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renegadelegionneveren dingoffensive - Catsden.net

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RVLS<br />

DA M AG E RV L E S<br />

Vehicle Damage Rules<br />

These rules are for Interceptor and Centurion.<br />

Affecting the way damage is recorded and in some<br />

cases, the way internal components are damaged or<br />

destroyed, these alternate rules essentially follow<br />

the standard Centurion model of damage notation,<br />

save the “shape” of the tank and the “shape” of the<br />

internals. Furthermore, this system has been adapted<br />

to Interceptor as well, unifying the two systems in<br />

terms of damage demarkation. (While the Interceptor<br />

rules are great as they stand, this way is faster, can be<br />

a bit more interesting, and in times of the two games<br />

meeting, the unification helps make more sense)<br />

The change in the vehicle’s record now takes more<br />

into account the actual internal layout of a tank/<br />

interceptor. As well, more related information is now<br />

shown on each sheet. One sheet is now required per<br />

tank, however, rather than one per platoon, so this is<br />

a bit of a drawback. Nevertheless it is worth this extra<br />

photocopying expenditure.<br />

New record sheets are provided at the end of this book.<br />

Permission granted to photocopy for personal use.<br />

Before play, fill out the appropriate record sheet, much<br />

as one did under the standard rulesheets.<br />

Recording Damage is done exactly as it is on the<br />

standard Centurion record sheet. Apply damage to<br />

the appropriate armour facings, using the templates,<br />

rolling for column, and so on. Armour is widowed, and<br />

damage continues internally just as under the Centurion<br />

rules, with no changes.<br />

However, internal components are not destroyed in the<br />

same way. Instead of expiring on the first hit, a die is<br />

rolled versus a target number, based on the accumulated<br />

damage, to see if the component survives or is wasted.<br />

Destroyed pieces of equipment hamper the vehicle just<br />

as described in the Centurion or Interceptor rules; the<br />

only change is the method of determining if and when<br />

they are rendered out of commission. If a component<br />

has two locations, it is the total damage done on both<br />

locations that is used when referencing the item’s Save<br />

Target Number. Note that both locations do not need to<br />

be hit for the item to be rendered inoperative, all that is<br />

required is a failed roll.<br />

There are certain cases when a vehicle does not<br />

have a particular element, yet it is still listed on the<br />

record sheet. (The Infantry Bay is the most common<br />

occurrence, but it can also be one of the Weapon<br />

Locations. Laser Capacitors also count as ammo (they<br />

can explode) so not having any missiles, gauss or MDC<br />

weapons does not exclude one from having an ammo<br />

bay. Unless your vehicle isn’t carrying _any_ weapons,<br />

you have an ammo bay. -grin-) When this situation<br />

arises, the following rule applies to damage incurred<br />

on the record sheet: The location absorbs damage and<br />

acts normally for the first hit it takes, but for the first<br />

hit _only_. Immediately following the first weapon<br />

strike, _all_ boxes for that component are marked off<br />

as destroyed. Essentially, the component no longer<br />

exists there.<br />

Ex: A Trajan tank takes a hit on it’s Stern facing from a<br />

Liberator. The 5/6 laser and the 150mm strike the tank.<br />

The 150 rolls the number 5 column, which already<br />

reaches 2 boxes into the tank, while the laser hits the<br />

number 6 column, which still has 4 points of armour<br />

on it. The laser, having been fired first, manages to<br />

bore a hole into the (truthfully non-existent) infantry<br />

compartment. The one point of damage is assessed,<br />

and then the _entire_ infantry compartment is<br />

scratched out. Next, the 150’s hit is assessed. With<br />

the infantry compartment gone, the APDS shell sails<br />

into the Power Plant, crumpling it. HOWEVER, if the<br />

weapon hits had been reversed, the 150mm would have<br />

done but 3 points of damage to the engine (the infantry<br />

compartment working to its fullest extend during its<br />

first hit), and the 5/6 laser would have done nothing<br />

save taken off more armour and ballistic protection.<br />

(Unless the Alternate Laser Damage rules are being<br />

used from the Technical Update, in which case a whole<br />

point of damage would have been inflicted upon the<br />

Power Plant).<br />

It may sound a bit complicated, but in practice, it isn’t.<br />

The Damage Assesement tables on the following pages<br />

represent the target number required to be rolled to<br />

avoid a section being destroyed. The top row represents<br />

the amount of damage done to the component (in # of<br />

boxes done) while the second row is the target number<br />

itself. Many modules have a second save to prevent the<br />

item from shorting out for one turn. If this roll fails, the<br />

item is unusable the following turn, but is functional<br />

the turn after that (provided it isn’t destroyed or shorted<br />

out again). Too speed up play, it is suggest both saves<br />

(Destroyed and Short) be rolled simultaneously on<br />

different coloured dice.<br />

XXIV

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