yukamichi

Panzer Vor Rulebook part 1

Jul 8th, 2014
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  1. <p1>
  2. Panzer Vor! The Senshadou Boardgame
  3.  
  4. 1. Getting Started
  5. Besides this book, the following items are included in the "Panzer Vor!" box.
  6. 2 Cardboard Counter Sheets
  7. 3 Map Sheets
  8. 6 Card Sheets
  9. 1 Explanatory DVD
  10. The DVD is attached to the cover of this book. First of all, make sure that all of the pieces are present.
  11.  
  12. 2. Watch the DVD!
  13. First, let's watch the DVD on either a DVD player or your PC.
  14. The DVD will explain the the basic rules of the game and the flow of play. To start with, just watch the video and try to get a general feel for things. After you do, reading and understanding the rulebook should be simple.
  15.  
  16. 3. Remove the Counters and Cards
  17. Separate the cards and counters from their sheets. They should be easy to remove by hand, but if you encounter resistance, do not force them; gently use a cutter to remove them instead. It can be convenient to divide the counters into separate groups based on whether they are characters, tanks, or others, and then place them into sealable plastic bags. You can also divide the cards into two groups based on their borders.
  18.  
  19. 4. Read the Rulebook!
  20. Don't try to understand all of the rules the first time you read them; just read them all of the way through. The rules are organized so that the necessary parts are easy to find, and grouped into related sections. If you try to setup and play a game as you read them, you will probably run into trouble pretty quick. Instead, use the practice scenario that has been included for that purpose.
  21. If there are any points that are unclear, you may direct them to the official website at http://kokusaig.co.jp/panzer-vor
  22.  
  23. <p2>
  24. Senshadou: An Introduction
  25.  
  26. Starting Out With Senshadou!
  27. "Panzer Vor!" is a board game that allows you to recreate Senshadou matches. A Senshadou match is just like a real tank battle, and so this game uses the same structure as war simulation games designed to recreate historical battles.
  28. The book you are reading right now is an introduction to those games - a rulebook.
  29. The core of these rules focuses on piloting a tank (how to move it). Once you've mastered piloting a tank, learning the rules for using characters or simulating different conditions will be easy. But first, let's get used to handling our tank. Because special rules will vary depending on the match and are collected together in each scenario, it'll be okay to only read them when it becomes necessary.
  30. Now, onto the rules!
  31.  
  32. [sidebar]
  33. What Is Senshadou?
  34. *
  35.  
  36. <p3>
  37. [sidebar]
  38. Rules For Senshadou Matches (an excerpt)
  39. *
  40.  
  41. Game Rules - How to Play
  42. Setup/Glossary p6
  43. Counter and Card Types p7
  44. Sequence of Play/Draw Phase/Action Phase/Event Phase/End Phase/Ending the Game and Victory Conditions p8 Movement p9
  45. Firing p10
  46. Reaction/Enforcement Cards p12
  47. Characters/Optional Rules p13
  48. Scenarios - Different Types of Matches
  49. Overview/Match Types and Stagnant Matches/Scenario Cards p14
  50. Training Match/Exhibition/Inter-school Matches/National Tournament p14
  51. Tankography
  52. Tank Descriptions p24
  53. Simplified Reference p31
  54. Designer's Notes p32
  55.  
  56. <p4>
  57. Match Maps
  58. Ooarai City Map
  59. *
  60. Saunders University High School vs Ooarai Girls High School Map
  61. *
  62.  
  63. <p5>
  64. Pravda High School vs Ooarai Girls High School Map
  65. *
  66. Kuromorimine Girls High School vs Ooarai Girls High School (1st Stage) Map
  67. *
  68. Kuromorimine Girls High School vs Ooarai Girls High School (2nd Stage) Map
  69. *
  70.  
  71. <p6>
  72. An Introduction to Senshadou
  73. Game Rules
  74. Setup
  75. Each match in "Panzer Vor!" is played out by two players.
  76. The details of each match are collected in the form of a "scenario." In addition to the matches between Ooarai Girls High School and the other schools that occurred in the anime, there are also scenarios for "Practice Matches", "Training", and the "National Tournament" (an example scenario is shown to the right).
  77.  
  78. First, choose which scenario you are going to play, and place the counters (tanks and characters) on the map according to the details of the scenario. The front side of a tank may face any of the sides of the hex in which it is placed (See Diagram 1). Only one tank may be placed in any one hex.
  79.  
  80. Next, separate out the Scenario Cards from the rest of the cards (you should be left with 78 cards in total), shuffle them thoroughly, and deal to each player their "Starting Hand" (the cards they begin the game with). Starting hand size varies according to the scenario. Place the remaining cards face down nearby. If any of the cards in your starting hand are "Enforcement Cards", set them aside and draw as many cards from the deck as you need to replace them. Repeat this process until your hand contains no Enforcement Cards. Then return all of the Enforcement Cards to the deck and shuffle it again.
