Vehicles
Statistics, crew, armor, and modules for every vehicle, grouped by nation.
Any
Light anti-tank gunAnySize: 18Agility: 1Speed: 1HP: 16Crew: 5Seats: 5Doors: 52pt▶ details
Modules
1x Light high velocity cannon▶ details
Damage: Variable Rate of fire: 1 Ammo: 1 Reload turns: 3 HP: 6 Difficulty: 3 / 3 / 5 Position: Internal On destruction: Cannon destroyed. Light gun with exceptionally fast rounds, meant to take out armor. Not very effective against non-vehicles. When reloading, choose which round to load: *Armor-piercing-high-explosive: Heavy armor piercing, deals area damage, dealing 3 damage on the distance it is fired at. Damages at most 2 targets in order of initiative. Deals 5 damage to targetted module. *Armor-piercing: Heavy armor piercing, deals 16 damage at what it is fired at. It's a solid shot - no area damage!
1x Light mantlet▶ details
HP: 6 Difficulty: 0 / 0 / 1 Position: External On destruction: Mantlet destroyed, no longer offers any protection. A light artillery mantlet, protecting against incoming fire. *Crew and other sensitive modules behind it cannot be damaged by small arms fire. *Explosions happening on the same distance as the gun, or ahead of it, do not damage the crew - the mantlet protects them and takes damage instead. *The manlet does not protect from explosions happening behind it. *Requiring 3 additional successes, a player may throw a grenade on the same distance as the gun, but behind the mantlet, avoiding its protection.
1x Wheels ( 2 wheels )▶ details
HP: 4 Difficulty: 3 / 3 / 3 Position: External On destruction: The vehicle can no longer move. Can be repaired at combat's end without the need for a check. A pair of thick rubber wheels, can take a surprising amount of punishment! Considered to have no armor when targeted. Does take area damage.
A light anti-tank gun, meant to take out ... tanks! Crew: 1 commander ( 3/0/0 ) 1 gunner ( 3/0/0 ) 3 loaders/assistant gunners ( 3/0/0 ) *Light anti-tank gun, prone to being flanked. Reloads faster than most tanks. *The commander picks the targets, the Gunner rolls to shoot them. If the commander is dead or gone, the gunner picks targets instead. *To push the gun, add together the Strength of all crew members pushing it. If the total is 5 or greater, the gun may move 1 distance. Pushing the gun requires an action. *Only crewmembers may apply their strength. It may not move faster than 1 distance from pushing. *Can be linked to other vehicles, such as cars, trucks and artillery trains, then pulled around. *Manning or unmanning the gun is a free action. One cannot fire a weapon, then re-man it in the same turn. *Up to 5 individuals, crew included, can take cover behind the manlet. It is 6d6 cover if one isn't manning it.
Medium anti-tank gunAnySize: 24Agility: 1Speed: 1HP: 20Crew: 6Seats: 6Doors: 63pt▶ details
Modules
1x Medium high velocity cannon▶ details
Damage: Variable Rate of fire: 1 Ammo: 1 Reload turns: 4 HP: 8 Difficulty: 3 / 3 / 5 Position: Internal On destruction: Cannon destroyed. Middle brother of the anti-tank emplacements. Devastates most light vehicles. When reloading, choose which round to load: *Armor-piercing-high-explosive: Heavy armor piercing, deals area damage, dealing 5 damage on the distance it is fired at. Damages at most 5 targets in order of initiative. Deals 8 damage to targetted module. *Armor-piercing: Heavy armor piercing, deals 24 damage at what it is fired at. It's a solid shot - no area damage!
1x Medium mantlet▶ details
HP: 8 Difficulty: 0 / 0 / 1 Position: External On destruction: Mantlet destroyed, no longer offers any protection. A thicker, stronger mantlet! Much sturdier! *Crew and other sensitive modules behind it cannot be damaged by small arms fire. *Explosions happening on the same distance as the gun, or ahead of it, do not damage the crew - the mantlet protects them and takes damage instead. *The manlet does not protect from explosions happening behind it. *Requiring 3 additional successes, a player may throw a grenade on the same distance as the gun, but behind the mantlet, avoiding its protection.
1x Wheels ( 2 wheels )▶ details
HP: 4 Difficulty: 3 / 3 / 3 Position: External On destruction: The vehicle can no longer move. Can be repaired at combat's end without the need for a check. A pair of thick rubber wheels, can take a surprising amount of punishment! Considered to have no armor when targeted. Does take area damage.
