ARMORED FIGHTING VEHICLE COMBAT:

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1 ARMORED FIGHTING VEHICLE COMBAT: Due to the recent appearance of armored vehicles on the market, vehicles play an increasingly important role in the 12" action figure world. With slight modification, these rules should accommodate the current vehicles on the market, vehicles from the Golden Year resurgence of 12 action figures, blow-molded relics of yesteryear, as well as any unforeseeable future releases. Remember, these rules were designed for playability and fun; nowhere do the rules depart from reality in favor of fun more than in the arena of vehicle use. Thus, ranges of weapons and movement rates of vehicles have been markedly reduced to ensure that the battlespace does not grow to such magnitude that it is excessively unwieldy. Rate of Fire: All armor (including tanks, AT guns, cannons, etc, has a rate of fire of 1 shot per turn. Feel free to modify this if you have some unusual weaponry on hand (like a quad-.50 anti-aircraft gun or some such thing). Order of Firing : similar to infantry: 1. stationary before moving 2. Hero before non-hero 3. Expert Crew before Veteran Crew 4. Veteran Crew before Average Crew 5. Average Crew before Inexperienced Crew Crew Experience (use your own standard - this is the regime we use): 1-5 Combat Engagements - Recruit (inexperienced) crew 6-10 Combat Engagements - Average crew Combat Engagements - Veteran crew 21+ Combat Engagements - Expert crew What if the crew has mixed experience because they are a crew of survivors from earlier conflicts? Average the crew s experience to determine their collective experience level. Each member s experience will increase over time, thus raising the collective experience of the crew as a whole. Also note, that when the crew changes to a different vehicle, their skill drops to Inexperienced in the new vehicle ditto for the gunner, since different vehicles have different weapons and each must be learned separately. The best approach is to keep the crew with the vehicle, so they can rack up their battles and experience accordingly. To Hit (basic roll- note that these ranges are fun oriented, not realistic to the point of unplayability, and are in feet rather than inches): Up to 20 feet...80% chance to hit (+20% bonus on 2nd shot to range in on the target) feet...60% chance to hit (+15% bonus on 2nd shot) feet... 40% chance to hit (+10% on 2nd shot) feet... 20% chance to hit (+5% on 2nd shot) 100 feet % chance to hit (no second shot bonus - this is ammo wasting mode)

2 Effect of movement: Shooter moving -50% Target movement: slow (0-50 ) -10% medium ( ) -20% fast (over 100 ) -30% Firing Factors: The expertise of the gunner is important, as well as many aspects of terrain, etc. The experience of the gunner is determined in the same manner as determining the experience of the crew (above). We treat the gunner separately, as he can take his skill with him when he transfers to another crew. Crew skill may help determine who fires first (by teamwork, tank positioning, etc), but it s the gunner who s going to either hit or miss his intended target: Expert Gunner +10% Veteran Gunner +5 Average Gunner +- 0 Recruit Gunner -10 Obscured Targets: If a tank or armored vehicle is hidden behind a wall or earthen barricade of some sort, such that the shooter s projectile could not penetrate, determine what percentage of the target is hidden, and reduce the shooter s chance of a hit by that amount. For example, if a tank half hidden in a tunnel and shooter could not possibly hit and damage the rear half of the tank, his odds of hitting that tank are reduced by 50%. Note that unlike other firing factors, this is 50% of the otherwise calculated result (i.e. if the calculated result shows a 50% chance to hit, but the target is half obscured - 50% - then the shooter s chance to hit is 25%). Shooting Cannon at infantry: Use the Artillery rules found in the EXPLOSIVES / ARTILLERY / FLAME WEAPONS section. Tank Machine Gun Use: The coaxial and turret MGs on a tank operate as though the shooter were an infantryman in a fortified position. Shooting occurs with the same Firing Factors that an infantryman would use. (See the Fire Control and To Hit sections above.) Hit Location: First divide up the target in four roughly equal masses (for example, a side shot might be turret, front of hull, middle of hull, and rear side of hull). Assign a % value to each section you ve identified (for example 1-25% = turret, 26-50%=front of hull, 51-75%=middle of hull, 76-00%=rear of hull). Roll a percentile die and determine where the shot hit. You can also use a fancy die OTHER THAN percentile dice. In the example below a 1d4 would work as well as a percentile. Or you could roll 1d6 and disregard (reroll) 5s and 6s. Do it your way. Remember to take into account the areas the shooter can see so you don t end up with a hit to an area that couldn t possibly be exposed. Divide up the hull in thirds if the vehicle had no turret

