Beruflich Dokumente
Kultur Dokumente
RULES: PAGE 2
1. Introduction
2. Game Parts and Terms
2/1
2/2
2/3
2/4
2/5
2/6
2/7
2/8
2/9
2/10
2/11
3. Course of Play
3/1
3/2
4. Squad Generation
5. Operations
5/1
5/2
5/3
5/4
5/5
5/6
5/7
5/8
5/9
Paragraph Checks
Soldier Stances
Actions During Operations
Sightings
Conditions
Event Checks
Perception Checks
Activation Checks
Random Determination
6. Action Rounds
3
3
3
4
4
4
6
6
6
6
6
6
8
8. Line of Sight
8/1
8/2
8/3
9. Fire Combat
9/1
9/2
9/3
9/4
9/5
9/6
9/7
9/8
24
24
24
25
25
25
8
8
13. Damage
25
13/1
13/2
13/3
13/4
13/5
13/6
25
26
26
26
26
26
9
10
..10
10
10
10
...11
..11
.11
.11
.12
.17
.17
.17
.17
Panic Results
Wound Results
Incapacitation Results
Kill Results
Penetration Results
Aimed Automatic Weapon Fire
12
17
Boobytrap Procedure
Minefield Procedure
23
23
23
23
Action Sequence
..12
Activating German Soldiers
..13
Command and Commanders
..13
17.
Panic
..14
US Soldier Awareness
..14
German Activation During Rounds. . . . ...........14
Performing Actions During R o u n d s . . . . ...........14
German Actions
..15
German Action Paragraph E x a m p l e s . . . .........16
German Activation When US
Soldiers Have Yet to Enter
.16
6/11 Condition Changes During Rounds
.16
7/1
7/2
7/3
7/4
23
12/1
12/2
6/1
6/2
6/3
6/4
6/5
6/6
6/7
6/8
6/9
6/10
7. Movement
Grenade/Satchel Charge
Combat Procedure
Grenade Strike PC Check
Grenade Scatter
Satchel Charges
16/1
16/2
16/3
16/4
Campaign Procedure
Combat Point Awardss
Improving Soldier Characteristics
Replacements
Vehicles
25
25
27
27
27
28
28
28
29
29
29
18
33
.18
.18
.20
33
21
34
.21
.21
.21
21
22
22
22
22
35
36
37
38
1. Introduction
Ambush! is a tactical level solitaire game of man-to-man
combat on the western front in World War II. It depicts
small unit actions in great detail and, for the most part, accurately. However, it should be understood that more happens in a single Ambush! mission than an average soldier
encountered in an entire battle historically. Thus, you and
your squad are an elite group that gets into an extraordinary amount of combat and adventure during your missions.
Since Ambush! is a solitaire game, the presence of the
Germans is hidden from you until you discover them. Furthermore, you never know what the Germans will do until
their intentions are revealed during play. We have attempted to encrypt the German moves and strategies as
best we could. However, the German actions and hidden intelligence procedures we use are simple and can be easily uncovered. We highly recommend that you not break them,
because one of the main pleasures of this game is being surprised during play by the things the Germans do. The
reason for the game's title will become obvious in very short
order.
It is possible to play Ambush! with two players. In fact,
the game can be particularly fun when played this way. The
best two-player game is to divide your squad into two
groups of four soldiers each. Each player should receive at
least one commander. Equipment should be split evenly between the two half-squads as best as you can. The game is
then played as usual with the two of you playing
cooperatively, rather than competitively. It is especially fun
it you limit conversation between yourselves. For instance,
you can talk about strategy and possible moves only when
you each have a soldier preferably the commander
within earshot (two hexes) of each other. You can play semicompetitively by keeping track of the VP's each of your halfsquads earn separately and comparing your totals at the
end of the mission. You can also use these same ideas to play
the game with three or more players. Experiment, because
Ambush! is flexible enough to allow different types of play.
Each Ambush! mission can be played only once,
because after playing it you know its plot, characters, and
mysteries. However, we have found that if you return to a
mission long after you played it the first time, it has some
replay value due to the frailty of human memory. Do not depend on this, however, since you might just remember
anyway. For these reasons, Ambush! missions should be
played carefully and savored for their flavor and uniqueness. We hope you enjoy Ambush! and that it provides you
with many evenings of enjoyment.
GAMES QUESTIONS
If you have questions about the rules, feel free to write
to us. When you do, please word your questions so that we
can respond with a simple one-word answer when possible,
and include a self-addressed, stamped envelope. This will ensure a quick and precise answer to your questions. Mail
them to:
Ambush! Questions
Victory Games, Inc.
43 West 33rd Street, Suite 603
New York, NY 10001
the map. Each letter appears on more than one card, but only appears on one card used per mission.
Type. A word describing the German soldier's primary role
or characteristic, such as officer, sniper, or driver.
Activation Victory Point Award. The number of Victory
Points you receive when the German is activated, regardless
of what happens later with that German.
Conditional Victory Point Award. The number of Victory
Points you receive if something specific happens to the German. Most Germans have no Conditional VP award.
Weapons. All the equipment the German is carrying. Each
German uses his equipment as directed in the paragraphs.
Characteristics. Each German is rated in four areas: Initiative, Perception, Weapon Skill, and Movement Point
Allowance. Some Germans also have a Driving Skill rating.
Some vehicles have a range of ratings, depending on the current status of the vehicle and crew. See 2/10 for explanations
of each characteristic.
Action Table. A matrix used to determine what actions a
German soldier undertakes each time he gets a turn. Usually, the result of a die roll is cross-referenced with the current
Mission Condition (a number from 1 to 6) to yield an Action
Paragraph describing the German's maneuvers. Sometimes, however, a Special Reaction or Self-Preservation
(both indicated by letters) may be in effect for a German, in
which case the die result is cross-reference with the appropriate letter column instead.
Notes. Many soldiers have instructions specifying what
each does when first activated or when other situations arise
during play. Read these notes carefully.
Starshell
Rocket Gantry
Rocket
Trash
Radar
Crashed Plane
Fuel Dump
Antenna
Landmarks represent a variety of special objects and structures not shown on the map that may be encountered during
AMBUSH! RULES:
PAGE
Every US soldier that your squad might encounter during a mission has his own card. Each US card is organized
like a soldier's section on the Squad Record. In addition,
each card has an identity number, an identity letter and, in
some cases, special notes about the soldier when in play.
AMBUSH! RULES: PA GE 7
AMBUSH!
