Shellshock Core Rules (Advanced)
The rules governing movement and combat on a battlefield level are quite simple. The most difficult aspect of the game will probably be the record keeping involved when playing with 20 or more units. Otherwise movement and combat can be resolved fairly quickly.
Prepping for Combat
The first step is to determine what units you will use and how they are prepped for combat. All units have an Estimated Combat Value, or ECV. Typically, both sides should have the same ECV. You will also find that pilots and gunners have an ECV assigned to them based on their skill level. Finally, any additional components, such as Rocket Pods and Missiles have an ECV as well. Units for the World War 2 and Modern eras are already prepped. (Units for the Sci-Fi version are not.) This allows you to personalize the unit as you see fit. Remember that Pilots and Hardpoint Mounted Weapons have an ECV cost associated with them and that you should determine total ECV of your army after all units have been prepped.
Note that you do not have to have equal sides. If you try to accurately replicate most historic battles, you will find that they were extremely "unfair." But it usually just isn't as much fun to play when you have won before the game has even started.
Types of Play
Once everything is prepped and both sides are equal (or not), you should set up the map and units. You can play on hex-based maps or using miniatures. The conversion is simple: One Inch = One Hex. This allows for an interesting battle on a typical kitchen table or living room floor with about 12-16 units. If space is limited, or you want more units, simply change the conversion to 1/2 Inch = One Hex. (If playing on a hex based map, simply count each hex as two hexes...) For the sake of clarity, all ranges are listed in hexes or miles.
Miles? Huh? At this point, we should probably take a quick detour and explain the scale. One hex = 44 feet. Therefore, one mile = 120 hexes. Game turns last 6 seconds. This equates to each movement point representing 5 miles per hour. A unit moving at a speed of 12 has a real life comparison of 60mph. This isn't some game where your cannon has a maximum range of 2500 feet. This game is based off of reality. In most cases, if you can see it on the map you have more than enough range to hit it.
Okay, back to the subject at hand. Once you've decided which style to play, set up your map. You can use any hex-based map. Just make sure all players know beforehand what each terrain type listed on the map represents in the Shellshock Combat System. The same goes for miniatures battles. Once the armies are assembled, the map is set up, and the initial placement of units has taken place, the real fun begins.
Game Turn Overview
There are 6 phases to each game turn: Initiative, Movement, Targeting, Firing, Aftermath, and Clean Up. The Initiative Phase is used to determine in which order the units move. The Movement Phase is spent actually moving the units. Gunners select their targets during the Targeting Phase. Shots are actually fired during the Firing Phase. The Aftermath Phase is when the damage accumulated this turn is finally applied to the unit. The Clean Up Phase is where you remove dead units, remove extra chits, get some snacks and take a potty break. Clean Up also means washing your hands before coming back to play.
This is where you determine the order in which the units move. There are countless ways to determine initiative, and if you have a favorite, and all players agree, use whatever method you like. However, Officially Sanctioned battles and Tournaments will use the initiative rules laid out below. We feel this method is by far the most balanced, and adds actual strategy to initiative, instead of depending on the random luck of a die roll.
Get one counter for each unit in play, and number them one through your top number. (We use small poker chips, you can use pennies, or even slips of paper...) Each counter has traditionally been called a "Chit". Replace the highest number with a Chit marked with an "R". This is the Red Chit. While it does not have much effect in the Basic game, it is quite powerful in the Phased game. (For now, just remember that the Red Chit can move at any time during the movement phase, even if it forces another player to temporarily suspend his movement mid-turn. This usually means it moves last, unless using the Phased Combat Rules.) Note that neither immobile units nor infantry units get chits.
When the initiative phase begins, the side with the least number of units gets to pick first. Alternate until all Chits have been placed. (If both sides have the same number of units, use a random method to determine who gets to pick first.)
Now, place the Chits into a bag. Each side draws one chit at a time, and immediately places it face up by a unit. Once a chit has been placed, it cannot be moved. If you place a low number Chit by a unit, and later draw a higher number you would rather use there, too bad. It's a gamble, and this is where the strategy comes in. It would be a good idea to pay attention to the numbers that your opponent is placing on their units.
Units move in numerical order, so lower numbers are obviously bad.
Once all the Chits have been placed, proceed to the Movement Phase.