3 (like the Stug III or an armored car). This has worked well for us, but you can elaborate on these rules to make it as complicated as you would like. Keep in mind, though, that the more complicated it becomes, the less playable it becomes. Two adults playing may opt for a very sophisticated elaboration on these rules, while a Dad playing with a couple of kids might want to keep it as simple as possible. Here s an example of the scheme we use to figure out where a hit lands: Penetration: Now that we know the vehicle was hit, and where it was hit, we have to figure out exactly what the repercussions may be just because the target was hit doesn t mean it was significantly damaged. This issue requires consideration of two factors: (1) the ability of the cannon to penetrate the target s armor thickness and (2) the effect of deflection angles. Consult the table below to determine what amount of armor a given weapon can penetrate. The tables also include a column for deflection. This column shows the effect of slanted armor. The greater the armor angle, the more likely that it will successfully deflect the projectile without penetration. But coming up with the math for this would make the game practically unplayable especially for kids. So we use the pass-fail approach where if the deflection is 45 degrees or more, we factor in deflection; if it s less than 45 degrees, we consider it a flat steel plate. [If you d like a more scientific approach, then the GM can certainly do so.] Look at the target from the vantage point of the shooter. Determine the location of the hit (above). Is the armor in that location flat (like the vertical side of a tank) or is it sloped (like the front of a Panther tank)? If the armor is perpendicular to the shot, then the projectile may penetrate to its maximum capability (as per the table below). If the armor is slanted 45 degrees or more (because of the angle of the tank to the shooter or because of slanted armor of the tank itself) then use the deflection column to see how much armor was penetrated. Once you ve determined where the tank was hit and how much armor the projectile can penetrate, you must determine how much armor the tank has. If the armor

4 thickness is less than the projectile s penetration, damage has occurred. If the armor thickness is more than the projectile can penetrate, your tank lives on to continue the fight. Projectile Penetration Table: mm of penetration Launcher/Cannon flat steel plate deflection (>45deg) Rifle Grenade Piat Bazooka Panzerfaust HMG mm mm mm mm mm mm mm Note: we ll discuss anti-tank weapons below, but it s more convenient to put them on the same table here for later reference.

5 Here is the important info for the M3 Stuart Tank (it s easy to look up the specifications for any armored vehicle you d like to incorporate into your backyard combat): Armor Thickness (mm) Location Front Glacis 51 Belly 12 Deck 10 Turret front 38 Turret sides 30 Turret top 13 Turret rear 30 Hull sides 25 Hull rear 25 Driver Plate 38 Misc: Fording 6 Depth Trench 12 Cannon 57mm 57mm Ammo 20 rounds (it s a small tank) Turret MG.30/.50 (varies by model) Crew 3 (driver, gunner, cmdr) Antitank Example, Part I Here s an example of Bazooka Joe attacking a SS tank: Joe advances slowly but surely to a ravine running alongside the oblivious SS tank crew who has unwittingly parked their tank out in the open as they stopped to relax in the sunshine. The ravine ends 10 feet from the tank (120 ). Joe knows this is within Medium Range of his bazooka. Confidently he raises the bazooka into firing position and spends a turn taking aim. The tank crew spots him and spend the turn jumping into their tank (hoping he ll miss and they ll blast him into oblivion in the next turn). Joe is a Marksman with the bazooka, and it s braced on the edge of the ravine to steady his shot. He is not moving, but moved before aiming. Fortunately for Joe he s not under fire (yet). Joe has a 42% chance of hitting the tank. He fires, rolling a 37% - a hit! A Hit Location roll of 67% indicates the tank was hit in the middle of the hull. The tank was parked at an angle to Joe, and where the hit landed it s greater than 45 degrees - so we have to figure in deflection to see if the bazooka shot penetrated the SS tank s armor. The Projectile Penetration Table shows that the bazooka can penetrate 45 mm of armor at angle. The side of the SS tank is only 25mm thick - Joe s bazooka has penetrated the thin skin of the armored fighting vehicle! With a gigantic KA-BOOM the tank explodes. Black oily smoke gushes from the now-open hatches. Relief slowly comes to Joe and he feels himself relax if he d fired a moment later or if he'd missed, the ravine would likely have been blown to pieces by the tank s cannon - with him in it! Did any of the German tankers survive? That's coming up in the NEXT section!

