals 3 damage at the end of the target's turn until extinguished. Extinguish it by rolling a 6 on 1d6. Burning targets can do nothing besides extinguish the fire or flee from its source.
Tracked: Takes 1 movement action to change facings. Tracks do not take area damage, they must be targeted directly. Destroyed tracks immobilize the vehicle. Can be repaired at combat end without any checks. Takes 1 hour.

Modules

5x Machinegun▶ details

Damage: 3 Rate of fire: 11 Ammo: 100 Reload turns: 3 HP: 4 Difficulty: 2 Position: Internal On destruction: Machine gun destroyed.

1x Engine▶ details

HP: 4 Difficulty: 3 Position: Internal On destruction: The vehicle can no longer move.

1x Fuel tanks▶ details

HP: 2 Difficulty: 3 Position: Internal On destruction: The fuel tanks catch fire, which begins to spread throughout the vehicle. Only catches fire if directly destroyed by an attack, or if destroyed by fire - aoe damage does not make it explode. *The vehicle will run out of fuel only at combat end or after 20 turns pass, whichever is faster, leaving it immobile.

1x Tracks▶ details

HP: 8 Difficulty: 1 Position: External On destruction: The vehicle can no longer move. Can be repaired at combat's end without the need for a check.

The first tank of the war, but outdated by this point - nevertheless, it remains in production and use alike. Female variant, sporting only MGs. Crew: 1 commander (3). 1 driver (3). 1 engineer (3). 4 mg gunners (2). 2 loaders (2). *The commander mans one of the frontal machineguns. *Two frontal machineguns can only aim forward; they cannot target an enemy at distance 3 or closer, as the side-sponsons will not have visibility in such a case. *Loaders can help reload any weapon on their respective side, except the commander's. *One machinegun points left, one right, and one to the front.

Tank, HornetBritainSize: 54Speed: 3HP: 30Crew: 5Seats: 5Doors: 26pt▶ details
Nation: BritainFront armor: mediumSide armor: lightRear armor: lightSize: 54Speed: 3HP: 30Crew: 5Seats: 5Doors: 2

Traits

Directional mounts: Each mounted weapon can only fire in its listed facing. Difficulty is doubled if trying to attack a weapon on the opposite end of the vehicle.
Flammable: Vehicle has internal fuel tanks, which, upon destruction, begin spreading fire throughout the vehicle. *The crew must hold their breaths in order not to inhale toxic smoke for as long as it burns. A crewmember takes 3 damage for every turn they inhale toxic smoke. *The fire starts on the respective fuel tank, then begins to spread randomly at the start of each turn, onto a crewmember or a module. A fuel tank cannot be set on fire again. *Fire deals 3 damage at the end of the target's turn until extinguished. Extinguish it by rolling a 6 on 1d6. Burning targets can do nothing besides extinguish the fire or flee from its source.
Tracked: Takes 1 movement action to change facings. Tracks do not take area damage, they must be targeted directly. Destroyed tracks immobilize the vehicle. Can be repaired at combat end without any checks. Takes 1 hour.

Modules

4x Machinegun▶ details

Damage: 3 Rate of fire: 11 Ammo: 100 Reload turns: 3 HP: 4 Difficulty: 2 Position: Internal On destruction: Machine gun destroyed.

1x Engine▶ details

HP: 4 Difficulty: 3 Position: Internal On destruction: The vehicle can no longer move.

1x Fuel tanks▶ details

HP: 2 Difficulty: 3 Position: Internal On destruction: The fuel tanks catch fire, which begins to spread throughout the vehicle. Only catches fire if directly destroyed by an attack, or if destroyed by fire - aoe damage does not make it explode. *The vehicle will run out of fuel only at combat end or after 20 turns pass, whichever is faster, leaving it immobile.

1x Tracks▶ details

HP: 8 Difficulty: 1 Position: External On destruction: The vehicle can no longer move. Can be repaired at combat's end without the need for a check.

Light and fast "cavalry" tank, meant to fit Britain's armor doctrine. Faster than most other tanks, but only armed with machineguns! Crew: 1 commander (3). 1 driver (3). 1 engineer (3) 2 gunners (2). *The vehicle has a rear gun port, allowing one of the machineguns to be moved into it. It takes 3 turns to do so. *Two MGs point forward, one points left, one points right.