A medium anti-tank gun, packs a stronger punch, vehicles should avoid it greatly! Crew: 1 commander ( 3/0/0 ) 1 gunner ( 3/0/0 ) 4 loaders/assistant gunners ( 3/0/0 ) *Medium anti-tank gun, prone to being flanked. Reloads faster than most tanks. *The commander picks the targets, the Gunner rolls to shoot them. If the commander is dead or gone, the gunner picks targets instead. *To push the gun, add together the Strength of all crew members pushing it. If the total is 6 or greater, the gun may move 1 distance. Pushing the gun requires an action. *Only crewmembers may apply their strength. It may not move faster than 1 distance from pushing. *Can be linked to other vehicles, such as cars, trucks and artillery trains, then pulled around. *Manning or unmanning the gun is a free action. One cannot fire a weapon, then re-man it in the same turn. *Up to 5 individuals, crew included, can take cover behind the manlet. It is 6d6 cover if one isn't manning it.
Artillery trainAnySize: 54Agility: 1Speed: 3HP: 14Crew: 1Seats: 1Doors: 11pt▶ details
Modules
1x Artillery train▶ details
HP: 8 Difficulty: 0 / 0 / 0 Position: External On destruction: The horses are dead. An artillery train, pulled by a pair of horses. *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 horses for each distance moved. *Heavy artillery requires 3 horses for each distance moved. *These horses are especially dumb, and do not accept being mounted.
1x Wheels ( 4 wheels )▶ details
HP: 6 Difficulty: 3 / 3 / 3 Position: External On destruction: The vehicle can no longer move. Can be repaired at combat's end without the need for a check. A set of four thick rubber wheels, can take a surprising amount of punishment! Considered to have no armor when targeted. Does take area damage.
An artillery train, meant to carry artillery around. Crew: 1 conductor ( 0/0/0 ). *Required in order to move artillery around. Or better yet, use a truck! ... *You're not using this if you can afford a truck, which means you're a brokie.
Horse artillery trainAnySize: 80Agility: 1Speed: 3HP: 30Crew: 1Seats: 1Doors: 12pt▶ details
Modules
1x Horse-artillery train▶ details
HP: 24 Difficulty: 0 / 0 / 0 Position: External On destruction: The horses are dead. A horse artillery train, meant to be speedy, pulled by six horses. *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 horses for each distance moved. *Heavy artillery requires 3 horses for each distance moved. *These horses are especially dumb, and do not accept being mounted.
1x Wheels ( 4 wheels )▶ details
HP: 6 Difficulty: 3 / 3 / 3 Position: External On destruction: The vehicle can no longer move. Can be repaired at combat's end without the need for a check. A set of four thick rubber wheels, can take a surprising amount of punishment! Considered to have no armor when targeted. Does take area damage.
An artillery train, meant to carry artillery around, except its faster since it has more horses. Crew: 1 conductor ( 0/0/0 ). *Required in order to move artillery around. Or better yet, use a truck! ... *You're still a brokie.
Civilian
CarCivilianSize: 18Agility: 2Speed: 6HP: 7Crew: 1Seats: 5Doors: 41pt▶ details
Modules
1x Civilian engine▶ details
HP: 2 Difficulty: 2 / 2 / 2 Position: Internal On destruction: The vehicle can no longer move. A lighter, simpler Civilian engine, for most vehicles of the everyday life.
1x Civilian fuel tanks▶ details
HP: 1 Difficulty: 2 / 2 / 2 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. A fuel tank for a civilian vehicle. Small, doesn't hold a whole lot. Doesn't burn as badly as a military vehicle's tanks.
1x Civilian wheels ( 4 wheels )▶ details
HP: 4 Difficulty: 2 / 2 / 2 Position: External On destruction: The vehicle can no longer move. Light civilian wheels, can't take much punishment at all. Considered to have no armor when targeted. Does take area damage.
An average ol' car. It's just like a Puma, it drives on all fours. Crew: 1 driver ( 2/2/3 ). 1 front passenger seat ( 2/2/3 ). 3 passengers ( 3/2/2 ). *The driver cannot shoot out of the vehicle, they need to focus on driving! *The trunk can hold up to 10 weight units of cargo. *Remember that people are considered to have 3 weight.
Civilian truckCivilianSize: 24Agility: 2Speed: 4HP: 7Crew: 1Seats: 18Doors: 181pt▶ details
Modules
1x Civilian engine▶ details
HP: 2 Difficulty: 2 / 2 / 2 Position: Internal On destruction: The vehicle can no longer move. A lighter, simpler Civilian engine, for most vehicles of the everyday life.
1x Civilian fuel tanks▶ details
HP: 1 Difficulty: 2 / 2 / 2 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. A fuel tank for a civilian vehicle. Small, doesn't hold a whole lot. Doesn't burn as badly as a military vehicle's tanks.
