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Tank thingy

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May 24th, 2017
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  1. Basic System
  2.  
  3. Crews
  4. Every crew has at least 5 roles, but crews may be as few as 3 members if roles are doubled up. The three roles that will always have a crew member assigned to them are:
  5.  
  6. 1. Commander - this is the person who calls the shots in the tank. If the commander goes out, each turn there will be a check each turn if they get their orders. If they fail, depending on the state of their tank they may retreat, or do what they think is best.
  7. 2. Driver - The guy or gal driving the hunk of murder. When this person goes out, the tank isn’t going anywhere - it will take at least a turn to get a new person into the seat. All crews have a basic knowledge of how to drive their tank.
  8. 3. Gunner - The person in charge of aiming the cannon and pulling the trigger. No gunner, that gun isn’t getting use.
  9.  
  10. The additional two roles may have a dedicated crew member, or someone may double up. The only one who cannot double their roles is the driver - it is difficult to drive and do other things, at the same time.
  11.  
  12. 4. Loader - this person loads the gun. If the loader is out of commission, the tank can only fire once every two turns. By default, the commander doubles in this role.
  13. 5. Radio Operator - This person is in charge of relaying information to the team. Indirect fire can only target tanks that are visible to a tank with an active Radio Operator. By default, the gunner doubles as this.
  14.  
  15. The minimum a tank requires to operate is a gunner, and a driver. They do not have to be trained - there just needs to be somebody who can get in the seat. Someone can’t play more than 2 roles, and gunner and driver are mutually exclusive.
  16.  
  17. The benefit to doubling up, is that there is fewer crew to take care of - every crew member has an upkeep, the cost of their training, and their healing. However, it also means that a single crewmember going down can severely reduce the effectiveness of a tank, and you can only survive 2 people going down. Some tanks also cannot fit more than a certain number of people.
  18.  
  19. Every role has an associated skill, followed by special skills that may come after creation. Units are not strictly locked into their role’s skill - you can train your commander into a top class loader. A skill goes from 1 to 6 and provides a direct bonus to associated rolls. Skill ranks may be trained, as will be detailed in Facilities.
  20.  
  21. One tank’s Commander is elected as the team captain. If they are knocked out, there is a turn where all tanks act as if they had no commander and failed their roll, as the second in command takes control of the fight.
  22.  
  23. If an injury is taken, the following table is rolled on a d6 plus adjustments:
  24.  
  25. 1: Miraculously, uninjured, or close enough.
  26. 2: A minor wound. Combat effective, but a -1 to rolls.
  27. 3: A bad wound, although they’re still conscious, imposing a -2 to rolls.
  28. 4: They’ve been knocked unconcious. Barring medical aid, they’re out of the fight.
  29. 5: Knocked unconcious. Same as above, but they can’t be revived during the fight and there’s a chance of one of the effects of six happening if they roll a 1 or 2 on a second d6 roll.
  30. 6+: A very bad injury. Same effect as the above, but the player has a choice between permanently reducing a skill and having the crew member have to sit the next match out.
  31.  
  32. You’ll note that there is no death. The way it was handled left a bad taste in my mouth last game, so to speak - it made it extremely difficult to recover from even a single loss. However, crew going down ought to still be a bad thing. Compromise. I apologize if this offends someone’s sense of realism.
  33. Tanks
  34. The tanks used in this game are fictional, purpose built for the sport of tankery. Similarities to real tanks are likely but probably accidental as I am not a huge military buff. This is mostly to avoid the issue of inaccurate or conflicting information and for balancing reasons. A team may have up to 2500 points worth of tanks. I am using a points system to allow for someone to have fewer but more powerful tanks, or many but individually weaker tanks. There’s a hard cap of 10 tanks per team.
  35.  
  36. Tank Stats:
  37. Name: What’s this called?
  38. Type: Light, Medium, Heavy, Tank Destroyer, Artillery?
  39. Price: How many points does this cost?
  40. Move: How many spaces can this tank move in a turn?
  41. Front Armor: How much armor on front?
  42. Back Armor: Self explanatory.
  43. Side Armor: Of course.
  44. Top Armor: Obvious. Usually the weakest armor.
  45. Cannon Strength: How big of a boom does this make and how deep can it penetrate?
  46. -Close Range, Medium Range, Long Range. Different strengths at different ranges.