France

Renault FT-17 ( MALE )FranceSize: 32Speed: 3HP: 28Crew: 2Seats: 2Doors: 14pt▶ details
Nation: FranceFront armor: mediumSide armor: lightRear armor: lightSize: 32Speed: 3HP: 28Crew: 2Seats: 2Doors: 1

Traits

Light HE: Deals AoE 5 / -3 / L, up to 7 targets.
Light APHE: Medium armor piercing, deals 5 damage to target, plus AoE 3 / -2 / L, up to 7 targets. -3d6 to fire at non-vehicles.
Turreted: A turret can turn one facing per turn.. The turret turns with the vehicle: if it is aiming forward and the tank turns right, the turret aims right too.
Flammable: Vehicle has internal fuel tanks, which, upon destruction, begin spreading fire throughout the vehicle. *The crew must hold their breaths in order not to inhale toxic smoke for as long as it burns. A crewmember takes 3 damage for every turn they inhale toxic smoke. *The fire starts on the respective fuel tank, then begins to spread randomly at the start of each turn, onto a crewmember or a module. A fuel tank cannot be set on fire again. *Fire deals 3 damage at the end of the target's turn until extinguished. Extinguish it by rolling a 6 on 1d6. Burning targets can do nothing besides extinguish the fire or flee from its source.
Tracked: Takes 1 movement action to change facings. Tracks do not take area damage, they must be targeted directly. Destroyed tracks immobilize the vehicle. Can be repaired at combat end without any checks. Takes 1 hour.

Modules

1x Light cannon▶ details

Damage: Variable Rate of fire: 1 Ammo: 1 Reload turns: 3 HP: 6 Difficulty: 2 Position: Internal On destruction: Cannon destroyed.

1x Light turret▶ details

HP: 6 Difficulty: 1 Position: External On destruction: Turret destroyed, and can no longer turn.

1x Engine▶ details

HP: 4 Difficulty: 3 Position: Internal On destruction: The vehicle can no longer move.

1x Fuel tanks▶ details

HP: 2 Difficulty: 3 Position: Internal On destruction: The fuel tanks catch fire, which begins to spread throughout the vehicle. Only catches fire if directly destroyed by an attack, or if destroyed by fire - aoe damage does not make it explode. *The vehicle will run out of fuel only at combat end or after 20 turns pass, whichever is faster, leaving it immobile.

1x Tracks▶ details

HP: 8 Difficulty: 1 Position: External On destruction: The vehicle can no longer move. Can be repaired at combat's end without the need for a check.

1x Light ammo stowage▶ details

HP: 2 Difficulty: 5 Position: Internal On destruction: The vehicle immediately explodes, destroying it and killing off everyone within it. Only explodes if it is directly destroyed by an attack, or if destroyed by fire - aoe damage does not make it explode.

The first turreted tank in the world! Very small and compact, as well as easy to destroy, making it cheaper than most tanks. Crew: 1 commander / gunner / engineer. (2). 1 driver (2). *The commander is also the gunner and the engineer. Good luck doing all the work alone!

Renault FT-17 ( FEMALE )FranceSize: 32Speed: 3HP: 24Crew: 2Seats: 2Doors: 14pt▶ details
Nation: FranceFront armor: mediumSide armor: lightRear armor: lightSize: 32Speed: 3HP: 24Crew: 2Seats: 2Doors: 1

Traits

Turreted: A turret can turn one facing per turn.. The turret turns with the vehicle: if it is aiming forward and the tank turns right, the turret aims right too.
Flammable: Vehicle has internal fuel tanks, which, upon destruction, begin spreading fire throughout the vehicle. *The crew must hold their breaths in order not to inhale toxic smoke for as long as it burns. A crewmember takes 3 damage for every turn they inhale toxic smoke. *The fire starts on the respective fuel tank, then begins to spread randomly at the start of each turn, onto a crewmember or a module. A fuel tank cannot be set on fire again. *Fire deals 3 damage at the end of the target's turn until extinguished. Extinguish it by rolling a 6 on 1d6. Burning targets can do nothing besides extinguish the fire or flee from its source.
Tracked: Takes 1 movement action to change facings. Tracks do not take area damage, they must be targeted directly. Destroyed tracks immobilize the vehicle. Can be repaired at combat end without any checks. Takes 1 hour.

Modules

1x Machinegun▶ details

Damage: 3 Rate of fire: 11 Ammo: 100 Reload turns: 3 HP: 4 Difficulty: 2 Position: Internal On destruction: Machine gun destroyed.

1x Light turret▶ details

HP: 6 Difficulty: 1 Position: External On destruction: Turret destroyed, and can no longer turn.

1x Engine▶ details

HP: 4 Difficulty: 3 Position: Internal On destruction: The vehicle can no longer move.