1x Civilian wheels ( 4 wheels )▶ details
HP: 4 Difficulty: 2 / 2 / 2 Position: External On destruction: The vehicle can no longer move. Light civilian wheels, can't take much punishment at all. Considered to have no armor when targeted. Does take area damage.
A truck! A bit slower than most, but can carry a lot of weight! Crew: 1 driver ( 2/2/3 ). 1 front passenger seat ( 2/2/3 ). 16 passengers on the back ( 3/0/0 ). *Targetting the rear crew on this vehicle does not deal damage to the vehicle. *The driver cannot shoot out of the vehicle, they need to focus on driving! *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 ( 3/3/0 ) 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: 6Agility: 2Speed: 6HP: 5Crew: 1Seats: 2Doors: 21pt▶ details
Modules
1x Civilian engine▶ details
HP: 2 Difficulty: 2 / 2 / 2 Position: Internal On destruction: The vehicle can no longer move. A lighter, simpler Civilian engine, for most vehicles of the everyday life.
1x Civilian fuel tanks▶ details
HP: 1 Difficulty: 2 / 2 / 2 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. A fuel tank for a civilian vehicle. Small, doesn't hold a whole lot. Doesn't burn as badly as a military vehicle's tanks.
1x Civilian wheels ( 2 wheels )▶ details
HP: 2 Difficulty: 2 / 2 / 2 Position: External On destruction: The vehicle can no longer move. Light civilian wheels, can't take much punishment at all. Considered to have no armor when targeted. Does take area damage.
An average motorcycle. Pretty agile, but you can't bring all of your friends. Crew: 1 driver ( 0/0/0 ). 1 passenger ( 0/0/0 ). *Targetting the crew on this vehicle does not deal damage to the vehicle. *The driver cannot shoot out of the vehicle, they need to focus on driving! *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 ( 0/0/0 ) cover.
Britain
Tank, Mark IV ( MALE )BritainSize: 54Agility: 1Speed: 2HP: 40Crew: 9Seats: 9Doors: 36pt▶ details
Modules
2x Light cannon▶ details
Damage: Variable Rate of fire: 1 Ammo: 1 Reload turns: 3 HP: 6 Difficulty: 3 / 3 / 5 Position: Internal On destruction: Cannon destroyed. Small, light cannon. Quick to fire and reload, but with equally low damage. When reloading, choose which round to load: *High-explosive: Light armor piercing, deals area damage, dealing 6 damage on the distance it is fired at, and 3 on the adjacent distances. Damages at most 5 targets in order of initiative. Deals 1 damage to targetted module. *Armor-piercing-high-explosive: Medium armor piercing, deals area damage, dealing 3 damage on the distance it is fired at, and 1 on the adjacent distances. Damages at most 3 targets in order of initiative. Deals 2 damage to targetted module. *Armor-piercing: Heavy armor piercing, deals 12 damage at what it is fired at. It's a solid shot - no area damage!
1x Frontal machinegun▶ details
Damage: 3 Rate of fire: 11 Ammo: 100 Reload turns: 3 HP: 4 Difficulty: 3 / 5 / 5 Position: Internal On destruction: Machine gun destroyed. Vehicle-mounted machinegun to fend off infantry, aiming forward.
2x Lateral machinegun▶ details
Damage: 3 Rate of fire: 11 Ammo: 100 Reload turns: 3 HP: 4 Difficulty: 5 / 3 / 5 Position: Internal On destruction: Machine gun destroyed. Vehicle-mounted machinegun to fend off infantry, aiming to the side(s).
1x Engine▶ details
HP: 4 Difficulty: 5 / 5 / 5 Position: Internal On destruction: The vehicle can no longer move. The vehicle's engine, required for the vehicle to move and operate its weaponry.
1x Fuel tanks▶ details
HP: 2 Difficulty: 5 / 5 / 5 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 from grenades/HE/APHE does not make it explode. *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 deals a continuous 3 damage to the vehicle until it is put out and it will spread to another non-burning module, at random, on the next turn. *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 20 turns pass, whichever is faster, leaving it immobile. *A fire may only be started once per combat - it cannot be set alight again. Fuel tanks, required for a vehicle to operate - no fuel tanks means no fuel, dummy!
1x Tracks▶ details
HP: 8 Difficulty: 3 / 3 / 3 Position: External On destruction: The vehicle can no longer move. Can be repaired at combat's end without the need for a check. The vehicle's tracks, which allow it to move smoothly along the terrain ahead! *Considered to have light armor when targeted. Does not take area damage - it must be targetted directly.
1x Light ammo stowage▶ details
HP: 2 Difficulty: 8 / 8 / 8 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 from grenades/HE/APHE does not make it explode. The vehicle's ammo stowage, where all of its ammunition is held. Careful that it does not blow up!
