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Armor Actions
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- Get In / Get Out
- 1 action to get in or get out of a vehicle.
- Turn In / Turn Out
- 1 action to turn in or turn out of a vehicle.
- A turned out soldier can use infantry actions halfway outside the vehicle.
- Top hatches give heavy cover from all directions.
- Front hatches give gunport cover from the front.
- (Tank commander with an smg shooting at infantry. . .)
- Throw
- 1 action to throw a grenade sized object up to 15cm.
- A hatch has to be open.
- Crew Use Equipment
- Takes the equipments deploy time ammount of actions to deploy.
- Stay Low!
- 1 action to stay low when turned out.
- The unit stays low until the next turn.
- Cover +1
- Fire From Vehicle
- 1 action to fire from a vehicle if turned out.
- -1 accuracy
- Infantry fire modifiers can be applied.
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- Drive Slow
- 1 actions to drive the vehicle up to its normal forward speed.
- Drive
- 2 actions to drive the vehicle up to its top speed.
- Only on roads.
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- Fire Machinegun/Autocannon
- 1 action to fire.
- Fire Light Cannon
- 1 action to fire a cannon up to 50mm in caliber.
- Once per turn
- Fire Heavy Cannon
- 2 actions to fire a cannon higher than 50mm in caliber.
- Once per turn
- Gunner Overwatch
- 1 action to setup overwatch.
- Fire at one enemy that moves inside the units field of view.
- The target counts as being in light cover.
- Overwatch is canceled if another action is taken or at the start of the next turn.
- Engage with any loaded weapon controlled by the gunner providing overwatch.
- Gunner Base of Fire MG/AC
- 1 action and 2 ammo to fire.
- Accuracy penalty reduced by 1. (+1 if it's under 0)
- Suppression +1
- Gunner Heavy Base of Fire MG/AC
- 1 action and 3 ammo to fire.
- Only available with rapid fire weapons.
- Accuracy +1
- Suppression +1
- Fire twice, can target the same unit twice.
- Gunner Precision Fire
- Stacked onto another fire order.
- Takes +1 action to execute.
- Accuracy +1
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- Load/Unload Light Cannon
- 1 action to load/unload a cannon up to 50mm in caliber
- Load/Unload Heavy Cannon
- 2 actions to load/unload a cannon higher than 50mm in caliber
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- Mount/Dissmount
- 1 action to mount/dismount from the vehicle.
FIGHTING ARMORED VEHICLES
- -Check for a hit. Apply cover bonuses to the target.
- - - (On a hit by an HE shell every turned out or mounted unit takes 1 damage.)
- -Check for penetration.
- -Check for damage type.
| 1 | NONE |
| 2 | Hull Damage |
| 3 | Crew Kill |
| 4 | H.D. & C.K. |
| 5 | Part Damage |
| 6 | Cook Off |
- - - Check for crew kills.
| 1 | Radio Operator |
| 2 | Machinegunner |
| 3 | Tank Commander |
| 4 | Driver |
| 5 | Loader |
| 6 | Gunner |
- - - Check for part damage.
| 1 | Hull Damage |
| 2 | Track Damage |
| 3 | Turret Drive Damage |
| 4 | Gun Damage |
| 5 | H.D. & roll again |
| 6 | Cook Off |
- A vehicle with a destroyed hull is inoperable and it's crew needs to bail out.
- Vehicles with track damage can't move.
- Vehicles with turret drive damage can't rotate their turrets. (move to aim)
- Vehicles with gun damage can't fire their main gun if they have one.
- When a vehicle cooks off, the crew dies and all equipment on the inside is destroyed.