1x Fuel tanks▶ details

HP: 2 Difficulty: 3 Position: Internal On destruction: The fuel tanks catch fire, which begins to spread throughout the vehicle. Only catches fire if directly destroyed by an attack, or if destroyed by fire - aoe damage does not make it explode. *The vehicle will run out of fuel only at combat end or after 20 turns pass, whichever is faster, leaving it immobile.

1x Tracks▶ details

HP: 8 Difficulty: 1 Position: External On destruction: The vehicle can no longer move. Can be repaired at combat's end without the need for a check.

The first turreted tank in the world! Very small and compact, as well as easy to destroy, making it cheaper than most tanks. Crew: 1 commander / gunner / engineer. (2). 1 driver (2). *The commander is also the gunner and the engineer. Good luck doing all the work alone! *The machinegun is inside the turret, and turns alongside it.

Germany

Sturmpanzerwagen A7V ( MALE )GermanySize: 54Speed: 1HP: 44Crew: 11Seats: 9Doors: 26pt▶ details
Nation: GermanyFront armor: heavySide armor: mediumRear armor: heavySize: 54Speed: 1HP: 44Crew: 11Seats: 9Doors: 2

Traits

Directional mounts: Each mounted weapon can only fire in its listed facing. Difficulty is doubled if trying to attack a weapon on the opposite end of the vehicle.
Light HE: Deals AoE 5 / -3 / L, up to 7 targets.
Light APHE: Medium armor piercing, deals 5 damage to target, plus AoE 3 / -2 / L, up to 7 targets. -3d6 to fire at non-vehicles.
Flammable: Vehicle has internal fuel tanks, which, upon destruction, begin spreading fire throughout the vehicle. *The crew must hold their breaths in order not to inhale toxic smoke for as long as it burns. A crewmember takes 3 damage for every turn they inhale toxic smoke. *The fire starts on the respective fuel tank, then begins to spread randomly at the start of each turn, onto a crewmember or a module. A fuel tank cannot be set on fire again. *Fire deals 3 damage at the end of the target's turn until extinguished. Extinguish it by rolling a 6 on 1d6. Burning targets can do nothing besides extinguish the fire or flee from its source.
Tracked: Takes 1 movement action to change facings. Tracks do not take area damage, they must be targeted directly. Destroyed tracks immobilize the vehicle. Can be repaired at combat end without any checks. Takes 1 hour.

Modules

2x Light cannon▶ details

Damage: Variable Rate of fire: 1 Ammo: 1 Reload turns: 3 HP: 6 Difficulty: 2 Position: Internal On destruction: Cannon destroyed.

4x Machinegun▶ details

Damage: 3 Rate of fire: 11 Ammo: 100 Reload turns: 3 HP: 4 Difficulty: 2 Position: Internal On destruction: Machine gun destroyed.

1x Engine▶ details

HP: 4 Difficulty: 3 Position: Internal On destruction: The vehicle can no longer move.

1x Fuel tanks▶ details

HP: 2 Difficulty: 3 Position: Internal On destruction: The fuel tanks catch fire, which begins to spread throughout the vehicle. Only catches fire if directly destroyed by an attack, or if destroyed by fire - aoe damage does not make it explode. *The vehicle will run out of fuel only at combat end or after 20 turns pass, whichever is faster, leaving it immobile.

1x Tracks▶ details

HP: 8 Difficulty: 1 Position: External On destruction: The vehicle can no longer move. Can be repaired at combat's end without the need for a check.

1x Light ammo stowage▶ details

HP: 2 Difficulty: 5 Position: Internal On destruction: The vehicle immediately explodes, destroying it and killing off everyone within it. Only explodes if it is directly destroyed by an attack, or if destroyed by fire - aoe damage does not make it explode.

German tank, more closely resembling a pilbox on threads! Outdated, but still used - crew has been optimized! Crew: 1 commander (3) 1 driver (3) 1 engineer (3) 2 cannon gunners (2). 2 assistant gunners (2). 4 mg gunners (2). *One cannon is aiming forwards, one cannon is aming backwards. One gunner and asisstant gunner per cannon. *Two machineguns point left, and two machineguns point right.