Generally speaking it will take you much longer to decide where to move your unit than to actually move it. As in real life, where a unit is on the battlefield can make all the difference. This is extremely true in a game using the Phased Combat Rules.
Your unit has 5 main numbers to reference when moving. Don't worry, this sounds more complicated than it is. These numbers are the unit's Maximum Speed, Acceleration, Deceleration, Turn Number and Slip Indicator. There are a few other numbers you will need, but those are covered later.
This is fairly simple. A unit cannot exceed its maximum speed. Find the column marked Speed on the unit record sheet. Notice that there are some italicized numbers listed. The unit's top speed is the last number in the column that is not italicized. The numbers in Italics indicate the road speed, or how fast the vehicle can move on a paved surface. Note that air units do not have a Road Speed, and thus do not have any italicized numbers in their Speed column.
This is also fairly simple. Find the box marked Acceleration. This number indicates how much you can increase your speed during a single game turn. For example, a unit with a Maximum Speed of 12 and an acceleration of 5 is currently moving 3. This means the fastest the unit can go this turn is 8. Obviously, you cannot accelerate beyond your top speed.
You probably already have this figured out. The Deceleration number is in the box right underneath the Acceleration number. This number indicates how much you can decrease your speed by during a single game turn. Let's use the same example as above. Our unit with a Maximum Speed of 12 and a deceleration of 5 is currently moving 8. This means the slowest the unit can go this turn is 3. In other words, if you jam on the brakes, you still move forward 3 inches. Hey, if everyone could stop on a dime, there wouldn't be any traffic accidents.
Some Notes About Acceleration & Deceleration
You must declare your speed for the turn at the beginning of the turn. Whatever speed you end your turn at is the speed you begin the next turn at. Also you cannot accelerate and decelerate in the same turn. You may either do one or the other, but not both. If you ever want to go from forward to reverse you must slow to a complete halt. Then the next turn you may go in reverse. Consequently, you must also come to a complete stop before going from reverse to forward. If you want to know why, try tossing your car into reverse while going 65 on the freeway. (Legal Disclaimer: That's a joke.)
Turn Number & Slip Indicator
The Turn Number and Slip Indicator are a little more complicated, but not difficult. They determine how tight of a corner the unit can make, and whether or not you retain control during a turn. These two topics are covered together because they are integral to each other. As mentioned before, at the beginning of the turn you must designate what speed your unit is going to travel for the rest of the turn. To the right of the Speed Column is the Turn column. This column is recognizable by having a T + at the top. To the right of the T + is a small square with a number from 2-5. The numbers reading up and down are the Turn numbers. The little square with the number inside it is the Slip Indicator. As you can see there is a turn number that coincides with each speed.
The unit has to move forward the number of hexes indicated by the Turn Number before it can change facing. Note that turning does not cost a movement point. Also note that Turn Numbers increase with speed. The faster you go the bigger the turning radius. For miniatures play, consider a turn to be a 60 degree change of facing.
Suppose, however, that you want to try making a tighter turn than normal. This is where the Slip Indicator comes in. You must roll better than or equal to the Slip Indicator listed to avoid slipping. For each hex short the turn is, roll 1d6. For each failure, the unit slips one hex.
For example, suppose the unit is moving 7, and has a Turn Number of 4, and a Slip Indicator of 3. If the unit moves forward 4 hexes, and makes a turn, he does not need a roll. If the pilot tries to turn at 3 hexes, he will need to get 3 or higher on 1d6. If the pilot attempts to turn after only moving forward 2 hexes, he will need to get 3 or better on each of 2d6. Suppose the pilot rolls a 2 and a 5. The unit would slip 1 hex. If the pilot rolled a 2 and a 1, the unit would slip two hexes. And if the pilot rolled a 3 and a 6, the unit would not slip at all.
So you slipped. Now What? First, turn the unit in the direction it was attempting to turn. Now, move the unit in the direction it was traveling before the slip. How far it moves depends on how far it slipped. Note that the hexes you move into after slipping count as movement points. Remember, this means that if you hit something after slipping, it will be in the side armor.