SQUAD RECORD
Victory Games, Inc., grants permission to copy this Squad Record sheet, for
personal use only.
3. Course of Play
3/1 General Course of Play
Ambush! is an unusual game because it is played
solitaire and, unlike other wargames, has no Game-Turns or
Sequence of Play. Although not overly complex, Ambush!
uses a unique game system that may throw you at first. The
system is divided into two parts called Operations and Action Rounds (or simply, Rounds), which toggle back and
forth depending on whether or not there are active Germans
on the map. When no Germans are present, you are in Operations. While in Operations, you can perform any of the Actions listed in 5/3, in any order you choose, one after the
other, without keeping track of Turns, Movement Points, or
anything else.
When the movement of one of your soldiers or a Random
Event triggers the Activation of a German soldier or vehicle, then Operations cease and you immediately begin Action Rounds (6/1). Action Rounds are used to divide time into segments, so that movement and combat can be rendered
in detail. During Action Rounds, your soldiers and the Germans can perform the Actions listed in 6/7. If, at the conclusion of an Action Round, there are no active Germans on the
map, Operations resume. The game can switch back and
forth between Operations and Rounds any number of times
during a mission.
Card marked Condition 1 in the view sleeve so that the Condition 1 side can be read through the slots. Record the Activation Levels for each Condition on the Condition section
of the Squad Record using the values assigned in the mission briefing. Then assemble your squad using the procedure in Squad Generation (4), or use the pre-generated
squad in this booklet. Locate your soldier counters and an
Action Round marker for each that lists that soldier's Initiative Rating. Place each soldier's AR marker on the
Unaware space of the Action Round Track in the column
corresponding to his Initiative. Find the German Action
Number marker and place it on the German Action Number
Track (on any space). You are now ready to begin the mission.
Commence Operations. Enter your soldiers, one or more at
a time, onto the map as instructed in the mission briefing.
Each time a soldier or group enters a hex that contains no
Event marker, make a Paragraph Check (5/1) by looking up
that hex on the view sleeve. If there is a paragraph number
printed in black, look it up in the Paragraph Booklet and
read it. If the result is an Event, make an Event Check (5/6).
If the result is None, continue Operations. If the hex contains an Event marker, no Paragraph Check is made. Continue moving soldiers/groups in any order and direction you
choose, making Paragraph Checks for each hex that contains no Event marker. In addition to moving, you can perform any of the other Actions listed in 5/3. Note that no combat occurs during Operations, although random artillery
strikes or German sniper attacks can occur during some
missions. At some point, a German soldier or vehicle will be
activated by a Paragraph Check or Random Event, at which
time Action Rounds commence (6/2).
AMBUSH! RULES: PA GE 9
Commence Rounds. When a German soldier or vehicle is
activated, Rounds begin. First the German soldier or vehicle
card is located and its counter placed on the map. Then its
AR marker is placed on the Action Round Track in the Complete Space. Then the first Round is begun using the Action
Sequence (6/1). During Rounds, your active soldiers can perform any of the Actions listed in 6/7 as you see fit. This includes combat, movement, and other more specialized Actions. The Germans also perform similar Actions as directed
by their paragraphs. Rounds continue until the last German
vehicle or soldier is killed, incapacitated, captured, or leaves
the map. Then Operations resume as above.
Missions Ends. Each mission ends in a different way, as
described in the mission briefing. Victory is determined at
the end of the mission by totaling the number of Victory
Points you gained during the course of the game (as recorded on your Squad Record) and subtracting from this total
the number of Victory Points you lost. If the resulting total
is equal to or greater than the number listed for Victory in
the mission briefing, you have won. If it is less, you have
lost.
Campaign Update. If you are not playing the game as a continuous campaign, skip this step. Otherwise, perform the
following steps to prepare your squad for the next mission,
as described in Campaign (16). Each surviving squad
member, including incapacitated members, gains Combat
Points. Then, at your option, you can spend each soldier's
Combat Points to increase his Ratings. Finally, generate
replacement soldiers to take the place of those killed during
the mission.
4. Squad Generation
To generate your own squad, you will need a Squad
Record and a piece of scrap paper to keep track of Squad and
Weapon Points as you spend them. The following procedure
is used only to generate an entire squad. If you are playing
the game as a campaign, use the procedure in Campaign (16)
to generate replacement soldiers.
1. Read Mission Briefing
Roll one die and record the Squad Points result in the Squad
Points space on your Squad Record.
3. Roll Once on the Weapon Quality Table
Roll one die and add to it your Squad Quality Table die roll.
Record your Weapon Points result in the Weapon Points
space on your Squad Record.
4. Buy Your Soldiers Using the Squad Member
Cost Chart
Roll one die and cross-reference the result with the soldier's
Initiative Rating to determine his Perception. Record the
Rating in that soldier's PC space on the Squad Record. Roll
separately for each soldier.
6. Roll on the Weapon Skill Table Once per Soldier
Roll one die and add the soldier's Initiative Rating to the
result. Locate the result on the Weapon Skill Table. Record
Roll one die and add the soldier's Initiative Rating to the
result. Locate the result on the Driving Skill Table. Record
the Rating result in that soldier's DS space on the Squad
Record. Roll separately for each soldier.
8. Use Movement Point Allowance Chart Once
per Soldier
Use the soldier's Initiative Rating to determine his Movement Point Allowance. Record the result in that soldier's
Movement Point Allowance space on the Squad Record.
9. Buy Your Weapons Using the Equipment Cost Chart
5. Operations
As long as there are no active Germans on the map, you
are in Operations, and the passage of time does not affect
the mission. During Operations, you can move your soldiers
individually or as groups in any directions that you choose,
one hex at a time. There are no Movement Point costs involved, since movement is always one hex at a time. Soldiers
can also conduct any of the actions listed in 5/3 any number
of times and in any order you choose while in Operations.
5/4 Sightings
During Operations, a Paragraph Check may yield a
black three-digit paragraph number preceded by a sighting
reference (s1, s2, etc.). Generally, each German soldier and
vehicle in a mission is assigned a sighting number. In addition, some missions have other types of sightings, such as
buildings, lost equipment, German soldiers in a group, and
so forth. A mission can have up to 10 sightings, which you
keep track of on the Sighting Boxes of the Squad Record.
When you read a paragraph with a sighting number and the
sighting occurs, record its occurrence by checking off its
sighting number on the Squad Record. Thereafter, when a
Paragraph Check reveals a sighting reference to that
sighting, do not look it up in the Paragraph Booklet, since it
has already occurred.