Sturmpanzerwagen A7V ( FEMALE )GermanySize: 54Speed: 1HP: 46Crew: 11Seats: 9Doors: 26pt▶ details
Nation: GermanyFront armor: heavySide armor: mediumRear armor: heavySize: 54Speed: 1HP: 46Crew: 11Seats: 9Doors: 2

Traits

Directional mounts: Each mounted weapon can only fire in its listed facing. Difficulty is doubled if trying to attack a weapon on the opposite end of the vehicle.
Flammable: Vehicle has internal fuel tanks, which, upon destruction, begin spreading fire throughout the vehicle. *The crew must hold their breaths in order not to inhale toxic smoke for as long as it burns. A crewmember takes 3 damage for every turn they inhale toxic smoke. *The fire starts on the respective fuel tank, then begins to spread randomly at the start of each turn, onto a crewmember or a module. A fuel tank cannot be set on fire again. *Fire deals 3 damage at the end of the target's turn until extinguished. Extinguish it by rolling a 6 on 1d6. Burning targets can do nothing besides extinguish the fire or flee from its source.
Tracked: Takes 1 movement action to change facings. Tracks do not take area damage, they must be targeted directly. Destroyed tracks immobilize the vehicle. Can be repaired at combat end without any checks. Takes 1 hour.

Modules

8x Machinegun▶ details

Damage: 3 Rate of fire: 11 Ammo: 100 Reload turns: 3 HP: 4 Difficulty: 2 Position: Internal On destruction: Machine gun destroyed.

1x Engine▶ details

HP: 4 Difficulty: 3 Position: Internal On destruction: The vehicle can no longer move.

1x Fuel tanks▶ details

HP: 2 Difficulty: 3 Position: Internal On destruction: The fuel tanks catch fire, which begins to spread throughout the vehicle. Only catches fire if directly destroyed by an attack, or if destroyed by fire - aoe damage does not make it explode. *The vehicle will run out of fuel only at combat end or after 20 turns pass, whichever is faster, leaving it immobile.

1x Tracks▶ details

HP: 8 Difficulty: 1 Position: External On destruction: The vehicle can no longer move. Can be repaired at combat's end without the need for a check.

German tank, more closely resembling a pilbox on threads! Outdated, but still used - crew has been optimized! Female variant, with only MGs! Crew: 1 commander (3) 1 driver (3) 1 engineer (3) 2 frontal mg gunners (2). 2 rear mg gunners (2). 4 mg gunners (2). *Two machineguns in each direction; front, left, right and rear.

Großkampfwagen ( K-wagen )GermanySize: 68Speed: 1HP: 74Crew: 21Seats: 21Doors: 1112pt▶ details
Nation: GermanyFront armor: heavySide armor: heavyRear armor: heavySize: 68Speed: 1HP: 74Crew: 21Seats: 21Doors: 11

Traits

Directional mounts: Each mounted weapon can only fire in its listed facing. Difficulty is doubled if trying to attack a weapon on the opposite end of the vehicle.
Medium HE: Deals AoE 7 / -4 / L, up to 7 targets.
Medium APHE: Heavy armor piercing, deals 7 damage to target, plus AoE 4 / -3 / L, up to 7 targets. -3d6 to fire at non-vehicles.
Flamer: Fire deals 3 damage at the end of the target's turn until extinguished. attacking a target already on fire does not deal more damage. Extinguish it by rolling a 6 on 1d6. Burning targets can do nothing besides extinguish the fire or flee from its source.
Flammable: Vehicle has internal fuel tanks, which, upon destruction, begin spreading fire throughout the vehicle. *The crew must hold their breaths in order not to inhale toxic smoke for as long as it burns. A crewmember takes 3 damage for every turn they inhale toxic smoke. *The fire starts on the respective fuel tank, then begins to spread randomly at the start of each turn, onto a crewmember or a module. A fuel tank cannot be set on fire again. *Fire deals 3 damage at the end of the target's turn until extinguished. Extinguish it by rolling a 6 on 1d6. Burning targets can do nothing besides extinguish the fire or flee from its source.
Tracked: Takes 1 movement action to change facings. Tracks do not take area damage, they must be targeted directly. Destroyed tracks immobilize the vehicle. Can be repaired at combat end without any checks. Takes 1 hour.

Modules

4x Medium cannon▶ details

Damage: Variable Rate of fire: 1 Ammo: 1 Reload turns: 3 HP: 6 Difficulty: 2 Position: Internal On destruction: Cannon destroyed.

5x Machinegun▶ details

Damage: 3 Rate of fire: 11 Ammo: 100 Reload turns: 3 HP: 4 Difficulty: 2 Position: Internal On destruction: Machine gun destroyed.

2x Heavy flamethrower▶ details

Damage: Variable Rate of fire: 5 Ammo: 100 Reload turns: 3 HP: 4 Difficulty: 2 Position: Internal On destruction: Heavy flamethrower destroyed.