  47. Quirks: Anything unique about this tank?
  48.  
  49. Note: Numbers will be simplified this game. Tanks will be given values on their various stats, but they will not be super accurate to the degree of millimeters, nor will cannons have their shell size or such. This is for my own sanity. It’s simple numerical comparison: A cannon with 5 strength at medium range will penetrate a tank at medium range with 3 armor on the relevant side by 2 points.
  50.  
  51. Combat
  52.  
  53. "Moving to Position B" (Movement)
  54. A tank can move as many tiles as it's Move stat. Move orders are resolved simultaneously. If there is a conflict - say, two tanks moving to the same place - there is a simple test of 1d6+driving, with whoever takes the higher amount getting it. If a tank is moving out of the way while being shot at by a tank, it’s 1d6+driving vs. 1d6+shooting to see if the shot got off before the tank escaped, and if it does then the shot is resolved normally.
  55.  
  56. "Target Acquired… Firing!" (Shooting)
  57.  
  58. So how do you actually go about shooting things? First up, the initiative.
  59.  
  60. The initiative is 1d6+gunnery for each tank, which are then put in order (moving tanks are by default after stationary tanks). If a shot removes the gunner of a tank before it shoots, that tank’s shot is canceled.
  61.  
  62. Afterwards, we check difficulty of the shot. This is 1d6 plus certain factors.
  63.  
  64. Factors making a shot harder:
  65. Close Range (5- tiles): +1
  66. Medium Range (5-15 tiles): +2
  67. Far Range (15-25 tiles, further is impossible w/o indirect fire): +3
  68. Indirect Shot: +4
  69. Target moving: +2
  70.  
  71. Once the difficulty is determined, we check how well the gunner does. 1d6+Gunnery+Factors.
  72.  
  73. Factors could be:
  74. High Ground: +2
  75. Stationary Target: +2
  76. If you have more, please suggest them.
  77.  
  78. If the gunnery result is higher than the target, then the shot hits.
  79.  
  80. Note: Indirect shots also add the Radio skill of the relevant Radio Operator to the roll.
  81.  
  82. Indirect Fire, and a tank at a higher ground and adjacent to another, automatically aim for top armor.
  83.  
  84. "We’ve Been Hit!" (Damage)
  85. Once a tank has been hit, you check the penetration of the cannon vs. the relevant armor stat. The remainder is the penetration. Let’s say a Generic Tank A, with a penetration of 5 at medium range, hits a shot on Generic Tank B’s side armor, which has a value of 3, at medium range. The tank has been penetrated by 2 points.
  86.  
  87. Then, we roll damage. 1d6+Pen, which in this case is 2.
  88. Result:
  89. 1-4 Glance Shot. Armor’s deflected it, your crew breathes a sigh of relief.
  90. 5-9 Hit. The shot got in and did some damage.
  91. 10+ Critical Hit. The shot hit, penetrated, and damaged in the worst way possible.
  92.  
  93. In this example, we rolled 4. 6 damage, a hit.
  94.  
  95. Then, roll location of the hit on a 1d10.
  96.  
  97. 1-2: Tower is hit
  98. 3-4: Tracks are hit
  99. 5-8: Crew/Engines are hit
  100. 9: fuel Tank is hit
  101. 10: Ammunitions are hit
  102.  
  103. Once you’ve rolled the damage, you see the severity of the hit. On a normal hit, use the chart below with a 1d6. If you got a critical, you go right to the worst effect.
  104.  
  105. Tower:
  106. 1 - It didn’t hit anything vital, or didn’t detonate, or overpenetrated. Whatever happened, you’re fine.
  107. 2 - The tower is jammed - the turret cannot move, you need to turn the entire tank to shoot. Takes an average engineering test to repair.
  108. 3 - The tower is badly jammed - some vital component was hit. It can be repaired, but it’s much harder. Takes a difficult +2 engineering test to fix.
  109. 4 - The gun itself has been hit and damaged. You can’t fire anymore - or maybe you can, but it’s a very bad and explosive idea. Takes a very difficult +4 engineering test.
  110. 5 - The tower is blown clean off, the gunner is uninjured. The tank is Out.
  111. 6- The tower is blown clean off, roll injuries for the gunner. The tank is Out.
  112.  
