Nothing happens
No effect.
Armor plate
Hit bounces off armor, no effect. Remove the armor card from the damage deck, as it is destroyed.
In “draw x, choose y” situations, armor must always be chosen if available.
Reactive armor
If a Reactive armor card is drawn, all damage taken from that hit is ignored.
In “draw x, choose y” situations, armor must always be chosen if available.
If there are any pedestrians within 4 cm of the facing that’s hit, they take a 1 damage hit.
Blow-through
Roll a D6.
1. Damage passes through the side, draw a center damage instead.
2. Damage passes through the side, draw a center damage instead.
3. Damage passes through the side, draw a center damage instead.
4. Damage passes through the side, draw a center damage instead.
5. Damage passes through the side, draw a center damage instead.
6. Some damage pass though. Draw another damage card for this side, then a center damage card.
Engine
Roll a D6.
1. Engine is damaged and gives only half acceleration. Put the damage card back into the deck.
2. Catalytic converter shot off. Increase acceleration by 1. Put the damage card back into the deck.
3. Engine damaged and will be destroyed if pushed beyond speed 8. Put the damage card back into the deck.
4. Engine starts to smoke, treat as if a smoke dispenser was used while engine is running. Put the damage card back into the deck.
5. Oil leak. Add an oil leak card to the damage deck. Put the damage card back into the deck.
6. Engine seizes and is destroyed. Lose control.
Nitro
If nitro was used this turn, the engine overheats and seize. The engine is destroyed, and you lose control.
If nitro wasn’t used, the nitro system is simply destroyed.
Gunner
Flip to see if gunner is killed.
If not, gunner is injured, and Gunner damage card is put back into the deck. If it is drawn again, gunner is automatically killed. An injured gunner must flip each attack to see if he hits.
Radio
Roll a D6.
1. Radio is useless.
2. Radio is useless.
3. Radio is useless.
4. Radio is useless.
5. Radio is useless. It also emits static that blocks radio for everyone else on your side. The static can be stopped by a quick repair.
6. Radio is useless. It also emits static that blocks radio for everyone including the opponents. The static can be stopped by a quick repair.
Targeting computer
Targeting computer destroyed. The weapon most recently used is useless. Can be quick-repaired. The quick-repair only fixes the gun by bypassing the computer, the computer is still destroyed.
Machinegun
Roll a D6.
1. Jammed. A quick-repair is needed to fix it. Put the damage card back into the deck.
2. Jammed. A quick-repair is needed to fix it.Put the damage card back into the deck.
3. Machinegun is destroyed.
4. Mount is damaged. When machinegun is used, flip to see if it hits target. Put the damage card back into the deck.
5. Firing mechanism stuck. Will fire continuously until a 1 is rolled on a D10 in the book-keeping phase, when it’s out of ammo. Put the damage card back into the deck.
6. Ammo cooks off randomly inside vehicle causing damage like a machinegun hit in the location it is mounted in, but re-draw any Armor damage cards.
Autocannon
Roll a D6.
1. Jammed. A quick-repair is needed to fix it. Put the damage card back into the deck.
2. Jammed. A quick-repair is needed to fix it. Put the damage card back into the deck.
3. Autocannon is destroyed.
4. Mount is damaged. When autocannon is used, flip to see if it hits target. Put the damage card back into the deck.
5. Firing mechanism stuck. Will fire continuously until a 1 is rolled on a D6 in the book-keeping phase, when it’s out of ammo. Put the damage card back into the deck.
6. Autocannon is destroyed. Flip to see if it explodes, causing damage like a autocannon hit in the location it is mounted in, but re-draw any Armor damage cards.
Cannon
Roll a D6.
1. Loading failure. Cannon can’t be fired next turn. Put the damage card back into the deck.
2. Jammed. A quick-repair is needed to fix it. Put the damage card back into the deck.
3. Cannon is destroyed.
4. Mount is damaged. When cannon is used, flip to see if it hits target. Put the damage card back into the deck.
5. Breech damage. Each time it’s fired, roll a D6. On a 1, the cannon explodes, as per #6 below. Put the damage card back into the deck.