1x Flamethrower fuel tanks▶ details

HP: 2 Difficulty: 3 Position: Internal On destruction: The fuel tanks catch fire, which begins to spread throughout the vehicle. Only catches fire if directly destroyed by an attack, or if destroyed by fire - aoe damage does not make it explode. *The flamethrowers may no longer reload.

1x Engine▶ details

HP: 4 Difficulty: 3 Position: Internal On destruction: The vehicle can no longer move.

1x Fuel tanks▶ details

HP: 2 Difficulty: 3 Position: Internal On destruction: The fuel tanks catch fire, which begins to spread throughout the vehicle. Only catches fire if directly destroyed by an attack, or if destroyed by fire - aoe damage does not make it explode. *The vehicle will run out of fuel only at combat end or after 20 turns pass, whichever is faster, leaving it immobile.

1x Medium tracks▶ details

HP: 12 Difficulty: 1 Position: External On destruction: The vehicle can no longer move. Can be repaired at combat's end without the need for a check.

1x Light ammo stowage▶ details

HP: 2 Difficulty: 5 Position: Internal On destruction: The vehicle immediately explodes, destroying it and killing off everyone within it. Only explodes if it is directly destroyed by an attack, or if destroyed by fire - aoe damage does not make it explode.

A massive bunker on threads. The pinacle of heavy tanks. Slow, cumbersome, but deadly. Crew: 1 commander (3). 1 driver (3). 1 engineer (3). 1 frontal mg gunner (2). 4 lateral mg gunners (2). 2 lateral heavy flamethrower gunners (2). 4 cannon gunners (2). 10 loaders / assistant gunners (2). 10 assistant gunners ( 4/3/4 ) *One frontal machinegun, four lateral machineguns, two lateral heavy flamethrowers. *Two cannons aim forward, two cannons aim backwards; all can fire to the sides and in their respective directions. *Two loaders / assistant gunners per cannon; two per heavy flamethrower.

United States

M1915 Jeffery Armored CarUnited StatesSize: 40Speed: 6HP: 32Crew: 5Seats: 5Doors: 23pt▶ details
Nation: United StatesFront armor: lightSide armor: lightRear armor: lightSize: 40Speed: 6HP: 32Crew: 5Seats: 5Doors: 2

Traits

Turreted: A turret can turn one facing per turn.. The turret turns with the vehicle: if it is aiming forward and the tank turns right, the turret aims right too.
Flammable: Vehicle has internal fuel tanks, which, upon destruction, begin spreading fire throughout the vehicle. *The crew must hold their breaths in order not to inhale toxic smoke for as long as it burns. A crewmember takes 3 damage for every turn they inhale toxic smoke. *The fire starts on the respective fuel tank, then begins to spread randomly at the start of each turn, onto a crewmember or a module. A fuel tank cannot be set on fire again. *Fire deals 3 damage at the end of the target's turn until extinguished. Extinguish it by rolling a 6 on 1d6. Burning targets can do nothing besides extinguish the fire or flee from its source.
Wheeled: Takes 2 movement actions to change facings. Wheels have no armor. Destroyed wheels immobilize the vehicle. Can be repaired at combat end without any checks. Takes 15 minutes.

Modules

2x Machinegun▶ details

Damage: 3 Rate of fire: 11 Ammo: 100 Reload turns: 3 HP: 4 Difficulty: 2 Position: Internal On destruction: Machine gun destroyed.

2x Light turret▶ details

HP: 6 Difficulty: 1 Position: External On destruction: Turret destroyed, and can no longer turn.

1x Engine▶ details

HP: 4 Difficulty: 3 Position: Internal On destruction: The vehicle can no longer move.

1x Fuel tanks▶ details

HP: 2 Difficulty: 3 Position: Internal On destruction: The fuel tanks catch fire, which begins to spread throughout the vehicle. Only catches fire if directly destroyed by an attack, or if destroyed by fire - aoe damage does not make it explode. *The vehicle will run out of fuel only at combat end or after 20 turns pass, whichever is faster, leaving it immobile.

1x Wheels ( 4 wheels )▶ details

HP: 6 Difficulty: 1 Position: External On destruction: The vehicle can no longer move. Can be repaired at combat's end without the need for a check.

Light armoured car with a pair of turrets! Crew: 1 commander (3). 1 driver (3). 1 engineer (3). 1 frontal gunner (2). 1 rear gunner (2). *Two turrets, one at the front and one at the back. *The rear turret can only aim to the back or the sides of the vehicle - it cannot aim forwards! *The machineguns are inside the turrets, and turn alongside it.