6 Damage: A tank whose armor was successfully penetrated by an antitank weapon or cannon could be out of action for the rest of the tactical conflict. Just because the attacker has scored a hit, it doesn t solve the whole issue... just what type of damage was done? Did any crewmen survive? After you ve determined the hit location and whether it penetrated the target s armor, you must now determine whether the vehicle is knocked out or not (next we ll determine the effect upon the crew): Vehicle Incapacitation: This can include a hit that penetrates and disables some important part of the tank, such as its engine, drive train, cannon, etc, rendering it useless. Use this table to determine whether or not the tank is knocked out: Hit to: Side Front Side Middle Side Rear Turret (if any) front Turret (if any) side Turret (if any) rear Front of hull Rear of hull % chance disabled 30% (drive train) 30% (drive train, turret controls) 80% (engine) 80% (cannon) 50% (cannon) 60% (cannon) 30% (drive train) 80% (engine) Note: this does not take into account any particular vehicle configuration, so the GM can be flexible here. Does this particular tank store ammo in the rear of the turret? If so, a hit to the rear of the turret could be CATASTROPHIC! Crew Damage (Based on Hit Location): whether the crew is impacted by the penetration, and how badly they are impacted will be determined via the table below: Tanks (and rear-engined AFVs) turret crew driver/hull gunner Side hit to turret killed 50% chance survive Side hit to front of hull 50% chance survive killed Side hit to mid-hull 10% chance survive 10% chance survive Side hit to rear of hull 60% chance survive 60% chance survive Front hit to turret killed 50% chance survive Front hit to hull 10% chance survive 10% chance survive Rear hit to turret killed 50% chance survive Rear hit to hull 60% chance survive 60% chance survive

7 Soft Vehicles (Jeeps, Kubels, Schwimmys, etc) Side hit to front area of Driver / Front Passenger Rear Passengers 10% chance survive 40% chance survive hull Side hit to mid-hull 10% chance survive 10% chance survive Side hit to rear of hull 40% chance survive 10% chance survive Front hit to hull 10% chance survive 40% chance survive Rear hit to hull 40% chance survive 10% chance survive * Note: a Hero will be incapacitated at most ( blown clear if need be). Crew Survivor Damage: If a crew member survived the incapacitation or destruction of his tank, next you must determine whether (or how badly) the crewman was injured. Even a crewman in an area of the vehicle that was NOT hit could still be injured by flying shrapnel inside the tank/vehicle. Use percentile dice to determine how badly (if at all) each crewman was injured: Roll Effect 1-40 Incapacitated Wounded Superficial Wound Figure Escapes Unscathed Note: use the Hit Location Table to determine where each crewman was injured if necessary. Note: if the drive train or engine was hit, the vehicle can remain in combat, but cannot move. If the cannon was damaged, the vehicle could still move, but could not fire its main gun (hopefully it could at least get the crew out of the line of fire!).