  81. Depending on the scenario, you may start the game with Scenario Cards. Follow the rules for these cards as explained in each scenario.
  82.  
  83. Finally, you will need two six-sided dice (if you do not have any dice, you can also use a smartphone application). A ruler may also be helpful (or a piece of string).
  84.  
  85. [sidebar]
  86. A Fake Battle!
  87. Map: Ooarai City
  88. Match Type: Elimination Battle
  89. Places First: Team A
  90. Moves First: Team B
  91.  
  92. Team A
  93. Tanks: Character
  94. Pz IV Ausf. F2 [PzIV F] x 1: Miho Nishizumi (Front)
  95. Stug III Ausf. F [Stg III] x 1: Saori Takebe (Front)
  96. Placement
  97. All tanks: Setup anywhere within 2 hexes of Hex 806
  98. Starting Hand
  99. None (5 cards)
  100.  
  101. Team B
  102. Tanks: Character
  103. M4 x 1: Yukari Akiyama (Front)
  104. Firefly x 1: Isuzu Hana (Front)
  105. Placement
  106. All tanks: Setup anywhere within 2 hexes of Hex 1011
  107. Starting Hand
  108. None (5 cards)
  109.  
  110. Glossary
  111. Turn
  112. The equivalent of making a single move in chess. The game progresses back and forth from Player A's turn to Player B's turn. A single turn is made up of several "phases."
  113. Phase
  114. Each player's turn is made up of four steps, the Draw Phase, the Action Phase, the Event Phase, and the End Phase. Once a player has completed all of their phases in their turn, their turn is over, and it becomes the opponent's turn.
  115. Game Counter
  116. There are three types of counters: "Tanks," which have pictures of tanks on them; "Characters," who are the operators or teams that pilot the tanks; and "Markers," which represent various information.
  117. Card
  118. There are 96 cards which are used for moving your tanks and making attacks. They are divided into five types, "Action," "Event," "Reaction," "Enforcement," and "Scenario." Where the rules mention cards, they are referring to these.
  119. Map
  120. These maps represent cities or other battlefields.
  121. Hex
  122. The maps are printed with six-sided spaces called "hexes" (short for "hexagon") that are used primarily for moving and attacking. The boundaries of a hex are called "hex-sides" (one hex has six hex-sides).
  123. Deck
  124. The deck consists of all of the cards that have not yet been used. There is only a single deck. Make sure all of the cards are facing the same way, and placed face-down.
  125. Hand
  126. Your hand consists of all of the cards that you are holding. Make sure to keep it secret from your opponent. At the end of each player's turn, that player's hand may not have more than five cards in it.
  127. Discard
  128. When you use a card during the Action or Event Phases, and when you remove cards from your hand during the End Phase in order to satisfy the hand size limit, it is called "discarding." Cards that are discarded are placed face-up in a single pile.
  129. Reshuffle
  130. Reshuffling the deck. When you reshuffle the deck while there are still cards left in it, as a general rule it is mixed with the discarded cards before being shuffled.
  131. Randomly Choose
  132. Assign all of the potential targets a number, and then roll a die to pick one at random. See "Tread Damage" under the Enforcement Cards section for more information.
  133.  
  134. <p7>
  135. Counter Types
  136. Tanks
  137. These counters may also include things (such as assault guns) that are not tanks, but they are all referred to as "tanks" for the sake of the rules (however, there are special rules for how they are used).
  138.  
  139. Characters
  140. "Characters" may represent an individual, such as Miho Nishizumi, or an entire crew, such "Turtle Team." Except when specified, only a single character counter may be placed on a single tank (e.g. all of Anglerfish Team can be placed on a vehicle. There may also be scenarios that call for multiple characters to form a single tank crew).
  141.  
  142. Markers
  143. These are things like the "flag marker" used to represent a flag tank, or a smokescreen. Use them when they are called for.
  144.  
  145. Tank (Front)
  146. Range Size Modifier
  147. Firepower Front Armor
  148. Movement Side Armor
  149. Name Rear Armor
  150. Illustration Turret Rotation
  151. Point Value
  152.  
  153. Tank (Reverse/Wreckage)
  154. When the ground underneath it is gray, it means the tank has been defeated.
  155.  
  156. Assault Gun/Jagdpanzer
  157. Firing Arc
  158.  
  159. Multiple-gun Tank
  160. Main/Secondary Gun Range
  161. Main/Secondary Gun Firepower
  162.  
  163. Character (Front)
  164. Abilities (applied to the tank's parameters)
  165. Affiliated School
  166. Team
  167. Name
  168.  
  169. Character (Reverse)
  170. Polka-dot Pattern
  171.  
  172. Combat Sense
  173.  
  174. Recovery
  175.  
  176. Aide
  177.  