SIGHTING OCCURRENCE EXAMPLE
019. [s2] A flare explodes overhead.
The exploding flare is Sighting Number 2. Check off the "2"
space on the Sighting Track of the Squad Record. Any
subsequent paragraph references preceded by s2 are disregarded
5/5 Conditions
The "narrative" of the mission is directed by changing
the Mission Cards in the view sleeve; these changes are called Condition changes. The events that may occur and the
reactions of the Germans depend on the Condition in progress. All missions begin in Condition 1 that is, with the
Condition 1 side of the first Mission Card visible through
the view sleeve. During the course of play, paragraphs
and/or events may instruct you to change the Condition.
When the change occurs, change the Mission Card to
display the new Condition, and check off the Condition in
progress on the Condition Track of the Squad Record. Finally, remove all Event markers from the map. Conditions
always change from a lower number to a higher number, and
may sometimes skip numbers. Conditions that are skipped
never occur (ignore any reference to them).
When the Condition changes, pause and make
Paragraph Checks for each hex occupied by active US
soldiers. Make the check in hex number order, lowest
number first. Ignore any Event Checks, and simply place
Event markers in hexes that required the Event Checks.
Make any Paragraph Checks required and follow their instructions. If a check causes a German to be activated, immediately commence Rounds (do not check other hexes occupied by US soldiers). If you check all hexes occupied by
US soldiers and no Germans are activated, return to Operations. If a Condition change occurs during Rounds, use the
procedure in 6/11, rather than the preceding.
CONDITION CHANGE EXAMPLE
6. Action Rounds
As you conduct Operations and consult paragraphs,
you will at some point read a paragraph that instructs you
to activate Germans and "commence Rounds." Play immediately switches to Action Rounds upon reading any
such paragraph. If such a par graph is read when Rounds are
already underway, see the procedure in 6/6 to activate the
new German. You then conduct Action Rounds until there
are no active German soldiers or vehicles on the map, at
which point Operations resume. As US soldiers move during
Rounds, make Paragraph Checks for each hex entered; ignore, however, any Event messages, since Event Checks occur in a different way during rounds.
result and one as the US result. The side with the higher
result has the advantage for this Round. If the results are
equal, advantage goes to the Germans. Exception: The
paragraph that activates the Germans and initiates Rounds
may state that one side or the other has the advantage in the
first Round; in such a case, initiative determination is not
conducted in the first Round.
AR Marker Placement. Use the initiative die results to
determine which space each AR marker will occupy on the
AR Track. Locate each side's die roll result on the AR Track
in each AR marker's column. Move the AR markers to the
spaces containing their side's die roll result. In the one and
two Turn spaces, place the markers in the advantage and
disadvantage halves according to which side has the advantage for the Round. The location of the initiative die roll
result has the following effects:
2 Turns. If the initiative die result is in the 2-Turn space,
the soldier receives to turns in this Round. Place his marker
in the advantage or disadvantage half, as appropriate. Exception: A wounded soldier can receive only one turn; if a
wounded soldier receives two turns, place his marker in the
1-Turn space instead.
1 Turn. The soldier receives one turn this Round. Place
his AR marker in the advantage or disadvantage half, as appropriate.
Panic. The soldier panics this Round, regardless of
whether he is in or out of command (see 6/4). This is the only
way a German soldier can panic, although certain German
action paragraphs simulate panic effects.
Red Number (applies only to US soldiers). If a die result
is printed in red and the soldier is out of command (6/3), he
panics instead of receiving turns this Round. Place his AR
marker in the Panic space. If he is in command, place his AR
marker in the space containing the red number.
AR markers for soldiers on opposing sides can never occupy the same advantage or disadvantage space. Opposing
markers can occupy the same Turn space, however. Certain
paragraphs that activate Germans and initiate Rounds indicate that all aware soldiers on one side or the other
automatically receive two turns in the first Round. If the
number of turns is specified, then the procedure above is not
conducted in the first Round. For example, one paragraph
indicates that the Germans receive advantage and two
turns; thus, you need not roll for German AR marker placement, since they will be placed in the 2-Turn advantage
space.
Important: If a soldier is wounded or panics during a
Round, his AR marker is immediately moved to the Complete space, if not already there. If a soldier becomes panicked as a result of combat, move his AR marker to the Panic
space (unless it already occupies the Panic or Complete
space). If a soldier becomes incapacitated, killed, or captured during a Round, his AR marker is immediately moved
to the Inactive space.
COMMANDER FUNCTIONS
A is a commander with an IN of 3. The other soldiers in the diagram
are privates with IN's of 1 (B), 2 (C), 1(D), and 2 (E). Soldiers D and E
are in command, because they are within two hexes of commander A. A, D, and E combine their IN's for a total of 6, which is
sufficient to keep each of them in command. C is also in command, because his IN is combined with A's for a total of 5. B is out
of command, because he is three hexes from A, and his IN is less
than 5. During Rounds, commander A can give turns to C,D, and E,
but not to B. If C and E were in B's hex, all three would be in command, because their combined IN would be 5.
6/4 Panic
During the Action Sequence, a German or US soldier is
subject to panic if his initiative die roll is printed in the
Panic space in his column of the AR Track. For example, a
soldier with an IN of 1 panics on a die roll of 1.
If a US soldier is out of command, and the die roll yields
a result that is printed in red, the soldier panics. Place his
AR marker in the Panic space. If the soldier is in command,
he does not panic and receives the indicated number of
turns. For example, a US soldier with an IN of 3 who is out
of command panics on a roll of 6, 7, or 9.
A panicked soldier remains immobile until the end of
the Round, at which time he must fall prone (if not already
prone) and his AR marker is placed in the Complete space. A
panicked soldier can be attacked and, if hit, is subject to all
the effects of damage. For the additional effects of panic, see
13/1.
I
I
I
I
I
I
I
I
1
I
I
I
The soldier that receives the turn must use it this Round
(6/3). A US commander can also expend a turn to make an
unaware US soldier within two hexes aware (6/5).
7. Movement
7/1 General Rules for Movement
Movement occurs during both Operations and Rounds
for US soldiers and vehicles, but only during Rounds for the
Germans. The movement procedure for Operations is
radically different from that used in Rounds. Both types of
movement, however, use some common rules.
* Each soldier or vehicle can move in any combination of
directions that you choose or that the German Movement
References require.
* There is no limit to the number of soldiers, friendly and/or
enemy, that can occupy the same hex during movement, or
at the conclusion of movement. Only two vehicles, active
and/or disabled, can occupy a hex at any time, regardless of
the number of soldiers in a hex.
