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GM HANDBOOK PDF

GM handbook for SnC

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<strong>GM</strong> <strong>HANDBOOK</strong>:<br />

Has control of tank type, enemy tanks, everything. you are a god. think up a location and then draw an<br />

enemy card. you decide when the enemy shoots and where it moves. d20s are easy way to decide on<br />

these things below 10 being fail, 11+ is passing.<br />

on hit w/ penetration, decide what happens. For beginners, use this<br />

STUNNED CREW: 1-2 all Crew has -2 on next rolls -2HP<br />

ENGINE FIRE: 3-4 -5HP<br />

AMMUNITION IGNITION: 5-10 loader and driver take 5 damage. up to you as <strong>GM</strong> for tank damage.<br />

TANK TREAD BREAK: 11-14 unable to move until crew repairs it -5HP<br />

TURRET RING DAMAGE: 15-19 -6 on gunner’s roles until repaired -7HP<br />

CRITICAL HIT: 20 Tank detonates, killing all crew.<br />

Experienced <strong>GM</strong>s will decide where the tank shell will hit the tank, killing or disabling 1 or 2 crew. The<br />

video game "Warthunder" has a tank combat system that is an excellent representation of this.<br />

Search is looking for a concealed object or enemy<br />

Dexterity is used to reload weapons<br />

Command is used to override opposing decisions<br />

Repair is self-explanatory<br />

Medical is self-explanatory<br />

CHARACTER CREATION:<br />

Roll d20 +5 for health<br />

choose role.


This game can be played for fun or highly realistic. up to players and gm.<br />

After testing this is how I perceived gameplay:<br />

1. Roll search to detect the enemy tank<br />

(or choose to suppress target)<br />

2. Roll to load the correct shell into tank gun<br />

3. Roll to aim (search)<br />

4. Fire<br />

5. <strong>GM</strong> chooses where the shell hits and what happens. or rolls d20 for damage table and gives whatever<br />

bonus based on where the shell impacted<br />

6. If the player tank fails 1st search roll then the enemy tank gets to fire<br />

7. Enemy rolls to load<br />

8. Enemy rolls to aim<br />

9. Enemy Fires<br />

10. <strong>GM</strong> decides what happens<br />

Generally, I believe that a simple story could be to take out 5 random tanks to win. Death of the player<br />

tank is completely up to you as <strong>GM</strong>, but can be random if following basic damage rules. Make sure you<br />

have a decent story while playing to keep the players interest, because I mean we all love a good story :)<br />

I have played the more arcade-esc version (HP instead of realistic ammo detonation or crew<br />

incapacitation) so changes are yet to come.


FIRST CAMPAIGN<br />

Start your crew out in a Sherman Firefly, one of the<br />

most renowned British tanks of ww2. 76.2mm gun with<br />

30cal coaxial. Their mission will be to take out 5 tanks in the European Theatre. Softening up the front<br />

line for our troops to advance on.<br />

As they enter the battlefield, I suggest throwing a pillbox at them. It will not damage the tank but its<br />

destruction is required for our troops to advance. Optional; have the pillbox suppress the tank, giving -2<br />

to all rolls made while the pillbox is still up.<br />

After the pillbox is destroyed, have the crew make its way onto a main road. Have the commander make<br />

a search roll, if they roll a 7 or lower, a landmine explodes under the right tread and it is disabled until<br />

repaired. Once repaired or passed, draw an enemy card. This enemy has been watching the road for a<br />

tank to ambush. Have the enemy tanks crew roll as specified, the gunner will ask the loader for an<br />

Armor piercing shell, roll a d20 to see if the loader heard him correctly. If no, have the loader give the<br />

gunner a High explosive shell(deals no damage to Firefly). Roll a d20 for the enemy gunner to aim the<br />

tank. If unsuccessful, nothing happens and it is now the players turn. If the tank aims and fires on the<br />

tank, roll for the damage table.<br />

Now that the player tank has been alerted to the enemy’s presents, have the commander roll for search.<br />

If the commander fails, have the enemy tank shoot again. If not, your crew will take care of the rest.<br />

Keep the tanks fireing until one is dead.<br />

If the enemy tank is down, keep moving along the main road. Have another enemy appear but inactive<br />

for the crew of that tank is resting. Player tank gets first shot and the enemy tank crew has -3 to all rolls<br />

for they are still weary from rest.<br />

Once the player tank has won, keep moving forward.<br />

Have the commander roll for search. If he fails, a panzerfaust hits the behind of the tank and roll for<br />

damage. If he passes, commander spots some enemy AT infantry in the treeline to the left. Have the<br />

machinegunner suppress the treeline, killing the AT group.


Once again have the commander roll for search down the road and if passes, they spot a small town off<br />

to the left. If not, keep driving when a tank shoots the right side, rolling for damage; proceed to fight this<br />

tank.<br />

If the commander spots the town, they also spot an enemy in the town which is staring straight at them.<br />

Player tank gets first shot. Fight the tanks until one is dead, if the enemy is dead, congratulations, your<br />

crew has successfully completed the objective and has won.

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