  178. School Affiliations
  179. Ooarai Girls High school
  180. Anzio High School
  181. St. Gloriana Girls Academy
  182. Pravda High School
  183. Saunders University High School
  184. Kuromorimine Girls High School
  185.  
  186. Markers
  187. Flag
  188. Inoperative
  189. Immobile
  190. Smokescreen
  191. Turret (optional rule)
  192.  
  193. Card Types
  194. Action Cards
  195. "Attack Cards" have an icon of a firing tank in the upper right hand corner. They are used to fire on an enemy tank.
  196. "Movement Cards" have an icon of a moving tank in the upper right hand corner. They are used to move your own tanks.
  197. Cards with both icons are "Move and Attack Cards." They allow you to move and attack, or to do one or the other.
  198. A card with only a picture of a tank is an Action card, but is neither an Attack Card or a Movement Card.
  199.  
  200. [An example of an Action Card]
  201.  
  202. Event Cards
  203. Event Cards have an icon of a pair of binoculars in the upper right hand corner.
  204. Playing these cards causes events to happen that either aid you or hinder your opponent.
  205.  
  206. [An example of an Event Card]
  207.  
  208. Reaction Cards
  209. Reaction Cards have an icon of a gunsight in the upper right hand corner.
  210. These cards are used to resist your opponent's reactions, and can only be used on your opponent's turn. Only one Reaction Card may be used in response to any one Action Card.
  211.  
  212. [An example of a Reaction Card]
  213.  
  214. Enforcement Cards
  215. Enforcement Cards have an icon of an explosion in the upper right hand corner.
  216. When an Enforcement Card is drawn from the deck, it must be played immediately, applying the effect written in red text on the card. However, if an Enforcement Card is drawn at a time other than the Draw Phase (for example, as a result of the Event Card "Morale Boost") it is discarded without taking effect.
  217. Enforcement Cards are also used for determining the end of a match.
  218.  
  219. [An example of an Enforcement Card]
  220.  
  221. Scenario Cards
  222. These cards are only used during their appropriate scenarios. The design of the card face differs from the other cards.
  223. Their uses are explained in each scenario.
  224.  
  225. [An example of a Scenario Card]
  226.  
  227. [Diagram 1: Tank Placement]
  228.  
  229. <p8>
  230. Sequence of Play
  231. The game progresses in the following order.
  232.  
  233. 1. Draw Phase
  234. Draw a card from the deck.
  235. 2. Action Phase
  236. Use an Action Card in your hand to make an action. If you do not wish to make an action, you may also pass. When making an action, first reveal the card, then declare which tank it is that will be acting. Each player may only play one Action Card during each of their turns (with the exception of using Combat Sense).
  237. 3. Event Phase
  238. You may play an Event Card from your hand. If you have no Event Cards or do not wish to play one, you may pass. Each player may only play one Event Card during each of their turns.
  239. 4. End Phase
  240. If you have more than five cards in your hand, choose and discard until your hand consists of only five cards.
  241.  
  242. These four steps constitute a single player's turn, and the game progresses as players alternate turns. With the exception of Reaction Cards, described below, only the player whose turn it is may act during their turn.
  243.  
  244. Example: Once the player controlling Ooarai Girls High School finishes their turn, the player controlling Pravda High School takes their turn.
  245.  
  246. [sidebar]
  247. The Flow of Play
  248. Player A's Turn
  249. Draw Phase
  250. Action Phase
  251. Event Phase
  252. End Phase
  253. Player B's Turn
  254. Draw Phase
  255. Action Phase
  256. Event Phase
  257. End Phase
  258. Player A's Turn
  259. (repeat)
  260.  
  261. Draw Phase
  262. At the beginning of your turn, you must draw a card from the deck. After drawing a card, it is okay if your hand contains more than five cards.
  263.  
  264. Action Phase
  265. By playing an Action Card, you may move, attack, or do both.
  266. You may only play one Action Card per turn (unless using Combat Sense).
  267. For rules on how to move and attack, see their respective sections.
  268.  
  269. Example: You may not play both one Move Card and one Attack Card at the same time.
  270.  
  271. A tank or player that is considered Inoperative may neither move nor attack.
  272. A tank that is considered Immobile may not use Move Cards.
  273.  
  274. Event Phase
  275. After the Action Phase has ended, if you have any Event Cards in your hand, you may choose to play one. However, you may only play one Event Card per turn.
  276.  
  277. "Morale Boost"
  278. When you play this card, you immediately draw three cards from the deck. If this results in you having more cards in your hand than the maximum hand size, you will have to reduce your hand size down to the maximum during the End Phase.
  279. If any of the three cards you draw as a result of using "Morale Boost" are Enforcement Cards, immediately discard them and ignore their effects (do not redraw any cards to replace them). However, they may result in a Forced End to the game (see the Scenario section for more details).
  280.  
