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Eltharius

Panzer Vor rules

Jul 7th, 2014
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  1. Basic turn sequence:
  2.  
  3. -Draw Phase: draw 1 card into your hand. Starting hand size is 5.
  4.  
  5. -Action Phase: play 1 action card. It's the ones with a pink tank in the top-right corner. These allow you to move, shoot or move and shoot with a single tank. Which depends on the symbol in the top right of the card.
  6. --Movement: 1 square forward costs 1 movement, you can turn 60 degrees after each step. Turning up to 180 degrees takes a single movement point. [Moving backwards costs 2 points and does not allow a free turn?]
  7. --Shooting: To-hit roll followed by to-destroy roll. Both are 2d6. You need an unobstructed line of sight to the target and it needs to be within your maximum range. LoS is determined using a straight line between the centers of the tanks. If this line touches the edge of an obstruction but does not cross into it, LoS is not blocked.
  8. ---To hit: Roll needed to hit equals the range to the target. You take your 2d6 roll, plus (or minus) the target's to-hit modifier in the top-right corner. Some cards also add modifiers. Roll at least equal to the modified range to hit.
  9. ---To destroy: 2d6 + penetration modifier + range modifier needs to beat the armour facing. Range modifier is +1 at range 2, +2 at range 1.
  10.  
  11. -Event Phase: play up to 1 Event Card. These are the ones without a tank symbol in the top-right corner.Instead, they have a throat-microphone and a set of binoculars.
  12.  
  13. -End phase: Discard down to 5 cards if you have more.
  14.  
  15. Reaction cards (symbol is a 76mm Sherman in crosshairs) can be played during the opponent's turn. So can scenario-specific cards. Those state when to play them.
  16. There are also cards that prevent you from acting for the turn you draw them. The symbol on them is an explosion.
  17.  
  18. Armour facings:
  19. Front armour is used in a 60-degree cone in front of the tank. Presumably rear armour the same, but in the back 60-degree cone. See page 11 of the rulebook.
  20.  
  21. Firing arcs:
  22. Fixed-forward guns have the same firing arc as the front armour facing.
  23.  
  24. Twin waepons:
  25. Some tanks have multiple values for range, firepower and turret traverse. Each of these is for a separate weapon.
  26. [It looks like you can fire only 1 per action, but I'm not entirely sure.]
  27.  
  28. Character abilities:
  29. Modifiers match the location of the relevant stat on tanks.
  30. -Characters with an A in the top-left corner can let you spend a second action card this turn.
  31. -Some characters (like Naomi from Saunders) have a to-hit modifier in the top-left corner in blue.
  32. -Others have a penetration modifier modifier in red.
  33. -Some have a movement modifier in white in the bottom left.
  34. -Some have an additional enemy to-hit modifier in the top-right corner, in red.
  35. -Some have an enemy penetration modifier in gray on the right.
  36. -I don't know what the numbers in pink on the top right mean. Maybe you can spend them to draw that many cards?
  37.  
  38. It's unclear if the character bonuses are permanent or one-use. I suspect the latter.
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