One last thing about Slipping: If you slip farther than you could move this turn, you will damage your unit. How is that possible? Suppose you are moving 8 and have a turn number of 5. You move forward 5 hexes and turn. After moving 2 more hexes, you decide to turn again. You roll 3 slip dice, and fail on each. You've already moved 7 hexes this turn, but now you've just slipped 3 more. This brings you to 10 movement points for this turn, when you were moving 8. This represents you losing control of the unit. For each movement point beyond what you intended this turn, roll one Core Hit on the Internal Hit Chart. In our last example, you would roll two core hits. Note that the speed you end your turn at is the speed you begin the next turn at. In this way, it is possible to move more than your maximum speed. However, if you do not slow down, you will also take a Core Hit for each movement Point above maximum. Also, if you have 2 movement points left, and slip into terrain that would normally cost you 3 movements points to enter, you are considered to have spent the 3 points, and would be one above maximum and take a Core Hit.
Note that movement carries over from turn to turn for Turn Numbers. This means that if you moved forward 7 hexes the previous turn without turning, you could make a turn immediately at the beginning of the next turn with no roll, providing your Turn Number is 7 or less. Another example: Suppose you have a Turn Number of 4. You went forward 4 hexes, turned and went forward 3 more. One the next turn, you accelerate to 8, and your turn number goes to 5. Since you already moved forward three hexes last turn, you would now only need to move forward 2 more before turning.
Other Movement Numbers
Remember those other few numbers I mentioned earlier? Well, here they are.
Listed along the left side of the unit sheet is a column indicating the unit's ability to traverse various types of terrain. It costs you the number of movement points listed to enter a hex of that terrain type. Note that these modifiers are cumulative. If you needed 2 points to climb an inclination, and 2 points to go through thick brush, you would need 4 points to climb an inclination covered in thick brush.
Just below the box that contains the Deceleration Number is a box that contains a hexagonal movement chart. The top of this chart represents forward, and the bottom is reverse. This is a multiplier chart for movement. Notice that moving in reverse usually doubles movement. Some units can drift to the left or right while still facing forward. This is indicated by numbers in the front-left and front-right hex facings. If the number is 0, the unit cannot drift. Remember that this is a multiplier. If the number is a 2, and you are entering terrain that would cost you 3 movement points, you will need 6 movement points to enter it.
Just below the movement chart is a spot that says free hex facing. This is a special action that some units are able to use. If there is a number there other than 0, you can make a free hex facing at the end of your turn. How tight of a change is indicated by the number. If it is 2, you can turn your unit twice at the end of its movement.
The last box in the column is the Muck Factor. The higher the Muck Factor, the more likely you are to get mired in soft ground. If you attempt to enter a hex that has a lower Muck Factor than your unit, you are mired. Once mired, your unit is considered immobile, and will need to be towed out of the terrain. Muck is not a common game element, but we have included it for realism. If you intend to use it in your game, make sure all players know the muck level of the terrain types beforehand.
One Last Thing
A unit must have the available number of movement points in order to move in to a hex. Suppose your unit has a maximum speed of 6. You take damage this turn and your maximum speed is now 2. If the hex directly in front of you takes 3 or more movement point to enter, your unit will not be able to move forward. You will need to change facing before attempting to move. If all 6 hexes around you require more movement points than you have available, you are considered immobile.
Once all units have completed their movement, any turrets and arms may be pivoted up to one hex facing in either direction. Note that some units have High Speed Turrets or Arms and these can pivot multiple hex facings.
Once all units have completed their movement, any turrets and arms may be pivoted up to one hex facing in either direction. Note that some units have High Speed Turrets or Arms and these can pivot multiple hex facings.
Well that's the end of the movement. Let's go blow something up!
THE CORE COMBAT RULES
Most vehicles have multiple occupants. These can include Pilots, Drivers, Gunners, Loaders, and Commanders, among others. Every person in a unit acts independently. All of the combat steps, such as Targeting, Weapons Selection, Firing, and Damage Resolution, are completed for each person in a unit, not for the unit as a whole.
While anyone in the unit who has access to a weapon system can fire, we are, for the sake of ease, using the term Gunner throughout the combat rules to apply to anyone firing a weapon system, whether they happen to be a Pilot, Commander, or whatever.
Each unit should have at least one fire system. A fire system is a section of the unit that is independently controlled. The most obvious example is a turret. The turret may have a cannon, a coaxial machine gun, and a few grenade launchers. However, the turret itself is one fire system, and as such, it can only be controlled by a single gunner. Another obvious example is an arm on a Walker. Note that the unit's body is considered a fire system if any weapons are mounted directly to the body. For example the "fixed" cannon on a Jagdpanther. It's true that Jadgpanther has some ability to pivot, but not much, so for game pourposes it's a fixed cannon. Only the Pilot can control the Body fire system.