The first tank of the war, but outdated by this point - nevertheless, it remains in production and use alike. Crew: 1 commander ( 5/5/5 ). 1 driver ( 5/5/5 ). 1 engineer ( 5/5/5 ). 6 gunner & assistant gunners ( 3/3/4 ). *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. *Each machinegun can only fire in their respective directions. Difficulty doubled if trying to attack a machinegun that's on the opposite end. *One machinegun points left, one right, and one to the front.
Tank, Mark IV ( FEMALE )BritainSize: 54Agility: 1Speed: 2HP: 34Crew: 9Seats: 9Doors: 36pt▶ details
Modules
3x Frontal machinegun▶ details
Damage: 3 Rate of fire: 11 Ammo: 100 Reload turns: 3 HP: 4 Difficulty: 3 / 5 / 5 Position: Internal On destruction: Machine gun destroyed. Vehicle-mounted machinegun to fend off infantry, aiming forward.
2x Lateral machinegun▶ details
Damage: 3 Rate of fire: 11 Ammo: 100 Reload turns: 3 HP: 4 Difficulty: 5 / 3 / 5 Position: Internal On destruction: Machine gun destroyed. Vehicle-mounted machinegun to fend off infantry, aiming to the side(s).
1x Engine▶ details
HP: 4 Difficulty: 5 / 5 / 5 Position: Internal On destruction: The vehicle can no longer move. The vehicle's engine, required for the vehicle to move and operate its weaponry.
1x Fuel tanks▶ details
HP: 2 Difficulty: 5 / 5 / 5 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 from grenades/HE/APHE does not make it explode. *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 deals a continuous 3 damage to the vehicle until it is put out and it will spread to another non-burning module, at random, on the next turn. *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 20 turns pass, whichever is faster, leaving it immobile. *A fire may only be started once per combat - it cannot be set alight again. Fuel tanks, required for a vehicle to operate - no fuel tanks means no fuel, dummy!
1x Tracks▶ details
HP: 8 Difficulty: 3 / 3 / 3 Position: External On destruction: The vehicle can no longer move. Can be repaired at combat's end without the need for a check. The vehicle's tracks, which allow it to move smoothly along the terrain ahead! *Considered to have light armor when targeted. Does not take area damage - it must be targetted directly.
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 ( 5/5/5 ). 1 driver ( 5/5/5 ). 1 engineer ( 5/5/5 ). 6 gunner & assistant gunners ( 3/3/4 ). *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. *Each machinegun can only fire in their respective directions. Difficulty doubled if trying to attack a machinegun that's on the opposite end. *One machinegun points left, one right, and one to the front.
Tank, HornetBritainSize: 54Agility: 1Speed: 3HP: 30Crew: 5Seats: 5Doors: 26pt▶ details
Modules
2x Frontal machinegun▶ details
Damage: 3 Rate of fire: 11 Ammo: 100 Reload turns: 3 HP: 4 Difficulty: 3 / 5 / 5 Position: Internal On destruction: Machine gun destroyed. Vehicle-mounted machinegun to fend off infantry, aiming forward.
2x Lateral machinegun▶ details
Damage: 3 Rate of fire: 11 Ammo: 100 Reload turns: 3 HP: 4 Difficulty: 5 / 3 / 5 Position: Internal On destruction: Machine gun destroyed. Vehicle-mounted machinegun to fend off infantry, aiming to the side(s).
1x Engine▶ details
HP: 4 Difficulty: 5 / 5 / 5 Position: Internal On destruction: The vehicle can no longer move. The vehicle's engine, required for the vehicle to move and operate its weaponry.
1x Fuel tanks▶ details
HP: 2 Difficulty: 5 / 5 / 5 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 from grenades/HE/APHE does not make it explode. *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 deals a continuous 3 damage to the vehicle until it is put out and it will spread to another non-burning module, at random, on the next turn. *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 20 turns pass, whichever is faster, leaving it immobile. *A fire may only be started once per combat - it cannot be set alight again. Fuel tanks, required for a vehicle to operate - no fuel tanks means no fuel, dummy!
1x Tracks▶ details
HP: 8 Difficulty: 3 / 3 / 3 Position: External On destruction: The vehicle can no longer move. Can be repaired at combat's end without the need for a check. The vehicle's tracks, which allow it to move smoothly along the terrain ahead! *Considered to have light armor when targeted. Does not take area damage - it must be targetted directly.
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 ( 5/5/5 ). 1 driver ( 5/5/5 ). 1 engineer ( 5/5/5 ). 2 gunner ( 3/3/3 ). *Each machinegun can only fire in their respective directions. Difficulty doubled if trying to attack a machinegun that's on the opposite end. *The vehicle has a rear gun port, allowing one of the machineguns to be slotted into it. It takes 3 turns to do so. *Slotting the machinegun into the rear port also flips its front/rearr targetting difficulties. *One of the side machinegun points left, one points right.