  281. "Maintenance/Repair"
  282. When you play this card, you may choose to either use "Maintenance" or "Repair."
  283. If you choose "Repair," you may have one tank that has become Immobile recover. Remove the "Immobile" marker from the chosen tank.
  284. If you choose "Maintenance," you may choose one card from the discard pile (not counting Enforcement Cards) and place it in your hand.
  285.  
  286. "Recovery"
  287. When you play this card, you may have a character who has been removed from the map or who has been turned face-down recover.
  288. If you choose to recover a character who is still on the map, turn their counter face-up.
  289. If you choose to recover a character who has been removed from the map, place that character's counter on a tank of your choice (it does not have to be the same tank that they started the game on). Characters with a reverse side are placed face-down. Characters with only a single side are placed face-up.
  290. "Recovery" cards are not used during Training scenarios. Remove them from the deck before playing and set them aside.
  291.  
  292. End Phase
  293. If you have six or more cards in your hand, choose and discard cards until you have only five. After making sure your hand is not over the maximum hand size, your turn is over. Declare to your opponent that your turn has ended, and your opponent may start their turn.
  294.  
  295. Ending the Game and Victory Conditions
  296. The conditions for ending a game and winning a match vary depending on the type of scenario that you have chosen to play.
  297. In an "Elimination Battle," you win when you have destroyed all of the enemy school's tanks. In a "Flag Battle," you win when you have destroyed your opponent's flag tank.
  298. If the match is becoming drawn out or stagnating, it is possible that a Forced End may occur.
  299. See the Scenario section for more details.
  300.  
  301. <p9>
  302. Moving
  303. When you play a Movement Card, you may move one or multiple tanks.
  304. You may also choose to move a tank when you play the "Move or Fire" card.
  305. There are also cards, such as "Moving Shot" and "Firing Advance" that allow you to fire after having moved.
  306.  
  307. Movement
  308. Each tank counter has a movement score listed on it. This value represents the amount of movement points it may expend in a single move (See Diagram 2).
  309. All tanks may move forward one hex by spending one movement point. However, it may be necessary to spend more movement points depending on the terrain.
  310. On those types of terrain (hills, etc...) the amount of additional movement points necessary and other special rules will be listed in the scenario.
  311. It is not necessary to spend all of a unit's movement points in a single move, however, unspent movement points may not be transferred to another tank or carried over to the next turn.
  312.  
  313. Example: A Tiger I has a movement score of 3, which means it can move forward three hexes by playing a "Move" card. If it only moves two hexes, treat the last remaining movement point as if it had been expended.
  314.  
  315. [Diagram 2]
  316.  
  317. Movement Direction
  318. A tank is always placed facing the edge of a hex.
  319. A talk may only move one hex forwards or backwards at a time (See Diagram 3).
  320.  
  321. [Diagram 3]
  322.  
  323. Turning
  324. When a tank spends movement points to move forward, it may turn one hex-side (60 degrees) at no cost (see Diagram 4).
  325. However, when turning 2 hex-sides (120 degrees) or more, you must spend one movement point.
  326. If you want to turn without moving, you must spend 1 movement point regardless of the number of hex-sides you turn (see Diagram 5).
  327.  
  328. [Diagram 4: Turning While Moving]
  329.  
  330. [Diagram 5: Turning In Place]
  331.  
  332. [Diagram: Example of Movement]
  333. In other words, it costs 1 movement point to turn except when making a 60 degree turn after moving one hex.
  334.  
  335. Obstructing Movement
  336. A tank may not enter a hex that contains another tank or which it is otherwise prohibited from moving through. A tank may also not move through a hex occupied by another tank. A tank may not enter or move through a hex that is designated as a "forest" on the map. Other restrictions on movement may be listed in the scenario.
  337.  
  338. Reverse Movement
  339. A tank may move backwards regardless of its facing. This is called "reverse movement."
  340. In order to move in reverse, you must spend two movement points. In other words, it costs twice as much to move backwards as it does forwards (see Diagram 6).
  341. When moving in reverse, it costs as much to turn as it does when moving forward. This means that turning 60 degrees costs nothing, and turning 120 degrees or more costs 1 movement point.
  342.  
  343. [Diagram 6]
  344.  
  345. Movement Bonuses
  346. Cards such as "Full Speed Ahead" can temporarily increase your movement score, as can bonuses from character abilities (see the Character section for more details). All of these movement bonuses are cumulative.
  347.  
  348. Example: The Ooarai Girls High School player uses "Full Speed Ahead" on a Panzer IV with a movement score of 3, along with Reizei's "Movement Bonus 2." As a result, the Panzer IV's movement score becomes 7 for this turn.
  349.  
  350. <p10>
  351. Firing
  352. When you play an Attack Card, you may make one attack with a single tank. Some cards, such as "Volley Fire" and "Covering Fire", allow you to make attacks with multiple tanks.
  353.  