It is important to note that many units have anti-infantry machine guns mounted on them that the tank commander (or other personnel) can use to fire on nearby infantry. These Machine Guns are usually just "pintle" mounted and have to be pivoted through the brute force of the shooter. To use one of these guns the Gunner must "un-button." Rules for unbuttoning are covered later.
It is also important to note that many vehicles are designed so that multiple people have access to each fire system. In this case, you must pick one person to control that system at the start of the game. One person can control more than one fire system at a time. However, if you decide to switch control of the fire system from one gunner to another, it takes one complete turn, during which time no one can use that fire system.
Selecting a Target
Each gunner may only select one Target. Make sure the Target is in the firing-arc of the fire system you wish to use, as a weapon cannot fire outside of its arc. There are four types of fire you can apply, depending on the Line of Sight to the target.
In a miniatures game, the firing arc is 30 degrees off center in either direction based on the front of the tank. On a hex map form a V based on the hex directly in front of the tank, with the arms going straight out from the front-left and front-right hex facings of the base hex.
__ __ __/ \__/ \__ /xx\__/ \__/xx\ \__/xx\__/xx\__/ xx = Firing Arc / \__/xx\__/ \ \__/ \__/ \__/ ## = Unit \__/##\__/ \__/
Line of Sight
This is the term used to show that you can see the object you are trying to shoot. Trees, elevations of land, even other units can block line of sight quite easily. In essence, if anything is in between you and your target you can't see it. There are two exceptions to this rule. You can see and shoot through one friendly unit as long as the friendly unit is within 12 hexes from your position. The other exception to this is that you can shoot through a tree if you are adjacent to it.
In order to use Direct Fire against a Target, the Gunner must have clear line of sight to that Target. Anything blocking line of sight means that a Gunner cannot use Direct Fire against that Target. The exception to this rule is that a Gunner can fire through Friendly units or a tree as outlined above, but they may accidentally shoot them in the process. (See Rules on Friendly Fire.) Note that enemy units always block line of sight.
To use Indirect Fire, at least one Gunner must have a direct line of sight to the Target. This Gunner is called the Spotter. The Gunner who will actually fire the weapon is the Shooter. The Spotter and the Shooter make up a Firing Team. Remember, not all weapons are capable of Indirect Fire, so be sure to check that the Shooter's weapons have this capability. When calculating the Range Modifier (See Determining the To-Hit number) for Indirect Fire, use the distance between the Shooter and the target. Also note that a Spotter can not fire any weapons while Spotting, and that a Spotter can only spot for one Shooter. When calculating the To-Hit Number for Indirect Fire, only use the Gunnery Skill of the Shooter. Note that you should declare firing teams before the game starts. If you switch Spotters or Shooters to break up an old team and form a new one, it will require one full turn to set up the new team, during which time neither member of the new Firing Team may fire. This usually happens when a Spotter dies. Note that all indirect weapons have a minimum range of 12 hexes, and cannot fire below the minimum range.
A unit uses Blind Fire when no one has line of sight to the target. The Gunner automatically hits the hex they are aiming at, but the shot drifts. Roll 1d6 to determine the direction the shot went, and roll 1d6 to determine the distance it missed by. For each turn the Gunner continues to aim at the same hex, the range dice is subtracted by 1. For example, if the Gunner fires at the same hex 4 times in a row, the distance the shot drifts is 1d6 minus 3, meaning it will hit the intended hex about 50% of the time.
If a unit uses indirect fire three times from the same hex, they are now considered spotted, and can be fired on with indirect fire. The range is counted from the Gunner to the Target. Note that if the unit moves even one hex, it is no longer considered spotted.
A Gunner might not be able to fire all of the weapons in their fire system at the same time. Missiles, Mini-Mortars, Grenade Launchers and Rocket Pods can only be fired one at a time when fired with other weapons, or they can be fired in pairs by themselves. All other weapons can be fired simultaneously with each other. Note: These limitations are to prevent breaks in the game mechanics. They do not represent actual unit capabilities. Toss them out at your own risk.
Each weapon may only fire once per turn.
