AFV DAMAGE TABLES

Use these tables after hitting a tank, if shooting at the tank with an AT gun, an infantry AT weapon, or the main gun of another tank, to see what happens to the lucky tank.


For American Bazookas, use tables 21t or 21h for hull and turret hits.
For German Bazookas and PIATs, use 22t or 22h.
For Panzerfausts, use 23t or 23h.
Gammon Grenade, Russian AT grenade, Grenade cluster, or Lunge mine, use table 23t or 23h for turret or hull hits.

To give some guidance in classifying armored vehicles, for the USA: Stuart tanks would be considered "light", Sherman tanks would be considered "medium" and Pershing tanks would be considered "heavy".

For Great Britain: Stuart tanks would be considered "light", Shermans or Cromwell tanks would be considered "medium" and Churchill tanks would be considered "heavy".

For Germany: The 8-wheeled armored cars or PzII tanks would be considered "light", PzIII and PzIV tanks would be considered "medium" and Panthers and Tigers would be considered "heavy".

For Russia: The T-60/70 recon tanks would be considered "light", T-34 tanks would be considered "medium" and KV or JS tanks would be considered "heavy".

Note: This is not an armored game. The tanks are dinosaurs who stalk the table hunting and hunted by the soft and lightly armed infantrymen. Even on a very large game, I would not use more than two tanks on one side.


AFV DAMAGE TABLES - Roll D100

Table #21t (Turret)
1-10 main gun out of action, - no repair
11-20 Coaxial MG out of action - no repair
21-30 Turret Jammed - repair level Difficult
31-35 Gunner's optics destroyed - repair level difficult
36-45 Test each turret crewman for damage 50% chance of hit w/10 rounds 46-50 vehicle destroyed
51-60 Crewmen flung from seats, takes 1 card to regain seats, test AFV Morale 61-70 Vehicle on fire
71+ Test AFV morale, no other effect

Table #21h (Hull)
1-10 Engine destroyed -no repair
11-20 Transmission hit, no movement till fixes - repair Level Moderate
21-30 Engine fire! - Repair level complex - AFV morale test, if failed abandon vehicle. Each card after first, roll a D100. Vehicle destroyed on 1-20.
31-45 External fuel tank set on fire, treat as above. Can't fight fire W/O exiting vehicle.
46-50 Fragmentation inside fighting compartment - test each crewman for damage 50% chance of hit w/10 rounds
51-60 AFV destroyed
61-70 track or suspension hit, no movement for rest of game
61+ Test AFV morale, no other effect

Table #22t (Turret)
1-10 main gun out of action, - no repair
11-20 Coaxial MG out of action - no repair
21-30 Turret Jammed - repair level Difficult
31-35 Gunner's optics destroyed - all fire must be from commanders station - no repair 3645 Test each turret crewman for damage 50% chance of hit w/15 rounds
46-55 vehicle destroyed
56-65 Crewmen flung from seats, takes 1 card to regain seats, test AFV Morale
66-75 Vehicle on fire
76+ Test AFV morale, no other effect

Table #22h (Hull)
1-10 Engine destroyed -no repair
11-20 Transmission hit, no movement till fixes - repair Level Moderate
21-30 Engine fire! - Repair level complex - AFV morale test, if failed abandon vehicle. Each card after
first, roll a D10. Vehicle destroyed on 1 or 2. 3145 External fuel tank set on fire, treat as above. Can't fight fire w/o exiting vehicle.
46-55 Test each crewman for damage 50% chance of hit w/15 rounds
56-65 AFV destroyed
66-75 track or suspension hit, no movement for rest of game
76-79 Driver Killed, other crew test as 46 above
80-84 Co-driver killed, other crew test as 46 above
85+ Test AFV morale, no other effect

Table #23t (Turret)
1-10 main gun and co-axial machine gun out of action, - no repair
11-25 Turret Jammed - no repair
25-28 Gunner's optics destroyed - all fire must be from commander’s station - no repair
29-35 Test each turret crewman for damage 50% chance of hit w/20 rounds
36-58 vehicle destroyed
59-66 Tank commander killed, other crewmembers test as 29 above.
67-74 Crewmen flung from seats, takes 1 card to regain seats, test AFV Morale
75-89 Vehicle on fire
90+ Test AFV morale, no other effect