  354. Line of Sight
  355. When making at attack, the firing tank must be able to to see the target. When you are able to see the target, it is called "having line of sight."
  356. To determine line of sight, extend a line from the center of the firing tank's hex to the center of the target tank's hex. If there are no obstructions along the line, then the firing tank has line of sight (see Diagram 7).
  357. Whether something is considered an obstruction is determined by the scenario. Generally, forests will always block line of sight.
  358. The presence of another tank, whether friendly or enemy, does not block line of sight (with the exception of wreckage).
  359. If, after playing an Attack Card, it is determined that you do not have line of sight to the target, you may change targets. If there are no valid targets, you may also take back your attack (however, you will have shown your Attack Card to your opponent).
  360.  
  361. Situations With Line of Sight: Diagram 8
  362. (1) You have line of sight because the firing line does not pass through any obstructing hexes (clear hexes and one with a tank).
  363. (2) The firing line passes through the hex-side of an obstructing hex.
  364. (3) The firing line passes through the corner of an obstructing hex.
  365. (4) The firing line passes through the hex-sides of multiple separated obstructing hexes.
  366.  
  367. Situations Without Line of sight: Diagram 9
  368. (5) The firing line passes through an obstructing hex.
  369. (6) The firing line passes through a shared hex-side of two adjacent obstructing hexes.
  370.  
  371. [Diagram 7]
  372.  
  373. [Diagram 8: Situations With Line of Sight]
  374.  
  375. [Diagram 9: Situations Without Line of Sight]
  376.  
  377. Attack Roll
  378. After assuring that you have line of sight to the target, you actually fire. Firing is split into two steps; in the first, you make an "attack roll" to determine whether or not you hit the target, and in the second, you make a "damage roll" to determine whether or not the target is destroyed.
  379. In order to make an attack roll, count the number of hexes between the attacker and the target. Count the hex that the target is in, but not the hex that the attacker is in (see Diagram 10).
  380. If the distance to the target is within the attacker's Range, you may fire at the target.
  381.  
  382. Example: A Panzer IV Ausf. D has a Range of 7. It cannot make an attack against a tank that is eight hexes or more away.
  383.  
  384. Once you have calculated the distance to the target, roll two dice. If the result is greater than or equal to the distance to the target, the attack hits.
  385.  
  386. Example: When making an attack against a tank that is seven hexes away, it will hit on a roll of 7 or greater.
  387.  
  388. If the attack hits, move on to the damage roll.
  389. If the attack misses, the Action Phase ends, you move on to the Event Phase.
  390.  
  391. [Diagram 10]
  392.  
  393. Attack Modifiers
  394. There are several modifiers that can be applied to an attack roll.
  395. The following are the different kinds of attack modifiers.
  396.  
  397. Target Size Modifier
  398. Card Modifier
  399. Character Modifier
  400.  
  401. The size modifier depends on the size of the target. If the upper right hand corner of a tank unit has a number other than 0, add that number to the result of the attack roll. In other words, a modifier of -1 or -2 is subtracted from the result, making it harder to hit. On the other hand, a +1 modifier increases the result, making hitting the target easier.
  402. This size modifier represents how large the target is. Smaller tanks with lower profiles are harder to hit, while larger tanks are easier to hit.
  403.  
  404. Cards such as "Sighted Fire" and "Firing Advance" apply modifiers to the attack roll.
  405. When a card lists a positive or negative attack modifier, add that modifier to the result of the attack roll.
  406. When using cards such as "Firing Advance" and "Commander!" that allow you to make an attack after moving, you still apply the attack modifier even if you do not move or turn.
  407. If your opponent plays a Reaction Card, any modifier from that card is also added to the result.
  408.  
  409. Example: The Ooarai player uses "Moving Shot 2" and makes an attack after moving. The target is a Tiger II. First, apply the size modifier of +1. However, the card modifier is -2, so the total modifier is -1. The distance to the target is seven hexes. The Ooarai player will need to roll an 8 or better on two dice in order to hit. Although usually only a 7 or better would be necessary, the -1 modifier means that 1 will be subtracted from the total rolled on the dice.
  410.  
  411. See the "Character" section for an explanation of the character modifiers.
  412.  
  413. <p11>
  414. Extreme Range
  415. It is possible to hit a target that is thirteen or more hexes away through the addition of attack modifiers. However, without using a card or a character that applies an attack modifier, the attack will automatically miss.
  416.  
  417. Example: An IS-2 with a range of 15 is firing at a target that is fourteen hexes away. The Pravda player is using "Sighted Fire 2" for the attack. If the result rolled on the dice is a 12, the attack will hit. The player rolls an 11. Usually this would miss, but the player uses Nonna's +1 attack modifier. As a result, the total is 14 (11 + 2 + 1), and the attack hits the target.
  418.  
  419. Damage Roll
  420. If an attack hits its target, the next thing you must do is make a damage roll. Roll two dice and add the result to the firing tank's firepower.