What can I fire? (Deciphering the Weapons)
In the Manifest Section you will see where the weapons are listed. Below is a common weapon, the 30mm Machine Gun.
dVT Dam Sh Pen Krg Spr? Ind? Rng Operators 30mm Machine Gun SA 3 2 2 0 y n 0.5 G2
This means that when you try to find the Defense Value to determine the to hit number on the enemy unit, you look at the Small Arms row. The weapon does 3d6 of Damage, 2d6 of Shock and 2d6 of Penetration. The weapon does not require any Kreigs (Power Units) to fire as lasers and rail guns do. The weapon can spreadfire, can not fire indirectly, has a range of half a mile, and is controlled by the Second Gunner.
Was That 3d6 of Damage?
Yes that is correct! There are weapons that do as much as 20 damage, and if you have multiple weapons that all do damage, you can have combined total up to 40d6 or more! Yes, you would have to roll 40d6, and total it all up just to determine the how much damage to subtract from the armor chart. (Now you see why bigger units have front armor of 180+) And that is just the Damage from one gunner. This goes for Shock and Penetration damage as well. Relax, don\'t go out and buy buckets of dice... it's not as bad as all that. Even though there are some sado-masochists who actually enjoy rolling all these dice, we have a couple different methods to make this easier.
The most common method is to simply roll 1d6 for each damage type. Then, simply multiply the damage, shock, and penetration by the numbers rolled. However, this does not represent the true bell curve associated with rolling multiple dice. For this we suggest you buy three 12 sided dice and using a marker renumber them 1, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 6. This still allows you to roll one die for each damage type and simply multiply, while restoring the bell curve. For other methods, please visit the Tips and Tricks section of our website.
Note: We usually use dice that are colored Red, White and Blue. Red for Damage, White for Shock and Blue for Penetration. It's Patriotic, easy to remember and weapon damage is always accessed in this order.
The shooting gunner must announce openly which unit he is going to shoot at, and also what weapons are going to be fired. At this time the defending player must announce if they are going to use any defensive systems. Once the To-Hit Roll is made, no further defenses can be activated. (Obviously, you have to give the defender time to announce his defenses before rolling...)
Determining the To-Hit Number
First, determine the Angle of Attack. Draw a straight line between the Gunner and the Target. (If you even thought of picking up a pencil...) Determine whether the attack is hitting the Target in the Front, Rear, Left or Right. This is called the Angle of Attack.
Once you determine the Angle of Attack, you need to know Defense Values of the Target. There are two sets of Defense Numbers, one for the Front/Rear, and one for the Sides. Each unit has a different set of Defense numbers depending on what weapon is being used against it.
To determine which Defense Values to use, find the Weapon Type listed in the Weapon Chart under dVT. There are 6 weapon types: Ballistic, Missile, Energy, Indirect, Small Arms and Physical. Obviously B is for Ballistic, E is for Energy and so forth. Find the appropriate Defense Values on the Target for the weapon(s) being fired at it; this is your base to-hit number.
There are only two modifiers to the hit roll. First, for every 12 full inches, you add plus 1 to the target number. Second, add your Gunnery skill to your dice roll.
Always remember the following Mantra: One Gunner, One Roll. Each Gunner rolls once and all weapons are checked against that one roll. Which dice you use to make your roll depends on the level of technology. In World War II, you use 1d10 and 1d6. In the Modern era, the dice you use varies. Some units use 1d10 and 1d8, and some use 2d10. This depends on the targeting computer, sensor systems, etc. In the Future version of the game, you will use 2d10. In the lower right hand corner of the box just below the Defense Value Chart is the dice that the unit in question will use o make it's to hit rolls.
Roll the designated dice. If this number is equal to or higher than the target's appropriate Defense Type number, you hit. Note that this means that some weapon types may hit while other weapon types miss on the same dice roll. For example, if the target has an Energy Defense Value of 8, a Ballistic Defense Value of 12, and you roll a 10, the Energy weapon will hit, while the Ballistic weapon will miss. Note that if you roll a 10 on either d10, add 10 and roll the dice again and add the new result as well. If you get another 10, do it again. In this way, it is possible to make otherwise "impossible" shots, such as a Small Arms Defense Value of 24.
All damage from each Gunner is applied at once, and is not combined with damage totals from other Gunners. Also, Internal Damage rolls are done per Gunner, and not the combined damage totals of all Gunners who may have hit the Target during this turn.