* A soldier/vehicle cannot enter a hex containing terrain
prohibited by the mission briefing and/or by the Movement
Point Cost Chart.
* Both German and US forces can exit the map, as described in the Mission Briefing or called for by German Movement References. Germans exit the map when they enter a
hex and the Movement Reference is "Exit." Once exited, US
forces can never return; German forces may return,
however, if so directed by a paragraph.
8. Line of Sight
In order to engage in fire combat or make certain PC
Checks, a soldier must be able to see the target hex or the
hex required by the PC Check paragraph. He can see the hex
if he has a clear Line of Sight (LOS) from his hex to the hex in
question. Lines of sight are reciprocal: if soldier A can see
soldier B, then B can also see A. In some cases a soldier may
be able to see his target's hex, but not the target itself. In
such cases, the target cannot be attacked directly. However,
a penetration result against a building can injure soldiers inside, whether they are seen or not (13/5). A grenade or satchel charge can be thrown into a hex at a target that is not in
sight (10).
LINEOFSIGHT: Nr.1
The LOS between A and B is
blocked, because the terrain in
S13 and T12 is higher than the
hexes occupied by A and B. The
LOS between C and D is clear,
because the terrain between
them is lower, or at the same
height, without blocking terrain.
CREST HEXSIDES
Crest hexsides always block LOS, regardless of the location and elevation of the two sighting hexes.
LINEOFSIGHT: Nr.2
The LOS between A and B is clear, even though neither is adjacent to the elevation change at W12/X12. If W12/X12 were an embankment hexside, the LOS would be blocked.
LINEOFSIGHT: Nr.4
The LOS between A and B is
blocked, because the embankment at Q16/Q17 is higher than B,
but not adjacent to A. The LOS
between D and B is clear,
because the embankment between the two is adjacent to D.
The LOS between C and D is
clear, because both are at the
same elevation, and the embankments have no effect.
9. Fire Combat
During Action Rounds, a crouching or standing soldier
can fire any weapon he possesses if he has at least one clip of
ammo for the weapon and if he can see the intended target of
his fire (see Line of Sight, 8). A target can be attacked
through an adjacent building hexside, even if out of sight, if
the hexside is penetrated (13/5). A crew weapon or bazooka
must be prepared before it can be fired (see Action Summary, 6/7). Fire combats are resolved one at a time, in any
order for the US and in alphabetical order as indicated by
the letter on each German's AR marker (unless two soldiers
are firing a crew weapon together). The results of a successful fire are applied immediately upon resolution. The
combat resolution may cause the weapon fired to break,
become jammed, or use an ammo clip. Neither US nor German soldiers can ever fire into a hex containing a friendly active or captured soldier. The hex can be fired into if the
friendly soldier is incapacitated or dead.
If the target is in the same hex as the firing soldier or adjacent to the firing soldier, range is not determined. Otherwise, count the number of hexes that he between the firing
soldier and the target (excluding the firing soldier's hex but
including the target's hex). Locate the resulting number on
the Weapon Chart under the range column for the weapon
being fired to determine the range of the fire: short, medium,
or long.
4. Determine the Basic Hit Chance According to Range
If the result is equal to or less than the final Hit Chance, the
target is hit; proceed to Step 6. If the result is greater than
the final Hit Chance, the fire has missed; go directly to step
7. A die roll of 0 is always a hit, while a roll of 9 is always a
miss.
6. Determine the Target Damage
If the target is hit, roll one die and cross-reference the result
with the weapon being fired on the Damage Table section of
the Weapon Chart to determine what type of damage the
target takes (panicked, wounded, incapacitated, or killed),
and whether any penetration occurs (see Damage, 13).
If the dice roll is equal to or less than the number listed, the
fire has expended a clip of ammunition (see 9/5).
FIRE COMBAT EXAMPLE: Soldier C is crouching in hex T3 on
Map A and snap firing his semi-automatic rifle at soldier Q,
standing in hex P9. Determine if C's weapon jams by looking up
the jamming chance for a semi-automatic rifle, then roll percentile
dice; if the dice result is 5 or less, the rifle jams. In this case,
however, the result is 12, so no jam occurs. Range is determined
by counting the hexes from T3 to P9, excluding T3 but including
P9; the range is found to be 8 hexes, which is medium range for a
semi-automatic rifle. The Base Hit Chance for medium range is 4,
which is then modified. Soldier C's Weapon Skill is 1, reducing
the Base Hit Chance by one; Soldier Q is standing in a clear
terrain hex, applying a +1 modifier to the Base Hit Chance (see
Fire Combat Modifiers Chart). Finally, the Base Chance is
reduced by 2 because the fire is a snap fire. All modifiers are
combined (1, +1, 2) to yield a total modifier of 2. This
modifier is then applied to the Base Hit Chance of 4, yielding a
final Hit Chance of 2. Roll one die; on a result of 0, 1, or 2, Soldier
C hits Soldier Q; any other result is a miss. A roll of 0 is always a
hit, and 9 is always a miss regardless of modifiers. The roll in
this example is 1, thus scoring a hit. Roll one die and locate the
result under the Personnel section of the Semi-Automatic Rifle
row on the Weapons Chart to determine the damage inflicted on
Soldier Q. The roll in this example is a 4, and soldier Q is
wounded. Finally, determine whether or not a clip of ammo is
used by rolling percentile dice. A semi-automatic rifle uses a clip
on a roll of 25 or less. The result is 17; thus, Soldier C uses a clip
and marks off one of his semi-automatic rifle Ammo Boxes.
9/8 Bazookas
A bazooka is a personal weapon, but unlike other personal weapons it cannot be snap fired. A bazooka counter is
placed on the map with the soldier carrying it. The counter
shows the bazooka prepared on one side, and unprepared on
the other. It must be prepared before it can be fired. Preparation is an action to load the weapon. The loading soldier
must be standing or crouching. Once loaded it remains loaded until fired. Each fire uses up one bazooka round; mark the
round off the soldier's ammo boxes. A soldier carrying the
loaded weapon can move with it with no effect. A bazooka
can be prepared by a soldier other than the soldier carrying
the weapon if both occupy the same hex. To do so, the other
soldier spends one action and the weapon is prepared. It can
then be fired if the holder has an action.