  421. If the total is equal to or greater than the target's armor rating, the target is destroyed.
  422. The following modifiers are applied to the damage roll.
  423.  
  424. Card Modifier
  425. Range Modifier 1 Hex +2
  426. 2 Hexes +1
  427. 3+ Hexes None
  428. Character Modifier
  429.  
  430. These modifiers are cumulative.
  431.  
  432. Example: A Panzer IV Ausf. D with a firepower of 3 hits a T34/76 on its front. The total rolled on the two dice is 10. The T34/76 has a front armor rating of 14. The final damage dealt by the Panzer IV is 13, which is less than than the target's armor rating, and so the target is not destroyed.
  433.  
  434. If the distance between the attacker and the target is one hex (in other words, if they are adjacent), apply a +2 modifier to the damage. If the distance to the target is two hexes, apply a +1 modifier to the damage.
  435.  
  436. Example: In the previous example, if the Panzer IV Ausf. D and the T34/76 were in adjacent hexes, the +2 range modifier would have been enough to destroy the target.
  437.  
  438. A tank that is destroyed is removed from the map (unless using the optional rule, "Wreckage").
  439.  
  440. Firing Arcs
  441. Usually, a tank's armor is thickest on the front, and comparatively thinner on the sides and back. In order to represent this, you use the armor rating for the arc from which the attack came.
  442.  
  443. Note: If this rule is too much trouble, you may simply use the side armor rating for all attacks.
  444.  
  445. Which armor rating you use depends on the position of the attacker relative to the target.
  446. Use the front armor rating for attacks that come from the front arc, the side armor rating for attacks that come from either side arc, and the rear armor rating for attacks that come from the rear arc.
  447.  
  448. See Diagram 11.
  449.  
  450. In Diagram 12, the Panzer IV is firing from its rear arc into the side arc of the T34, so the damage roll would use the T34's side armor rating.
  451.  
  452. [Diagram 11]
  453.  
  454. [Diagram 12]
  455.  
  456. Assault Guns and Jagdpanzers
  457. Typically a tank is equipped with a turret that allows it to fire anywhere in a 360 degree arc. Consequently, any tank with a turret is able to fire at any target that is within its range during a match.
  458. However, tanks known as "assault guns" and "jagdpanzers" do not have turrets, and their guns are set in a fixed position on their bodies. This allows them to be equipped with guns that are a larger caliber than normal. However, in exchange for their heavy weapons, their guns are fixed and have restricted arcs of fire.
  459. To represent this, assault guns and jagdpanzers may only fire into their front arcs (see Diagram 13). Tanks like these are noted with a mark designating their restricted firing arc in front of their illustrations.
  460. In order to fire into an arc other than their front arc, they must first use a Move Card to change their orientation.
  461. They may also use cards like "Moving Shot" to fire after using their move to turn (but with the the card's negative attack modifier).
  462.  
  463. [Diagram 13]
  464.  
  465. Multiple-gun Tanks
  466. There are tanks, like the M3 Lee and the Char B1 that have multiple guns.
  467. These tanks have both a main gun with a restricted field of fire and a smaller caliber gun mounted in a turret.
  468. In order to represent this, these tanks' firepower and range are listed in an "X/Y" format. The first number is that of the main gun, the second that of the secondary gun.
  469. As above, the main gun is fixed and may only fire into the forward arc. The secondary gun may fire in any direction.
  470. When making an attack with a multiple-gun tank, you must choose whether you are firing the main gun or the secondary gun. You may not use one Attack Card to combine the firepower ratings of both the main and secondary gun, or to attack two different targets.
  471. When making an attack with a multiple-gun tank, you must declare which gun you are using before rolling the dice. If you fire without declaring, it is always assumed that you are using the secondary gun.
  472.  
  473. <p12>
  474. Reactions
  475. When you act in response to your opponent's action, this is known as a "reaction."
  476.  
  477. If you wish to play a Reaction Card, declare so using the timing described on the card.
  478.  
  479. Example: You must declare that you are using "Emergency Braking" before your opponent makes their attack roll. If your opponent has already made their attack roll, you may not use "Emergency Braking."
  480.  
  481. You may only use one Reaction Card in response any one action made by your opponent.
  482. The effects of cards such as "Moving Shot" that allow a player to move and fire are considered one action, and you may only use one Reaction Card in response to them.
  483.  
  484. Example: The Ooarai player has used the card "Commander!" The Kuromorimine player uses "Quick Shot" in order to fire before the Ooarai player does. However, the Kuromorimine player's attack misses, and the Ooarai player gets to continue with their attack (the effect of the "Commander!" card). The Kuromorimine player cannot use "Emergency Braking" or "Poor Line of Sight" or "Ricochet" in response to this attack, because they have already played a Reaction Card.
  485.  