France
Renault FT-17 ( MALE )FranceSize: 32Agility: 1Speed: 3HP: 28Crew: 2Seats: 2Doors: 14pt▶ details
Modules
1x Light cannon▶ details
Damage: Variable Rate of fire: 1 Ammo: 1 Reload turns: 3 HP: 6 Difficulty: 3 / 3 / 5 Position: Internal On destruction: Cannon destroyed. Small, light cannon. Quick to fire and reload, but with equally low damage. When reloading, choose which round to load: *High-explosive: Light armor piercing, deals area damage, dealing 6 damage on the distance it is fired at, and 3 on the adjacent distances. Damages at most 5 targets in order of initiative. Deals 1 damage to targetted module. *Armor-piercing-high-explosive: Medium armor piercing, deals area damage, dealing 3 damage on the distance it is fired at, and 1 on the adjacent distances. Damages at most 3 targets in order of initiative. Deals 2 damage to targetted module. *Armor-piercing: Heavy armor piercing, deals 12 damage at what it is fired at. It's a solid shot - no area damage!
1x Light turret▶ details
HP: 6 Difficulty: 3 / 3 / 3 Position: Internal On destruction: Turret destroyed, and can no longer turn. A light turret mounting, for small cannons! *It can turn one direction per turn, assuming its user hasn' spent its action with something else. *The turret turns alongside the tank: If the turret is aiming forward, and the tank turns to the right, naturally, the turret will aim right too!
1x Engine▶ details
HP: 4 Difficulty: 5 / 5 / 5 Position: Internal On destruction: The vehicle can no longer move. The vehicle's engine, required for the vehicle to move and operate its weaponry.
1x Fuel tanks▶ details
HP: 2 Difficulty: 5 / 5 / 5 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 from grenades/HE/APHE does not make it explode. *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 deals a continuous 3 damage to the vehicle until it is put out and it will spread to another non-burning module, at random, on the next turn. *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 20 turns pass, whichever is faster, leaving it immobile. *A fire may only be started once per combat - it cannot be set alight again. Fuel tanks, required for a vehicle to operate - no fuel tanks means no fuel, dummy!
1x Tracks▶ details
HP: 8 Difficulty: 3 / 3 / 3 Position: External On destruction: The vehicle can no longer move. Can be repaired at combat's end without the need for a check. The vehicle's tracks, which allow it to move smoothly along the terrain ahead! *Considered to have light armor when targeted. Does not take area damage - it must be targetted directly.
1x Light ammo stowage▶ details
HP: 2 Difficulty: 8 / 8 / 8 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 from grenades/HE/APHE does not make it explode. The vehicle's ammo stowage, where all of its ammunition is held. Careful that it does not blow up!
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 AND engineer. ( 3/3/4 ). 1 driver ( 3/3/4 ). *The commander is also the gunner and the engineer. Good luck doing all the work alone!
Renault FT-17 ( FEMALE )FranceSize: 32Agility: 1Speed: 3HP: 24Crew: 2Seats: 2Doors: 14pt▶ details
Modules
1x Frontal machinegun▶ details
Damage: 3 Rate of fire: 11 Ammo: 100 Reload turns: 3 HP: 4 Difficulty: 3 / 5 / 5 Position: Internal On destruction: Machine gun destroyed. Vehicle-mounted machinegun to fend off infantry, aiming forward.
1x Light turret▶ details
HP: 6 Difficulty: 3 / 3 / 3 Position: Internal On destruction: Turret destroyed, and can no longer turn. A light turret mounting, for small cannons! *It can turn one direction per turn, assuming its user hasn' spent its action with something else. *The turret turns alongside the tank: If the turret is aiming forward, and the tank turns to the right, naturally, the turret will aim right too!
1x Engine▶ details
HP: 4 Difficulty: 5 / 5 / 5 Position: Internal On destruction: The vehicle can no longer move. The vehicle's engine, required for the vehicle to move and operate its weaponry.
1x Fuel tanks▶ details
HP: 2 Difficulty: 5 / 5 / 5 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 from grenades/HE/APHE does not make it explode. *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 deals a continuous 3 damage to the vehicle until it is put out and it will spread to another non-burning module, at random, on the next turn. *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 20 turns pass, whichever is faster, leaving it immobile. *A fire may only be started once per combat - it cannot be set alight again. Fuel tanks, required for a vehicle to operate - no fuel tanks means no fuel, dummy!