A bazooka is both an explosive and a penetration
weapon. When you fire a bazooka at a soldier, use the Personnel result. If the hex contains more than one active
soldier, use the bazooka Personnel result against the target
soldier, then roll separately for each other soldier in the hex
As in fire combat, determine the Base Hit Chance by judging the range. Then modify the Chance by using the
modifiers listed on the Grenade/ Satchel Charge Combat
Modifiers Chart which apply to determine the final Hit
Chance. Note: The Fire Combat Modifiers Chart is not used;
thus the stance of the target and the terrain in the target hex
have no effect; nor are there shifts for aimed or snap fire.
4. Roll one Die
If the die result is equal to or less than the Hit Chance, the
grenade/satchel charge lands in the target hex, proceed to
Step 5. If the result is greater than the Hit Chance, the
grenade/satchel charge scatters (10/3). A roll of 0 is always a
hit; a roll of 9 is always a miss.
5. Determine Target Damage
buildings and such. For game purposes, they are treated exactly like large grenades, with the following excpetions:
They require a Port Box to carry instead of an Ammo
Box.
* Satchel charages are more destructive than grenades.
Diagram A
Diagram B
Direction of Throw
If the die result is equal to or less than the final Hit Chance,
the target is hit; proceed to Step 5. If the result is greater
than the Hit Chance, the assault misses; skip Step 5. A roll
of 0 is always a hit; a roll of 9 is always a miss.
If the target is hit, roll one die and cross-reference the result
with the Kill or Capture row, as appropriate, on the Assault
Table to determine what type of damage the target takes.
Some results are treated as Capture results if the target is
prone or wounded, as indicated on the Capture row of the
table.
ASSAULT COMBAT EXAMPLE: US Soldier D moves one hex to
charge assault to kill German X, who is standing, unpanicked
and unwounded. The Base Hit Chance for assault is 7, which is
modified. D's Weapon Skill is +1; there is a 3 modifier for
charge assaulting; and German X has a Weapon Skill of +2,
which is subtracted from the Base Hit Chance. The final modifier
is 4, which is applied to the Base Hit Chance of 7 to yield a
final Hit Chance of 3. One die is rolled; if the result is 4 or more,
there is not effect; if 3 or less is rolled, Soldier X is hit. The roll in
this example is a 2, which is a hit. Consulting the Assault Table,
roll one die on the Kill row. The result in this example is a 7,
which incapacitates the German.
11/2 Capture
An assaulting US soldier can attempt to capture, instead of kill, his target. If he does so and hits his target, a
capture result may be obtained from the Assault Table.
A captured German immediately falls prone, if not
already prone, and a Captured marker is placed on him. The
German's AR marker is immediately moved to the Inactive
space of the AR Track. He loses any turns he has remaining
in the Round and does not receive any turns until he is free.
Any equipment possessed by a captured soldier can be
taken from him, using the Pick Up/Exchange Equipment
Action. Since a captured German is inactive, play may
switch from Action Rounds to Operations if all Germans on
the map are captured or otherwise inactive.
A captured German may be moved by a US soldier who
occupies the same hex, but only during Operations. During
Rounds, the German remains prone and is considered captured as long as there is an active US soldier in the same hex.
If a captured German is ever in a hex without an active
US soldier, he is immediately free; remove his Captured
marker and commence Rounds, if Rounds are not already in
13. Damage
The results of a successful combat (fire, assault,
minefield, etc.) inflict damage on the target of the attack. If
the target is a soldier, he is either wounded, incapacitated,
killed, or immediately panicked. If the target is a vehicle or
wall, the target may be penetrated by the fire, and the crew
or people behind the wall may suffer damage as well. The
Damage Table section of the Weapons Chart and the
Assault Table determine the damage to soldiers. The
Damage Table determines the penetration result against a
vehicle or wall. Soldiers recover from wounds and incapacitation between missions when playing a campaign.
* If Rounds are in progress, he loses any turns he has remaining in the current Round; move his AR marker to the
Panic space. He can perform no actions in the Round, including a free stance change. Instead, he remains immobile
for the duration of the Round. At the end of the Round, he
falls prone (if not already prone). If in Operations, the Panic
result has no effect.
* A panicked commander has no command radius and cannot give turns to other soldiers or make other soldiers aware
(6/3).
* A panicked soldier can not use his Weapon Skill when
defending against an assault attack.
* A panicked soldier falls prone at the end of the Round, if
not already prone.
15. Victory
In Ambush! you play to beat the game system itself.
Victory is determined by the accumulation of Victory
Points (VP's). The number of VP's you have acquired at the
end of a mission determines whether you win or lose.
On the Squad Record are two boxes to record the VP's
you gain and lose during the mission. Keep the two totals
separate. You gain VP's for performing the tasks listed in
the Mission Briefing and as revealed in paragraphs during
the mission. You lose two VP's for each US soldier killed or
16. Campaign
Ambush! can be played as separate missions or as a continuous campaign. If playing separate missions, use the pregenerated Squad Record in this booklet or generate a new
squad for each mission. When playing a campaign, use the
same squad on each mission and replace any killed soldiers
between missions. The game is most fun when played as a
campaign, because the individual soldiers acquire a history
and take on lives of their own.
The missions are not presented in chronological order. If
you wish to play them in chronological order, by all means
do so, but you will have to learn certain scenario-specific
rules earlier this way.
A soldier who has 6 Combat Points can spend them to increase his various ratings using the procedure and costs in
16/3. If he has fewer than 6 CP's, he cannot spend them at
this time. However, CP's can be carried over from mission to
mission.
3. Generate Replacement Soldiers
SUCCESSFUL ACTION
ABBREVIATION
KF (German nr.)
IF (German nr.)
2
2
WF (German nr.)
KA (German nr.)
IA (German nr.)
1
3
3
CA (German nr.)
WA (German nr.)
KOT
IMT
KOC
4
3
3
WF2
KF90
Turn
IF 76
KF39
WA48
AMBUSH! RULES:
PAGE 29
0-2
3-4
5-6
7-8
9
PC
IN
IN
IN
IN
PC
IN
IN
IN
IN
PC
PC
IN
IN
IN
PC
PC
PC
IN
IN
PC
PC
PC
PC
IN
16/4 Replacements
After you have determined and spent your CP's, you are
ready to replace your killed soldiers and those incapacitated
soldiers you were unable to save. On your Squad Record,
you recorded each soldier's cost in Squad Points next to his
name in the box provided. When the soldier needs replacing,
you can spend those Squad Points again. Furthermore, you
can combine all such soldiers into one Squad Point total to
spend. In this way you need not buy exact replacements
(although you often will).