Table #23h (Hull)
1-15 Engine destroyed -no repair
16-25 Transmission hit, no movement till fixed - repair Level Moderate
26-35 Engine fire - Repair level complex - AFV morale test, if failed abandon vehicle. Each card after first, roll a D10. Vehicle destroyed on 1 or 2.
36-45 External fuel tank set on fire, treat as above. Can't fight fire w/o exiting vehicle.
46-55 Test each crewman for damage 50% chance of hit w/20 rounds
56-77 AFV destroyed
79-85 track or suspension hit, no movement for rest of game
86-89 Driver and co-driver Killed, other crew test as 46 above
90+ Test AFV morale, no other effect

Table #24t (Turret)
1-10 main gun and co-axial machine gun out of action, - no repair
11-25 Turret Jammed - no repair
25-28 Gunner's optics destroyed - all fire must be from commanders station - no repair
29-35 Test each turret crewman for damage 50°/6 chance of hit w/25 rounds
36-60 vehicle destroyed
61-66 Tank commander killed, other crewmen test as 29 above.
67-72 Gunner killed, other crewmen test as 29 above.
73-74 All crewmen in turret killed, survivors test morale.
75-94 Vehicle on fire
95+ Test AFV morale, no other effect

Table #24h (Hull)
1-15 Engine destroyed -no repair
16-25 Transmission hit, no movement till fixed - repair Level Complex
26-35 Engine fire! - Repair level complex - AFV morale test, if failed abandon vehicle. Each card after first, roll a D10. Vehicle destroyed on 1 or 2.
36-41 External fuel tank set on fire, treat as above. Can't fight fire w/o exiting vehicle.
42-45 Ammunition locker hit, smoldering fire. Crew must abandon tank. Roll each turn with D10: 1-5 vehicle blows up. 6+ fire is out, may re-enter tank.
46-55 Test each crewman for damage 50% chance of hit w/25 rounds
56-80 AFV destroyed
81-89 track or suspension hit, no movement for rest of game
90-96 Driver and co-driver Killed, other crew test as 46 above
97+ Test AFV morale, no other effect

Table #25t (Turret)
1-10 main gun and co-axial machine gun out of action, - no repair
11-15 Turret Jammed - no repair
16-19 Gunner's optics destroyed - all fire must be from commander’s station - no repair
20-35 Test each crewman for damage 50°/6 chance of hit w/25 rounds
36-69 vehicle destroyed
70-80 All crewmen in turret killed, survivors test morale.
81+ Vehicle on fire

Table #25h (Hull)
1-20 Engine destroyed -no repair
20-25 Transmission hit, no movement till fixed - repair Level Complex
26-35 Engine fire! - Repair level complex - AFV morale test, if failed abandon vehicle. Each card after first, roll a D10. Vehicle destroyed on 1 or 2.
36-41 External fuel tank set on fire, treat as above. Can't fight fire w/o exiting vehicle.
42-45 Ammunition locker hit, smoldering fire. Crew must abandon tank. Roll each card with D10: 1-5 vehicle blows up. 6+ fire puts itself out, crew may re-enter tank.
46-55 Test each crewman for damage 50% chance of hit w/25 rounds
56-85 AFV destroyed
86-92 track or suspension hit, no movement for remainder of game
91+ Driver and co-driver Killed, other crew test as 46 above

MOVEMENT SMALL ARMS
MACHINE GUNS
HAND GRENADES
H.E. SHELLS SPECIAL WEAPONS
AFV RULES
AFV DAMAGE
TANK AND A.T. GUNS INFANTRY AT WEAPONS
SMOKE
HAND TO HAND
MORALE WOUNDS AND DEATH INTRODUCTION OUTSTANDING SOLDIERS

DAMAGE CHART


Return to SKIRMISH RULES' Introduction & Table of Contents

Return to the Jackson Gamers' Rules

Return to the Jackson Gamers' Homepage


Angelfire - Free Home Pages
Free Web Building Help
Angelfire HTML Library
htmlGEAR - free polls, guestbooks, and more!

Thank you for visiting The Jackson Gamers' pages at Angelfire. Please come back and visit again!