In order to abstract tank battles for a situation without a map, the following rules are presented:
For each combat turn, each driver must choose one of three options: Change Range (pursuing or fleeing), Maneuver (for positioning without regard to range), and Go Hull Down (for best defense). Based on the below chart, each maneuver interacts a certain way and provides the listed advantages and disadvantages.
Tank 1 Driver |
Tank 2 Driver |
Range |
Tank 1 Facing |
Tank 2 Facing |
Other |
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Change Range |
Change Range |
Winner changes range by up to 1 in their favor. If both tanks are increasing or both tanks are closing, change range by 2. |
Front if reducing range or enemy is increasing range, Rear if increasing range |
Front if reducing range or enemy is increasing range, Rear if increasing range |
If Range is shifted closer than Adjacent, increase range to Close as tanks overshoot unless a ram is successful. |
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Change Range |
Maneuver |
Tank 1 success changes range by up to 2 in Tank 1's favor, Tank 1 failure by up to 1. |
Front if reducing range or enemy is increasing range, Rear if increasing range |
Random if Tank 1 wins driving. Tank 2's choice if Tank 2 wins Driving |
If Range is shifted closer than Adjacent, increase range to Close as tanks overshoot unless a ram is successful. |
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Maneuver |
Maneuver |
Unchanged |
Tank 1's choice if Tank 1 wins Driving Tank 2's choice if Tank 2 wins Driving |
Tank 1's choice if Tank 1 wins Driving Tank 2's choice if Tank 2 wins Driving |
Either party may declare a range increase of 1 prior to firing. |
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Change Range |
Hull Down |
Tank 1 success changes range by up to 3 in Tank 1's favor, Tank 1 failure by up to 2 |
Front if reducing range or enemy is increasing range, Rear if increasing range |
Random if Tank 2 wins driving. Tank 1's choice if Tank 1 wins Driving |
Hits on Tank 2 to other than turret location are negated if Tank 2 succeeds at Driving, regardless of winner. If Range is shifted closer than Adjacent, increase range to Close as tanks overshoot unless a ram is successful. |
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Maneuver |
Hull Down |
Tank 1 success changes range by up to 1 in Tank 1's favor, unchanged for Tank 1 failure. |
Tank 1's choice if Tank 1 wins Driving Random if Tank 2 wins Driving |
Tank 1's choice if Tank 1 wins Driving Random if Tank 2 wins Driving |
Hits on Tank 2 to other than turret location are negated if Tank 2 succeeds at Driving, regardless of winner. If Range is shifted closer than Adjacent, increase range to Close as tanks overshoot unless a ram is successful. |
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Hull Down |
Hull Down |
Unchanged |
Tank 1's choice if Tank 1 wins Driving Tank 2's choice if Tank 2 wins Driving |
Tank 1's choice if Tank 1 wins Driving Tank 2's choice if Tank 2 wins Driving |
Hits on either Tank to other than turret location are negated if that Tank succeeds at Driving, regardless of winner. |
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Ramming |
If a maneuvering vehicle closes range to adjacent, a ram may be conducted with a successful Driving test. The facing sides are determined as above. Possible orientations are Head-on, T-bone, and Sideswipe according to the table below: |
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Tank 1 Facing |
Tank 2 Facing |
Collision Type |
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Left/Right |
Left/Right |
Sideswipe |
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Front |
Left/Right |
T-Bone |
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Front |
Front |
Head-On |
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Front |
Rear |
Sideswipe |
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The Armor affected by a collision is same as the facing used to determine the collision type. |
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Collision Type: |
Damage to Attacker |
Damage to Defender |
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Sideswipe |
2d6-2 |
2d6 x Rammer's Drive Effect |
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T-Bone |
Lesser of Rammer's Top Speed or Defender's Facing Armor |
Lesser of Rammer's Top Speed or Facing Armor |
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Head-On |
Rammer's Top Speed + Lesser of Target's Top Speed or Facing Armor |
Min of Rammer's Top Speed/Facing Armor + Target's Top Speed |
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