Example: You lost three soldiers costing 8, 5, and 1 Squad Points,
respectively. Thus, you have a total of 14 Squad Points to buy
three replacements. You decide to buy soldiers costing 8, 3, and 3
Squad Points and record their costs on the new Squad Record.
17. Vehicles
Ambush! includes both German and US vehicles. In
some missions, you will be assigned a vehicle; otherwise,
you will encounter the vehicles during play. There are two
basic types of vehicles: cars and tanks. Cars include jeeps,
Kubelwagens, and staff cars, while tanks include German
Panzer IV's and Jadgpanthers and US Shermans. Each
vehicle has a different set of attributes and is summarized in
its own rules section. All German vehicles have cards which
determine the vehicle's actions during play. US vehicles
have no cards (with one exception), and you can perform actions with them as you wish.
ment Point Cost Chart. Vehicles are prohibited entering certain terrain types listed on the chart. A vehicle cannot expend more MP's than the Movement Point Allowance, slow
or fast, then in use. When moving a German vehicle, expend
as many MP's of its applicable MPA as possible. A vehicle
cannot enter a hex if it does not have sufficient MP's to pay
the terrain cost, even if this would be the only hex of its
move. There is no additional Movement Point cost to
change facing.
When a vehicle is moving and exceeds its slow MPA, it
is moving fast and an Accident Check must be made. The
check is made the moment the vehicle exceeds its slow
MPA. Use the DS of the crew (for a tank) or driver (see Accident Checks, 17/9).
Only two vehicles, disabled or otherwise, can end a turn
in the same hex. However, an unlimited number of vehicles
can move through the same hex during a turn.
A vehicle can run over enemy soldiers, using the procedure in 17/12.
tive, the Crew Point cost of each fire, and the restrictions for
each weapon type. Individual crew members have no personal weapons and cannot fire independently. When a tank
fires, the 2 modifier that applies to firing from a car does
not apply.
Cars. A passenger in a car can conduct aimed or snap fire
with his personal weapon according to the fire combat rules
(9). However, there is an additional 2 modifier when firing
from inside the vehicle. A driver in a car can conduct one
snap fire with his personal weapon. The 2 modifier for firing from a car applies, in addition to any other modifiers
that apply.
Disabled Vehicles
A vehicle can become disabled as a result of combat or
as a result of an accident. A disabled vehicle is referred to as
being "knocked out" in some places, and "inactive" in
others. The terms are synonymous. A disabled vehicle is
flipped to its destroyed side for the remainder of the mission. A tank can become immobilized (losing its treads)
without being disabled.
AMBUSH! RULES: PA GE 32
be moving and moves out of sequence in the game. An Accident Check is made for the following reasons:
1. The instant a vehicle exceeds its slow MPA.
2. When a car's driver, wheels, or body is hit in fire combat.
3. When the driver of a car becomes panicked or wounded as
a result of combat.
PROCEDURE
To conduct an Accident Check, roll one die:
* If the result is equal to or less than the Driving Skill of
the driver or crew, no accident occurs.
* If the result exceeds the Driving Skill of the driver or
crew, an accident may occur. Roll the die again, and refer to
the Accident Table to find out what happens.
automatically disabled. Roll once for each soldier on the Satchel Charge Outside row of the Damage Table, treating the
soldiers as prone.
17/13 Tanks
There are three different tanks depicted in this game:
the German Panzer IV tank, the German Jadgpanther tank
destroyer, and the US Sherman medium tank. Every tank
has its own card, identified in the mission briefing or in a
paragraph. Each tank card lists its ratings depending on the
size of the crew.
The Panzer IV and Sherman tanks have three weapons:
the cannon and coaxial medium machinegun are in the turret and can fire in any direction. However, only one of these
can be fired in one turn. The bow medium machinegun is in
the body of the tank and can be fired in the same turn as the
cannon or coaxial weapon, but can be fired only at a target in
front of the tank (as defined in the facing diagram).
The Jagdpanther has two weapons: the cannon and bow
medium machinegun. The cannon is mounted in the body,
not on a turret, and thus can fire only at a target in front of
the tank. The bow machinegun can fire only at a target in
front of the tank as well, although it can be fired in the same
turn as the cannon. If the Jagdpanther is ever immobilized,
it can fire its cannon only down the single hexrow that the
front of the tank faces. This reflects the limited traverse of
the gun. The machinegun can still fire in the forward arc,
however.
TANK ACTIONS
A tank receives turns in a Round just as a soldier does.
When a tank receives a turn, it can spend a number of Crew
Points up to the number of men currently in its crew to perform any of the following actions. A single task from this list
cannot be conducted more than once in a single turn.
Aimed Fire with Cannon (2 Crew Points). The cannon and
coaxial machinegun cannot be fired in the same turn. The
cannon must already be loaded. When a cannon is fired, it
becomes unloaded. A tank never runs out of cannon ammo
or jams its cannon.
Load Cannon (1 Crew Point). The cannon cannot be reloaded in the same turn in which it fires, or in which the coaxial
machinegun is fired.
Aimed Fire with Bow Machinegun (2 Crew Points). Target
must be in front of the tank. Bow machineguns never run
out of ammo, but they can j am.
Snap Fire with Bow Machinegun (1 Crew Point). Target
must be in front of the tank.
the water barrier on the map is considered a stream. The Activation Levels are as follow:
cl:0-l. c2:0-3. c3:0-5. c4:0-6. c5:0-7. c6:0-6.
VICTORY
You need 25 Victory Points to win. You receive one Victory Point for each building hex that any of your soldiers
enter. Other ways of gaining VP's may be revealed during
the mission. The mission ends in one of two ways:
1. All the building hexes have been entered by US soldiers,
and all your active soldiers are in the railroad station (0-6,
P-5,and Q-5).
2. All your active soldiers have exited the map from any
valid entry hex (A-6 through A-15, inclusive).
VP loss for an incapacitated soldier can be avoided by
moving him off the map from hex A-6 through A-15 or, if all
building hexes have been entered, by moving him into the
railroad station.
YOUR SQUAD
You can use the pre-generated squad, your own continuing squad, or you can generate a new squad. You can use
equipment collected in previous missions if playing a campaign; otherwise, buy all new equipment using your squad's
Weapon Points.
SPECIAL RULES
Weather. A light mist over the area reduces visibility to six
hexes for the duration of the mission, unless stated otherwise in a paragraph.
Paragraph Checks. When in Action Rounds, do not conduct
Paragraph Checks when your soldiers enter hexes.