There are three types of External Damage a weapon does, Damage, Shock and Penetration. Each unit has varying levels of protection for each type of External Damage. Remember when applying damage, everything is applied per gunner, not per weapon. Total the damage from all weapons that hit. For example, suppose your gunner has hit with 2 weapons, one of which does 6 Damage, 4 Shock and 3 Penetration, and one that does 4 Damage, 1 Shock and 8 Penetration. You would total the dice and roll for 10 Damage, 5 Shock and 11 Penetration.
This represents the physical armor of the unit. Subtract the damage from the current armor. Note that there are 4 sections of armor: Front, Left, Right, and Rear. Once a section falls to 0, all remaining and future Damage hitting that section is directly applied as Internal Damage.
This represents shock waves and concussion from explosive shells, as well as internal spalling. If the Shock Damage rolled is less than or equal to the Shock Threshold, no Shock Damage is applied. If the Shock Damage rolled is higher than the Shock Threshold listed, subtract the Shock Threshold from the Shock Damage to determine the Overshock number. All Overshock is converted into Internal Damage. Note that unlike armor, the Shock Threshold is not reduced.
This represents a weapon designed to puncture the armor of a unit. The Penetration Factor you are applying damage to will vary depending on the angle of attack, as determined earlier. Note that while there are 4 Angles for armor, there are 6 angles for Penetration. Find the Penetration Chart. The number on the top of the hex represents the front of the unit. Use the Angle of Attack to determine which area the shot is hitting. If the Penetration Damage rolled is less than or equal to the Penetration Factor from that angle, no Penetration Damage is applied. If the Penetration Damage rolled is higher than the Penetration Factor listed, subtract the Penetration Factor from the Penetration Damage to determine the Overpenetration number. All Overpenetration is converted into Internal Damage. Note that unlike armor, the Penetration Factor is not reduced.
All of this External damage is done to achieve one thing, and that is to cause Internal Damage. Internal Damage is what actually kills the unit. The idea is to destroy internal equipment and systems, even the crew themselves, anything that makes the unit no longer functional on the battlefield.
Find the column labeled Internal %\'s. Take the total Internal Damage calculated above and find the number along the bottom of the Internal %\'s Chart. You will notice the row is divided into boxes, and at the top of each box are two numbers. One says XX%, and the other says X Hits. The XX% is the percentage of the unit destroyed, and the X Hits tells you how many hits to give each piece of equipment.
Once you have determined the percentage of the unit destroyed, move on to the Internal Damage Chart. This is along the right side of the page. To determine what equipment took damage, roll percentile dice. Starting from the number rolled, move up the chart by XX%. Every piece of equipment listed in that area takes X Hits.
Determining which pieces of equipment were destroyed is easy. Every piece of Equipment has a letter associated with it. Simply read the letters in the Internal Damage Chart, and find them in the Equipment list. Most pieces of equipment only take one hit to destroy. The main exceptions to this are Engines and Turrets.
For example, suppose you did 9 points of Internal Damage. Looking on the chart, you see that for this unit 8-12 is a 20% hit. You also note that each piece of equipment receives 2 Hits. You roll the percentile dice and get 37. Everything between 37 and 57 on the Internal Damage Chart receives 2 hits. (Now, some of you mathematicians out there might be dying to point out that technically 37-57 is actually 21 lines of equipment, and thus 21%. We know. The math is just easier to explain this way, and you don't have to think about it during game play. If you really care, just think of it as every hit getting a free 1%.) Suppose now that you hit letters C, J and L. Looking on your Manifest, you see that C is the Engine, J is a Battery, and L is a 120mm Cannon. The Battery and Cannon are destroyed. The Engine is a Flywheel and needs 3 hits to be destroyed. Since the Engine took two hits, the Engine only has one hit left and the next time it takes damage it will be destroyed. Had the Engine been a Turbine, it would have been destroyed since Turbines only take 2 hits. Note that if every letter corresponding to a piece of equipment has been marked off, the equipment is destroyed, regardless of how many hits it has.
In some cases, the first box on the Internal %\'s chart takes a minimum of 2 or more. What this means is that to do a 5% hit, you must get at least the first number listed in the box. If you get internal damage, but not enough to get a 5% hit, you get what is called a Core Hit. This is a 1% hit. Simply roll the percentile dice, and whatever you get is the line you hit.
