THE OFFICIAL WEBSITE OF THE HAMMER’S SLAMMERS
THE CRUCIBLE RULES SYSTEM HANDBOOK
Click thumbnail to enlarge
GO BACK TO PAGE 2
Page 3
GO FORWARD TO PAGE 4
John Treadaway - February 2015
How does this work in practice?
So - let's set up a specific example. 6 Alaudae
Legion infantry TUs (Close Assault: 4) try and
close assault a Thunderbolt Division Br59
Dragoon 2 T/ICV - defensive values F10, S 10,
R 8, T 7.
The Dragoon 2 has a Drozd 6 Anti-Buzzbomb
(and Anti personnel) system mounted in every
angle except the rear so it may fire on any
infantry that get within close range.
So only four infantry TUs can actually
make base contact with the vehicle
(even if more could, only four count)
so the Alaudae player holds those
two back in a better defensive
position and out of range of the
Thunderbolt AFVs anti-personnel system. Those
four infantry TUs assault all aspects of the AFV
so one on the front (Defensive value of 10) one
on each side (also a Defensive value of 10) and
one at the rear (DV of 8) (click on illustration,
above).
Before they close, however, three of these are
attacked with the anti-buzzbomb system as they
get within Close range (the one attacking on the
rear arc is spared this) and a die is bowled for
each of those three as they move (in their
movement phase 4). The result of those die rolls
are a 4, 6 and 5 so - on the basis that a 4+ is
needed to achieve a hit - all three of them are hit
as they run towards the vehicle.
The anti-buzzbomb system has a firepower of
3/1 (so 3 against infantry) and so 3 is added to a
dice roll to attack the infantry (who, wearing
body armour, have a DV of 6). A roll of a 1, 4 and
6 (added to a 3 = results 4, 7 and 9)
means that two infantry TUs are killed
as they come in and one is
suppressed: the TU stops in its tracks
and goes to ground (receiving one
suppression marker).
Result, two infantry TUs are killed (let's say the
two on the sides), one is suppressed (let's say
the one assaulting the vehicles front) but one
makes it into contact with the AFV (at the rear)
and it may then proceed to close assault it in
phase 6. (click on illustration, above).
If more than one had made it, those infantry TUs
would have added their close assault values
together and bowled 2 dice and added that to the
total (see further down). As only one actually
made it, it just adds its Close Assault value of 4 to
the 2D6 it rolls. Let's say a 2 and 4 were bowled
so (4+2+4=10) that's enough to defeat the AFV's
rear armour of 8. No Overkill is allowed so a
straight damage roll (a 1 to 6) will see if they've
managed to destroy or just disable the AFV.
Let's continue the example:
Let's say that they achieved a roll of a 1: not a kill
but the result of "Stalls: no move or fire next
turn". The Dragoon is immobilised and unable to
fire even its anti-personnel system the next turn.
So - in that following turn - the two other Alaudae
infantry leave their cover and move in to carry on
the assault and, as the guys at the rear of the
Dragoon survived and are, therefore, in their
second round of close assault, they may now
climb on the vehicle roof.
The Alaudae now have three infantry
TUs in contact with the AFV, one on
the rear (DV8) one on the side
(DV10) and one on the roof (DV7).
The three Close assault values (of 4)
are added (making 12 in total) and the most
advantageous spot is picked to attack: the roof.
However, irrespective of what the result of the two
dice they roll is (or even where they chose to
attack) they have enough firepower to breech the
armour again anywhere on the vehicle. (click on
illustration, above).
To see what result they achieved, they bowl again
on the damage chart and get a result of, say, 5.
This means that the vehicle is “Destroyed” but
not catastrophically meaning that, had they not
already debussed the infantry that the Dragoon
was carrying in a previous turn (in this example!)
theat TU would have stood a chance to have
cleared the vehicle using the "What happens
when a troop transport is hit" rules on page
117 of The Crucible. Note that, if the destruction
had been catastrophic (a result of a 6), then they
could not have escaped the conflagration.
It is easier to play than it sounds... To say it -
again - as "Short and sweet":
Make a total of the results on each side.
Then add 2d6 and - if you equal or beat the
easiest/most advantageous armour DV,
you've damaged the AFV.
Then bowl a D6 to find out how badly
you've ruined his day!.