Paragraph Checks for hex entry are conducted normally
during Operations.
River. The water barrier from hex A-6 to hex Y-17 is a river.
A river cannot be entered except by crossing on an intact
bridge.
SETUP
Use Map B. The top of the map is the east edge. Place
your soldiers in three different buildings of your choice.
Your squad has a jeep that you can place in any clear hex adjacent to a road. Building hex L-10 contains a fuel dump with
dozens of full gas cans. Unlike other missions, this mission
has no Activation Levels, because the Germans all enter by
random event.
VICTORY
You need 25 Victory Points to win. You receive one Victory Point for each of the following hexes that any of your
soldiers enter: A-3, A-4, B-3, C-3, T-3, U-4, and V-3. Other
methods of Victory Point gain will be revealed during the
mission. VP loss for an incapacitated soldier can be avoided
by moving him off the map from hex A-13 through A-19 (inclusive). The method by which this mission ends will be
revealed during play.
YOUR SQUAD
You can use your continuing squad, the pre-generated
squad, or a new one. Regardless of which squad you use, buy
all new equipment within the following restrictions. Since
your mission is a night paradrop, you are restricted in the
equipment you can use. You can buy only five types of
weapons:
Carbines
Submachineguns
Automatic Rifles
Pistols
Bazookas
You cannot buy machineguns or sem-automatic rifles
(M-l Garands). A soldier can carry only one Port Box of
weapons and cannot carry bazooka ammo.
In this mission, you are given a weapons cache that
lands by parachute with you. This cache can carry 4 Port
Boxes of weapons and 8 Ammo Boxes of ammo. You can put
equipment and ammo of your choice into the cache, subject
to the five weapon type limit of this mission. Bazookas,
automatic rifles, and bazooka rounds must be put in the
cache. The cache enters play like a soldier, drifting onto the
map and landing. It has two sides to its counter: closed and
open. When the cache counter lands, it remains closed-side
up until opened. To open it, a soldier must occupy the same
hex, crouching and spending one Action to open it.
Thereafter, soldiers can use the Pick Up/Exchange Equipment action in Operations or Rounds to remove its contents.
The cache can be lost if it lands in the river; otherwise, it will
be unharmed by the landing.
SETUP
Use Map B. The top of the map is the north edge. Your
soldiers set up on the map according to the paradrop rules
(see below). No markers begin the mission on the map. The
Activation Levels are as follow:
c2:0-2.
c3:0-5.
c4:0-8.
c5:0-8.
c6:0-8.
Activation is not possible during Condition 1.
PARADROPPING PROCEDURE
This mission begins with your squad drifting in from
the east edge of the map. To begin, place your soldiers and
the weapons cache on the hexes Y-6 through Y-15 (inclusive),
one counter per hex. Then conduct the following procedure.
Complete the landing of one counter before beginning the
movement of another.
1. Drift Movement
The counter drifts one hex at a time, using the drift procedure below.
2. Landing
After you have set up your counters, one per hex, in hexes
Y-6 through Y-15, choose one to move first. The drift and
landing of this counter must be finished before beginning
another. Roll one die to determine which hex the counter
enters when it drifts. If the result is even, the counter drifts
one hex northwest of its current location. If the result is odd,
it drifts one hex southwest of its current location.
0-1: Just misses the river! The soldier or cache lands on hex
north of the river hex. 2-5: Cache lands in the river and is
lost! Soldier lands in the river, but is able to struggle out of
his harness and get to shore. Place the soldier on an adjacent
all-land hex, determined at random, crouching. The soldier
has lost all his equipment and ammo; erase his Port and Ammo Boxes. 6-9: Soldier or cache lands in river and is swept
away! The soldier drowns and all his equipment is lost. The
cache is lost.
Clear or Road
Repeat the first two steps until all counters have landed,
then continue to Step 4.
Cover or Brush
AMBUSH! RULES:
0-4: Good landing! 5-8: Bad landing! Roll one die again; on a
roll of 0-5, there is no effect; on a roll of 6-9, soldier is wounded. 9: Roll one die again; on a roll of 0-4, soldier is wounded
(place him in a clear hex of your choice adjacent to landing
hex); on a roll of 5-9, soldier is incapacitated (place him a
clear hex, determined at random, adjacent to landing hex).
Building
0-3: Just missed it! Roll for drift again. 4-7: Roll one die; on a
roll of 0-4, good landing (place soldier in clear hex of your
choice adjacent to building); on a roll of 5-9, soldier is wounded (place him in clear hex of your choice adjacent to
building). 8: Roll one die; on a roll of 0-4, soldier is wounded
(place him in a clear hex of your choice adjacent to building);
on a roll of 5-9, soldier is incapacitated (place him in a clear
hex, determined at random, adjacent to building hex). 9:
Roll one die; on a roll of 0-4, soldier is incapacitated (place
him in a clear hex, determined at random, adjacent to
building hex); on a roll of 5-9, soldier is killed (place him in a
clear hex, determined at random, adjacent to building hex).
ACTIVATION ON LANDING
PAGE
35
VICTORY
You need 22 Victory Points to win. You will be awarded
Victory Points for finding documents and destroying installations as revealed during play. The VP award for
documents only counts if your soldier exits the map with the
documents. When documents are found, note the soldier carrying them on your Squad Record. Should a carrying soldier
0-7
8
9
Wall
Aperture
Crew
ARMOR
H
M
*
DOOR FACING
DIE
PART HIT
0-4
5-7
8-9
Wall
Door
Crew
ARMOR
H
L
*
AMBUSH! RULES: PA GE 37
DAMAGE EFFECTS
Wall. If the wall is hit and the penetration result is an H, the
bunker is destroyed and all Germans inside are killed. Turn
the bunker counter over to its destroyed side. If the penetration result is less than H, no effect.
Aperture. Like a wall, except an H or M penetration result
causes the destruction.
Door. Any H or M penetration result causes the bunker to be
destroyed. An L penetration result causes the door to be
breached. If breached, treat that hexside like a doorway instead of a window (the door has been blasted open). If can be
crossed by US soldiers to enter the bunker.
Crew. If the crew is prone,.the fire misses (Exception: If firing through the door which was previously breached). If the
crew is not prone, then determine the target hit at random.
Resolve damage against that soldier alone, unless using
aimed fire with an automatic weapon, in which case more
than one soldier may be hit.
A bunker can also be attacked by grenade or satchel
charge as if it were a normal building hex.