1x Tracks▶ details
HP: 8 Difficulty: 3 / 3 / 3 Position: External On destruction: The vehicle can no longer move. Can be repaired at combat's end without the need for a check. The vehicle's tracks, which allow it to move smoothly along the terrain ahead! *Considered to have light armor when targeted. Does not take area damage - it must be targetted directly.
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 AND engineer. ( 3/3/4 ). 1 driver ( 3/3/4 ). *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: 54Agility: 1Speed: 1HP: 44Crew: 11Seats: 9Doors: 26pt▶ details
Modules
1x Light cannon▶ details
Damage: Variable Rate of fire: 1 Ammo: 1 Reload turns: 3 HP: 6 Difficulty: 3 / 3 / 5 Position: Internal On destruction: Cannon destroyed. Small, light cannon. Quick to fire and reload, but with equally low damage. When reloading, choose which round to load: *High-explosive: Light armor piercing, deals area damage, dealing 6 damage on the distance it is fired at, and 3 on the adjacent distances. Damages at most 5 targets in order of initiative. Deals 1 damage to targetted module. *Armor-piercing-high-explosive: Medium armor piercing, deals area damage, dealing 3 damage on the distance it is fired at, and 1 on the adjacent distances. Damages at most 3 targets in order of initiative. Deals 2 damage to targetted module. *Armor-piercing: Heavy armor piercing, deals 12 damage at what it is fired at. It's a solid shot - no area damage!
1x Rear light cannon▶ details
Damage: Variable Rate of fire: 1 Ammo: 1 Reload turns: 3 HP: 6 Difficulty: 5 / 3 / 3 Position: Internal On destruction: Cannon destroyed. Small, light cannon. Quick to fire and reload, but with equally low damage. When reloading, choose which round to load: *High-explosive: Light armor piercing, deals area damage, dealing 6 damage on the distance it is fired at, and 3 on the adjacent distances. Damages at most 5 targets in order of initiative. Deals 1 damage to targetted module. *Armor-piercing-high-explosive: Medium armor piercing, deals area damage, dealing 3 damage on the distance it is fired at, and 1 on the adjacent distances. Damages at most 3 targets in order of initiative. Deals 2 damage to targetted module. *Armor-piercing: Heavy armor piercing, deals 12 damage at what it is fired at. It's a solid shot - no area damage!
4x Lateral machinegun▶ details
Damage: 3 Rate of fire: 11 Ammo: 100 Reload turns: 3 HP: 4 Difficulty: 5 / 3 / 5 Position: Internal On destruction: Machine gun destroyed. Vehicle-mounted machinegun to fend off infantry, aiming to the side(s).
1x Engine▶ details
HP: 4 Difficulty: 5 / 5 / 5 Position: Internal On destruction: The vehicle can no longer move. The vehicle's engine, required for the vehicle to move and operate its weaponry.
1x Fuel tanks▶ details
HP: 2 Difficulty: 5 / 5 / 5 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 from grenades/HE/APHE does not make it explode. *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 deals a continuous 3 damage to the vehicle until it is put out and it will spread to another non-burning module, at random, on the next turn. *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 20 turns pass, whichever is faster, leaving it immobile. *A fire may only be started once per combat - it cannot be set alight again. Fuel tanks, required for a vehicle to operate - no fuel tanks means no fuel, dummy!
1x Tracks▶ details
HP: 8 Difficulty: 3 / 3 / 3 Position: External On destruction: The vehicle can no longer move. Can be repaired at combat's end without the need for a check. The vehicle's tracks, which allow it to move smoothly along the terrain ahead! *Considered to have light armor when targeted. Does not take area damage - it must be targetted directly.
1x Light ammo stowage▶ details
HP: 2 Difficulty: 8 / 8 / 8 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 from grenades/HE/APHE does not make it explode. The vehicle's ammo stowage, where all of its ammunition is held. Careful that it does not blow up!
German tank, more closely resembling a pilbox on threads! Outdated, but still used - crew has been optimized! Crew: 1 commander ( 5/5/5 ). 1 driver ( 5/5/5 ). 1 engineer ( 5/5/5 ). 1 frontal gunner & assistant gunner ( 3/4/5 ). 1 rear gunner & assistant gunner ( 5/4/3 ). 4 lateral machinegunners ( 4/3/4 ). *One cannon is aiming forwards, one cannon is aming backwards. *Each machinegun can only fire in their respective directions. Difficulty doubled if trying to attack a machinegun that's on the opposite end. *Two machineguns point left, and two machineguns point right.
Sturmpanzerwagen A7V ( FEMALE )GermanySize: 54Agility: 1Speed: 1HP: 40Crew: 11Seats: 9Doors: 26pt▶ details
Modules
2x front-machine-gun▶ details
HP: 1 Difficulty: 1 / 1 / 1 Position: External On destruction: Module destroyed. Unknown module
2x Rear machinegun▶ details
Damage: 3 Rate of fire: 11 Ammo: 100 Reload turns: 3 HP: 4 Difficulty: 5 / 5 / 3 Position: Internal On destruction: Machine gun destroyed. Vehicle-mounted machinegun to fend off infantry, aiming backwards.