6. Cannon is destroyed. Flip to see if it explodes, causing damage like a cannon hit in the location it is mounted in, but re-draw any Armor damage cards.
Flame thrower
Roll a D6.
1. Ignition light goes out and the flame thrower can’t be used. A quick-repair is needed to fix it. Put the damage card back into the deck.
2. Flame thrower is destroyed. All flame thrower fuel ignites in an inferno that hits everyone within 10 cm of the facing it’s mounted on like a flamethrower hit, including the vehicle it’s mounted on.
3. Flame thrower is destroyed.
4. Flame thrower is destroyed and will leak fuel until a 1 on a D10 is rolled in the book-keeping phase. Keep track of the fuel trail. If any fire (flamethrower, missile hit on vehicle, burning vehicle) touches it, the entire trail lights up and hits anyone touching it like a flame thrower. The flame starts at the ignition point and moves outwards. Use this to determine where it hits.
5. Firing mechanism stuck. Will fire continuously until a 1 is rolled on a D10 in the book-keeping phase, when it’s out of ammo. Put the damage card back into the deck.
6. Flame thrower is destroyed. There is a fire in the location where the flame thrower is mounted (see Fire damage card below).
Mine
Roll a D6.
1. Jammed. A quick-repair is needed to fix it. Put the damage card back into the deck.
2. Mine layer destroyed. All mines dumped in a pile on the road, that hits any vehicle hitting them like 2 mines.
3. Mine layer destroyed.
4. Mine layer destroyed.
5. Mine layer is destroyed and a mine explodes in the process. Treat it as if the location of the mine layer has been hit by a mine, but re-draw any Armor damage cards.
6. Mine layer is destroyed and a mine explodes in the process. Treat it as if the location of the mine layer has been hit by a mine, but re-draw any Armor damage cards.
Spikes
Roll a D6.
1. Jammed. A quick-repair is needed to fix it. Put the damage card back into the deck.
2. Spike container hit. Put remaining spikes randomly around the vehicle, 1D10 cm away, random direction.
3. Spike dispenser destroyed. Spikes bouncing around inside. Take 2 center damage.
4. Spike dispenser destroyed. Flip each book-keeping phase to see if a spike falls out until dispenser is empty.
5. Spike dispenser destroyed and can’t be used for the rest of the game.
6. Spike dispenser destroyed and can’t be used for the rest of the game.
Oil dispenser
Roll a D6.
1. Jammed. A quick-repair is needed to fix it. Put the damage card back into the deck.
2. Oil dispenser destroyed and oil is burning. Vehicle will emit smoke until a 1 is rolled on a D10 in the book-keeping phase.
3. Oil dispenser destroyed and oil is burning violently. There is a fire in the location where the flame thrower is mounted (see Fire damage card below).
4. The oil dispenser will leak oil, creating a new oil slick each turn until it is empty. Put the damage card back into the deck.
5. Oil dispenser is destroyed.
6. Oil dispenser is destroyed.
Smoke generator
Roll a D6.
1. Jammed. A quick-repair is needed to fix it. Put the damage card back into the deck.
2. Smoke fluid tank leaking. Lose D10 ammo each turn. Put the damage card back into the deck.
3. Vehicle filled with smoke and control is lost. Require quick-repair before vehicle can be driven without losing control. Put the damage card back into the deck.
4. Smoke generator is stuck permanently on until it is out of ammo. Require quick-repair to fix. Put the damage card back into the deck.
5. Smoke generator is destroyed, creating a huge (15 cm radius) cloud of smoke in the process.
6. Smoke generator is destroyed.
Driver
Flip to see if driver is killed. If not, driver is hurt, reducing maneuverability by half, and you must flip to see if you hit when attacking. Either way, lose control (so, even a vehicle with a dead driver may continue to move for a while).