  486. You may not play a Reaction Card of your own in response to your opponent playing a Reaction Card (with the exception of "Eavesdropping").
  487.  
  488. Example: The Kuromorimine player uses "Moving Shot 2." In response, the Ooarai player uses "Quick Shot" in order to make an attack before the Kuromorimine player does. Even if the Kuromorimine player has cards such as "Emergency Braking" or "Ricochet", they cannot play them in response to the Ooarai player's reaction.
  489.  
  490. When your opponent uses cards like "Coordinated Move" to move multiple takes at once and you want to play a Reaction Card (such as "Quick Shot") in response, declare that you are using after the tank you wish to target has finished its move. You must target the last tank to have moved.
  491. Once all of the tanks have finished moving, you may not target a tank that had previously moved.
  492. In other words, you cannot wait to see all of the tanks' moves before deciding which one you wish to target.
  493.  
  494. "Ricochet"
  495. "Ricochet" cannot be used to prevent the effects of "Sharpshooter," because "Sharpshooter" does not require an attack roll.
  496.  
  497. "Eavesdropping"
  498. This card may be used in response to another Reaction Card, which is an exception to the rules.
  499.  
  500. Enforcement Cards
  501. During the Draw Phase, if you draw an Enforcement Card, you must immediately follow what is written on the card.
  502. If you draw an Enforcement Card any time other than the Draw Phase, ignore what is written on the card (simply discard it). However, if there are other rules in effect that depend on the drawing of an Enforcement Card (such as the "Stagnant Battle" rule or a scenario-specific rule), those rules still apply.
  503.  
  504. "Desperate Situation!"
  505. The player who draws this card may not make any actions (movement or firing) during the rest of their turn, but they may still play an Event Card.
  506.  
  507. "Tread Damage"
  508. This card tels you to "choose a tank at random." Temporarily assign all of your tanks on the map numbers and roll a die to determine which one the card affects. For example, if you have four tanks on the map, assign each a number from 1 through 4, and then roll a die. If the result is 1 through 4, that tank becomes the target of the card's effect. If the result is a 5 or a 6, re-roll until the result is 1 through 4.
  509.  
  510. <p13>
  511. Characters
  512. In this game, characters are just as or more important than the tanks they pilot. Each character has an ability score. Most of these ability scores correspond to a tank's parameters. Their effects are described below.
  513.  
  514. A modifier applied to attack rolls
  515. A modifier applied to damage rolls
  516. Added to a tank's movement each time it moves
  517. A modifier applied to the attack roll when the tank is the target of an attack
  518. A modifier applied to the damage roll when the tank is the target of an attack
  519.  
  520. Generally, the above abilities only have an effect on the tank that the character is piloting. Place the character's counter either on top of or underneath the counter of their tank.
  521. You may choose to apply a character's abilities at any time. For example, when making an attack roll or a damage roll, you may look at the result of the roll first before declaring you are using an ability.
  522.  
  523. Example: A Panzer IV is firing at a target that is six hexes away. The result of the attack roll is 5, a miss. However, the Ooarai player declares that they are using Hana Isuzu's +2 firing modifier. This is added to the result of the roll, for a total of 7. The attack hits.
  524.  
  525. When you use a character's ability, remove their counter from the map. This does not mean that they have left the battlefield, only that they have become exhausted. They may become usable again through cards or other effects.
  526. When a character's counter has both a front and a back side, the scenario will tell you which one to use at the start of the match. When a character begins a match face-up, turn them face-down whenever they use their ability. If they use their ability a second time, remove them from the map.
  527. There may be scenarios where a character is placed on the map after the match has begun. Until then, leave the character off of the map, and their ability may not be used.
  528. The following abilities may also be used during your own Event Phase.
  529.  
  530. "Combat Sense"
  531. Most of the schools' commanders possess the Combat Sense ability. When you declare that you are using Combat Sense, you may play one additional Action Card. However, you may only use Combat Sense once per turn (the Nishizumi sisters have Combat Sense on both the front and back of their counters, but they may only use it once per turn).
  532.  
  533. "Recovery"
  534. When Saori Takebe or Katyusha use their Recovery ability, it has the same effect as the "Recovery" Event Card. You may restore a character who has been removed from the map or who has been turned face-down (see "Recovery" under the Event Phase section).
  535.  
  536. "Aide"
  537. This ability has the same effect as the "Moral Boost" Event Card, except that the number of cards drawn is equal to the number shown on the counter. Immediately draw that many cards (see "Moral Boost" under the Event Phase section).
  538.  
  539. Optional Rules
  540. The following rules increase the complexity of the game, but they also make it more realistic. They can be used in all of the scenarios, but all players should agree before the match whether or not they will use them.
  541.  
  542. Wreckage
  543. When a tank is destroyed, turn its counter upside down and leave it where it was on the map. From then on, the wreckage of the tank hinders movement and line of sight through that hex.