  113. Tracks:
  114. 1- Nothing happened - or at least, nothing immediately noticeable.
  115. 2- The track came off and your tank can’t move until it’s fixed, although it can turn. The track itself seems undamaged though - it’s an Easy (+2 in the engineer’s favor) Engineering test to fix.
  116. 3- The track’s come off and seems a bit worse for wear. It’s a standard engineering test to replace, but this is going to need to get fixed properly at school.
  117. 4-6 The track’s completely useless now, and the tank can’t move. It can still turn and fire though, acting as a stationary turret. If this effect is rolled twice, the other track comes off, the tank is unable to move and considered Out.
  118.  
  119. Crew:
  120. 1- Nothing happens - the shot overpenetrated without hitting anyone, or maybe it was a dud and your radio operator is just short of a heart attack. You’re fine.
  121. 2- One person got hit. Pick a crew member and roll an injury dice for them.
  122. 3- Two people got hit. Pick two crew, roll their injury dice.
  123. 4- You know how this goes by now - 3 crew, 3 dice.
  124. 5- Fire in the crew compartment! Three crew have been injured, and there’s a basic engineering test to put the fire out, with the fireman rolling injuries regardless of success or failure.
  125. 6- Catastrophic fire! Everyone rolls injuries with a +2 to the result, and they need to evacuate the tank. The tank is Out.
  126.  
  127. Reminder, if there is not at least two crew members concious, a tank is considered Out.
  128.  
  129. Fuel/Engine:
  130. 1 - Oh thank goodness that shell didn’t do anything...
  131. 2 - Fuel leak (can be fixed with an easy engineering test). If not repaired in three turns, the tank will become unable to move and be considered out.
  132. 3 - Large fuel leak (can be fixed with an average engineering test). If not repaired in three turns, the tank will become unable to move and be considered out.
  133. 4 - The fuel tank bursts (needs several difficult engineering tests to fix. Should the tank be hit during this time, the tank will catch fire. See 5 on Crew.)
  134. 5 - It’s going to blow! The crew evacuates the tank in time to see it explode. The tank is, needless to say, out.
  135. 6 - Catastrophic explosion. The tank explodes and the crew is caught in the blast. Due to advanced protection technology they are alive, but they’re hurt - all crew rolls injuries with a +3 to the result.
  136.  
  137. Ammunition:
  138. 1,2- Nothing
  139. 3,4- The ammo’s caught fire! It’s not going to blow just yet… resolve as Crew 5, if the firefighting test fails resolve as Crew 6.
  140. 5-6- Cataclysmic Explosion. Resolve as Fuel/Engine 6, and the tank is irreparable and needs to be replaced.
  141.  
  142. "Evasive Maneuvers!" (Evasion)
  143. If you really don’t want to be hit in your light tank by that tank destroyer lugging around a howitzer, this is the choice for you! Once per turn, and only for one shot, a tank may elect to try evasive maneuvers. Add the Driver’s Driving skill to the difficulty of the shot. If it hits despite this, the shot connects and the tank goes out, and everyone’s been lightly injured (-1 injury roll on everyone).
  144.  
  145. “This is crazy” “Crazy enough to work!” (Cozy-up)
  146. Some think that in this sort of game, light tanks are worthless. Crap armor and a crap cannon, just a bit faster. With that in mind, anyone who crews such a metal coffin must be insane.
  147.  
  148. Crazy, yes. They prefer crazy awesome - especially the drivers. Similar to an event from Girls und Panzer, a light tank can drive into such a position that they can A: Not be shot, and B: shoot at the vulnerable top armor. Even the heaviest heavy tank isn’t going to have stellar top armor. The test is opposed Driving. If the light tank wins, they get a free shot at the top armor of the tank. If the other tank wins, they get a free shot at the side armor of the light tank.
  149.  
  150. This cannot be done to other light tanks.
  151.  
  152. "We’ve been knocked out!"
  153. Out is a state that means the tank is out of the fight. It occurs when the tank is not capable of moving or firing. If an enemy attacks an out tank, or the out tank fires at an enemy, a judge will decide if this was ordered by the captain or if the crew acted alone. If the former, the team forfeits and will receive only enough funds to repair tanks and treat injured, and only if they do not already have those funds. If the latter, the crew is suspended for the season and the school pays for all injuries and repairs.
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