4x Lateral machinegun▶ details
Damage: 3 Rate of fire: 11 Ammo: 100 Reload turns: 3 HP: 4 Difficulty: 5 / 3 / 5 Position: Internal On destruction: Machine gun destroyed. Vehicle-mounted machinegun to fend off infantry, aiming to the side(s).
1x Engine▶ details
HP: 4 Difficulty: 5 / 5 / 5 Position: Internal On destruction: The vehicle can no longer move. The vehicle's engine, required for the vehicle to move and operate its weaponry.
1x Fuel tanks▶ details
HP: 2 Difficulty: 5 / 5 / 5 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 from grenades/HE/APHE does not make it explode. *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 deals a continuous 3 damage to the vehicle until it is put out and it will spread to another non-burning module, at random, on the next turn. *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 20 turns pass, whichever is faster, leaving it immobile. *A fire may only be started once per combat - it cannot be set alight again. Fuel tanks, required for a vehicle to operate - no fuel tanks means no fuel, dummy!
1x Tracks▶ details
HP: 8 Difficulty: 3 / 3 / 3 Position: External On destruction: The vehicle can no longer move. Can be repaired at combat's end without the need for a check. The vehicle's tracks, which allow it to move smoothly along the terrain ahead! *Considered to have light armor when targeted. Does not take area damage - it must be targetted directly.
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 ( 5/5/5 ). 1 driver ( 5/5/5 ). 1 engineer ( 5/5/5 ). 2 frontal machhinegunners ( 3/4/5 ). 2 rear machinegunners ( 5/4/3 ). 4 lateral machinegunners ( 4/3/4 ). *Each machinegun can only fire in their respective directions. Difficulty doubled if trying to attack a machinegun that's on the opposite end. *Two machineguns in each direction; front, left, right and rear.
Großkampfwagen ( K-wagen )GermanySize: 68Agility: 1Speed: 1HP: 72Crew: 21Seats: 21Doors: 118pt▶ details
Modules
4x Medium cannon▶ details
Damage: Variable Rate of fire: 1 Ammo: 1 Reload turns: 3 HP: 6 Difficulty: 3 / 3 / 5 Position: Internal On destruction: Cannon destroyed. Medium cannon, meant for bigger explosions! Considerably more threatening! When reloading, choose which round to load: *High-explosive: Light armor piercing, deals area damage, dealing 10 damage on the distance it is fired at, and 6 on the adjacent distances. Damages at most 10 targets in order of initiative. Deals 2 damage to targetted module. *Armor-piercing-high-explosive: Medium armor piercing, deals area damage, dealing 6 damage on the distance it is fired at, and 2 on the adjacent distances. Damages at most 5 targets in order of initiative. Deals 3 damage to targetted module. *Armor-piercing: Heavy armor piercing, deals 16 damage at what it is fired at. It's a solid shot - no area damage!
1x Frontal machinegun▶ details
Damage: 3 Rate of fire: 11 Ammo: 100 Reload turns: 3 HP: 4 Difficulty: 3 / 5 / 5 Position: Internal On destruction: Machine gun destroyed. Vehicle-mounted machinegun to fend off infantry, aiming forward.
4x Lateral machinegun▶ details
Damage: 3 Rate of fire: 11 Ammo: 100 Reload turns: 3 HP: 4 Difficulty: 5 / 3 / 5 Position: Internal On destruction: Machine gun destroyed. Vehicle-mounted machinegun to fend off infantry, aiming to the side(s).
2x Flamethrower▶ details
Damage: 3 Rate of fire: 11 Ammo: 100 Reload turns: 3 HP: 4 Difficulty: 3 / 5 / 5 Position: Internal On destruction: Flamethrower destroyed. Vehicular flamethrower, will burn whoever it comes across. Max range is 3 distances. Targets set on fire take 3 damage immediately, and 3 damage every turn thereafter. A target on fire can only do one the following: Create distance between themselves and you, try to put the fire out, or do an action that contributes towards putting the fire out. To put it out, they must roll a 1d6, with a success on a 5 or a 6. Allies may try to put the fire out as well. Attacking a target that is already on fire does not deal any more damage. Rate of fire doesn't increase the damage of this weapon against individual targets.
1x Engine▶ details
HP: 4 Difficulty: 5 / 5 / 5 Position: Internal On destruction: The vehicle can no longer move. The vehicle's engine, required for the vehicle to move and operate its weaponry.