  544. A tank can enter a hex with wreckage in it, but doing so requires one additional movement point. If you do not have enough movement points, you cannot enter the hex.
  545.  
  546. Example: A clear hex that has wreckage in it costs 2 movement points to move into.
  547.  
  548. When making an attack whose line of sight travels through a hex with wreckage in it, apply a -1 modifier to the attack roll (even if the line of sight travels through multiple hexes with wreckage in them, the modifier is only -1). Do not apply the modifier when firing at a target in a hex with wreckage in it. The modifier only applies when the line of sight travels through the hex.
  549. When you use a "Maintenance/Repair" card, you may remove a tank wreckage from the map.
  550.  
  551. Turret Rotation
  552. When using this rule, a tank must rotate its turret in order to fire at a target outside of its front arc.
  553. All tanks with turrets have a "Turret Rotation" parameter (it is listed on their counter underneath their armor ratings (next to the [rotating arrow] symbol). A value of 1 means that the turret can be rotated one hex-side (60 degrees) at once, and a value of 2 means that it can be rotated two hex-sides (120 degrees) at once.
  554. When you rotate a turret, use a turret marker to indicate which direction it is pointed in. From then on, when firing, use the direction of the turret marker to determine the front arc of the tank (see Diagram 14).
  555. You may rotate a turret according to the following rules.
  556.  
  557. (1) When you use a Movement Card, after moving
  558. (2) When you use a Movement Card, without moving
  559. (3) When you use an Attack Card, you may move the turret and then fire
  560.  
  561. However, when you rotate a turret and fire in the same turn, apply a -2 modifier to the attack roll.
  562. You may remove the turret marker from a tank when the turret is facing forward.
  563. If you run out of turret markers during a match, you may substitute another marker or anything else to show the direction of the turret.
  564.  
  565. [Diagram 14]
  566.  
  567. Example: A Panzer IV without a turret marker wants to fire at the tank to its upper right. In order to do so, the player places a turret marker and rotates it 60 degrees, applying a -2 modifier to the attack roll.
  568. On the next turn, if the Panzer IV wants to fire at the same tank, it can do so with no negative modifier. However, in order to fire at the other two tanks, it must rotate its turret, and fire with a -2 modifier.
  569.  
  570. Cutting Through
  571. In situations such as fighting on a city map where things become deadlocked, you may use this rule if both players agree to it.
  572. By spending one additional movement point, a tank may move through a hex that is occupied by another tank.
  573. While you may pass through the hex, you may not end your movement in a hex that is occupied by another tank. If you do not have enough movement points to move through the hex, you may not enter it.
  574. It is recommended that when using this rule you also use the turret rotation optional rule.
  575.  
  576. <p14>
  577. Scenarios: From Practice to the Nationals
  578.  
  579. Overview
  580. These scenarios include recreations of the inter-school matches that took place between Ooarai Girls High School and the various schools in the anime, the Senshadou National High School Tournament, simple training matches to help you better understand the rules, and exhibition matches that allow you to form your own teams and fight.
  581.  
  582. Each scenario includes rules for force formation and placement, and special rules that are used only during that scenario. Where the general rules and the scenario rules contradict with each other, the scenario rules take precedent.
  583. Unless specified by the scenario, you are free to choose the facing of a tank when you place it on the map. You may also place characters on any tank you wish, unless specified by the scenario.
  584.  
  585. Match Types and Stagnant Matches
  586. There are two types of matches that appear in the anime.
  587. The first type are "Elimination Battles," and the second type are "Flag Battles."
  588. The victory condition for an Elimination Battle is to destroy all of your opponent's tanks. The match ends the moment that this condition is met.
  589. In a Flag Battle, you win as soon as you destroy your opponent's flag tank. The match ends as soon as the flag tank is destroyed, regardless of how many other operational tanks a player has.
  590.  
  591. Unless specified in a scenario, once the fourth Enforcement Card has been drawn (not counting Scenario Cards), it is possible for a match to be considered "stagnant" and to have a forced end.
  592. Once the fourth Enforcement Card has been drawn and its instructions followed (if applicable), place that card back into the deck and reshuffle it (do not reshuffle the discarded cards). Continue the match, but as soon as the Enforcement Card is drawn, the match ends.
  593. When a match ends in this manner, add up the point totals of the tanks that each side has destroyed, and the side with the highest total wins (the side with the lower total loses as a result of drawing out the match). If both sides have the same total, the match is a draw.
  594.  
  595. Note: It is a good idea to separate the Enforcement Cards from the regular discard pile in order to keep track of them more easily.
  596.  
  597. Scenario Cards
  598. Scenario Cards are cards that different from the regular ones used during a match, and are only used when a scenario calls for them. These cards uses are described in each scenario.
  599. Scenario Cards may only be used once per scenario. Once they have been used, place them somewhere else separate from the regular discard pile.
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