8 ANTITANK WEAPON USE: The antitank weapon (such as the bazooka) is used as though it were simply another infantry weapon. Use the regular Firing Factors to determine whether the shot hit. This is a huge disadvantage to the antitank weapon operator and loader - the odds of hitting a tank are a lot less than the tank s chance of hitting another tank. This is intended to simulate the stress of combat for an infantryman who faces a tank armed only with a length of pipe and a rocket in his hand. Antitank Example, Part II: Continuing on with our antitank example, now that Bazooka Joe has knocked out the tank, what happened to the 3-man crew? The hit to the tank s midsection gives each occupant only a 10% chance of survival. The crewmen roll (Commander) 26%, (Driver) 08%, and (Gunner) 87%. Only one crewman (the Driver) has survived. Consulting the Crew Survivor Damage Table, a roll of 63% indicates the Driver is wounded, however. Where was he hit? Roll a 1d20 for this one. He was hit right square in the 4. Consulting the Hit Location Table, a 4 is a hit to the chest (or back). The driver is wounded, so his move rate is cut by 75%. He s only got to climb about 4 to get out of the tank, so he can still get out of it in the next turn, despite his wound. He s got 20 turns to be discovered by a medic before he bleeds to death, because he has no medical skill and no aid kit. Bazooka Joe advances forward with pistol in hand to take the driver prisoner as he calls out Medic! Get that stretcher up here! ANTI-AIRCRAFT EFFECTS: Hits to the aircraft may disable it, and hits to the crew can cause injury, incapacitation, or death. - Determine the hit location (whether it his acft and whether it is still airworthy) - Determine the effect on the crew (whether any were injured) Determine hit location as you did with tanks (above). Divide the aircraft into sections and number each. For example, the AT Helicopter would look like this: The AT Pursuit Craft would look like this: After determining whether it was hit, and the hit location, determine the results of that strike on the tables below:

9 Helicopters (works for Hasbro single seat and First Strike multiple occupant helos): Area Hit % chance of aircraft incapacitation % chance of pilot/co injury/incap.* % chance rear pass. injury/incap. ** Rotors 20% 10% 10% Engines 80% 80% 70% Front side of cockpit 10% 40% 90% Mid-ship side 10% 60% 60% Side hit - Rear 10% 10% 80% Tail section hit 20% 90% 80% Front hit - fuselage 20% 5% 10% Rear hit - fuselage 20% 10% 5% * Note: this seems generous, but remember, this gives the odds of survival of the hit to the aircraft only - there may still be damage from the ensuing crash! If they ve been hit/injured, use the standard FIGURE DAMAGE rules. ** Note: this would only apply where there WAS a passenger section, such as the First Strike helicopter that was available for couple of years. Winged Aircraft (such as the AT Pursuit Craft or the Max Steel jet): Area Hit % chance of aircraft incapacitation % chance of pilot/co injury/incapacitation* Engines 80% 80% Front side of cockpit 10% 40% Mid-ship side 20% 60% Side hit - Rear 10% 10% Tail section hit 20% 90% Front hit - fuselage 20% 5% Rear hit - fuselage 20% 10% CRASH LANDING: When an aircraft engine has been hit (or some other critical part of the aircraft), the aircraft must crash land with no more than a 5/1 glide ratio. In other words, if a player is holding a helicopter approximately 6 feet high, it must crash land within 30 feet of the location where the engine was hit. [We have done this two alternate ways, one was to simply let the player go any direction they wanted to the crash site; the other was to restrict the crash site within 90 degrees of the direction the vehicle was facing when the disabling hit occurred; we decided we liked the first approach for helicopters and the 45 degree approach for winged aircraft -- do what makes sense to you].