Steering
Roll a D6.
1. Lose control. Put the damage card back into the deck.
2. Linkage damage. No special manouvers possible. Put the damage card back into the deck.
3. Steering locks up. You have to continue in the same direction as your last maneuver (left, right or straight, but how much you turn is still possible to change). Put the damage card back into the deck.
4. Steering damaged. Each turn, roll a D6. On 1-2 go left, 3-4 go straight, 5-6 go right. You decide how much to turn. Put the damage card back into the deck.
5. Linkage destroyed, lose control. Vehicle undrivable.
6. Linkage destroyed, lose control. Vehicle undrivable.
Radiator
Radiator leak. Put the Radiator damage card back in the deck. Each book-keeping phase, draw a front damage card, ignoring all except Radiator damage. If it appears again, the engine has seized and cannot be used, and you lose control.
Fuel tank
Roll a D6.
1. You are leaking fuel. Each book-keeping phase, roll a D10. On a 1, you are out of fuel. Even if you refuel, the leak remains. Put the damage card back into the deck.
2. You are leaking fuel. Each book-keeping phase, roll a D10. On a 1, you are out of fuel. Even if you refuel, the leak remains. Put the damage card back into the deck.
3. Fuel tank burst, leaving all fuel in a big puddle (5 cm radius). If anything in the puddle is hit with missiles, flame throwers or a burning vehicle pass touch it, the puddle ignites, doing damage to everyone touching it like a flame thrower hit on the facing closest to the center of the puddle.
4. All fuel ignites in an inferno that hits everyone within 10 cm of the vehicle like a flamethrower hit (closest side), including the vehicle it’s mounted on (center).
5. A small fuel leak starts a fire. See fire damage below.
6. Fuel leak that will leak fuel until a 1 on a D10 is rolled in the book-keeping phase. Keep track of the fuel trail. If any fire (flamethrower, missile hit on vehicle, burning vehicle) touches it, the entire trail lights up and hits anyone touching it like a flame thrower. The flame starts at the ignition point and moves outwards. Use this to determine where it hits.
Tires
Lose control. When you have destroyed tires, any attempt to make a turn tighter than half your maneuverability or a special maneuver requires you to make a flip or lose control.
Fire
Draw another damage card and add another Fire damage card to the deck (if the other damage cards is a blow-through, add the Fire damage card to the center deck instead. Then put the original Fire damage card back into the deck.
Any vehicle with Fire damage cards in their damage deck is also smoking.
Fire extinguisher
Fire extinguishing system unusable. Flip to see if the inside of the vehicle is sprayed, in which case, you lose control.
Oil leak
Roll a D6.
1. Leave an oil slick, just like an oil dispenser. Put the damage card back in the deck.
2. Smoke. Put the damage card back in the deck.
3. Continuous smoke. The vehicle will leave a smoke trail, just like a smoke generator. Put the damage card back in the deck.
4. Engine is destroyed, the vehicle will cruise and lose 1 speed each turn.
5. Engine is destroyed, the vehicle will cruise and lose 1 speed each turn.
6. Engine has seized and is destroyed. Lose control.
Turret
Roll a D6.
1. Turret is rotating constantly, one facing each turn. Flip to see which direction it’s stuck in. Can be quick-repaired. Put the damage card back in the deck.
2. Turret is stuck and can’t turn until fixed. Can be quick-repaired. Put the damage card back in the deck.
3. Turret is stuck and can’t turn until fixed. Put the damage card back in the deck.
4. Turret elevation is stuck. Each time you are trying to hit, flip to see if it’s possible. Put the damage card back in the deck.
5. Turret is destroyed, and the guns in it as well.
6. Turret is destroyed, and the guns in it as well. Also, draw three more damage cards, ignoring all except Gunner damage cards.
Passenger
Flip to see if passenger is killed.
If not, passenger is injured, and Passenger damage card is put back into the deck. If it is drawn again, passenger is automatically killed.