Suppose that you have taken a hit, and everything between 25 and 50 on the Internal Damage Chart is destroyed. On the next turn, you take a 10% Internal Hit. Rolling the percentile dice, you get a 20. Since everything between 25 and 50 is already destroyed, you will mark out 20 through 24, and then 51 through 56, skipping over areas already hit. Also, had the player rolled a 40 instead of a 20, then the 10% hit would have started at the next unmarked line, in this case 51-61.
Sometimes you will do more damage than the unit can take in one turn. The last box is labeled Dead and has an X+ listed in it. If you do X or more internal damage from one Gunner, the unit is automatically considered destroyed.
Locomotion Damage Chart
Every unit needs some form of locomotion. For most tanks, it's treads. Walkers have legs, and cars obviously have wheels. When one of these is hit on the Internal Damage chart, you proceed to the Locomotion Damage Chart. To determine what happens to the unit, roll 1d10 and 1d6. Rows 1-8 are maximum speed. Row 9 is Acceleration, and row 10 is Deceleration. Subtract the number listed from the appropriate value. There are three spaces that are different. They are labeled SLIP, TURN, and MSRP. If these are rolled, add 1 to whichever value the chart lists. Notice that this could drive the MSRP out of the pilot's ability to control. Finally, locomotion equipment is not destroyed as per normal. When it is hit in the Internal Damage Chart, do not cross it off. Also, if all the letters assigned to it are taken out, it still is not destroyed. However, each time it is skipped over, it is considered to have taken another hit. The only way to destroy the locomotion is to roll an "X" on the Locomotion Damage Chart, rendering the unit immobile.
Since all combat happens simultaneously, none of the damage applied earlier technically takes place until now. Mark off used ammunition, and adjust your batteries for any energy weapons fired. Make sure you've got the speed of the unit marked. Scratch off any equipment and/or armor that has been destroyed. Collect dog tags and personal effects from the soldiers\' bodies. Most of this stuff was probably done as the game turn progressed, and if not, now is the time to do it.
Remove any dead units from the board. (Or, leave them there as Rubble, it\'s up to you. We usually treat them as Rough Ground that blocks line of sight for both sides.) Also, remove the highest numbered Chits for the units destroyed as well. Stretch. Go get something to eat. The usual stuff.
Some weapons are capable of spreading their attack across a wider area. While this decreases the damage done, it does increase the odds of hitting your target. If a weapon is capable of Spreadfire, it will have a Y in the Spr? column of the weapon chart. To use a weapon\'s Spreadfire, subtract one damage, one shock, and one penetration dice (if any) from each weapon and add one six sided dice to your to-hit roll. You may spread a weapon as much as you like. (But adding 5d to your to-hit roll from a 5d weapon is pointless....) For example, let\'s say you have two 5 Damage, 4 Shock, 2 Penetration Machine guns. To add one d6 of Spreadfire, the Damage is reduced to 4, the Shock to 3, and the Penetration to 1 on both guns. To add a second d6 of Spreadfire, the Damage would be 3, the Shock 2, and Penetration 0 on both guns.
Note that to use Spreadfire, every weapon you intend to fire this turn must be capable of Spreadfire. Also, every weapon must use the same amount of Spreadfire. Suppose you wanted to fire 2 machine guns with a 3 Damage, 2 Shock and 2 Penetration along with a 10 Damage Laser. If you spread the shot by 3 dice, you will have wasted the Machine Gun ammo, since they will each do 0 Damage, 0 Shock and 0 Penetration. However, if you Spread the shot by only 2 dice, you will end up doing a total of 10 damage, 0 Shock and 0 Penetration. This would be 8 Damage from the laser, and 1 Damage, 0 Shock, 0 Penetration from each of the Machine Guns.
A Gunner cannot make a physical attack in a turn during which they fired weapons. (Also, no weapons may be fired from a limb used to make a physical attack, by anyone.) Only one physical attack can be made per unit per turn. (This is one of the few exceptions to the "each Gunner is independent" rule.)
The Punching Damage is listed in the Weapon column. Note that if a unit without a hand makes a successful punch, the punching unit also suffers damage equal to half of the damage rolled.
A unit must have half +1 legs to attempt a kick. Kicking damage is listed next to the Legs in the Equipment Chart.
