THE OFFICIAL WEBSITE OF THE HAMMER’S SLAMMERS
THE CRUCIBLE RULES SYSTEM HANDBOOK
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Page 2
John Treadaway - October 2016
Can Combat Engineering Vehicles be used with Mines?
And what about vehicles that already have mine clearing capabilities?
Mine Clearance with CEVs
When clearing mines, CEVs operate like the
systems fitted to the front of (for example)
Slammers Blower tanks and some Combat Cars.
They can check out any mine counter laid on the
table within Point Blank range to see if it is a
dummy counter or a real mine using a quality roll
for 1LP to get a definite result (and employing
the 1-2-4 rule if necessary).
Any unit can do this, of course, but the CEV will
be treated as one quality level up and so will
have a better chance of an accurate
identification.
The CEV can then simply remove the mine and -
if it has LPs to spend on movement in that turn -
move on - either through the gap it has created
or onto other mines. Slammers blowers and
similar vehicles are, of course, only set up to do
this once per vehicle within a game (their anti-
mine launcher has to be reloaded manually) but
CEV's may do this as often as required (they
have a special magazine feed system).
Ground Penetrating Rockets
Late Slammers Blower tanks have an almost
unique feature - bunker busting rockets.
Altough they don’t appear on the play sheets (as
they are rarely used in a game) the M2A4 Blower
tanks onwards are equipped with a pair of 12cm
Ground-penetrator rockets mounted in the rear
hull and fired through the plenum chamber.
Guided by the vehicles sensors and AI the
vehicle can be positioned by the 'Booster' AI
system over tunnel complexes or underground
chambers and fired directly downwards into the
soil. The CEV vehicles carry a similar rocket
device.
Effect
What this means in game terms is: If a
Slammers Bower tank or a CEV drives over any
structure in a game which has a defensive value
- examples might be a bunker complex or even a
bridge crossing a river or road system - the
bunker buster rockets can be deployed.
The effect of this is a single attack made as if
two heavy ATGWs were fired downwards onto
the structure. A quality roll is made for each
missile to see if they hit and the results resolved
in the normal fashion; this may only be done
once in a game (whether it’s a Blower or a CEV)
and there is no defence against it beyond the DV
of the structure itself (typically a DV of 8 or 9)
Ambulances
This is a stage up from the Elite skill Medic. A
vehicle can be allocated, like an ARV or a CEV,
at one per detachment, same costs and DV etc
as a Command Vehicle. Like the CEV, these
specialist medics operate at one level of quality
higher than standard (Untrained to Trained;
Trained to Veteran; Veteran to Elites but Elites
stay elites).
Effect
In any given turn an Ambulance vehicle may
draw along side (within Point Blank range) an
infantry TU that has been killed (either by direct
fire or through suppression markers) or just
suppressed in that turn. An LP is spent and a
quality roll is then made to achieve a success in
either case. The result is all suppression is
removed (drugs are a wonderful thing…) or the
infantry TU can be brought back 'from the dead'.
Note that this requires that - if an infantry TU is
killed - while it would normally be simply removed
(or, if the Elite Skill of Field Medic is present they
could attempt to 'heal thyself') - in this case it
must be marked as 'dead' to be removed with the
destroyed vehicles at the end of a turn, giving a
chance for the Ambulance to reach them. Deaths
can not be addressed over into the next turn - the
patients were just not reached in time - but
suppression markers can still be removed in
following turns if the ambulance can get to them
and administer the happy pills…
Also Note that the Elite skill of Medic - which
requires no QR roll but a straight 6 on the dice - if
it is paid for with a detachment can be used in
conjunction with this additional facility: Medic:
This TU has been trained and equipped to care
for injured troops. If the TU is killed (either by
direct fire or through suppression markers) roll
1d6 - on a 6 the TU remains on the table.
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