Table: armor piercing rounds vs. armored fighting vehicles

Rules for Miniature Wargaming

Table (aimed) hits by armor piercing rounds on AFVs

Roll (2D6) Effect Consequence
2,7 Ammo storage hit / vehicle explodes
  • All crew members die
  • The burning vehicle may not be used as cover
  • The burning vehicle blocks line of sight
  • Adjust combat score (cost of vehicle plus cost of crew)
3,8,12 Armor pierced
  • Mark the vehicle with a pierced token
  • 2 pierced tokens will make the crew bail
  • Crew has to pass a morale check (one check for all members)
4,9 Immobilized
  • Mark the vehicle with an immobilized token
  • 2 immobilized tokens will make the crew bail
  • Crew has to pass a morale check (one check for all members)
5,10 Crew member killed
  • Adjust the die showing how many crew members are alive
  • Vehicles that are manned by less than 50 percent of the crew needed will loose one action
  • Crew has to pass a morale check (one check for all members)
  • Adjust combat score
6,11 Gun damage
  • Mark vehicle with a gun damage token
  • Roll 2D6 to check if the main gun or (one of) the secondary gun(s) is damaged - a roll lower than 7 will have the main gun damaged
  • Crew has to pass a morale check (one check for all members)
Successfully aimed hit on the tracks/tires (attack roll with penalty of -2) Immobilized
  • Mark the vehicle with an immobilized token
  • 2 immobilized tokens will make the crew bail
  • Crew has to pass a morale check (one check for all members)
Successfully aimed hit at turret (attack roll with a penalty of -3) Turret jam
  • Mark the vehicle with a turret token
  • Vehicle may not turn its turret for the remainder of the game
  • Crew has to pass a morale check (one check for all members)