A Mule Kick is a special attack useable only by multi-legged Walkers. A Mule kick can be made using either the front or back legs. A Mule Kick is exactly like a standard kick, except that the damage is applied for both legs. The drawback to this is that if a Mule Kick misses, you must automatically roll on the Locomotion Damage Chart.
Note that to ram a Target, the Ramming Unit must have enough movement points to move into the Target's hex. After a successful ram, both units have a current speed of 0. The listings next to the Body section in the Weapon chart are the multipliers for a ram. To determine ramming damage, take the number of hexes moved, and multiply them by the numbers listed in the chart. Note however, that if you ram, you will also sustain damage. Take the ramming numbers listed for your target, and multiply them by half your movement. As you can see, it is detrimental to ram a unit that is much bigger than yourself.
A unit may declare it is dodging. A dodging pilot cannot fire this turn. Any unit firing at a dodging unit loses two dice levels and the dodging pilot adds their piloting skill to their defense value. Any gunners on a dodging unit attempting to fire also lose two dice levels, and must add the pilot's piloting skill to their target's defense numbers as well.
All Defense Values except Missile and Physical Attack are halved when the target is in an adjacent hex. Note that when under a Physical Attack, you are not considered Point Blank. The unit making the Physical Attack is technically in the same hex as you and there simply too close to get a bead on.
Even Rambo Misses Sometimes...
A roll of a 2, 3 or 4 *always* misses, even if you have a skill of 100....
A natural roll of 20, (that's two 0's) doubles the Damage, Shock and Penetration rolled. Roll both dice again. A second roll of 20 immediately destroys the Target. Also, a natural 20 ALWAYS hits, regardless of the Defense Value of the Target. Note that if you re-roll a d10 and it comes up 10 again, you also do double damage.
If a Gunner fires through a Friendly Unit, and rolls a 2 on their To-Hit Roll, they hit the Friendly Unit.
If fuel or ammunition (except for rail guns) takes a hit, there is a chance of a sympathetic explosion. The attacking and defending player each roll 1d10 and who ever rolls higher wins. If the attacker rolls higher, the ammunition or fuel explodes, and the unit is effectively destroyed. If the defender rolls higher, his unit is safe. A tie always goes to the defender. Note that certain items can add to the rolls, such as Halon Systems for the defender, and incendiary rounds for the attacker.
Note that some crewmembers can shift positions in a vehicle. It takes one full turn for a crewmember to shift positions. For example, if a loader is killed, the Commander can takes his place loading the gun.
A unit takes damage for falling. This is equal to the unit's weight x 0.1 x levels fallen. This represents the amount of shock dice the unit takes.
Any unit rendered immobile loses all Defense Values. You only need to avoid rolling an automatic miss. Any roll of 5 or more automatically hits the unit. Note that this does not nullify any Defense Value bonuses from Stealth Enhancements. Also, Range modifiers still apply.
Spreadfire - Multiple Targets
Instead of using Spreadfire to get better aim, you can also use Spreadfire to engage multiple Targets. Simply split the damage equally between the number of hexes or inches you wish to fire across. These hexes must be adjacent to each other. If the targets are in hexes 1, 2, and 4, and you have a 16 damage weapon, you will deal 4 damage to each hex, 1, 2, 3, and 4. If there is no target in hex 3, those damage dice are wasted. Any remainder is dropped at either end of the line of fire.
Any unit can go "Hull Down." This entails coming to a complete stop behind a barrier. Note that a unit stopped in this fashion is not considered immobile. Also, all range modifiers for units attacking a Hull Down unit are doubled. The Hull Down unit does not suffer any penalties.
Expanding Shock - OPTIONAL RULE!
Any High Explosive Round does normal Damage and Shock to all units in one inch, Penetration is applied only to the unit hit. It also does 1/2 Damage and 1/2 Shock to all units within a 3 inch diameter. Note that this rule has not been tested thoroughly and should be considered optional.
Chaingun Switch - OPTIONAL RULE!
All chainguns should be considered able to fire against ballistic or small arms Defense Values, whichever is better. Note that this rule has not been tested thoroughly and should be considered optional.
Please note that the Optional Rules listed above could be changed or removed at any time. Please leave us feedback via the messageboards if you like these rules or not. Your opinion does matter.