10 Aircrew Damage upon Crash Landing: there is more damage if moving than hovering, because we tried to accommodate the factor of airspeed in the crash: Aircraft activity prior to engine damage % chance no dmg % chance superficial damage % chance wounded % chance incapacit ated % chance killed Hovering Traveling (low speed) Traveling (high speed)

11 ATTACHMENT 1- Equipment List The weight a person carries affects his movement rate. An individual soldier may not carry more than his maximum capacity of 40 lbs in combat. Should a soldier exceed that weight, he may not fight until he sheds weight to reduce his load to 40 lbs or less. For every 5 lbs over 40, the figure s movement rate is reduced by 10%. See equipment list (Attachment 2) for item weights. (Note: If you re using the OPTIONAL RULES: PERSONAE, MANPOWER, RANK, and SKILLS, then the soldier may carry no more than 1/2 of his Strength score in combat. For every 5 lbs over that character s capacity, his movement rate is reduced by 10%.) Equipment List Item wt (lbs) Uniform Shirt (BDU) 3 Uniform Trousers (BDU) 2 Patrol Cap / Boonie 1/4 Field Jacket 4 Parka 7 Boots 3 Web Belt 1 Web Harness 1 Canteen 1/2 Canteen Cup and Stove 1 Canteen Cover 1/2 Camelbak (empty) 1 Water (per quart) Helmet, Steel Helmet, Kevlar Buttpack 1 Backpack - Small (Day) 1 Backpack - Med (ALICE) 2 Backpack - Lg (ALICE) 3 Backpack Frame w/shelf 3 Knife and Sheath 1 Boot Knife 1/2 Pocket Knife/Leatherman 1/2 Pen Knife 1/4 Hand Axe 1 1/2 Folding Shovel & Cover 3 Machete and Sheath 2 Wire Commando Saw 1/4 Wire cutters 1 Poncho 1 Sleeping Bag - Cold Wx 5 Sleeping Bag - Regular 4 Duffel Bag 3 Tent - (2 man pup tent) 5 Tarp (or rainfly) 2 Signal Mirror 1/2 Cordless Spotlight 4 Flashlight (2x D cell) 1 1/2 Mag-Lite (3x D cell) 2 Shure-Fire TAC light 1/2 GPS 1 Compass 1/2 Handie-Talkie 1 1/2 Cell Phone 1 Walkie Talkie (WWII) 9 Night Vision Goggles 2 Night Vision Binoculars 2 1/2 Night Vision Scope 3 Maps and Case 1 Binoculars 1 1/2 Rappelling Harness 2 Tac Pack Rope Duffel ft rope 1 +8 Rope - mil spec (600 ) 40 Carabiners (set of 4) 1 Ascender 1 Parka 7 Snowshoes Skis and Poles Ammo Can (.30 empty) Shooting Glasses Shooting Muffs 1 Gun Cleaning Kit (field) 1/2 Handgun (full size) 2 1/2 Handgun (pocket) 1 1/2 Rifle, Hunting 6 Rifle, Lever-Action 6 Shotgun, 12ga pump 6 1/2 M-14 8 M1 Garand 9 1/2 M1 Carbine 5 1/2 M-3 Grease Gun Thompson.45 SMG M-16 6 M-16 Carbine Uzi 7 Mini-Uzi 6 1/2 Uzi Pistol 4 HK MP5 6 MP5KA4 (no stock) 4 MP5D-PDW (folding) 6 MP5SD (fold. w/supp) 7 HK G36 (.223) 7 HK 33 (.223) 8 HK G3A3 (.308) 9 1/2 HK 21E (.308) 20 HK PSG1 (.308) 18 Fabrique Nationale AK-47 Dragunov.30 Browning MMG.30 Browning Tripod.50 HMG.50 HMG Tripod Scope, NVG 2 Scope, Large 1 Scope, Small 1/2 Bayonet and sheath Ammo (per 10 rounds) 9mm / / x x 54R Flamethrower 60 Bazooka (60mm) 13 1/4 Bazooka Rockets 3 Grenades 1 Mortar (M-19) 45 Mortar Rounds 3 Claymore Mines 5 1/2 Dynamite, 5-stick&timer Field Telephone 19 Wire Roll 2 Field Radio

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ARMORED FIGHTING VEHICLE COMBAT:

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