A bunker is considered knocked out for Victory Point
purposes when all its original occupants have been killed or
incapacitated and one of the following has occurred:
1. The bunker has been reduced to rubble.
2. A satchel charge has been set off inside the bunker.
VICTORY
You need 12 Victory Points to win. You receive 6 Victory Points for each bunker you knock out. You also receive
Victory Points for the appearance of Germans. You lose Victory Points for the incapacitation and killing of US soldiers.
VP loss for an incapacitated soldier can be avoided by moving him off the north mapedge. You can exit him by canoe if
you choose. When moving an incapacitated soldier by canoe,
do not roll for his death for each hex entered as you would on
foot.
The mission ends the instant there are no active US
soldiers on the map.
Anti-Tank Mines. Use two minefield markers as your antitank mines and set them up within the restrictions t)f the
set-up. Anti-tank mines explode only when a vehicle enters
their hex; soldiers can enter such a hex with no effect. A car
that enters an anti-tank mine hex is immediately disabled
and all soldiers in the vehicle roll for damage as if hit by a
bazooka outside. A tank that enters an anti-tank mine hex is
immobilized and cannot move for the duration of the mission. It can, however, continue to fire.
German Entry. Since you are on the defense, the Germans
enter by Random Event. There are no Activation Checks in
this mission. Once you have set up your soldiers, roll for
Random Events until a German is activated and Rounds
commence. If you ever re-enter Operations (unlikely), and do
not wish to move any of your soldiers, roll for Random
Events again until another German enters and Rounds commence again.
VICTORY
*
You need 5 Victory Points to win. You receive Victory
Points for the activation of Germans and their destruction
(if vehicles). You lose VP's for the incapacitation and killing
of US soldiers. VP loss for an incapacitated soldier can be
avoided by moving him off the west mapedge, from hex Y-l
to Y-19 (inclusive). Furthermore, you lose VP's for each German soldier or vehicle that exits the west mapedge. The
number of VP's lost equals twice the VP value of the German. Thus, if a German is worth 1 VP for activation and 1
additional if captured, you would lose 4 VP's if he exits the
map.
The mission can end only during Condition 4. It ends
the instant there are no active US soldiers on the map. Important: Germans still on the map when the mission ends do
not cause you to lose VP's. You lose VP's only for those Germans that exit before the mission ends.
Embankments. In this mission, embankment hexsides present no special hazard to foot soldiers, but are too steep for
wheeled and tracked vehicles. Vehicles are prohibited from
crossing embankment hexsides.
Roadblocks. During the past few days, your squad has
repeatedly come upon roadblocks hastily constructed by the
retreating Germans. Composed of logs and any available
junk, these barriers can be moved aside with some effort. A
roadblock encountered during this mission can be removed
during Operations only. At least three active US soldiers
must be in the roadblock hex and you must conduct an
Event Check. The roadblock marker can then be removed
from that one hex.
Prohibited Hexes. Certain hexes are keyed on the Mission
Cards with the message "XXX" to remind you that these
hexes cannot be entered.
VICTORY
You need 18 Victory Points to win. You earn one Victory
Point for each active soldier that exits the map from hex
Y-8. Other ways of gaining VP's may be revealed during the
mission.
The mission ends in one of two ways:
1. All active US soldiers have exited the map from hex Y-8.
The tank can remain on the map.
2. All active US soldiers have exited the map from hex A-l
through A-6 (inclusive). The tank can remain on the map.
VP loss for an incapacitated soldier can be avoided by
moving him off the map from hex A-l through A-6 (if the second mission ending is chosen) or from hex Y-8 (if the first
mission ending is chosen).
Design Credits
Design and Development:
Ted Roller, Bob Ryer, Eric Lee Smith, Jim Talbot, Bob
Haynes, Colonial Composition, Monarch Services, Inc.
Front Cover Art: John H. Butterfield
Back Cover Art: Jim Talbot
Project Oversight: W. Bill
VEHICLE SUMMARY
PANZER IV/SHERMAN
JEEP/KUBELWAGEN
Small Vehicle; Non-Armored; Open Only
MAXIMUM OCCUPANTS: 4
CREW: 5
SLOW MOVEMENT POINT ALLOWANCE: 3
Hit Chart
Hit Chart
FACING HIT
NUMBER OF OCCUPANTS
Front
ITEM HIT
Tire
Body
Driver
Psgr1
Psgr2
Psgr 3
0-1
2-9
0-1
2-7
8-9
-
0
1-5
6-7
8-9
-
0
1-4
5-6
7-8
9
-
0
1-3
4-5
6-7
8
9
ITEM HIT
CL
Side
OP
CL
Rear
OP
JAGDPANTHER
STAFF CAR
Small Vehicle; Non-Armored; Open Only
MAXIMUM OCCUPANTS: 5
CREW: 5
Hit Chart
Hit Chart
FACING HIT
NUMBER OF OCCUPANTS
Tire
0-1
Body
2-9
Driver
Psgrl
Psgr 2
Psgr 3 Psgr 4
OP
0-1 (M) 0
2-6 (M) 1-4
7-9 (H) 5-7
- 8-9
Damage Effects
Damage Effects
Tire. Vehicle cannot be driven fast. If occupied, make
an immediate Accident Check. Body. Resolve combat
using Damage Table of attacking weapon. If result is a
penetration result, the vehicle is disabled. If any other
result is achieved against it, make an immediate
Accident Check. Driver. Roll for damage using the
Damage Table of the attacking weapon. If driver
panics or is wounded, make an immediate Accident
Check. If driver is incapacitated or killed, an accident
occurs; roll on the Accident Table. Passenger. Roll for
damage using the Damage Table of the attacking
weapon.
ITEM HIT
CL
0-1
2-7
8-9
-
0
1-5
6-7
8-9
-
0
1-4
5-6
7-8
9
-
0
1-3
4-5
6-7
8
9
-
0
1-2
3-4
5-6
7
8
9
Damage Effects
Tire. Vehicle cannot be driven fast. If occupied, make
an immediate Accident Check. Body. Resolve combat
using Damage Table of attacking weapon. If result is a
penetration result, the vehicle is disabled. If any other
result is achieved against it, make an immediate
Accident Check. Driver. Roll for damage using the
Damage Table of the attacking weapon. If driver
panics or is wounded, make an immediate Accident
Check. If driver is incapacitated or killed, an accident
occurs; roll on the Accident Table. Passenger. Roll for
damage using the Damage Table of the attacking
weapon.
Front
ITEM HIT
CL
Side
OP
CL
Rear
OP
CL
OP
8-9
Damage Effects