1x Fuel tanks▶ details
HP: 2 Difficulty: 5 / 5 / 5 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 from grenades/HE/APHE does not make it explode. *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 deals a continuous 3 damage to the vehicle until it is put out and it will spread to another non-burning module, at random, on the next turn. *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 20 turns pass, whichever is faster, leaving it immobile. *A fire may only be started once per combat - it cannot be set alight again. Fuel tanks, required for a vehicle to operate - no fuel tanks means no fuel, dummy!
1x Medium racks▶ details
HP: 12 Difficulty: 3 / 3 / 3 Position: External On destruction: The vehicle can no longer move. Can be repaired at combat's end without the need for a check. Heavier tracks, meant for even courser terrain. These tracks won't stop for nothing! *Considered to have medium armor when targeted. Does not take area damage - it must be targetted directly.
1x Light ammo stowage▶ details
HP: 2 Difficulty: 8 / 8 / 8 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 from grenades/HE/APHE does not make it explode. The vehicle's ammo stowage, where all of its ammunition is held. Careful that it does not blow up!
A massive bunker on threads. The pinacle of heavy tanks. Slow, cumbersome, but deadly. Crew: 1 commander ( 5/5/5 ). 1 driver ( 5/5/5 ). 1 engineer ( 5/5/5 ). 1 frontal gunner ( 3/4/4 ) 4 lateral gunners ( mgs ) ( 4/3/4 ) 2 lateral gunners ( flamethrowers ) ( 4/3/4 ) 4 lateral gunners ( cannons ) ( 4/3/4 ) 10 assistant gunners ( 4/3/4 ) *Two cannons aim forward, two cannons aim backwards; all can fire to the sides. *One frontal machinegun, four lateral machineguns, two lateral flamethrowers. *Difficulty doubled if trying to fire at a weapon on the opposite end of the vehicle.
United States
M1915 Jeffery Armored CarUnited StatesSize: 40Agility: 2Speed: 6HP: 32Crew: 5Seats: 5Doors: 23pt▶ details
Modules
1x Frontal machinegun▶ details
Damage: 3 Rate of fire: 11 Ammo: 100 Reload turns: 3 HP: 4 Difficulty: 3 / 5 / 5 Position: Internal On destruction: Machine gun destroyed. Vehicle-mounted machinegun to fend off infantry, aiming forward.
1x Rear machinegun▶ details
Damage: 3 Rate of fire: 11 Ammo: 100 Reload turns: 3 HP: 4 Difficulty: 5 / 5 / 3 Position: Internal On destruction: Machine gun destroyed. Vehicle-mounted machinegun to fend off infantry, aiming backwards.
2x Light turret▶ details
HP: 6 Difficulty: 3 / 3 / 3 Position: Internal On destruction: Turret destroyed, and can no longer turn. A light turret mounting, for small cannons! *It can turn one direction per turn, assuming its user hasn' spent its action with something else. *The turret turns alongside the tank: If the turret is aiming forward, and the tank turns to the right, naturally, the turret will aim right too! A light turret mounting, for small cannons! Aims backwards instead, ooooo ... *It can turn one direction per turn, assuming its user hasn' spent its action with something else. *The turret turns alongside the tank: If the turret is aiming forward, and the tank turns to the right, naturally, the turret will aim right too!
1x Engine▶ details
HP: 4 Difficulty: 5 / 5 / 5 Position: Internal On destruction: The vehicle can no longer move. The vehicle's engine, required for the vehicle to move and operate its weaponry.
1x Fuel tanks▶ details
HP: 2 Difficulty: 5 / 5 / 5 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 from grenades/HE/APHE does not make it explode. *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 deals a continuous 3 damage to the vehicle until it is put out and it will spread to another non-burning module, at random, on the next turn. *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 20 turns pass, whichever is faster, leaving it immobile. *A fire may only be started once per combat - it cannot be set alight again. Fuel tanks, required for a vehicle to operate - no fuel tanks means no fuel, dummy!
1x Wheels ( 4 wheels )▶ details
HP: 6 Difficulty: 3 / 3 / 3 Position: External On destruction: The vehicle can no longer move. Can be repaired at combat's end without the need for a check. A set of four thick rubber wheels, can take a surprising amount of punishment! Considered to have no armor when targeted. Does take area damage.
Light armoured car with a pair of machineguns, with a pair of turrets! Crew: 1 commander ( 3/3/4 ). 1 driver ( 3/3/4 ). 1 engineer ( 4/3/3 ). 1 frontal gunner (3/3/4) 1 rear gunner (4/3/3) *The rear turret can only aim to the back or the sides of the vehicle - it cannot aim forwards! *The machineguns are inside the turret, and turn alongside it.